[Scifi][Nation RP][OOC Thread] Stellar Empires 6; The Fettered Stars

Kadaeux

Universe Crafter
D-vTrDkWwAElz-M.jpg

Artist; Craig Mullins

Welcome.

Welcome, a word loaded with meaning yet committing to none. One might as well describe sunlight to a subsurface invertebrate. A word that has been used to welcome one as family, or in the moments before betrayal and one gets stabbed in the back. And so, it is with this ambiguous greeting that I too welcome you, Kings and Emperors, Presidents and more. Children of the Fettered Stars, born to this small cluster of stars at the edge of the galaxy. You have been left as others have, to rise from your primordial beginnings and make that first clutching grasp for stars that do not belong to you.

Some of you have risen before and been put down. For others this is your first rising from the mire of anonymity. Clutching hollow faith in the stars that you have neighboured. Well that is enough of that. You are all children.

You rise because we allow it.

You reach for the stars because we choose not to slap down your primitive outstretched hands.

You exist because it amuses us to permit it so that your petty natures may bring us a modicum of amusement.

And if you wrong us.

You will die because we command it.

Welcome to the Interest check thread for the Fettered Stars, an RP where you represent an entire nation, from its mightiest leaders to its smallest citizens, you will be responsible for the direction your nation takes, rises or falls. You will face all manner of threats, dangers and risks. From the other player nations to the powers of the Greater Galaxy (other NPC nations), you will face the dangers of simple random chance and events you could not have plotted for (such as pirate raiders, or a Coronal mass ejection for examples).

And most of all. You will face the consequences of your own actions. Did you have a family of thieves put to death for trying to feed themselves? Their deaths sparking a minor uprising that will need to be dealt with. Did you neglect to harden protections after a shipment of antimatter was stolen by terrorists? Did you watch Aliens Got Talent without the goggles protecting you from the Mind-Breakers if Mindoi? Your actions will have consequences, good and bad.

And at the end of this post are the direct rules used for building your nation.

These rules can significantly effect matters within your nation. A nation with the trait Crimeless is mostly immune to random events sourced in criminal origins. Another with the trait We See All may see external events coming sooner than another nation. One with Fanatical Loyalty might see the population spontaneously host parades to your magnificence.

But no nations are without flaws. And, as do traits, they can have a severe effect on random events (and even the outcome of normal interactions). A nation with the flaw Delectable may find more frequent pirate raids to capture your delicious citizens. The flaw Starfleet Curiosity may lead to ships going missing when they go to poke a stick at weird space phenomena. Or the flaw Revolutionaries which may result in periodic terrorist attacks on your rule. Or "Critical Dice Roll Failure" which is literally asking for punishment (basically, a negative random event is always worse for a nation with it than without.)

Link to a PDF File of the rules.


Below is the nation sheet format, these are mandatory fields. You may add extra fields if you want (For example, a Flag section. Or a breakdown of how your fleet is organised etc.)



Nation Sheet Format;

Nation Name;

Homeworld; (Name and short description.)

Species; (Describe your species, there may be multiple but it would be few in number. Your nation is new to the Stars!)

Government; (Describe your government a bit, remember to take your traits or flaws into account.)

Military; (Describe your military in as little or as much detail as you like. Remember to take what you've bought, and any related traits into account.)

Culture and People; (Your traits only say so much, feel free to describe your nations culture and people.)

P.O.Is; (People of Interest. Your nations leader, important military figures, a civilian character you might want to show 'slice of life' pieces from etc.)

Mechanics;
National Traits;
  1. Trait 1
  2. Trait 2
Population Traits;
  1. Trait 1
  2. Trait 2
Star Navy Traits;
  1. Trait 1
  2. Trait 2
Ground War Traits;
  1. Trait 1
  2. Trait 2
Technical Traits;
  1. Trait 1
  2. Trait 2
Psychic Traits;
  1. Trait 1
  2. Trait 2
Economic Traits;
  1. Trait 1
  2. Trait 2
Espionage Traits;
  1. Trait 1
  2. Trait 2
Flaws;
  1. Flaw 1
  2. Flaw 2

Space Assets;
  • 1
  • 1
Ground Assets;
  • 1
  • 1

Q&A:
btw, just to make it clear. Is 15 traits total with mandatory flaws counted or not? (12 + 3) or (15 + 3)

15 Traits and 3 Flaws.
A nation may take up to 2 extra flaws. As noted in the rules they can give additional traits. Thus the maximum possible traits and flaws is...
19 Traits and 5 Flaws.
Special Note; Mandatory flaws (the 3 you have to pick) do not give extra traits.
 
