I've been wanting to make a thread like this for a while, and I finally got around to it.Basicly, if you could design your own Empire what would it be like? Not just in game terms, but any way you want. Culturally, architecturally, racially, high magic, low magic, no magic, do the warriors use steel, bronze, iron, etc. Anything, everything, nothing (although I guess your post would feel a bit redundant if you opt for 'nothing').
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The Ursaris Hierarchy (Or, 'Hierarchy of the Bear'; i.e. natural law)
The Ursari Nation, formally the Imperial Ursaris Hierarchy of God-Lord Varenus of Sol'Avalon and All Associated Territories, is a human (Ursan) kingdom primarily based around the peninsula of Sol'Avalon (literally 'island of the apples of the sun'), as well as the 'associated territories' of the Scanian Traverse; Norda & Elona.
The Ursan only have one major city, which coincidently is also their capital city - the Towers of Varencia, the myriad city of azurite, quartz and onyx.
GovermentThe Ursari goverment is a hierarchial meritocracy, at least in theory, ultimately ruled by a oligarchal magocracy of mage-priests, called Priors, and the Grand Theokrator & God-Lord, Emperor Varenus. Society is structured by 4 distinct castes across 41 tiers of citizenship.
The base caste is that of the civilian, and is also the first social tier. This is the caste of all children below the age of military service, but also the caste of foreign auxiliaries troops, workers born of ursan blood but not within the confines of the empire (and thus not previously subject to it's laws at the time), and mercenaries who have finished a full tour of duty (and made an appeal for citizenship).
Formal citizenship, the right to partake in the variety of processes, social services and rights are only granted upon the entry to the second caste, granted upon the conclusion of compulsory military service. The second caste is considered that of the merchant, although the majority of people, including the bulk of workers, are part of this caste. This is followed by the caste of warriors & soldiers, from the Private to the General. The fourth caste is that of the nobility and priesthood, ranging from Knights and Noblemen, to that of the illustrious Primarchs - formally the Priors are also part of this caste, but in reality, they comprise an inofficial fifth caste, pulling from all the other castes directly into their own.
Higher-ranked citizens are expected to lead and protect subordinates. Lower-ranking citizens are expected to obey and support superiors. Promotion to another tier of citizenship is based on the personal assessment of one's superiors. Throughout their lives, ursans ascend to the higher tiers and are occasionally 'demoted' to lower ones. The stigma associated with demotion lies not on the individual, but on those who promoted him when he wasn't ready for additional responsibility. This curbs the tendency to promote individuals into positions beyond their capabilities.
Settling into a role and rank is not considered stagnation, and knowing one's own limitations are valued higher than being ambitious.
There are also casteless, considered unclean and unworthy. These are virtually everyone who is not part of the Ursaris Hierarchy or the Ursan race, those that are of differing religion, or virtually anyone who do not meet the demands of the first caste & social tier.
ReligionReligion within the Ursaris Hierarchy & Empire is straight-forward: "God-Lord Varenus is our God and Lord, and the Priors are his Priors" (lit. "Firsts"; i.e. Prophets). All his strictures are to be obeyed and orders issued by his priests (Priors, Paladins, Primarchs, Priests and Palatines) are as spoken by God himself. Missuse or corruption by any of these (Palatines being the lowest of initiates, often young and foolhardy) are punished harshly, often by extended months of perpetual torture followed by a slow death, cermonially boiled in an alchemical mix of pus and acid.
The Ursan religion teaches sacrifice, restraint, patriotism, loyality, racial homogenity, leadership & responsability, and is inseperable from the the caste system and govermental structure of the state.
The religion is not as stagnant or rigid as it may sound, favouring adaption to any situation that is at hand while maintaining the basic principles of the religion and state. The Priors are the highest authority throughout all of society and amongst them, there is a great deal of competition for the favour of God. While actual corruption is almost unheard of, amongst the priors there are no actual hierarchy - they are all of the fourth caste, 41st tier. This leads to numerous arguments on policies, laws and regulations - and ultimately even assassinations, murders and personal wars between Priors. This is in itself not opposed by God-Lord Varenus, but in times of necessity or erosion of loyalties, he will step in, often culling several priors with holy fire - often not just the offenders, but also those priests that share any ties to those priors.
