Search - Twilight

I was thinking about the abandoned planet for LIS and I thought of a brilliant idea. This idea was also inspired by the Protoss dessert planet Shakuras, which hangs forever between night and day. Of course, Blizzard didn't invent the word or meaning of twilight so their shouldn't be any worries of copywrite infringement. But the idea is to turn the abandoned world into a twilight world. It would give off a more mystic vibe that would go well with the abandoned world theme.

To pull off this effect, I would make the default settings for this planet a brightness that is neither as bright as day nor as dark as night, but forever in-between. I would also add a pinkish hue to simulate an eternal sunset, where pinkish, redish, and orangish colors abound and reflect off of every surface.

The never-ending twilight can drive your colonists insane and completely knock their internal clocks out of whack. A new unhappiness reason called "twilight sickness" could be added to the pie chart and would be one of the main setbacks for colonizing this planet. It could also be damaging to the colonists. To combat this, the player will have to build structures that combat this new type of threat. These structures include clock towers to help colonists tell time, solar chambers, which help colonists experience light levels similar to a day on earth while providing some entertainment, and sensory deprivation chambers, which simulate night time and increase the colonists IQ(as they have plenty of time to meditate on their thoughts.)

I would keep the earth-like atmosphere level, but I would change the color of sugarcanes to be black and call them shadowstalks(plants on a twilight planet need to be black to absorb as much light as possible in a dimly lit world). you would still get sugar from them though, but they would spread at a much slower pace. The ground would be a bit darker, but still maintain it's texture.

The abandoned buildings could play a helping role in staving off twilight sickness aside from some tourism and entertainment. Once the player reaches a certain tech, they could unlock upgrades to the abandoned buildings that would turn them into fully restored, newer-looking buildings that would function as they once did, staving off twilight sickness.

Of course, there is always the possibility of turning one of the other planets into a twilight planet, or just making a brand new planet for the twilight theme, but I think that the abandoned world could be drastically improved with the ideas that I described above, and it wouldn't take that much to implement either since you already have all of the engine functions and resource images to pull it off.
5y ago
I've mentioned this one before in the ideas forum but I didn't see this forum. The main idea is to create a world that is in a perpetual state of twilight, which could be achieved by using the same methods that the night feature uses, except not as dark, but also not bright enough to consider as day time. The inspiration for this was the Protoss planet Shakuras from the Starcraft series, which is a desert planet with an eternal sunset.

Some of the key points that I mentioned in my previous post were the effects of twilight sickness on colonists, the additional gameplay elements needed to account for twilight sickness, and the creation of a new, slow growing variant of sugarcane, called shadowstalks. You can check it out here:

https://www.ape-apps.com/viewpage.php?p=25865

I originally wanted the abandoned world to become a twilight world, and I also thought that the slow-growing shadowstalks would kill two birds with one stone by prevention an overgrowth. Gameplay for the abandoned world would be the same as it is now, just with much better aesthetics and a much mystic theme.

I also think that those abandoned structures should be more than just tourist attractions, they should have a specific function that pertains to the needs of that particular planet, and restoring them to working order should take a lot of time, research, and resources.

Here are some additional ideas that I've thought of regarding this map:

Shadowstalks could be harvested by crude bots due to the fact that their resinous sap can be refined into oil. This would make them the first resource node to provide different resources depending on which vehicle harvests it.

Stalk farms: These would be a mid-game thing and would provide moderate amounts of sugar and minimal amounts of oil. This would give LIS an advantage in the oil industry as they would have a structure that produces it directly from water instead of pulling from a chain of resources like UE does.

Non-tradable resource: Antidote. This is a later game resource that can be synthesized from shadowstalk venom. Shadowstalks, being in the desert, are like cacti, and they even have spines like cacti, but are slightly faster growing. They've adapted to use the planet's worst features to defend themselves. This means that a sting from a shadowstalk spine will cause or worsen twilight sickness but further confusing internal clocks. However, I don't won't that to be a gameplay feature, what I think antidotes should be used for is reversing twilight sickness. This resource would be used as a simple way to prevent twilight sickness end-game.

Let me know what you think of these ideas and I'll continue to update them when I get more.
5y ago
GammaJack said:A lot of ram using only to make a hard effect is not rrly necesary but the concept is cool just think in big colonies 100k population


Actually, from the perspective of someone who fixes computers and knows how to program games, the twilight effect would not take up ram. We already have day and night, and that doesn't affect ram. In fact, when the map is in the process of switching from day to night, you already experience twilight, but this planet would just stay at that light level forever, which really wouldn't take up any ram at all, or at least any more ram than the day/night feature is already using.

changing the sugarcanes into shadowstalks only requires causing the map to generate shadowstalks instead of sugarcames, so that doesn't take up any more ram than it already does when generating sugarcanes. In fact, having 100 sugarcanes or 100 shadowstalks would take up the same amount of ram, and these shadowstalks would even grow much slower, which would actually reduce the amount of ram and cpu usage needed for the abandoned world.

Now I admit, adding more buildings and another unhappiness and unhealthiness reason would take up more ram, so maybe that aspect could be left out. But I still think that the twilight theme is more than feasible to pull off, and aside from the twilight sickness feature, no extra ram would really be used in order to make this feature a real part of the game, since as I said above, all of the features that would be utilized are already in the game and already taking up their portions of ram.

You have to realize that more changes and features doesn't always mean more ram usage, you could add another element to the game just by using the features that the game is already using, and the resulting ram usage would always be the same. It's when you make changes to the game engine to include more features that the game starts to take up more ram.
5y ago
Sobeirannovaocc said:I like this idea, very original. It would be very different in terms of gameplay from the map types already in the game though, but it's not a concern.
Also, might want to think of an advantage of playing this map, like a resource, or more powerful buildings... I don't know, but for now there's no interest apart from diversity and challenge (which is already great).

I suggest a little thing : solar panels wouldn't work as well as in normal worlds


Solar panels not working well is a great idea. This is not a suggestion for a new planet, it was meant to be a suggestion to give the abandoned world a twilight theme with a few new challenges. The abandoned world gives LIS players earlier access to sugar via sugarcane that any other human world, and tourism via the abandoned buildings, and it needs no terraforming.

But I also said that the abandoned buildings could be upgraded to become fully restored versions of themselves that would function as they once did. They don't have to be strictly for staving off twilight sickness, they could provide any number of advantages once fully restored. I'd like to think that the abandoned buildings could act as healing towers that employ nanobots to heal people as the go about their day. The colonists won't have to go up to the tower, they will just heal as they do their regular routine. These towers should have a reasonable range and I wouldn't make the healing rate too quick or colonists would never starve, even if there was no food or water. I also wouldn't let the effects stack if a colonist is in the range of more than one tower. You could also cause the towers to stop the aging process or even cause older colonists to de-age towards a certain prime age, which would be a specific number in the 20's. If that's not an advantage, then I don't know what is. I know that there is more than one type of abandoned building, so the statue could do something else. Maybe the statue could act as an "ethical" mind control tower that makes colonists think of work as fun and makes them get happier the more they work.

I would think that the tech to unlock these buildings should be the "ancient alien language" tech that already exists in the game. This makes sense, because if you know the language of the people that built the abandoned structures, you will know what that structure was used for and how to restore it. Once a player unlocks this tech, they would be able to build more of these towers on their planet to make sure that they fully cover their colonists. But this should only be a feature for this planet type, and they shouldn't be able to build these on other planets.

This would give the twilight abandoned world a big advantage, because players that colonize this world would have an easier time dealing with things that regularly damage colonists, like fatique, and they would never have to deal with age as long as they've made sure that the towers' ranges cover the entire map. If my idea for the abandoned statue is used, the player would have an easier time providing entertainment. and keeping the colonists happy.

Let me know what you think of that idea.
5y ago
Yes, that's a good advantage :) Not too big, neither negligable.
I find the first usage of the statue as a healing tower better than mind control. I would keep that for reptilians, which already have the propaganda screen.

The tech to unlock it makes sense of course. However it will take a long time to reach it so all in all, such a world would be harder early game but easier end-game. As at first you have to deal with the twilight sickness but when you're developped enough you can deal with it and get the healing stations.

I really like the idea of restoring the abandoned buildings once the tech is unlocked. And make it unique buildings and reproducible of course.
Sobeirannovaocc said:Yes, that's a good advantage :) Not too big, neither negligable.
I find the first usage of the statue as a healing tower better than mind control. I would keep that for reptilians, which already have the propaganda screen.

The tech to unlock it makes sense of course. However it will take a long time to reach it so all in all, such a world would be harder early game but easier end-game. As at first you have to deal with the twilight sickness but when you're developped enough you can deal with it and get the healing stations.

I really like the idea of restoring the abandoned buildings once the tech is unlocked. And make it unique buildings and reproducible of course.


I'm glad you like it. I think that this is a totally feasible feature to add, but it's up to bast of course to decide whether to implement features like this.
5y ago
This are the current planetary and racial ideas that I have. The purpose of this list is to make it easy to find my ideas without having to go to each topic.

Toxic/trash Planet: https://www.ape-apps.com/viewpage.php?p=29285
The Bog: https://www.ape-apps.com/viewpage.php?p=28960
Space Platform/Dyson sphere: https://www.ape-apps.com/viewpage.php?p=28843
Desert/arid : https://www.ape-apps.com/viewpage.php?p=14302
Twilight planet/ twilight idea for abandoned planet: https://www.ape-apps.com/viewpage.php?p=25865
Blast furnace/mercury planet: https://www.ape-apps.com/viewpage.php?p=15239
Blast furnace revamped: https://www.ape-apps.com/viewpage.php?p=30528
Planet Terraformation ideas and venus planet: https://www.ape-apps.com/viewpage.php?p=3932
lava world ideas: https://www.ape-apps.com/viewpage.php?p=12913
Ice World Ideas: https://www.ape-apps.com/viewpage.php?p=14299
Race ideas: https://www.ape-apps.com/viewpage.php?p=5389
water body and sea level ideas: https://www.ape-apps.com/viewpage.php?p=14672
Living Planet: https://www.ape-apps.com/viewpage.php?p=30021
Jungle Planet: https://www.ape-apps.com/viewpage.php?p=33448

Ideas regarding all of the existing planets, and some ideas that apply to all planets, both in existence and those in idea form: https://www.ape-apps.com/viewpage.php?p=29587

I'll continue to add more as I find my older topics or when I create new ones.
5y ago
This topic isn't meant to be a complaint, it's just my ideas of what could be done to improve on the existing planets' designs. I realize that bast isn't working very much on new content and I support that, since what he is doing now is better for the game than making new content. I just figured that I would cover all of the planets for my planet-hub topic. That way people can get my opinion of all the planets.


earthlike Planet specific ideas:

earthlike planet summary: I think that this planet is fine as it is. It's supposed to be a training planet that gives the user the perfect conditions to build a colony, so I think it should be left alone. There are some ideas that I have regarding all planets that also apply to this planet, but I don't have any ideas regarding this specific planet. I do believe that every race should have this planet type so the player can learn to play this race under the best conditions, with the exception of zolarg because they already have a world with the best conditions to grow, their just a harder species to manage overall. reptilians and LIS get the abandoned world, which is earthlike but doesn't have any ore.

