The Final Frontier - A Stellaris Quest

Come on people vampires are overdone. There are like eight different quests on this site dedicated to them. Machines on the other hand are a rarity. You would be hard pressed to find one. When was the last time you played as a race of potentially killer robots.

Think about the advantages being a machine race would give us. Immunity to disease and other such ailments. No needing to worry about food and being able to make use of practically any celestial body. That alone gives us a big advantage.
 
Come on people vampires are overdone. There are like eight different quests on this site dedicated to them. Machines on the other hand are a rarity. You would be hard pressed to find one. When was the last time you played as a race of potentially killer robots.

Think about the advantages being a machine race would give us. Immunity to disease and other such ailments. No needing to worry about food and being able to make use of practically any celestial body. That alone gives us a big advantage.
Yeah however machines can't use the shroud and fish quests are also incredibly rare.
 
Vote closed
vote is closed
Scheduled vote count started by Alucard Vampiry on May 14, 2024 at 9:54 AM, finished with 28 posts and 21 votes.

  • [X] Mechanical Precision
    [X]Space Vampires AKA Haemovores
    [X]Space Vampires AKA Haemovores
    -[X]Necroid (Humanoid Looking)
    -[X] Charismatic (-2)
    -[X] Slow Breeders (+2)
    -[X] Deviants (+1)
    -[X] Enduring (-1)
    -[X] Strong (-1)
    -[X] Decadent (+1)
    -[X] Talented (-1)
    -[X] Resilient (-1)
    [X]Space Jellies
    [X] Plan Radioactive
    -[X] Toxoid
    --[X] I Think Qm Said They Start With Noxious For Free?
    -[X]
    - [X] Adaptive (-2)
    -[X] Enduring (-1)
    -[X] Nomadic (-1)
    -[X] Resilient (-1)
    -[X] Decadent (+1)
    -[X] Repugnant (+2)
    [X]Space Vampires AKA Haemovores
    -[X]Necroid (Humanoid Looking)
    -[X] Charismatic (-2)
    -[X] Slow Breeders (+2)
    -[X] Deviants (+1)
    -[X] Enduring (-1)
    -[X] Strong (-1)
    -[X] Decadent (+1)
    -[X] Talented (-1)
    -[X] Resilient (-1)
    -[X]
    [X]Space Jellies
    -[X] Aquatic
    -[X] Non-Adaptive (+2)
    -[X] Strong (-1)
    -[X] Communal (-1)
    -[X] Rapid Breeders (-2)
    [X] Mechanical Precision
    - [X] Machine
    - [X] Bulky (+1)
    - [X] High Bandwith (+2)
    - [X] High Maintenance (+1)
    - [X] Adaptive (-2)
    - [X] Recycled (-2)
    - [X] Learning Algorithms (-1)
    - [X] Engineering Core (-1)
    - [X] Trading Algorithms (+2)
    - [X] Industrious (-2)
    - [X] These machines are not concerned with aesthetics. Their frames are bulky and utilitarian often having multiple limbs tipped with a variety of tools or manipulators. Their forms are reminiscent of the large industrial machines used by other races. Calibrated to fulfill their desired role above all else with efficiency. To do so of course requires a high degree of intelligence or at least data necessitating their high bandwidth. Something like this.
    [X] Golia Race
    -[X] Humanoid
    -[X] Common Traits
    --[X] Adaptive(-2)
    --[X] Jinxed(+1)
    --[X] Quarrelsome(+1)
    --[X] Industrious(+2)
    --[X] Deviants(+1)
    --[X] Strong(-1)
 
The vote is clearly borked, but from what I can see there is a tie between machines and vampires, so I am gonna roll a 1d2 to see how won.

1 is for machines and 2 is for vampires.

Vampires it is. The update is dropping on this Sunday.
Alucard Vampiry threw 1 2-faced dice. Reason: Who won? Total: 2
2 2
 
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Pretty sure the reason the auto tally was being weird was because most of the plans didn't have "plan" at the start of their names, since that's needed for votes to be counted the same when the voter doesn't add all the details of the full plan.
 
w00t! Time to turn the galaxy into Cattle :p
 
Empire Creator Part II
This species' tale is different from others, yet similar to some. Descended from parasites that infested the once dominant animals of the distant past, their ancestors thrived where others failed, consuming and adapting towards the modern era, where their evolution took its next logical step.

Before they took their homeworld for themselves there was another species, who built wonders compared to the tiny minds of the parasites, who could not create anything and were dominated by their instincts. But things changed and this species who once ruled over their world was suddenly attacked by a new strain of the parasite that rapidly struck leaving no chance to destroy it.

Its objective was the same as its ancestors: infect, adapt, overcome. But this new version of the parasite came with a new form of function. Utilizing the host species as a living incubator the parasites began to change, they began rapidly evolving towards a humanoid form taking traits of their host species to themselves.

The first generation was fragile, their new existence being completely new to beings that once only swam across host bodies in search of food and incubators for their young. However as they continued to spread they began to learn and evolve, The second generation proved much better, they began to show the genetic traits present in these new forms of theirs.

A charisma that entrenched their prey so that they could further spread their power across the globe. Strength greater than even the most physically active of their host species. And a resistance to most forms of damage. However, they also proved decadent, with the most infamous example being their feeding of hematopoietic cells, such as red, white, and platelets, even though they did not need this for their survival they considered it a delicacy.