While the strictures in the Book of Ursa are many, and the holy book is thousands of pages, there is a set of immutable principles that are adamant and neverchanging, eternal.
CultureRemarkably, the culture of the people and religious fanaticism of their leaders are remarkably dissimilar. While the principles of religion are strong, most of the Ursan enjoy relative freedom in their everyday life. Even those of the fourth caste, even priests like the Paladins, can be suprisingly profane and worldly in their approach to their duties, and it is not uncommon that Primarchs and Paladins focus much more on whatever duty at hand, rather than religious dogma. Primarchs as politicians, nobles or high-ranking merchants, and Paladins on the theatres of war.
Surrounded mostly by forest in a modestly temperate zone, the Ursan is a hearty people, fond of food, drinks and games, and the lower castes and tiers distinctly favour the glory of labour higher than almost anything. This fosters a reliable working class, wheter it be farmers, lumberjacks or masons. As you go higher amongst the castes and tiers, this becomes higher and higher aspirations - merchants of the second caste generally favour science and cultural pursuits, the third caste excellence in combat or governance, and the fourth caste naturally divided between that of religious-magical pursuits and politics.
Magic is restricted entirely to the priesthood, powers granted directly by God-Lord Varenus. Unsanctioned magic, naturally outside the Church, are strictly prohibited and subject to inquisitorial investigations. This has lead to a lasting animosity between those in power, the state and church, and the average man. The freedom to aspire within the confines of your merits, to ascend to virtually any caste (the Priori Council and the Church excluded) does much to harmonize this, however. The real or percieved superiority of the Priori Council and that of God-Lord Varenus ultimately prevents any real dissent, potential leaders of rebels or heretics being assassinated long before they can actually prove any harm.
The idea of choice has an integral part in Ursari culture. No matter the situation, any and all Ursan always have a choice. Wheter this choice is good or bad, is entirely ambigious. Ultimately, all that matters are the end results. "A man chooses, a slave obeys" is a common proverb and a form the basis of this logic. Servitude, the individuals place in the hierarchy, and faith thus becomes a matter of choice; the issue of heresy as a choice in turn a matter of choice vs. choice. As someone may choose one path, others are free to choose to oppose this path, resulting in a fluidous equilibrium of actions and reactions. Ultimately, an apollonian balance of modesty becomes the cultural dogma as a result.
Revering the bear above all other animals, this is a common motiff amongst the populance, if not for outright worship as much as solemn reverance. While furs are generally uncommon as clothing, bear furs is a sign of respect, since a man is only allowed to wear the fur of a bear that he has killed himself in fair combat. Likewise, only the knights or higher standings are allowed to ride and care for domesticated bears, being the ultimate sign of mutual respect; For surely a bear blesses his rider, allowing it's rider to care for him so readily, carrying him into battle in turn.
EconomicsThe Ursaris Hierarchy are loosely governed by state-regulated guilds that promote an overall closed free market principle, emulating a form of national mercantilism. Overall, people within the appropriate castes are free to go about their business, the guilds being more of a cultural institution supported by the state, rather than a necessity or matter of law. Farmers, for example, are relatively free to go about whatever business they want, selling their wares on temporary merchant stalls or selling their harvest to actual salesmen. Comparatively, the Carpenters Guild exerts strict control and rulings over their members, almost brutally pursuing those that seek to upset what they percieve to be the fair balance between prices and work.
It is not uncommon for guilds to be almost entirely under the control of one or a council of Primarch trade-lords, but this is, just like everything else relating to the guilds, very different from guild to guild. It is not unheard of for individual Priors to take an interest in guild businesses, exterting whatever powers they can without arousing suspicion - sometimes forging lasting trade alliances over a multitude of guilds. This control is never overt, however, fearing the condemnation of other priors.