Waterworld specific ideas:

Waterworld summary: This planet is really fun to play because you have to be carful how you design your colony layout. I wouldn't chancge anything about this planet and I'm not going to suggest anything because all of the ideas that I have bast is already going to implement soon. There are other ideas that pertain to all planets that apply here, but no specific ideas come to mind when thinking about this planet.

red planet specific ideas:

Red Planet Summary: I really like the simplicity of the map, and I like the laid-back feel that you get when playing it. I also like how quickly it allows you to grow your colony. There is not much more that I would like to see added to this planet aside from the general ideas that I have below that don't apply to any planet. This planet is very well-designed.

red badlands decorations: I think that the red planet map should generate decorations that resemble badlands structures, or weird rock structures that form because wind wears it down into awkward shapes. This should make the map aesthetically pleasing.

generated lake-bed rivers: per the dry lakebed tile idea below, i think that rivers of those tiles should be generated on red planet maps. This allows the red planet to become just like an earthlike planet once terraformed, with rivers that produce infinite amounts of water. It gives the map a more dynamic feel.

Dust storms: These planetwide storms can last for months and would make it more difficult to see your colony. Solar panels would stop working, but you could implement a windmil to take advantage of the storms and it would produce more during these storms than normally. You already have added the ability to block out light by subtracting alpha from an overlaying object to simulate night time. You could create another overlay object for storms and give it a reddish-tan hue. Then just add moving particle affects and wind sounds and your done. These should disappear once the planet is terraformed. There shouldn't be a damage factor to these storms as the dust is too fine to really wear anything down.

Dynamic Terraformation: I think that this planet type specifically could benefit from dynamic terraforming and should be the first to receive such a feature if added since it's one of the most played maps.


Lunar specific ideas:

Lunar Summary: Lunar world is my favorite map because you can jumpstart your colony before you even get your first immigrant. I like the fact that it's terraformable and the regolith challenge is fun as well. There are a few features that could be added to make this world more immersive though.

Jagged rock decos: Since a lunar planet has no atmosphere, it has no wind on it's surface to smooth and erode rocks, so you should see some really jagged rock formations. I think this would add some aesthetics.

craters: I think that large circular patches of darker terrain tiles should exist on the map. These terrain tiles would act the same as lakebed tiles in that they will become water tiles as atmosphere increases. Craters should be random sizes and distances between. I would even have them generate partially off of the map and across region maps to give a very appealing region view. This may might that craters could envelop most or all of some maps, and some maps might get no crater tiles at all, but that's the beauty of it. the player should also have the option to fill in a crater tile or water tile using regolith where they would otherwise use ore on other planets. The player should be able to turn regular tiles into crater tiles as well with the cost of money.

meteor showers: these showers would pummel structures below periodically. Any that land on empty tiles could generate regolith nodes and could have the chance to generate mini-craters that would fill with water upon terraforming, this is why I think we should have the ability to turn crater tiles to regular tiles, and vise versa. The damage from these meteors shouldn't be catastrophic, but it should cause some damage depending on the structure. These meteors should stop once atmosphere is above 1 mil.

Atmosphere leach: Since most planets like the moon aren't big enough to keep an atmosphere forever(there are exceptions), there should be a significant drain on atmosphere that must be compensated for. It could also be a benefit if a colony's atmosphere is too high though. A drain of 5k per minute would be a challenge at first, and you would have to beat that mark in order for condensors to operate.


Forest Planet ideas:

Forest Summary: I don't have much to say about this world, it's pretty straightforward albiet annoying at the start. Not really a big benefit to this world aside from the fact that you don't have to mess with the atmosphere at first until you get bigger. I'd honestly play abandoned before forest any day. Here are some ideas I have in mind though:

Rivers: this should be an addition. Any forest world requires lots of water in order for trees to grow.

mega trees: i think that mega-trees should generate on the map at first and begin to spread. Players could try to preserve these so that they'll have a huge supply later on. Once they they're gone, they're gone.

Asteroid planet ideas:

Asteroid summary:
I like the asteroid world. It's just like lunar, but harder since you don't have alu nodes. I used to play this world back before we had ways to get infinite diamonds. Might take a crack at it again to see how far I get. I have a few ideas regarding this world.

craters: the same concept as the lunar planet.

meteor showers: the same concept as lunar planet

Extreme atmosphere leech: asteroids are definately not large enough to keep an atmosphere for long. Because of this, they are drained by 50k per minute. 100 minutes is all it takes for an earthlike atmosphere level to drop to 0. Major benefit later in the game though when atmosphere is increased rapidly by pollution.

Awkward rotation: An asteroid has a very randomized shape in real life. it can be elongated, flat, and even spherical. Because of this, days and nights on this planet last for random times. Short nights lower colonist energy. Short days reduce happiness. long nights can increase colonist energy and long days can raise happiness. This amount increased or decreased would only apply if the length of a night or day goes past the minimum or maximum limits. if a limit is exceeded, the same amount of energy or hapiness is taken away or given, no matter how far past the limit a day or night is.

Abandoned World Ideas:

Abandoned Summary: I really like the abandoned world map, but my idea for a twilight themed abandoned world would add a mystic and ancient feel to the map. I'd like to see a much darker themed map than the light and cheery theme that it has now.

Rivers: aside form the twilight idea I would love to see rivers on this map.

Ice planet ideas:

Ice summary: I like the ice planet because it's a challenge to get through the crystalline bottleneck. I do have some ideas though:

glacial/ crystal decos: a slew of icy/crystalline decorations would look good for this planet.

unstable melting: When you heat up an ice planet, there's no telling where the oceans and rivers will form and where the actual land will be. Ice melts very unpredictably, so there should be no indication as to whether each tile is a lakebed or regular tile, but they should both still be there and have the same texture. It should be set up to where rivers will form as if randomly and instantly. This would be part of the real-life challenges of terraforming an ice planet, so would make sense here. Sometimes your colony gets destroyed just like in lava world, sometimes you get lucky.

Underwater crystal farm: This new building would need to straddle water and land and would be four-way rotatable so it can be placed in any orientation as long as the front 4 tiles are on water and the back 2 squares are on land. It is a 3x2 structure, and it consumes moderate amounts of water, crystalline, and alcohol to constantly produce large amounts of crystalline. The concept behind it is that some crystals grow faster in a water solution with the nutrients it needs to grow. Water also allows the crystals to grow much larger because gravity is much weaker in water as we all know. The fact that the structure would have to straddle land and water means that the planet will need to terraformed before a player can place on of these and get rid of their green crystals.

desert world:

desert summary: I don't have much to say about this map, haven't played reptilians that much. I do think that it could use some aesthetics though, just one flat plane of land is nothing to get all excited about. But here are some of the ideas that I have:

Yellow badlands decos: weird yellow rock forms, crackly ground, rough patches, and some shrubbery and cacti. These should randomly dot the landscape and would really up the aesthetics on this map.

Tar(oil) pits: instead of water flowing through the map, tar pits would give it a more desert feel, as you find these pits naturally in deserts. just like rivers on the earthlike planet yield infinite water, these pits should yield infinite oil. The major downfall with this benefit is that you need workers to collect the oil, and that can be pretty tedious and may slow down performance.

raise the atmosphere: Since deserts are supposed to be hot, we should raise the atmosphere to above earthlike. This also corrosponds to my thermal idea below. In addition to this, I would recommend adding a fully terraformed stage where atmosphere is reduce to between 5 mil and 15 mil. I'm not saying that deserts don't exist when atmosphere is at perfect levels because the saharrah wouldn't exist if that were true. It's just that since bast still hasn't added any thermal or moisture level factors to terraforming, I thought that lowering the atmosphere was good enough to simulate raising the moisture level and lowering thermal levels to make the planet cooler and wetter.

dry-lakebed tiles: I think that the dry lakebed tile idea would particularly help this planet as once it is terraformed from dessert to earthlike, you'll have rivers flowing through the landscape.
Sandstorms: Not to be confused with dust storms, the storms are much shorter, yet can be devastating to colonists and buildings. These storms should cause colonist sickness, slow down movement, and accelerate the decay of structures by a certain amount for the duration of the storm. Depending on the direction of the storm, walls placed on the map will block the storm from getting into your cities. It's best to surround your cities with walls so that you get as little exposure to the storms as possible, just an extra challenge. These storms should cease once atmosphere is reduced to earthlike and life is brought back to the planet.

Lava planet ideas:

lava summary: I liked this planet at one point, but I think it's rather pointless to play being that it doesn't have an end-goal and you're colony is never safe no matter how far down the atmosphere goes. My list of lava ideas on my planet hub topic should cover all of the ideas that I have for this planet, and they all still stand.

Fissure vents: These gigantic cracks in the planet spew forth ash and toxic gas into the atmosphere. Because of this, atmosphere is increased by 2 thousand atmosphere a minute, even if the atmosphere is reduced to between 5 and 15 mil, atmosphere will still pile up, requiring you to build more buildings that use up atmosphere to balance it out. The only thing that would need to be added is a passive loop that continuously counts down 60 seconds and then adds 2k to the atmosphere number value. Good luck terraforming this planet.

ideas for all existing planets:

Dry Lakebed Tiles: I've suggested this a few times, but basically dry lakebed tiles should replace water tiles in low and high atmosphere planets. These tiles can be built on, but watch out, because when atmosphere goes over 250k or falls under 30 million, these tiles will turn to water and any buildings on them will be destroyed. There should be an apparent difference in color shade or texture between regular tiles and the dry lakebed tiles. remaning Ice deposits should also turn into water deposits at the same atmosphere level.

