Glossary: Difference between revisions
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;<div id="Emissary">Emissary</div>:Experienced negotiators who bring conflicting viewpoints to the bargaining table to find common ground. | ;<div id="Emissary">Emissary</div>:Experienced negotiators who bring conflicting viewpoints to the bargaining table to find common ground. | ||
;<div id="Envoy">Envoy</div>:Focused mission centric junior diplomats who are adept at diplomatic problem solving and getting positive results. | ;<div id="Envoy">Envoy</div>:Focused mission centric junior diplomats who are adept at diplomatic problem solving and getting positive results. | ||
;<div id="Pod">Escape Pod</div>:A fleet type consisting only of an escape pod containing a leader. This fleet type is not able to move. | |||
;<div id="Exocredit">Exocredit (ξ)</div>: In game currency generated by production and trade. | ;<div id="Exocredit">Exocredit (ξ)</div>: In game currency generated by production and trade. | ||
;<div id="Expert Extraction Agent">Expert Extraction Agent</div>:A master of the shadows, the seasoned extraction agent is able to blend into any surrounding and work in plain sight. With a mastery of the art of invisibility, they take all they need. | ;<div id="Expert Extraction Agent">Expert Extraction Agent</div>:A master of the shadows, the seasoned extraction agent is able to blend into any surrounding and work in plain sight. With a mastery of the art of invisibility, they take all they need. | ||
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;<div id="Junior Intelligence Officer">Junior Intelligence Officer</div>:Legal hackers, they are experts at electronic warfare, well able to engage with others in cyberspace. They are thieves with the luxury of never having to leave the comfort of their own desk. | ;<div id="Junior Intelligence Officer">Junior Intelligence Officer</div>:Legal hackers, they are experts at electronic warfare, well able to engage with others in cyberspace. They are thieves with the luxury of never having to leave the comfort of their own desk. | ||
;<div id="Junior Sapper">Junior Sapper</div>:A low-level pyromaniac indoctrinated to strike against significant targets. Their missions tend to be dangerous and they are often not expected to return. | ;<div id="Junior Sapper">Junior Sapper</div>:A low-level pyromaniac indoctrinated to strike against significant targets. Their missions tend to be dangerous and they are often not expected to return. | ||
;<div id="Liaison">Liaison</div>:Junior policymakers who spend their days understanding alien cultures and history to advise superiors on local cultural protocols. | ;<div id="Liaison">Liaison</div>:Junior policymakers who spend their days understanding alien cultures and history to advise superiors on local cultural protocols. | ||
;<div id="Master Agent">Master Agent</div>:Master agents have a very particular set of skills, acquired over an incredibly long, quiet career. They are the stuff of nightmares and are the reason why the enemy sleeps with one eye open. | ;<div id="Master Agent">Master Agent</div>:Master agents have a very particular set of skills, acquired over an incredibly long, quiet career. They are the stuff of nightmares and are the reason why the enemy sleeps with one eye open. |
Revision as of 19:22, 4 November 2024
- Ambassador
- Experts in negotiation, understanding motivations, and the intricate weave of geopolitical nuances.
- Analyst
- Those with the desire to serve and protect their own, analysts are equipped with all the tools to provide security. They are the ones able to spot the wolves among the sheep.
- Anarchist Magus
- Chaos follows Anarchists. They find organization and structure worthless. A higher purpose does not exist; life is but fleeting moments in an unpredictable, chaotic universe. The future is not guaranteed. The present, however, is yours for the taking.
- Arch Druid
- These down to earth mystics spend most of their time tending to the natural world. When threatened, however, druids unleash the full force of nature in defense of home and habitat.
- Arch Justiciar
- Individuals have the freedom to do what they please, but only the Justiciar holds the authority to mete out the consequences to those actions. Every illegal action has an equal reaction under law.
- Arch Philosopher
- Philosophers are concerned with everything. They seek to identify and study the fundamental aspects of reality. What is and what isn't are equally important, as all lead to the understanding of the nature of existence.
- Arch Physicist
- For too long the universe has been the subject of superstition and shrouded by fear of the unknown. Physicists seek to explain natural phenomena through rational thought supported by empirical evidence.
