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Faction: Arhulians of Dusk (WIP)

I could see this being in-game
Could be in-game, but needs improvement first to even consider it
WW will not take no for an answer, He will keep improving on it until it's good enough to say yes
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12 years ago
Apr 30, 2013, 4:48:12 PM
Nightmare90 wrote:




1000 hours in MS Paint.




Why do I not believing you?
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11 years ago
Feb 17, 2014, 6:40:51 PM
Nasarog wrote:
Someone gave them water after midnite, and the rest was history!!!!


I don't think I catch that reference.
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11 years ago
Feb 17, 2014, 3:56:55 PM
Someone gave them water after midnite, and the rest was history!!!!
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11 years ago
Feb 3, 2014, 12:01:59 AM
WhiteWeasel wrote:
Small update.

-Instead of not being able to offer peace, they cannot offer ceasefire. Kinda like "You betrayed us, we will not stop the suffering until you are destroyed or acknowledge our dominance".


Actually, I resent this concept. It contradicts their "pragmatic enough to be brutal, but smart enough to foresee the negative effects of said efficiency". Instead they cannot backstab their allies. Pretty much they do not want to be known for uttering this phrase when in a time of need, if this code is broken, it is difficult to persuade other factions to trust you. Simply, due to their cold nature they take longer to achieve peace and because of above, take a penalty if they are the ones to start a war with a faction they were at peace/allied with. So it's harder for them to make friends and they can't backstab them.



-Harder for factions to like you.

-If you start a war with a at peace/ally, that faction will refuse your ceasefire and possibly give a relationship penalty to the factions that are on your side.



I'm very fond of starfish aliens but my mustelid motif kinda gets in the way of that. So to make up for their weasel like appearance, I'd change a few things about their biology and life style.



Firstly, they are cannibals. Not as in kill each other for food, but consume their dead and beyond saving. They see it as "recycling" the biomass of their fallen brethren, why waste the stored energy of a body by burying it in the ground? Needless to say, all factions pretty much abhor this. Even the cravers are put off by this, as they would only perform it in a desperation act.



In addition to being hermaphrodites, their advanced DNA does not suffer gene degradation from homozygosity. Even if it's not detrimental for Arhulians, factions still frown upon inbreeding.



Also I have been thinking about aesthetic changes, perhaps giving them thick tails, like a reptile or otter. Maybe giving the a second set of arms, which will actually help them because their musteline build gives them long torsos and shortish limbs. as in the can pass things up with the second set of arms. Conversely, I could make them more stocky like a wolverine or badger.



Also I'm going to redo Rhathumus' back story, or at least the first paragraph or two. I think it's kinda cheezy and could be so much more. Also I've redone the traits again.
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11 years ago
Oct 21, 2013, 11:59:59 PM
Small update.

-Arhulians are now biological hermaphrodites (both genders)

-I think there land invasions should do less collateral damage.

-Instead of not being able to offer peace, they cannot offer ceasefire. Kinda like "You betrayed us, we will not stop the suffering until you are destroyed or acknowledge our dominance".
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11 years ago
Sep 12, 2013, 10:30:47 PM
Good news, my first hero idea is done! smiley: biggrin Also I have updated the traits again to reflect the balance patch.



Arhulian Hero:



Darius bu'jaa



Corporate/Adventurer

Labor 1

Wit 6

Melee 8

Offense 0

Defense 0



"Darius is a revered scientist of the dusk. He is the first and eldest dusk of the analysis strain. His methods are bluntly practical with an ends-justify-the-means attitude. Questionable to outsiders, but the progress made cannot be disputed. However this ruthless efficiency has carried over to battle tactics. Things such as the laws of war, honor, along with chivalry, are seen as trivial self imposed barriers which are subsequently disregarded; and he is not above literal tooth and claw fighting to win territory. This attitude has earned him hatred and revile amongst the other factions for being pragmatic to a bitter fault."
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12 years ago
Jul 3, 2013, 12:45:48 PM
WhiteWeasel wrote:
Eh, definitely endless spacey, but a little cliche' for me, maybe perhaps they have a very twisted view of wanting to 'improve' and be at 'peace' other species. By namely infecting others with their genetics that will slowly transform the body from the inside out. Once developed enough the victim is opened to the collective mind-where countless voices of the dusk will speak to them and will be influencing what they think and how they act, corrupting the conscience itself. Not brainwashing, but using their superior knowledge and better understanding of the mind to get an edge on you and convincing you to join them.



And peace to them, is simply stripping away the ability to resist their will.




