Very conveniently a group of races reached space travel at roughly the same time, and immediately set upon expansion unto the stars. Again, they conveniently found a resource rich system simultaneously, the Elysium system. After a few decades, relations between the races keep getting worse. War over the system is now inevitable, and an arms race has developed between all of them. Your race has entrusted to you the responsibility of taking it to victory.
This is a city-states spin-off thingamajig and im still working out some of the mechanics but I will probably need a very large number of players. A VERY large number This is going to be played on multiple worlds and may end up good, or may just end up clusterfuck. We shall see. I also need some ideas for state names, so throw any and all ideas at me, also any specific biomes you want them to be, settlement names as well.
6 Factional units :
Character name: what it says on the tin
Race: there are 4 preset races, but you can make your own. As a general rule, each race has 1 advantage and 1 disadvantage, and so should yours if you decide to make your own. If you do make your own please include stuff like physical appearance, a little background, and any other pertinent information you can think of. There doesn't particularly be a single player per race, representing that the race isn't united under one banner. -Humanity-
A small, gangly race of apes, developed on planet earth. They have an inability to back down from a conflict and see themselves as superior. They are a fast developing race and are keen to get a hold of anything that may give them an edge in the fight. They also breed like rabbits
Pro: Have a far larger and faster regenerating population
Con: Dont have the ability to call a retreat from battle -Ogres-
Ascending from lizards on a high gravity planet have awarded the Ogres with huge physical strength and they are far more durable than any other race, although they are less inclined to a social system.
Pro: Their units are way more resilient than the other races
Con: Their settlements are rife with social issues and certain actions are more difficult than other races. -Eldar-
An elflike race they are slightly taller than humanity. They decided to forestall space exploration for a while on their world, instead altering themselves to be more perfect. They are possessed of cleaner methods of energy production and require no fuel to power their vehicles and cities.
Pro: dont need oil to create units (eg. tanks and Aircraft) which otherwise would.
Con: Population is slower to recover after such things as mass recruitment -Ninks-
Small, rodent like creatures, they have a sense of patriotism bred into them from birth, but are much further behind in technological terms than the other races.
Pro: certain actions within a city have greater bonuses than other nations (eg. conscription)
Con: it takes longer to create technologically complex machines
Character history: a brief overveiw of important stuff in your past (plz keep it brief)
Factional flag: not compulsory
Factional units: you may choose 6 units, these are the forces that your people are capable of producing and wielding on the field of battle.
-Infantry: standard, tough, reliable
-Tanks: tougher than infantry, but weak when not attacking
-Mechanised Infantry: Faster than infantry and more powerful in attack, but weak in defence EDIT: (just going to clear up some shit round here, Mechanised infantry is the general term for infantry mounted on tanks, and as such are a compromise between tanks and infantry)
-Artillery: extremely powerful when supporting another unit, but will be overwhelmed when isolated
-Heavy Infantry: utilising heavy suits of power armour, they are slow but powerful
-Skirmishers: rarely taking to open battle, they are weak when openly facing the enemy, but they can sneak around the back of the enemy and hit them where they are weakest, always immune to terrain effects
-Engineers: can build bridges to cross rivers and can carve passages through mountain ranges, but weak in combat, they are a support unit not a combat one
-Airbourne Infantry: can drop deep into enemy territory, but havent got the firepower to face heavy units such as tanks and heavy infantry
-Airforce: required to drop Airbourne troops, and are also capable of bombing enemy cities and ground units
-Marines: Aquatic troops, can assault across water, but like the Airbourne are weak against armoured opponents
-Naval forces: Required to launch Marine assaults, can also transport other units across the sea, not just Marines. Able to bombard the shoreline to a small extent. Troop types
-Winter troops: if chosen, will make all your forces immune to winter effects
-Jungle troops: see above but for jungles and forests
-Mountain troops: allows your troops to cross mountains slowly, but without help from engineers or roads. does not affect tanks and quite obviously doesnt affect airforces.
The troop types will really effect the fighting power of your troops. There are plenty of different types of terrain on the many worlds.
EDIT: If you want you may choose your own type of troops, for example Rufus may want to make his swamp troops. i will tell you i the troop type wont work
Race: Trawler: Mermaid-like bottom feeders. They live lavish lifestyles and love to relax, but are also very savage at defending themselves and their people.
Pros: Their natural swimming ability makes them great at defending their home bases and colonies, which are covered in hip-deep or so water. Trawlers can move around it effortlessly, and thus can easily defeat almost anything that tries to attack them + Great Defense of bases and water territories.
