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The Confedaracy of Stars

Ok... Mechanics... Mechanics....Well, i do wasnt to encourage more political intrigue and diplomacy rather than military conquest though that will be that as well. Each player will play one or more character of your noble house to progress their aims, i recommend building histories between each houses, some of them can be discussed with one and other but can be "made up" by one side to make false claims,  before we start playing and make use of the pm back-room deals. Also will institute a Prosperity/Regression posting system were each has a certain number of prosperity post and regression post they need to use each round.


Each house will be given a choice of a defensive and offensive military specialism based on the stellaris game civilization maker, with each offensive specialism countering a defensive one and vice versa. Eg for ships, shields can be counter lasers but wont last long against the constant barrage of a missile battery. Therefore if you are against one house that can counter you in one way you need to figure out an alternate way to deal with it.Wouldn't mind a suggestions of specialism.


The things i need help in is setting up a galaxy map to place everyone.  Best i dead i have is to use this map:


2000px-Milky_Way_Arms_ssc2008-10.svg.png



And use coordinates and longitute to indicate territory. I could use a good map editor person too.
 
So could I be the leader of the old empires genetically enhanced soldiers, that became isolated when the empire divided, and now looks to reform it somehow?
 
Hmm... well not be well received due to their genetically enhanced nature since the empire is tad technophobic when it comes to fighting, e.g skill and honor over tech. However people will be foolish if they are not taken advantage off...OK as long as they aren't to op.An ace in the hole rather than a war winner.
 
Not really as it is meant to be noble house who wouldnt be noble unless they rule planets. However if you want them as a secondary faction to play than sure. 
 
Not really as it is meant to be noble house who wouldnt be noble unless they rule planets. However if you want them as a secondary faction to play than sure. 

I don't intend to mainly play as them,rather use them as my Frontier Raiders,like how the Real Ottomans Used Turkish Nomads as Akinjis (Literally Raiders) which were really Nomadic Tribes/Families who were given rights to settle and raid the Borderlands by the Sultan as long as they provided his army with cavlary.
 
Well, basically space marines will be my faction, but I can limit their numbers to a smaller than average force. With room to grow if they gain the support of others.
 
Would mutants be allowed? I just have this idea of a House of mutants ruling over a planet inhospitable to most humans and rich in resources. They would have been a mining penal colony that became self-sufficient after the cataclysm.
 
Would mutants be allowed? I just have this idea of a House of mutants ruling over a planet inhospitable to most humans and rich in resources. They would have been a mining penal colony that became self-sufficient after the cataclysm.

Mutants in what sense?  Radioactive exposure like mutants or humans gradually adapted of generations  to their non earth like  planets?
 
I'll be a faction of space miners that operated their fleet in an asteroid belt between two colonies that went dark. We wouldn't be able to go onto 'Earth gravity' planets without specialized suits, but we would be adept at infantry combat in deep space/on asteroids and have heavy armor and shields. Since our kids are practically born in space and zero gravity environments are natural to them.
 
Perhaps they keep their conditions secret for the most part, sending healthy-looking emissaries to do interstellar business. Or perhaps their mutations allow them an ease of living on a planet so toxic and hazardous that no normal human would want to be in charge of it. Or maybe, while they retain the symbolic position of a House, they are thought of as "managers" by the Emperor and not taken seriously, forcing them to dreg themselves up through sketchy deals and indirect power plays.
 
Just a couple of ideas for defensive options, assuming you're sticking with Stellaris.


Defense:


Energy Weapons


Dynamic Shielding: A shield of magnetically manipulated radiation surrounds your ships, serving as an effective barrier to physical attacks. However, more radiation may be capable of overloading this wonder of science.


Kinetic Projectiles


Active Defense: A complex system engages the enemy with decoy modules to throw off incoming strikes. But some strikes don't use complex tracking systems to ensure a hit. Some use shear number.


Missile Silos:


Superalloy Plating: Your hulls are made of a new superalloy that isn't conductive to energy and is incredibly strong. Unfortunately, it's also brittle, so precise simultaneous strikes at key points may cause it to shatter.
 
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