Reserving a post for sheet.
Nation Name: The Grand Trade Consortium

Homeworld: Agutrot, a mountainous planet covered with forests and perpetual storms. The heavy storm often caused heavy flooding to the lowlands, as such, most cities are build on higher grounds and into the mountains.

Species: Vengrals
Mammalian_slender_03.png


Government; On paper, the Grand Trade Consortium is a loose alliance of corporations to protect their business. In truth, decades of political (and less but equally shady) maneuvering had turned it into a megacorp that runs every aspect of government and society despite all the pretense of them being separate entities.

Military; (Describe your military in as little or as much detail as you like. Remember to take what you've bought, and any related traits into account.)

Culture and People;
1. "A money well-spent is a money well-earned": The Vengralian are mercantile people and there are few things they enjoy more than making money and making money go around. While this make them industrious, it also lead to the majority of them being incapable of saving money and fall into debts that can last for generations.
2. Brand Loyalty: Vengralians takes pride in their products. To the point that the can identify where one lived/came from just by the products they use.
3. Private section army: The armed force are subsidiaries of the Grand Trade Consortium as a whole. While their main purpose is to defense their business, it's not uncommon for sections of them to be deployed to member companies to assist their operations.... for a price.
4. "We are not pirates, we are asset liberators": War is bad for business, but a little violence helps keeping the wealth in circulation. Of course, the nature of the job itself means that it's only a matter of time before they anger too many people to make them worth keeping around. And then the cycle repeats itself.

P.O.Is;
1. President : The current leader of the Consortium.
2. Speaker:

Mechanics;
National Traits;
  1. Dystopia
  2. Manipulative
  3. Made a Slave
Population Traits;
  1. Tradesmen Academy
  2. Loyalty
  3. Organized Chaos
Star Navy Traits;
  1. Relativity is a bitch
Ground War Traits;
  1. Elite Commandos
  2. Guerilla Tactics
Technical Traits;
  1. On the Run!
  2. Mechs Ahoy!
Psychic Traits;
  1. Subtle Touch
Economic Traits;
  1. Trade Cartels
  2. Lax Restrictions
  3. Currency Exchange
Espionage Traits;
  1. Criminal Connections
  2. Secret Police
Flaws;
  1. Dystopia
  2. Non-Expansionistic
  3. Government Red-Tape
  4. Shieldless
  5. Limited Psy

Space Assets;
  • 5 SD Platforms (2500)
  • 2 Carriers (2500)
  • 3 Battleships (3000)
  • 10 Cruisers (4500)
  • 15 Destroyers (2250)
  • 15 Frigates (1500)
  • 75 Corvettes (3750)
Ground Assets;
  • 1 Planetary Defense Fortress (4000)
  • 3 Strategic Defense Fortress (12000)
  • 3 Air Defense Fortress (9000)
  • 5 Air Defense Grid (7500)
  • 50 Bomber Groups (2000)
  • 200 Gunship Groups (6000)
  • 250 Fighter Groups (5000)
  • 100 Artillery Regiments (2000)
  • 200 Mechs Regiments (8000)
  • 400 Mobile Infantry Regiments (12000)
  • 1250 Infantry Regiments (12500)
System:
  1. Ancta I : A barren planet close to the System's star. There are signs of prior exploitation attempts on the surface.
  2. Agutrot
  3. Ancta II/III (depend who you asked/paid) : The Consortium's prime colony. A lush jungle planet with untapped resources. Shame that it's thick atmosphere means it will choke you without breathing apparatus and Thunderstorms with the same intensity as the Rainstorms back home.
  4. Great Vault : A ringed gas giant with a dozen moons. Originally Oono, it was renamed after the Consortium build a gigantic mining station that since then reconfigured to (also) be a military station/dock. Proximity to the "security" that the station "provides" also lead to the moons being considered as prime location for head offices/important branches or factories by the Companies.
  5. Asteroid Belt : The hallmark of Consortium practice. The belt is littered not only with mineral rich asteroids and the people and tools required to extract them but also the failed attempts of the companies that came before. However, defunct does not mean unused and both companies and pirates alike are happy to repurpose the carcass of their predecessor.

