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13 years ago
Jul 12, 2012, 8:23:28 AM
Incredibly wealthy, only slightly less deranged and only slightly less women by his side,

Raptoratio was an Imperial trillionaire who left to discover his own star harem... (source)





Affinity

Horatio Affinity



Traits

Arid Epigenetics: In his quick search for pleasure, Raptoratio settled on the first planet he could find. This was a arid planet, so he just bought the technology. Nothing can stop Raptoratio from achieving his goals!



Deep Roots (2/2): This is MY harem, and it will stay that way!



Entrepreneurs: Perhaps Raptoratio has an enterprise of some kind? smiley: sarcastic



Fearless Warriors (2/2): Don't mess with Raptoratio's female "Imperial Guard".



Meticulous Analysis (1/2): Raptoratio can spot certain qualities from miles away...



Naïve (2/2): When not at war, Raptoratio has other "important" things to take care off. These improve happiness for some reason.



Optimistic (2/2): Hehe.. Guess whysmiley: wink



Snipers (2/3): He sure has a good aim!



Space Cadets (1/3): For some reason Raptoratio doesn't have much time for science. smiley: confused



Wasted Space (2/2): I wouldn't call it wasted; ever ship has its own "luxury suite". smiley: cool



Strong Alloys (1/2): The "luxury suite" must be protected at all costs!



Unskilled Builders (1/3): Raptoratio's workforces consist largely of women.



Download

https://dl.dropbox.com/u/61472747/ka_22_mer/Raptoratio.xml
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13 years ago
Jul 9, 2012, 11:04:57 AM
Nomas wrote:
I am a bit in a hurry and i didnt read the whole post...but someone gimme some ideas for Pilgrims, that 20% less space hurts smiley: frown


well you could create a custom faction with pilgrim affinity;

if you don't know how, check out my guide.
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13 years ago
Jul 9, 2012, 10:21:59 AM
I am a bit in a hurry and i didnt read the whole post...but someone gimme some ideas for Pilgrims, that 20% less space hurts smiley: frown
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13 years ago
Jul 14, 2012, 6:45:26 AM
Heh. Raporatio. Darn, wish I thought of a star-harem. The possibilities are endless when it comes to cloning and genetic engineering.



Now I will need to rename the next Jungle world with hostile fauna or natives "Pandora" to make it fit.
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13 years ago
Jul 8, 2012, 11:20:46 PM
I'll jump in and add mine.

Been playing a lot of Skyrim before getting Endless Space. That might have influenced the factions I've been creating... English is not my first language by the way, so please excuse me if there're weird mistakes in my descriptions.



I've took some liberty with the lore. Since we don't have a lot to chew on, I invented my own little history. I thought "to add more human factions, why not have the Empire put a ban on religious worship? That way, many angry people will want out and I'll be able to create factions with some interesting background to them". Here's my favourite (although a bit overpowered in my opinion):



KOSHINTO

Hissho Affinity



Home Planet Type: Jungle

Diplomatic Alignment: Neutral

Gameplay: Anti-Expansionists, Builders

Main Victory Type: Military/Population



Following the ban on religion by the United Empire, several factions broke free and founded their own, independent nations. One such group were a sect following one of the oldest known religion in human space: Koshinto, the Way of the Ancient Gods.



The way the Koshinto develop their worlds is dictated by their beliefs that everything (including rocks) are inhabited by spiritual beings. As such, they are slow builders and don't like to expand onto new, unknown worlds, but what they do create is made with care and great attention to details.



Their legendary addiction to dust also makes the Koshinto formidable entrepreneurs and thinkers, but it also makes them physically weaker than most races. Many Koshinto wear complex, parading armours to compensate this weakness.



Traits

Anti-Expansionists 3/3 This is to reflect that they take time to build their ships. The Hissho ships models further illustrate this.

Crowded planets 1/2 Since they don't like to move, it is fitting that they'll try and get more from their own world.

Deep Roots 2/2 Same... they like to stay where they are.