Military Doctrine(s) The Hierarchy's military doctrines are, like so much else, tied strongly to tradition and religion. With large forces of conscripted military aswell as masses of professional soldiers - virtually anyone from the third or fourth caste are ready for combat at any time.
Relying heavily on subterfuge, large portions of the professional military are not regular footsoldiers - this being relegated to the lower castes of conscripts, often comparatively poorly armed. Instead, professional soldiers tend to be the elite force, carrying out devestating hit-and-run attacks against enemy armies, disappearing before the enemy can properly react.
Highest amongst the honored, however, stands the Bear Knights and Paladins. Far from the subterfuge of the specialist strike teams, these knights in light plate ride atop massive bears, wielding light, elongated swords, lochaber axes, or spears, depending entirely on the decision of the knight himself. Knights and above are the only ones allowed to ride these noble creatures, bonding with them during the course of their lives, starting as squires. Particulary successfull knights, paladins and so forth may be blessed by Varenus himself, to further strengthen the bond between the rider and the bear, or the longevity of both. There are pairings of bear and rider that have endured for well over 58 years of active duty, seeing generations of lesser warriors grow up and pass by. So deep is this bond that when either part dies, the other part rarely lives long afterwards, and their military career is almost certainly over.
-:Heroes of the Hierarchy:-- Iracam Thresk - Prior Nylathem - Socratio -
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And that's it folks. It took a while, but I'm quite happy with how it turned out. By all means, please describe your own nation!
Awesome job.
I'll have to think about it for a while, since you put the bar pretty high with a start like that.
Anything will do, even if it's just "My nation is a nation of frogs, wielding lochaber axes and throwing firebombs. Ruled by a magocracy democracy"(!).
Hmm... The best, of course.
(Replying specifically so this will be in my replies. Should be interesting if it gets going)
Wow! nice job.
Very very nice Luckmann! I will plan on contributing as well, whenever I can find the time!
WOW!11! well done. I'm afraid to try after reading that!!
I would probably have a race of sentient nanites/replicators. It would be somewhat of a hive mind, with all the nanites within an area controlled by a central 'brain.' These central 'brains' would let regions of nanites far apart communicate to one another for more important decision making, but would be fairly autonomous allowing for day to day operations (since communications can only travel so fast...) without the need for constant communication. The central 'brains' would be somewhat similar, although due to minor changes as copies of copies (and so forth) are made they are not entirely identical. Although if they deviate to far, the other minds may conclude the radical deviation needs to be erased.
They would be somewhat benevolent towards other life forms, more out of curiosity than anything else. If raw materials are needed, only planets with no chances of sustaining life are consumed. When they do go to war, it is either in retaliation or due to a faulty 'brain,' which will result in termination of the faulty brain. If in battle, they will often send nanites into their target's nervous system, resulting either in death or full control over the target, depending what suits their purpose.
They often place nanites on worlds where life is developing to monitor its growth, and if necessary to protect said life from cataclysmic events which would likely end life on the planet, such as a large asteroid strike. They would often take forms similar to the life forms they were observing, to keep from altering the conditions under which the native life exists. They would be innately curious about other forms of life, due to their being very different from the average life forms. Other sentient beings consider them to be magical, since they would see them doing extraordinary things such as conjuring metal out of thin air. In reality, however, it is merely a large number of nanites converging on a small area, forming a mass which is easily visible; often to physical tasks which single nanites would be unable to do (such as lift heavy objects.)
They are very curious about their origins due to their being so different from other life forms, and hope to some day find how it was they came to be.
Its more of a GalCiv civilization than Elemental, but since it is pretty much confirmed to be the same universe, I think it fits in somewhere...
The Black Sun Cabal (The Ascended Dead, Cult of the Transcendent Skull)
The Black Sun Cabal, known across a multitude of regions under an equal multitude of names, is a death cult of unknown origin, operating out of the city of Mal'arek-Al-Kesh under the leadership of Archlector Almosa.