Hmmm, wonder how I can set this as a pirate nation.
 
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Nation Name: Basuleki

Home world: Requiem, an extremely hot planet, mostly filled with forest except for the main cities. for which a large space has been cleared out. Their are bases inside the planet as it is hollow.

Species: Destrieran.
ef Beings of pure darkness. Most are evil and cold.

Government: Most of them are cold and cunning. Doing whatever it takes for the 'greater good.' Fools. A few select people, are trying to change out some of the members of the government. As they have been making illegal deals.

Military: . Mostly space based but also has a few ground troops. The race loves to invade.

Culture and People: The culture is well.. As you expected quite dark. They worship an extremely powerful being, (They believe its real but its existence is not proven.) That they believe, if they worship it 'enough' and sacrifice things to it, when and if it returns, they will be spared while the rest of the universe suffers. The people are evil and cold. Well most of them anyway, their have been a few people who try to rebel. Those who refuse to obey and worship their god are executed. The race do act as a peaceful people, but if you lived in the planet and weren't an outsider, you'd learn what life is really like..

P.O.I.S: Slevake Darkheart. Nations leader, currently trying to change the peoples minds from darkness to light. His predecessor was quite evil and convinced his people to be this way.

Destiner Slae( S-l-i, Military General. ) Cold and cunning, but loyal to a fault. He would never betray his nation or leader, and does what he thinks is best unless it goes against his loyalty.

National Traits: Passive Aggressive and Mechanics at Heart.

Population Traits: Heroic Age and We Act As One.

Star Navy Traits: Hangar Queens and Isaac Newton Hates You.

Ground War Traits: Guerrilla Tactics and Thunderstruck

Technical Traits: Ghost in the Machine and Mechs Ahoy!

Psychic Traits: Mind Tracker.

Economic Traits: Point Defender Gun and Interstellar Stock Market.

Espionage Traits: Advanced Infiltration and A Weston Moment.

Flaws: Dangerous Cult and Patriots Fever.

Space Assets: Battle Station, Siege ship, Super Carrier, Dreadnought and a Heavy Battleship.

Ground Assets: Planetary Defence Fortress, Strategic Regiment, Air Defence Grid, Planetary Shield and Air Defence Fortress

(For the assets, are we only aloud two for each or can we use more points, just a question as it says 1)
( 2)
 
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@Sodaguzzler has answered the military question well. But in addition, you have 16 traits and only 2 flaws. In the nation sheet example, the bullet points are only examples, you don't have to have 2 in every category (because it means you have one too many traits and one too few flaws)
EDIT: Also, under military you've got "extremely powerful" your military's relative power is based on your traits, flaws and how you spend your asset points ;)
 
@Kadaeux what's the difference between normal Infantry Regiments and the Mobile Infantry Regiments?

A standard infantry regiment has little to no organic motorisation. They need to be provided transport to move quickly and are vulnerable on the move. A mobile infantry regiment has every unit with its own organic transport (Specifically APCs or IFVs, though airmobile is possible too). Traits can change it up a bit, Mechs Ahoy might see an Infantry Regiment use something like the AT-RT from Star Wars to move around, or Nazi Superscience! may see your Mobile Infantry using Jetpacks to get from place to place.

EDIT

One should also bear in mind other related effects. If your nation has Creeping War its Infantry Regiments will benefit more than Mobile Infantry. If it has Blitzkrieg the opposite applies etc.
 
@Sodaguzzler Looks good so far mate. The mechanics are solid without any issues. I'd feel comfortable accepting it.

@Lila Renn It could use some work, you're one flaw short of the minimum and your space and ground assets need a little bit of work, if you look at Soda's sheet you can see how the military points are basically spent. It would also help if you used the same formatting as it makes it easier for people to read.





@Everybody;

If you have some secret details you would like to have hidden (history, important characters etc) you are free to PM me those details. This also goes for secret actions you want to take, (spy work etc) I will include parts and pieces of your secret actions anonymised etc in the general events when they take place.

Of course. What you think is secret may not always be secret! Actions your intel people do can be detected by the recipients intel people. And if so they may get equally secret messages on what their spies discover!
 
