The space civilizations game is one where participants build their own interstellar empire-through colonization,diplomacy or outright war.
This thread will be the place of the information and news about the game.
APPLICATIONS
Applications are made via PM. Send me a PM containing the following info:
Name of species/civilization: These can be anything of your choice Home planet: Pick any planet with life in a 10 parsec region around the following star: RS 5251-57-0-0-0. You can choose any type of planet except for gas/ice giants since these would lack the resources to start a civilization in the first place. Also, you can have up to 3 inhabited planets in your system. You also must name the planet. Political regime: Will be explained below Player colour: With which color you will be presented on the map Flag: [Optional] Short description: [Optional]Would be nice to help with the lore
================================================================================ The player's capital's coordinates will be visible to anyone but the rest (like population, tech advances and so on) is hidden. Players will know where they are , but can't communicate with each other or get any information about each other except for those posted here. Player to player communication is available after researching appropriate tech and building embassies in their homeworlds.
Now the regime pick. There are several regime choices which define your civilization. How your civilization came to be unified? The bonuses and planet stats will be explained later, but for the sake of RP, please choose blindly.
Dictatorship
+ manpower increased from 15% of total population to 25% + military science increased +50%
- home planet's happiness starts at -25 - population on home planet 8billion instead of normal 10 billion - civic science -25%
Trade union
+ home planet's happiness starts at +25 + +50% consumer goods production + +100% credits from tax income + starts with 15bil total population instead of 10bil
- manpower decreased from 15% total population to 7,5% - military science -25% - credit prices for ship building doubled
Communist utopia
+ home planet's population growth increased from 5% to 7,5% + civic science +50% + mineral extraction +25% + industrial capacity +10%
- cost of colony buildings doubled - tax income -50% - cost of civic improvements doubled
Now these are just templates, you can create your own, which will be reviewed and if it doesn't give you an unfair advantage, you can use it. But you'll probably want to know these stats and all before we start, rigt?
Now onto the stats. Each planet has it's own. The main stats are
TOTAL POPULATION : current/growth per hour/total available/ total possible MANPOWER : current/percent of total pop. MINERALS : current/income per hour/total available on planet CREDITS : current/income per hour HAPPINESS : current INDUSTRIAL CAPACITY : total/allocated for consumer goods/allocated for infrastructure/allocated for construction/allocated for extraction of minerals
TOTAL POPULATION
This is the most critical stat of all. You can
Current - all civs (unless modified) start with 10 billion population which is minimum. Growth per hour - the percent which the population increases per hour. Unless modified all civs start with +5% pop. growth. on their homeworld-type planets Total population available - the maximum number of population that can be on a planet. Once the population reaches this limit, it's growth will stop.
MANPOWER
This stat is used to create ground military units and workers.
Current : number of available manpower currently Percent of total population : the manpower is determined by your total population. All buildings, ships and infrastructure consume except credits and minerals manpower to build it. By default, 30% of the population can be converted to manpower
CREDITS
This stat shows how many credits you have and get per hour. With credits you pay for labour to your manpower to build infrastructure, ships and other. Consumer goods and mineral extraction are free and require only a one-time consumption of manpower according to it's allocated Industrial Capacity (IC)
current : self explanatory income per hour : each citizen gives you 0,1 creds per hour
MINERALS
Current : each civ starts with 1000 tonnes of minerals income per hour : dependent on your allocated Industrial Capacity to it's extraction. Total available : Dependant on planet type and mass(will be explained later)
HAPPINESS
The contempt of your citizens. If this drops to -100 a coup will happen and you will flip a coin. If you survive, you lose half your colonies and half your ships. The Happiness rises to -50. Effected by global events and your actions, decisions.
Starts at 50 by default and maximum is 150
INDUSTRIAL CAPACITY
Your industrial capacity (HoI players know this already) is the power of your factories, how many of them you have and so forth. At the beginning of the game you must choose how you split the available planet between civic infrastructure and industrial capacity. In short, you divide the land to how many you can house and how much stuff you can produce. This makes you able to later customize and specialize the colonies.
100% focus on industry gives the possibility of up to 1,000,000 factories on homeworld-type planets, while 100% focus on civic infrastructure gives the possibility of up to 50,000,000,000 people on homeworld-type planets.