GovermentThe Black Sun as a state doesn't have a formal leadership or goverment, showing a distinct disinterest in all actual governance, instead relegating such issues to whomever they can extert their despotic control over.
The cabal itself is straightforwardly ordered into only 5-6 formal ranks, including the Archlector. They have no formal rules, being ordered into a rigid hierarchy of those that serve and those that exert control. In theory, this means that anyone can at any time challange even the Archlector for his title, although in reality such an act would naturally be insanity since all the powers of all the cultists and lectors are derived straight from Archlector Almosa himself. It does still happen on occassion, however, usually resulting in enormous public spectacles across the skies and streets of Mal'arek.
The cabal rules a number of city-states and numerous villages through the use of magistrates. Magistrate is a rank within the cabal, and serve as the local enforcers of the cabal's will, local despots above any scrutiny.
When the black sun have conquered a region and subjugated any political, military or religious opposition, they simply put a suitable member in charge, promoting him to the rank of Magistrate. Whatever system of governance that region, village, city or similar had at the time remains, with the very notable difference that they are now, in turn, forced to bow before the magistrate and the will of the Black Sun Cabal.
Magic outside the Black Sun Cabal is strictly forbidden, as this forms the entire relative power base of the cabal itself. Dissent even from the lowliest of peasants are punished harshly, with enforcers routinely carrying out sponsored pogroms against rivaling cults, rebel supporters and virtually any variety of dissent.
ReligionNone. While the cabal share many similarities with a violent religious cult, it is in fact atheistic into the extremes, and ultimately even the archlector is an entirely secular position. All religion is brutally persecuted and rooted out - as are all mystic or existential philosophy.
Likewise, all magic is forbidden. The restriction of magic on part of the channeler and the absence of any religion leaves the population generally disillusionized to their situation, with no hope of divine salvation, nor possibility to rise in meaningful social standing.
All that matters are direct, wordly power and influence, fostered by the cult in an endless cycle of violence, degradation, despotism, and hate. The Cult of the Transcendant Skull does not want nor seek any kind of divine salvation or afterlife, instead working to completely avoid a fate such as death. The existance of a heaven, hell or higher planes of existance is irrelevant to them, as a result.
CultureThe culture within the domains of the Black Sun Cabal are incredibly diverse, due to their version of 'governance' (or lack thereof). One city may be a dour assembly of drinkers and harlots, whilst another may be a massive monestary-like structure of crystalline onyx. One village may consist of massive polygamic families, whilst another favours monogamous marriges.
Common to all, however, is that the rule of the cabal fosters selfishness, hatred, materialism, ruthlessness, paranoia and ambition. The cabal favours playing all social institutions against eachother, all political movements at eachother's throats, so that no actual resistance can be formed. In a desperate rat race to outperform eachother, to prove themselves useful, to rise to the level of prominence that'd allow them a somewhat free reign - or be amongst those few offered inauguration into the Ascended Dead.
As such, this slowly erodes any sense of national & racial communion or loyalty, further playing into the hands of the cabal.
EconomicsAgain, the Black Sun Cabal has no official policy. The tenants and practices of the cabal, however, lends itself towards a number of economical principles. Slavery is a common practice, since life has no inherent soul or immutable value. Materialism pervades the entire society since there are no divine values, leading to a violent free market of cartels, monopolism and underhanded market politics.
This varies a lot depending on the size of the village or city, of course. A village of five fruit stands and a tent could hardly form a full cartel, but it is not uncommon for such businessmen to poison eachother's wares, or otherwise degrade the product. Likewise, a businessman likely has no quarrel with charging outrageous sums of money if they have a monopoly on a much-wanted product. All these factors fosters yet another layer of distrust, between the merchant and the plebe.