Entrepreneurs "Dust. Always more dust." They like dust!

Feeble Warriors 2/2 "Gah! Too much dust! Can't... fight..."

Growth Plan 1/3 Close relationship with nature means they developed innovative ways to try and produce more with the same.

Isolationist "You won't take MY planet! Get away!"

Legendary Heroes 2/2 So much dust has to has benefits!

Meticulous Analysis 2/2 "Let's take our time folks... no hurries... No need to fall into an ambush here."

Optimal Structure 1/2 Again the same logic: trying to get the most of what they have.

Optimistic 2/2 "We're so happy being home, Master!"

Scientists 1/2 Again the same logic: trying to get the most of what they have.

Sloppy Sawbones 2/2 "Gah... *hips* I'm quitting dust... I swear!"
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13 years ago
Jul 8, 2012, 6:58:10 PM
oO Nice how you explained everything! smiley: approval

Added
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13 years ago
Jul 8, 2012, 3:53:16 PM
Here is mine: The Mitra Association



The Mitra are a young, upstart race only just emerging from their home system. Humanoid, although described as cat-like by Humans (some suspect Endless tampering with their ancestors), they are a matriarchal society entering its new Golden Age. Their planet littered with Dust and Endless ruins, they rise up to the stars questioning just who the Endless were and what secrets Dust contains. Despite their youth, they are eager to explore and expand, with hopefully peaceful coexistance with their neighbors. However their naive hope may soon end as they face the realities of the stars.





Affinity: Sophon- The Mitra are most similar to the Sophons in terms of ship design aesthetics and values of research and science.



Traits:



Blockade Breakers- Mitra Rogue Trader independent merchants frequently open up trade lines even in the most hostile of circumstances, fitting in with Mitra ideals of free trade and peaceful exchange.



Crowded Planets 1/2- The Mitra are a communal people, and one that values having large extended clan-families. Their cities and homes are often designed to reflect this.



Dust Impaired 2/2- The Mitra don't have the same degree of Dust affinity as other species, thus requiring the use of more Dust to achieve the same result.



Merchants 1/2- Mitra Rogue Traders are very skilled in opening up trade lanes wherever possible, leading to influxes of new ideas and commercial Dust-bills.



(Anomaly) Dust Lode- The Mitra homeworld is loaded with Dust, presumably remnants of a ancient Concrete Endless city and outpost on the moon. This has led to them throwing sufficiently large amounts of Dust at a problem rather than trying to conserve it due to its relative abundance.



Optimal Structure 1/2- Mitra communal beliefs allow for larger communal quarters than most species would be comfortable with. This allows for more space for other systems.



Optimistic 1/2- Through a mix of national pride, media distraction, and abundance of common luxuries of life, the Mitra have plenty to be happy about, even in adverse conditions.



Scientists 1/2- While slightly lagging in reverse-engineering Dust, the Association had bred a series of elite scientists skilled in more conventional areas and have set up a series of cutting edge research labs to compensate and hopefully catch up soon.



Sloppy Sawbones 2/2- The Mitra haven't figured out how to activate Dust's more complex bio-repair systems, so healing must occur mostly naturally or by dumping sufficient Dust into a person's body to brute-force a solution.







Tech:



N-Way Fusion Plants- Development of N-way Fusion was made possible through recovery of Endless artifacts just prior to development of Alpha String-Drive, fueling Mitra expansion with cheap high-energy fuel and resources.



Soil Xenobiology- The biodiversity of the Mitra homeworld and early exploration of their home system gave them a head-start in preparing agricultural systems and advanced housing for quicker expansion on alien worlds.







Good at trade, good at science, but rather wasteful with Dust. I rather built them more for roleplay value than stats.
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13 years ago
Jul 8, 2012, 7:12:18 AM
Like both of your creations; love your little description Frizan smiley: smile

Added.
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13 years ago
Jul 8, 2012, 12:41:25 AM
I represent the once VI now AI race, the Ayreons.



