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Galactic Quest

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Thread replies: 169
Thread images: 8

The conflict ended years ago, but the war was still alive and well. Your alien neighbors, a people your kind have shared the solar system with since you first discovered one another, sits ready to end everything your people have strived for since the dawn of civilization. It hadn’t always been like this, your races once had such great hope for one another. You were both born of your system’s star, and had both looked longingly to the other’s world, hoping for an answer on whether or not you were alone. When you discovered each other, there had been happiness, and a mad dash to discover and learn everything about each other. It was a golden age that accelerated both your people’s beyond the bounds of your worlds gravity well.

That had been so long ago, and no one knows just what one thing lead to the current state of things. Some believe it was many small things, differences that could never be reconciled between your peoples/ Other say there had been one great factor that had tipped things past the breaking point. Whatever it was, it has lead to this long war.

A shaky ceasefire has come, the fear of mutual annihilation steadying ships and calming minds. In the first time in a hundred years, your fleets stood still, glaring at each other and waiting for the war to begin again.

The Age of Expansion begins, while an Age of War decides whether to finally end or to continue once more with greater fury.

And during all this, at the edge of your sensors, The warden stands guard, blocking any hopes of escaping your system. Whatever comes of the future, you will be forced to face it, as there is nowhere to run to.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You will be playing a space faring civilization, one that shares their system with another species who you have been at war with for most of your modern history. A cold war has begun, and both sides try to expand their control and heal from the conflict.

Despite possessing FTL technology, both you and your rivals are trapped in your system by The Warden, an alien space station that prevents all attempts at escaping your star’s light.

You will have three resrouces to balance: HR (Human resources or population), Materials (Ore, gases, anything used in the construction of anything else), and research (Your civilization’s scientific power). Hr is used for your actions, as they represent the workforce you can dedicate to certain tasks, while materials are spent to produce ships, improve the infrastructure of your planet, basically to fund your actions. Research is used to fuel your advancement in technology, weather that be for military or domestic purposes.

All resources cannot be stored, and each turn whatever isn’t used is not carried over to the next turn.

More things will come into play as the game progresses, but for now we must create your species.

>Go through species creation?

>Choose 1 of three Premade Species?

Feel free to ask any questions you may have.
>>
Forgot to include my name, that's a bit embarrassing XD
>>
>>1840054
>>1840063
>Go through species creation?
absolutely
>>
>>1840054
>Go through species creation?
>>
>>1840054
CREATE
>>
>>1840074
>>1840070
>>1840065
>Go through Species Creation

First, we must determine what kind of species you are

>Biological species: Avian, mammalian, reptilian, biological species evolved along familiar lines to humanity. they began as single celled organisms won the battle to become the dominant species of their world.

>Bonus to HR, bonus to diplomacy with other biological races, access almost all tech trees

>Synthetic Species: Weather created by a biological race or other synthetic life, synthetics are machines of various design that mimic life almost perfectly. They are however much harder to create, due to the resources necessary compared to biological life.

>Bonus to research, Does not require food, Unaffected by planet habitability

>Exotic species: Species that do not follow the norm. Made of gas, made of energy, or star fire, these species are a massive rarity in the galaxy.

>Access to unique tech and tech trees, Bonus to materials, Unique biology options
>>
>>1840099
>Synthetic Species: Weather created by a biological race or other synthetic life, synthetics are machines of various design that mimic life almost perfectly. They are however much harder to create, due to the resources necessary compared to biological life.
Bonus to research, Does not require food, Unaffected by planet habitability
>>
>>1840099
>Biological species: Avian, mammalian, reptilian, biological species evolved along familiar lines to humanity. they began as single celled organisms won the battle to become the dominant species of their world.

We're just a bunch of dumb apes
>>
Ending vote in five minutes. Will flip a coin if there isn't a tie breaker
>>
>>1840099
Bio
>>
>>1840099
>Synthetic Species: Weather created by a biological race or other synthetic life, synthetics are machines of various design that mimic life almost perfectly. They are however much harder to create, due to the resources necessary compared to biological life.
>>
>>1840175
>>1840111
Biological chosen.

Now, what kind will you be?

>Mammalian: Steady HR increase, easier time colonizing, Access to Mammal species traits

>Avian: Slow growth time but larger HR increase, better pilots, access to Avian species traits

>Saurian: Slow growth time but larger increase, better soldiers, access to Saurian Species traits

>Insectoid: Quick HR gain, larger species trait list, access to insectoid species traits.

>Plantoid: Extremely slow HR gain, larger species trait lists, access to plantoid species trait list, access to unique tech
>>
>>1840223
>>Mammalian: Steady HR increase, easier time colonizing, Access to Mammal species traits
The cockroaches of the galaxy
>>
>>1840223
>Avian
Bird nigas
>>
>>1840223
Will end vote in ten minutes
>>
>>1840223
>Plantoid
I being able to communicate with plant life on planets will help us a lot.
>>
>>1840223

>Plantoid: Extremely slow HR gain, larger species trait lists, access to plantoid species trait list, access to unique tech
>>
>>1840223
Plant people
>>
>>1840223
>Plantoid

Always wanted to try out plant dudes, maybe some other time bird bro.
>>
>>1840223
Saurian: Slow growth time but larger increase, better soldiers, access to Saurian Species traits

Dino people yes please
>>
>>1840223
>Saurian: Slow growth time but larger increase, better soldiers, access to Saurian Species traits
Space dinosaurs
>>
>>1840237
>>1840238
>>1840240
>>1840243

Your people are plantoid in nature, some odd fusion of animal and plant cell that allows you to move with the best of them.

