Stellar Empires 5; An Age Anew. (NATION RP)

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Thank you for the answers. I'll have my sheet up soon~
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No problem. I'd always rather answer questions than have to correct people after the fact ;) but just a fair bit of warning, 2 point flaws are worth 2 points for a reason :p
 
Okay, finished polishing up my sheet. You need me to change or add anything, just ask.
 
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No, race traits are separate from "common" traits. Their traits and flaws are separate to the 15 common traits and 3 mandatory flaws.

Holy apparition, Batman! Where all these people come from? LOL

Thanks for the clarification. I'll have something up soon, :)
 
I have 2 more questions:

1. Will the results of engagements be decided by RNG, or will we be making tactical decisions back-and-forth during battles?

2. I'm thinking of leading a nation of Symbionts with their Cephalopod hosts. I'm pretty sure this is the case, but would the Symbionts be able to benefit from both their own passive research boost, as well as the Cephalopods' developmental capabilities from their multiple limbs?
 
Not sure what kad has in mind for the encounters/engaugments precisly, dice usually play a role but they're unlikely to be the be-all, end-all of it.

As for the ceoh/symbiont doubleup, they should stack as the symbionts share the mental and psysical aspects of the host race. a few of the races have advantages/disadvantages that don't translate as hosts but all the cephelepod ones appear to.
 
I have 2 more questions:

1. Will the results of engagements be decided by RNG, or will we be making tactical decisions back-and-forth during battles?

2. I'm thinking of leading a nation of Symbionts with their Cephalopod hosts. I'm pretty sure this is the case, but would the Symbionts be able to benefit from both their own passive research boost, as well as the Cephalopods' developmental capabilities from their multiple limbs?
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1: Yes and Yes to both questions :p

2: As Gat mentioned, yes.
 
Trying my hands on a nation:
Nation Name: The Global Federation of Murica
Flag: http://i.imgur.com/owaEfN8.jpg
VIPs:
  • President John Smith
  • Grand General Ganon Garrard
  • Grand Admiral Zhang Li He
Races: Humans & AI
Race Traits:
  • Manifest Destiny
  • Exceptionally Adaptive
Race Flaws:
  • Curiosity
Common Traits:

National:

  • Dystopia
Population:
  • Military Pride
  • Loyalty
Star Navy:
  • A gift from the stars
  • When in doubt fire EVERYTHING
  • All rounder
Ground War:
  • Elite Commando
  • Orbital Support
  • You shook me all night long
Technical:
  • Redundancy​
  • Master Shipwrights​
  • Better than your MAC
Psychic:
  • Telecommunication
Economic:
  • Point Defender Guns
Espionage:
  • Advanced Infiltration Unit
  • A Weston Moment
Flaws:
  • Dystopia
  • Non-Expansionistic
  • Colonial Justice
  • Frontier Difficulties
Uniques:
  • Flying Murderblocks: Cram 10% more guns and weapons on their ships! (Ironclad but with weapons?)
  • Bigger is Better: These people believe that size does matter and it shows in the scale of the things they build. Their ships are 10% bigger compared to another ship of the same class. While it does make them more expensive and longer to build/repair, they offer (slight) increased parameter on everything.
  • Mega Architecture: The Rig: A fuel harvesting and refinery station on (Gas Giant I), also work as a repair and refueling station for passing ships, especially military ones. Due to its importance, it has enough defenses built over it to consider it a couple Defense Stations.
Nation Home System:
  • A3 V White Main Sequence star (Radien)
  • G1 V Yellow Main Sequence star (Lumien)
  • Asteroid Belt: Active with Mining operations
  • Rock Planet: Mostly left alone with only probes and scanners around
  • Hom (2 moons): Heavily polluted and overpopulated
    • moon 1: Moon Colony, Research Station and Military base
    • moon 2: Mine, Prison and secondary Military Base
  • Rock Planet: Ongoing terraforming research here.
  • Jovian Gas Giant: Planetary ring with 17 small moons and 7 large moons. The Rig is here.
  • Jovian Gas Giant: 2 small moons, 6 large moons. The colony is here, on a large moon with similar day revolution with Hom, farm and rare earth harvesting.
  • Neptunian Gas Giant: 10 small moons
  • Ice Planet: Here be probes
  • Ice Planet: EM storm covered, probes here as well.
  • Ice Planet: Nothin' but probes.
  • Ice Planet: Probes, probes, probes.
  • Ice Planet: Currently under review of being an Ice Planet or just a particularly large chunk of ice.
(Descriptions of your inhabited worlds, the star etc.)