Good point there, sorry for my late reply smiley: biggrin
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12 years ago
Jun 26, 2013, 2:51:38 AM
Tredecim wrote:
hmm, maybe something like *experiment went wrong* and then they overtook (due to sudden knowledge and self-awareness) the scientists experimenting them or something like this? smiley: biggrin


Eh, definitely endless spacey, but a little cliche' for me, maybe perhaps they have a very twisted view of wanting to 'improve' and be at 'peace' other species. By namely infecting others with their genetics that will slowly transform the body from the inside out. Once developed enough the victim is opened to the collective mind-where countless voices of the dusk will speak to them and will be influencing what they think and how they act, corrupting the conscience itself. Not brainwashing, but using their superior knowledge and better understanding of the mind to get an edge on you and convincing you to join them.



And peace to them, is simply stripping away the ability to resist their will.
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12 years ago
Jun 25, 2013, 10:10:27 PM
WhiteWeasel wrote:
It's been a long time, I wonder how I could add to the backstory... any ideas?




hmm, maybe something like *experiment went wrong* and then they overtook (due to sudden knowledge and self-awareness) the scientists experimenting them or something like this? smiley: biggrin
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12 years ago
May 19, 2013, 2:03:21 AM
HumanSpacer wrote:
Ok. Where do we download it?


Its not a mod unfortunately, I sorta meant to see if the traits work out, they are in the OP and you could play them as a custom faction. But you could use the endless genetics mod to get the 80 point set.
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12 years ago
May 18, 2013, 11:11:35 PM
WhiteWeasel wrote:
I've played with the faction a few times, and they seem to handle well, but what looks good on paper may not play out too well. Plus I'm no ES master by any means. My most major concern is that 5 of the good traits are ship focused, while the other 3 are empire focused, and I do not want this race to suffer from crippling overspecialization.




Ok. Where do we download it?
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12 years ago
May 18, 2013, 2:47:10 AM
I've played with the faction a few times, and they seem to handle well, but what looks good on paper may not play out too well. Plus I'm no ES master by any means. My most major concern is that 5 of the good traits are ship focused, while the other 3 are empire focused, and I do not want this race to suffer from crippling overspecialization.
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12 years ago
May 1, 2013, 12:31:04 AM
Sovereign wrote:
Why do I not believing you?




Probably the karma. smiley: biggrin



To WW:

Please keep working on this.

Really like the concept, would be my new favorite "annoying as hell enemy". smiley: wink
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12 years ago
Apr 20, 2013, 5:50:54 AM
Seeing all the new (and good) factions on here, I decided to throw mine into the pool. I want to say it's good, but I want plenty of feedback and dramaturgy to make sure of that. Given time, (summer break coming up smiley: biggrin) I will flesh things out and hopefully make a good idea into a great one.

If there is anything to add/holes to fill TELL ME!!!!! The more detail the better.

EDIT:The third poll option might have been overzealous. So if you don't like this idea, thats OK. Or tell me why and I can fix it.



Arhulians of Dusk

(Are-rule-lee-ans) or just the Dusk

OP:https://www.games2gether.com/endless-space/forum/28-game-design/thread/12818-faction-arhulians-of-dusk

Based on my old custom faction: https://www.games2gether.com/endless-space/forum/38-creations/thread/16443-your-self-made-factions



Home planet type: Ocean

Diplomatic alignment: Evil "Warlike"

Gameplay: Late game powerhouse

Main victory type: Military



Affinity:

+ Ability to evolve pop to yield more fids

+ Can create ships that can steal population of opponents

- Revisal 2: Harder for other factions to like you, takes diplomacy penalties for "back-stabbing"

Traits:



Edit: Trait revisal 6, FEB 2014: Might drop masters of destruction, for one the possibilities listed below to round out traits; 5 points above limit, but points of all factions average at 73.5. And if I can use the 80 point contest rule, there are lots of ways this can go: 1) add a level of scientists to make research even faster 2) Add stellar guardians 2 to give them better detection and secure uncolonized planets. 3) give them dust recyclers 2 to make up for income penalty or, (4 add another level to cloning for faster growth in harsh climates.

Justification:

Cloning-The organic nature allows the very structures of the dusk to draw from the terrain itself. Minerals and nutrients are still obtained where crops and livestock have a hard time otherwise.

Crowded planets/optimal structure-The dusk are organic creatures, and can reconfigure their bodies to use all available space efficiently. That and due the organic nature of things: no need for bulky power generators, fuel storage, life support, lighting (bioluminescence) since it is all done by the "walls" themselves.

Deadly weapons-How is basically the zerg with dbz powers AND high intelligence not deadly?

Fearless warriors-Read the anatomy and they are very durable and strong compared to other lifeforms

Masters of destruction-Although you still need to collect the biomass/energy to synthesize it, being able to grow into a ship is easier than building one by hand/tentacle/claw etc...