(this isn't done yet. ill finish it later. thoughts on it would be helpful)

Nation Name; Aysilian Empire

Homeworld; Qwyun is a planet scarred with war and ruin cloaked in a guise of jungle, craters from weapon impacts crowned with tattered skeletons of blown out buildings all of which have been consumed by the aggressive fauna. Mega cites crown the planets south and north poles thinning out going towards the equator; Jagged mountains radiant with colors from dense mineral deposits largely untouched save for a few temples or towers can be seen. Clouds breaking over the edge of mountains to the low land swamps, even the bodies of water themselves --every thing is hidden or tangled with jungle. While the city scape is extreme it is woven into the jungle rather than having dominated over it.

Qwyun itself has a small habit ring made around it and a rather dense cloud of derelict vessels, debris and other hints of starship death around it making something of an artificial ring that glimmers just so when viewed from afar.

Species; The Xuilqitle: Reptilian like race standing around 6-8 feet with a wide range colors on them, Large colorful feathers mark males and more earthen tones mark females. Feathers are mostly on the heads and tails. Tails are around 5-7 feet and are wildly different between the sexes; males have thick heavy tails they use to beat each other with during mating rites as females tend to have a longer but more thin tail for balance. They have only four digits on their hands and feet each with a small but robust claw. Eye color is a memorizing display of color often having 2-3 different colors washing over each other with warmer colors being more common than cooler ones.

The diet of the standard Xuilqitle is the rich bounty from the jungle that is thick with minerals giving the Xuilqitle their colorful scales and feathers but also saturating into their flesh making it overwhelmingly healthy and tasty to many of the other races making them rather xenophobic.

Government; Before the last major war was two major bodies; Dynasty of Juuka and the Theocracy of Vassavana that later united into the Aysilian Empire that acts more along the lines of a Theocratic Dynasty due to the events that brought it into being. At the top going down sits the emperor who is the final say in choices, under him is the four great houses that have been appointed to over see the exterior, interior, R&D and military. under them the sub divisions of each breaking down to the smallest level such as public safety & health, waste management and jungle management. Additionally on the same level of the four houses is the head of the faith and her advisors bring up the desires of the church to the emperors ears.

During court each head is present who has something that must be spoken of, the topic is brought up in detail and debated as parties argue their points and thoughts to the emperor before he would make his choice. Each branch of government has its own standards and its own power to over see whatever its task is while the level above it keeps it in check, presenting information has been made to be a standard format across the board to ensure it passes hands smoothly and in haste but gathering it and executing upon it is up to them.

Military; With an extreme focus of the long fight over the fast one Aysilian warships are well rounded opting to have specialized variations of the same hull to fit their ideals. Large ship with heavy weapons shelled by smaller ones protecting it slowly inches forward while trimming the edge of the fight peppering foes with long range artillery. Warships tend longer with thick aft sections placing major weapon systems to the flanks of the craft, This design means engines are often compressed to the aft allowing the ship to bring to bear (turning itself to have a left or right flank face you so All the guns can point at you) far faster than other ships of its class, more so in-place evasion for Aysilians craft is better (rather than speeding up or slowing down the ship is better at just moving on its uneven axis to dodge long shots. )

As for the organization of the military it is akin to its government counter part having a top commanding officer similar to a six star general, under him his appointed generals who command over cuts of the home system over seeing the safety of the area. Under that is commanders and captains of fleets and ships and lastly humble law enforcement.

Rather than having groups or fleets in the traditional matter these are seen as families and becoming apart of a group is the same as being adopted into that family with all their actions reflecting on the whole, fuels the blind zeal for the country and its government.

Culture and People; Near foaming from the mouth waving their flag, running into the maw of death for the Emperor or the Vassavana Xuilqitlians have had a deep and scared history of these two major powers on their planet, The Dynasty of Juuka is one of the oldest family trees on the planet and has been the coin purse for growth as the Theocracy of Vassavana worships the Vassavana; A Super massive world tree rooted along a mountain with its branches reaching out into and above the clouds. Standing dogma of the faith states that the Xuilqitle, or the children of the wood, were bark that the tree peeled off itself and brought to life as to tend and care for it as well as seed life in new places. The faithful took saplings and planted them caring and growing them till in todays time the whole planet has become over ran jungle. Controlling the temple at its base hollowed and sunken into the earth is the same as having god in your pocket.