Fleet:
*List of ships*
1 Dreadnought (1500)
1 Supercarrier (1800) (2 Assault Boats, 3 Fighters, 2 Bombers, 1 Gunships)
2 Carrier (2500) (2 Bombers, 2 Fighters, 1 Gunships)
2 Escort Carrier (1200) (1 Fighter, 1 Bomber)
3 Battleship (3000)
5 Cruiser (2250)
10 Frigate (1000)
10 Destroyer (1500)
17 Corvette (850)

4 Defense Station (1000)
1 Battlestation (2400) (2 Gunship, 1 Bombers, 1 Fighters)

1 Colony Ship (1000)

Ground Armies and Defences:
*List of Armies and Defences*
17 Infantry Regiment (1700)
9 Mobile Infantry Regiment (2700)
4 Artillery Regiment (800)
9 Armored Regiment (1600)
1 Strategic Regiment (4000)
2 Bomber groups (400)
2 Fighter groups (800)
1 Gunship group (300)
2 Air Defence Grid (1500)
1 PDF (4000)
I'm not sure what Gunships and Assault Boats do though.

So questions time:
1. What's the difference between the humanoid curiosity trait vs the common curiosity trait?
2. Which of the ground units house the Commandos?
 
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Interested definitely.

Questions though,
1. For an Insectoid race, do they need weapons or can they just have, claw things when it comes to ground combat?
2. Would a Hive-Mind race only really consist of one character, being the "Queen" and her perspective from the hive itself?
3. Can we supply our own pictures for ships, but still use the same naming conventions as listed?
4. As a Hive-Mind race like an Insectoid, it seems like many of the National and Population Traits are already in effect, or should be due to the nature of a Hive-Mind. If you could shed some light on that it would help a lot.
 
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For insectoids, consider the bugs from starship troopers, your 'drones' are probbly like the arachnids though likely with manipulators as well to make them slightly more capable, toy have reached spaceflight levels of tech afterall.
Hive mind, well theres two ways, shared consiousnus, where the whole act as a single entity and there are no individuals, or a system with controlers such as a queen. Both are perfectly valid approaches, just bare in mind you probably have more than one queen to control an entire race so a single vip would not be required with that approach (though possible if its your preference).

pics, go for it, no problems there.


*Disclaimer: Kad is of course free to correct me here but having been with this system since version 2 im pretty certain im right :p*
 
For insectoids, consider the bugs from starship troopers, your 'drones' are probbly like the arachnids though likely with manipulators as well to make them slightly more capable, toy have reached spaceflight levels of tech afterall.
Hive mind, well theres two ways, shared consiousnus, where the whole act as a single entity and there are no individuals, or a system with controlers such as a queen. Both are perfectly valid approaches, just bare in mind you probably have more than one queen to control an entire race so a single vip would not be required with that approach (though possible if its your preference).

pics, go for it, no problems there.


*Disclaimer: Kad is of course free to correct me here but having been with this system since version 2 im pretty certain im right :p*
Alright thanks, I guess I'll go for the multiple Queens approach like in Ender's Game. I'll get started on this today.
 