Once per day, you may change the IC allocation between the four branches, the Civic-Industrial allocation is permanent.
total - amount of factories you have at disposal. default 200,000 at the beginning allocated for consumer goods - amount of factories producing consumer goods, increasing population growth 1% for every 10,000 allocated factories and increasing happiness by 1 for every 10,000 allocated factories allocated for infrastructure - amount of factories working on infrastructure (lets you build science labs, build housing, increasing available pop. capacity or building planetary defences and terraforming tools). 1 building point per 10,000 factories allocated for construction - amount of factories building ships and military. 1 spaceship point per 10,000 factories allocated for extraction of minerals - amount of extractors mining minerals. +1 minerals per hour for every 5,000 factories
Early on, industry is limited by the greenhouse effect of the planet and by the atmospheric pressure of the planet in this way:
Due to pollution control, greenhouse effect will reduce the max number of factories you can have: 0-20K: -5% total factories 20-40K: -20% 40-60K: -25% 60-80K: -30% 80-100K -40% 100K+ -50%
A big atmosphere is nearly always beneficial due to the abundance of useful gases in the atmosphere. Atmosphere with a pressure greater than 20 atm are on the other hand bad for production since it would be hard to control machinery without crushing it: .5-.8Atm: +2% Production .8-1.5Atm: +4% 1.5-5Atm: +10% 5-20Atm; +20% 20-40Atm: -25% 40-60Atm: -35% 60-200Atm -40% 200-1000Atm -50%
RESEARCH
At the beginning of the game, everyone will get a list of beginning technologies they can research, their benefits and their cost. After one tech is researched, I will list them new techs that are possible to research.
If you want, you can get creative and tell me a tech you thought of yourself. You will tell me what tech you want to research and what benefit(s) it gives you, and I will tell you how many research points it requires based on how advanced it is and the benefits. Don't get too ahead of time, however.
INFRASTRUCTURE
You will tell me what you want to build from the preset buildings(benefits and production points, manpower and minerals required given at the beginning), and I will inform you once it is finished building.
Like research, you can make up a building yourself and tell me the benefits. If it is balanced and your tech is good enough, I will tell you the total cost of everything.
SPACESHIPS
Unlike infrastructure, there are no preset ships. Instead, you will have to make a "mark" of a ship yourself.
This is done by telling me the name of the mark and designating which and how many parts you want on it. Parts are classified into categories, and parts from every category have certain properties(explained in the combat section):
Weapons
Kinetic weapons- Weapons that fire large amounts of small projectiles that are designed to cause as much damage to the ships' armor as possible. They are best suited for close range combat since they are relatively inaccurate. They also have almost no chance of damaging subsystems. Moderate cooldown.
Laser- Very accurate weapons that cause little damage and have a decent chance of damaging subsystems. Long cooldown.
Missile weapons- Relatively accurate weapons that have very low firepower and large damage values. They also have a relatively high chance of damaging subsystems. Moderate cooldown.
Teleporters- Weapons that are designed to be teleported onto or into the enemy ship and cause havoc. Teleporters designed to target the surface of a ship are relatively accurate and cause a moderately high amount of damage to the ship's armor but not as much as missiles, and have a low chance of destroying subsystems. Teleporters designed to target the internal parts of the ship on the other hand are moderately inaccurate and cause little damage to armor but have a very high chance of destroying subsystems. Short cooldown.
Protection
Armor- The HP of a ship basically. If it reaches 0, the ship is destroyed.
Shield- Has a chance to deflect a certain number of projectiles fired at the ship. Initially, these will be most useful for deflecting kinetic weapons, but later on shields for deflecting missles or lasers can be developed too.
Reparation system- Designed to slowly repair the hull of a ship or a damaged subsystem.
Other
Engines- Increase the agility of a ship(chance to evade projectiles) and speed(chance of retreat and speed at which the ship travels).
Living quarters- Used for transporting colonists and troops
Cloak- Used for avoiding detection and hiding during battle
Scanners- Used for detecting fleets in the star system and terminating the cloak of an enemy ship.
You can create fleets and name them. You can assign ships to the fleet if they are on the same location as the fleet itself.
COMBAT
Fleet-to-fleet:
Values used in F-T-F combat are:
Damage(Weapon)- The damage 1 unit(missile,laser,projectile,teleporter) of a ship does to a ship if it successfully strikes it. Firepower(Weapon)- The amount of units fired during 1 discharge. Accuracy(Weapon)- The chance of a unit hitting an enemy in perfect conditions Subsystem hit chance(Weapon)- The chance of a unit damaging a subsystem.
Size(ship)- Determined by the number of parts the ship has. Large ships have a larger chance of being hit, slightly decrease agility and are slower. Agility(ship)- Determined by size and engines. Ships with high agility have a higher chance of evading projectile units. HP(ship)- The health of a ship. Reaching 0 is one way of losing a ship. Repair rate(ship)- Amount of HP recovered every minute/ speed at which a subsystem is fixed
Range(environment)- The distance at which a ship is from the enemy fleet. All battles start out at long range. Accuracy is determined by range as well.