Cons: They don't have legs. If they are displaced from water, they move very slowly and if away too long will dry up. Completely dependent on technology to do anything out of their pools. - Poor offense outside of water, Slow outside of water
More Racial Information:
The Trawler people come from a planet of water and warmth, a tropical and swampy planet. Due to the plate tectonics of the planet, there was very little "dry land", but there were huge swaths of shallow water, about waist deep for us humans, that become the swamps and home of the Trawlers. Around these large areas of shallow water were very steep drops off into the ocean, going down thousands of feet into the horrible darkness of open water. The Trawlers are evolved to be scared of open water, as the open water on their planet was home to many dangerous predators.
Trawler's look a bit like demented mermaids. They have two long and very slender front arms, ending in sharp claws with dexterous fingers, but their back appendage is a long, slimy tail that lets them drift through water.
Trawler's are omnivores. They are called "Trawlers" due to their primary way of feeding; brushing their hands across the loose soil under the water and stirring up the small fish and crabs underneath, and then they would suck them up and eat them. They could also eat pond scum that grew on the top of water in some areas, but they do prefer meat.
Trawlers, in a natural sense, are very territorial. They would defend their feeding and breeding grounds with their lives. In modern times, they share their lands with friends and family, but are just as defensive against invaders who try to take away their beloved watery homes.
Trawlers generally live in fresh water, but can also do just fine in brackish and salt waters. They prefer fresh water, as they feel somewhat "itchy" in salty water.
All of the Trawler technology is made to be used with water. Their ships and vehicles, and even buildings, all have the floors covered with a small sheet of water.
They often add in waterfalls and pumps to keep the water moving. This leads to very pretty buildings, with waterfalls coming off the floors.
They also like to live in open and natural environments. A Trawler home is usually something like a building with open sides, with about 3 floors. Each floor has a constant flow of water that comes off the sides and goes down to the lower levels, until it reaches a pond or river underneath the house and flows on to the pumps as well as back into nature. The Trawlers will often lounge around to absorb the sunlight, as well as talk and socialize.
Trawlers reproduce through the standard male and female impregnation. Gestation lasts about 6 months, and she then gives birth to 2 to 3 pups on average. They are born able to eat meat and trawl, as the creatures do not have mammary glands.
The average Trawler lives 50 years.
Skipper was your average Trawler pup, and from a young age showed interest in reading and writing. He learned the alphabet at a younger then normal age, and some Trawler's never learn it, and became a great writer. He also showed promise in leadership and warfare. He soon asked to become the leader of the Trawler people, and was accepted. He now leads his people to find more resources and knowledge for the collective.
His ultimate goal is to create new worlds for his race. He wants to conquer the planets and the land with water just enough to create the shallows his people love. All new places to live and write and dream about.
This flag represents the Trawler people. In the majestic written language, this symbol means "Water".
6 Factional units: - Shallow/Swamp Troops - Trawlers suffer no penalties while fighting and moving in Swamps and other Shallow areas of water.
Tanks - Trawler tanks look a bit like a chaotic aquarium, with reinforced-glass sides. Inside are several levels of water, with them splashing and sloshing around while the tanks move. Don't be fooled though, the tank is armed with powerful hydrophonic cannons; super high pressure water capable of cutting through flesh and steel. Each tank has one major cannon at the front, which constantly builds pressure inside and then fires out a deadly stream that can cut through things like a laser. The great pressure and power of this beam also make the water turn to steam on transit, and victims nearby the weapon may get burned from the splash of super-heated water.
The tank is also armed with smaller jets on the sides, fired by the copilots within the tank. These fire small 'bolts' of water, which hit with considerable force.
Mechanized Infantry - Trawler's cannot create a normal infantry. Their biology, and lack of legs or other forms of movement out of water make them unable to march around. Because of this, the Trawler scientists have devised new and innovative technologies to fix this problem in the form of the Personal Hydro Assault Sphere.
The Sphere is about 3 meters in diameter. The sphere is always filled with water on the inside. Within the sphere is one Trawler pilot, who has been well trained to use the sphere and coordinate its movements.
Due to the movement of the water, piloting a sphere is very difficult. Rolling uphill would be very difficult, but the pilot can use the movements of water to go even up the steepest of hills.
The forces on the inside of the sphere keep the pilot from getting thrown around too much. As the sphere spins and moves, the pilot stays almost perfectly still in the center of the water, allowing for good observation and piloting.
All of these glass spheres are made from the transport spheres that are commonly used by Trawlers. They are used on long rails to transport large amounts of water and supplies from base to base, and sometimes a few troops can be squeezed inside but this is generally frowned upon as it is uncomfortable.
Each Trawler Sphere has a special device that rings the top of the sphere. It always stays atop the sphere, and it also has the spheres weapons on it. Each sphere is armed with dual water cannons that can blast through foes with great force. These weapons, combined with the spheres erratic movements and quick speeds make these a deadly and central part to the Trawler army. Of course, being made out of glass makes these rather fragile assault vehicles.
