Balance of Power: Serva
Nanites work fast!
Introduction:
As war erupts in every corner of the Domain, there is only one place left for peaceful expansion. Contracted by the central government, International Transplants Inc. has sent its prospectors to a region they've named "Pel's Aurora" to scout ahead of the colonizing fleet. Their away teams and exploration galleons unveiled a region teeming with wealth, as well as peril. But nothing mankind hasn't overcame before.
Not long after they brought their 'Research and Catalogue Report' back to Earth, InTran put out word that it was offering a charter for colonization, and four powerful Mega-Conglomerates took up the offer. Four-hundred and fifty galleons reported to Earth to pick up millions of colonists - the scum of the Earth who had no other use - rounded them up, and set off for Pel's Aurora. Not-so-evenly distributed among the thirteen planets of the region deemed first priority for colonization, they left behind some of their number and moved on.
And with that, Pel's Aurora was on its own to survive, and thrive.
Types of players:
There are 3 types of players in this BoP:
Background information:
While some game-specific tidbits of information can be found here, there is a rapidly-growing wikia dedicated to the lore which can be found here. While some of the information is outdated and as such can contradict itself, or is far from complete, it may prove to be a helpful source under some circumstances.
This is the map of Pel's Aurora. The map is divided into parsecs. Travelling between parsecs is done through warping. For this, Dark Matter is required. The map is not the end of the universe (there may not be an end) and as such, the map may grow larger and larger.
Regional Population:
Morning Star, 197: 4,500,000
Evening Star, 197: 5,628,440
Space Travel:
Each parsec costs a certain amount of dark matter to cross. In addition, it costs dark matter to enter and exit a warp bubble.
To cross a parsec takes 1 days of game time.
To cross diagonally takes 1.5 days (but no extra fuel because I h8 decimals)
Each turn is a month long (30-31 days)
There's also different NPC group inhabiting this universe. Here are some of the major ones, that players likely get to deal with, one way or the other.
And here is some additional information about the major NPC factions:
Goals, resources and stuff
Each players will want to get resources to further their personal interests. There resources can be acquired in multiple ways, depending on the role of the player. A colony for example may produce these, a Warlord may raid ships to obtain these, etc. Here is a list of resources and their explanation.
These resources can be used for multiple things. Peaceful things. Less peaceful things. With the exception of Warlords, players usually get facilities to build military units. Let's start with spaceships:
Spaceships may be using varying weaponry and equipment. The most common weapons are Coilguns and Beamers. Here's the difference between them:
Warlords:
Warlords start with a single ship, with a crew and everything required for the ship to function. There's multiple types of ships to choose from as well as differing equipment. The following link can be used to outfit a ship.
Here's a sample Warlord card, to get an idea of what they'll have to deal with:
Colonies:
Colony-players start with a single colony on a planet. The properties such as the biome of the planet, the hostility of other living being on the planet, etc. may vary from player to player and thus, each colony player will have different things to care about. Here's a sample Colony card, to give an idea of what these players have to deal with:
The first thing they will have to care about, is the colonist in their colony. The colonists of a colony generally have two traits, that are able to change depending on the circumstances of the colony. Here is a a list of possible traits and what the consequences of those traits are.
Megacorps:
Megacorps start with a large region of space. In this region, there are most likely colonies, that get supported by Megacorps and in return pay taxes. Here's a sample CEO card, to get an idea of what these people get to deal with:
And here's a full list (PC and NPC) of all Megacorps and the Trade Guild they're part of.
Nanites work fast!
Introduction:
As war erupts in every corner of the Domain, there is only one place left for peaceful expansion. Contracted by the central government, International Transplants Inc. has sent its prospectors to a region they've named "Pel's Aurora" to scout ahead of the colonizing fleet. Their away teams and exploration galleons unveiled a region teeming with wealth, as well as peril. But nothing mankind hasn't overcame before.
Not long after they brought their 'Research and Catalogue Report' back to Earth, InTran put out word that it was offering a charter for colonization, and four powerful Mega-Conglomerates took up the offer. Four-hundred and fifty galleons reported to Earth to pick up millions of colonists - the scum of the Earth who had no other use - rounded them up, and set off for Pel's Aurora. Not-so-evenly distributed among the thirteen planets of the region deemed first priority for colonization, they left behind some of their number and moved on.
And with that, Pel's Aurora was on its own to survive, and thrive.
Types of players:
There are 3 types of players in this BoP:
- Warlord
- Colonial Deputy
- RCEO of a Megacorp
Background information:
While some game-specific tidbits of information can be found here, there is a rapidly-growing wikia dedicated to the lore which can be found here. While some of the information is outdated and as such can contradict itself, or is far from complete, it may prove to be a helpful source under some circumstances.
This is the map of Pel's Aurora. The map is divided into parsecs. Travelling between parsecs is done through warping. For this, Dark Matter is required. The map is not the end of the universe (there may not be an end) and as such, the map may grow larger and larger.
Regional Population:
Morning Star, 197: 4,500,000
Evening Star, 197: 5,628,440
Space Travel:
Each parsec costs a certain amount of dark matter to cross. In addition, it costs dark matter to enter and exit a warp bubble.
To cross a parsec takes 1 days of game time.
To cross diagonally takes 1.5 days (but no extra fuel because I h8 decimals)
Each turn is a month long (30-31 days)
And here is some additional information about the major NPC factions:
The Human Domain is the "empire" in which we all live. I put empire in quotes, because it's not really an empire, though its easiest to call it one.
The Human Domain's governmental system is a meritocratic oligarchy of sorts, and has been that way since the beginning. The Consul Prima of the legions, the Grand Admiral of the United Armada, the Chairman of the Merchant League, the Surveyor Captain of the Exploration Fleet, and the Leading Architectural Developer of the Engineering Department, all have permanent seats in the Domain's Council, which is held periodically on Earth's moon (neutral territory.)
The council is often accompanied by representatives from powerful mega-conglomerates. For a long time, including the timeframe of the game, Tritach's influence meant that its CEO had a permanent seat as well. The Order's Grandmaster also held a seat for about a century. The megacorp representatives essentially lobby for things that benefit their companies.
Also attending the meetings are delegates from major colonies. Despite the cycle of imperialism and poverty throughout the Domain, many colonies have become so powerful that they maintain their own mini-empires, or become so important to the Domain's livelihood that their delegations are given the same sort of respect and power that mega-corp lobbyists often receive.
The Human Domain's governmental system is a meritocratic oligarchy of sorts, and has been that way since the beginning. The Consul Prima of the legions, the Grand Admiral of the United Armada, the Chairman of the Merchant League, the Surveyor Captain of the Exploration Fleet, and the Leading Architectural Developer of the Engineering Department, all have permanent seats in the Domain's Council, which is held periodically on Earth's moon (neutral territory.)
The council is often accompanied by representatives from powerful mega-conglomerates. For a long time, including the timeframe of the game, Tritach's influence meant that its CEO had a permanent seat as well. The Order's Grandmaster also held a seat for about a century. The megacorp representatives essentially lobby for things that benefit their companies.
Also attending the meetings are delegates from major colonies. Despite the cycle of imperialism and poverty throughout the Domain, many colonies have become so powerful that they maintain their own mini-empires, or become so important to the Domain's livelihood that their delegations are given the same sort of respect and power that mega-corp lobbyists often receive.
The first organized (human) military in space, the Order was founded during a time of great struggle. Its goal was to restore and maintain peace and provide relief to the struggling masses of Earth's early colonies.
Unlike the United Armada and Legion the Order integrates combat starships and ground forces into one unit. It is a much more professional organization but is not so much a dedicated military force anymore.