They were also seemingly afflicted with slower reproduction of their species, their young taking a long time to reach their mature stage so that they could leave their hosts and reach into their world. But this was offset by the fact that they were practically a species of immortals, being extremely long-lived in comparison to their initial host species and even others found across the galaxy.

With all of this combined it didn't take long for them to eventually take over the whole world for themselves leaving the initial rulers of the world alive so that new members could join their growing society.



Empire Creator

[] Species Name

[] Empire Name
- [] Empire Symbol (description or image)

3 ethic points (must spend all, normal cost 1, fanatical cost 2)

[] Authoritarian: A strong, guiding hand is essential to the success of any civilization - the alternative would be anarchy and chaos. The state must steer its citizens toward the most productive paths.
- Empire Effect: +0.5 Monthly influence, +5% Worker job output
- Principles: Can use the Information Quarantine edict, Allows Stratified Economy Living Standards, Can enslave aliens, Cannot become a Democratic authority

[] Fanatic Authoritarian: A single voice, a single throne, a single state. It is the solemn duty of the masses to obey those enlightened few who have been charged with the great responsibility of leadership.
- Empire Effect: +1 Monthly influence, +10% Worker job output
- Principles: Can use the Information Quarantine edict, Allows Stratified Economy Living Standards, Can enslave aliens, Will become an Autocratic authority.

[] Egalitarian: Any society that does not embrace equality between its members - where an individual can rise to any position with enough hard work - is not only deeply unfair but ultimately counterproductive.
- Empire Effect: +25% Faction unity gain, +5% Specialist job output
- Principles: Can use the Encourage Political Thought edict, Allows Utopian Living Standards, Cannot use Capacity Boosters Leader Enhancement policy, Will not become an Autocratic authority.

[] Fanatic Egalitarian: Beware always those who would be despots, under the false presumption that their desires and agendas are somehow more imperative than those of their fellows. A society that does not see to the needs and rights of all of its members is not a society - it is a crime. As the species is a Necroid Archetype, this ethic can not be chosen.

[] Spiritualist: Some think it behooves us to remember how tiny we are, how pointless our lives are in this vast uncaring universe... What nonsense! The only truth we can ever know is that of our existence. The universe - in all its apparent glory - is but a dream we all happen to share.
- Empire Effects: +10% Monthly unity, −10% Edict cost, −10% Edict upkeep
- Principles: Can use the Veneration of Saints edict, Can build Temple buildings, Cannot use Citizen Rights AI policy

[] Fanatic Spiritualist: Our science has proved that Consciousness begets reality. We regard with patience the childlike efforts of those who delude themselves; it is the other way around, as they play with their blocks of 'hard matter'.
- Empire Effects: +20% Monthly unity, −20% Edict cost, −20% Edict upkeep
- Principles: Can use the Veneration of Saints edict, Can build Temple buildings, Cannot use Citizen Rights AI policy

[] Materialist: As we reach for the stars, we must put away childish things; gods, spirits, and other phantasms of the brain. Reality is cruel and unforgiving, yet we must steel ourselves and secure the survival of our race through the unflinching pursuit of science and technology.
- Empire Effect: −10% Robot upkeep, +5% Research Speed
- Principles: Allows Academic Privilege living standards, Cannot use Outlawed AI policy, Cannot use Outlawed Robotic Workers policy

[] Fanatic Materialist: Although it hurts, we must grow up and put aside our outdated notions of morality. There is no 'divine spark' granting special value to a living mind. No object has any intrinsic value apart from what we choose to grant it. Let us embrace the freedom of certitude, and achieve maximum efficiency in all things!
- Empire Effect: 20% Robot upkeep, +10% Research Speed
- Principles: Allows Academic Privilege living standards, Cannot use Outlawed AI policy Cannot use Outlawed Robotic Workers policy

[] Militarist: The only true virtues are courage and discipline and channeled properly they can overcome any obstacle. Therein lies true strength; force withheld, a promise made.
- Empire Effect: −10% Claim influence cost, +10% Ship fire rate
- Principles: Can use the No Retreat War Doctrine policy after completing the Supremacy tradition tree.

[] Fanatic Militarist: The ability to project force is of paramount importance. The only way to preserve our way of life is to make sure everyone shares it; willingly or not…
- Empire Effect: −20% Claim influence cost, +20% Ship fire rate
- Principles: Can use the No Retreat War Doctrine policy after completing the Supremacy tradition tree, Cannot use Defensive Wars policy.

[] Pacifist: Conflict as a means to an end is a ridiculous concept. It is by nature destructive, destroying what was to be obtained or giving room to grow that which was to be destroyed.
- Empire Effect: −15% Empire size from pops, +5 Stability
- Principles: Can use the Peace Festivals edict, Cannot use Unrestricted Wars War Philosophy policy, Cannot use Aggressive Interference Pre-FTL Interference policy, Cannot engage in Indiscriminate Orbital Bombardment, Cannot use Aggressive First Contact Protocol policy

[] Fanatic Pacifist: As civilized beings, the end of all armed conflict should be our primary concern. War is an evolutionary dead end, as futile as it is wasteful.
- Empire Effect: -30% Empire size from pops, +10 Stability
- Principles: Can use the Peace Festivals edict, Must use Defensive Wars War Philosophy policy, Cannot use Aggressive Interference Pre-FTL Interference policy, Cannot engage in Indiscriminate Orbital Bombardment, Cannot use Aggressive First Contact Protocol policy

