A Solar Concern: The Tale of Seven Suns

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Question, what are the limits of a Terraform Drop? That is something I would like to know xD
At the start you don't have any terraform units ready to drop. But the limits are fairly simple.


Do you want to start a war? If Y feel free to drop it on a world held by another nation :p If N then that's a limit.

Other than that Terraformer drops take some consideration. Time needs to be taken studying a world for a terraformer drop (so it can be properly configured) and the terraformers take considerable time to produce and a suitable place needs to be found for them. (Well you CAN just drop them willy-nilly, but I recommend to check for fault lines, dormant volcanos etc first.)

And don't drop them in the ocean. Though it gives them a softer landing, they then sink and stop functioning when seawater fills their atmosphere engines :p
 
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Also @Kadaeux Im really... confused by your ship building... thingy Can you go through it with me? When you got time
 
Also @Kadaeux Im really... confused by your ship building... thingy Can you go through it with me? When you got time
Example:

I'll go with a Battlecruiser.

               
Battlecruiser: 1 2 1 3 2 2  
It has 1 Prow Hardpoint, 2 Port/Starboard Hardpoints, 1 Aft Hardpoint, 3 Defensive Hardpoints, 2 Point Defence Clusters and 2 Special Hardpoints.



So

Prow: I choose a fixed Railgun Battery.

Prow: Fixed Railgun Battery.

For Port/Starboard we have 2 hardpoints. (These are mirrored by the way. Both sides of the ship have identical armaments)

So I pick 1 Laser Broadside for raw broadside firepower and 1 turreted Metalstorm Battery this gives excellent coverage with decent firepower.

Prow: Fixed Railgun Battery
Port/Starboard: 1x Laser Broadside, 1x Turreted Metalstorm


Then we have Aft, it functions like the other hardpoints, but i'll throw another Turreted Metalstorm in.

Prow: 1x Fixed Railgun Battery
Port/Starboard: 1x Laser Broadside, 1x Turreted Metalstorm Battery
Aft: 1x Turreted Metalstorm Battery


Then we have 3 Defensive Hardpoints.

I don't want ECM or Active Countermeasures so I go

1x Medium Armour
2x Medium Shields

So we have

Prow: 1x Fixed Railgun Battery
Port/Starboard: 1x Laser Broadside, 1x Turreted Metalstorm Battery
Aft: 1x Turreted Metalstorm Battery
Defences: 1x Medium Armour, 2x Medium Shields


The point defence clusters are a fixed number so you don't have to worry about that.

Then we have special. We've got 2 Hardpoints.

I want somewhat of a "pirate" ship so I go with

Raider Transport Bays and a Grappling Array

Prow: 1x Fixed Railgun Battery
Port/Starboard: 1x Laser Broadside, 1x Turreted Metalstorm Battery
Aft: 1x Turreted Metalstorm Battery
Defences: 1x Medium Armour, 2x Medium Shields
Special: 1x Raiding Force Transport Bay, 1x Grappling Cable Array


Engines are simple, you're just declaring what type of engines that ship has.

Eg: In this case if you don't have Antimatter or Reactionless Drives, it's a Standard Drive.


After that, it has a basic cost of 36 Billion Credits + whatever training level you choose for it.
 
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Example:

I'll go with a Battlecruiser.


               
Battlecruiser: 1 2 1 3 2 2  
It has 1 Prow Hardpoint, 2 Port/Starboard Hardpoints, 1 Aft Hardpoint, 3 Defensive Hardpoints, 2 Point Defence Clusters and 2 Special Hardpoints.



So

Prow: I choose a fixed Railgun Battery.

Prow: Fixed Railgun Battery.

For Port/Starboard we have 2 hardpoints. (These are mirrored by the way. Both sides of the ship have identical armaments)

So I pick 1 Laser Broadside for raw broadside firepower and 1 turreted Metalstorm Battery this gives excellent coverage with decent firepower.

Prow: Fixed Railgun Battery
Port/Starboard: 1x Laser Broadside, 1x Turreted Metalstorm


Then we have Aft, it functions like the other hardpoints, but i'll throw another Turreted Metalstorm in.