Based at Hercules the Order is the military government of the planet and has its own political system based around the Grandmaster, Board of Auditors, Sovereign Council, Magistral Courts, and the Order's local Patron.
It then classifies its members under four distinct types.
Knights are dedicated combat units, who are sworn to protect the innocent.
Paladins are a mixed unit, who have significant combat abilities while also being professional doctors and medics.
Clerics are lightly armed, at most with a sidearm, and are dedicated healing units. They are often sent as relief and aid to colonies in need.
The Order's warships are dedicated to hunting down "marauders" or warlords. Unlike the United Armada, the Order's fleet has a "hit-and-fade" military doctrine, well-suited to hunting down criminals, or in some cases, raiding enemy trade.
Unlike the United Armada and Legion the Order integrates combat starships and ground forces into one unit. It is a much more professional organization but is not so much a dedicated military force anymore.
Based at Hercules the Order is the military government of the planet and has its own political system based around the Grandmaster, Board of Auditors, Sovereign Council, Magistral Courts, and the Order's local Patron.
It then classifies its members under four distinct types.
Knights are dedicated combat units, who are sworn to protect the innocent.
Paladins are a mixed unit, who have significant combat abilities while also being professional doctors and medics.
Clerics are lightly armed, at most with a sidearm, and are dedicated healing units. They are often sent as relief and aid to colonies in need.
The Order's warships are dedicated to hunting down "marauders" or warlords. Unlike the United Armada, the Order's fleet has a "hit-and-fade" military doctrine, well-suited to hunting down criminals, or in some cases, raiding enemy trade.
Venus was colonized purely for military purposes, as its climate was the ideal habitat for the Ishamshuk Empire, one of the humans' biggest rivals. Many troops were stationed there for training and experimented in ways of waging war in such a hostile environment. Using gunships and various aircrafts, the Venusian soldiers re-invented helicopter assaults. They also experimented on the surface of Venus, finding many inadequacies with present day technology.
The Venusian troopers revealed their findings with the Legion as a whole and their tactics were used to great effect in the Polaris War.
The Venusian troopers revealed their findings with the Legion as a whole and their tactics were used to great effect in the Polaris War.
Goals, resources and stuff
Each players will want to get resources to further their personal interests. There resources can be acquired in multiple ways, depending on the role of the player. A colony for example may produce these, a Warlord may raid ships to obtain these, etc. Here is a list of resources and their explanation.
Common
Methanol: Alcohol made from methane. Also called wood alcohol. Can be synthesized from methane and hydrogen. If you're poor and / or desperate, you can also produce it by distilling wood. It's used for straight-to-methanol fuel cells, which power rockets and other engines.
Value
Methanol can be found in gas giants, the atmospheres of some exotic worlds, or in liquid form on some icy worlds (methane is a stable liquid at temperatures where water is a solid). Relatively common.
Organics/Organic Minerals: This resource represents anything that can be processed into food (called Nutrients in the game). Most of the time it is processed into pure proteins and lipids through machines called Amino-Synthesizers. Note that it does not necessarily mean crops or meat or even living tissue: it can be pure elemental carbon, being processed into the more complex compounds that we can metabolize. Such a diet has no frills, but can keep us going.
Value
Organics will be fairly common given that they are essential for survival. They would be especially valuable to planets which cannot sustain their own organic stockpile.
Atmospherics: Gold, and to a lesser extent, gallium, form the 'atmospheric layer' of a starship, which shields it from meteorites and space debris which can cause issues in long-term space travel. This is not their only use however. Their abilities to shield from cosmic radiation is also what gives them their ability to conduct (in gallium's case, semi-conduct) electricity, and they are necessary for advanced electronics, such as circuit boards.
Value
Gold and gallium are very rare when it comes to metals. On Earth, gallium only appears as trace, barely detectable bits of rock. In the entire history of human kind predating the warp drive, only an Olympic swimming pool's worth of gold had ever been mined. Despite how rare you would think they are, when you have an empire that spans several planets, gold suddenly becomes rather easy to get in large quantities. Atmospherics are the 2nd most valuable of the metals in the game. What brings them down is the fact that compared to other things they tend to be used less.
Ablatives: Ablative materials are resistant to vaporization due to their particular properties. Copper, iridium, and silicon, among other things, are used to build plating that can defeat laser weapons, and of course, they can be used to generate and conduct electricity.
Value
Ablative metals like copper-iridium and especially silicon are relatively common in the crust of rocky worlds. They are the most valuable metals.
Heavy Metals: The workhorse metals: Iron, tungsten, titanium, molybdenum, vanadium, tin, etc. They have many uses. So while it seems like they're easy to get and in large quantities, it will also seem as though there's never enough of them to go around. They are more common than atmospherics and ablatives.
Value
Heavy metals are everywhere. They are abundant no matter where you go. The issue is that not all places have the level of heavy metals you need - these metals get used for so much (and really, just about everything) that despite a huge supply, it may never fully meet the demand.
Helium-3: Helium-3 is the fusionable resource of choice in this universe (there's also Deuterium tho). It is used solely as fuel for fusion reactors. Helium-3 is not very common in rocky worlds like Earth, but gas giants have a lot of it. A LOT of it.
Value
He-3 can be found in gas giants, and on some rocky worlds, depending on how that world formed. They are constantly in demand as they are the fusionable material for reactors. Because of how concentrated the supply of Helium-3 is, but how spread out and high the demand is, its value can vary.
Exotics
Materia Obscura: Latin for 'Dark Matter'. Materia obscura is harvested from 'Boson Stars.' These are most easily detected when there are two orbiting each other, since they do not glow like normal stars. As such, they are, artificially, much more rare. (The scientific evidence of these existing in real life is tenuous, but hey! Cool concept.) Dark matter is used as fuel for warp drives, as its unique properties (in this universe, its attribute of negative mass). If you're confused, think Futurama. Minus the shoveling it into furnaces bit.
Value
The only place with Boson Stars would be Euerythro, the HQ of Tritach. There are other Boson Stars in the region, but they must first be explored. As such, for a time, dark matter will be extremely expensive to acquire and will be very valuable.
Antimatter: Antimatter is the opposite to matter. When the two interact they destroy each other and release a ridiculous amount of energy. Unfortunately, producing and even moreso, containing, antimatter will cost more energy than such a reaction would yield. Nonetheless, the concentration of energy is used to make warp drives that are much smaller than their dark-matter based equivalents. These ones can be small enough to fit on missiles. Hence antimatter missiles, the most OP stuff ever.
Value
Antimatter is produced in your Colliders, at the generous rate of 1 energy to 0.01 antimatter. An alternative, which is more energy-efficient, is to bring magnetic scoops to the Van Allan belt of a massive Gas Giant. In this way you can harvest antimatter. Nonetheless, its slow gather rate makes antimatter extremely valuable, especially since it takes so much other stuff to make.
Special Resources
Spider Silk: The only special resource available at the beginning of the game, Spider Silk is used to make the most advanced body armour available. In the past, it was difficult to mass-produce, but giant plantations of genetically-modified spiders (making them docile, as well as producing more and stronger silk...) can be cultivated.
Value
The only place with any Spider Silk Plantations would be Spiremos, the HQ of Innovaganix.
Methanol: Alcohol made from methane. Also called wood alcohol. Can be synthesized from methane and hydrogen. If you're poor and / or desperate, you can also produce it by distilling wood. It's used for straight-to-methanol fuel cells, which power rockets and other engines.
Value
Methanol can be found in gas giants, the atmospheres of some exotic worlds, or in liquid form on some icy worlds (methane is a stable liquid at temperatures where water is a solid). Relatively common.