Dynamic terraforming: I've mentioned this a couple of times too. It's simple, if atmosphere goes too low, the terraformed planet becomes barren, just as if it were a red or lunar planet; if atmosphere goes too high, then the planet becomes hotter, becoming first a dessert and then eventually a lava planet, with all the eruptions and lava spreading we know and love. . I also think that atmosphere requirements for all atmosphere stages for region games should be multiplied by the number of tiles on a region. This gives the player a longer playthrough and also encourages them to develop cities on every tile. I think that downside is worth it and it would be a fun challenge to work towards. I think that aside from the tiles changing texture, trees should generate across the map on empty space once atmosphere either rises past 5 mil or falls past 15 mil. I also think they should disappear while outside of those ranges.

Thermal factor: I feel like there should be some sort of challenge regarding keeping your colonists at a good temperature. Perhaps you could add a meter in statistics that indicates thermal level of the entire colony. Too hot or cold and your colonists will become sick and loose energy and hapiness. An earthlike planet, or any planet that's been terraformed to between 5 mil and 15 mil, will not affect the meter at least, but too much atmosphere and the meter will start to go up and too little atmosphere will start to subtract heat from the meter. You should be able to build coolers or heaters to supplement the loss or gain of temperature. Currently most planets start out at no atmosphere, which means that they will start out cold. Lava is the only planet that would add the the thermal meter at this time but I think that the desert type planet should have high atmosphere so it can add to the meter.

Regions acting as mc campaigns: Now, some people would disagree with me on this, but I think it's totally fair to call region mode and sort of "campaign mode." This is because with regions, you get a longer playthrough and it takes longer for you to develop the space given to you. I also think it's fair that region mode requires premium, as most well-developed apps offer a free trial(single map mode) and full version with campaign mode(region mode). Some of yall might disagree. but here are the main ideas that I have in mind:
- design random mandatory goals to have a chance to pop up for each tile a map occupies that grant the player money, research. civics, happiness, or other resources, kind of like quests. But these would be more like story-line quests. a medium map would contain four of these quests. These should take a decent amount of time to complete and should make the game progress slower.
- design smaller optional side-quests that pop up randomly occasionally and grant smaller bonuses.
- each tech should require a certain number of complete story-line quests before being unlocked, even if you have enough research. There would be only one quest per tile so this would encourage players to develop all the tiles to complete all of the available story quests.
-Make individual map progression depend on the completion of story quests. For instance, you can add a population cap that unlocks after the quest is complete, and for medium maps with four quests, you could increase the cap in increments to allow the player to develop further after each quest, but not indefinitely until all quests are complete.

Overall I think that these ideas for campaign mode should add a very interesting element to regions mode and would make it more worthwhile and entertaining to play and a player might be entertained for a very long time before becoming bored.




But anyway, those are my ideas. I wanted to go over each planet so that everything was covered in my planethub topic. I'll paste this link so yall can access it easily. Let me know what you think and which ideas you like/dislike.
5y ago
Hello guys!

Here, may I present the icons created for the factions of My Colony Univere.
I'll also propose a few ideas for minor factions.

Let's begin with the major 4 civilizations in My Colony!


United Earth
The United Earth has brought the human civilization into another golden age since they are founded in 2050s, they are ambitious to expand their frontiers beyond the limits, through extensive colonization projects (While controlling their colonies with an iron fist). The Light of Prosperity and Globe of Unity of their emblem reflects their core values promoting order and prosperity.



League of Independent States (LIS)
The LIS is a new nation which broke away from United Earth after the Human Civil War, who upholds liberal values and fairness. Although they are facing various 'sanctions' from United Earth that has been largely limited their development, they made to have their own way to create their own opportunities in the vast Milky Way galaxy. The Cross of Liberty shall lead them to the crossroads of new possibilities and hope.



Zolarg Empire
The Zolarg Empire is a young insectoid empire dedicated to revive the Bouwland insectoid civilization and free their brothers and sisters from Alpha Draconian slavery. They have been conducting interstellar colonization and forming diplomatic alliances in recent years, to accumulate their strength for confronting their enemy Alpha Draconians and avenge for their ancestors. The face of their great Emperor Zolarg is a symbol of courage and power among the insectoids.



Alpha Draconians (...not sure if the emblem is sutible for)
The Alpha Draconians is an old reptilian empire who once had absolute galactic dominance in the Milky Way galaxy, they inherited most of the advanced technologies of the Ancients. Despite their recent decline, they are still a superpower in the Milky Way galaxy, and they are actively attempt to strengthen their supremacy.




Here are the emblems for minor factions (fan ideas):


New Galactic Empire/Imperialists
A new 'Empire' founded on territories in center of Milky Way galaxy that were once under Alpha Draconian control, aimed to restore the Galactic Empire of which ruled by the Ancients. Although this is (presumed) just a small organization owning only a small territory, however, the scale of their influence spread is unprecedented. There are rumors saying that their operatives were everywhere.



Outer Rim City-State Alliance (ORCA)
The scattered, independent civilizations and city states at the outer rims of the galaxy are often ignored or neglected by those closer to the central regions. Unable to rely on other major factions of the Milky Way galaxy, these scattered planetary governments instead formed an alliance between themselves, not only for seeking true mutual cooperation, but also to follow the trend of this galactic era.



Atlanian Kingdoms
The Atlanians is an aquatic, civilized race with a certain extent of interstellar influence, their kingdoms spread across oceanic planets in the Milky Way galaxy. Pretty well known for their meticulous culture and manners. Their conflict non-involvement and non-aggression policy rendered them as one of the most neutral factions at most times.



Twilight Syndicate
There are countless people who spend most of their lifetime straying in space, most of them are mercenaries and freelancers, or roaming raiders looking for bounty. The largest group of these space strayers being the Twilight Syndicate. The Syndicate represents a rebellion against the galactic imperialism ("Let the sun set!"), though, sometimes they would 'cooperate' with the major factions whom compete for galactic supremacy.


Hopefully you'll like it!
bastecklein said:Also @GeneralWadaling - did you have ideas regarding the different factions posted somewhere? I see you have TS, PT, NGE, AK, but I do not remember what they stand for.

They represents:
Twilight Syndicate (TS),
Pharan Tribes (PT),
Neo Galactic Empire (NGE),
and Atlanian Kingdoms (AK) respectively.

Twilight Syndicate is an organization that secretly running many illegal operations, you can say that is an criminal group. The main feature is oriental architecture.

Pharan Tribes was designed to be an alien civilization that witnessed the vanishing of the Ancients, but their civilization had been declining for many years in millenniums of internal conflicts. Not quite related, but their HQ design could be something for Brotherhood of Polaris.

Neo Galactic Empire is basically related to the Galactic Emperor in MC1 (That one in AD gift message). But it is far from official establishment, if the time setting is before the Human Civil War/LIS War. So this faction is not involved lol.

Atlanian Kingdoms is an aquatic alien civilization that keeps itself far away from conflicts under their neutrality and pacifist policy. You can say, Switzerland but that is alien version. I'm sure they won't interfere the business between humans, so you can neglect this faction. The architecture is Roman-Greek styled.
@GammaJack, please explain why you voted no.
5y ago
A lot of ram using only to make a hard effect is not rrly necesary but the concept is cool just think in big colonies 100k population
5y ago
That maybe rigth still is a nice idea
5y ago
I like this idea, very original. It would be very different in terms of gameplay from the map types already in the game though, but it's not a concern.
Also, might want to think of an advantage of playing this map, like a resource, or more powerful buildings... I don't know, but for now there's no interest apart from diversity and challenge (which is already great).

I suggest a little thing : solar panels wouldn't work as well as in normal worlds
GammaJack said:That maybe rigth still is a nice idea


Thanks :)
5y ago
Actually, I have an idea that might be worthwhile regarding map-editing for Colony wars.

You said that this is a different engine altogether. But would it be easy to implement a map-editer, kind of like the map editor that Starcraft 1 and 2 have. Here are some things that I think it should provide the creator with:

- The ability to add different textures, paths, and terrains(highlands, lowlands, water, ramps, and cliffs) would be an obvious requirement, along with a good variety of deco objects that give aesthetics to the battlefield.
-the map-editor should have multiple planetary themes that a creator can choose from. These themes would have a different set of terrains and decorations. (some examples of themes are icy, earth-like, dessert, volcanic, tropical/water-world, lunar, red planet, asteroid, twilight, indoor map/facility/substructure, space platform, etc.).
- The creator would also need to be able to choose where they want to add resource nodes.
- The ability to choose team starting points and how many teams can play the map.
- The ability to place individual vehicles, airships, and units and choose each unit's team and current status(health and energy levels).
- The ability to create unique sitations with the use of triggers. This would take a lot of time and effort to create. But it would allow players to create different scenarios and even minigames that other players could try, which also leads me to the next bullet.
- You would also need a section on the menu of colony wars that would allow a player to pick a custom map to play on, which is probably already implemented for maps that you've already created, but there should be a separate list for maps uploaded by the players.

I think that all of these features would be good for the game because it enables the players to do a lot of your work for you in regards to creating content that would keep players entertained. In fact, you would be able to use this editor as well instead of hard-coding each map, and this is especially useful if you want to add a campaign for all four of the current factions. Or you could also rely on players to create those maps as well with this feature.

Let me know what you think.
5y ago
Just a quick update. Bast has added several of the features that have been talked about here. The dark terrain, the pinkish hue, and the fact that the map stays at the same light level forever were ideas that were discussed here, Very grateful. I was very surprised by the new resource, ether, and I look forward to being able to use ether while playing as an LIS region colony.

I'm not complaining at all, I'm happy with the changes that were made, but I still think there's a few things that could use some refining with this world, although I realize that bast will have probably spent tons of time on this planet already once he finishes giving LIS and Xolarg access to ether, so he may have to move on to another planet or engine change after fully implementing ether.

- first of all, I think that the trees and sugarcanes stand out a bit too much in the darker pinkish themed world of awesomeness that is now the abandoned world. Maybe on this world they've adapted to absorb and feed off of ether from the ground, and have taken on the same color and glowing affect as the ether around them. Would be a very cool effect if plants emitted light.

-second, I think that those abandoned buildings should have some sort of important purpose, at least more than just tourism and moneymaking. The healing and immortality effects could come into play here, although you could probably come up with many powerful benefits that they could have. You could also have them consume ether continuously in order to keep producing whatever benefit they would be giving. Perhaps the ether was there all along and the ancients died after building structures that could utilize it. I'll leave the thinking on that one up to bast.