You have 3 trait points

You can only have six traits

>-1 Big creature: you are larger than average species. Small bonus to soldier combat

>-2 large creatures: you tower above most other sentient races. Bonus to soldier combat

>-3 Giant creatures: You are like mythical titans, striding across the battle field as you shake the earth. Massive bonus to soldier combat, require much more food

>+1 short creature: you are smaller than the average sentient. Small debuff to soldier combat

>+2 tiny creatures: Most sentient tower over you, and some find you cute. Debuff to soldier combat

>+3 minuscule creatures: You are incredibly small, to the point the average sentient is like a mythical titan to you. Massive debuff to soldier combat, require far less food

>-1 Glider: Your people used to glide on the wind of you planet. Small bonus to ship combat

>-2 flyer: The skies were your domain, and you mastered the winds. Bonus to ship combat

>-2 Fungoid: Your people are descended from fungus. Bonus HR and colonization

>-5 parasitic: your people use other life to grow and reproduce. Can consume other life to create more HR as an action

>+1 ugly: You are not visually pleasing as a people. Small Debuff to diplomacy

>+2 Hideous: You are impossible to look out without disgust, Debuff to diplomacy

>+3 Monstrosity: You are a disgusting monster that is an insult to life every where. Massive debuff to diplomacy

>-1 Cute: Other races find you kind of appealing. Small bonus to diplomacy

>-2 Beautiful: Your are alluring, and many species can't help but be drawn to you. Bonus to Diplomacy

>-3 Works of art: You are like masterpieces of life, your beauty is unparalleled. Massive bonus to Diplomacy

>+1 Dull: you aren't the sharpest, but you can still keep up with extra effort. Small debuff to research

>+2 Idiots: you aren't bright, and have a hard time understanding things. Debuff go research

>+3 Simpletons. You no good at book learnin. Massive penalty to Research

>-1 Sharp: you tend to pick things up faster than other species. Small bonus to research

>-2 Intelligent: Your people outpace most of the simpler races when it comes to academics. Bonus to research.

>-3 Savant: While the primitive and simple play with their kinetics, your people are busy making the laws of the cosmos your plaything. Large bonus to Research

>-3 Psionic: your people have always had a connection to what belies beyond the conscious mind. Access to the psionic Tech tree.
>>
>>1840315
>-2 flyer
>-2 beautiful
>-1 big
>-1 sharp
>>
>>1840315
>>-3 Giant creatures: You are like mythical titans, striding across the battle field as you shake the earth. Massive bonus to soldier combat, require much more food


>+3 Monstrosity: You are a disgusting monster that is an insult to life every where. Massive debuff to diplomacy


>-3 Savant: While the primitive and simple play with their kinetics, your people are busy making the laws of the cosmos your plaything. Large bonus to Research


Beta Tree Nerds
>>
>>1840327
You only have three points to spend. You have spent six here
>>
>>1840315
>-1 Big creature: you are larger than average species. Small bonus to soldier combat
>-2 Beautiful: Your are alluring, and many species can't help but be drawn to you. Bonus to Diplomacy
>>
>>1840340
Oops. Then I switch to >>1840346
>>
>>1840315
>+1 short creature
>-1 Glider
>-2 Beautiful
>-1 Sharp

Small bonuses and main for diplo.
>>
>>1840332
Seconding
>>
>>1840315
+1 short creature
+1 ugly
-3 psionic
-2 fungoid
>>
>>1840315
>>-2 large creatures: you tower above most other sentient races. Bonus to soldier combat
>>+2 Hideous: You are impossible to look out without disgust, Debuff to diplomacy
>>-3 Savant: While the primitive and simple play with their kinetics, your people are busy making the laws of the cosmos your plaything. Large bonus to Research
>>
>>1840315

I vote for this >>1840346
>>
>>1840315
At work so responses will be slow
>>
>>1840450
>>1840346
>>1840355

From great and beautiful trees that once consumed your homeworld, your people hold a beauty that is almost unchallenged. Weather it be by flowers, or simply colorful bark, sentients can't help but feel week in the knees around you. However, beneath that beauty lies plant like sinew and a trunk built to carry your massive frame. Standing around 7 to 9 feet on average, your people are identical to your ancestral trees in more ways than mere beauty.

The fluff for the specifics of your looks are free for you guys to determine, or you can let me find or draw some pics for it for you to choose.

In any case, your species is now complete.

Now, how does their civilization work?

>Democracy: Whether through representation or direct, your people all (supposedly) have a say in the matters of government. Unlocks ability to purchase and replace Leaders (Heroic people effectivly). Leaders have abilities that can benefit or hinder your society. Unrest effects are weakened

>Oligarcy: Either by clans, money, military power or merit, your civilization is ruled by a select few who hold all the power. Have a set of 5 (One general, one merchant, one diplomat, one public figure, and one scientist) Leaders available to you that you can switch between. Only one leader can be active at a time, and you cannot change leaders until 5 years have passed. Normal Unrest effects

>Autocracy: Weather by Divine blood or military seizure, your people are lead by a single person and their descendants. Create an elite leader whose descendants will inherit his abilities and possibly obtain their own. Leader lives longer than any other leader other than the hive mind. Increased unrest effects.