Dynasty of Juuka cut the jungle back to build cities and factories, space ports and defensive towers perverting the horizon with a shadow of development that has been the foundation for every conflict on the planet for thousands of years. Old families with wealth and power all brought up in the wake of the juuka each with their own desires to reach out and grow.

Another point of contention of the aspect of this faith in what sex should rule; The Dynasty views the father (the sun in this case) gave his seed to the mother (the planet Qwyun) who in turn birthed live unto the planet with the world tree being the location where it happened--men should lead as they give life, The Theocracy views it as the mother desired life and own the fathers love by growing the world tree as to express her desire to him, took his seed and grew it--Women should lead as they are the vassals of life.

At the end of the last major war about 80 years ago a miracle happened where the head of the Juuka gave his life to the world tree in exchange to expel the church from the temple at its base, the jungle came alive with vines and aggressive vegetation--avatars of the Vassavana, attacked them or so its told. The next head of Juuka came to meet them the church who were humbled at the event and listened to him speak that it was not about male or female but rather what the both did together, a thought that was well received and gave the divided zeal of either side into a over reaching love of fellow Xuilqitlians and ultimately the planet and government as a whole.

The aspect of growing and caring for life is still so deeply apart of Aysilian culture that a man could never hope to court a woman without a healthy potted plant or garden as much as no woman could command the eyes of men without the same. S/he would be seen as poor stock should their plant be haggard and would surely yield meek children. The interpretation of this is rather large as clans and families may have a tree or garden that reparents the whole. Even warships have a dedicated room for this and as felt that as long as the tree is saved the ship and her crew never really sunk or died, living on in the tree, empowered and giving good fortune to the next generation.

Common clothing styles are often simple silk robes, tunics or any one piece type clothing that covers the body. males and females who have had children have just a skirt that hides the upper legs or goes down to the ankles with exposed chest. those with children or eggs have a sash over their chest and those that have adult children have full bodied robes. Uniforms do not reflect this. (They lay eggs so they don't produce milk. :l ) More modern styles have woven suit styled robes but things like pants and shirts don't work when you have aggressive chicken legs and feathers on your head and back.

P.O.Is; (People of Interest. Your nations leader, important military figures, a civilian character you might want to show 'slice of life' pieces from etc.)

Mechanics;
National Traits;

  1. Trait 1: Pyramid rule
  2. Trait 2: The greater Good
Population Traits;

  1. Trait 1: Loyalty
  2. Trait 2: Fanatical patriots
  3. Trait 3: Heroic sacrifice
  4. Trait 4: Highly religious
  5. Trait 5: Missionaries
  6. Trait 6: Theological University
Star Navy Traits;

  1. Trait 1: All rounded
  2. Trait 2: Fleet unity protocols
Ground War Traits;

  1. Trait 1: Creeping war
  2. Trait 2: Occupationist
Technical Traits;

  1. Trait 1: Master Shipwrights
  2. Trait 2: Redundancy
Psychic Traits; N/A

Economic Traits;

  1. Trait 1: Lax Restrictions
Espionage Traits;

  1. Trait 1: Enigma machine
  2. Trait 2
Flaws;

  1. Flaw 1: Soylent green is people
  2. Flaw 2: Cult of Roots
  3. Flaw 3: Paranoia
  4. Flaw 5: Psyhic nulls
  5. Flaw 6: Delectable

Space Assets;

  • 15 destroyers (2250)
  • 10 Cruisers (4500)
  • 10 Escort carriers (6000)
  • 3 Dreadnoughts (5400)
  • 37 Corvetts (1850)
Ground Assets;

  • 2 Strategic defense fortresses (8000)
  • 6 Planetary defense fortresses (24000)
  • 2 Air Defense fortresses (6000)
  • 1 plant shield (5000)
  • 20 Area of denial (20000)
  • 300 gunships (9000)
  • 265 Mobile infantry (7950)
  • 5 infantry (50)
 
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(this isn't done yet. ill finish it later. thoughts on it would be helpful)

Nation Name; Aysilian Empire

Homeworld; Qwyun is a planet scarred with war and ruin cloaked in a guise of jungle, craters from weapon impacts crowned with tattered skeletons of blown out buildings all of which have been consumed by the aggressive fauna. Mega cites crown the planets south and north poles thinning out going towards the equator; Jagged mountains radiant with colors from dense mineral deposits largely untouched save for a few temples or towers can be seen. Clouds breaking over the edge of mountains to the low land swamps, even the bodies of water themselves --every thing is hidden or tangled with jungle. While the city scape is extreme it is woven into the jungle rather than having dominated over it.