Organics/Organic Minerals: This resource represents anything that can be processed into food (called Nutrients in the game). Most of the time it is processed into pure proteins and lipids through machines called Amino-Synthesizers. Note that it does not necessarily mean crops or meat or even living tissue: it can be pure elemental carbon, being processed into the more complex compounds that we can metabolize. Such a diet has no frills, but can keep us going.
Value
Organics will be fairly common given that they are essential for survival. They would be especially valuable to planets which cannot sustain their own organic stockpile.
Atmospherics: Gold, and to a lesser extent, gallium, form the 'atmospheric layer' of a starship, which shields it from meteorites and space debris which can cause issues in long-term space travel. This is not their only use however. Their abilities to shield from cosmic radiation is also what gives them their ability to conduct (in gallium's case, semi-conduct) electricity, and they are necessary for advanced electronics, such as circuit boards.
Value
Gold and gallium are very rare when it comes to metals. On Earth, gallium only appears as trace, barely detectable bits of rock. In the entire history of human kind predating the warp drive, only an Olympic swimming pool's worth of gold had ever been mined. Despite how rare you would think they are, when you have an empire that spans several planets, gold suddenly becomes rather easy to get in large quantities. Atmospherics are the 2nd most valuable of the metals in the game. What brings them down is the fact that compared to other things they tend to be used less.
Ablatives: Ablative materials are resistant to vaporization due to their particular properties. Copper, iridium, and silicon, among other things, are used to build plating that can defeat laser weapons, and of course, they can be used to generate and conduct electricity.
Value
Ablative metals like copper-iridium and especially silicon are relatively common in the crust of rocky worlds. They are the most valuable metals.
Heavy Metals: The workhorse metals: Iron, tungsten, titanium, molybdenum, vanadium, tin, etc. They have many uses. So while it seems like they're easy to get and in large quantities, it will also seem as though there's never enough of them to go around. They are more common than atmospherics and ablatives.
Value
Heavy metals are everywhere. They are abundant no matter where you go. The issue is that not all places have the level of heavy metals you need - these metals get used for so much (and really, just about everything) that despite a huge supply, it may never fully meet the demand.
Helium-3: Helium-3 is the fusionable resource of choice in this universe (there's also Deuterium tho). It is used solely as fuel for fusion reactors. Helium-3 is not very common in rocky worlds like Earth, but gas giants have a lot of it. A LOT of it.
Value
He-3 can be found in gas giants, and on some rocky worlds, depending on how that world formed. They are constantly in demand as they are the fusionable material for reactors. Because of how concentrated the supply of Helium-3 is, but how spread out and high the demand is, its value can vary.
Exotics
Materia Obscura: Latin for 'Dark Matter'. Materia obscura is harvested from 'Boson Stars.' These are most easily detected when there are two orbiting each other, since they do not glow like normal stars. As such, they are, artificially, much more rare. (The scientific evidence of these existing in real life is tenuous, but hey! Cool concept.) Dark matter is used as fuel for warp drives, as its unique properties (in this universe, its attribute of negative mass). If you're confused, think Futurama. Minus the shoveling it into furnaces bit.
Value
The only place with Boson Stars would be Euerythro, the HQ of Tritach. There are other Boson Stars in the region, but they must first be explored. As such, for a time, dark matter will be extremely expensive to acquire and will be very valuable.
Antimatter: Antimatter is the opposite to matter. When the two interact they destroy each other and release a ridiculous amount of energy. Unfortunately, producing and even moreso, containing, antimatter will cost more energy than such a reaction would yield. Nonetheless, the concentration of energy is used to make warp drives that are much smaller than their dark-matter based equivalents. These ones can be small enough to fit on missiles. Hence antimatter missiles, the most OP stuff ever.
Value
Antimatter is produced in your Colliders, at the generous rate of 1 energy to 0.01 antimatter. An alternative, which is more energy-efficient, is to bring magnetic scoops to the Van Allan belt of a massive Gas Giant. In this way you can harvest antimatter. Nonetheless, its slow gather rate makes antimatter extremely valuable, especially since it takes so much other stuff to make.
Special Resources
Spider Silk: The only special resource available at the beginning of the game, Spider Silk is used to make the most advanced body armour available. In the past, it was difficult to mass-produce, but giant plantations of genetically-modified spiders (making them docile, as well as producing more and stronger silk...) can be cultivated.
Value
The only place with any Spider Silk Plantations would be Spiremos, the HQ of Innovaganix.
Starship sizes
For comparison, the USS Iowa at 270 meters, is put alongside these starships.
1 pixel = 1 meter
This is the Arbalest-class Star Sloop, designed in 2281 and proved so useful that it and its variants are still in service today. More than 1800 have been built. They are 640 meters long.
This is the Legion-class Star Frigate, one of the most common fleet escorts in the United Armada. They've participated in numerous famous battles.
At this point there's not much need for the USS Iowa. Tiny by comparison. This 3km Star Galleon is ancient and likely similar to the ones colony players have.
For comparison, the USS Iowa at 270 meters, is put alongside these starships.
1 pixel = 1 meter
A coilgun fires bullets (called 'bolts', really solid steel-core tungsten flechettes) and Beamers shoot lasers.
The pros and cons of either weapon are considerable.
Coilguns
Pros
- Versatile; can be used anywhere.
- Firepower; good at spewing flechettes everywhere.
- Variety; lots of ammunition types.
Cons
- Bulky (need room for battery and magazine, long barrel)
- Lack of power; not good at penetrating armour (some ammo types corrode armour though)
- Need ammunition
Beamers
Pros
- Versatile; can be used against both armoured and unarmoured opponents efficiently.
- Light (lel get it) and compact
- Blinding; don't have to score direct hits to incapacitate an enemy (if enemy does not have eye protection)
- Do not need ammunition
Cons
- Low firepower (low suppression)
- Bad materials penetration (though better armour penetration)
- Can be countered with ablative plating
Another thing to consider is that lasers are direct-fire weapons, and this can limit their range.
The pros and cons of either weapon are considerable.
Coilguns
Pros
- Versatile; can be used anywhere.
- Firepower; good at spewing flechettes everywhere.
- Variety; lots of ammunition types.
Cons
- Bulky (need room for battery and magazine, long barrel)
- Lack of power; not good at penetrating armour (some ammo types corrode armour though)
- Need ammunition
Beamers
Pros
- Versatile; can be used against both armoured and unarmoured opponents efficiently.
- Light (lel get it) and compact
- Blinding; don't have to score direct hits to incapacitate an enemy (if enemy does not have eye protection)
- Do not need ammunition
Cons
- Low firepower (low suppression)
- Bad materials penetration (though better armour penetration)
- Can be countered with ablative plating
Another thing to consider is that lasers are direct-fire weapons, and this can limit their range.
Warlords:
Warlords start with a single ship, with a crew and everything required for the ship to function. There's multiple types of ships to choose from as well as differing equipment. The following link can be used to outfit a ship.
https://docs.google.com/document/d/17Sq4-l7pdNF1R85AzX_FwcXNvCh-N2ar-L_FjLiFrH8/edit?usp=sharing
Here's a sample Warlord card, to get an idea of what they'll have to deal with:
Our captain’s name is Timmy Turner. (Pretty self-explanatory. The player character's name.)
Our flagship is the Evil Nanny. It is classified as a Star Waffle Taco. (The player's ship's name and class. Waffle tacos are pretty gross by the way.)
Our morale seems (Low, medium, high. This shows generally how content your crew is. Like happiness for colonies.)
There is little to no risk of mutiny. (Essentially, the "revolt risk" on your ship. Try to keep it low. Directly tied to morale.)