Trying my hands on a nation:
Nation Name:
Flag: (Optional)
VIPs:
Later
Races: Humans & AI
Race Traits:
  • Manifest Destiny
  • Exceptionally Adaptive
Race Flaws:
  • Curiosity
Common Traits:

National:

  • Dystopia
Population:
  • Military Pride
  • Loyalty
Star Navy:
  • A gift from the stars
  • When in doubt fire EVERYTHING
  • All rounder
  • Fleet Unity Protocols
Ground War:
  • Elite Commando
  • Orbital Support
  • You shook me all night long
Technical:
  • Redundancy​
  • Master Shipwrights​
Psychic:
  • Telecommunication
Economic:
  • Point Defender Guns
Espionage:
  • Advanced Infiltration Unit
  • A Weston Moment
Flaws:
  • Dystopia
  • Non-Expansionistic
  • Colonial Justice
  • Frontier Difficulties
Uniques:
  • Flying Murderblocks: Cram 10% more guns and weapons on their ships! (Ironclad but with weapons?)
Nation Home System:
(Descriptions of your inhabited worlds, the star etc.)

Fleet:

*List of ships*
1 Dreadnought (1500)
1 Supercarrier (1800) (2 Assault Boats, 1 Fighters, 1 Bombers)
2 Carrier (2500) (2 Bombers, 1 Gunships)
2 Escort Carrier (1200) (1 Fighter, 1 Bomber)
3 Battleship (3000)
5 Cruiser (2250)
10 Frigate (1000)
10 Destroyer (1500)
17 Corvette (850)

4 Defense Station (1000)
1 Battlestation (2400) (2 Gunship, 1 Bombers, 1 Fighters)

1 Colony Ship (1000)

Ground Armies and Defences:

*List of Armies and Defences*
20 Infantry Regiment (2000)
10 Mobile Infantry Regiment (3000)
5 Artillery Regiment (1000)
10 Armored Regiment (4000)
1 Strategic Regiment (4000)
2 Bomber groups (400)
2 Fighter groups (800)
1 Gunship group (300)
2 Air Defence Grid (1500)
1 PDF (4000)
I'm not sure what Gunships and Assault Boats do though.

So questions time:
1. What's the difference between the humanoid curiosity trait vs the common curiosity trait?
2. Which of the ground units house the Commandos?
.

1: Special is accepted.
2: Army is overspent by 1'000 points.
3: The difference between the curiosity traits is the human one is a flaw that leads to your people poking their noses into things they shouldn't (affecting the event generator) and the common trait is not (it has more positive effects)
4: Infantry, Mobile Infantry and Space Marine Regiments all have a handful of commando units.
5: Gunships are gun-heavy strike craft. Absolutely brutalising against bombers and even small capitals (Corvettes, Frigates and Destroyers) Assault Boats are boarding ships.




Interested definitely.

Questions though,
1. For an Insectoid race, do they need weapons or can they just have, claw things when it comes to ground combat?
2. Would a Hive-Mind race only really consist of one character, being the "Queen" and her perspective from the hive itself?
3. Can we supply our own pictures for ships, but still use the same naming conventions as listed?
4. As a Hive-Mind race like an Insectoid, it seems like many of the National and Population Traits are already in effect, or should be due to the nature of a Hive-Mind. If you could shed some light on that it would help a lot.
.
.
1: Well strictly speaking they don't need weapons. But not using them will rather hurt their chances of getting up close ;)
2: A Hive-Mind may have multiple queens, but yes, they would have their perspective from their hives.
3: Certainly.
4: No, the Hive Mind trait doesn't grant any 'free access' to National or Population traits. But the meaning does somewhat 'transform' for example, an Insectoid nation without Loyalty might find the hive-links to lesser creatures more easily broken. So while you might get minor 'passive' bonuses like some of those traits (such as Act of One) you won't get as strong a bonus as if you had the trait. But that isn't to say it's without it's strengths. A Hive Mind is immune to being infiltrated for example.
 