Meticulous analysis-Naturally being able to see more of the EM spectrum than other factions comes in handy

Scientists-While they are evil, the thirst for knowledge is still there, not only to get an edge ones' enemies, but possessing the arhulian curiosity. Albeit in a more twisted, sadistic fashion

Micromanagers-While they do have a hive mind, while the all information of an individual can be preserved, the non conscious information such as instincts and experience cannot. A dusk would rather keep a valuable asset safe, even if it means that they see less action

Spendthrifts-Being an organic race, they (although smart enough to have an understanding) are a bit...inept to using some technology such as dust at its' greatest efficiency

Unlucky colonists-'Kraa needed to hit the ground running and get his plan into motion ASAP. Not in fear, but rather the logical assumption of that the native factions would know how dangerous he was, and therefore be killed off before they were living under his foot claws. Meaning he settled on the first tier I planet he could find; which happened to be an ocean.





"When a new task arrived; they had to make tools and and mechanical constructs to achieve their goals, while all we had to do is look into our own DNA. For this, we are greater than the endless could ever be".



Origin:

The Arhulians are a benign peaceful race of musteline, sable-hued organic beings with the powerful gift of dominion over energy itself. For they were a very peaceful race, sure there were a few rebels and criminals, but never one of true evil, until Rathamus 'kraa came into existence... He knew because of the hive mind of his people he will never be to consciously conceive evil. So through subconscious processes he was able to encode a subliminal message in to his own DNA structure, that when he was out of range of the mind of his brothers and sisters he could live to his own bidding, wiping any memory of it, lying in wait.



Unknowing of his own message he traveled the stars in search for peace. Meanwhile galaxies away...sophon scientists used dust to create artificial wormholes for faster travel. However they soon realized that they cannot control where the other end pops up, which could be quite literally anywhere. Such fortuitous placement is unreliable and dangerous, and thus the project was abandoned. However one wormhole appeared and whisked 'kraa galaxies away, far far out of range of the interconnected mind his message revealed, he was free.



Evolution:

The first suitable planet was found to be an ocean rather close cool edge of the liquid zone, where the dark, cool, overcast & mist imbued environment put the planet in perpetual twilight. To settle on the planet, 'kraa changed his DNA for self reproduction until populous was sufficient for normal reproduction. Their structures are essentially gargantuan organs that perform various tasks as well as draw nourishment from the surrounding environment. Arhulians are the ships, as in higher life forms that have evolved for interstellar travel. Many traverse by small singular craft, and revert back when they reach their destinations. However there is a point of 'critical mass' of which that the being has become so massive that they cannot reabsorb it for normal life, and thus they dedicate their lives to being vessels of travel, transport, and combat. Interstellar travel with no technology whatsoever is indeed impressive, but pales in comparison to the power to behold: dominion over energy. Arhulians have a unique cell in their physiology that can absorb and store tremendous amounts with obscene efficiency. Smaller life forms using it for additional stamina and strength. But with larger lifeforms the amount of energy that can be stored goes up drastically with body size, generating shields, photon beams, and even synthesising projectiles. Putting combat ability above even most weaponized races, making for an extremely formidable foes.



Society: I definitely plan on add to this in the future

Unlike other evil races, the dusk are not prone to the seven hubris that is responsible to an eventual downfall. In fact they use what many perceive a good traits: Patience, planning, loyalty, bravery, and emotional control. Possessing Intelligence, & strength is a rare combination; combined with prudence they are a force to be truly feared as one cannot rely on their enemies to falter.



"The one of highest standing wins, the one who makes the least mistakes wins in the conclusion".



Gameplay



The AoD have something called 'high evolution'. When a system becomes mature (colony/full ownership) you can set an improvement (kinda like ind to dust) that will convert pop growth to evolved growth and will go up as the same rate of the normal pop. IE, if your systems rate is 1 every 2 turns it will be the same, but for evolved pop instead. (however normal pop does not go up while this is active). The population unit becomes purple, yielding .25 more FIDS. So for every four evolved population you get the bonus of one additional pop.



*Also these values can be adjusted to say .20 or .33 for balancing, 3 - 5 pop a turn at maximum tech, (which I think should be reached at about the equivalent level of a tier 3 weapon in harmony), if too powerful/slow





For example if a planet has 20 evolved population it will yield the FIDS of 25 population. The conversion can be kinda slow, so there will several be techs/system improvements to hasten this. (to say about 4 a turn) For example if you have a system with 1 pop growth every 4 turns and say max tech, the multiplier will make it 1 evolved pop a turn. Basically for each upgrade you have just +1 to the evolved rate a turn. Or if it's a 1 pop a turn, you'll get 4 evolved pop a turn and so on. To gather useful intelligence and resources the dusk send special ships with the goal of abducting the denizens of other races for information, technology, then synthesis by merging their DNA and making the abductees minions of the Dusk. And are often used as 'Kinetic fodder' during invasions. Otherwise if they can't be synthesized or be of use as servants, the victims are engorged and broken down for biological resources and energy.