>Hivemind: Your people are one, either sharing one unified personality or being connected with some measure of individuality. Obtain one immortal leader, who gives bonus's to HR, Research, and Materials. Massive diplomacy debuff. No unrest effects.
>>
>>1840924
>>Autocracy: Weather by Divine blood or military seizure, your people are lead by a single person and their descendants. Create an elite leader whose descendants will inherit his abilities and possibly obtain their own. Leader lives longer than any other leader other than the hive mind. Increased unrest effects.
>>
>>1840924
>Hivemind: Your people are one, either sharing one unified personality or being connected with some measure of individuality. Obtain one immortal leader, who gives bonus's to HR, Research, and Materials. Massive diplomacy debuff. No unrest effects.
>>
>>1840924
>Hivemind: Your people are one, either sharing one unified personality or being connected with some measure of individuality. Obtain one immortal leader, who gives bonus's to HR, Research, and Materials. Massive diplomacy debuff. No unrest effects.
>>
>>1840924

>Democracy: Whether through representation or direct, your people all (supposedly) have a say in the matters of government. Unlocks ability to purchase and replace Leaders (Heroic people effectivly). Leaders have abilities that can benefit or hinder your society. Unrest effects are weakened
>>
>>1840924
>Democracy: Whether through representation or direct, your people all (supposedly) have a say in the matters of government. Unlocks ability to purchase and replace Leaders (Heroic people effectivly). Leaders have abilities that can benefit or hinder your society. Unrest effects are weakened
>>
Ending in ten minutes
>>
Rolled 1 (1d2)

Flipping coin for it

1=Democracy
2=Hivemind
>>
>>1841039
Wooo
Power for the people!
Burdenlord that you?
>>
>>1841050
as someone from diccord, can confirm its burdenlord
>>
>>1840924
>Autocracy: Weather by Divine blood or military seizure, your people are lead by a single person and their descendants. Create an elite leader whose descendants will inherit his abilities and possibly obtain their own. Leader lives longer than any other leader other than the hive mind. Increased unrest effects.
>>
>>1840997
>>1840995
Your people long ago three of the shackles of oppression, and embraced the enlightened path of democracy. The governed are the governing, and all hold sway in the process of law making.

At least in paper. However all government are unique even if they function similarly. Choose a civic trait from below.

>Theocratic Republic: The word of the people is divine law! Gain the following actions.
>>Public Sermon: Hold a sermon to calm the people's hearts. Reduces Unrest on a planet.

>>Build temple: Construct a temple to the gods. Reduces Unrest on a planet each turn. Requires 300 materials and 20 HR

>Technocracy: Science and technology are at the focus of this society, and logic is valued above emotion. Gain a bonus to research and get two free techs at the start of the game

>Slaver Republic: Some are more equal than others. Your society is built on a foundation of slavery, and the idea of inherent rights only apply to a few. There may be way to escape it, but regardless slavery is a main part of your society. You possess a second HR resource (Slave HR) that grows naturally, but can be increased by capturing more slaves. SHR can be used only on construction actions. Can sacrifice SHR (Working slaves to death) to have them count for double their worth and to speed up construction they're used on. Doing so massivly increases Unrest, and can lead to slave revolts. Gain a new action as well.

>>Slave raid: Raid a target group, attacking them to steal their HR and convert them to SHR. Massivly harm relations with target.

>Meritocracy: You society is based on being the best and rewarding the best. Leaders are more powerful, and you gain a new action.

>>Evaluate: Use this action in addition to a none Evaluate action. Construction time, research time, or training time of that action is reduced.

>Corporate collective: Economics is the true life blood of a modern society. Gain a bonus to Diplomacy when trade deals are involved, and gain the following action.

>>Bidding War: Use this action before performing a none bidding war action. Material costs are reduced for the following action.

>False republic: The sheep belive they have power, but they don't. Your society is controlled by a group of powerful people who control things in the shadows. Leaders are cheaper, and you gain a new action

>>Swiss bank account: Store materials away to be used another turn. Limit can be increased by acquiring planets. Maximum is 100 materials.
>>
>>1841256
>>Meritocracy: You society is based on being the best and rewarding the best. Leaders are more powerful, and you gain a new action.
>>
>>1841256
>>Meritocracy: You society is based on being the best and rewarding the best. Leaders are more powerful, and you gain a new action.
>>
>>1841256

>Theocratic Republic: The word of the people is divine law! Gain the following actions.
>>Public Sermon: Hold a sermon to calm the people's hearts. Reduces Unrest on a planet.
>>
>>1841256
>>Technocracy: Science and technology are at the focus of this society, and logic is valued above emotion. Gain a bonus to research and get two free techs at the start of the game
>>
>>1841256
>Meritocracy: You society is based on being the best and rewarding the best. Leaders are more powerful, and you gain a new action.
>>
>>1841256
Meritocracy: You society is based on being the best and rewarding the best. Leaders are more powerful, and you gain a new.
>>
>>1841256
Mertocracy, your kind grows from feeding from dead matter, the largest trees are known to be fierce warriors, having big lands they own or are rewarded growth for their merits
>>
Ending vote in twenty minutes
>>
>>1841349
>>1841329
>>1841324
>>1841273
>>1841264

Those who lead and succeed in life are those with the talent, skill, and drive to do so. Working hard, and being skilled will always get a person places in this society.

Thanks for putting up with this for so long, we're almost done.

What kind of world was your homeworld? (this is mostly fluff except for affecting the habitability of worlds. basically, the further a world is from your homeworld's climate, the harder it is to live on it.)