Heavy Infantry - The Trawler's short lifespan mean very few become artists, and there are very few works that have lasted for the many decades of Trawler history. There is, however, one Trawler who was remembered. He was like the Trawler leonardo da vinci, having many sketches and ideas that were passed down. One of his ideas was for a mechanical Trawler body, that allowed them to cling to the earth as they did the water, but at the time there was no way to create the technology.
However, in recent years, that has changed.
The Trawler Heavy Infantry suit, also known as the Basilisk, is one of the greatest works of Trawler craftsmanship and technology. The suit is in the same shape as a regular Trawler, with two large, clawed arms in front, with one long and powerful tail behind. The suit is several times bigger than the pilot within, and is heavily armored and armed. Each claw is razor sharp, being able to cut through metal. The tail is also very big and can be used as a close range weapon, but is also armed with moisture cannons that can fire beams of super-heated water and steam that melt and burn enemies. The mouth also has the same cannon that is within the tail, allowing for two powerful beams to be fired.
The suit is very powerful, but is slow. Both for its heavy materials and its methods of moving around, which is basically just crawling with a tail for snake-like movements. The suit was hoped to be an amphibious vehicle, but it is too heavy and cannot move quickly enough to swim through open water. But the Basilisk actually fights better in shallow waters and swamps then on dry land. The water around them cools them and keeps their weapons at full capacity, keeping the Basalisk and its pilot in tip-top shape.
The Trawler inside of the suit is surrounded by a mixture of water and coolant. As the battle rages, they often become irritated by the coolant in the water and actually fight harder, becoming also enraged by the weapons itself. As the water within the suit's tanks are filled up, the cockpit will also slowly become drier and drier. Thankfully, this machine is equipped with a moisture absorber on its chassis, and will recycle some of the water in the air and from its weapons to replenish itself. Fighting too fast will still drain the weapon of water, which acts as both its fuel and ammunition. The pilots within are well aware of this and because of it Trawler Basilisks will often fight in a style like a crocodile or snake, slowly moving toward the enemy, rearing back, and then attacking when they are most open. This saves on their energy and makes them a fearsome combatant.
Engineers - Trawler's can be industrious when called upon, and thus they have squads of engineers that can assist their warriors in combat. These Engineers move around on small hovercrafts, filled with water. They are also equipped with misters that allow the Trawlers within to crawl across the ground a short distance. They also come with plastic mats to make it easier and safer for a trawler to drag itself to a spot it needs to be in.
By using powerful water-cutters, they can cut through rocks and create passages. They can use these to defend themselves, but are very weak.
Trawler Engineers are also responsible for parties in the military. On a rare occasion, if the troops feel they are safe from the enemies, the engineers may take out their plastic mats and misters and hoses and may create a few 'temporary swamps' that the Trawlers will socialize and swim around in. Officers almost never complain when the men do this, because even the officers cannot stand being inside a closed circuit of water, wallowing in their own filth and the filth of their allies that slowly becomes worse and worse they longer they are on duty. Any chance to escape the prison-like containment of a Trawler Tank or Basilisk is met with open arms.
Marines - The Pride of the Trawler people, their Navy and marines are selected from the very finest of their troops. Trawlers are given years of training and develop excellent physical fitness. All Trawlers have both gills and lungs, but with training these marines become more and more skilled with their gills, and can eventually stay under water forever.
Wading into the shallows, they will float slowly and sneak close enough to the enemies. Then they will rise up out of the water, either on stumps or rocks or on a shallow bank. They will heave out their personal water guns and fire rapid fire bolts of high pressure water, breaking bones and tearing ligaments in great volleys of fire. They are also often armed with 'shell' grenades and liquid side arms, pistols that fire out bolts of ice or pressurized water that are useful against single targets. However due to Trawler biology and their habitat, the Marines cannot carry very much equipment, and thus cannot carry in enough, if any, stronger weapons to take down heavy targets. As such, they rely on stealth and surprise.
Due to the Trawler's natural inclination with water, they are very best if they fight in open or shallow water. They will often grab and drown lung-breathers, outmaneuvering the slower land-dwellers in their natural habitat. Nothing is more terrifying to a land-dweller, and more satisfying to a bloodthirsty Trawler, than being dragged down under water by clawed hands, getting scratched and bitten by something whipping around in the murky waters so fast that the Lung-Breather cannot hope to fight back.
The Trawler Marines also have another unique tradition; a respect to the ancient warrior race they once belonged to. While their personal water cannons are their primary weapons, they often wear armor made of shells and bones, instead of synthetic materials. Even more so, they often have close range weapons that are made out of compressed shell and sharpened to a point, much like their ancestors did. This blend of ancient traditions and equipment mixed with modern technology gives the Trawler marines a unique culture and fighting style that may unnerve some opponents.