- Arch Primal
- Primals bridge the gap between the secular and the spirit realm. They spread the practice of communicating with and gaining the favor of animal spirits in order to bless the land.
- Arch Seer
- Seers look into the spiritual plane, melding it with our own as they find spirits in all things. To be aware of these spirits and to recognize their existence is to find favor with them.
- Archaeologist Skills : [Leader Skill]
- This ability to piece together and understand historical context of ruins, discover natural and artificial wonders, and salvage the remains of battles for technological insights and raw materials.
- Assassin (Agent Type)
- The fine line between a simple death and martyrdom is defined by the killer. Assassins, therefore, are masters of making accidents happen.
- Astrologer
- There are signs all around us, but to identify their precise nature and meaning takes incredible insight and an understanding of the minute nuances of our shared existence. The cosmos holds the key to all existence, all we need do is look, says the Astrologer.
- Base queue
- Identifies how many ground-based and what type of military units are in production.
- Base rate
- A function of size that determines how fast and efficiently a base can produce units.
- Base size
- Determined by population assigned to creating base and exocredit costs.
- Beacon
- Used by a player to contact other players. Beacons can be positioned on the System Map at specific orbits--usually around either the star or a world/moon. Player must be at a system to drop a beacon. Messages are preset, but players can include Empire name and contact information are part of the message. Possible messages could be "Claimed by Dragon Empire - [email protected]" or "Dragon Empire hails and welcomes trade - [email protected]". Fleets drop beacons.
- Broker (Agent Type)
- If it is money which makes the world go round, then it is the Brokers who rule it for they are the masters of profit. They are experienced wheeler dealers, able to make a quick credit from the most unlikely commodity. Even their own mothers are not safe.
- Builder Skills
- The ability to conceive and manage city planning and implementing infrastructure and projects. The more skilled the builder is the more effective the population will become with their respective jobs. At higher levels can develop saboteurs that can adversely affect an enemy's infrastructure.
- Carrier Hangar Capacity
- Light and heavy carriers have hangar space to transport scouts, fighters, bombers or army units. A ship's hangar capacity is figured in this way:
- 1 army unit = 1 hangar
- 1 ship = 1 hangar
- Clairvoyant
- Every action has a reaction; each act is followed by a consequence. These are not random elements in life, but something which occurs for a reason. The specifics of the reasons may appear obscure to all but the greatest Clairvoyants.
- Cleric (Agent Type)
- Some travellers wander to distant lands under the guise of intellectual curiosity, wishing to better understand foreign cultures and faiths. Once engaged, clerics convince locals of the false nature of their beliefs and offer absolution... for a price.
- Color Alternative
- Preference which displays color alternative icons for visual impaired players. These icons are primarily used to identify the relationship the player empire (green) has with other empires. Color alternatives are available when art cannot provide another type of non-color discrimination, like shape or orientation.
- Consul
- Highly experienced diplomats with a track record of success with different cultures. They speak with the authority of leadership.
- Contract Killer
- This is an individual who has proven abilities in the field and understands the significance of quiet work. True authority comes only from the barrel of a gun. Or the edge of a blade.
- Control Orbit
- A single fleet controls the orbit of a given world or moon. A Fleet that controls orbit can transfer leaders and armies to/from the surface and prevents other non-allied fleets from dropping armies on the world. Control of orbit also dictates trade route activity.
- Commando
- A commando is adept in search and destroy missions, able to effectively destroy area infrastructure and sabotage military bases and shipyards. They are self-sufficient, resourceful and difficult to eliminate.
- Counter Intelligence (Agent Type)
- Activities designed to prevent or thwart spying, intelligence gathering, and sabotage by an enemy.
- Covert Skills
- The ability to find and manage information and secrets. Skilled in spy craft ,those with this skill can develop a wide range of specialized agents for information gathering, counterintelligence operations, assassination, saboteurs, and procurement specialists. They are also capable of many of these operations themselves.
- Deploy/Deployed
- When an agent is placed back on the game map where an existing agent is located. This action costs a Quadran unless the sponsor agent (the agent at the location where the "#Furloughed" agent is being deployed to) is of the Diplomat type class.