>Write in

After that, we must decide what started the war.

>Unprovoked attack: Someone shot first, and didn't shoot to kill. Begin the game with a small Fleet and a standing army. Your rival receives the same.

>Fanatics: fanatics of some religious order started the war with some terrorist act. A hostile third party exists within the system, putting both you and your rival on edge.

>Without a home: Your homeworld was taken from you by your rival, leaving your people stranded on what ships you could gather. Gain a large fleet of military and domestic ships, but do not start with a planet.

>Resource war: There is a rare resource in your system that is necessary for some of your most advanced weapons and technology, anbd both you and your rival came to blow over its possession. Adds a special resource to your system that if you possess it, gives a bonus to research and materials. If you rival comes into possession of it, they will get this buff.

>Ideological differences: Your two species are just too different to get along. Your rival becomes an Slave Empire, and holds a portion of your population as slaves.
>>
>>1841514
>>Without a home:

For fluffwise for our ex-home, it is pretty much huge jungle/forest planets with plant-based house and building that is natural grown.
>>
>>1841514
Home
>gas giant
>Without a home: Your homeworld was taken from you by your rival, leaving your people stranded on what ships you could gather. Gain a large fleet of military and domestic ships, but do not start with a planet.
>>
>>1841554
Actually can we combine both of these?

>Without a home: Your homeworld was taken from you by your rival, leaving your people stranded on what ships you could gather. Gain a large fleet of military and domestic ships, but do not start with a planet.
>Resource war: There is a rare resource in your system that is necessary for some of your most advanced weapons and technology, anbd both you and your rival came to blow over its possession. Adds a special resource to your system that if you possess it, gives a bonus to research and materials. If you rival comes into possession of it, they will get this buff.
>>
>>1841514
>Wetlands with thick undergrowth and giant trees covering much of the planet
>Without a home
>>
>>1841583
sure i don't mind
>>
>>1841594
Great!
>>
>>1841514
I'd like both home taken and religious fanatics.
>>
>>1841585
>>1841535
Supporting
>>
>>1841594
Oh, that's good
>>
>>1841583
>>1841554
Support
>>
>>1841583
Supporting
>>
>>1841583
supporting, maybe they managed to get our land but we managed to get the seed of the planet

or maybe they got both
>>
>>1840054
>60 posts of chargen
Well that's productive
>>
>>1841697
Don't worry It will pick up
>>
>>1841554
>>1841585
Support
>>
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>>1841850
You are supporting a gas giant and a jungle planet at the same time ?
>>
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Th>>1841906
The Trees uses the gasses to gain nutrients where their roots eventually spread to cover the entire planet, and Eventually gain Sentience and Mobility. The Elder Tree that planted in the wind and created our entire existence.
>>
>>1841906
On the second thought I wonder how a gas giant with a jungle would look like...
>>
>>1841922
You convinced me
Support
>>
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>>1841927
glad to have you on our side.
>>
>>1841585
This
>>
>>1842028
>picking jungle
>the most vanilla option possible for plantoids
>>
>>1841514
My vote for the cause of war
>>1841634
and my vote for home planet
>>1841922
>>
So Gas giant with islands of planet life that float along the surface, connected by vast root systems that stretched and span the entire planet?

Also looks like

>>1841583
>Without a home: Your homeworld was taken from you by your rival, leaving your people stranded on what ships you could gather. Gain a large fleet of military and domestic ships, but do not start with a planet.
>Resource war: There is a rare resource in your system that is necessary for some of your most advanced weapons and technology, anbd both you and your rival came to blow over its possession. Adds a special resource to your system that if you possess it, gives a bonus to research and materials. If you rival comes into possession of it, they will get this buff.

Won the cause of the war.

That right?
>>
>>1842165
Seems like it
>>
>>1842165
Yup, we're ready.
>>
>>1842165
Yeah
>>
>>1842165
Yes
>>
>>1842165
Right.
>>
Your people cling to what remains of your civilizations physical might, military ships guarding a flotilla of civilian vessels that house your entire population. The Verel Emperium, those damned insects, had thrown your people from the floating islands and landmasses that were your homeworld. what portions of the father tree that weren't burnt away in the battle now houses poisonous refineries and manufacturing plants that converted your gas giant home into a producer of fuel and materials for the Verel.

Your people could only watch from view points and video screens as you fled from your world, and now after centuries of war, things have settled out of fear. Your people though still want their home back, want to escape the confines of your ships and feel the warm winds of your homeworld again.

Your ships were many, their frames grown and than built over with material and technolgy. The oldest ships were built with Chrysanthium, a resource unique to your world that would be collected by the roots of the vast trees and islands that allowed you to construct the technology to leave your world despite very little land mass to mine in comparison.

Now however, your ships were build with materials you could gather from asteroids and other celestial bodies gathered by your civilian ships.

Your people call for guidance, and fear what lies in their future, prisoners as they are in their ships.