The Human Domain is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Human Domain' is the "government" in the "empire" essentially. They have a military outpost in the area and may intervene to protect the government's interests. They tend to be dismissive towards warlords, but not outright hostile.
The Frontierman’s Commitee is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Frontierman's Commitee's goal is to give a voice to the dirt-poor colonies by forming an organization of experts (of various trades, including soldiering) to help represent them. They will always be dismissive towards warlords. Have an outpost in the region.
The Order of the Soaring Eagle is (hostile, dismissive, neutral, cordial, friendly) towards us.
The Order of the Soaring Eagle is a very influential and large paramilitary that claims itself to be the 'real' armed forces of the Human Domain. Founded in a different context, it hates marauders and will always be hostile to warlords. They will attack on sight, and may assist Megacorp efforts in hunting you down. They have an outpost in the region.
We have 9001 Funds. 'Funds' are your credits. There are a lot of currencies in the lore, but for simplicity's sake they're abstracted as a single one.
There is 69 crew aboard. Some vague indication of your crew count. Crew sizes tend to be very small.
We are in deep space at (grid coordinate) Tells some information about where you are.
Our armoured belt consists of fluffed pillows.
What armour setup you chose in the ship creator.
Our weapons computer is gauged at Commodore 64
What your weapons computer is graded at.
Our power plant is a couple guys on bikes.
How big your power plant is.
Our thrusters utilize propellers.
The technology on which your reactions operate.
Our ship’s armament consists of thirty heavy spud guns.
The various tools you fit upon your ship with the sole purpose of causing harm to other people. Or aliens. :spooky:
-Starship Status-
:Evil Nanny:
-Vitals-
Our atmospheric layer is at 100% condition.
The ship's atmospheric layer is the shield which protects against natural space debris, which can cause great damage over a prolonged period of time. Don't let this fall below 51%, or your fuel efficiency will suffer exponentially, and the hull may receive some penetrations. In order to keep the percentage up, you will need to buy or mine Atmospherics.
The nervous mainframe reports no hull penetrations.
The 'nerves' of the starship which detect 'pain' will tell you if your hull is getting ****ed or not.
The navigation is operational.
The navigation console. If you manage to damage this, you really ****ed up. Big time.
The observatory is operational.
The observatory is where all the telescopes and RADAR systems are which allow you to figure out where those lasers are coming from. As they are exposed, and pretty much necessitate minimal armour to function, they may get very badly damaged.
The Amino-synthesizers are working fine.
The machines which synthesize food from organic compounds for your people to eat. This doesn't matter so much since warlords command so few people that worrying about food consumption would be kinda ridiculous, but if they outright stop working there might be a problem.
Water recycling systems are working fine.
Gotta have water too. See above.
Hydro-electric vitals system is working fine.
The churning of buoyancy fluid through the ship's "arteries" provides 'hydro-electric' power, as it spins a series of turbines. Make sure this stays operational.
-Facilities-
Fusion reactor cores are working at full capacity, consuming A Helium-3 per month. We have B such fuel aboard.
This tells you if your reactors are working, as well as their consumption. And how much of it you have left.
The warp drive is working at full capacity. We will need X dark matter to start the warp drive, Y to cruise across a sector, and Z to exit warp. We have a full tank of C suitable fuel aboard.
Same, but with warp drives.
Our quantum/ionic/methane reaction engines are working at full capacity. They are ...
Describes if your reaction engines are working properly, how much fuel (if any) they're using, and what effects they have (if any)
-Armament-
All weapons report working condition.
This sums up the condition of your weapons. Keep your guns well-oiled, it could mean the difference between life and death, or riches and destitution.
-Crew Status-
This is a summary of your crew. For more detail:
Navigator: This guy is the main dude on your ship who has the training needed to operate the navigation console (see above). Keep him alive, they're kind of important. They tend to be proud, arrogant types too, so as much as it may be tempting to kill them, they're, you know, vital.
Technicians: Starships are really mind-****ingly complicated machines, and yet there are somehow people who have dedicated their lives, a career, an academic field - to keeping them and their sheer overwhelming complexity working in perfect order. There are some things that machines simply cannot do that require human intervention, and these are the guys to do it.
Workers: The technicians' assistants - usually. Might also just be random travelers and assholes. You decide.
Espatiers: The "space marines" of this world. Armed with coil-carbines and tridents, and specifically trained for boarding combat (but can fight on the ground too!) Espatiers are formidable. May even form the bulk of your crew!
There may also be other crew visible in your status, which were added depending on your bio or other information for flavor.
-Cargo Manifest-
Ship can carry ... units of cargo.
We have filled ... units.
There is free space for ... units remaining.
I shouldn't have to explain this part too much.
The Quartermaster/Anthroson reports the following in the cargo bay:
The Quartermaster, if there, or Anthroson (robot assistant, basically), if there, will report on what's in the storage.
Our flagship is the Evil Nanny. It is classified as a Star Waffle Taco. (The player's ship's name and class. Waffle tacos are pretty gross by the way.)
Our morale seems (Low, medium, high. This shows generally how content your crew is. Like happiness for colonies.)
There is little to no risk of mutiny. (Essentially, the "revolt risk" on your ship. Try to keep it low. Directly tied to morale.)
The Human Domain is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Human Domain' is the "government" in the "empire" essentially. They have a military outpost in the area and may intervene to protect the government's interests. They tend to be dismissive towards warlords, but not outright hostile.
The Frontierman’s Commitee is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Frontierman's Commitee's goal is to give a voice to the dirt-poor colonies by forming an organization of experts (of various trades, including soldiering) to help represent them. They will always be dismissive towards warlords. Have an outpost in the region.
The Order of the Soaring Eagle is (hostile, dismissive, neutral, cordial, friendly) towards us.
The Order of the Soaring Eagle is a very influential and large paramilitary that claims itself to be the 'real' armed forces of the Human Domain. Founded in a different context, it hates marauders and will always be hostile to warlords. They will attack on sight, and may assist Megacorp efforts in hunting you down. They have an outpost in the region.
We have 9001 Funds. 'Funds' are your credits. There are a lot of currencies in the lore, but for simplicity's sake they're abstracted as a single one.
There is 69 crew aboard. Some vague indication of your crew count. Crew sizes tend to be very small.
We are in deep space at (grid coordinate) Tells some information about where you are.
Our armoured belt consists of fluffed pillows.
What armour setup you chose in the ship creator.
Our weapons computer is gauged at Commodore 64
What your weapons computer is graded at.
Our power plant is a couple guys on bikes.
How big your power plant is.
Our thrusters utilize propellers.
The technology on which your reactions operate.
Our ship’s armament consists of thirty heavy spud guns.
The various tools you fit upon your ship with the sole purpose of causing harm to other people. Or aliens. :spooky:
-Starship Status-
:Evil Nanny:
-Vitals-
Our atmospheric layer is at 100% condition.
The ship's atmospheric layer is the shield which protects against natural space debris, which can cause great damage over a prolonged period of time. Don't let this fall below 51%, or your fuel efficiency will suffer exponentially, and the hull may receive some penetrations. In order to keep the percentage up, you will need to buy or mine Atmospherics.
The nervous mainframe reports no hull penetrations.
The 'nerves' of the starship which detect 'pain' will tell you if your hull is getting ****ed or not.
The navigation is operational.
The navigation console. If you manage to damage this, you really ****ed up. Big time.
The observatory is operational.
The observatory is where all the telescopes and RADAR systems are which allow you to figure out where those lasers are coming from. As they are exposed, and pretty much necessitate minimal armour to function, they may get very badly damaged.
The Amino-synthesizers are working fine.