[] Xenophobe: The stakes could not be higher as we reach into the vast uncharted expanses of the galaxy, for we are gambling with the very survival of our species! Never trust the alien; its false smile hides an unknowable mind…
- Empire Effect: −20% Starbase influence cost, +10% Pop growth speed
- Principles: Can use the Fear Campaign edict, Decreased Opinion with alien empires, Can Purge and Displace aliens, Can enslave aliens, Can use Livestock slavery, Cannot grant aliens Full Citizenship, Cannot grant aliens Full Military Service, Cannot use Refugees Welcome Refugees policy, Cannot use Proactive First Contact Protocol policy

[] Fanatic Xenophobe: Any alien influence must be ruthlessly quashed. Only by staying pure, and true to ourselves and the planet that gave us life can we guard against insidious Xeno plots. Even mastery over the Alien might not be enough to guarantee our safety...
- Empire Effect: -40% Starbase influence cost, +20% Pop growth speed
- Principles: Can use the Fear Campaign edict, Can Purge and Displace aliens, Can enslave aliens, Can use Livestock slavery, Decreased Opinion with alien empires, Cannot grant aliens Full Citizenship, Cannot grant aliens Full Military Service, Cannot use Refugees Welcome Refugees policy, Cannot use Proactive First Contact Protocol policy.

Xenophile: There exists, in all of us, a deep-seated fascination for the unknown. An adventurous spirit that rejects the familiar and glories in the unfamiliar, whatever - or whomever - it may be. As the species is a Necroid Archetype, this ethic can not be chosen.

[] Gestalt Consciousness: We reach into the void. The vast expanse becomes us.
- Empire Effect: −20% War exhaustion gain, +1 Monthly influence, +2 Encryption, Cannot change ethics
- Principles: Will become a Hive Mind authority, Cannot change authority, Can use the No Retreat War Doctrine policy after completing the Supremacy tradition tree, Factions cannot form, Gestalt Pops are not affected by happiness, Gestalt Pops cannot survive in empires with a different authority, Gestalt Pops use Menial Drone and Complex Drone strata.

You can only choose one based on your chosen ethics

[] Democracy: +10% Faction Approval, +1 Leader pool size, When the ruler changes it Resets Government Reform cooldown, Resets Policy cooldown
- Must not have: Authoritarian
- Leader Type: Election of new leader every ten years
- Leader Effect Per Rank: +5 Edict Fund +2% Faction Resource Output

[] Oligarchy: Can have Emergency Elections, +2 Effective Counselor Skill
- Must not have: Fanatic Authoritarian, Fanatic Egalitarian
- Leader Type: Council Leader that changes every twenty years
- Leader Effect Per Rank: Edict Fund, +5% Councilor Experience Gain

[] Dictatorial: +25% Ruler Experience Gain, −1 Leader Pool Size
- Must not have: Egalitarian
- Leader Type: Single individual that rules for life
- Leader Effect Per Rank: +10 Edict Fund, −2% Pop Amenities Usage

[] Imperial: +10% Resources from Jobs in Capital System, −1 Leader Pool Size, Ruler has the Imperial Ruler trait
- Must not have: Egalitarian
- Leader Type: Similar to dictatorial ones, except that the throne is always inherited by a designated successor upon the ruler's death.
- Leader Effect Per Rank: +5 Edict Fund, +0.25 Max Influence from Power Projection

[] Hive Mind: +25% Pop Growth Speed, −25% Empire Size Effect, Pops have the Hive-Minded trait, Ruler has the Hive Mind trait
- Must have: Gestalt Consciousness
- Leader Type: Hive Minds operate as a single organism more than as a state. The population has no free will and acts as an extension of the Hive Mind itself - much like the limbs of a body. When cut off from the Mind, these drones become comatose and eventually wither and die. Any free individuals on planets owned by the Mind are driven away, killed, or simply treated as prey to feed the collective.
- Leader Effect Per Rank: +5 Edict Fund, +2% Monthly Unity

[] Megacorporation: Can have Emergency Elections, +1 External Leader Pool Size, +20% Commercial Pact Efficiency, +50% Empire Size from Planets, Can use the Mercantile Diplomatic Stance, Can build Branch Offices
- Must not have: Fanatic Authoritarian, Fanatic Egalitarian
- Leader Type: Overall CEO that has command over the private company which is the state
- Leader Effect Per Rank: +5 Edict Fund, +2% Branch Office Value

Can choose only up to two and only those who do not reject your ethics.

