A Hive for The Galaxy (Sci-Fi CK2-style Quest)

There are plenty of good options as a human, and in fact I do have some ideas, but I am rather surprised, personally! Oh, is everyone going for Human to get Revolutionary? Huh. Humanity in general isn't hard mode, though!
 
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The heretics must be purged: Not only do the other Hexamari hate your people, but they have repeatedly tried invasions and other methods, and while intergalactic opinion swerved against these actions, it's not because any are truly on your side. You have existential threats, of the other four garden worlds (a term here meaning worlds that can support huge populations and are centers of industry, commerce, etc) that used to be united with your world in the weak and fragile aftermath of losing their Empire. And allies will be tough to find.

I think Hexamari is hard mode.

Edit: Author'd
 
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Based on this:


I think Hexamari is hard mode.

Edit: Author'd

You are correct that Hexamari are a mode that has rather immediate threats. They're somewhat "easier" than Revolutionary...somewhat. By a very small margin. Revolutionary, mind, has a high likelihood of killing you within a year or two and if you survive there's a rather fearsome chance that I'll have to use careful phrasing for the many, many, crimes against humanity you commit. Though the Hexamari are hardly saints in that respect, of course. But it's a cultural difference, for one.

Between the revolutionary who starts with high hopes and then might devolve into options like 'Purge the Anti-revolutionary intellectuals from the party, perhaps in a 'vacation' they might see the error of their ways'. And have it so that going too far into the 'give up power, be nice' route gets you a laser-bolt to the brain.

Oddly enough, Revolutionary was off the list entirely until the last moment, and I'm still uncertain about including it since it seems likely to end in Game Over. Which...hrm.

What will I do if this Quest games over? It depends, I guess. Maybe restart it with the failed option crossed-off?

But yeah, the Hexamari, returning to the point, have a tough row to hoe.

They also have really cool technology and an interesting culture dating back to their days as cave-mar, and the ability to, starting from a blank slate, turn yourself into the "perfect life-form", the absolute Theocrat and all of that.

That's part of what the Biological Mandate is. All of your old biotech is temporarily ripped away leaving you a perfect biological specimen of Hexamari-dom...at which point you can remake yourself from the start, like an artist would use a new canvas, in any way that pleases your vast and divinely-guided will.
 
There's a possibility of losing power and doing advisory/shadow-government/oppositional things with the Barsan form of democracy, but the party structure and the parliment make it somewhat less likely, so I didn't use it as an advertising point. But it's still possible with them, albeit in a different/lesser degree.

But that's another matter, thanks for explaining your vote, Hydro :)
 
No, or at least I'm not. I'm going for them, because the democracy mechanics seem interesting. Probably the only game I've seen proposed where the possibility of being kicked into opposition party status exists. That sounds like an interesting thing to play with.
I felt the opposite. Unless a game is setup around democracy it could get old real quick being in the opposition party. I wouldn't mind a democracy quest but for this setting I think the Barsa would be better as you would be one party within the Confederacy and potential politicking their.
 
Major Powers of Known Space
Obviously, being co-QM I will not be voting- so, for the benefit of our voters and to actually give me something to do on the front end of things, I will be putting up a series of posts officially outlining the various powers of the setting, and it's history. It's pretty exciting to see this happen- Laurent and I have been hashing this setting out together for quite some time now, and I know I'm eager to hear what you all think of it!

Without further ado, the first:

MAJOR POWERS OF KNOWN SPACE

THE BARSAMEN CONFEDERACY
The oldest of known space's three major powers. The Confederacy's primacy was forged centuries ago, out of the fires of the Hexamari Wars, and since the end of those conflicts it has endured other challenges to its status. Even though they are far from unrivalled in this day and age, the Barsa are still a major military power and a cornerstone of the Galactic Consensus. Though larger than the Republic or the Union, controlling a total of 22 garden worlds, it is the least cohesive of the three- the Confederacy's member worlds are allowed a large degree of latitude and independence. Considering the events of the Rast War, and the possibility of revanchism in the increasingly militarized Ilwari Union, this is no longer seen as so much of a good thing.

THE REPUBLIC OF SOL
The middle child of the three major powers. Since they first reached the stars, humanity has progressed exponentially. Although there are a wide assortment of human powers, all of them pale beside the Republic of Sol, centred on the human homeworld of Earth. The Republic has surpassed races with, in some cases, over a millennium of spacefaring history to become the single greatest economic powerhouse in known space. It has not yet been involved in any major conflict, although it's booming economy and strong manufacturing base ought to naturally lend to a strong military. Although it controls ten garden worlds to the Confederacy's score, the Republic is strongly cohesive, and it's developments in terraforming technology has allowed it to maximize the potential of those worlds, and ensure comfortable climates for its citizens to live in- after all, just because a planet is a garden world, doesn't mean living on it is always a picnic. In addition it made the general foreign policy decision, after the Stendar incident centuries before, to focus on the good of their people and making the best possible state, eschewing the expansion that, at the time, many have feared from them, and this non-expansion policy (though not non-interference) is a large part of their history.

THE ILWARI UNION
The youngest, and, in terms of physical territory, smallest of the major powers. The history of the Ilwari has been a turbulent one- disunited even after the discovery of faster-than-light travel, the exchange of the quarrelling nations for an assortment of ruthless corporate states, and finally, out of the devastation of a long civil war, the uniting of their race for the first time in their history, and their rapid growth to become a major military power, as well as an implacable foe of the slave trade. They are viewed with wariness, however- relations between the Ilwari and the Barsa are still distinctly cool despite at least a decade having passed since the Rast War, and the continued expansion of the Union's military causes some to wonder who they intend to employ it against- concerns only heightened by the Deiah Incident. The Union controls a total of five garden worlds, but the central role of the military in their society has lent them a military strength disproportionately larger than their relatively small size.


Just to re-iterate, this is all official- you can treat it as Word of God(s). Historic events referred to in various place will be outlined in due course, I promise!
 
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