As with all other aspects of society, the interferance of the magistrates varies greatly, but it is not uncommon for magistrates to set up yearly quotas or forcibly engage civilians, no matter their previous social standing, in whatever task they (the magistrates) deem worthy. Be it for farming, construction or military conscription. Those that die may yet serve in death.
Military Doctrine(s)If there is one thing the cabal takes a direct interest in, it's the military. Being the sole wielders of magic and coming from the upper echolons of goverment and education, they lead the armies into war as the only ones with the expertise to be Generals (Lectors) or strategic & tactical officers (Alector). Others outside the cabal in times of war with similar expertise is not unlikely to quickly become inaugurated into the cabal and thoroughly conditioned.
The army relies heavily on a mix between extremely specialized task forces and vast masses of conscripted peasants, supported by even greater amounts of slave labour. The callous usage of either allows the lectors to tie up large amounts of enemy forces with conscripts, while the specialized troops carry out devastating attacks against specific enemy targets.
While a reliable tactic in it's own right, that is not the source of the Ascended Dead's military prowess. Fear. The Lectors and Alectors rule the field of battle not only with conscripts - but with vast armies of the restless dead. This unnatural state of affairs leaves the average conscript at great unease, but with a in-battle life expectancy of 6.4 minutes, it is unlikely that anyone in the cabal remotely cares.
Bumpage for editing the previous post (editing naturally doesn't bump a thread) and adding the Black Sun Cabal.
Wow good job Luckman.. is it wrong that I like the second guys more?
Oh, c'mon. No-one have any serious contribution?
I'm working on it >.<
I've just been busy. I actually have it half typed up, I just want it to be awesome too but I don't want to do something as cheesy as "cat people who are really sexy and uh... like drugs and whipping humans" (I tried to think of the most over-done example. Mine is going to be nothing like)
If you want, I will submit a sample tomorrow. It won't have a flag yet or be completed.
Two questions. Is it okay if we use high tech instead of high magic? With the planned moddability anything is possible. Secondly do we follow the same template?
I was going to. I don't see luckmann stating that it had to be though.
Oh noes, in my blaze of awesome I've stifled creativity!
Really, people. Everything goes. If your civilization consists of belly-dancing clown demons, I'll give it a chuckle, but it still goes! I've for example been ambigious about the human/fallen association of my civilizations, and basicly left it out their magics completely - given how big they are, it'd be almos unnatural for others to leave it out. So use whatever template you want, or none at all!
I'm much more likely to be interested in doing and/or reading stuff like this after we have a good general impression of the un-customized game, including mechanics and story elements. That's because any user-made content that's likely to win me as a customer or contributor probably will be riffs on the base game or efforts to 'cover a gap' of some sort. Without more background, the stuff above mostly just goes in one eye and out the other for me.
Don't get me wrong. I'm not trying to bitch-slap this thread, and I very much encourage people with a creative writing impulse to do some work if they have the time. If you're even half-serious about it, you already know that you need lots of practice. If you're at least a bit more than half-serious, you should be showing some stuff to someone somewhere, so here might be the place for you.