[] Common Civics:
- [] Cutthroat Politics
- [] Efficient Bureaucracy
- [] Functional Architecture
- [] Mining Guilds
- [] Agrarian Idyll (Must have Pacifist)
- [] Aristocratic Elite (Must not have Egalitarian; Must be an Oligarchy or Imperial Authority)
- [] Beacon of Liberty (Must not have Xenophobe; Must have Egalitarian)
- [] Citizen Service (Must not have Xenophile; Must have Militarist)
- [] Corporate Dominion (Must not have Xenophobe; Must be an Oligarchy)
- [] Corvée System (Must not have Egalitarian)
- [] Distinguished Admiralty (Must have Militarist)
- [] Environmentalist (Must not have Materialist)
- [] Exalted Priesthood (Must have Spiritualist; Must not have Materialist; Must be an Oligarchy or Dictatorship Authority)
- [] Feudal Society (Must be an Imperial Authority)
- [] Free Haven (Must have Xenophile)
- [] Idealistic Foundation (Must have Egalitarian)
- [] Meritocracy (Must be an Imperial Authority; Must have Spiritualist and Authoritarian Authority)
- [] Nationalistic Zeal (Must have Militarist)
- [] Parliamentary System (Must be a Democracy)
- [] Philosopher King (Must be a Dictatorship or Imperial Authority)
- [] Police State (Must not have Egalitarian)
- [] Shadow Council (Must not be an Imperial Authority)
- [] Slaver Guilds (Must be an Authoritarian Authority)
- [] Technocracy (Must not have Spiritualist; Must have Materialist)
- [] Warrior Culture (Must have Militarist)
- [] Ascensionists (Must have Spiritualist)
- [] Catalytic Processing
- [] Masterful Crafters (Must have Materialist)
- [] Pleasure Seekers
- [] Pompous Purists (Must have Xenophobe)
- [] Byzantine Bureaucracy (Must not have Spiritualist)
- [] Merchant Guilds (Must be a Megacorp or Imperial Authority)
- [] Selective Kingship (Must be an Imperial Authority)
- [] Diplomatic Corps (Must have Pacifist)
- [] Memorialists (Must not have Xenophobe)
- [] Reanimators (Must not have Pacifist)
- [] Scavengers
- [] Relentless Industrialists (Must have Materialist)
- [] Heroic Past
- [] Vaults of Knowledge
- [] Crusader Spirit (Must have Authoritarian, Spiritualist, or Militarist; Must not have Pacifist)
- [] Dimensional Worship (Must have Spiritualist)
- [] Hyperspace Speciality

[] Permanent Civics
- [] Inward Perfection (Must have Pacifist or Xenophobe)
- [] Fanatic Purifiers (Must have Fanatic Xenophobe, Normal Militarist or Spiritualist)
- [] Barbaric Despoilers (Must have Militarist, Authoritarian or Xenophobe)
- [] Oppressive Autocracy (Must have Fanatic Authoritarian)
- [] Dark Consortium

[] Corporate Civics (only available to empires with the Megacorp Authority)
- [] Franchising
- [] Free Traders
- [] Private Prospectors
- [] Trading Posts
- [] Brand Loyalty
- [] Gospel of the Masses (Must have Spiritualist)
- [] Indentured Servants (Must have Authoritarian)
- [] Media Conglomerate
- [] Naval Contractors (Must have Militarist)
- [] Private Military Companies (Must have Militarist)
- [] Ruthless Competition
- [] Worker Cooperative (Must have Egalitarian)
- [] Gigacorp (Must have Spiritualist)
- [] Catalytic Recyclers
- [] Corporate Hedonism
- [] Mastercraft Inc.
- [] Public Relations Specialists
- [] Refurbishment Divisions
- [] Shareholder Values (Must have Materialist)
- [] Precision Cogs
- [] Knowledge Mentorship
- [] Letters of Marque (Must have Authoritarian or Militarist)
- [] Pharma State
- [] Dimensional Enterprise (Must have Spiritualist)
- [] Hyperspace Trade

[] Permanent Corporate Civics (only available to empires with the Megacorp Authority)
- [] Criminal Heritage
- [] Shadow Corporation

[] Hive Mind Civics (only available to empires with Hive Mind Authority)
- [] Ascetic
- [] Divided Attention
- [] Elevational Contemplations
- [] Natural Neural Network
- [] One Mind
- [] Pooled Knowledge
- [] Strength of Legions
- [] Subspace Ephapse
- [] Subsumed Will
- [] Organic Reprocessing
- [] Void Hive
- [] Cordyceptic Drones
- [] Memorialist
- [] Neural Vaults
- [] Hyperspace Syncronity

[] Permanent Hive Mind Civics (only available to Hive Mind Authorities)
- [] Devouring Swarm

Choose your Homeworld (this choice affects Colonization Choices)

[] Arid: Dry, rocky world with a nitrogen-oxygen atmosphere. The dust-covered terrain consists largely of mesas and canyons. Forests can be found in the more temperate polar regions, but vegetation is otherwise scarce.

[] Desert: Dry, rocky world with a nitrogen-oxygen atmosphere. Precipitation and major bodies of surface water are relatively rare. Significant temperature variations between day and night cycles. Vegetation is scarce, but even moderate precipitation can make the desert bloom.

[] Savanna: Rocky world dominated by dry, arid plains covered by a nitrogen-oxygen atmosphere. The small hydrosphere allows for brief wet seasons, but aside from a few ubiquitous grasses vegetation is largely concentrated around shallow oases.

[] Alpine: Mountainous world with a nitrogen-oxygen atmosphere. Snow covers the mountaintops and frozen-over lakes dot the valleys. While the planet experiences minimal seasonal variations, the still-liquid water beneath the frozen surface of the lakes is enough to sustain some hardy vegetation.

[] Arctic: Frigid, rocky world with a nitrogen-oxygen atmosphere. The poles are big, and significant water deposits can be found permanently frozen as glacial ice. However, the planet experiences seasonal variations and the equatorial band is covered by vegetation.

[] Tundra: Cold and rocky world with a nitrogen-oxygen atmosphere. Permafrost covers most of the surface except for the more temperate equatorial regions. A stable biosphere exists but vegetation is mostly limited to mosses and lichens.

[] Continental: Rocky world with a nitrogen-oxygen atmosphere. Active and stable hydrosphere. Great land masses are separated by oceans, with large climate variations depending on latitude and precipitation.