Prow: 1x Fixed Railgun Battery
Port/Starboard: 1x Laser Broadside, 1x Turreted Metalstorm Battery
Aft: 1x Turreted Metalstorm Battery


Then we have 3 Defensive Hardpoints.

I don't want ECM or Active Countermeasures so I go

1x Medium Armour
2x Medium Shields

So we have

Prow: 1x Fixed Railgun Battery
Port/Starboard: 1x Laser Broadside, 1x Turreted Metalstorm Battery
Aft: 1x Turreted Metalstorm Battery
Defences: 1x Medium Armour, 2x Medium Shields


The point defence clusters are a fixed number so you don't have to worry about that.

Then we have special. We've got 2 Hardpoints.

I want somewhat of a "pirate" ship so I go with

Raider Transport Bays and a Grappling Array

Prow: 1x Fixed Railgun Battery
Port/Starboard: 1x Laser Broadside, 1x Turreted Metalstorm Battery
Aft: 1x Turreted Metalstorm Battery
Defences: 1x Medium Armour, 2x Medium Shields
Special: 1x Raiding Force Transport Bay, 1x Grappling Cable Array


Engines are simple, you're just declaring what type of engines that ship has.

Eg: In this case if you don't have Antimatter or Reactionless Drives, it's a Standard Drive.


After that, it has a basic cost of 36 Billion Credits + whatever training level you choose for it.
And then there was light... Thank you ^.^
 
Still very much getting use to the formatting so I'll just edit this as I go. Also think I botched the military spending with the outdated complicated rules so I'll tidy that up too. Here's the link to the google doc for those too anxious or empathetic to see me struggle transposing. https://docs.google.com/spreadsheet...Wavw-pvefPknpPEQp3XN5cbF4/edit#gid=1054943808


  • Nation Name: The Sovereign Collective of the Grand Urzil People
    Nation History: Savages. Lunatics. Devils. Words the galaxy knows all too well when describing the Urzil. Many outsiders see them as an unstable blight. While often justified, these opinions cannot be seen as entirely true. The Urzil are a people just like any other trying to survive in an unforgiving universe. Their story in particular is one of hard-fought survival. Legends say they came from another galaxy, another universe perhaps. They had been a broken people fleeing from some merciless form of darkness. The colony that managed to land on their current home world was wrought with dissent. Perhaps the only unified choice the Urzil have ever made was to send a vessel to find their "bird gods" far out into the unknowns of the universe to deliver them from the hell that they endured in the terrible wastes of their new life. But that was ages ago. Hope of deliverance had faded before the luminescent thrust of that vessel left their eyes. The land of false deliverance plunged into chaos.

    Terror erupted. War. Famine. Antimatter. The latter of these took the largest toll. The Urzil's frozen home world was almost rend in two by the blast along the equatorial line killing 90% of the population. The Planet became practically barren of life except for at its polar regions. What organisms along the equator that did survive were twisted into the vilest excuses for life, monsters that feasted not only on flesh but the world itself.

    But still the Urzil have endured. They painfully adapted to the havoc they had placed upon themselves. Their flesh had become mutated and some would argue their minds had followed suit. In those desperate hours, the Urzil people had befriended the darkness. They made deals with many devils to survive. Above all else, they would always survive.

    Since the Urzil's near apocalypse, "The Crack" as it is often called, their culture has taken on a level of frenzied enhancement. The traditional ceremonies their people had created in the icy grips of their past life have been molested into volatile displays of tribal savagery. The solemn chants to the bird gods have been replaced with vicious screams, voodoo magic, and live sacrifice. From an outsider's standpoint, the Urzil nation is a desperate animal caught in a bear trap. They are paranoid and mercurial, always cautious of handouts and too easily made friends. What they need they will take if they cannot come by it honestly. And when they do take, the Urzil do so with suicidal devotion. Their personal death means one less mouth to feed. Their failure means no more mouths to feed. They must survive.