Naval Forces - The Trawlers first and most developed fighting force, the Trawler Navy is a force to behold. Trawler Navy ships are sometimes as simple as an upside-down bucket in the water with some weapons attached. They often don't need oxygen pockets. Due to the Trawler's being natural swimmers, sometimes a ship will be nothing more than a weapons platform with some Trawlers swimming beside.
They also have more advanced ships with airlocks and such, keeping the fresh water inside and keeping out the salt water, though Trawlers can survive in both they prefer fresh water. These ships have rooms and sleeping quarters and all the necessities. The Trawler Navy is almost entirely submersible, but most ships can spot them coming even when under water due to the large amounts of Trawlers swimming to the surface and the ripples produced by their movements.
They will also come up closer to the surface and suck in gallons of ocean water, pressuring and heating it, and then firing it at land targets. This bombardment if often used to soften up land targets before they send in their marines or other troops they are carrying across the water.
Character name: Zhel'Vraephinaq Race: Dukrupal
A race of subterranean 12-legged arachnoid creatures. Social hierarchy consists of several queens and thousands of subordinate laborers. Biologically, the Dukrupal are blind and deaf, communicating primarily through the scent of pheromones, but are sufficiently technologically advanced to equip each worker with mounted video cameras and microphones that convert external information into pheromonic stimuli. Dukrupal drones are single-minded and loyal despite being viciously intelligent. Dukrupal subside primarily on agriculturally harvested insects and certain fungi. Agriculture in modern society is automated, the staple of Dukrupal diets being a liquefied slurry of such products, communally distributed. They also cannibalize their dead, rather than having any burial process. Earth excavated from the building of a colony is constructed into massive spires, utilized as a defensive fortification for the entrance of the colony. Dukrupal are uniformly two feet high, three feet wide, and very agile. Their bodies are rather stocky, supported by a multitude of slender legs. The queens are entirely reclusive, as Dukrupal have very little need to see their queens, beside their Feeders, and outside of the colony there is no information concerning them whatsoever. However, it is said that all Dukrupali technology was designed by their queens, rather than their ephemeral counterparts. The average life expectancy of a Dukrupal drone is between seven and ten months. This is partially due to the fact that nearly every drone is conscripted into the military, and that drones are easier to replace than to preserve.
+ Military personnel are much quicker.
- Reproduction drops for every queen killed.
The world had once hosted a diverse biosphere, with several Dukrupali evolutionary ancestors co-existing. Whatever sparse colonies formed inevitably warred with one another, excepting for the formation of cooperative empires, which without a rival empire, would eventually degrade into queen-specific colonies. On the onset of Zhel'Vraephinaq(The Pondering Queen), whose minor colony developed a form of individually equipped laser weaponry, their conquest was easy and swift. As no other weapons existed except naturally given mandibles and metal augmented foreclaws, other Dukrupal empires collapsed immediately. Rather than execute the competing queens, Zhel'Vraephinaq saw the utility of having a cabal of drone-producing queens for the formation of a large empire. Eventually, every species that the Dukrupal could not exploit were methodically eradicated, while their technological knowledge grew exponentially.
Twelve strikes on a visually contrasting circular standard (colors are irrelevant), or a very specific pheromone that can be smelled from a long distance away.
6 Factional units : Mountain troops
Heavy Infantry- Dukrupal drones armored in knight-like ballistic plating; legs covered by similar hinged-joint armor. Advanced computerized weapon system, utilizing mounted laser rifles, missile launchers, flamethrowers and sonic emitters. HUDs display troop movements and conditions in real time. Oxygen tanks or synthesizers are necessities for these units. Leg armor is supported by hydraulics, which enable faster movements and heavier load capacities. The armor in general is not very effective, but enhanced by quick movements and swarm tactics.
Mechanized Infantry- Twelve-legged vehicles, same proportions as a biological Dukrupal, but scaled up ten times. Features several laser cannons, mounted above and below the carriage, a single under-slung missile launcher and a very powerful sonic emitter. Although quick, legs are vulnerable to attack, but are easily repaired while the unit as a whole can function with multiple damaged legs, depending on the location.
Artillery- Similar transport system as Mechanized Infantry, but instead releases clouds of toxic gas over a large area. They are also equipped with long range flamethrowers and napalm missiles. Flamethrowers launch streams of flammable liquid which is ignited locally by timed incendiary devices calibrated and launched with each spray.
Engineers- Charged with digging out fortifications using lasers that can cut through stone or heat dirt into a brittle concrete. Seismic detectors locate faults, cavities and underground vibrations. Their above-ground structures are noticeably lacking.
