================================================================================ Lag.Com's RTS ================================================================================ ----- BASE MECHANICS ----------------------------------------------------------- Resources There are three resources, which for now I shall call X, Y and Z. X is strong and durable, yet malleable, and quite plentiful, and as such is the main ingredient for most structures. Y is soft and fibrous, and possibly edible depending on the species, lending itself towards unit production. It is not so plentiful but can be grown, and is such renewable. Z is a strange and volatile element, requiring strict procedures to mine and contain. It is obtained from deep mines in sparse veins; its rarity is matched by its value and potential. The most complex and unusual technology requires this mineral yet its rarity ensures few will ever experience it. Some races can take it as a narcotic drug; its effects are incredible metabolic enhancement at the cost of longevity. ----- RACES -------------------------------------------------------------------- * Ikufti Description The Ikufti are a numerous yet insular race that are vaguely arachnoid in nature. Pursuit of knowledge is their highest goal, and feel little for the lives that must be sacrificed in order to achieve it. Ikufti society is highly hierarchical, like that of social insects. A huge immobile Herder is their leader, issuing instructions which are followed without question. Just underneath that are the Finders; scientists with endless curiousities. They are aided by many Fetchers, the workers of the tribe, with strong forelegs they often adorn with blades. A special detachment of these called the Watchers guard the Herder, and whose unspoken duty is to kill the old Herder when a new one is born. Lowest in the hierarchy are the Breeders; large and asexual beings whose only duty is to produce more Ikufti. Unlike many insect species, the Ikufti do not possess the ability to control their offspring's type (though it is a highly sought after technology.) Mechanics Every Ikufti colony has one Herder, whose death means loss of the game. Only Fetchers may build structures, but may aid each other in construction. Fetchers also form the basis of the colony's army, backed up by Finders who have researched and built weapons to carry. Breeder chambers randomly produce new units (with new Herders occuring very infrequently). Herders slowly crawl to the old Herder's 'Palace' and take his place. This slightly changes overall unit production in a small random way. Research is constant and random in nature, with scientists working in a holistic fashion. Beginnings A new Ikufti colony starts with a Herder Palace with 2 Watchers, one Breeder Chamber with 4 Breeders in it, and 4 Fetchers. They start with zero in all three resources. Harvested X and Y can be taken to the Herder Palace for storage. * Tarkaij Description The Tarkaij are a strongly knit society of highly intelligent and vibrant bipedal beings who believe most strongly in the power of the mind. Unusually amoral, this tall and impressive people destroyed much of the wildlife on their home planet in pursuit of purity, before realising this caused their world to wither and die. Now learning from their mistake, the race began building giant ships to spread their influence to other worlds. Shortly after the launch of the first ship, a serious laboratory accident caused widescale destruction of their civilisation. Those remaining few of the Tarkaij have left their home behind and now seek to colonise a suitable world. Perhaps with the guidance of a race who has committed atrocities and seeks to atone, the galaxy can prosper? Mechanics Their incredible intelligence allows them to cast 'spells'. Tarkiaj believe firmly in the specialisation of worker to job, and as such train themselves towards particular ends. This means that unit types all descend from a 'Commoner' class; Commoners can build simple structures that allow retraining. When training is finished, the Commoner is replaced by a different class of unit. Once trained, a unit cannot 'untrain'. Tarkaij also 'level up' while they 'work'; a Builder might be able to build better buildings once they have built a certain amount, and a Battlemage's spells would become stronger. Tarkaij prefer to attack their enemies at range, as they are relatively frail. They can and do train infantry, imbuing them with powerful magically infused armour to protect them, which explodes violently upon user death. The first Tarkaij of their class who reaches 'Maximum Level' gains a unique name and a special power related to their job. If this hero dies, another will take his place once they reach Maximum Level as normal. Beginnings A new Tarkaij clan starts with 10 Commoners and 50X, which will inevitably be used to construct an X Silo for harvested X to be stored in. ================================================================================