bagh, I tire of this. I've been staring at this for the last while. I'll come back to it later, but I said I'll post it. I just haven't been happy with what I've written for any reason. Basically they are a bunch of nut-jobs that somehow come off as being goodguys even though they are really crazy mad-scientists (with magic)
Empire of ImpuralThe nation of Impural is an empire driven to be the best in the realms of science. Thirteen families founded the nation to be a center where information would be priority. To this day, the thirteen families grow their own knowledge and conquer anybody who threatens to surpass them. Government:The government is traditionally ruled by a monarch who has a say in most everything that is happening, however most of the ruling is actually carried by a council of high nobles. The council is made of 13 nobles who represent the thirteen families that helped found the empire. Every level of government is managed by people in relation to their blood connections to these thirteen families.Every generation, a primary successor to the family is named. The other children of the generation proform jobs according to their status. Nobles are educated and become scientists, doctors, or military officers. A few people stray from normally noble jobs into fields such as being a merchant or running a lesser business, however their place as nobility is never forgotten. Within the country, the higher class are called Impurits when the lower class are called ‘the people of impural’. Generally when referring to the Empire, it is to the actions and opinions by this higher class.There really is not a middle class, everybody is segregated socially into upper or lower class based on birth. If there was any kind of middle class, it would be foreigners. As a nation Impural hold a lot of respect for other nations on an informational level. Impurits often send noble youth into other countries to learn their trade and other information, however are not very fond of using foreign products or materials. If a foreign product is discovered to be of quality, the source of it is taken by military force so that it may become a product of Impural.Religion:The people of Impural have a loose religious conformity. They understand and respect the spirits, gods, or deamons that might exist in the realms of Elemental, but they are not dedicated to any particulars in the whole. The advances of science are as important to the Impurits as the grace of god might be to another nation. There is nothing too sacred for it to be sacrificed in the name of knowledge. People are often taught about magic, and experimentation with it is encouraged wherever possible. It is actually expected for nobles working in fields in science to partake extreme experiments, and lower class citizens quickly volunteer to be the bodies and souls upon which psychological, magical, and other tests are performed.Culture: Knowledge means a lot in the Empire of Impural. Education is not something unique to the upper class, but the upper class consistently has it. The lower class is taught that it is because of the upper class that they can take advantage of the knowledge and that they should never forever hold their respect. Because of the general high education, there is a set and enforced standard of living that involves cleanliness and order. The culture that is witnessed in the Empire varies based on which classes and families are present. Of the noble families, each has its reputation for carrying a different atmosphere. Anytime a member of a noble family has to deal directly with another family it is always very formal and professional. As a result, distant members of each family that are not very close in blood to the one sitting on the governing council tend to be the most mild mannered in casual environments since they almost only deal with those outside their direct family.The lower class are generally treated very well. Because of the high respect of education, psychology is well known in the governing class is used to keep the common class happy. As a common worker, the best place to be is in the military. Military recruits are well fed, taught science and mathematics, and even get to work directly in hand with the noble officers.Economics:To Impurists, the economy is like a giant ongoing experiment and war is the easiest way to ensure control over it. The economy of the empire exist almost entirely in the hands of the noble families, who let enough trickle down to the lower class to prevent unrest. Economic psychology is well recorded, and trending has long since been recognized. The rest of the funds goes to furthering scientific research or conquering more lands that can generate even money for scientific research.
Military Doctrine:Military is a nessicary byproduct of adavancement they say. When managed properly, it is very profitable and supplies many PoWs to experiment on.Special building:Science labs – used to generate even more research points than libraries and similar buildings available to other races.Special unit:Experimental magic users – Mage units that use technology driven magics, or visa versa. Attacks can have random effects.Special faction abilities:Research trade - Half or more of foreign trade money is converted directly into research points.high standard of living - +1 cleanliness<place purple flag here: Real thing coming soon>
Dude this is sweet... man sometimes I feel like doin it but then I just get LAZY! I am kinda jealous...
That's sweet, Landi!
I'm going to have to go ahead and yoink the last "Special building", "Special unit" and "Special faction abilities" and amend my previous posts. One of these days.
Edit: Also, renamed the thread. Edit2: And added links to two heroes of the empire, Iracam Thresk and Prior Nylathem.
ill do one about my favorites. ROGUES
Rogue Order Of Outlying Settlements (mentioned in 7 Deadly Sins)
The Rouges, As they like to be called, are a collection of unified settlements that rebelled against the TEC after the Trader unification 900 years ago. Through the use of wormholes they are able to come into contact with other species and empires.
Government
The Rouge Government began originally as a sort of Provincial Senate harkening back to the days of the Roman Republic. The Leaders of the Rouge Senate arethree Elected officials whom oversee the daily meetings of the Senate. To Even call these senate chair holders "Officials" is gratifing, seeing as the majority are either Active or Retired Ship Captains All with the scars to prove it. The Building itself caters to every Vice that one can think of, wheather it is guns, Women, or Narcotics.