Airforce- The Dukrupal airforce consists entirely of rotor-based vertical takeoff aircraft. Each one is a flying battery of lasers and individually targeted missiles. Although slower, these aircraft can be used for more direct combat support and demolish structures with ease. The lack of diversity in the airforce can also be attributed to the fact that fixed-winged aircraft have simply not been invented yet.
Airbourne Infantry- Fast, expendable, minimally armored. Being light and having many legs allows the Dukrupal to absorb the shock of ground impact at terminal velocity unaided. Although they are momentarily disorientated, large numbers of them can be dropped close to enemy soldiers and overwhelm them with swarm attacks. Armed primarily with laser rifles.
Last edited by 001; 06-12-2012 at 01:45 PM.
Reason: Extra troop
The Jishu Lian are a humanoid race, but with six prehensile spindly manipulators at the end of each long arm, with somewhat more stubby six-toed feet at the end of their long legs, and with more joints than you'd consider really necessary in all of their limbs. Their faces and bodies, though similar to those of the other humanoid races, seem distinctly unsettling somehow, as the Jishu Lian have a mostly alien body language to their contemporaries.
This race has a long, long lifespan, much longer than the galactic average, even before factoring in medicine. Jishu are immensely long-lived, and take a slightly different worldview to the rest; they value their own lives extremely highly, even the common soldiers and workers, and often consider the impulse of other races to throw themselves into harms way without good reason not only foolish, but a degree of secular sacrilege. Of course, they have no such reservations about killing their foes, or risking lives for a good reason, only of people gambling with their lives in pointless ways.
This caution, along with their marginally introverted nature and unusual diplomacy, has made others consider them an eccentric but harmless race, as they'd never risk themselves riding out to battle. Of course, they are no more free of supremacists and patriotic soldiers than any other race, and hawkish and jingoistic temperaments have been gaining ground in the Colonial Council as of late.
Pros/Cons: The Value Of Each Life: On the plus side, their reverence for their own lifespans has meant that a significant degree of technology has been developed to protect them, and this is true also on the battlefield. Their weapons of war are highly advanced and powerful, and often require very few individuals to operate...on the downside, the requirement of few individuals is highly necessary, as the Jishu Lian have a very slow population replenishment rate due to their long lifespans. Their military hardware is also quite expensive, but its firepower more than makes up for that.
Tekna spent her first fifty years as a young officer in the military, doing what any patriotic Jishu Lian would do and protecting their race from hostility, whether it was notorious smugglers or the occasional border jumper...okay, life in the army wasn't that exciting several decades ago, but it had changed suddenly when interstellar flight opened up the Elysium System to expansion, and Tekna found herself out there on the frontier. There, there were pirates and raiders and other opportunistic aliens (and even some Jishu Lian) that proved Tekna was a capable commander in their deaths and captures. Tekna was rapidly promoted throughout the period spent in Elysium. She ended up in command of a significant portion of the entire colonial army, and was welcomed into colonial politics when she decided that was a more interesting (and perhaps less dangerous) calling.
Her oratory skill and political guile got her the rest of the way to the top of the Colonial Council, earning her a reputation for ruthlessness. As much as she'd rather not admit it, she often backs the jingoistic Councilors over the more peaceful ones, and has great ambition. She is also something of a supremacist. Her race is the longest lived and most noble, of course, and she ought to impress this fact on the rest of the galaxy, starting with the Elysium system.
Jishu Lian art and symbolism is strange. So is everything else about them, come to think of it.
A slightly off-red would be the ideal color for their holdings.
6 Factional Units:
NORMAL TROOPS: A Jishu Lian army can fight on any terrain, so they say. They do not specialize.
Heavy Infantry (Foot Battalion): The troops of the Jishu Lian do not relish the prospect of a glorious death in battle. Their standard ground troopers are extremely well armed and armored to escape this fate. With a self-contained oxygen supply, power pack, auxiliary batteries, multi-layer composite armor and as much ordnance as your average tank, a member of the Jishu Foot Battalions is not to be trifled with. Their AVTO-5 powered armor never looked sleeker, either, even if it renders your lumbering march as graceful as a drunken pachyderm.
Tanks (Mechanized Assault Battalion): The armor of the Jishu Lian is no slouch either. Their Main Battle Tank is the revered TX70-B, an unstoppable juggernaut once it gets going. It carries a massive cannon capable of accurate strikes at distances where even the most adept spotter would fail most species, with a fully-automated loading system putting full control of the vehicle in the hands of a single Tank Pilot. It's armor is as thick as a battleship's hide, with electro-reactive multi-layer composite that could block a direct bunker-buster missile strike. You would struggle to find a weakness, but they are difficult to replace.