The machines which synthesize food from organic compounds for your people to eat. This doesn't matter so much since warlords command so few people that worrying about food consumption would be kinda ridiculous, but if they outright stop working there might be a problem.
Water recycling systems are working fine.
Gotta have water too. See above.
Hydro-electric vitals system is working fine.
The churning of buoyancy fluid through the ship's "arteries" provides 'hydro-electric' power, as it spins a series of turbines. Make sure this stays operational.
-Facilities-
Fusion reactor cores are working at full capacity, consuming A Helium-3 per month. We have B such fuel aboard.
This tells you if your reactors are working, as well as their consumption. And how much of it you have left.
The warp drive is working at full capacity. We will need X dark matter to start the warp drive, Y to cruise across a sector, and Z to exit warp. We have a full tank of C suitable fuel aboard.
Same, but with warp drives.
Our quantum/ionic/methane reaction engines are working at full capacity. They are ...
Describes if your reaction engines are working properly, how much fuel (if any) they're using, and what effects they have (if any)
-Armament-
All weapons report working condition.
This sums up the condition of your weapons. Keep your guns well-oiled, it could mean the difference between life and death, or riches and destitution.
-Crew Status-
This is a summary of your crew. For more detail:
Navigator: This guy is the main dude on your ship who has the training needed to operate the navigation console (see above). Keep him alive, they're kind of important. They tend to be proud, arrogant types too, so as much as it may be tempting to kill them, they're, you know, vital.
Technicians: Starships are really mind-****ingly complicated machines, and yet there are somehow people who have dedicated their lives, a career, an academic field - to keeping them and their sheer overwhelming complexity working in perfect order. There are some things that machines simply cannot do that require human intervention, and these are the guys to do it.
Workers: The technicians' assistants - usually. Might also just be random travelers and assholes. You decide.
Espatiers: The "space marines" of this world. Armed with coil-carbines and tridents, and specifically trained for boarding combat (but can fight on the ground too!) Espatiers are formidable. May even form the bulk of your crew!
There may also be other crew visible in your status, which were added depending on your bio or other information for flavor.
-Cargo Manifest-
Ship can carry ... units of cargo.
We have filled ... units.
There is free space for ... units remaining.
I shouldn't have to explain this part too much.
The Quartermaster/Anthroson reports the following in the cargo bay:
The Quartermaster, if there, or Anthroson (robot assistant, basically), if there, will report on what's in the storage.
Colonies:
Colony-players start with a single colony on a planet. The properties such as the biome of the planet, the hostility of other living being on the planet, etc. may vary from player to player and thus, each colony player will have different things to care about. Here's a sample Colony card, to give an idea of what these players have to deal with:
Our deputy’s name is ... The name of your player-character.
Our colony’s name is ... The name of your colony. Changeable at any time.
Our Star Galleon is the ... The name of your centuries-old dustbucket. I mean spaceship. Changeable at any time.
Our sponsor is the ... The name of your 'sponsor', probably a mega-conglomerate.
Our population of ... feels ..., and conditions appear ... Population, Happiness and Stability, respectively.
The Human Domain is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Human Domain' is the "government" in the "empire" essentially. They have a military outpost in the area and may intervene to protect the government's interests. They tend to be neutral towards colonies, and their attitude can vary from protective of colonies to supportive of mega-conglomerates.
The Frontierman’s Commitee is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Frontierman's Commitee's goal is to give a voice to the dirt-poor colonies by forming an organization of experts (of various trades, including soldiering) to help represent them. They will always be at least Cordial towards colonies.
The Order of the Soaring Eagle is (hostile, dismissive, neutral, cordial, friendly) towards us.
The Order of the Soaring Eagle is a very influential and large paramilitary that claims itself to be the 'real' armed forces of the Human Domain. The Order's Cleric Chapters will offer aid to colonies in times of need, and may even offer to fight a megacorp in your defense if the abuse is too severe. Have an outpost in the region.
The production quota set by our sponsor is (LAX, MANAGEABLE, EXTORTIONATE): so we give 10/33/50% of our production to our sponsor. We are paid ... Funds as employees of the company.
The production quota that the megacorp has placed upon you like the assholes they are. The three levels are Lax, Manageable, and Extortionate, which take 10%, 33%, and 50% of your production each turn. However, each level also gives you more money (which the megacorp can decide is based on population or goods produced). By default, the tax is at LAX level, and the payroll is by population.
We are of the ... planet type. The 'type' is a generic categorization of your world. Terrestrials resemble Earth. Rocks have no atmosphere. Gas Giants are basically only atmosphere. Ice worlds are made of ice. It's possible to have no 'type'.
We are of the ... planet class. If your world is 'Terrestrial' type, you get subdivided into a 'class'.
Our colonists are ... Your colonists receive two 'traits' which are dynamic and can change at any time. They are based on the seven virtues and seven sins, though the sins can have good effects and the virtues can have bad ones. For the full list, see below.
We have ... Funds. Funds are your 'credits'. There are way too many currency systems to represent individually, so they've been abstracted into a single one. They can be used to buy goods and invest in domestic projects and facilitate trade. Among other things. Use your imagination!
-Storehouse-
Resource Stockpile Production Used Net Gain
For the full resource list, see below. Production is income from all sources, and 'used' or 'consumption' is all expenses, including your sponsor's tithe. The net gain is what's left. ...If anything.
-Granary-
Nutrients are made from energy and organic minerals. Water is recycled over and over. Ez pz.
-Arsenal-
The Arsenal has all the various tools you need to kill all the horrible things that might want to hurt you in this scary galaxy.
-Energy Index-
We have 4 fusion cores producing 40 energy at the cost of 8 Helium-3 / month. Every colony has some fusion reactors, which generate energy (10 per). Like the reactors on ships, these cost He-3, at a rate of 1/5.
We have 40 energy available to allocate. 0 of this is in reserve. We have 3 supercapacitors, meaning we can store 15 energy for later use. What you have available and what you could save in reserve. Saving energy in reserve is a good idea so you can quickly respond to emergencies in the future.
We have - minerals available to allocate. This is how many Organic Minerals are ready to be mixed with energy to make Nutrients.
We have - base value of water. This is the 'base value' of water your planet has. Ocean Worlds have the most. Obviously. For most planets, this represents endless recycling of the same water supply. For ocean worlds this just represents the energy needed for water treatment. If you're short on water, have someone give you some. That water will add to your stockpile and will not subtract from theirs, if they are Ocean. Note however, that just because a world has a lot of water, doesn't mean its necessarily drinkable.
Amino-Synthesizers: With 1 mineral and 1 energy per turn we can produce 1 nutrient per turn. Our population consumes ... per turn.
Pretty simple really. 1 mineral and 1 energy makes 1 food which feeds 10,000 people.
Water Treatment: We have - water available to recycle. Our population consumes ... per turn.
If you have 40 water, you need 10 energy to completely recycle that, and 1 unit of water will work for 10,000 people. So if you have 400,000 people, you need 10 energy to keep that water cycle going. 1 unit of energy recycles 4 units of water.
Colliders: We do not have colliders. We thus cannot synthesize antimatter. Colliders let you produce antimatter, a few painstaking anti-atoms at a time. Antimatter's sole purpose is in OP-as-**** weapons. 1 energy invested in colliders gives you 0.01 antimatter to your stockpile. A generous ratio really, all things considered.
-Industry Index-
Industrial capacity is divided into two types: Civilian and Military. Civilian is used to spend on projects, sort of like credits, and is required for some structures, such as launchpads, space elevators, monorails, nanofactories, etc. Military Industry is used to build weapons. Revolutionary, I know. Most weapons also cost energy, and of course, resources to build. To build 1,000 battle rifles, you will need 1 military industry, 1 energy, and 1 unit of atmospherics, for example.