Qwyun itself has a small habit ring made around it and a rather dense cloud of derelict vessels, debris and other hints of starship death around it making something of an artificial ring that glimmers just so when viewed from afar.

Species; The Xuilqitle: Reptilian like race standing around 6-8 feet with a wide range colors on them, Large colorful feathers mark males and more earthen tones mark females. Feathers are mostly on the heads and tails. Tails are around 5-7 feet and are wildly different between the sexes; males have thick heavy tails they use to beat each other with during mating rites as females tend to have a longer but more thin tail for balance. They have only four digits on their hands and feet each with a small but robust claw. Eye color is a memorizing display of color often having 2-3 different colors washing over each other with warmer colors being more common than cooler ones.

Government;

Military
; (Describe your military in as little or as much detail as you like. Remember to take what you've bought, and any related traits into account.)

Culture and People; (Your traits only say so much, feel free to describe your nations culture and people.)

P.O.Is; (People of Interest. Your nations leader, important military figures, a civilian character you might want to show 'slice of life' pieces from etc.)

Mechanics;
National Traits;

  1. Trait 1: Pyramid rule
  2. Trait 2: The greater Good
Population Traits;

  1. Trait 1: Loyalty
  2. Trait 2: Fanatical patriots
  3. Trait 3: Heroic sacrifice
  4. Trait 4: Highly religious
  5. Trait 5: Missionaries
  6. Trait 6: Theological University
Star Navy Traits;

  1. Trait 1: All rounded
  2. Trait 2: Fleet unity protocols
Ground War Traits;

  1. Trait 1: Creeping war
  2. Trait 2: Occupationist
Technical Traits;

  1. Trait 1: Master Shipwrights
  2. Trait 2: Redundancy
Psychic Traits; N/A

Economic Traits;

  1. Trait 1: Lax Restrictions
Espionage Traits;

  1. Trait 1: Enigma machine
  2. Trait 2
Flaws;

  1. Flaw 1: Soylent green is people
  2. Flaw 2: Cult of Roots
  3. Flaw 3: Paranoia
  4. Flaw 4: Dangerous cult
  5. Flaw 5: Psyhic nulls
  6. Flaw 6: Delectable
  7. Flaw 7: Pirates Favorite pickings
  8. Flaw 8: Colonial justice
  9. Flaw 9: Big red target
  10. Flaw 10: Poisoned Homeworld

Space Assets;

  • 15 destroyers (2250)
  • 10 Cruisers (4500)
  • 10 Escort carriers (6000)
  • 3 Dreadnoughts (5400)
  • 37 Corvetts (1850)
Ground Assets;

  • 2 Strategic defense fortresses (8000)
  • 6 Planetary defense fortresses (24000)
  • 2 Air Defense fortresses (6000)
  • 1 plant shield (5000)
  • 20 Area of denial (20000)
  • 300 gunships (9000)
  • 265 Mobile infantry (7950)
  • 5 infantry (50)

I'll do military points check on final reviews. The lore seems cool for them so far but there is a couple of glaring issues. Namely 5 of them... evil drum roll

You're actually 5 over the maximum number of flaws for a nation. The number of flaws is actually capped for a very good reason. Namely that I periodically roll up random events for each nation (sort of like Nationstates issues but without the suggested solutions) a nation with the basic 3 flaws will semi-frequently get negative events tied to them.

For example. Pirates Pickings would result in a pirate raid (the severity is also rolled, so could be a quick snatch'n'grab that you might need to track after they've already bolted, or a couple pirate battleships trying to loot one of your out-system outposts.).

A nation with 5 flaws (the allowable maximum) will frequently experience events tied to them. If I allowed you to take 10 flaws. You'd be dealing with multiple incidents every time I rolled for events :p





For everyone.