>HR: 20
>Materials: 100
>Research: 50

>Fleet Power: 100
>>x10 Corvettes (2HP): FP=5, 2 Tier one Mass drivers (Kinetic, 2FP), Tier one Corvette Armor(2FP), Tier one Corvette thrusters(1FP)

>>x1 Flag ship (20 HP)(The Verdent Crescent): FP=50, 15 Tier one Mass drivers (Kinetic, 2FP), Tier One Battleship armor (15 FP), Tier one Battleship Thrusters (5FP)

>>x20 civilian ships (1HP) (0FP)

Actions (HR/Material cost/constriction time in turns)

>Evaluate: Use this action in addition to a none Evaluate action. Construction time, research time, or training time of that action is reduced. ( 5HR / 0 / NA )

>Scout System: Search the system for a suitable celestial body for construction. ( 5 or 10 HR / 10 / 2 )

>Scout Verel Empire: scout out the Verel empire for a target for possible attack, or to try and figur eout their military power ( 5 or 10 HR / 20 / 2 )

>Contact Verel Empire: Hail the Verel Empire and begin Diplomacy attempt ( 5 HR / 0 / NA )

>Construct Corvette: Construct a new Corvette for your fleet. (10 HR / 50 / 4 )

>Train Army: Create an Army Unit. (15 HR / 20 / 6 )

>Research: Choose one of the below techs to begin researching. Research must be chosen as an action until Research cost is paid before being unlocked. (1 HR / 10 / Depend son tech)

>>Tier Two Mass Drivers: Researches ways in order to fire faster, fire harder, or fire more accurately. Provides 4 Fleet power. (Kinetics weapons provide a flat bonus to Fleet attack roll equal to their FP) (Requires 100 Research)

(1 of 2)
>>
>>1842284
>>Tier Two Corvette Armor: Upgrades the armor equipped to Corvettes. Provides 4 Fleet Power, (Armor acts as a flat bonus to defensive fleet rolls equal to fleet power) (Requires 100 Research)

>>Tier Two Corvette Thrusters: Increases the speed and manuverability of ships. Provides 2 FP (Thrusters provide a once per battle usable bonus to defensive fleet rolls equal to their fleet power) (Requires 100 research)

>>Tier two Ship Construction: Unlocks the Destroyer class ship, a larger and more powerful ship than corvette class. (Ships classes increase in power as they go up. Corvettes--->Destroyers--->Cruisers--->Battleships--->???) (Requires 500 Research)

>>Tier Two military tech: Unlocks more military related technology (Requires 200 Research)

>>Tier one Industrial tech: Unlocks Industrial related techs (Reuires 200 research)

>>Tier one Bio Tech: Unlocks Biology related techs (Requires 200 research)

>>Tier one Special Tech: Unlocks Special and exotic tech options (Requires 500 Research)
>>
>>1842284
>Evaluate: Use this action in addition to a none Evaluate action. Construction time, research time, or training time of that action is reduced. ( 5HR / 0 / NA )

>Scout System: Search the system for a suitable celestial body for construction. ( 5 or 10 HR / 10 / 2 )
>>
>>1842284
>>Research: Choose one of the below techs to begin researching. Research must be chosen as an action until Research cost is paid before being unlocked. (1 HR / 10 / Depend son tech)
>>>Tier Two Mass Drivers: Researches ways in order to fire faster, fire harder, or fire more accurately. Provides 4 Fleet power. (Kinetics weapons provide a flat bonus to Fleet attack roll equal to their FP) (Requires 100 Research)
>>
>>1842303
>Evaluate: Contact Verel Empire
(Is it possible to lay a trap before attacking by feigning diplomacy meetings.)
>Research: Tier two Ship Construction
>Train Army (Specifically a force made for subversion and assassinations.)
>>
>>1842341
Diplomacy basically opens up a sorta mini thing where you talk with the Vrell. You can use the bonus you get from being beautiful to try and convince them to meet you someplace. what you do with that is up to you
>>
>>1842341
Also since contacting the Verel doesn't take a turn, using evaluate on it seems like a waste
>>
>>1842303
>Contact Verel Empire: Hail the Verel Empire and begin Diplomacy attempt ( 5 HR / 0 / NA )
>>
>>1842354
+1
A little early for assassination.
>>
>>1842359
The early birch gets the approximate bug creauture that the Vrell are.

>It's never too early for assassination from the people who stole your home planet.
>>
end vote in ten minutes. Make sure to link back the thing you're supporting
>>
>>1842347
This
>>
>>1842341
Sorry I meant this one.
>>
>>1842354
sure
>>
>>1842354
>>1842359
>>1842511
After preparing your comm officers and aligning the transmitters, your ship sent out the communication signal towards the Verel homeworld, The Holy Bastion of Kleeda.

The Verel were a highly religious people, who viewed their royal family as divine descendants of their creator goddess. They were average height, though could be rather dull at times. However, one things that had always interested your people. was the fact that they possessed some unknown ability to affect their surroundings with their minds. It was small, but with training they could move heavy objects or send smaller ones flying at high speeds. They also seemed able to easily pick up on what people were feeling, though weather this was n empathetic part to their telekinetic powers or something else entirely has never been fully understood.

After some time, a Verellian appeared on your screen, the furry sensory limbs twitching every few seconds as it stared at your with black reflective eyes.

"What is it weed? What makes you think the Verelian Empire wishes to talk to you?" he said, the antennae on his head slowly adjusting themselves as he waited for an answer.

>What do you say?

(You can attempt to convince, or lie, or trade, or intimidate, or even insult a person you are doing diplomacy with. If you try to do one of these things, write [Diplomacy action type] before your post, and also roll a 1d100)
>>
>>1842617
>What do you say?
"You should be in awe that i even let your disgusting eyes lay sight on my form, you dirty, rancid spider."