Nanofactories support 3 assembly lines. Each assembly line lets you produce one product. So, if you wanted to build 1,000 battle rifles and then a bunch of jeeps on the same turn, you would use two assembly lines. If you wanted to build 2000 battle rifles, you can fit that on one assembly line.
-Security Nexus-
There are X in our armed forces. Organized as follows:
This will follow with a nice outline of how many assholes are in your army and stuff. Example:
Redheaded Viking Force
10,000 Soldiers (Coilguns, hard armour, poor morale, regulars, loyal.)
So it goes:
Number of Soldiers (Arms, Armour, Morale, Training, Loyalty.)
-Starship-
:StarshipName:
Atmospheric layer at 100% condition.
The atmospheric layer of a starship drains with usage (IE exposure to space). Keep it above 51% or your fuel efficiency will suffer, and the hull could receive penetrations.
No hull penetrations.
The nervous mainframe will report to you if there is any penetrations in the hull. Try to avoid these as they lock off sections of the ship until they are corrected.
Navigation in good repair.
Navigation console important, because everything looks the same in space.
Observatory in good repair.
Observatory has telescopes and RADAR so you can figure out what's what in space. Exposed and unarmoured, it can get badly damaged.
Hydro-Electric vitals system working fine.
If this is broken, good chance something else is too.
Armament: 6 trillion lasers
What your rustbucket sports to defend itself. Usually pretty modest.
Will consume Methanol in sub-light. Needs 60 methanol every three turns.
Although colony ships get used as much as warlords' do, if not more, I don't want you to micro-manage your ship in the same way. So you only have to worry about their consumption every three turns or so. That said, it can be expensive. Some colony ships do not need this at all.
Will consume Dark Matter for FTL. Needs 30 Materia Obscura every two turns.
See above. All ships need this, though.
Our colony’s name is ... The name of your colony. Changeable at any time.
Our Star Galleon is the ... The name of your centuries-old dustbucket. I mean spaceship. Changeable at any time.
Our sponsor is the ... The name of your 'sponsor', probably a mega-conglomerate.
Our population of ... feels ..., and conditions appear ... Population, Happiness and Stability, respectively.
The Human Domain is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Human Domain' is the "government" in the "empire" essentially. They have a military outpost in the area and may intervene to protect the government's interests. They tend to be neutral towards colonies, and their attitude can vary from protective of colonies to supportive of mega-conglomerates.
The Frontierman’s Commitee is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Frontierman's Commitee's goal is to give a voice to the dirt-poor colonies by forming an organization of experts (of various trades, including soldiering) to help represent them. They will always be at least Cordial towards colonies.
The Order of the Soaring Eagle is (hostile, dismissive, neutral, cordial, friendly) towards us.
The Order of the Soaring Eagle is a very influential and large paramilitary that claims itself to be the 'real' armed forces of the Human Domain. The Order's Cleric Chapters will offer aid to colonies in times of need, and may even offer to fight a megacorp in your defense if the abuse is too severe. Have an outpost in the region.
The production quota set by our sponsor is (LAX, MANAGEABLE, EXTORTIONATE): so we give 10/33/50% of our production to our sponsor. We are paid ... Funds as employees of the company.
The production quota that the megacorp has placed upon you like the assholes they are. The three levels are Lax, Manageable, and Extortionate, which take 10%, 33%, and 50% of your production each turn. However, each level also gives you more money (which the megacorp can decide is based on population or goods produced). By default, the tax is at LAX level, and the payroll is by population.
We are of the ... planet type. The 'type' is a generic categorization of your world. Terrestrials resemble Earth. Rocks have no atmosphere. Gas Giants are basically only atmosphere. Ice worlds are made of ice. It's possible to have no 'type'.
We are of the ... planet class. If your world is 'Terrestrial' type, you get subdivided into a 'class'.
Our colonists are ... Your colonists receive two 'traits' which are dynamic and can change at any time. They are based on the seven virtues and seven sins, though the sins can have good effects and the virtues can have bad ones. For the full list, see below.
We have ... Funds. Funds are your 'credits'. There are way too many currency systems to represent individually, so they've been abstracted into a single one. They can be used to buy goods and invest in domestic projects and facilitate trade. Among other things. Use your imagination!
-Storehouse-
Resource Stockpile Production Used Net Gain
For the full resource list, see below. Production is income from all sources, and 'used' or 'consumption' is all expenses, including your sponsor's tithe. The net gain is what's left. ...If anything.
-Granary-
Nutrients are made from energy and organic minerals. Water is recycled over and over. Ez pz.
-Arsenal-
The Arsenal has all the various tools you need to kill all the horrible things that might want to hurt you in this scary galaxy.
-Energy Index-
We have 4 fusion cores producing 40 energy at the cost of 8 Helium-3 / month. Every colony has some fusion reactors, which generate energy (10 per). Like the reactors on ships, these cost He-3, at a rate of 1/5.
We have 40 energy available to allocate. 0 of this is in reserve. We have 3 supercapacitors, meaning we can store 15 energy for later use. What you have available and what you could save in reserve. Saving energy in reserve is a good idea so you can quickly respond to emergencies in the future.
We have - minerals available to allocate. This is how many Organic Minerals are ready to be mixed with energy to make Nutrients.
We have - base value of water. This is the 'base value' of water your planet has. Ocean Worlds have the most. Obviously. For most planets, this represents endless recycling of the same water supply. For ocean worlds this just represents the energy needed for water treatment. If you're short on water, have someone give you some. That water will add to your stockpile and will not subtract from theirs, if they are Ocean. Note however, that just because a world has a lot of water, doesn't mean its necessarily drinkable.
Amino-Synthesizers: With 1 mineral and 1 energy per turn we can produce 1 nutrient per turn. Our population consumes ... per turn.
Pretty simple really. 1 mineral and 1 energy makes 1 food which feeds 10,000 people.
Water Treatment: We have - water available to recycle. Our population consumes ... per turn.
If you have 40 water, you need 10 energy to completely recycle that, and 1 unit of water will work for 10,000 people. So if you have 400,000 people, you need 10 energy to keep that water cycle going. 1 unit of energy recycles 4 units of water.
Colliders: We do not have colliders. We thus cannot synthesize antimatter. Colliders let you produce antimatter, a few painstaking anti-atoms at a time. Antimatter's sole purpose is in OP-as-**** weapons. 1 energy invested in colliders gives you 0.01 antimatter to your stockpile. A generous ratio really, all things considered.
-Industry Index-
Industrial capacity is divided into two types: Civilian and Military. Civilian is used to spend on projects, sort of like credits, and is required for some structures, such as launchpads, space elevators, monorails, nanofactories, etc. Military Industry is used to build weapons. Revolutionary, I know. Most weapons also cost energy, and of course, resources to build. To build 1,000 battle rifles, you will need 1 military industry, 1 energy, and 1 unit of atmospherics, for example.
Nanofactories support 3 assembly lines. Each assembly line lets you produce one product. So, if you wanted to build 1,000 battle rifles and then a bunch of jeeps on the same turn, you would use two assembly lines. If you wanted to build 2000 battle rifles, you can fit that on one assembly line.
-Security Nexus-
There are X in our armed forces. Organized as follows:
This will follow with a nice outline of how many assholes are in your army and stuff. Example:
Redheaded Viking Force
10,000 Soldiers (Coilguns, hard armour, poor morale, regulars, loyal.)
So it goes:
Number of Soldiers (Arms, Armour, Morale, Training, Loyalty.)
-Starship-
:StarshipName:
Atmospheric layer at 100% condition.
