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 Designing a Civilisation

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Admin
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Join date : 2016-09-04

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PostSubject: Designing a Civilisation   Designing a Civilisation I_icon_minitimeSun Sep 04, 2016 5:07 pm

ATS is a forum based game-mode that does not require much daily involvement from players, even much weekly involvement, but like all collaborative writing, ATS' story arcs will hinge on the fact that players will require other players to reply and keep the story going. Thus in ATS a Civilisations permissions will come down to how active the player controlling that civilisation is. Depending on how a civilisation does during the course of the roleplay their status will be either upgraded or downgraded over the course of the roleplay.

Great Power
Great Powers usually come in the form of empires or strong expansionist civilisations, they have the ability to dominate politics through a wild variety of means. Great Powers usually control a WMD or have the doctrinal abilities to severely hurt other nations, and Great Powers will require a large scale conflict to diminish their position on the Galactic Scale. Being a Great Power is a Great Responsibility in the community, whilst you are entitled to do your own thing a great power will have many more avenues of roleplay with other players and will need to exercise both a knowledge of the mechanics of ATS, be a skilled enough writer to effectively communicate the large inner workings of a Galactic Great Power, and have the time to communicate with many different players and keep on top of the many different occurrences going on in his/her empire.

Requirements:GM Authorisation, Weekly Check Ups, 1-2 Days Reply Time
Starting Colonies: 7
Starting Fleet Points: 750
Yearly Turnover (Fleet Points): 100

Regional Power
A Regional Power is a civilisation that cuts ahead of its neighbours, be it through military means, commerce or cultural methods. Regional powers can be large scale economic powerhouses or small affluent bodies. Regional Powers and Great Powers differ in both quantity and quality. A regional power could be better than a Great Power in terms of technology, however that would mean that all other areas of the Regional power would be inferior in comparison to a Great Power. Regional powers can possess WMD's, however they would be either rather sloppily produced if done en mass, or advanced but weak in number.

Requirements:GM Authorisation, Bi-Weekly Check Ups, 3-4 Days Reply Time
Starting Colonies: 5
Starting Fleet Points: 550
Yearly Turnover (Fleet Points): 80

Middle Power
A middle power is a power that has been accustomed to space travel for some time, but is still getting to grips to the galactic community as a whole, and that standards that the galactic community brings. Middle powers are perfect for players who are new to ATS and wish to make a new race, the power level allows them to learn both IC and OOC the methodology of the game whilst allowing them to also decide if ATS isn't right for them. Middle powers may seem less equipped than their Regional and Great kin, however, they are not without their teeth. Middle Powers aren't essential pieces of a war or an alliance, however Middle Powers can use their small boost of power to force the course of a war in the right direction, Middle Powers rely on diplomacy and picking the right side to come out triumphant. Middle Powers don't have access to WMDs and their lesser economies deny them the cutting edge of new technological development.

Requirements:GM Authorisation, Bi-Weekly Check Ups, 1 Week Reply Time
Starting Colonies: 3
Starting Fleet Points: 350
Yearly Turnover (Fleet Points): 50

Small Power
A Small Power is for players wishing to merely dabble in ATS, experiencing the ability of designing their nation, having their species represented, however wanting their involvement to be minimum. Small powers can be anything from fallen empires to break-away separatist states. Small powers have little say on galactic matters and mainly field armies to defend their home provinces. Small powers, due to their fleet price limitations, struggle to field larger ships.

Requirements:GM Authorisation, Monthly Check Ups, 2 Week Reply Time
Starting Colonies: 1
Starting Fleet Points: 200
Yearly Turnover (Fleet Points): 30

Independent
Independents are completely free-form groups, not even limited to civilisations. Player-characters wishing to be pirates in control of a ship, or a small fledgling colony should should this option. Independent groups are designed to mesh the strategic nation-spanning experience of ATS with character driven RP in a way that makes the two merge on a common ground. Independents cannot field large ships, but they can make a difference in battle. An Independent player can appeal for special permissions for his ship (pre-game veteran bonuses, a unique weapon on board their ship, a precious cargo, etc.)

Requirements: N/A
Starting Developed Worlds: 0
Starting Colonies: 1
Starting Fleet Points: 50




Copy and Paste the below code into your own application, once you have posted your application, a GM will review it.

Remember to put as much effort into your application as you can if you intend for your race to be an integral part of the ATS Universe. Nobody wants to write collaboratively with someone who isn't interested in their own story, let alone others.

Code:

[b]Formal Name:[/b] The formal name of your race.
[b]Informal Names:[/b] Any shortened, informal names of your race.
[b]Abbreviation:[/b] A three-letter abbreviation or initials of your race's government.
[b]Population:[/b] The population of your race. Be reasonable.

[b]Technology Tags:[/b] Five technologies/methods that your civilization is exceedingly good at. Include one item UNIQUE to your species. You can choose either laser or guns and missiles, and either advanced armor or shielding tech.

[b]Species:[/b] The name of your species, or the names if your empire has more than one, and descriptions thereof. Include biological details.
[b]Culture:[/b] The culture of your species: their ways of life, important parts of society, etc.
[b]Power:[/b] The socioeconomic power of your species, their presence on the galactic stage, etc. (Great Power, Regional Power, Middle Power, Small Power)

[b]Homeworld Name:[/b] The name of your race's capital planet.
[b]Homeworld Location:[/b] The homeworld system's location in the local grid.
[b]Homeworld Description:[/b] A description of the home world.
[b]Political System:[/b] The political system of your race.
[b]History:[/b] A brief history of your race.

[b]Colonies Under Your Species Control:[/b] The name, location, status and backstory of a colony (developed for fledgling) controlled by your species. You are allowed one that is closest to your homeworld by default. New additions must be updated here over the course of the RP.


[b]Military Composition:[/b] Size of active duty and reserve components of the nation/race’s armed forces.
[b]Fleet Composition:[/b] The name and type of ships in your current fleet. Keep in mind the lack of resources; small fleets should be considered.


Last edited by Admin on Fri Sep 23, 2016 2:12 pm; edited 1 time in total
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Retrorobot

Retrorobot


Posts : 33
Join date : 2016-09-17

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PostSubject: Re: Designing a Civilisation   Designing a Civilisation I_icon_minitimeSun Sep 18, 2016 5:04 pm

Do civs gain an extra 100 points since there are no flagships anymore?
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Rookzilla
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Rookzilla


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Join date : 2016-09-05

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PostSubject: Re: Designing a Civilisation   Designing a Civilisation I_icon_minitimeSun Sep 18, 2016 11:26 pm

Nope, not yet, not until we know for sure that's a good move or not.
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Admin
Admin



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PostSubject: Re: Designing a Civilisation   Designing a Civilisation I_icon_minitimeFri Sep 23, 2016 2:13 pm

Updated the amount of fleet points to have large realistic fleet formations, players are still expected to post ship inventories in fleet thread.
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PostSubject: Re: Designing a Civilisation   Designing a Civilisation I_icon_minitime

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