|
Post by dargon on May 15, 2010 3:30:56 GMT 1
Hmm... the Miner's generally make their living by in house strip mining the systems, and then selling the leftovers at truely huge prices. Letting someone else in to do it for them seems... odd. If you want to have Node Creation abilities of your own, then it works out perfectly. The Miner's will hate you, and some Houses will probably resent having their serf drained off, but more will probably thank you for taking their problems away. Fair warning though: as the game goes on, with or without your consent your turf will become (one of many) hotbed for anti-House sentiment. I'm fine with having the Miner's hate me in return for controlling the ability to build Nodes. You probaly already mentioned this but are we Houses?
|
|
|
Post by The_JJ: Solaris Council on May 15, 2010 3:46:20 GMT 1
If you want to be. It comes with a fair amount of benefits, but some baggage as well.
|
|
|
Post by dargon on May 15, 2010 4:13:21 GMT 1
If you want to be. It comes with a fair amount of benefits, but some baggage as well. I'd rather not.
|
|
|
Post by puppyavenger on May 15, 2010 4:19:27 GMT 1
Okay, here's a quick, incomplete write-up.
The Celestine Republic
The Celestine system was a cash cow for the great houses who controlled it. Half a dozen rich, agriculturally productive planets it was an excellent place to tax 80% of everything on and export it at ludicrous prices to the starving masses in less fortunate systems. The fact that the system had only one node mad it easily defensible and excellent for R&D, and other projects you like to keep fairly isolated. The fact that the system the node led to was a major trade hub made exportig the goods easier.
A few years ago however, a string of extremely incompetent governors who combined thuggish brutality with a complete lack of competence in the execution of said brutality, and a tax hike to fund the owning houses forces a "conflict of interests" in another system (new rate: everything) led to a huge upsurge in nationalist, republican, and radical ideology. Combined with the lack of a garrison (due to the regions safety and the ongoing war) this allowed the cadre of revolutionaries from the native managerial and officer classes to enact a coup de main. They managed to capture the space-yards intact and quickly spread the revolution to the remainder of the system. With some clever tactics and extraordinary luck, they managed to destroy or seize the ships that their former House sent to reclaim them, and with that fleet they managed to capture the trade nexus that their systems node led to.
Strengths: Strong Fleet and a fairly good capacity to make more, strategic location, fairly good moral. Average tech from looted R&D centers and slightly above-average information gathering (sympathizers) obviously excellent agriculture.
Weakness: International pariah, no black ops ability to speak of. undeclared embargo going on by the great houses who formerly own the republics territory. Below-average research. Disorganized armed forces and government.
how's that?
|
|
|
Post by Rationalgoblin on May 15, 2010 5:14:23 GMT 1
Planning on making a House Harkonnen-type Noble House, focusing on information bartering, but having trouble with a suitable name.
Anyone have some ideas for a name?
|
|
|
Post by Surly on May 15, 2010 6:56:14 GMT 1
You could try going here and mixing and matching syllables from different names until you get one that sounds right. For morally questionable information brokers you'll probably want a fairly slick-sounding name, like Glymsi or Oiseschot.
|
|
Murska
Officer
But I thought we were friends...
Posts: 155
|
Post by Murska on May 15, 2010 8:22:52 GMT 1
Hmm. Maybe I should try write something basic up at first.
House Varulf
Emblem: The head of a wolf in silver on a green background. Territory: Varulf controls three systems with each of them having a node link to each other and two of them having two node links to other parts of the Network. The one system with links only to Varulf systems, called Etras, holds the 'capital'.
The Varulf House is a rather old and respected family, having kept control over their territory without expanding for quite a while. Very recently, the old leader passed away, leaving his eldest son to take over for the House. It seems as though he has his own ideas on how to run the Varulfs, and it remains to be seen how well his ideas work in practice.
The Varulfs have always been rather distant from politics and deception, instead focusing more on themselves and their own situation. They've built huge factory complexes and shipyards, so that the production capabilities of the Varulf systems are immense. They build things for others and for themselves, and have enough of a fleet along with fortifications to defend this source of income. In a few previous conflicts they've been dragged into, they've warned that if someone threatens to take over the factories they will destroy them themselves, which has gained them quite a lot of begrudging support from the systems around that are reliant on them.
Sabotage and industrial espionage is always a threat for those reliant on production, so the factories are very well protected against such threats. The Varulf Intelligence is geared mainly towards counter-espionage but they also retain the basic capability to find out if someone has copied their designs or is threatening their influence and then strike at that someone.
The Varulfs have kept pretty well up-to-date on technology with the designs supplied to them for production along with their own research facilities. They aren't known for their geniuses but they aren't thought of as backwards either.
They're rather reliant on trade for production, but with four node links to other systems which are in wildly different areas, nobody has ever managed to completely stop the flow of resources into their factories.
Strengths: Immense production capabilities, a capable defense both in espionage and militarily. Good economy as a whole, though they do have to purchase resources from elsewhere. The House has a pretty good reputation as being trustworthy and good trading partners.