The Rouge Governmental offices are located in the centermost system on a terran planet named Fortuna. The region of space where they inhabit is relatively distant of most TEC Deep Space outposts. As such even their Trade Ships are armed with Anti-Frigate Missles to provide protection for long range Trading. Because of the Massive distance, the Rouges Maintain a standing fleet of about 200,000 frigates with a Multitude of ships in reserve. This proved to their advantage with the Vasari and Later Advent Incursions. Their Ships, Although much more antiquidated than even the TEC, have been steadily upgraded to meet current standards.
Rouges are Naturally Hotheaded, yet most are ready to listen to reason and allow for peace between empires. After all, Their Diplomats do ride along in Pillager class Siege Frigates....
Religion
The rouges are Atheistic, but they do tolerate other religious beleifs. However they do believe in one sprit known as "Bloody Elisa", the Patron Saint of Interstellar Space. Anything that can go wrong with their ships is her doing...
Culture
The Rouge Culture is Very cosmopolitan, Constantly acceptig new trends and refining old customs. However, if you need any "Services" you will be suprised that these are not even against the law! Rather, it is customary for Rouges to ask what Narcotic that they prefer. Very Tolerant of Other individuals, many of the Social Taboos that Mark the TEC have all but dissappeared.
Rouges are more of a defensive force, rather than fully invade a territory they use embargo and piracy taticts to achieve conquest. those that they subjugate are left with thir free will and property virtually intact.
Economy
Capitalism with a dash of Wartime Socialism. as simple as that.
Military
Little is known about the Rouge Military other than what information is allowed to surface. Only recently have TEC observers discovered of the infamous "Computer Control" system which allows Rouge AFG criusers the ability to use Suberversion hacking AI to overtake most ships and orbital structures. What has been discovered is the Rouge Outpost, capable of even going toe to toe with entire fleets. In response, operation "Entrenchment" was enacted by the TEC in a last ditch attempt to thwart what appeared to them was an imminent invasion by a vastly superior force. Many current implements on upgrading defense would not have been possible if that Rouge outpost had not decided to take a few potshots at that TEC scout frigate.
Special Building
Rouge Outpost - doubles as a mobile trade port/defensive structure
Special Units
1) Ultimate Pirate AFG - Alcratraz Flagship Guard. Capable of capturing Enemy ships and orbital structures.
2) Ultimate Pirate CV - Corvair Vindicator. Excells in orbital blockades and interdiction duties with 4 strikecraft squadrons.
3) Ultimate Pirate LHD - Leapord Heavy Defender. Capable of fleet support and Colonisation of unowned worlds
4) Rouge Titan BLACKJACK - The ultimate in terms of Firepower. If that wasnt enough, it has Hookers.....And Blackjack....and assorted Narcotics
Special ability
Shock and AWE = Culture upgrade 500%
Heroes:
1) HammerSun - One of the originals, he was entrusted with the developement of more that half of the Rouge's current arsenal and thus secured himself in the annals of history. Currently missing in action, last seen testing a new ship class.
2) Mr_Blunted - a Young frontline ship captain with an active mind that is always analyzing the situtuation at hand. Has never lost a battle. Currently in charge of the Blackjack Titan Refit
7 Deadly Sins
Go Check it out!
https://forums.sinsofasolarempire.com/306277
YAY! somebody new is contributing! +1
Just one question is this a thread on Elemental or on all Stardock games, cause frigates ans missile defenses kinda dont seem to adjust to elemental
Well, frigates:
and Missle defense:
Both seem 100% reasonable to me. So why doesn't it seem to adjust to 'war of magic'?
(in case somebody missed it, a 'missle' isn't nessicarily rocket propelled or explosive. That would be features seen in modern or better missle weapons, but not 'missle' by definition)
I'm to tired (and lazy) to come up with one right now... Buts heres a good starter for someone else:
Grammar Nazis
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