Evolved pop cannot be put on to normal seed mods. See below:



Arhulians of dusk will also be able to research a special seed module that allows them to abduct the population of other planets and ones that move evolved pop. Evolved pop cannot be abducted by other dusk.

It will work like this: When a ship with the abduction mod is sent to an enemy system it will have a special abduction action, when selected the ship will remain in that system for one turn and can abduct the population for however many modules you have on this ship. Like the troop module, it will have % of success - determined by planets defence and invasion strength within the fleet. Both types of seed mod will have a higher price in industry cost compared to the normal one.





Biology:

Appearance: AoD are large musteline creatures with a snout containing a pharyngeal jaw, trichotomous eyes that get smallar towards the back of the skull, as well as bone coverd claws and tail tip. Skin is caucasian in color (if you see it)(EDIT now black-grey), fur is a shiny silver to jet black. Body height when standing upright is ~2.5-3M or 8-10ft. More powerful/evolved dusk can get quite a bit bigger-more volume to store energy. 3.5M is the average here.



Picture of a weasel for those unfamiliar with the animal, dusk are a little bit less long and more stocky than the picture below.



Jaw: Basically they have 4 rows of teeth (one inset to the other or a U with a smaller u in it) instead of a humanoids' two.

So slap all this on a black/silver mustelid and you got my creature.



Anatomy & organ systems: Aod Have a unusual "decentralized" organ system, rather that having one or two organs like humanoids, many numerous smaller systems are evenly distributed across the body. Making them very resilient to injury due to redundancy in that only a small number are necessary for survival.

Exceptions:

-Brain, while there are nerve clusters spread around the body, a large portion are located in the skull. They have a (compared to most) a good chance of surviving decapitation/serious brain damage

-Stomach



Hive mind: Not in the zerg sense. All Arhulian minds are interconnected and can think as a collective at times, but all AoD retain a form of individuality & sentience. However they can be psionically attacked if they fall too far out of line. (like trying to rebel or go against their leaders' will)



Bio Shield: Their tissue is high in carbon and weaves cell strands much like carbon fiber or kevlar, but on a much smaller and more advanced level. Capable of polarizing (may not be the best term) their fur and have it become extremely hard. Kinda like diamond micro-scales that disperse much of the kinetic energy, leaving what's left little, if any penetration to the already resilient flesh. (If you seen fullmetal alchemist you know what I mean)



Synthesis: A type of merging that could be the equivalent of Arhulian marriage. When two (or more) Arhulians synthesize, their physical and physiological bodies merge, becoming something greater than either. They are completely fused to the core in every way (in a process that cannot be undone) and so perfectly fused that no distinguishable traits from either individual are seen. How the mind works after this process is unknown to outsiders. Two (or more) minds in one body? One takes dominance and the other(s) are like a conscience? Psychological democracy? Or are they so intertwined that that we is now me and thinks as a singular individual?



Circulatory system: - typical blood vessels, but rather than a central heart they have what is akin to many sub stations than a major power plant, same applies to all other organs

Skeletal system: - Adamatian - very strong

Reproductive system: - Now this where things get interesting: They are biological hermaphrodites. Not being stuck as a boy or girl makes selective breeding so much more effective and make punnett squares less annoying.

Respiratory system: can passively absorb gas though skin as well as typical breathing.

Eye sight: Full spectrum - each set specializes for 1/3 of the spectrum (but overlaps a little) large is



The Ardor Cell: Little is known about this cell, other than it can store vast quantities of energy beyond any technology and manipulate it with ease.





Other notes:



Ship CLASS names:

Colonizer-Propagator

Corvette-Observer

Destroyer-Executor

Cruiser-Preserver

Battleship-Guardian

Dreadnought-Leviathan



Again they are an organic race. Replace steel, concrete, and power with bone, flesh & blood.

As for appearance, I will get on that later, description or drawing is hard.
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12 years ago
Apr 29, 2013, 3:29:13 AM
WhiteWeasel wrote:
Nice, You check out the other factions before you make that final smiley: mrgreen


Well, I did that already. Maskari and Legion also seem to be cool.

Dusk`s affinity imo is something special and would be fun to play.
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12 years ago
Apr 28, 2013, 11:59:27 PM
WhiteWeasel wrote:
Nice, You check out the other factions before you make that final smiley: mrgreen




He might have meant that he would vote 'Yes' on the poll, but still lol
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