Or alternatively

"Yes, i have come to propose a trade of resources, a quick and efficient bargain now, can mean greater heights for us all long down the future, and perhaps solace in the aid of one another should we need it."
>>
>>1842629
Shit, also forgot to say
>Trade
>>
Rolled 99 (1d100)

>>1842629
Sure
>>
Rolled 74 (1d100)

>>1842617

>Lie
>"A great prophecy has been given to us by your lord, you all have defiled the holy ones will, by taking a planet that was meant to help you become greater in his sight through connecting with another vessel of his will, however your blind, faithless, earthly actions have made him furious, you must leave the planet immediately if you wish to gain favor back and work according to his plan."
>Imagine your feelings for the elder tree while giving the speech to have the right emotional tone and earnestness behind your words.
>>
>>1842617
Oh my, our enemies are pretty cute
>>1842642
>>1842629
>99
Nice
Also supporting being nice
>>
>>1842617
>psionics
Oh what's convenient. We'll just have to dissect some of them to get psionics
>>
>>1842696
>>1842642
>>1842629
99+20=119

119 (Roll) Minus 85 (DC) = three degrees of success![/spoilers]

MAJOR SUCCESS!

The Verel seems to squirm under your gaze, you words like honey and your eyes like endless seas. Your people always held the advantage when it came to Diplomacy, and it had served you well for a long while against your rivals.

Seeming unable to raise an argument to the deal, the Verel let out a sigh as his shoulders relaxed. "I suppose our future generations will appreciate any attempts we make now to bridge this gap that has formed between our people." He said, standing tall once more and looking at you seriously.

>"What is your proposal?"

(Due to your degrees of success, you can more easily create a deal that benefits you more than the other. Trade is usually handled by exchanging minerals (Either a large sum taken away from your next turn or a small sum taken every turn for a set time) Creating a research agreement (getting a discount on techs the other has while you do the same for them) exchange of ships. Anything can be traded, the above are just some examples. The other person will want somehing in return, so be prepared when you ask for somehing big and they request something similar)
>>
>>1844299
Welp, I messed that spoiler up XD
>>
>>1844299
living space in exchange for a continued ceasefire and possibly help them with tech as the world is more attuned to us.

WE GERMANY NOW, FOR OUR LEBENSRAUM
>>
>>1844353
Supporting
>>
>>1844299

Supporting >>1844353
>>
>>1844353
>Supporting/
>...Then We move on to Phase 2 Assassination.
>>
>>1844353
>>1844356
>>1844369
>>1844988

The Verel seemed lost in though, before nodding "Your people do have a knack for science the Verel sadly do not in some degree....fine, the gracious Verel Empire and it's most holy Emperor will accept these terms, however the living space will be provided by the Verel. We shall choose."

>Attempt to push for the right to choose? (Diplomacy roll)

>Accept the deal
>>
Rolled 71 (1d100)

>>1846765
>>
Rolled 28 (1d100)

>>1846765
>Attempt To choose
>>
Rolled 100 (1d100)

>>1846765
roll
>>
>>1846896
>>1846803
>>1846787
Welp, now's a good time as any to ask you guys.

Do you guys want the rolling system to be

>Highest number wins?

Or

>I roll a dice with sides equaling the number of rolls, and the dice decides which roll I use
>>
>>1846896
>>1846905
I'm biased but what if the last one but 1s and 100s (crit fail/success) takes priority to make the game fun af
>>
>>1846916
The second one*
>>
>>1846905

I would say highest out of first 3 or 5 rolls
>>
>>1846916
I'd be up for that
>>
>>1846916
Support
>>
>>1846916
Supporting
>>
>>1846896
Alrighty then. As per the rules, since there is a critical success and no critical failure to oppose it, we will go with this roll.

DC was 85

With a small quirk of your brow, a subtle adjustment of your body language, and the ever so light lilt added to your voice, your words crash through the stubbornness of the Verel, who is left defenseless against your words.

"Fine, we will allow you to choose. Your points on differing needs and civilian contentment more than make up for any hesitation on our part. Just never make the mistake of claiming the Verel are less than generous." He said, sending you the available areas to be settled.

Choose one:

>An asteroid mining colony, built into the very core of the asteroid. Comes with industrial and mining structures. Will receives +50 to materials. Can be upgraded further. Unable to support an HR higher than 30. Asteroid is surrounded by smaller bodies that are mineral rich, and scans indicate there may be rare resources within one of them.

>A desert moon. No infrastructure set up, but holds a decent mineral potential and can support up to 50 HR. All over the moon, there are ruins from a long gone civilization. Not much study had gone into it, due to the war between your people's.

>A space station near the eye of the system. Originally meant to be a joint project by your two peoples, it was left abandoned when the war broke out. Designed to be able to hold up to 40 HR. No mineral production is possible, however it is near enough to "The Warden" to allow study of not only it but the odd field it is projecting across the entire system that is preventing both your races forms escaping.
>>
>>1847075

>An asteroid mining colony, built into the very core of the asteroid. Comes with industrial and mining structures. Will receives +50 to materials. Can be upgraded further. Unable to support an HR higher than 30. Asteroid is surrounded by smaller bodies that are mineral rich, and scans indicate there may be rare resources within one of them.
>>
>>1847075
>An asteroid mining colony, built into the very core of the asteroid. Comes with industrial and mining structures. Will receives +50 to materials. Can be upgraded further. Unable to support an HR higher than 30. Asteroid is surrounded by smaller bodies that are mineral rich, and scans indicate there may be rare resources within one of them.
>>
>>1847075
Asteroid is better for our future here, but I doubt we are planning to stay.