Artillery (Self-Propelled Battery): The Self-Propelled M-9100 Artillery Piece has an incredible range and accuracy, but little beyond even a single plate of armor. These machines are not meant for the front lines, but to rain death on the enemy at near-strategic distances if need be. Their heavy, rocket-boosted shells can destroy nearly any target, and they carry mountings and targeting equipment for long range cruise missiles as well. The only safe place to be is right next to it.
Engineers (Strategic Assistance Battalion): The aging AVTO-3E powered armor lacks the ordnance and, well, armor of its battlefield contemporaries, but what it does provide is a wide range of tools for engineers to use in the field, from excavation and construction equipment to minelaying assisters and detectors. It also allows the user to move at a decent, and in fact bolstered speed. It also has an SMG built into the arm, for when needs are dire. Engineers are not advised to seek the enemy out, however.
Airforce (Strategic Airlift Squadron): The W-125 is, in essence, a heavily composite-armored freight plane. It can transport vehicles as big as the TX70-B or the M-9100 if need be, but don't expect them to make a parachute landing. Strategic transport is from safe location A to safe location B only. It also has bomb doors, however, which are solely for dropping many tons of high explosive onto targets from a great altitude. Alternatively, the craft could be fitted with several high-precision cruise missiles for special targets. It's biggest weakness is it's speed, which is still reasonable for a plane, but very unimpressive for a warplane.
Airborne Infantry (Deployable Scout & Skirmish Drone): The DSSD Mk8 is the most recent in a long line of air-deployable scout drones. They carry assault weapons akin to most infantry, and have the weak AI required to manage a combat situation without actually straying into the territory of a thinking machine. Although officially listed as a form of air assault trooper, their rapid speed, zero manpower cost and fragility (all unique for the Jishu Lian army) has them also dual-tasking in the role of a Skirmish unit. Their weapons and armor are not particularly special, but their talent is dropping in behind enemy lines, moving quickly and harassing foes, as well as quietly providing scout information without being spotted.
Is this acceptable?
Last edited by Formless Fable; 06-12-2012 at 04:09 PM.
You may bet an overdraft of 100 extra tabs 'burrowed from the first interstellar bank of Galloglasses. Maximum borrow is 100 tabs. If you win by the bet you will owe Gallo the amount of tabs you burrowed. if you lose you still owe that same amount of tabs borrowed.
If you are in debt you may borrow again to attempt to bet your way out of debt.
Nothing can go wrong
Bets for Ai vrs Jay
275 on Jay (All in, overdraft of 100)
125 on Jay (All in, overdraft of 100)
DS Piron: 10
15 on Jay
35 on Jay (All in)
5 on Ai
10 on Jay
10 on Jay
50 on Ai
25 on Ai (all in)
22 on Ai
50 on Jay (All in, overdraft of 25)
Destruction Dragon 360: 0
15 on Jay (All in, overdraft of 14)
25 on Dalmationer, (Already lost)
30 on Jay (All-in)
25 on Jay (All-in)
20 on Jay
50 on Ai
175 on Ai (All-in, overdraft of 100)
25 on Ai (All-In)
10 on Ai
20 on Ai
Naesr Tazam: 25
12 on Ai, 12 on Jay
All successful bets are doubled.
Unsuccessful bets are lost.
Overdrafts are owed to Gallo whether you win or lose
People who go ALL-IN stand to triple their winnings.
Character name: Joey Quiver
Character history: Dwarves are from a farther away home then other races, and as such it has taken them longer then any other race to be a player in the upcoming war. Their Birth planet is called francium. Their society is very centered on machines, and as such have used up much of their own materials in creating and perfecting their cities and troops. Their planet is run by a high council, each with 3 representatives from the 8 great Dwarven cities. Not much wildlife is found on their birth planet, as much has been hunted and used for food. Now, however, after hundreds of years of breeding and engineering, animals on Dwarven planets have been bred to eat and create ores and minerals. Much of the Dwarven cities are covered in a thick smog and smoke, so not many other races have found ways to live there, where Dwarves have adapted to have much stronger lungs and stomachs, allowing them to live anywhere with food, water, and any quality air. After the discovery of new forms of life in the Galaxy, Dwarves have been at full speed ahead, using and creating metals, weapons, troops, and other forms of offense and defense. Most towns and cities built by the Dwarves are built miles underground, allowing them to directly mine for ores while giving each city a huge defensive boost. This was because in times of strife, above-ground towns were the first be be burnt down and demolished, where as nobody could find entrances to the underground mines. My character has been assigned to be looking for more ore rich planets with mountains and little competition, but if the need be, en quote the chancellor of the Fire-hammer city, "Fuck up tha' shit a bit,will ya laddie!? " He has spent the last few years in the army as a astral and aeronautical engineer, as well as learning from the generals how to turn the tides of battle while claiming the most land. Now, is his chance to prove himself, and be one of the generals themselves.