Anyway, that's all the ranting i have for this change, really enjoying playing on this world.
5y ago
HELLO COMMANDERS!
I just had an amazing discussion with @Luker124 about what will happen in Colony Wars.
Here, I'm presenting the ideas about the story of Colony Wars, involving all 4 civilizations.

Pre-War
In the vast Milky Way Galaxy, lies 3 great civilizations - The Humans, the Insectoids, and the Reptilians.

Humans are the new rising galactic power - The establishment of United Earth government changed everything. The rebirth of humanity from the disastrous failure, with all the humans together. Making achievements beyond what Roman Empire had, the extensive colonization has brought new unimagined opportunities and prosperity.
However, the corruption does not disappear as the dawn of a new era shines on the humans - the desire of the powerful politicians are endless. Further tightened security policy on member colonies, unreasonably heavy taxations, and even legitimating exploitation of labour, all these are just for benefiting those with power, at the cost of those powerless, and breaking their promise of a free and fair society (though the promise had always been a lie since the beginning).
Ruled by a corrupt government, with no will to reform, more and more people of this new commonwealth, especially from the lower classes and colonies, were not happy with this situation. With some of them having strong anti-commonwealth sentiment and advocating overthrowing the General Assembly through revolting against.
The General Assembly, of course, were always prepared to suppress resistance in their colonies using their proud Space Marines, and always actively search and destroy any hidden insurgents in their vast commonwealth. Despite their efforts, the opposition was not silenced, it was growing stronger and stronger, under the support of an organisation they had not discovered yet - LIS.
Meanwhile, with their neglecting attitude on galactic politics, they were not aware that another new threat from afar had already been approaching them.


League of Independent States, abbreviated as LIS, had been working in the shadows for decades, waiting and preparing for a best chance starting a decisive independence war, to free people from tyranny under the United Earth General Assembly.
There was not yet any concrete information about where and when this organisation was founded. Only one thing is surely correct about them - Where people suffer, where they are, and they're here to resist tyranny.
Despite United Earth government already expecting there would be ‘insurgents’, however, their influence were far beyond than they expected, especially in colonies with strong opinions opposing policies of United Earth - LIS influence grew through means of secret propagandas, cooperation with black markets, and even providing planning support to anti-commonwealth activities.
Unlike United Earth, they were aware of the importance of galactic diplomacy, they understood they were not able to fight Space Marines without sufficient external support, even having thousands and millions of militias ready to fight. They had one potent choice, known from the black market intel - Zolarg Empire, which LIS recently established contact with them.

The Insectoid Empire of Zolarg, or simply Zolarg Empire, was also a recent rising power. Once enslaved by Alpha Draconians, they revolted against slavery a century ago and retrieved their civilization from the hands of Reptilians, under the leadership of their wise and brave leader - Emperor Zolarg.
Emperor Zolarg is eager to develop their civilization to a new level, for restoring the dignity of their race, and stop the history of being conquered by anybody else. Through their agricultural knowledge from their ancestors, industrial knowledge stolen from Alpha Draconians, and their own newly pioneered bioengineering, their hard power had been thousand times stronger than the beginning. In the same time, the social and cultural development of the Empire had reached new heights, with ancient religious traditions and technological advancements coexisting in harmony (except the use of… ‘soulless’ robots still under debate), and a successful communal society for large populations.
The new page of Insectoid history was indeed glorious, but not easy. Even they successfully set foot to become a supernova of galactic power, it did not mean Alpha Draconians won't take their revenge someday, sooner or later, and also most of their brothers still not freed from slavery. Their primary mission was still further strengthening their national power, and if possible, finding an ally, in order to fight against the almost all-powerful Alpha Draconians.

The Reptilian Empire of Alpha Draconians, or more referred to as Alpha Draconians, is an old warlike civilization with a strong national pride, that existed longer than other civilizations in the Milky Way Galaxy before The Ancients (that disappeared for unknown reasons). One of their possible origins was they were migrant Reptilians from another galaxy, as told in their historical documents.
Alpha Draconians had vast territories in the Galaxy obtained from conquests and annexation, but their name was not well known in the galaxy - Due to their secret style of ruling. Only some powerful political figures, and those under direct rule, know about their existence. Their spies and covert agents widespread across the Galaxy, watching over people, controlling propagandas, delivering absolute orders to their puppet governments, and assassinating any opposition or disobeyed, everything were under the will of the Inner Circle of Lords, and the supreme leader Overlord.
Not just having a strong secret influence, most of their national power are unmatched. Having the most superior technologies, sophisticated industrial machines, most educated elites and a ruthless robot army (that is especially feared by the Zolarg Empire). What are these national powers being built on? The effort of others - slaves, tributes and stealing.
The old empire might still look well, but with more and more problems rising within. Since the Insectoid Uprising and establishment of the Zolarg Empire, they are losing more cities and slaves, shaking their economy and national pride to their foundations. With economy performance dropping year by year, and the core Reptilian society began questioning the ‘invincibility’ of the empire, the Overlord had been facing heavy pressure. Meanwhile, another political crisis was emerging between the Inner Circle and the Overlord - the competition for the throne of absolute power.
Overlord, eager to strengthen his power, planned to begin another conquest, to search for manpower and resources, and, of course, attempt to prove Alpha Draconians was still invincible. And their eyes were set on a civilization - Humans. At the blink of a civil war, and having a corrupt government, a perfect target for Alpha Draconians to secretly intervene, disrupt, and ultimately, conquer them with the might of war machines once they were exhausted fighting.


The Beginning of the War - Terra Nova Incident
Coincidentally, both LIS and Alpha Draconians were looking for a good chance to start a war, but for different aims, different ways, and they had no connections.
The tension between human colony Terra Nova and the United Earth General Assembly had created an opportunity for them.
Terra Nova was a colony under United Earth, yet with the presence of LIS. People of Terra Nova, from workers to their governor, agreed that the United Earth government was too corrupted to rule them, decided to take action in a non violent way, becoming the first colony ever to refuse paying tax to the General Assembly.
Alpha Draconians understood what LIS was trying to do - try to provoke United Earth to take the strongest military actions ever against their people, to be a reasonable excuse to start the war. To ‘accomodate’ the needs of LIS and make progress on Overlord's plan, Alpha Draconian covert agents in the General Assembly began their covert operations, paving path to the military actions step by step, through persuading works, blackmailing and misinformation campaigns. An embargo was first being passed in 4 days, and then a blockade was passed a week later. And after 3 months of ‘debate’ and ‘arguments’, and the ‘Friday Coup’ (controlled by Alpha Draconian agent) happened within the period that caused the cleanse campaign on the opposition party, a decisive pass was made on the decision taking violent military actions against Terra Nova, ‘without’ any objections, leading to the Terra Nova Incident.

The dispatch of Space Marines 35th Regiment (SM35) had angered hundreds of colonies, and people of Terra Nova as well. Things had progressed as LIS wished, they began rallying up resistance fighters in the hideouts in Terra Nova, preparing for their final phase to begin the first phase of war - a surprise attack.
Without much resistance, SM35 occupied Terra Nova under the lead of Colonel Harold Franklin. Soon Space Marines recognised they were in a weird situation - Terra Nova did not strongly resist at all as they arrived. However, it was too late. Just a few minutes after they had noticed that, LIS militias led by a militia officer Admiral Beuford P. Tots ambushed all major forces of SM35 at every street and alleys of the city, causing heavy loss of well-equipped marines. At the same time, LIS revealed themselves in the public for the first time, declaring war on United Earth - marked the beginning of the Human Civil War.
Very soon United Earth's forces retreated from Terra Nova, leaving the colony under LIS control. LIS declared independence of this colony a day after, renamed it Independent State. This city was the command centre of LIS throughout the war, which will be the capital city of LIS after the war.


Early Human Civil War
The United Earth Security Council was in a big chaos after the Terra Nova Incident - unexpectedly attacked by an enemy and almost lost the entire SM35, and little the Security Council knew about LIS. Even though garrisons and national guards were immediately told to prepare and mobilize to respond any possible LIS attacks, however, still not able to stop LIS - either fighting at broken morale or without enough time for full preparations - Since they had no idea where LIS forces would start their attack, and these rebels were well prepared already.
LIS, taking this advantage, launched a series of scattered yet successful attacks in neighbouring systems. Just within the first two weeks of the war, United Earth lost 15 colonies, 45 main trade routes or supplies, and countless soldiers either captured or killed.
However, LIS did not have the upper hand for long - especially after the original Security Council Chairman, Bofors Kaiserton, was replaced by an experienced Marshal called Bradley R. Johnson. The Security Council was soon reorganized by Bradley to stabilise the mess, launched propaganda campaigns to restore the morale of United Earth forces, and began studying the tactics of LIS forces, which the studies could had begun at the first day of war, but got delayed to 5 days later (day 6), due to Bofors unable to stabilise the chaos.
Around 3 weeks later, under the coordination of the Security Council, LIS began losing their ambush advantage, due to their patterns being tracked by Security Council and United Earth forces began being able to predominate the battlegrounds before LIS did so, forcing LIS forces to fight against United Earth forces directly. The Battle of Ferris Mountains on day 37 was a major defeat for LIS, which the local United Earth garrison of Ferris Mountains, instead of being ambushed, baited LIS forces to their doom. The next day (day 38), LIS changed their general combat tactics from sneak-and-attack based to direct confrontation based. Since that battle the loss of United Earth was stabilized at a lower rate. The civil war reached the second stage, the period when major battles were fought.