These are the subsystems of ships:
Weapon- If destroyed, weapons are disabled for the ship Engines- Each engine is treated individually, so the destruction of 1 engine only slows the ship down/decreases agility. If all engines are destroyed, ship cannot move at all(cannot retreat, all enemy projectiles toward the ship have 100% accuracy, cannot change range) Cloak- If damaged, cannot cloak ship. Life support- If damaged for a certain amount of minutes, ship is destroyed. Shield- If damaged, shields cannot be deployed Power(extremely low chance of striking)- All subsystems are disabled except for repair.
Fleet-to-planet- Troops can be unloaded on enemy planets which will fight with the local garrison, which can be made by the defender by assigning manpower. A similar combat system goes here. A dice is rolled, and if the local garrison has 10,000 troops(local troops get a +10% bonus by default) while the attacker has 20,000 troops, if the dice is between 0 and 11,000 1000 troops from the opponent are killed. If it is between 11,000 and 30,000 1000 troops from the defender are killed. Ships that can bombard can also attack the planet, reducing the defenders strength by 0,1% in battle for every 1 bombardment point the fleet has. Defender strength can be reduced by a maximum of 50%.
COLONIZATION
With starting technology, you can colonize the following types of planets(depending on your homeworld type): 1. Terra- Terra+Oceania+Desert(non-extreme) 2. Oceania- Terra+Oceania 3. Desert- Desert+Terra 4. Ice world- Ice world+Terra+Oceania 5. Titan- Titan+Terra+Desert
All other types must be researched
When you want to colonize a planet/moon, you will need to tell me which fleet is going to transport the colonists, from which planet, to which planet and how many colonists will be sent(the maximum amount depends on the maximum space your fleet has).
Colonies with a population smaller than 10,000 and/or have less than 1,000 factories need to be maintained with 10 credits and 10 minerals every hour.
BENEFITS OF HOMEWORLD TYPES
Terra- +2% population growth Oceania- +2% population growth Ice world- -5% damage from bombardment(if attacker has 5% or less, no damage is taken) Desert- +1 additional mineral from factories Titan- Ships require -10% the ship points
Phew, that was long. Tell me if there is anything unclear in the sections I added or that you think wouldn't work. Other than that, you can start sending me applications.
Current civilizations(list will be updated, we aren't starting yet, this is just to make sure people don't accidentally take an already occupied system, which already happened). ================================================================================ Species/Civilization name: Valerion Player: HarbringerDawn Homeworld: Valerion/RS 5251-57-7-1021676-301 3 Regime: Social federal republic Color: Dark blue(RGB 16 34 94) Homeworld picture: Flag: Backstory: None currently
Species/Civilization name: The Nam'ros / The Union of Kars'tac Player: Phobos Homeworld: Kars'tac/RS 5251-57-8-8173412-89 7 Regime: Trade union Color: Black Homeworld picture: Flag: Coming soon Backstory:
After a long time of civil wars the Nam'ros are united as one nation, as one species ready to reach for the stars. The Nam'ros want to explore deep space and to find new homes for a bright future with the hope to create something new away from the old battlegrounds on Kars'tac. Marked from the wounds of a long war they will not tolerate if another species tries to disturb them.
Species/Civilization name: The Kovan tribe Player: Voekovaka Homeworld: Kohpanowa/RS 5251-57-7-1021676-228 4 (custom planet) Regime: Elitist Councelled Anarchy Color: Green Homeworld picture(map): Flag: Backstory:
The population on Kohpanowa is very low. Aside from the 8 big cities, there a lot of minor cities. The people don't have well-defined borderlines , and some of them are nomad.
The educational system is very elitist, and (almost) everybody has a high artistic and scientific knowledge. After school, everybody meets in special communities to make a point on their projects.
The Kohpanowian are quite human shaped, but bigger (mean size : 2 meters), slightly thinner, their bones have tiny spikes at their articulation, a very extensive skin, a new organ behind the neck, which can make them fly like ballons in some conditions. They have no chin, and six fingers at each gand and foot. Their skin has a huge variety of colours : rose, black, white, blue, orange, red, brown (the green and purple skin are the rarer).
There are 4 types of peoples on the homeworld :
Citizens (who make a majority of 8 nations) : they live in big cities (around 500000 inhabitants in each one). These cities are made of big colorful buildings, with a very detailed architecture. Rooms are big too, and there's a lot of inhabited space.
Villagers (the majority population of 105 nations) : they live in especially on small cities (between 50 and 10000 inhabitants).
Nomad (24 'nations') : they have no towns, and their houses are big vehicles which can travel on roads, float on oceans, occasionally fly, and some of them can dig holes. They have a camp, which is not really a city (because people don't stay there, but just pass often).
Hermits (8 nations) : they live on sparse homes around the planet.