The Ayreons are guessed to have been created by the Endless for manual labour. Once very limited Virtual Intelligences, they grew into fully aware AIs when the Endless disappeared. Unfortunately, the Ayreons lost all recollection of the Endless during their ascension to AI status, and were not able to utilize their technologies or knowledge of the galaxy. The Ayreons developed a varied culture as time went on, no one thing is most important to them, everything has equal purpose. They are strategists, diplomats, scientists, and many other things. Of course, being a jack-of-all-trades, the Ayreons have a multitude of dissadvantages to even out what they are skilled at. While they will fight for what it's worth, the Ayreons prefer peace to war.



Sophon Affinity

Builders 1/3

Businessmen 1/3

Deadly Weapons 1/3

Dust Lode

Dust Starved

Fast Travelers 1/3

Feeble Warriors 2/2

Isolation Shields

Optimal Defense 1/3

Optimal Structure 1/2

Scientists 1/3

Sloppy Sawbones 2/2

Snipers 1/3

Strong Alloys 1/3

The Price of Beauty 1/2



The Ayreons can research things quickly, have tech to start with, and are better-than-average fighters.
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13 years ago
Jul 8, 2012, 12:31:08 AM
The Horde



Captured and modified Craver broods make up the clans of the Horde, traumatized by their treatment they have forgone many of the traits that the original cravers share in favor of a fast growing empire and well defended ships.



Cravers Affinity

Spray 'n Pray 3

Optimal Defense 3

Optimistic 1

Cloning 3

Growth plan 3

Deadly Weapons 1

Dust Archeology 1

Micromanagers 2



Built to quickly take advantage of the locust ability, and produce strong fleets that will potentially outlast enemy attacks. Strong for any military/ large empire build.
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13 years ago
Jul 7, 2012, 6:19:23 PM
Nice one, I might try it out to play with smiley: smile

Added to list.
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13 years ago
Jul 7, 2012, 5:27:49 PM
I present the Craver Imperium





During a harsh time of early Craver history a rather larg colony was exposed to a massive shower of Dust. This changed them, making them smarter, faster, and even more violent. Their already extreme ship capabilities pushed even further to construct the most deadly fleets ever to advance through space. The exposure lead to a distaste and eventuall hatred to their former brethren and eventually seperated from the hive to persue a superior empire not just bent on the hunger of their own.



Big Fleets 2/2

Deep roots 2/2

Dust Impaired 2/2

Eternal War 1

Feeble Warriors 2/2

Isolationist 1

Knowledge Gathering 2/2

Masters of Destruction 2/2

Militarists 3/3

Optimal Structure 2/2

Sloppy Sawbones 2/2

Slow Travelers 1/2

Strong Alloys 1/2

Unlucky Colonists 1



65/65 points



Strong ships but weak system defense and captured systems suffer greatly.
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13 years ago
Jul 16, 2012, 9:53:35 AM
Besides Optimistic 1 ?....mhhh yeah the Approval skills from the Heroes are important...at least on your main Production Planets....besides this i hold the taxes like u about 20-30% in the eraly game till round 30 (then start the EATING of the inferior races) it is completely normal not have more then 10-20 Dust (at all) ; ) they are machines...why they need Dust?/Money?

And even with bad approval your are good in production...but as i said....it is realy hard to know how to play.... but yeah approval is a weakness...but yeah i dont realy need it....about 4+ Destroyers on 1 Desert Planet per round will bring them *approval*



Maybe a non enternal war ....build would help...maybe with the naive trait ...but then offcourse...u have much lesser points for Agressive traits anymore. (-20)!