On the topic of events, you can read the above feedback, but to expand on it. Events do not always come in negative flavours (statistically it's about 60/40 Positive to Negative depending on your traits.) Espionage, Economic, Population and National traits can generate positive events as well.
Examples;
Fanatical Patriots; can result in a sudden wave of fervour amongst the people, perhaps even crowdfunding for the navy to build a new ship, or a sudden influx of volunteers to the army adding several regiments of infantry.
Counterterrorism; can result in actually preventing a negative internal event (such as a dangerous cult doing something sacrificey).


AND MORE.

Traits and Flaws can be earned in the RP. A nation that fails to react to alien missionaries might find itself with a Dangerous Cult on their hands. A nation that thwarts invasion by a larger power through cleverness and strategy may find themselves propelled into a Heroic Age. They may even earn traits related to 'hyper-technologies' such as Antimatter or Teleportation technology (These are quite a bit harder to get for obvious reasons).
 
Ah, a lot of the went hand in hand with each other so in my mind thought it made sense to have them side by side but I guess if it can be earned would just be the 'reward' of what you have going on soOo ill look them over next time I take a seat.

on a side note, is tech, weapons etc. have a over all standard that we all have access too based on our pros and cons to be listed somewhere? and in that things that we would have unique to our people to be listed and explained somewhere? or would it be something more akin to like hidden and secrets were the opposition have to do things like impact analysis to glean what your stuff does?

mean our ships and such would be different and made to match whatever history we had going on but things may not be equal or the same in a over all sense, you could have a destroy but maybe you are a missile destroyer and designed for fighting from the edge of combat where as another groups destroy is all about getting that spacebooty and is tripped out to be fast and aggressive with hardline counter measures. Mean my missile destroyer could sink that vessel if a missile hit but that's a big IF and its normal batteries just don't have the power to puncture their armor, their ship would over take and sink mine with laughable ease.

but I guess that's where rngjesus could bless me with a good dice roll or something?
 
Ah, a lot of the went hand in hand with each other so in my mind thought it made sense to have them side by side but I guess if it can be earned would just be the 'reward' of what you have going on soOo ill look them over next time I take a seat.

on a side note, is tech, weapons etc. have a over all standard that we all have access too based on our pros and cons to be listed somewhere? and in that things that we would have unique to our people to be listed and explained somewhere? or would it be something more akin to like hidden and secrets were the opposition have to do things like impact analysis to glean what your stuff does?

mean our ships and such would be different and made to match whatever history we had going on but things may not be equal or the same in a over all sense, you could have a destroy but maybe you are a missile destroyer and designed for fighting from the edge of combat where as another groups destroy is all about getting that spacebooty and is tripped out to be fast and aggressive with hardline counter measures. Mean my missile destroyer could sink that vessel if a missile hit but that's a big IF and its normal batteries just don't have the power to puncture their armor, their ship would over take and sink mine with laughable ease.

but I guess that's where rngjesus could bless me with a good dice roll or something?

Everyones technology level in on an even keel per-se. Though their traits heavily inform how they have spent that time and preference for tactical operations. This is most keenly felt with the 3 'primary' weapons traits.
Isaac Newton, Who Needs and Macross Missile. These indicate a near universal preference for weapon types above infantry level. A nation with one of them will have their weapons loadouts almost universally occupied with them.

Eg:
Nation A has a Battleship with Macross.
Nation B has a Battleship with Who Needs.

Nation A's battleship will be throwing missiles like someone told the US there was oil there. Nation B however is going to be throwing down a terrifying amount of energy weapons fire. But 'mechanically' both would be considered to be on an even keel.

A nation that doesn't use any of those three traits are considered to be balanced weapon-wise. They might use missiles for long range, energy for mid and ballistics for brawling.

BUT a nation without any traits in Star Navy would be at a disadvantage against a nation that did have traits.
To continue with the example, a nation with Macross Missile Massacre doesn't just have a preference for it, they're more advanced when it comes to missiles than people without it.

And some traits synergise well (Use the Force, Hangar Queens and Hangerize work well together for example. The downside is that your larger ships have a distinctly average weapons load.)



But yes, you are free to design how your nations doctrines and loadouts are set. I'll bake up a 'general' technology level post in the near future to help with that. (To use a metaphor; Player nations start at Tier 1 technologically. The 'big bad guys' are more like Tier 10.)
 
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