    Significant Political Figures:







                           
    Regeant   Vice Regeant   The Seer   The Seeker   Spice Lord   Envoy  
    Nation "Style": Mercurial communist Mongol-Navajo-Soviet starving, beast wrangling, shit exploding mutant hyena-bears with Zionist undertones, Cajun food, and hoodoo-voodoo everywhere.
    Nation Species: Urzil- Though largely caniform (mamalian) by physiology, the Urzil exhibit a reptilian-esque reproductive cycle. Each pregnancy a mother will carry a single fertilized egg which consists of 3 internal embryos. These three embryos will hatch into triplet brood mates, the closest family an Urzil will ever have. They often carry pieces of their shell as keepsakes for life. The color of this shell is what determines the tribe of the offspring. The shell of each tribe has a different hue and the state goes to great lengths to sort these offspring into their appropriate tribe and is a capital offense to missort. The parenting process is much less involved. The community of the respective tribes is in charge of rearing offspring with the biological parents serving as a "special friendship" of sorts. An Urzil love life is irrespective of who they breed with. Breeding is largely a state affair to ensure survival, almost an unspoken tax on its citizens. The carnal needs of reproduction are a loveless encounter that takes place whenever convenient or necessary. However, an Urzil life mate is a monogamous relationship either heterosexual or homosexual that endures as the only romantic connection they will create or maintain.
  • Total Trait Counts:
    National Traits: 4
    Population Traits: 7
    Star Navy Traits: 10
    Ground War Traits: 9
    Technical Traits: 4
    Economic Traits: 4
    Foreign Policy Traits: 4
    Espionage Traits: 6
    Psychic Traits: 0
    Advanced Technology Traits: 6
    Flaws: +5
    Special:
    Beasts of Burden- After the Crack (the near antimatter apocalypse which ravished their home world) the livelihood of the Urzil has become centered on the Replicators as a quantum source for their food. The plants and animals that did survive the Crack could never sustain the Urzil as a food source and were thus domesticated in order to conserve energy for the Replicators. From load carriers, travel, pets, or beasts of war there seems to be an arctic atrocity for every need. Naturally there are advantages and disadvantages. However, the ability to conserve power for food is the most necessary of evils.


    • National Traits:







         
      Authority Equals Kick-Ass "Dictatorships" are legitimate organizations that often get a bad rap. When there is utter desperation, utter confusion, and utter lack of trust in the universe… certain measures must be taken to unite the people for their own good. The strong must always lead and the weak must always be expendable. There is only one way to survive and that way is together (regardless of trivial opinions of right and wrong).
      Shadow Government There are always whispers of the minds that lie beneath. Tales the shaman's tell children of the tribes to scare them at night. They are tales of deals made with the ether to give the Urzil a second chance. The red eyes and white teeth that smile at the people from the darkness.
      Dystopia The Urzil are a cancer. Passionately, violently, and desperately they cling for survival and are willing to take whatever steps they must to attain it. Terrorism is rampant. Some are organized groups with lofty ideals of deliverance. But most are simply mothers and fathers too hungry and too abused to let their children starve without a fight. Like cancer, they will never surrender to death. Also like cancer, no one in the galaxy seems to want to get their hands on them.
      Vengeful Slights cannot be taken likely. When you are seen to be weak, you will soon become prey. The Urzil cannot afford this and are more than willing to make disproportionate examples of those who threaten their existence.
    • Population Traits:







         
      Stupidly Brave The Urzil cannot afford to lose. Period. There is nothing at home to retreat to. Each soldier to wield a weapon does so believing that if he or she fails, their people will perish. They will give their all until death and are expected to give the same effort in the afterlife.
      Clan Groups Tribal groups are the only truly functional levels of government in the nation. While they all answer to a central power, they are largely autonomous to decide all social, cultural, and economic interactions. The tribes pay the state in troops and trade profits for food (the ultimate resource of the state). In battle as in society, the Urzil are fiercely loyal to their tribe and function ruthlessly with their kin. One might compare them to hyena packs.
      Organized Chaos Urzil life is chaos. It is impossible to predict and swings wildly on all scales of extremes. While it is difficult—if not inaccurate—to say that the Urzil can predict the comings of this chaos, they are at least very in tune with how to manage it and respond to it than any other species could hope to be.
      Heroic Sacrifice The tales of heroic deeds and suicidal martyrs are the heart and soul of Urzil culture. They worship these figures like demi gods. Frenzies arise from tribal throngs as they dance around lava flows and geothermal springs as screaming howls to these great sacrifices are echoed into the blackness of the night sky.
      Highly Religious Bird gods. This simple phrase is a corner stone of the Urzil thought process. All the tribes worship them separately and in their own way but they are united in their belief that these creatures will somehow appear and deliver them from their plight. The suicidal nature of their warriors is focused around this as well; every sacrifice that allows the Urzil people another day to survive will bring them one day closer to their deliverance by the bird gods. Naturally dissidence and heresy flows in every religious land however.
      Industrious While they may seem unorthodox, chaotic and otherwise incoercible, the Urzil are actually a very industrious people. When given the chance they are more than able and more than willing to put their head down and produce for the needs of their people. It is said that in their past life they were the industrial backbone of a great empire. Cold and methodical, they worked without penance or pleasure to secure the livelihoods of the bird gods; a most worthy sacrifice. This mentality of selfless work remains but has been replaced with passion. Whether this is a passion to return to their bird gods or to feed their children, the Urzil have a fervent passion for survival.
      Jackrabbits! They reproduce... a lot. For the state of course
    • Star Navy Traits:




         
      Strike Ship Obsession In battle, escort sized ships are generally tribal cohorts with larger more powerful tribes commanding larger vessels. The capital ships are the exception to this rule. Light cruisers are commanded by the local khanates of tributary tribes (whose smaller ships are often under these vessels' command). The Heavy Battleship (the flagship of the fleet) is an amalgam of all the tribes and khanates of the Urzil. The single Cruiser class vessel is entirely of its own accord. Its men are taken from the most elite units within the Urzil military and are molded and mutilated to fight as a force with seemingly no ruler. In fact, the power in control of this unit lies deep within the shadows of the state.
      High Speed, Low Drag Strike fast and strike hard. The Urzil are not about siege wars. They cannot survive a drawn out engagement of attrition. Any use of force must be at the jugular of the opponent in order to force a quick, decisive submission.
      Missle Massacre If their home planet is any indication, the Urzil are good at blowing shit up. Explosives are a raw and imprecise business of total chaos and destruction. Better yet, they can often be fired and then forgotten as the valuable resources of ship and crew can flee into darkness and be spared for another day.
      Gift from the Stars There is nothing that says strike the jugular more than glassing a planet. Even when full scale destruction cannot be achieved, attacking poorly defended planets often ties up the enemy finances and support. As the underdog, the Urzil rarely feel entitled to play fair.
      FIRE EVERYTHING! Fire and fade; a hard concept to achieve when your fleet has to do the hokey-pokey to launch its salvo.
      RAMMING SPEED! Desperation is the name of the game. If a ship is going down, it will make every effort to use its last breath (and antimatter) to take the enemy down with it. Destroyers class vessels sent on patrol are an exception to this rule. If they encounter a vessel of larger size in the Urzil system, they ram without second thought.
      Where's the Fleet? The Urzil capitalize on chaos above all else. When they can sow confusion into the enemy the playing field is dropped to a realm in which the Urzil are masters of.
      Dirty Warfare .
      Atmosphere Capable .
      Thunder Run .
    • Ground War Traits:






         
      Elite Special Forces .
      Strategic Response .
      Guerilla Tactics .
      Sweep Scortch .
      Blitzkrieg .
      Sige of AR-558 .
      Behind the Line .
      Suicidal Devotion .
      Anti-Conventional .
    • Technical Traits:






         
      On the Run .
      Industrial Autoprinting .
      Ventured Outside .
      Secure Lines .
    • Economic Traits:

         
      Sprint Traders .
      Lax Restrictions Trade, often of the illicit sort, is the only real export the Urzil have. Exporting goods from spice mines, rare minerals and gems (the pretty kind of rocks Urzil find impractical) are crucial for individual tribes to afford anything in the way of luxuries. Imports of various hallucinogens and toothbrushes are often the mainstay of these luxuries.
      Socialism The Urzil are pack hunters by nature. State control permeates all things and what it doesn't touch is completely delegated to the tribal level who determines everything to the cloths one wears. Individuals are merely representatives of their tribe and nation. Foreign companies are almost nonexistent. Most imports are raw materials which are auto-printed into a Urzil desired good. The rare brand name product in an Urzil's possession is a disgusting affront to the state.
      Trade Cartels The tribes as a whole are responsible for the exports and imports they receive no matter how illicit they are. Thus they are a rather powerful trading presence which often merges into larger conglomerations of tribes for better deals. However, the main contact for all intergalactic trade is one man, often referred to as "The Spice Lord." He is the all-knowing, all-haggling, unofficial point man for the Urzil people.
    • Foreign Policy Traits:

         
      But We Had To! The intergalactic community is aware that the Urzil are people short on luck, resources, and a sustainable existence. While this appearance obviously has its downfalls, it is hard to blame a starving wolf for eating a human pesters it.
      Preliminary Hostilities The Urzil do no play defense. They will not wait for their antimatter ring to be attacked. They will not wait for their world to be destroyed. They will not wait for their race to perish. The violence of action is to the advantage of the aggressor.
      Disciplin by Decimation Public executions are just a part of Urzil life, whether they are a petty thief or entire pirate organizations. The Urzil will literally crush their head in with a rock and feed their bodies to the Replicators so their impudence may in turn feed the people. Naturally the whole process is televised. It may be gruesome, but at least the point is clear.
      M.A.D They will not go quietly into the dark.
    • Espionage Traits:





         
      Suicide Devices .
      A Weston Moment .
      Secret Police .
      Authorityof One .
      Terrorism .
      Advanced Infiltration .
    • Psychic Traits:

      Nope... Just nope.
    • Advanced Technology Traits:



         
      Penetrator Missles (x2) The Urzil are not stupid. When you are sitting on an Antimatter drive that can vaporize the vessel with a well-placed hit, the best policy is often to slug things out at a range only you can reach. They are always more than willing to fire a hard hitting salvo out of range of the enemy and then disperse in the ensuing chaos. The PR of being "candy-ass bitches" can be handled later.
      Antimatter (x2) Antimatter is nasty business. It—along with the help of a few less than innocent Urzils—created the Crack, the single worst event in the Urzil's written history. But as with many things in Urzil lore, this vicious evil is what ended up saving their nation in the long run. With the Replicators having to take on the full weight of Urzil agriculture, practically no other energy source would be capable of such. It is a deal with the devil that has given them one more day in the dark.
      Replicators (x2) The Replicators are the main population control mechanism of the state. Instead of accumulating food resources through standard farming and local distribution, most all food is produced at the quantum level by these replicators and distributed "equally" amongst the tribal populations of the state. Tributary tribes pay tax in the form of energy production, energy quotas, military units, and currency accumulated through trade abroad. In return they get potatoes literally made out of dust.
    • Flaws:





         
      Soylent Green is People Red eyes. White teeth. Darkness.
      Dangerous Cults "Bird gods sent them to this cursed world as penance for their sins. This is there exile. They are meant to repent and to die in this cold place. The darkness is both their fate and their rescuer."
      Psy Nulls (x2) Scientists say that the Urzil are too underdeveloped as a genome to have telepathy. They are simply too close to the instinctive, visceral mental patterns of primal pack hunters. Just because you can teach a bear to do circus tricks doesn't mean their genes are ready to start talking.
      Famine  
      Dystopia  
      Post-Apocyalypse "the Crack"
  • Territory
  • Treasury: Naval Budget: Army Budget:
  • Navy:
    • Capitol Ships:
    • Escort Ships:
    • Naval Strike Craft:
  • Armoured Forces:
  • Infantry:
  • Aerospace Forces:
 
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I'd just like to post to say that I am still working on my nation sheet. I've still got to redo the fleet and army and do some more flavoring. Hopefully I'll be done by Sunday.
 
What are the number of engine hardpoints for each ship class?
Just one. You just list the type.

The performance depends on the class hull and engine type.


Eg: A Light Cruiser with an Antimatter drive will outperform a Heavy Cruiser with an Antimatter Drive.
 
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