1: Special is accepted.
2: Army is overspent by 1'000 points.
3: The difference between the curiosity traits is the human one is a flaw that leads to your people poking their noses into things they shouldn't (affecting the event generator) and the common trait is not (it has more positive effects)
4: Infantry, Mobile Infantry and Space Marine Regiments all have a handful of commando units.
5: Gunships are gun-heavy strike craft. Absolutely brutalising against bombers and even small capitals (Corvettes, Frigates and Destroyers) Assault Boats are boarding ships.
2: Wut, how? I'm pretty sure it was 20k when I put those in. Editing.
4: Can I get Space Marines without the trait?
 
Right...
So, what does Strategic Regiment do?
 
Right...
So, what does Strategic Regiment do?
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Capital Ship weapons on a large Chassis for screwing over your enemies. To use a comparison to 40k, a Strategic Regiment is 2-3 Ordinatus style vehicles. They can also be used to attack enemy ships in low orbit.
 
Prepare for hyper-efficient, schizophrenic fish-people.

Nation Name: Selans

Dun'mai (Prime Minister)
Cirnim (Head of Military)
Lothea (Minister of Civil Affairs)
Pnueldan (Master of Foreign Affairs)
Aortail (Chief Administrator of Science)

Races:
Symbionts
Cephalopods

Race Traits:
Share the Load
Host Race (Cephalopods)

Race Flaws:
Distrust
Symbiotic Failure

National: Tightly-Knit, Implausibly Efficient Government, Mechanics at Heart, Science Forum (4)
Population: Loyalty, Genetic Augments, Tradesmen Academy, Good Schools, Freethought Obsession (6)
Star Navy: Macross Missile Massacre, A Gift From the Stars, When in Doubt Fire EVERYTHING! (3)
Ground War: Thunderstruck (1)
Technical: Master Shipwrights (1)
Economic: Abundant Trade Goods (1)
Espionage: Counter-Intelligence Unit (1)
Flaws: Wimpy, Cowardly, For Science!, Delectable, Religious Intolerance (5)

Selanar: The home world of Selankind. It is a large world filled with vast oceans that make up 64% of the planet's surface. The land is covered in lush, green grass and forestry. The planet is cool in temperature year-round and experiences rain often. The skies, all around, seem to perpetually emit auroras. There are several advanced cities varying in size on land, but a majority of the world's facilities and major cities are found deep in the oceans. Many years ago, Selanar was ruled by an isolated faction of Cephalopods until the Symbionts seemed to appear out of no where. The Cephalopods resisted for some time before learning to accept these Symbionts, as they provided them with several benefits. The Symbionts have implanted themselves in most Cephalopods on the planet, but have several pure Cephalopods in strictly-Cephalopod cities underwater. Surrounding the planet is a network of small satellites that provide information of its surroundings, as well as acting as a preliminary defence. There are also 3 moons, each monitored and protected by the Selans, though their defences are not overwhelming. Instead, most of Selanar's defensive effort is focused directly on the planet itself.

Morpholm: This desert-riddled planet was the first target of a major colonization effort of another planet by the Selans. Because most of the surface is made up of desert with little water to speak of, it is a difficult planet to inhabit, especially for the Cephalopods. However, it is believed that Delvine is host to a plethora of valuable minerals that the Selans are interested in, and thus, they have persevered up to this point. Efforts have been made to terraform the planet. With the Selans' wondrous capabilities in research and development, Morpholm is expected to be a new comfortable planet for them to call home sometime soon.

Delvine: A major foothold of the Selans in their reach for the great beyond. This is their largest satellite and is responsible for more extreme biological experiments.