The atmospheric layer of a starship drains with usage (IE exposure to space). Keep it above 51% or your fuel efficiency will suffer, and the hull could receive penetrations.
No hull penetrations.
The nervous mainframe will report to you if there is any penetrations in the hull. Try to avoid these as they lock off sections of the ship until they are corrected.
Navigation in good repair.
Navigation console important, because everything looks the same in space.
Observatory in good repair.
Observatory has telescopes and RADAR so you can figure out what's what in space. Exposed and unarmoured, it can get badly damaged.
Hydro-Electric vitals system working fine.
If this is broken, good chance something else is too.
Armament: 6 trillion lasers
What your rustbucket sports to defend itself. Usually pretty modest.
Will consume Methanol in sub-light. Needs 60 methanol every three turns.
Although colony ships get used as much as warlords' do, if not more, I don't want you to micro-manage your ship in the same way. So you only have to worry about their consumption every three turns or so. That said, it can be expensive. Some colony ships do not need this at all.
Will consume Dark Matter for FTL. Needs 30 Materia Obscura every two turns.
See above. All ships need this, though.
The first thing they will have to care about, is the colonist in their colony. The colonists of a colony generally have two traits, that are able to change depending on the circumstances of the colony. Here is a a list of possible traits and what the consequences of those traits are.
Chaste / Lustful
=================
Population Rate Decrease / Increase
Temperate / Gluttonous
=================
More Hearty/Weak Population
Charitable / Greedy
=================
Increased/Decreased Stability
Diligent / Slothful
=================
First/Last Attack in Combat
Patient / Wroth
=================
Peaceful/Warlike
Kind / Envious
=================
Increased/Decreased Happiness
Humble / Proud
=================
Serf Mentality / Worker's Union
Just / Arbitrary
=================
Strong/Weak Code of Ethics
Ambitious/Content
=================
Increased/Decreased Autonomy
Zealous/Cynical
=================
Combat Malus/Bonus against Organized Military
Trusting/Paranoid
=================
National Guard / Militia
Honest/Deceitful
=================
Infiltrator Protection/Weakness
=================
Population Rate Decrease / Increase
Temperate / Gluttonous
=================
More Hearty/Weak Population
Charitable / Greedy
=================
Increased/Decreased Stability
Diligent / Slothful
=================
First/Last Attack in Combat
Patient / Wroth
=================
Peaceful/Warlike
Kind / Envious
=================
Increased/Decreased Happiness
Humble / Proud
=================
Serf Mentality / Worker's Union
Just / Arbitrary
=================
Strong/Weak Code of Ethics
Ambitious/Content
=================
Increased/Decreased Autonomy
Zealous/Cynical
=================
Combat Malus/Bonus against Organized Military
Trusting/Paranoid
=================
National Guard / Militia
Honest/Deceitful
=================
Infiltrator Protection/Weakness
Megacorps:
Megacorps start with a large region of space. In this region, there are most likely colonies, that get supported by Megacorps and in return pay taxes. Here's a sample CEO card, to get an idea of what these people get to deal with:
-Overview-
Our CEO’s name is ... The name of your Corporate Executive Officer. Chances are, he has a snobbish, d-bag name.
Our company’s name is the ... What your company is.
We are part of the ... trade guild. What trade guild your megacorp (nominally) owes its allegiances too. Has diplomatic effects, little else.
Our headquarters is in the system ... on planet ... The exact location of your headquarters.
The planet is of the TERRESTRIAL type and is classified as OCEAN. Its population is 450,000. This information is the same for all mega-conglomerate HQs, and population is public info anyway. As Megacorps are Ocean Worlds, they can feed a lot of people. Keep that in mind. They also happen to be the best planets available.
The Human Domain is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Human Domain' is the "government" in the "empire" essentially. They have a military outpost in the area and may intervene to protect the government's interests. They tend to be neutral towards colonies, and their attitude can vary from protective of colonies to supportive of mega-conglomerates.
The Frontierman’s Commitee is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Frontierman's Commitee's goal is to give a voice to the dirt-poor colonies by forming an organization of experts (of various trades, including soldiering) to help represent them. They will always be a bit dismissive of Mega-corps but never outright hostile.
The Order of the Soaring Eagle is (hostile, dismissive, neutral, cordial, friendly) towards us.
The Order of the Soaring Eagle is a very influential and large paramilitary that claims itself to be the 'real' armed forces of the Human Domain. The Order's Cleric Chapters will offer aid to colonies in times of need, and may even offer to fight a megacorp in your defense if the abuse is too severe. Have an outpost in the region.
International Transplants Inc. holds us IN LOW REGARD/IN HIGH ESTEEM.
InTran is the company that made the charter for all of us to come out here and colonize this part of space. As they oversee your operations, they may be more, or less, willing to trade with you and capitalize on their investment.
We have - credit with mercenaries.
The whole 'frontier' thing is a great place for mercenaries. Hence all those warlords. The main NPC Mercenary company are Venusian Retainers, and they're the best of the best. Try to establish good credit with them.
We have the ... Bonus and Penalty:
-
-
Each megacorp has a bonus and penalty.
INCOME
InTran charter investment: +9000 Funds
Your starting income is basically entirely the investment that InTran gave everyone. It's a "starter pack" basically. Spend it wisely.
EXPENSES
20% is deducted by gov’t.
The Gov't (or Human Domain) takes taxes from the Megacorps, about the only influence it can really exert over them.
We sponsor two/three player colonies. How many poor people you get to oppress.
Our LAX production quota on - takes 10% of their production and we pay them - funds per turn. (- people)
Our LAX production quota on - takes 10% of their production and we pay them - funds per turn. (- people)
Our LAX production quota on - 10% of their production and we pay them - funds per turn. (- people)
The exact details of oppression.
- to colonies.
- in total.
Total left to spend: ... Funds
-Storage-
Resource Stockpile Production From Colonies Consumption Net Gain
For the full resource list, see below. Production is from all sources, except for the colonies, which is obviously covered. Consumption is from all sources including upkeep. Net gain is what's left.
Unlike Colonies, Megacorps do not need to worry about Organic Minerals.
-Industry Nexus-
Industrial capacity is divided into two types: Civilian and Military. Civilian is used to spend on projects, sort of like credits, and is required for some structures, such as launchpads, space elevators, monorails, nanofactories, etc. Military Industry is used to build weapons. Revolutionary, I know. Most weapons also cost energy, and of course, resources to build. To build 1,000 battle rifles, you will need 1 military industry, 1 energy, and 1 unit of atmospherics, for example. Nanofactories support 3 assembly lines. Each assembly line lets you produce one product. So, if you wanted to build 1,000 battle rifles and then a bunch of jeeps on the same turn, you would use two assembly lines. If you wanted to build 2000 battle rifles, you can fit that on one assembly line.
-Company Assets-
Power Sources: Our various power sources generate - energy per turn. This consumes - Helium-3 per turn.
Your power sources and the He-3 that fuel them. One unit of He-3 feeds 10 energy.
Supercapacitors: Our - capacitors can hold - energy in reserve.
You can save 5 energy per capacitor.
Amino-Synthesizers: Our - amino-synthesizers are producing a surplus of - nutrients per turn.
Megacorps do not need to process Organics into food. They simply produce a surplus which is given, and can be traded out to your starving employees. ...If you want. Might just be cheaper to hire new guys. Water is basically infinite.
Colliders: We have one collider, which will need energy to start producing antimatter at a rate of 1 energy -> 0.01 antimatter.
Same as the colony explanation. Same ratio. Antimatter is used solely to produce OP weapons, produces very slowly.
Arsenal: There is nothing in the arsenal's storage room at present.