Race buffs: + The more engineers you have on hand, the less materials and less time it takes for troops, turrets, and roads to be built.
- Dwarves cannot move quickly during the day because of their bad eyesight, and for units that do move,They suffer a damage and movement debuff for 3 rounds.(turns?)
6 Factional units : Mountain troops Engineers
Last edited by hero122; 06-12-2012 at 03:43 PM.
Element Ascent! Kill monsters, get grist, go higher, and DON'T DIE. Mineworld! (Dead...ISH??)Bridgegap! (Cancelled due to laziness)
In this Spoiler is my dark collection of black magic, Opening it releases the forces of light and dar- ...You misclicked on it didn't you.
Ok, i have a way to solve some problems ive found in the mechanics surrounding the balance of troop types (eg. Mountain troops)
if you want to have a troop type then it is for free, but you may only have one, and it will act as you would expect.
But it will act against you in the opposite terrain. (eg. winter troops suffer in deserts, mountain troops suffer on plains)
this will make my life easier
(you may choose to not have a troop type)
EDIT: also thx a lot demonsul my fireworks was fucked up, so i was preparing to resort to Deviantart muro, (a nightmare in internet form) and this has saved me. many thanks
Re: Elysium - (City-states, [sort of], Needs lots of players)
As thanks for letting me advertise in GGG and Politico (join that last one fable will apreciate it), i have created the preliminary maps for the worlds of the Elysium system. There are currently 6 Iathae Naador Lochia Vulcos Scittish Inflict
Re: Elysium - (City-states, [sort of], Needs lots of players)
well, you also need population to do other things in the game, construction and things like that, also the population and cost of a unit is generally, inversely proportional so unless the elves divided their time between tanks and infantry they would probably become bankrupt, de populated or without a military.
that said it is all reliant on how you run things.
EDIT: also if you have an battalion of tanks trying to take a city on thier own, they wont so much as take it as flatten it to the ground.
EDITEDIT: I should also note that although infantry seem degrading and noone is using them currently, they are the best all round unit
Re: Elysium - (City-states, [sort of], Needs lots of players)
Originally Posted by Qeztotz
EDITEDIT: I should also note that although infantry seem degrading and noone is using them currently, they are the best all round unit
I would have used infantry but because my people are amphibians it doesn't make a whole lot of sense for them to be dragging themselves across land. They use machines because they have to, not their choice!
Also; I'm changing the design of my mechanized infantry. The rolling balls of water are cool but a bit too unrealistic and don't fit in with the rest of my people's design theme. I also got rid of my airforce and gained Heavy Infantry instead.
Re: Elysium - (City-states, [sort of], Needs lots of players)
Originally Posted by hero122
Vulcos is totally going to be my bitch. OuO
But I must say, how would a mechanized man have less defense then a dwarf or fish with a bullet proof suit?
Mechanized Infantry are infantry that ride around on vehicles, basically. So like Jeeps and Humvees would be a mechanized Infantry unit. They sacrifice their defense for their speed. The Heavy Infantry, if that is what you're talking about, are in like power-suits of armor that are built for defense.
At least, that's how I think it is.
Also: If Vulcos is your bitch, then Naador is mine.
Re: Elysium - (City-states, [sort of], Needs lots of players)
Signup Player: Knight_of_Hide Character Name: Rassk Hide (Mr. Hide) Race: The Worzak Race Description:
To a human, the Worzak people would look like oversized Crocodiles, with a long mouth filled with sharp teeth, and green scales covering the body. The differences between the Worzak and Crocodiles, however, are great. Worzak stand on their hind legs, and have no tail to speak of. A Worzak also has two pairs of eyes where a crocodile would have one, and the eyes themselves are alien, with a full black colour and no pupils to speak of. The Worzak know the science behind their eyes, but prefer not to release that information. Worzak also have a complex Brain and Nervous system, complicated enough to allow them to master science and technology, as well as making them ferocious fighters. Along their backs are a series of long spikes, which store nutrients during times of plenty to be used when times turn rougher. Worzak also have arms with a series of digits at the end, clawed and sharp, they are capable of tearing flesh and using tools both. The Worzak stand from 5 to 7 feet tall, live approximately 60 earth years and have a predatorial attitude and diet.
Originating on the planet Worz, the Worzak developed and eventually spread across the planet. With their natural intelligence and predatorial skill, they were able to become the dominant species on a planet filled with deadly creatures. As the Worzak spread across the planet, the learned and fought. Wars were plentiful, and on numerous occasions they almost wiped themselves out. They did, however, continue to breed and spread and eventually learned enough to unite Worz under a single government. With a burdgeoning population and little room to spare, the Worzak, led by Rassk Hide, planned to expand outwards from Worz and colonize new planets. One system, the Elysium system, is of a particular interest to the Worzak, having an abudance of the land and resources needed to fuel the ever expanding Worzak Empire.