[] Ocean: A rocky world with a nitrogen-oxygen atmosphere and a significant hydrosphere. Oceans cover more than 90% of the surface, with scattered islands making up the remaining percentage.

[] Tropical: Humid, rocky world with a thick nitrogen-oxygen atmosphere. Seasons with significant precipitation are interchanged with drier periods. Most landmasses are covered in dense vegetation.



Q/M: If you have any doubts you can come to me, or you can go here for the civics though some have changed or won't appear.

Example of plan format:

[] Plan: The Machine of War
- [] Nocturnians
- [] The Carmesim Empire
– [] Red Dragon Upon a Black Field
- [] Authoritarian
- [] Materialist
- [] Militarist
- [] Imperial
- [] Efficient Bureaucracy
- [] Mining Guilds
- [] Continental World

You can vote.
 
[X] Plan: The Machine of War
-[X] Nocturnians
-[X] The Noctern Empire
–[X] A Red Moon over a Silver background
-[X] Spiritualist
-[X] Fanatic Authoritarian
-[X] Imperial
-[X] Feudal Society
-[X] Meritocracy
-[X] Alpine
 
[X] Plan: Subversion by Blood
-[X] Nocturnians
-[X] Holy Church of the Bloody Night
-[X] Black Crescent Moon on a Red Background
-[X] Spiritualist
-[X] Militarist
-[X] Authoritarian
-[X] Megacorporation
-[X] Criminal Heritage
-[X] Gospel of the Masses (Must have Spiritualist)

Spreading vampirism and corruption via subversive cultiness sounds like fun to me.
 
[X] Plan Technocratic Vamps
-[X] Nocturnians
-[X] The Noctern Empire
–[X] A Red Moon over a Silver background
-[X] Materialist
-[X] Militarist
-[X] Xenophobe
-[X] Imperial
-[X] Efficient Bureaucracy
-[X] Technocracy
-[X] Continental


I prefer having a tech oriented civ with technocracy to rush tech and efficient bureaucracy to ensure it takes a longer time before we pass admin cap/depending on how admin cap works here and if it can be increase like in the old stellaris updates.

Materialist for increased tech research speed(cant go wrong with faster research speed), militarist for a oomph for military, Xenophobe to help counter slow pop growth(xenophobe gives +10% pop growth) from trait slow breeders(-10% pop growth) and allows us to expand easier from having less influence(20% discount/reduction of influence cost in building a new starbase to expand territory) needed to expand not to mention if we get expansion as the first tradition we can get a further reduction of 10% cost in influence.

Imperial because I don't want to deal with democracy since its a hassle also I doubt vampires are democratic, they are more clanlike or aristocratic in fiction.

edit: I have a gut feeling that a space vampire civ's first move is to find pre-ftl civ and then invade them to get their pops to turn into slaves or cattle as a living blood bag.

edit 2: do know that efficient bureaucracy and technocracy are both one of the best civics in the game.
 
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edit: I have a gut feeling that a space vampire civ's first move is to find pre-ftl civ and then invade them to get their pops to turn into slaves or cattle as a living blood bag.
To be honest that would be the first priority of any Necroid civilization. You need other species to reproduce, as they will essentially act as living incubators for your young, kinda like the Xenomorphs from Alien Franchise.
 
Vote Closed
Vote is closed.
Scheduled vote count started by Alucard Vampiry on May 19, 2024 at 7:36 AM, finished with 9 posts and 8 votes.

  • [X] Plan Technocratic Vamps
    -[X] Nocturnians
    -[X] The Noctern Empire
    –[X] A Red Moon over a Silver background
    -[X] Materialist
    -[X] Militarist
    -[X] Xenophobe
    -[X] Imperial
    -[X] Efficient Bureaucracy
    -[X] Technocracy
    -[X] Continental
    [X] Plan: Subversion by Blood
    -[X] Nocturnians
    -[X] Holy Church of the Bloody Night
    -[X] Black Crescent Moon on a Red Background
    -[X] Spiritualist
    -[X] Militarist
    -[X] Authoritarian
    -[X] Megacorporation
    -[X] Criminal Heritage
    -[X] Gospel of the Masses (Must have Spiritualist)
    [X] Plan: The Machine of War
    -[X] Nocturnians
    -[X] The Noctern Empire
    –[X] A Red Moon over a Silver background
    -[X] Spiritualist
    -[X] Fanatic Authoritarian
    -[X] Imperial
    -[X] Feudal Society
    -[X] Meritocracy
    -[X] Alpine
 
Okay, now I am going to the math and write both the mechanics and the first official turn. Might drop all today or Friday depending on how much free time I have.

Edit: Yeah, I am gonna drop everything on Friday, way too many calculations and editing need to be done.
 
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Turn 1
Date ─ 2200.01.01

When the Nocturnians marched to war against the original rulers of Noxus V, it quickly became apparent that they needed a ruler. Someone who could guide them to victory against their adversaries, and claim their home world for themselves and their people. The one who led them would be crowned Emperor, taking a custom of their prey and adapting it for their own use. The First Emperor would lead them towards victory against the Aenqid, the original rulers of the planet.

After that, he would set up a proper government to rule the world. A Minister of both Industry State to handle administrative matters, resource extraction and transport, industrial development, and public matters, the leader of this ministry would be named Sigilate. Next was a Minister of Defense to handle military matters in the name of the Emperor or Empress, the leader of this ministry would be named Warmaster, and in war his or her command was only below the reigning Monarch. Finally, a Minister of Science handled technology development for the Empire's benefit, the leader of this ministry was named the Head Scholar and is considered the foremost expert in technological matters.