Mid Human Civil War
Despite losing early advantages, with the introduction of newer weapons and black market technologies LIS forces were still able to maintain their offensive pose in the war for a while, still surprising United Earth forces, in various battles pushing their front straight towards the Solar System.
The most well known new weapon LIS introduced during the war was the Apollo-3500 Beam Emitter, which were equipped by their heavy infantries and installed on specially designed combat vehicles, the weapon itself is able to melt most armour into slags by emitting high energy beams. They caused large troubles to traditional armoured combat vehicles, especially proven in the Battle of Harbinger Greenlands (which led to United Earth giving up the Ares-4 System) that the 196 th Armour Regiment of United Earth experienced a brutal defeat under devastating laser fire of 44F Laser Battalion and 44G Laser Battalion of LIS.
Another major battle featuring LIS new weaponry was the Siege of New Paris that lasted for 15 days. The introduction of Javelin-E ‘Incognito’ Missiles in the last day (though a bit too late) decisively ended the battle, these missiles were designed not interceptable by AEGIS Theater Missile Defense System used by United Earth and successfully breached the fortifications of New Paris Citadel in an almost effortless way.
Meanwhile, 49 more colonies revolted against United Earth rule under LIS support, providing minor battlefronts for LIS to push forward further into United Earth territory.
Amount of LIS territory occupied reached a peak on day 59, which over one-fifth of United Earth territory was taken over.
The offensive pose of LIS lasted until United Earth, though later, also began introducing (a limited number of) experimental weapons into the battles, and the return of Space Marines Corps with upgraded equipment, reorganization and replenished manpower. From that time on, the tide of war had changed favouring United Earth, they began pushing LIS back.
Just 2 days after New Paris was occupied by LIS, this city was back in the hands of United Earth, under the strong firepower of Space Marines 12th Regiment, and LIS forces here were still too tired to fight. After the Second Battle of New Paris on day 73, LIS lost a large proportion of major forces and the overall offensive formation breached. In later times, LIS major forces were defeated one by one, setting LIS forces back quickly.
With that moment the situation largely disfavored them, LIS decided to take a risky move - Reveal and use their secret weapon stationed in New Bavaria, either to devastate United Earth capital city that would put United Earth into mess again, or at least buy some time to find a foreign ally.
The risky move was well known as the ‘Interstellar Missile Crisis’ event. On day 88, LIS broadcasted a message through hijacking the communication hub in Coloniae Leon, threatening they had a secret mass destruction weapon that could never be intercepted once launched, and its range could cover all United Earth territories - Interstellar Warp-Speed Missile (IWSM) with Disaster Warheads derived from Instant Terraforming Bomb Project data found in occupied government labs. And, the first missile, to be launched within 24 hours, would fly straight to the capital city of United Earth - planet Earth.
United Earth offensive operations were halted due to the short chaos caused by the seemed inevitable threat. The United Earth Security Council soon ordered the search for their missile base as the countdown had begun. 7 hours later they located the missile base, and 9 hours later Space Marines 2th Division arrived in New Bavaria. The battle in New Bavaria lasted for 7 hours, at the last hour the missile base was captured, with most of the IWSMs destroyed at the site immediately.
LIS did not waste the time by sacrificing their secret weapons. During the Crisis, LIS secretly contacted the Zolarg Empire and shortly reached an alliance agreement with them - for their common pursuit of freedom and liberating people from suffering, and they needed each other. The entry of the Zolarg Empire would bring the war to the third stage, the time when things had been becoming more complicated than just a civil war between Humans.
What about Alpha Draconians? The Overlord was pleased by the situation so far, the plan had been successful. While humans were busy killing each other, the Overlord ordered mobilizing their robot armies into the back of United Earth territory through means of secret portals prepared by covert agents. While Alpha Draconians were making preparations for the takeover plan, one thing the Overlord was not expected to, and not knowing would happen - the Zolarg Empire, their nemesis, would interfere with the war very soon. On the other hand, the political enemies from the Inner Circle, were scheming a plan to pull Overlord off his throne.


More Than Just a Civil War
Just when people of United Earth thought the war would be over soon with the defeat of LIS. 8 days after the Interstellar Missile Crisis (day 96), the Zolarg Empire declared war on United Earth, in the name of helping their allies - LIS, and officially began mobilizing their troops to the borders of United Earth.
War from another civilization put the United Earth under mass panic. Not just because the war that was supposed to end soon would become even longer, such a scale of invasion from another civilization of a different race was something humanity never had experienced.
Zolarg forces flanked United Earth from the other side, putting United Earth in an unfavorable situation - A war of two fronts. The back of the United Earth was left underdefended (not undefended) due to major forces being put into LIS fronts, leaving the borders only garrisoned with only a small number of troops. Even though the Security Council ordered splitting the troops to the borders in order to stop the Zolarg offensive, the border defenses were breached faster than imagined, garrisons were unable to hold the line before reinforcements had arrived. When the reinforcements reached the Zolarg fronts, a couple of cities and colonies had already been occupied by the new enemy.
At first United Earth forces on the Zolarg fronts attempted to make quick offensives against Zolarg forces in order to re-concentrate on LIS again. However, after a few offensives they found Zolarg forces were difficult to remove - Everytime an Insectoid base was ‘removed’, a new base was rebuilt quickly and pumping out loads of new troops as nothing had happened. Later they found out it was due to the Insectoids established complicated yet useful subterranean tunnel networks that allowed rapid reinforcement on the planets, with entrances hard to be detected using traditional sensors. United Earth troops on Zolarg fronts quickly changed their tactics to mainly defensive with very minimal offensive progress, until their sappers were equipped with new tunnel sensors they began able to retake some territories.
Meanwhile on the LIS fronts. Thanks to the Zolarg Empire entry into war, LIS now faced much less pressure from United Earth forces. Now they were able to at least sustain their defensive lines. After their IWPM were modified to smaller missiles and cheaper designs and put under use, they were able to make small offensive progress for a few days, still threatening some of the strategic locations of United Earth. However, the LIS fronts fell into a stalemate for the rest of time.
The unexpected news of the Zolarg Empire's intervention in the Human Civil War delivered to Alpha Draconians. Overlord was not informed about that until 6 days after the entry of the Zolarg Empire into the war - his political enemies from the Inner Circle controlled information flow in Overlord’s chamber through bribing the Imperial Informats (internal messengers of Overlord’s Chamber). The Overlord, knowing schemed by his political enemies, was angered, but also worried about his plans to secure his position in the throne. The Zolarg fronts in United Earth was exactly the location where the secret mobilization concentrated at. At this rate, his great plan would fail easily if the troops were discovered by either humans or insectoids, and it was just a matter of time, sooner or later.
With his ominous worries, the Overlord assigned extra supervisors into the Ministry of Expedition in order to secure his control on the conquest of the human race. However the Inner Circle had an upper hand - the Ministry had already been hijacked by their covert agents. The newly assigned supervisors of Overlord were soon silenced and puppeted by the Inner Circle.
The Lords of Inner Circle now had control of the Overlord’s expeditionary forces in United Earth - With just a slight attention created by the expeditionary forces to let Zolarg forces to notice, it was enough to ruin the plans of the Overlord, to further destroy his reputation, and ultimately pulling him off the throne.


The Incident that Changed the War - Barracuda Blues Events
On day 165 of the war, an event took place on colony Barracuda Blues, a colony lying behind the Zolarg fronts, inside the territories of United Earth. This incident had changed the entire war - from confrontations between mainly United Earth and LIS, to a war that 3 civilizations together defending against Alpha Draconian invasion.
Just within a night, the base on Barracuda Blues disappeared, with remains of weared-off tank armour and charred grounds indicating there was combat. The only thing left was reports about unknown alien contact of hostile inorganic objects and strong energy sources detected by base on neighbouring planets. The United Earth Security Council received the reports 8 hours after the incident had taken place. A global investigation on Barracuda Blues was ordered 2 hours later.
4 days after the investigation had launched, inspectors reported an unimaginable discovery - a hidden facility, camouflaged by cutting-edge field generators of unknown origin, full of unidentified machines in dormant status, and a colossal device suspected to be a long range stargate portal that was the origin of energy detected.
Informed about such discovery, the United Earth Security Council (cautiously) saw that as an opportunity to obtain superior military technologies that could help break the stalemate of the war. Scientist teams and more military staff were sent to the site for further secret investigation.
Despite the news being a secret, the information about such ‘discovery’ had reached the ears of LIS, their hackers intercepted the intel. The intel was shared to forces of the Zolarg Empire, in order to figure out what it was.
Zolarg forces seemed to know something - Just a couple of hours later LIS received replies from the Zolarg Empire, about warnings of a common threat from the other side of the Milky Way Galaxy had infiltrated into human civilization - Alpha Draconians. The Zolarg Empire had also sent a similar message to United Earth, and demanded evacuating the investigation site and destroying it as soon as possible.
The United Earth Security Council, at first, did not take the warning seriously, suspecting it was just a deception from both LIS and Zolarg Empire, trying to prevent United Earth from obtaining technologies that could help them win the war. Later events proved them wrong - 2 days later, the site was under attack - not by LIS, not by Zolarg Empire, but those unidentified machines they were supposed investigating. The machines were suddenly animated, hovered into the air, and revealed what they were - war machines, with the emblem of Alpha Draconians. Almost all staff at the site were killed in the matter of minutes, only a group of soldiers managed to escape, and reported their terrible story (with solid evidence recorded) to the Security Council.
Heard of such an event taking place, and reconsidering warnings from the Zolarg Empire, the Security Council decided to have the big issue discussed in the General Assembly, hopefully they could recognise the dangerous situation they were in.
Meanwhile, LIS and Zolarg Empire had also begun their search for Alpha Draconian existence within their occupation zones, and counter-ops against Alpha Draconian influence.
Under a common threat that could not be repelled with the power of a nation, three participant nations of this civil war held a close-door summit on day 178 in an United Earth city Neo Floridas under maximum security measures. On the next day, all leaders of the military came to an agreement - a ceasefire treaty that put a pause on the civil war, and a temporary alliance pact - known as ‘Delta Alliance’ by humans - that would last until the Alpha Draconians were repelled.
Exposures of Alpha Draconian expeditionary forces and the formation of a temporary alliance were quickly reported to Overlord by the covert agents within the United Earth General Assembly. Shocked to know his plan had gone wrong, the Overlord, immediately contacted his supervisors in the Ministry of Expedition. Without any response, the Overlord understood what had happened - His plan had been hijacked by the Inner Circle.
Indeed, the exposure of expeditionary forces in Barracuda Blues was the order of the Inner Circle, through the Ministry of Expedition which was under their control.
The Inner Circle also received reports of their successful sabotage on the Overlord’s plan. With now they knew the Overlord was in trouble, they began spreading the scandals of the Overlord ‘might even be unable to conquer a lesser civilization’, to cut down Overlord’s support from core Reptilian society. Now, with the information of this invasion leaked to both humans and Insectoids, and further pressured by the scandals, the Overlord had only one choice left for the invasion plan - launch the attacks immediately.