Weaknesses: Their ground-based military isn't anything special, mostly troops to keep order. While their technology keeps up-to-date, they don't advance themselves much. They've thus far been a rather traditional House, and there are people who don't like this. Reliance on trade to keep production going.
|
|
odin
Officer
Confused Wanderer in the War Zone
chuch
Posts: 161
|
Post by odin on May 15, 2010 10:08:04 GMT 1
House Vespasian
Emblem: An azure shield with a Boar Rampant. Territory: A half dozen systems, which have been stripped of most of their resources.
House Vespasian used to be the preeminent house. A juggernaut who ate minor houses for breakfast. An unstoppable military and economic powerhouse.
That was, almost a hundred and fifty years ago. Three generations of mismanagement, infighting and decadence have left the house a mere shadow of it's former self.
While still a large house, it has largely been left behind. Vespasian Systems that used to be hubs of commerce have been on the decline, new nodes creating new routes and shifting commerce elsewhere.
Vespasian technology was cutting edge a century ago but now lags years behind the other houses.
The Vespasian fleet while large is mostly remnants of the houses hay day, out dated and in need or repair. The military is also plagued by incompetence, commanders are often chosen as much for their looks as their tactical acumen.
One of the few things that hasn't atrophied over the years is the Vespasian spy network. Although of recent years it's been used more often to dig for "juicy gossip" as actual tactical information.
Strengths: Large Military. Large Territory, a good spy network and a decent economy.
Weaknesses: Outdated and poorly led military. Poor overall leadership. Lagging tech. House Vespian has become a by word for decadence.
|
|
|
Post by puppyavenger on May 15, 2010 15:11:11 GMT 1
Hey Odin, maybe my Republic revolted from some of your old territory? after all, the main reason for the revolution was incompetence of brutality.
|
|
odin
Officer
Confused Wanderer in the War Zone
chuch
Posts: 161
|
Post by odin on May 15, 2010 15:37:05 GMT 1
Works for me. The trade hub that the Republic took control of could have been one of House Vespasian's last economic set backs.
If the Republic took over Vespasian research centers, it would also explain why the house is lagging so far behind others in tech fields.
|
|
|
Post by Crazed Banana on May 15, 2010 20:47:38 GMT 1
I don't think this was answered yet: Does no AI mean no robots, or just no uber-minds? And are aliens allowed?
|
|
|
Post by puppyavenger on May 15, 2010 21:01:51 GMT 1
He's said no aliens I believe
|
|
|
Post by The_JJ: Solaris Council on May 15, 2010 21:04:41 GMT 1
No aliens, no intelligent computers. It's fine if they can run a whole lot of processes quickly, but if it starts thinking for itself, if it has any self written programming, independent action, or problem solving skills... yeah, not okay with the Guardians.
|
|
|
Post by Crazed Banana on May 15, 2010 21:09:22 GMT 1
Okay, I'll get to work on a nation.
|
|
|
Post by Sayn on May 15, 2010 22:21:00 GMT 1
Faction Name: The Millennium Empire Government type: Constitutional Monarchy Capital: New Tokyo, on the Takama-ga-hara world in the system of the same name. History: A long time ago, some of Asian, mainly Japanese, descent decided to leave the old worlds and create their own sanctuary. They are the founders of the Millennium Empire. They were lucky. They managed to find the perfect place to settle. A place where it was easy to build both industries and agricultural plots. They called this place Takama-ga-hara, and it is the main reason for the power of the Empire. The world was large, and had a lot of minerals hidden beneath its surface. When the settlers did some exploring on the other planets and moons around the system, they found that they too were fairly mineral rich. This fueled a strong economy, and an even stronger military. They expanded beyond their single system into several more, and became an empire in truth. They halted their expansion after a while, and began to focus on improving their empire. The reason for this was that their leader, Empress Amaterasu, had decided that their expansionist ways were over. Empress Amaterasu is worshiped and loved by her people. The Empire has flourished under her rule, and they all work very hard to make her proud to be their leader. The Empire itself is a place of peace and prosperity. Their resource-heavy planets have served to create a strong industrial base and attracts a lot of trade. This has turned them into an economic power house and the government is using these funds to improve the way of life in the Empire. Morale is high, and peace is still holding. For now. Strengths: Impenetrable Fortress of Doom Peace. A large and well-equipped military, both ground and space, serves as a shield to keep unwanted enemies out. Economic boom. A very strong economy, both industrial and trade, serves as the base of power for this empire. Their military expertise has taught them a lot about logistics as well. Excellent research power. Well funded and maintained labs provide fast research. Tell me what I want to know, and you get this shiny piece of gold. Money tends to get the information flowing. That, and keeping the peace means knowing where your enemies are and what they are up to. Weaknesses: Fairly old tech. While they have excellent labs and are catching up rapidly, and their military is fairly up-to-date, their expansionist ways meant that their tech was held back somewhat. Assassination is baaad. Black ops are almost non-existent in this Empire. It goes against their beliefs. Those damn Millenites... They are rich, have a stable empire and generally enjoy life. Of course there are people envious of them. I changed some things from the original Millennium Empire. Hopefully it's better now.
|
|