Pro: Worzak are natural fighters, and gain a boost to the health and damage of all troops. Con: If the Worzak are not fighting in any wars, they tend to fight amongst themselves. The Worzak may instigate Civil War if left without an enemy to fight.
Flag: Dark Green with a series of black X's across it.
Units: No specialized Troop Type 1. Infantry:
The Worzak infantry detatchments are a force to be feared. Worzak soldiers are given cutting edge weapons and defense technology and are sent into the fray. They are versatile, adaptable and deadly. As far as Infantry go, Worzak troops are among the finest.
2. Mechanized Infantry:
Lightly armoured but increadibly mobile and well-equipped, the Worzak have built on a design carried on from deep into Worzak history. Standing at 10 feet tall, the Worzak Standard Mechanized Infantry Unit is a long, fast machine of death. Looking like an antique Earth sailboat, it retains the look by having Anit-Gravity Levitators installed to make it move. It is equipped with powerful guns that are capable of tearing through troops and light armour capable of withstanding minor arms fire.
3. Heavy Infantry:
The Heavy Infantry are the pride of the Worzak Forces. Adding an additional 3 feet to a normal Worzak's height, the Worzak-Heavy-Suit allows infantry to take on all but the toughest opponents. A Worzak that wears the suit becomes faster and mor powerful, and the suit itself helps protect the wearer from harm. The suit contains strong weapons tech and defense tech, and is a fearful sight to behold.
When Worzak troops began to become a force on the home planet, the Engineers of Worz were the ones who made warfare as deadly as it remains to this day. Allowing troops to move through highly dangerous terrain, and still supporting the average Worzak fighter, the Worzak Engineers have a great reputation in the Worzak Forces.
5. Air Forces:
Looking like flying Submarines, the Worzak AirForces are very well equipped and armoured, but are slower than most other comparable Air Forces. They use Anti-Gravity Levitation generators to hover and move. While previously they had been only built in small amounts to support Infantry, they have begun to be mass-produced to give the Worzak a decently sized Armada of Aircraft. The Forces consist of: The Worzak Standard, which is equipped with strong guns and armour and designed to hurt any enemy Aircraft which come too close and destroy any Ground-Based troops that are undefended. The Worzak Command, which acts as a Mobile Aircraft Base. As it is floating in the sky, it houses Worzak Aircraft when they are not on mission. It is the newest addition to the Worzak AirForces, equipped with the best armour and weaponry the Worzak could design. All the added weight, however, makes it the slowest Aircraft ever. The Worzak Scout, which is a recon and guerilla style fighter produced in mass to attack enemy targets. While it is still slower than most modern Aircrafts, it is the fastest in the Worzak AirForces and is armoured enough to take a few hits and deal some of its own.
6. Naval Forces:
Worzak Ships are built in the shape of Triangles, and have been ever since their first implementation. In Worzak culture a Triangle is the shape of the God of Death, and as such they build ships in triangular fashions.They are built for supremacy while on water, and also are designed to allow troops to land onshore. The NavalForces consist of: The Worzak Normal: A ship built to fight, flee, and land troops, the Normal is the base ship of the Worzak NavalForces, with decent armour and weaponry when compared to other comparible navies. The Worzak Buffed: Acting as a Worzak Command for the sea, it houses ships when they are not on mission. It has strong armour and weaponry, but is slow. If it has the chance to land, it can deploy great numbers of troops to attack from the sea. The Worzak Speed: The Worzak Speed is a scout ship, fast and lightly armoured, it can gather military intelligence and lightly bombard shorelines. It is incapable of landing troops, and has weaker armour and weaponry to allow for greater speed, but in large numbers they are capable of destroying enemies and running away unharmed.
The Planet Worz is a warm, rocky planet on the edge of a small solar system. The planet is orbitted by two small moons, which have been colonized slightly and are used as military bases. Worz itself is made up of more land than water, with two large seas seperating two larger continents. Lands on Worz are filled with rivers and many small lakes. The greater landmasses contain many different species of plant and animal, with large Worzak forests covering the landscape. While regions at the northern and southern poles are inhospitable, the majority of the Worzak population is spread out; cities locations are varied. Around the equator, there are fewer settlements because of the almost constant violence in the area. With a burdgeoning population and a culture well prepared for colonization, the Worzak people have started a Space Program, and have begun to seek other habitable systems.
Made lots of changes because I wasn't satisfied with how my Race turned out before. Any problems, Qez, let me know.
Last edited by Knight_of_Hide; 06-16-2012 at 06:37 PM.