Alpha Draconian Invasion
On day 186, the day known as the ‘Invasion Day’, the remaining dormant expeditionary forces of Alpha Draconians inside human territory were activated under the orders of the Overlord himself, launched the Invasion of Humans, beginning from Barracuda Blues where their forces and one of their main portals were exposed.
The Allies were prepared, they had located and destroyed a few hidden Alpha Draconian facilities, and shared any intelligence known about Alpha Draconians. Yet were not on the upper hand. The cutting-edge war machines of Alpha Draconians was not something humans were able to deal with easily, the superior armour strength and stealth capabilities of Alpha Draconian forces had caused some significant loss of Allied forces.
On the other hand, Overlord tried to keep Zolarg Empire forces outside the war theater of human territory as first priority, preventing the Zolarg Empire from assisting humans with their intelligence and troops. Alpha Draconians inserted blockade fleets in neutral zones between the Zolarg Empire and United Earth, as well began rallying troops at Zolarg borders. The Zolarg Empire not just had difficulty helping humans defending against the invasion as their forces in United Earth were encircled, intensified conflicts and battles at Alpha Draconian borders were something they had to put more focus onto.
The invasion broke out from the inside spread like wildfire in human territory as the Zolarg Empire was not able to provide assistance. Just within a week, Alpha Draconian presence was reported in all human territories (in terms of before the civil war broke out). 58% of original human territories were occupied by Alpha Draconians within a week, mainly the areas around the Zolarg fronts.
Humans had no chances of counter strike at this moment, as the Overlord predicted. However, the Overlord had underestimated humanity. Instead of keeping an eye, he ‘confidently’ set the expeditionary to spontaneous mode, promising the core Reptilian society that humans would be brought under Alpha Draconians in no time (in order to retain his supporters).


The Counter Strike
Alpha Draconian domination on the battlefield lasted until United Earth deployed their new superweapon.
United Earth lacked new weapons of instant destruction needed to change the tide of war since the total decommission of the nuclear arsenal right after the establishment of the United Earth General Assembly. Considering reactivating the nuclear arsenal project would cause large discontent from both the General Assembly and the public due to the long term consequence of detonating nuclear weapons, the Security Council, long ago reviewed older military research projects to seek for a powerful weapon with minimal impacts upon use. And when the invasion broke out, they already had a weapon project at almost completion that came into handy - Particle Cannon. The research of this surgical-space-strike (accurate strike instead of mass destruction) weapon was greatly accelerated by the data from Alpha Draconian facility on Barracuda Blues. 14 days after the Invasion Day (day 200), the first Space Strike group had completed construction at United Earth’s capital shipyard on Earth orbit, assigned into and escorted by the only 3 main starship fleets.
Upon the new weapons were ready, Marshal Bradley of the United Earth Security Council authorized the largest military campaign in the war - Operation Zeus, which began from day 205, aimed to retake territories beyond the Zolarg fronts occupied by Alpha Draconians. Mobilizing over 54 land forces divisions, 6 Space Marines divisions, 31 space fighter wings and 2 starship fleets.
The first use of Particle Cannon was used in Battle of Leo-34, showing the impressive firepower to the entire humanity. The Alpha Draconian stronghold on the planet was reduced to scraps in the matter of a few Particle Cannon bombardments of the 3th Starship Fleet.
The particle cannon also shone on other major battles, including the largest starship battle Battle of Kelvin Rings that the superweapon put the end to Alpha Draconian ‘Eradicator’ class battleship (though that was not their strongest warship in service), and Siege of Venet-35 that the weapon critically broke the siege of Alpha Draconian forces on the colony.
Operation Zeus had achieved a massive success within two months. The Operation recovered 21% of original territories, and some post-war statistics estimated that the Operation had also destroyed almost half of the Alpha Draconian expeditionary forces.
LIS had also achieved victories after their deployment of Type-X EMP warheads that effectively paralyses robot-based Alpha Draconian forces and facilities upon detonation. Just within half of a month after the deployment, LIS was able to uproot all Alpha Draconian facilities and portals within their occupation zones and freed up a large amount of troops for offensive operations beyond their territories (to ‘liberate’ more colonies, of course). At the same time, LIS had also completed an counterintelligence research Project Beacon that analyses the activities and signals of Alpha Draconian covert agents and communications (using information provided by Zolarg and harnessing their expert knowledge of cybertechnology), greatly preventing further Alpha Draconian sabotages on Allied forces, and made the hidden movements of Alpha Draconians predictable from that time on.
The human counterattack progress stopped at regions around Barracuda Blues. At this moment Barracuda Blues was one of the last strategic locations for these intruders - where their last functional long range portal was located, the only available reinforcement station for them. However, also the most fortified position of Alpha Draconian intruders - not only the main portal was protected by the state-of-the-art fortress setup, other strongholds around Barracuda Blues formed a complete exterior defense system that was able to stop any starships approaching this critical site.
The counterattack of humans was reported back to the Ministry of Expedition for multiple times, however nobody read the report - The fierce political competition inside the Ministry between Overlord loyalist and Inner Circle had disrupted literally everything, ignited a few days after the blockade on the Zolarg Empire. Military officers and staff were being assassinated or replaced by the two parties very frequently, they had no time and effort to care about any operations of the expeditionary forces but tried to protect themselves or seek extra interest in this internal political rivalry.
As the regular functioning of the Ministry of Expedition came to a halt, the blockade fleet between Zolarg Empire and United Earth was soon out of control, without any coordination the blockade was breached by Zolarg fleets, like the blockade fleet was just a dull asteroid belt. Regaining the supply line to their occupation zones, the Zolarg Empire began sending their fleet and elite force Imperial Templars to the battlefronts in human territory against Alpha Draconians.
Overlord regained information and control of his expedition plan after Overlord loyalists successfully retaken control of the Ministry of Expedition as a series of bloody political events took place. Knowing his miscalculation on humans and he had missed a lot of events during the Ministry was handicapped, the Overlord ordered a regroup of all remaining expeditionary forces at Barracuda Blues, as well as authorising the expeditionary force access to advanced reserves of Alpha Draconian war machines, the Apocalypse Order, to terminate human resistance before it was too late to remedy the situation. An invasion fleet was also ordered to dispatch for securing the invasion plans, either backing the reinforcement up, or in case the last portal falls the fleet could still devastate the remaining human forces and do the occupation.

The Battle of Barracuda Blues - Twilight of the Intruders
All human major forces from both the United Earth and LIS, and later a small number of Zolarg forces from occupation zones, gathered near minor strongholds around Barracuda Blues. Deployments began on day 274, preparing for the last battle to stop Alpha Draconian invasion - which Allied forces had thrown literally everything they had into it, almost all of their major forces and types of weapons.
Alpha Draonians had gathered a majority of the first group of Apocalypse Order from Alpha Draconia arrived at Barracuda Blues, standing by at the site.
The Battle of Barracuda Blues broke out on day 277. The 2nd Vanguard Group led by United Earth Space Marines 1st Division secured a minor portal stronghold on Baston-36, under the support of the United Earth 3th Starship Fleet and Particle Cannons. Hackers from LIS performed a follow-up hacking of the portal control immediately, opening up a route to Barracuda Blues for major forces after 4.5 hours.
Commando platoon headed by the legendary United Earth elite Sarge led the charge into the Barracuda Blues through the portal, securing an area on the east wing of the main portal stronghold. The remaining forces of 2nd Vanguard Group established a forward base for providing support, with Main Battle Command led by Marshal Bradley of United Earth responsible for the main offensive operations following behind.
Other battle groups were told to tie up other minor strongholds to prevent their reinforcements to Barracuda Blues, and if possible, take over the portals in the minor strongholds.
The first attempts of siege, on the same day, had been unsuccessful. The defense of the main fortress complex was far more defended than imagined. The point laser defense system rendered conventional artillery fire useless, the firepower of the newly arrived Apocalypse Order outrunned offensives of the Allied forces, even the Allied forces were supported by 5th Battle Group later which successfully broke into the south wing through the portal of another stronghold. At the end of the day, the offensive operations had been temporarily halted under the order of Marshal Bradley to prevent further losses.
On day 288 Allied forces detected a larger group of Apocalypse Order reinforced Alpha Draconian forces in the fortress. Few hours later, Alpha Draconians began taking offensives targeting the Allied Main Command Group. Facing even stronger enemies than before, main forces of the Main Command Group were tied at their forward base and fell into a badly passive status, until 5th Battle Group received EMP missiles from LIS and sent help to break the enemy offensives.
On day 289, the 3rd Battle Group composed mainly of Zolarg forces entered the battle at the southern forward base, launching subterranean infiltration attacks into the west part of the fortress. Although the infiltration forces experienced heavy casualties as they broke into, however, provided an important internal structure intel of the main stronghold - there was an antenna structure acting as an command node of stronghold defense, which when sabotaged, it could weaken the coordination of, or even paralysing, the stronghold defenses. However, the infiltration forces also reported there was a massive energy flow towards the centre part of the facility, where the main portal was located, presumably sending in core forces, or worse, a destruction device known as ‘Annihilator’ by Zolarg forces which capable of releasing an energy blast that could destroy any non-Alpha Draconian machines and living being within 50 lightyears radius. The enemy reinforcement was predicted to arrive in three or four days.
The reports from the infiltration forces had put the Main Command into an anxious mood, since this meant not much time was left for them - longer the battle goes, worse the situation becomes. The Main Command Group decided to take another offensive the next day, after the United Earth 1st Starship Fleet sent Particle Cannons to provide heavy bombardments.
Still, Alpha Draconians were prepared, they had set up energy barriers to neutralize Particle Cannon fire. With even the superweapon of United Earth proven ineffective on this base, the Main Command Group offensive once again ended up with extra losses.
On the other hand, the portal stronghold connecting the Allied forward base on the south wing was under attack by Alpha Draconian forces from another minor stronghold, the 5th Battle Group and the 3th Battle group had their most convenient supply lines cut and now had to rely supplies from either the 1st Starship Fleet or the Main Command.
During the hardest times having almost no means to break the fortifications of this stronghold, the hackers and engineers controlling the portal in Baston-36 brought a good news in the late night of day 232, they managed to hack into the heavily encrypted internal portal system and obtained a segment of access code that allowed them to teleport at most a commando squad into the stronghold (due to limitations of incomplete access codes), which this chance could be used to sabotage the command node, allow the major forces destroying the fortification when it was disrupted. However, the code was estimated to be expired in approximately 7 hours.
In the same night, but a bit earlier, a small group of Zolarg Imperial Templars joined the Main Command Group, providing limited but valuable replenishment of Allied forces.
With an irreplaceable opportunity to break into this almost invincible fortress, the Main Command immediately reorganized the existing forces, preparing for an all-out attack in the next day - It was either the Alpha Draconians or humanity being defeated, this would be the last assault to terminate their ambitions, once and for all.
4 hours later, a squad with the best commandos from United Earth, LIS and Zolarg was organized for the most dangerous mission, they were teleported to the west block of the stronghold, and later assisted by another Zolarg subterranean assault force from the 3th Battle Group. Meanwhile, all the other Allied forces on Barracuda Blues, advancing towards the stronghold.
The major forces expected the defenses to be disarmed as they reached the enemy defense lines. Yet the infiltration forces had trouble making their way to the command node, encircled by the stronghold guards as the Allied forces entered the alert zones around the stronghold. The main forces could only hold their position, forced to fight with the enemy elite forces, until the commandos finished their task.
After approximately an hour of brutal battles inside and outside the stronghold, the commando squad, finally made their way to the command node, and installed a disruption device onto it.
The defenses of the stronghold were immediately turned down under the effect of the disruption device, including turrets, energy barriers and point laser defense system. The stronghold, now vulnerable to any human and Insectoid weaponry, soon the main defense was destroyed under intensive artillery barrage bombardments. Alpha Draconian forces were also affected by the disruption effects, their combat efficiency was greatly lowered - the coordination errors broke their formation, these steel machines of destruction began ramming into each other. At this moment, Alpha Draconians had lost their overwhelming advantage in this battle, every force defending the fortress were soon eliminated by the Allied forces, leaving the central portal defendless. Allied forces very quickly flooded into the stronghold, reaching their ultimate target of the battle - the main portal, which was seen charging up for receiving new reinforcements - that could make short work on the last human forces if unstopped.
The decisive battle defining the date of humans, ended with a Particle Cannon strike onto the portal, tearing the portal into pieces of scraps. The dawn on Barracuda Blues after the particle beam dissipated, marked the victory of the Allies.
Remaining Alpha Draconian threats in human territory were eliminated within two days after the victory in Battle of Barracuda Blues under the efforts of human forces. For the first time, the entire humanity successfully repelled an massive alien invasion.
The invasion had not ended yet, Alpha Draconian invasion fleet was still advancing towards human territory. It was until Zolarg fleets attacked Alpha Draconian starbases that forced Overlord to draw the entire fleet back for defense and postpone the invasion… infinitely.