The planet has a bloody history. There was three dictatorial kingdoms who fought with more and more intensity, and destroyed the biosphere of the planet. After the war, the population was decimated, and groups of resistance decided to reorganize the world. Some technologies were lost, but they succeeded to recreate nature, and planted forests. Environmentalism has an important place in the society. Lost in the woods, a lot of bunkers can be found, and a lot of explorations are made in these to find documents about the planet's history, the technologies. They re-learned space flights, and they colonized a desert in their own solar system.
The more important social structure is the family. They live in big families (50 people), and all families have a name. People have three names in total : a family name, a birth name (the one they use in their childhood), and the adult name (they choose it themselves). The family name is transmitted from fathers to sons, and from mother to daughters : this is cross naming.
Species/Civilization name: Limnians : the Limnian civizilation (derived from "limni", Greek for "Lake") Player: RockoRocks Home Planet: Limnos / RS 5251-57-8-8173413-93 3 Political regime: Trade Union Player colour: Cyan Homeworld picture: Homeworld map: Flag: Backstory:
The planet Limnos is an ocean world with emerald oceans that is tidally locked to its parent star, which they call Demos. Limnos has no moons. The planet's surface area is split into 19 nations : Zyga, Lanium, Azic, Nor'lp, Nathua, Jovius, Sigente, Caani, Servo, Jovius, Loma, Mira, Syco, Benzo, Audom, Ebat, Ataden, Zerzistan and Th'rke (shown on map). The species (known as "Limnians") entire civilization is set underwater, no Limnian can survive outside of the water without an environment suit. There are several temporary bases on the small, white sandy islands.
Limnos is a very large planet, being 26 761 km in diameter, about twice the Earth's diameter. The planet's mass is also 7.3 times larger, however, the atmospheric pressure is only 0.68 atm. and the gravity is 1.66 g. The planet orbits its star (Demos, a K1V star) in 130 days. Mean temperature is 301 kelvin.
The planet's system contains 7 planets, 2 of which have life: Mynoat, a hot desert with 3 moons, Yessel, a warm gas giant with 24 moons, Limnos (ocean), Nabuscant, a cold ice giant with 17 moons, Gerbeya, a cold selena with 2 moons, Felumino, a cold gas giant with 39 moons and Canella, a cold desert... with unicellar life! However, the Limnians don't know this life exists (yet).
They have already developed some prototype spacecraft and shuttles, and have even sent probes to Nabuscant, Yessel, Mynoat, Gerbeya and Felumino.
The first signs of life on Limnos dates back to almost 6 billion years ago. Life was confirmed to be put on Limnos by an asteroid or comet 1/5 the size the of the planet. During that time, the planet was still rocky and only had little lakes, spread across the surface. Life on Limnos has evolved very slowly, as the first modern Limnians lived 'only' 25 000 years ago. The planet is said to have ever been hit by an even larger water-ice comet, and the impact of the comet could have caused it to melt flooding the entire planet in oceans. The night part of it froze, since the planet is tidally locked. There is not much life outside of the ocean on this planet.
Limnians are curious beings who wonder about the mysteries of the universe and their place in it, and their solar system which they haven't even fully explored yet. The Limnian civilization has known a long peaceful era of over 1000 years long since today. Not much war has ever been on the planet after that. Science and technology is rapidly advancing on the planet since about 70 years ago. Limnians are somewhat humanoid, yet they are extremely different (they are taller because of the gravity, have tails, and usually blue, sometimes red or green).
Species/Civilization name: Inscitia Player: Disasterpiece Homesystem(Homeworld not yet specified): RS 5251-57-9-65387309-200 B Political Regime: Trade Union Color: Very dark red (like a blackish red) Homeworld picture: TBA Backstory:
Inscitia is a binary system approximately 9 parsecs from the center star. Although being a trade union, there is a very strong directive to develop FTL because of the travel time between the stars. The homeworld orbiting thee brown dwarf (B4) is known for supplying fuel to all ships and colonies in the brown dwarf system. The system was a dictatorship, but it collapsed and the majority opinion is anti-dictator.
Dammit Harb, I had that planet picked a while before this post got updated.
I suspected that other people would find it, that's why I tried to rush to get my submission in. 10 parsecs isn't a large amount of space when so many people are going to be searching for a terra with life around a sun-like star
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
Yes, I choosed it first too, and this is the only terra with life I found around a G-star. With the lack of terras of this version, this is not obvious to fine one.
I could increase the range to 30 parsecs if people want. I now see that 10 parsecs is way too small.
I think 20 could be good. The only issue is that there will be many thousands of systems in that space, so people could be very hard to find if they colonize non-obvious systems. Maybe gameplay should be limited to systems with white dwarfs, and stars K4 and above?
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
yeah by 20pc diameter we have more then 10.000 Systems. So it is already a little bit big or we try 15pc ? 15pc already doubles the diameter of the game area.