Whatever weapons you aren't presently using.
-Security Nexus-
There are - men in our armed forces. They are organized as such:
Not hard to figure out. It will list the divisions in your ground army.
10,000 Soldiers (Coilguns, hard armour, poor morale, regulars)
So it goes:
Number of Soldiers (Arms, Armour, Morale, Training.)
Unlike colonies, Megacorps need not worry about loyalty.
There are - warships in our armed forces. They are organized as such:
Will list the number and type of ships you have around. A better explanation can be seen below under military units.
-Research Labs-
This will tell you your exclusive patent, if any. There's no tech tree in the game, all techs are basically custom-made by the player, but the Science Officer will occasionally make recommendations. As for the research mechanic itself, its basically just the usual "invest money 'til you have enough" thing.
-Espionage Nexus-
Intelligence, and counterintelligence, can be pretty important factors in your quest for success. Your infiltrators can do basically anything you can think of. Use your imagination!
Our CEO’s name is ... The name of your Corporate Executive Officer. Chances are, he has a snobbish, d-bag name.
Our company’s name is the ... What your company is.
We are part of the ... trade guild. What trade guild your megacorp (nominally) owes its allegiances too. Has diplomatic effects, little else.
Our headquarters is in the system ... on planet ... The exact location of your headquarters.
The planet is of the TERRESTRIAL type and is classified as OCEAN. Its population is 450,000. This information is the same for all mega-conglomerate HQs, and population is public info anyway. As Megacorps are Ocean Worlds, they can feed a lot of people. Keep that in mind. They also happen to be the best planets available.
The Human Domain is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Human Domain' is the "government" in the "empire" essentially. They have a military outpost in the area and may intervene to protect the government's interests. They tend to be neutral towards colonies, and their attitude can vary from protective of colonies to supportive of mega-conglomerates.
The Frontierman’s Commitee is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Frontierman's Commitee's goal is to give a voice to the dirt-poor colonies by forming an organization of experts (of various trades, including soldiering) to help represent them. They will always be a bit dismissive of Mega-corps but never outright hostile.
The Order of the Soaring Eagle is (hostile, dismissive, neutral, cordial, friendly) towards us.
The Order of the Soaring Eagle is a very influential and large paramilitary that claims itself to be the 'real' armed forces of the Human Domain. The Order's Cleric Chapters will offer aid to colonies in times of need, and may even offer to fight a megacorp in your defense if the abuse is too severe. Have an outpost in the region.
International Transplants Inc. holds us IN LOW REGARD/IN HIGH ESTEEM.
InTran is the company that made the charter for all of us to come out here and colonize this part of space. As they oversee your operations, they may be more, or less, willing to trade with you and capitalize on their investment.
We have - credit with mercenaries.
The whole 'frontier' thing is a great place for mercenaries. Hence all those warlords. The main NPC Mercenary company are Venusian Retainers, and they're the best of the best. Try to establish good credit with them.
We have the ... Bonus and Penalty:
-
-
Each megacorp has a bonus and penalty.
INCOME
InTran charter investment: +9000 Funds
Your starting income is basically entirely the investment that InTran gave everyone. It's a "starter pack" basically. Spend it wisely.
EXPENSES
20% is deducted by gov’t.
The Gov't (or Human Domain) takes taxes from the Megacorps, about the only influence it can really exert over them.
We sponsor two/three player colonies. How many poor people you get to oppress.
Our LAX production quota on - takes 10% of their production and we pay them - funds per turn. (- people)
Our LAX production quota on - takes 10% of their production and we pay them - funds per turn. (- people)
Our LAX production quota on - 10% of their production and we pay them - funds per turn. (- people)
The exact details of oppression.
- to colonies.
- in total.
Total left to spend: ... Funds
-Storage-
Resource Stockpile Production From Colonies Consumption Net Gain
For the full resource list, see below. Production is from all sources, except for the colonies, which is obviously covered. Consumption is from all sources including upkeep. Net gain is what's left.
Unlike Colonies, Megacorps do not need to worry about Organic Minerals.
-Industry Nexus-
Industrial capacity is divided into two types: Civilian and Military. Civilian is used to spend on projects, sort of like credits, and is required for some structures, such as launchpads, space elevators, monorails, nanofactories, etc. Military Industry is used to build weapons. Revolutionary, I know. Most weapons also cost energy, and of course, resources to build. To build 1,000 battle rifles, you will need 1 military industry, 1 energy, and 1 unit of atmospherics, for example. Nanofactories support 3 assembly lines. Each assembly line lets you produce one product. So, if you wanted to build 1,000 battle rifles and then a bunch of jeeps on the same turn, you would use two assembly lines. If you wanted to build 2000 battle rifles, you can fit that on one assembly line.
-Company Assets-
Power Sources: Our various power sources generate - energy per turn. This consumes - Helium-3 per turn.
Your power sources and the He-3 that fuel them. One unit of He-3 feeds 10 energy.
Supercapacitors: Our - capacitors can hold - energy in reserve.
You can save 5 energy per capacitor.
Amino-Synthesizers: Our - amino-synthesizers are producing a surplus of - nutrients per turn.
Megacorps do not need to process Organics into food. They simply produce a surplus which is given, and can be traded out to your starving employees. ...If you want. Might just be cheaper to hire new guys. Water is basically infinite.
Colliders: We have one collider, which will need energy to start producing antimatter at a rate of 1 energy -> 0.01 antimatter.
Same as the colony explanation. Same ratio. Antimatter is used solely to produce OP weapons, produces very slowly.
Arsenal: There is nothing in the arsenal's storage room at present.
Whatever weapons you aren't presently using.
-Security Nexus-
There are - men in our armed forces. They are organized as such:
Not hard to figure out. It will list the divisions in your ground army.
10,000 Soldiers (Coilguns, hard armour, poor morale, regulars)
So it goes:
Number of Soldiers (Arms, Armour, Morale, Training.)
Unlike colonies, Megacorps need not worry about loyalty.
There are - warships in our armed forces. They are organized as such:
Will list the number and type of ships you have around. A better explanation can be seen below under military units.
-Research Labs-
This will tell you your exclusive patent, if any. There's no tech tree in the game, all techs are basically custom-made by the player, but the Science Officer will occasionally make recommendations. As for the research mechanic itself, its basically just the usual "invest money 'til you have enough" thing.
-Espionage Nexus-
Intelligence, and counterintelligence, can be pretty important factors in your quest for success. Your infiltrators can do basically anything you can think of. Use your imagination!
And here's a full list (PC and NPC) of all Megacorps and the Trade Guild they're part of.
Trade Guilds:
Earth Partnership
===================
Earthcorp
Acteon Shipbuilding Currents
Helium-3 Mining and Manufacturing Corporation
Armaments, Technology, and Optimised Shielding
Brine Associates
Johnson Space Dynamics Division
Market Coalition
====================
Ronstal
Lukkastor
Aqua Pura
Ace Energy Subsidiary
Farwick Pharma
Soylent Foods
Profit Communion
=====================
Tritach
Innovaganix
Pitnick Mining Corporation
Selena Strong Arms
Payne Industrial
Kings
Earth Partnership
===================
Earthcorp
Acteon Shipbuilding Currents
Helium-3 Mining and Manufacturing Corporation
Armaments, Technology, and Optimised Shielding
Brine Associates
Johnson Space Dynamics Division
Market Coalition
====================
Ronstal
Lukkastor
Aqua Pura
Ace Energy Subsidiary
Farwick Pharma
Soylent Foods
Profit Communion
=====================
Tritach
Innovaganix
Pitnick Mining Corporation
Selena Strong Arms
Payne Industrial
Kings