Battle of Kaisergrounds - Conclusion Battle to the Human Civil War
The invasion was over, ending with the defeat of Alpha Draconians.
But not everything was over. The Delta Alliance Pact had expired, now United Earth and LIS had to put their focus back onto their civil war… only after they had taken a necessary break from a month of fierce battles.
The Zolarg Empire had most of their forces tired of the battles in human territory, and they needed more forces and officiers to manage their conflicts between them and Alpha Draconians. On day 312, about a month after the end of the invasion, they agreed to withdraw from the Human Civil War, returning all occupied territories to the United Earth and evacuate all their forces after taking some necessary responsibility (mostly repairing damages they had made), as requested by the United Earth General Assembly and agreed by LIS. The civil war was now and finally kept just between humans.
Things had been peaceful (if not considering some minor skirmishes on conflict site planets) until the war was continued with the last major battle broke out on day 351 - the Battle of Kaisergrouds, which both sides hoped to ‘conclude’ the war in this battle (as not much war supplies were left for large scale conflicts), on this strategic stronghold occupied by LIS - To LIS, a foothold for liberating the core economic regions of United Earth in the future. To United Earth, an important barrier to keep LIS away from the most resourceful colonies.
The extremely rare ion fog winters of Kaisergrounds disrupted communication devices and sensors, which however favoured United Earth offensive - their landing forces could sneak onto the planet without triggering the alarms of LIS forces.
It was not clear how the battle had fought due to the unavailability of communications and battlefield monitoring in ion fogs. However, two outcomes were confirmed for sure - First, it might have been a ‘fierce’ battle, in which United Earth recorded 78% losses of troops in the battle while LIS recorded 85% loss of their forces. Either killed or (less likely) lost in fogs. Second, it was the victory of United Earth, after 4 days of battle United Earth 12th Space Marines Regiment managed to take control of the entire planet and sent a shuttle for delivering a battle report.


Aftermath
10 days after the last battle (day 365), the military leaders of two sides met in the Roundtable Summit in the colony of New London.
The Armistice of Hoxton was signed, with the following details:
  • Armistice: Military actions must not be taken inside territories of the United Earth and LIS for the upcoming 100 years.
  • Border Regulations: Border lines between United Earth and LIS, named Hoxton Line, are maintained. No space vessels should cross the line, both sides have the right to shoot down any vessels that crossed the line, unless the vessel has authorised access.
  • Embargo: Trades and shipments to and from LIS are forbidden. United Earth will enforce a blockade fleet along the Hoxton Line.
  • Colonization restriction: LIS must not carry out colonization near or along the Hoxton Line.
  • Trade Route Protection: Any LIS vessels with armaments equal to or more than corvettes will be regarded as violating United Earth trade routes.
  • Violation of any of these regulations will be regarded as breaking the treaty.
  • Any forms of independence by LIS will not be recognized and accepted by the United Earth General Assembly.
Though this is an armistice treaty, it had indeed ended the Human Civil War - at least it had ended direct military confrontations, another civil war is just a matter of time.
Eventually nobody achieved total victory in the Human Civil War, however, LIS actually ‘won’ the war. Colonies and cities occupied by LIS are no longer under the control of United Earth bureaucrats, they are freed from any forms of suppression and exploits, at least a better life can be started with ture fairness and autonomy guaranteed by the League.
Yet United Earth has also earned a ‘strategic’ victory, since they successfully defended most major regions, leaving LIS only able to have mostly barren planets of outer territories. The Armistice of Hoxton also allowed them to have limited control on the development of LIS.
The United Earth General Assembly was not satisfied with the outcome of the war - They understood that LIS had achieved their aim in the war. Now, the capabilities of the United Earth military were being questioned nationwide, even managed to repel the Alpha Draconian invasion - It shall be stopped to restore the reputation of the General Assembly. The General Assembly originally wanted to ‘retire’ Marshal Bradley to pacify the doubts of people, but changed their mind after reconsidering his achievements repelling an alien Invasion and read about his big military project to retake territories occupied by LIS, which the plan actually helped people put a larger confidence onto the military than before.
Speaking of the support, a tragedy for the Overlord of Alpha Draconians. The Overlord tried to cover up the failures of his expedition plans, however, the Inner Circle intercepted the intel. The scandal was soon delivered to all members of core Reptilian society, they now lost all confidence in the ‘weak’ Overlord that had completely ruined their national pride. Several days later, the Overlord was assassinated in a coup planned by the Inner Circle.
The seat of ultimate power was empty, but that is not a seat for many. A more intense, almost endless political rivalry took place between the Lords of Inner Circles beginning right after the death of Overlord, leading the entire empire into a state of political instability. Without a stable and powerful leader to rule the vast empire, the corruption in administration of Alpha Draconians is getting ten times more serious than before. Social order also began to collapse, leading to the disparity between the nobles and common civilians, and social unrests.
The instability of Alpha Draconians, and one more defeat for their seemed invincible military, gave confidence to the conspiracists hidden all over the empire. Some puppet regions began attempting to break away from Alpha Draconians. Though not all of them had been successful, more new powers have risen - Especially the New Galactic Empire, thirsted for galactic domination, is slowly overtaking the influence of Alpha Draconians in the shadows.
The Zolarg Empire finally found themselves a powerful ally to support each other against Alpha Draconian influence - Humans’ capability defending themselves against Alpha Draconian forces impressed not only the Insectoids of every hive, the Emperor is also glad to see this. A few months after the end of the Human Civil War, Zolarg Empire signed diplomatic memorandums with both LIS and United Earth, on the basis of cooperation during the invasion, to begin official peaceful interaction between Insectoids and Humans.
Zolarg forces returned from human territory also brought back some human technologies along with them. The inspiring foreign knowledge have stimulated further development of the Zolarg Empire in terms of economy, science, society and military, and indirectly led to an innovative invention of Insectoids - Mind Network.
While the human cities and colonies were rebuilding, humans also obtained interesting information from the remains of Alpha Draconian machines in Barracuda Blues. These cutting-edge machines have some linkage with the ancient aliens, which the scientists and archaeologists figured out these engines are derived from the ancient alien knowledge recorded on the artifacts scattered all around the galaxy. This discovery will bring drastic changes to human history, a new era of future technologies is predictable in the future not so far away.
Understanding they are not alone in the Galaxy, United Earth begin recognizing the importance of galactic diplomacy, in order to protect themselves (from Alpha Draconians that might return someday in a larger war), as well as seeking for new opportunities. they begin establishing contacts between alien civilizations as they colonize new planets, not just the major civilization like the Zolarg Empire, but also more minor ones.


The Milky Way Galaxy had changed a lot - although there had been wars, costing thousands of lives. Does the war worth anything in the end? Nobody will have an ultimate conclusion, what we know is, war, is always changing our history.




THAT IS ALL!
We also hope @bastecklein can leave some comments on the story idea so far.
Hello guys.

Just a simple idea for the game My Starship.

A reputation overview, as well what reputation affects.

Reputation overview shows your reputation among existing factions.
Example factions:

Major Factions
  • United Earth
  • League of Independent States
  • Zolarg Empire
  • Alpha Draconians
Minor Factions
  • Twilight Syndicate
    The notorious criminal syndicate known for their illegal operations throughout the galaxy, from smuggling to hijacking ships.
  • New Galactic Imperialists
    The secret organisation who are ambitious to restore the ancient Old Galactic Empire. You will never know where these conspiracists are headquartered, but you can recieve their secret quest anywhere by chance.
  • Blue Comet Mercenaries
    One of the major mercenary agency of the galaxy which they are also known as ‘Peacekeeper Merc’.
  • City States of the Outer Rim
    The planets on the Outer Rim are usually forgotten by the rest of the Galaxy. Knowing they cannot just do nothing, these planetary city states formed an alliance to help each other, as well hope they can get noticed by others.