And so it went, for decades they expanded their reach across the world the once rulers of that same world serving as living incubators for their young. But soon it became clear that Noxus was too small for them, they must reach upward to the depths of the black void. And so it was during the reign of the second Monarch of the Noctern Empire, Emperor Constantine II, who demanded efforts be made to reach the stars for the Empire.

Scientists headed the call of the Emperor, and soon plans were drawn to create a mighty Starbase above the world that would facilitate their way across the void of space. They also planned the research and building of spaceships to help with both exploration and construction. These were the Beholder Research Ships and the Serpent Construction Ships, though only one of each class would be built before complications arose.

The production of food and extraction of minerals had taken a hit thanks to the constant population growth and industrial expansion from the part of the Nocturnians. This would need to be fixed and fast if the Emperor didn't want his people to starve. Even if the stockpiles would last a good time before starvation became a worry.

Even then, the exploration and expansion into the system was something to keep an eye on as well, the stockpiles of supplies meant to help with said expansion would be useful, as well. Yes, the Emperor could already see his plan coming to fruition, it would start with the home system, then it would be adjacent ones, thanks to the newly created Hyperspace Drive, and from then the rest of the galaxy.



Military — The Minister of Defense, Warmaster Jairus, has some interesting ideas to present towards the Emperor. (1 AP)

[] Void Drills: Now that the expanse into space has begun, it is undoubtedly probable that someday there will be a battle in space, while we currently lack dedicated military spaceships our Starbase could serve for drills in how a battle would happen. DC 20
Cost: 20 Energy
Upkeep: 0
Time: 1 Turn
Rewards: Void Crew becomes Regular in Space Battles, not suffering any penalties.

[] Ground Defense Initiative: There could be a time when alien empires would gladly seize our worlds for themselves. We must be prepared for them, should the worst come to pass. These are tactics and strategies that will be constantly updated as time passes and new technology is discovered and implemented, on how to handle an alien invasion in a world controlled by the Empire. DC 30
Cost: 100 Energy; 50 Minerals
Upkeep: None
Time: 3 Turns
Rewards: +33% Defense Army Damage, +2 Naval Capacity from soldiers.

[] Centralized Command: A space where the forces of the entire world can be commanded, a dedicated headquarters for all levels of military operations in the capital world. This gives our armed forces a new edge in any battle fought on the surface of the planet. DC 40
Cost: 100 Energy; 65 Minerals
Upkeep: 2 Energy; 1 Mineral
Time: 2 Turns
Rewards: +10% Defense Army Damage.



Industrial & Public Matters — The Minister of Industry and State, the Sigilate Selena, has already provided plans on how to handle the current food deficit before it becomes a problem, as well as to expand our industry further. (2 AP)

[] Adaptive Bureaucracy: Further refinements of our bureaucratic means can help further advance the Empire, as resources can move more rapidly with less red tape to impede them. DC 45
Cost: 50 Energy
Upkeep: 3 Energy
Time: 3 Turns
Rewards: +10% increase in resource extraction from all types of resources.

[] Autochthon Monuments: Monuments dedicated to our glorious rise. In these monuments, the people gather and be awed by the acts of the ones who fought and bled for their current lives, creating a sense of unity, of shared purpose to honor said sacrifices. Or at least that what the Minister tells the Emperor what she thinks will happen. DC 10
Cost: 10 Energy; 33 Minerals
Upkeep: 1 Energy; 1 Mineral
Time: 1 Turn
Rewards: +8,9 Unity; -6 Consumer Goods

[] Hydroponic Farms: Massive domed farms that will help fix the current deficit of our income in yearly food production, while less wide than our agricultural districts, they can certainly help. DC 10
Cost: 38 Minerals; 10 Energy
Upkeep: 2 Energy; 2 Minerals
Time: 1 Turn
Rewards: +18,2 Food

[] Build District: The minister suggests building another district. (Choose below one or multiple) [5/18 Used]
[] Generator District: Rows of massive power plants that generate massive amounts of energy which can then be used or converted into energy credits or used. DC 25
Cost: 300 Minerals
Upkeep: 1 Energy
Time: 2 Turns
Rewards: +12,1 Energy; +2 Housing

[] Mining District: These mining towns and resource extraction centers drill deep into the mantle to access mineral deposits. DC 35
Cost: 300 Minerals
Upkeep: 1 Energy
Time: 2 Turns
Rewards: +8,1 Minerals; +2 Housing

[] Agricultural District: Land set aside for cultivation, either through the growing of crops or animal husbandry. DC 25
Cost: 300 Minerals
Upkeep: 1 Energy
Time: 2 Turns
Rewards: +12,1 Food; +2 Housing

[] City District: These dense urban centers provide large amounts of housing for both common and highborn, and office space for clerical workers. DC 40
Cost: 300 Minerals
Upkeep: 2 Energy
Time: 2 Turns
Rewards: +6 Trade Value; +5 Housing

[] Industrial District: Smelting facilities and factories fill this district, creating advanced products out of raw materials. DC 45
Cost: 300 Minerals
Upkeep: 2 Energy; 2 Minerals
Time: 2 Turns
Rewards: +3,4 Alloys; +6,9 Consumer Goods

[] Research Labs: Laboratories where our scholars can further advance our Empire's technology. Here they can make theories and experiments that help further our civilization's technology. DC 20
Cost: 200 Minerals; 10 Energy
Upkeep: 2 Energy; 2 Minerals; 1,5 Consumer Goods
Time: 1 Turn
Rewards: +6 Engineering, Physics, and Society Research.