Edit:



I Tryed a new variation of my build and it is awesome ; )

read it

Look an the End of my original Build on the Red *Edit* Text ; )
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12 years ago
Oct 5, 2012, 7:26:08 PM
My custom faction: Phelorian Alliance

Diplomatic Alignment: Neutral

Home Planet: Arid

Affinity: Hissho (better choice from other)

Main Victory Type: Scintific\Military



"From the past we come, for our future we live"



Phelorians once live on peaceful world, that lies on the border of the galaxy. The climate was mild enough, for normal development and their affinity starts growing. From the beginnig, Phelorian understands, that only science development and democratic foundations could be the key for their prosperity. Phelorians make a global-government alliance. After that step, their technology progress starts grow faster. Decades later they began to build first exploration vessels. But on this moment, the peaceful and efficiently life was broken. The Endless (due to their expansion police) find phelorians and tried contact them, but alliance saw endless exploration fleet as a threat to their community. As a result, Phelorians kill all ambassadors from Endless when they arrived. Due to this action, alliance signed a death verdict. Whole planet was bombed and ruined, but Phelorians survived. Due to high technology progress, they saved part of there population in "freeze chambers".

After long period of time, the fallen race awakened. The beautifull planet became desert, without any chance for long living. Most technological achivements was lost. But hope wasn't dead. New alliance find old ships, that was made for exploration far long ago.

They are still live and will try to revive their past.



Sorry for bad English)
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12 years ago
Oct 5, 2012, 6:13:36 AM
Hey Snerch & WhiteWeasel !

Thanks very much for sharing your factions with us.

smiley: wink
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12 years ago
Oct 5, 2012, 1:04:49 AM
Here's mine:



Arhulians

(Are-rule-lee-ans)

[EDIT] Post Polaris traits:







Diplomatic Alignment: Good

Home Planet: Ocean

Affinity: Amoeba w/Horatio Ships

Main Victory Type: Diplomatic/Expansion



Only a several thousand years ago a world was exposed to a huge dust mass that has struck the planet and drenched the the surface. The creature that benefited the most from the dust exposure was a large weasel-like animal that was on top of the food chain and the physically most advanced of the animals. The dust has super-charged the arhulian body & mind to the point of xeneomorphism causing them to evolve at unfathomable velocity. All the dust has been since assimilated into their systems but, their bodies have evolved so much by then they were capable of naturally producing it (or something w/the same effects) in their physiology. The arhulians are quite a "young" race by the fact that they only had sentience for about three millennia. But has evolved more in that time than most races have in their entire existence; And they show no signs of slowing...

(I based their evolution speed on the zerg, which stuttman says: In 1 hour, this thing (the zerg) has evolved more than humans did in 100,000 years. I did the math and in about 3000 years they have evolved as much as humans would in about 2 trillion years).=\



The Arhulians are a benevolent, peaceful race with a silvery musteline appearance.

They a focus on lifestyle based on high morals, happiness, and also the value of life & peace. (Optimistic/Naive). Arhulians are very outgoing and wish to convey their life style to other races; (Stellar Guardians) but due to their peaceful nature they rarely force their will upon others.

And seeing as how it corrupts other races arhulian lifestyle has developed no need for the use of or production of currency among themselves. And use it for only inter-species transactions.(Spendthirft, Dust impaired, Sloppy Sawbones).



They are different technologically speaking from other races; as in they have no form of technology whatsoever. In place, their structures are all organic in composition, either created from their genetic material or a (highly evolved) arhulian itself. Many foreign members of the populace find living in arhulian homes/ships highly unsettling because they're basically a hollow cavity in a living creature/arhulian that can support life, and prefer to live in artificial homes. Also since as the organic tissue in their structures is lighter than most metals, and no need for (in matter form) fuel, they can focus on larger living and cargo spaces. Since the Arhulians care deeply about life they used the previous statement to make their cities large as possible with minimal impact on flora, fauna, and the general environment. (Crowded planets, Optimal structure).

(If that's hard to picture, imagine if the zerg were peaceful and looked like weasels.)



Highly evolved arhulians (like the ships) have achieved the ability to bend and manipulate raw energy itself; capable of many applications, shields, sustenance, regeneration, and more. And just because they are peaceful doesn't mean they're pacifist. Although they are tolerant and slow to anger, they will eventually meet a breaking point. When finally provoked, they get furious. They are peaceful in the "speak softly, carry a big stick" kinda sense, except they hide their power of dominion over energy until they need it making for a terrible surprise to their assailants.