At the beginning of the game, players will start with reputation bonus with their home main faction.
The relations is shown in arbitrary numbers. As always, larger the (positive) value better your relation with that faction. While in negative numbers, it means you have a bad profile.
There's a threshold for a neutral reputation, around the value of -10 to +10. The threshold will keep you from some troubles if your reputation drops.
If your reputation among a faction dropped below -40 you'll be blacklisted from most services provided by that faction. At below -80 you'll be regarded as a criminal or enemy in their territory, which their military vessels will attempt to attack your ship (unless conducting peaceful missions which you'll have a temporary access).
Example:

United Earth +83 (Honoured)
League of Independent States -4 (Neutral)
Zolarg Empire -45 (Blacklisted)
Alpha Draconians -92 (Listed as wanted)

Now let's see how would the reputation affect the gameplay.
In terms of trading, planets a faction you have maintained a good reputation will offer discount to your purchase, and they'll be willing to pay more when you're selling things to them.
Good reputation also results in a few more benefits including more-profitable missions, cheaper repairs and refuel, and unblocking faction unique items.

Here are some factors that will affect reputation among factions.
Quests is still being a main factor - which these missions often involved some galactic affairs, from diplomatic missions to conspiracy of war and revolution. The outcome of the mission will not just impact relations with the involved planetary government, but also the faction. Either positively or negatively.
Failed to complete a quest can also degrade your reputation. So make sure you're able to complete the quest.
A bulk purchase or mass sale will also help developing some reputation, it is a more secured way as there are very few cases you'll make people mad... for instance when you are depleting their critical resources like food, water and uranium.
In case you have earned a notorious reputation among some factions, negotiation is always an option. They may ask you to pay fines, imprisonment, asset confiscation, or just a mission to redeem your crimes. If you're able to fulfill the demands, they'll consider lifting blacklist or death/prosecution warrant.
I'm also introducing a special contract called War Contract. This is signed with a faction, which your client will ask you to fight target faction in a series of high-pay missions. While it can boost your reputation among a faction, it'll also degrade your reputation in another faction. When the war is over you'll be at least blacklisted by the enemy faction. Depending on the reputation before the war and how much damage you have caused, you might even get listed as wanted.

Okay, here's all.
So what do you think?
Hello guys!

Here comes the second batch of them.

Benjamin MKII class missile corvette is literally a space artillery platform. Often used by LIS fleets for long range bombardment and fire support roles, and in rare cases, tactical bomb carrier.

Modified from galactic freight haulers, these Citizen's Carriers are the makeshift fighter carrier vessel of LIS fleets.

The Orca MKIII class corvettes are specialised blockade runners used by LIS, which the design is referenced from contemporary pirate vessels, capable of both engaging small scale combat and smuggling the needed supplies.

What's better than a fighter is a stealthed fighter. Ordinary radars won't be able to detect them. 100% black market technology.

The heavy battle carrier Johanna MKV, is considered one of the best contemporary carriers in the galaxy. Not just because it can carry a small squadron of fighters, this ship is also capable engaging in head-on battles.

This Marauder Frigate has been one of the ship models popular among pirates and especially the Twilight Syndicate for long, feared by interstellar merchants because of their speed and (cost-efficient) firepower.

A nimble but fragile trade corvette used by some independent traders... And more commonly used by smugglers.
Some custom faction icons. Hopefully they
Red Satellite Drive Yards
Brotherhood of Polaris
FutureTech Inc.
Twilight Syndicate



A question tho, would every faction have their own version of "outposts" (non-capital-city cities)?
Updated models of HQs and minor city centers.

United Earth's HQ design has been edited "slightly".
Added designs for Twilight Syndicate.

All voxel models can be found in this .zip.

@bastecklein
I think this is an informative post and it is very beneficial and knowledgeable.
1y ago
This is the dedicated thread for faction (patron) ideas for Terra Nova 4X (My Colony version of My Empire 4X).

Here I've put ideas and background for existing factions and some of my custom ones.
It'll be updated if changes needed.
And of course, we'd like to see others' interesting ideas as well!



United Earth

Though United Earth government promised the colonization of Terra Nova would be an open competition, to some politicians and senators, this beautiful and meaningful Earthlike planet is too important to be claimed as property of private corporations. Hence, an "independent" colonization team of experts is sent to represent their own interest, and ensure United Earth government has the largest bargaining power in the race.

Faction bonus:
(TBD)




Corporate Industries

Always been ambitious, the interstellar megacorporation Corporate Industries has big plans to make another quadrillions of profit. Estimated to have extremely high industrial and commercial value, investors of Corporate Industries have shown great interest on colonization of recently discovered Terra Nova. To strengthen the reputation of Corporate Industry monopoly, a massive investment has been made, and here Corporate Industries joins the fray!

Faction bonus:
Tracy's Piggybank - Starts with a larger sum of money.




Galactic Freight

Terra Nova itself is conveniently located at the intersection of multiple new shipping lines. If Galactic Freight wants to expand business into nearby systems, then controlling this logistics hub is the key to predominating success, and the colonization race of Terra Nova just provides them the best opportunity to do so.

Faction bonus:
(TBD)




Beaconburg Security & Arsenals (BSA)

A young and renowned security contractor corporation from the frontier regions, which is also secretly the military supplies contractor of LIS. Troubled by constraints of resources and suitable testing grounds when developing new weapons and security systems, BSA is currently looking for ways to boost progress of their expensive projects. Resources of Terra Nova could be one of their solutions to break the situation.

Faction bonus:
Field Military Research - Gains research from destroying enemy unit (value based on unit type).




Red Satellite Drive Yards

The Drive Yards is the legacy of the Red Satellite Treaty Union (RSTU) of the late Old Earth era. Currently it is one of the major spacecraft manufacturing corporation of United Earth famed for their simple, affordable and durable constructs. Yet with the growing monopoly of Corporate Industries, they are slowly losing ground in Solar System. The Drive Yards is now looking for a suitable location to rebase their business, and Terra Nova is undoubtedly their first choice.

Faction bonus:
Mass Production - All buildings and units production are 10% cheaper in 🔨 cost.




MarsCorps

The Martian Industries, or more commonly known by people as MarsCorps, is a corporation highly experienced with resource extraction operations and heavy industries, who pioneered the industrialization of early United Earth colonies on Mars. Knowing Terra Nova has an impressive reservoir of minerals and other valuable resources, MarsCorps immediately joins the colonization race to contest control of the subterranean wealth.

Faction bonus:
Ultra-Efficient Extraction - Strategic resource yields are doubled.




FutureTech Inc

Being an research institution that seeks for scientific discoveries and breakthroughs, scientists of FutureTech have spent years establishing new research outposts on the frontiers to study different phenomenons in space and various planets. Recently they have discovered that Terra Nova would be the best location for conducting astronomical researches that would fulfill their mission that wasn't complete since the Old Earth era.

Faction bonus:
(TBD)




Brotherhood of Polaris

A rugged religious organization that witnessed events since the end of the Old Earth era. Due to its origins from third-world countries, currently they are dedicated to provide material and spiritual support to developing colonies with various difficulties. The Brotherhood hoped to create an successful example in Terra Nova with a team of volunteers who looks for changes and achievements in their lives.

Faction bonus:
Volunteers - Starts with 1 more worker, unit productions are 20% cheaper in 🔨 cost.




Osaka Robotics

Osaka Robotics hopes to create societies that are less reliant on population while achieving high productivity using robotics and advanced electronics. An ambitious project has been proposed by them - to demonstrate further possibilities of their newest automation in the new era by establishing successful colonies on Terra Nova.

Faction bonus:
Automation - Every colony has +20% boost in 🔨.




Liliane Manors

A prestigious family business that has elegant reputation and wide influence among the high societies of Earth, running supply chains of luxuries ranging from spices and jewelries to cosmetics and fashion. They wish to develop new successful products by exploiting the high value resources in Terra Nova.

Faction bonus:
Prestigious Way of Life - Luxury resources yields +1 🏛.




Edelweiss Collective

A collective formed by a group of small colonies who wished to protect themselves from any forms of external interference, with the ultimate aim to create an isolated utopia among the stars. Terra Nova could be the ideal place where their dreams may come true, but only if they can keep other greedy rivals off their lawn.

Faction bonus:
Security is Priority - Cities of the Collective starts with city walls constructed.




Twilight Syndicate

In disguise of an unsuspecting colonization contractor, the notorious interstellar group of outcasts secretly joined the colonization race of Terra Nova for one single true reason - Turning this beautiful planet into a haven and heaven for their dirty-handed smugglers and mercenaries where they can have a long break without fear of United Earth's legal enforcers!

Faction bonus:
Smuggler's Black Markets - Importing and exporting contracts has a more favorable price.
Greetings!

Just came up with ship ideas for my custom minor civilizations.
Models provided at the bottom-most section.




Atlanian Kingdoms

Well-known for their friendliness, neutrality and love for peace, the Atlanian Kingdoms is one of the all-time stable and reliable trade partners in the Milky Way Galaxy. The underwater cities in their home aquatic planets are one of the major galactic commerce centers, where anyone with no evil intentions are welcomed.

  • Chax-968 Atlanian Commerce Liner
    Medium freight and commodity hauler starships commonly used by Atlanian merchants.
  • Kamr-Q Atlanian Fighter
    Atlanian Starfighter that patrols and defends domestic space and planets.
  • Kata-445 Atlanian Cruise Liner/Freighter Ship
    One of the largest Atlanian ships, a multipurpose long range transport that are backbone ship of Atlanian long range logistic fleets. High standards of crew comfort is also highly rated by operators of this class of ship.
  • Lotan-335 Atlanian Light Cruiser
    Mass-produced Atlanian ship-of-the-line, the mainstay of Atlanian space defense force.
  • Sarr-642 Atlanian Transport
    Most common Atlanian shuttle ship.



Rukk Khanate

The Rukks are nomadic race of Avians that roams free in space in search for valuable resources and adventures in planets of uncharted regions. Rukk Khanate also operates one of the largest privateer fleets in the Milky Way which are direct rivals of Draconian corsairs and Twilight Syndicate pirates.

  • Champion Petu Class Privateer Frigate
    Fast frigates that are commonly used by Rukk nomads and privateers, one of the most maneuverable frigates in Milky Way.
  • Partax Khan Class Battlecruiser
    The largest ship flied by Rukk Khanate, named after one of their greatest leaders in history. A class of battlecruiser that is powerful in skirmishes and hit-and-run tactics, which can theoretically win most of the 1-on-1 capital ship fights by its sheer firepower and mobility.
  • Marauder Fighter
    Rukk attack starfighters.



Models

Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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