/hr]

Science ─ The Head Scholar of The Empire, has already assorted projects that bring interest to the Emperor and could help the Empire further its reach in this new era we find ourselves in.

Engineering (1 AP)

[] Geothermal Fracking: New fracking techniques will allow us to tap into previously unattainable pockets of geothermal resources deep beneath the planet's crust. DC 35
Time: 3 Turns
Rewards: +20% Minerals from Miners, +10% Minerals from Offworld Mining Bases

[] Weather Control Systems: The ability to alter a planet's weather patterns to suppress destructive weather phenomena will make residential buildings easier to maintain and open up new areas for habitation. DC 50
Time: 5 Turns
Rewards: Can now build Weather Control Nodes.

[] Zero-G Refineries: The addition of internal refineries on mining stations will substantially increase mineral production. DC 20
Time: 1 Turn
Rewards: +10% Mining Station Output, Unlocks Nebula Refineries

[] Powered Exoskeletons: Wearing a powered exoskeleton suit augments the user's strength and speed. The military applications are obvious, but it will also increase labor efficiency. DC 30
Time: 1 Turn
Rewards: Can now integrate Powered Exoskeletons.

[] Ceramo-Metal Materials: A proposed combination of different metals and ceramics that result in a strong armor without sacrificing flexibility. DC 30
Time: 3 Turns
Rewards: Can now integrate Ceramo-Metal armor.

[] Ion Thrusters: While our current chemical thrusters can serve well in both our planetary and off-world actions, these electric thrusters are far more powerful and agile, using beams of ions to generate thrust without the need for fuel. DC 45
Time: 3 Turns
Rewards: Can now integrate Ion Thrusters.

[] Afterburners: These powerful thrusters provide additional combat speed but consume a great deal of power. DC 20
Time: 1 Turn
Rewards: Can now integrate Afterburners.

[] Mass Drivers: These electromagnetic projectile launchers use magnets to accelerate armor-piercing rounds toward targets at high speeds. DC 20
Time: 1 Turn
Rewards: Can now integrate Mass Drivers.

[] Corvettes: The Corvette is the most basic military spaceship, armed and ready in the event of hostile contact. It shall be the first military spaceship in our Empire, a mark of our species' achievement.
Time: 3 Turns
Rewards: Corvette design mini-turn; Can now build Corvettes.

Physics (1 AP)

[] Active Countermeasures: As they say a good offense is a good defense, that is the goal of this project, creating an interlinked weapon system that can target hostile targets and quickly eliminate them before they manage to reach their target. DC 45
Time: 2 Turns
Rewards: Can now integrate Sentinel-Point Defense Weapon Systems.

[] Automated Exploration Protocols: An advanced AI will aid science officers in their task to explore strange new worlds, to seek out new life and new civilizations to serve as hosts for our young, to boldly go where no Nocturnian has gone before. Essentially, the Science Ship will be able to explore the galaxy with help from an AI. DC 25
Time: 2 Turns
Rewards: +25% Survey speed; Can now order Science Ships to automatically explore unscanned worlds.

[] Administrative AI: An advanced administrative artificial intelligence, meant to help our scholars in their pursuit of new technology. DC 30
Time: 2 Turns
Rewards: All Research Options (except those already that take one turn) take one less turn to complete.

[] Zero-G Laboratories: A lot of critical research can only be done in a zero gravity environment, which these specialized laboratories are eminently designed for. DC 25
Time: 1 Turn
Rewards: +10% Research Station Output

[] Gravitic Sensors: These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a decently sized mass moving across the system's space. DC 50
Time: 4 Turns
Rewards: Can Integrate Gravitic Sensors

[] Field Modulators: Modulated fields allow for increased production and improved energy yield. DC 30
Time: 3 Turns
Rewards: +20% Energy from technicians, +10% Energy from Starbase constructions

[] Global Energy Management: Load-balancing facilities can greatly improve the stability of local grids and feed excess power back into centralized capacitors. DC 28
Time: 1 Turn
Rewards: Can now build Energy Grid

[] Deflectors: Energy deflector screens can stop a limited amount of incoming enemy fire before overloading. Their main drawback is that they consume large amounts of power. DC 30
Time: 2 Turns
Rewards: Can integrate Deflectors

[] Fusion Power: Nuclear fusion processes generate a great amount of power, but without many of the risks commonly associated with fission power. DC 50
Time: 3 Turns
Rewards: Can integrate Fusion Power.

[] Reactor Boosters: Additional power generation systems that can grant a facility or a vehicle additional power. DC 20
Time: 2 Turns
Rewards: Can integrate Reactor Boosters.

[] Red Lasers: Laser weapons fire focused beams of light at targets, causing damage through the generation of intense heat. Long a fascination in all circles of society, our scholars believe that they might have found a way to make them a reality. DC 40
Time: 3 Turns
Rewards: Can integrate Red Laser Weapons.

Society (1 AP)

[] Eco Simulation: Farming techniques can be further refined through sophisticated computer simulations of different environments and weather patterns. This allows for more predictable crop yields. DC 40
Time: 2 Turns
Rewards: +20% Food from Farmer Farmers, +10% Food from Starbase constructions

[] Genome Mapping: Mapping the genome of an individual through the sequencing of their DNA opens up for tailored medical treatments and therapies. DC 30
Time: 1 Turn
Rewards: +10% Pop Growth Speed.