14 Corvettes - 700
19 Frigates - 1900
18 Destroyers - 2700
2 Cruisers - 900
3 Escort Carriers - 1800 (2 Fighters) (2 Bombers) (1 Fighter, 1 Gunship)
2 Carriers - 2500 (3 Fighters, 1 Bomber, 1 Gunship) (4 Fighters, 1 Gunship)
3 Battleships - 3000
2 Dreadnoughts - 3000
1 Colony Ship - 1000
10 Defense Stations - 2500

13 Infantry Regiments - 1300
11 Armoured Regiments - 4400
11 Artillery Regiments - 2200
5 Mobile Infantry Regiments - 1500
2 Fighter Groups - 400
5 Bomber Groups - 2000
4 Gunship Groups - 1200
1 Air Defence Fortress - 3000
1 Planetary Defence Fortress - 4000
 
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Prepare for hyper-efficient, schizophrenic fish-people.

Nation Name: Selans

Dun'mai (Prime Minister)
Cirnim (Head of Military)
Lothea (Minister of Civil Affairs)
Pnueldan (Master of Foreign Affairs)
Aortail (Chief Administrator of Science)

Races:
Symbionts
Cephalopods

Race Traits:
Share the Load
Host Race (Cephalopods)

Race Flaws:
Distrust
Symbiotic Failure

National: Tightly-Knit, Implausibly Efficient Government, Mechanics at Heart, Science Forum (4)
Population: Loyalty, Genetic Augments, Tradesmen Academy, Good Schools (5)
Star Navy: Macross Missile Massacre, A Gift From the Stars, When in Doubt Fire EVERYTHING! (3)
Ground War: Thunderstruck (1)
Technical: Master Shipwrights (1)
Economic: Abundant Trade Goods, Bargaining Chip (2)
Espionage: Counter-Intelligence Unit (1)
Flaws: Wimpy, Cowardly, For Science!, Delectable, Religious Intolerance (5)

Selanar: The home world of Selankind. It is a large world filled with vast oceans that make up 64% of the planet's surface. The land is covered in lush, green grass and forestry. The planet is cool in temperature year-round and experiences rain often. The skies, all around, seem to perpetually emit auroras. There are several advanced cities varying in size on land, but a majority of the world's facilities and major cities are found deep in the oceans. Many years ago, Selanar was ruled by an isolated faction of Cephalopods until the Symbionts seemed to appear out of no where. The Cephalopods resisted for some time before learning to accept these Symbionts, as they provided them with several benefits. The Symbionts have implanted themselves in most Cephalopods on the planet, but have several pure Cephalopods in strictly-Cephalopod cities underwater. Surrounding the planet is a network of small satellites that provide information of its surroundings, as well as acting as a preliminary defence. There are also 3 moons, each monitored and protected by the Selans, though their defences are not overwhelming. Instead, most of Selanar's defensive effort is focused directly on the planet itself.

Morpholm: This desert-riddled planet was the first target of a major colonization effort of another planet by the Selans. Because most of the surface is made up of desert with little water to speak of, it is a difficult planet to inhabit, especially for the Cephalopods. However, it is believed that Delvine is host to a plethora of valuable minerals that the Selans are interested in, and thus, they have persevered up to this point. Efforts have been made to terraform the planet. With the Selans' wondrous capabilities in research and development, Delvine is expected to be a new comfortable planet for them to call home sometime soon.

Delvine: A major foothold of the Selans in their reach for the great beyond. This is their largest satellite and is responsible for more extreme biological experiments.

14 Corvettes - 700
19 Frigates - 1900
18 Destroyers - 2700
2 Cruisers - 900
3 Escort Carriers - 1800 (2 Fighters) (2 Bombers) (1 Fighter, 1 Gunship)
2 Carriers - 2500 (2 Fighters, 1 Bomber) (2 Fighters, 1 Gunship)
3 Battleships - 3000
2 Dreadnoughts - 3000
1 Colony Ship - 1000
10 Defense Stations - 2500

13 Infantry Regiments - 1300
11 Armoured Regiments - 4400
11 Artillery Regiments - 2200
5 Mobile Infantry Regiments - 1500
2 Fighter Groups - 400
5 Bomber Groups - 2000
4 Gunship Groups - 1200
1 Air Defence Fortress - 3000
1 Planetary Defence Fortress - 4000

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Excellent! Accepted.
 
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