>A space station near the eye of the system.
>>
>>1847075
>>A space station near the eye of the system. Originally meant to be a joint project by your two peoples, it was left abandoned when the war broke out. Designed to be able to hold up to 40 HR. No mineral production is possible, however it is near enough to "The Warden" to allow study of not only it but the odd field it is projecting across the entire system that is preventing both your races forms escaping.
>>
>>1847075
>A desert moon. No infrastructure set up, but holds a decent mineral potential and can support up to 50 HR. All over the moon, there are ruins from a long gone civilization. Not much study had gone into it, due to the war between your people's

Y do no one want to go looting?
And could also hold the reasions to the warden
>>
>>1847312
Oh good point, I missed the ruins alltogether, could be good middle point between asteroid and space station.

OP, could you break up the tie with coin toss or?
>>
>>1847578
Are you voting desert? If so we have ourselves a three way tie, and i can just roll a 1d3
>>
>>1847761
Nah voted already, I am this anon >>1847207
just at phone
>>
>>1847761
I'm changing my vote
>>1847206
To space station
>>
>>1847789
>>1847207
>>1847246

"Understood, I'll let the fleet master know of this development. We'll wait a few months for you to settle in, but we will expect your assistance on some of our royal scientists research projects."

>Obtained New Colony: Large space station.
>>Max HR: 40
>>No material potential
>>New actions: Study "The Warden"
>>Study "FTL Inihbitor field"
>>Study "System Star"

>You still have 15 HR for actions
>Either vote for more actions or end the turn
>>
>>1848209
Can we start trying to plant the seeds of a revolution in the Veral empire?
>>
>>1848222
You would need to develop a means to effectivly do that. As is, all you are is a punch of tree people on some life rafts with boats

Though since they are an autocracy, they are more affected by unrest. However they are also a theocracy, so they have means of dealing with it some what
>>
>>1848341
I was thinking that we go to some poor slums, buy some surplus millitary gear and get some patchs, kill some dudes, and start shouting goverment propaganda
>>
>Or We ask for a meeting with the King? and Assassinate him??
>>
>>1848364
>>1848409
I'm the kind of QM who won't stop you guys, so go ahead and try for whateved
>>
File: Revolution.jpg (6MB, 4343x3360px) Image search: [Google]
Revolution.jpg
6MB, 4343x3360px
>>1848610
>I say we try both, Find the People who have not been treated kindly by this regime and arm them as well as give them a hero, one from the inside.
>While they are worried about that, we should find a way to personally meet with the leader and hold him hostage, and kill him if we're not given land while destroying religious artifacts and other things as a show of force, and Recompense for stealing our homeland.
>Also We should cut off Supply Lines, They just recently got our planet, I am sure they will be getting supplies and other things from planets that are already established. Hitting Squishy Traders instead of Millitary, Although, We already Have a very strong fleet. (we could dress them up as pirates, Privateers in actuality, and have them loot from our enemies, as well as bring in extra income. maybe even slaves.
>Also we should stick to Guerrilla Warfare since we know the land better than they do.
>Viva La Revolucion
>>
>>1848209
>Research the warden

Starting revolution is pretty unlikely as it is right now.
And taking hostile action right away after they give us something and got majority of our population in barely defended space station?

I'll say we study warden, build fleet and get out of here...maybe bringing part of our home world with us.

Burden say, how big father tree is? would cruisers hull be big enought to carry it and part of island it is growing on?
>>
>>1848635
The Idea is to do it without implicating ourselves. Some of the ideas were not well thought out, but I know a revolution, with us pulling the strings could get us some favor, maybe we could also build public sympathy, so we could get even further with our diplomatic machinations.
>>
>>1848635
Support
Also we should get a source of minerals too.
>>
Are there any other species in this system or are we the only ones? That would make it easier to eventually ennact >>1848633 's plan.
Viva la patria! Viva la revolición!
>>
I know you guys wants to do a revolution but there's a reason why our race lost in the first place. We don't know the range of their technology and the extent of their psychic abilities, especially for the king.

I suggest using our time right now to grow first before we start with any shenanigans

>>Tier one Bio Tech: Unlocks Biology related techs (Requires 200 research)
>>
>>1848681
+1
>>
>>1848681
Yes, totally. We must know our enemy before engaging them. For now we must build up, the TREEVOLUCION comes later...
Or should it be ARBOLUCIÓN?
>>
>>1848681

Agreed. How are we going to obtain the minerals we'll need to establish a decent fleet?
>>
>>1848942
We can just mine asteroids, right?
>>
>>1848209
>Hire an artist to make propaganda showing the pain of our beautiful people, and spread the images to the common folk to build support. Do this anonymously.
>Study System Star.
>Study Warden.
>Scout Verel Empire.
>Research Tier 2 mass Drivers
>>
>>1849537
this should be 13-8 HR, depending on the Scouting. The Propaganda Artist, doesn't have a known Value, and must be set by DM, I'd assume it would be scouting, then diplomacy (and intrigue?). So it may have to wait if we go for it.
>>
Alrighty, I'm back. Looks like the consensus is to study the warden. I forgot to include a cost at the time, and honestly to avoid things getting complicated, I'm change it so ever 10 HR equals one action. So you guys can do one more action before this turn ends.

Sorry, I'm still trying to get this system to have a good balance of thing
>>
>>1849954
It's ok QM, we love you anyways <3
>>
>>1849954
>Scout Verel Empire
>>
It takes some time, but your people soon begin to try and settle into their new home. Your people however do not all agree with the situation, talks of weakness and throwing away their races pride spreading through the populous.