[] New Worlds Protocol: While we already have an idea of what we will need for proper colonization, calculating required resources and gear required to establish a planetary colony allows us to herd brave pioneers into grand "ark ships". We are confident that they will survive the long voyage across the stars to a new home. DC 20
Time: 1 Turn
Rewards: Can build Colonization Ships.



Space ─ The unending void that has existed since before our Sun formed millions of years ago, it is the final frontier, the final challenge, we must overcome it.

Exploration

(Can only choose one)

[] Tyrant's Fury: The world's closest to our sun, a molten planet, the original rulers of the world had named it after myths of some divine being who they said was the creator of the planet through an act of rage. Utter rubbish, but the fact that it is a molten world might mean that Tyrant's Fury might have an abundant amount of minerals even if liquid form alongside geothermal vents for energy.
Time: 3 Turns

[] Ludilles: The planet that is located 'behind' our own, a barren world incapable of sustaining life. The Aenqid believed it was because one of their gods had burned away the rich life of their world. What really happened was a system event that saw the planet being incapable of sustaining life, there might be something useful in there.
Time: 3 Turns

[] Ketone: One of the furthest planets of our system, a Gas Giant, the foolish Aenqid believed it was the breath of a primordial god for… some reason. It might hold something interesting.
Time: 4 Turns

[] Lealiv: The furthest world of our system's sun, a barren frozen wasteland of kilometers long and deep ice, said to have been the frozen heart of a defeated and mutilated god. While seemingly useless, there might be something intriguing in this barren wasteland.
Times: 4 Turns

[] Edrars: Our sun, the star that gave essentially created our world thanks to its gravity well attracting chemical dust that formed our planet alongside the others present in our system.
Time: 3 Turns

Construction

Starbase Modules: Building modules in our Starbase could further enhance it. (0/2 Module Spaces used)
[] Shipyard: A dedicated shipyard, with this we could build vessels more easily than without. DC 30
Time: 3 Turns
Cost: 50 Alloys
Upkeep: 1 Energy
Rewards: Can now build spaceships.

[] Solar Panel Network: A massive network of solar panels receiving energy from our sun, enough energy to not only power the Starbase but also have enough excess to feed planetary energy needs. DC 30
Time: 2 Turns
Cost: 50 Alloys
Upkeep: 1 Alloy
Rewards: +6 Energy

[] Resource Silo: A silo made for our resources, through some say that building one in space instead of the ground is a bad idea. DC 20
Time: 1 Turn
Cost: 50 Alloys
Upkeep: 1 Alloy
Rewards: +5000 Resource storage capacity



Resources
— Basic Resources: 5000 Minerals; 5000 Energy; 5000 Food
— Advanced Resources: 5000 Alloys; 5000 Consumer Goods
— Strategic Resources: None
— Special Resources: None
— Abstract Resources: 50 Influence; 10 Unity; 1 Research (+1 Engineering; +1 Physics; +1 Society)

Income
— Basic Resources: +11 Energy; +8,1 Minerals; +8,1 Food
— Advanced Resources: +3,4 Alloys; +13,8 Consumer Goods
— Strategic Resources: None
— Special Resources: None
— Abstract Resources: +5,25 Influence; +13,8 Unity

Expenses
— Basic Resources: -7 Energy; -6 Minerals; -10 Food
— Advanced Resources: 0 Alloys; -2,7 Consumer Goods
— Strategic Resources: None
— Special Resources: None
— Abstract Resources: None
 
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Sorry for the long wait, the update had to pass through far more edits and other revisions, plus some calculations before it was ready to be posted.
 
[X] Plan progress
-[X] Military
--[X] Void Drills: Now that the expanse into space has begun, it is undoubtedly probable that someday there will be a battle in space, while we currently lack dedicated military spaceships our Starbase could serve for drills in how a battle would happen. DC 20
-[X] Industrial & Public Matters
--[X] Adaptive Bureaucracy: Further refinements of our bureaucratic means can help further advance the Empire, as resources can move more rapidly with less red tape to impede them. DC 45
--[X] Autochthon Monuments: Monuments dedicated to our glorious rise. In these monuments, the people gather and be awed by the acts of the ones who fought and bled for their current lives, creating a sense of unity, of shared purpose to honor said sacrifices. Or at least that what the Minister tells the Emperor what she thinks will happen. DC 10
-[X] Science Engineering
--[X] Zero-G Refineries
-[X] Science Physics
--[X] Administrative AI
-[X] Science Society
--[X] Genome Mapping
-[X] Exploration
--[X] Ludilles
-[X] Construction
--[X] Shipyard: A dedicated shipyard, with this we could build vessels more easily than without. DC 30
--[X] Solar Panel Network: A massive network of solar panels receiving energy from our sun, enough energy to not only power the Starbase but also have enough excess to feed planetary energy needs. DC 30

Void drills for future space combat.
Adaptive Beureaucracy for +10% to all resources production
Autochthon to rush tradition
Zero-G refineries for better economy material wise
Administrative AI faster research speed.
Genome mapping because faster pop growth (POP is the most important resource)
Exploration on Ludilles cause there is likely tech or anomaly which would give us nice goodies.

Shipyard and solar panel for the modules used in construction.
 
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