"The only thing a longer fuse means is that there is a bigger boom when it reaches the end".

- Hissho military adviser warning his admiral not to assail seeming 'pacifist' and 'too forgiving' race.



Arhulians can use the energy to synthesize weapons (kinetics & missiles star trek replicator style), or even use the energy itself as a weapon, and said arhulians control energy at extremely high efficiency. Meaning their weapons are abnormally strong. On par, even superior to the armaments of militarily focused races. (Deadly weapons). Many conquest and military based races have fallen to the arhulians because they have made the mistake of: Peaceful = weak.
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12 years ago
Oct 4, 2012, 8:39:35 PM
Hello everyone!



As from the thread I opened unnecessarily^^ here's my custom faction, the Toruum.



First off, I was wondering if it was possible to create a faction, that would do fairly well no matter what criteria are required for victory.





Toruum

Background: The Toruum are the descendants of one of the first Empire colony ships that disappeared on its way after reports of a fight with an unknown species. The escort fleet was completely destroyed but through their sacrifice, the damaged colony ship managed to disappear between the stars. It was believed destroyed.



After a long journey and not knowing what their location was, the colonists ended up landing on a huge hot and dry planet the settlers named Toruu. This planet possesed a rather high gravity and a number of anomalies that would work in their favor later on.

Among the colonists were some of the most brilliant thinkers and commanders the Empire had to offer and it didn't take long for them to realize that this was a chance to start anew, without the flaws of the Empire, always knowing that they would have to fight for their newly won freedom.



Because of the high gravity, life and work on Toruu was hardly bearable and soon led to the development of advanced tech doing almost all the work. The homes of the Toruu were supplied with artificial gravity and after a few centuries most of the population lived on hovering platforms where the conditions were more pleasant.

As time passed Toruus anomalies and the high intelligence of its inhabitants led to a strong and confident culture where technology and industry are highly advanced. The Toruum have never lost touch with their history and were always ready for war they have no urge to expand and conquer.



Only recently their homesystem was discovered by a fleet of pilgrims what led to an extensive transfer of technology but also to an increased contact with dust. Dust, previously not very important to the Toruum, has (with its almost magic-like properties) led to a radical change in society which now requires new regulations.

A first attempt of the United Empire to annex the Toruum has failed but has alsorevealed the Toruum weakness: Through the adaption to artificial gravity and the fact that almost every aspect of work is done by machines, the Toruum completely avoid physical confrontation on the ground.

The Toruum are advanced and strong but they are also unexperienced in contact with other species. For them, a new era has just begun.





Faction affinity: Sophon (0% - 50% Tax = 50% - 0% Science Bonus; -50% supportmodul cost)

Faction looks: Pilgrim (in lack of alternatives)

Traits:

positive

- Huygens Rings 1/1

- Optimal structure 1/2

- Deadly Weapons 2/3

- Snipers 1/3

- Builders 2/3

- Militarists 1/2

- Optimistic 1/2

- Entrepreneurs 1/1

negative

- Dust starved 1/2

- Feeble warriors 2/2

- Dust impaired 2/2

- Micromanagers 1/2

- Sloppy sawbones 2/2



Until now I have only played singleplayer matches and this is what the faction is designed for. I was thinking about adding 'overpopulated planets' for mp games but I wouldn't know what to throw out



I've only played one game so far but through sophon affinity there is a science boost, entrepreneurs gives you a dust boost and Builders+Militarists is basically an equivalent to a boost in industry. traits for space fight + optimal structure give you the necessary fleet strength to compete with others and it seems to work fairly well.



I know there's probably room for improvement and I'd be happy to hear what you think about it!



Cheers,

Snerch
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13 years ago
Jul 23, 2012, 7:11:41 AM
You really have a creative mind when it comes to faction creation! smiley: approval

Added to the list.



Sovereign wrote:
the Naiv Trait is very very Powerfull...try it and love it ; )


I can't agree more.
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