>+10 Unrest (Unrest is on a scale from 0 to 100. The closer to one hundred you get, the higher the chance of rebellion)

As you send some ships to scout out the Verel for any intelligence you could muster against your enemy, your scientist turn to using the specialized instruments of the station to begin the study of the Warden.

>>Rolling for random event.

>Players, roll 2d100 for both the scouting and the study of the Warden
>>
Rolled 43, 87 = 130 (2d100)

>>1850538
>Players, roll 2d100 for both the scouting and the study of the Warden
>>
Rolled 18, 55 = 73 (2d100)

>>1850538
No Wammies
>>
Rolled 60, 29 = 89 (2d100)

>>1850538
>>
Rolled 1 (1d2)

>>
Rolled 1, 1 = 2 (2d3)

>>1850855
rrolled the wrong thing
>>
Rolled 39 (1d100)

>>1850576

>Scouting: 43, Failure
>>Your ships return with only the most basic information. The Verel have three of the eight planets in the system under their direct control, their homeworld, your homeworld, and barren world rich in minerals but possessing no atmosphere. Other than that, they will need more time to find out

>Study the Warden: 87 Success
>>Your scientists knew that the station was of alien design, but deeper scans reveal the materials used to construct it are of materials your people have never seen before, elements that do not exist to your knowledge within the system. In addition, the Warden is watching. It is sending out signals to almost completely undetectable sensors across the system, invisible to anyone that doesn't know what they are looking for.

Rolling for random event
>>
>>1852642
Nothing of note happens.

>HR: 22 (Increases by two every turn until at max, Current Max: 40)
>Materials: 100
>Research: 50

>Fleet Power: 100
>>x10 Corvettes: FP=5, 2 Tier one Mass drivers (Kinetic, 2FP), Tier one Corvette Armor(2FP), Tier one Corvette thrusters(1FP)

>>x1 Flag ship (The Verdent Crescent): FP=50, 15 Tier one Mass drivers (Kinetic, 2FP), Tier One Battleship armor (15 FP), Tier one Battleship Thrusters (5FP)

>>x20 civilian ships (0FP)

Currently in progress:
>>Scout Verel empire: One more turn

>Scout the System (10 Materials/ 2 turns)

>Research: Choose one of the below techs to begin researching. Research must be chosen as an action until Research cost is paid before being unlocked. (50/ Depends on tech)

>>Tier Two Mass Drivers: Researches ways in order to fire faster, fire harder, or fire more accurately. Provides 4 Fleet power. (Kinetics weapons provide a flat bonus to Fleet attack roll equal to their FP) (Requires 100 Research)

>>Tier Two Corvette Armor: Upgrades the armor equipped to Corvettes. Provides 4 Fleet Power, (Armor acts as a flat bonus to defensive fleet rolls equal to fleet power) (Requires 100 Research)

>>Tier Two Corvette Thrusters: Increases the speed and manuverability of ships. Provides 2 FP (Thrusters provide a once per battle usable bonus to defensive fleet rolls equal to their fleet power) (Requires 100 research)

>>Tier two Ship Construction: Unlocks the Destroyer class ship, a larger and more powerful ship than corvette class. (Ships classes increase in power as they go up. Corvettes--->Destroyers--->Cruisers--->Battleships--->???) (Requires 500 Research)

>>Tier Two military tech: Unlocks more military related technology (Requires 200 Research)

>>Tier one Industrial tech: Unlocks Industrial related techs (Reuires 200 research)

>>Tier one Bio Tech: Unlocks Biology related techs (Requires 200 research)

>>Tier one Special Tech: Unlocks Special and exotic tech options (Requires 500 Research)

>Study the Warden (20 / 1 turn)
>Study FTL inhibitor Field (20 / 2 turns)
>Study Warden sensors (20 / 5 turns)


>Evaluate: Use this action in addition to a none Evaluate action. Construction time, research time, or training time of that action is reduced. (20 / NA )

>Construct Corvette: Construct a new Corvette for your fleet. (50 / 4 )

>Train Army: Create an Army Unit. (20 / 6 )

>Other (Write In)
>>
>>1852908
>>Tier one Industrial tech: Unlocks Industrial related techs (Reuires 200 research)
>>
File: Naamloos-2.jpg (34KB, 600x600px) Image search: [Google]
Naamloos-2.jpg
34KB, 600x600px
>>1853055

> +1

If we're going to survive, we'll need some Indus-Tree
>>
Rolled 68 (1d100)

>>1853874
>>1853055
Alrighty, you Progress at a rate of fifty for this turn.

Rolling to see if your scientists make a break through this turn.

>>pick your second action.
>>
>>1857116
No breakthrough is had
>>
>>1857116
>>Tier one Bio Tech: Unlocks Biology related techs (Requires 200 research)
>>
File: 1469053611748.jpg (68KB, 680x504px) Image search: [Google]
1469053611748.jpg
68KB, 680x504px
We really need a new bread. This entire thread was just chargen.
>>
Rolled 9 (1d100)

>>1857495


>>1857526
I'll make a new one tomorrow
>>
Rolled 15 (1d100)

>>1857495
No breakthrough.

Industrial tech and Bio tech are sitting at 50 out of 200.

Rolling for monthly event
>>
Alrighty, I don't think I'm a civ kinda quest runner. That or the shit in my life is getting to me.

Eh, who can say.

More importantly, anyone wanna take over?
Thread posts: 169
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