- Detective Analyst
- An individual trained in analyzing behavior and recognizing potential threats. These men and women are fighting an invisible war against enemies you don't even know you have.
- Detective Chief
- Well practiced in feeding the enemy false information, Detective Chiefs are masters of making the unreal feel real. Instead of simply diffusing situations, they manipulate it to provide results the enemy will have never imagined.
- Detective Inspector
- One whose sole purpose is to maintain security for those they serve. They have extensive training and experience in the art of observation. While the institutions of counter-espionage are busy watching for the enemy, there are some who watch the watchers.
- Diplomat (Agent Type)
- Tireless servants of the state, diplomats stand at the forefront of the geopolitical battle for domination. They walk softly and use the threat of a big stick to ensure their friends are united and their enemies are divided.
- Dread Necromancer
- Death is but an obstacle to overcome. To gain favor with Death one must trade the souls of the living for those who once lived. For a necromancer to bring the dead back…one must pay Death his dues.
- Emissary
- Experienced negotiators who bring conflicting viewpoints to the bargaining table to find common ground.
- Envoy
- Focused mission centric junior diplomats who are adept at diplomatic problem solving and getting positive results.
- Escape Pod
- A fleet type consisting only of an escape pod containing a leader. This fleet type is not able to move.
- Exocredit (ξ)
- In game currency generated by production and trade.
- Expert Extraction Agent
- A master of the shadows, the seasoned extraction agent is able to blend into any surrounding and work in plain sight. With a mastery of the art of invisibility, they take all they need.
- Expert Spy
- An intelligence field agent and a expert in social engineering. They slip seamlessly into any segment or social element of society. Above suspicion, they are able to bare the soul and reveal the darkest secrets that can hurt you the most.
- Extract/Extracted
- When an agent is removed from the game map where his status is "#Furloughed".
- Extraction Agent
- With a background in infiltration and extraction, the extraction agent is capable of weaving through the shadows to retrieve just what is needed. By the time anyone realizes a thief is among them, it’ll be too late.
- Firebrand (Agent Type)
- If a whisper can bring down an entire empire, what force does a shout have? Firebrands wield language as a weapon to inspire people to prove their true power, leading them against the callous rule of petty tyrants.
- Flag
- Used by a player as a personal notation about the Galactic Map. Flags show up in Galactic Scans only on player's screen. Possible notations include "Colonize ASP", "Wonder" and selected System information like types of objects in orbit. Fleets deploy flags.
- Fleet Movement
- These icons provide information about a fleet's abilities:
- Furloughed
- The status of an agent who is not on the game map. It takes three hours real time before the agent can be "Deployed" or placed back on the game map.
- Government Ethos
- How an empire behaves within game play. Each empire is tracked for five traits: aggressiveness, altruism, egocentricity, belief strength and xenophobia. These traits determine the empire’s governing ethos. Over time an empire’s ethos can change. The player’s Empire Dashboard or another Empire’s Dossier displays one of the following icons to identify the current ethos. Colors representing the two dominant traits are incorporated into the icons.
- Ground Combat Skills
- The ability to effectively manage and lead ground forces in battle. The higher the skill, the more effective the ground troops will be in battle. This also enables the leader to recruit informants, as well as saboteurs that can adversely affect an enemy's infrastructure.
- High Visionary
- That this world is the best of all possible worlds is due in no small part to the efforts of visionaries. They identify and seize upon the small threads of opportunity evident and otherwise missed throughout all our lives.
- Industrial Unit (IU)
- The base measurement of production cost.
- Informant
- A broker of information who sells knowledge professionally. They seek out secrets and information to leverage. As it is said, even the walls have ears.
- Inquisitor (Agent Type)
- Always expect the inquisition. The Inquisitor knows there is no innocence, only degrees of guilt. Those heretics who fail to follow the path to redemption with unconditional devotion must have their soul purged of its vile corruption with fire.
- Intelligence Agency Director
- They are the head of a massive intelligence gathering operation with agents embedded at all levels of government. If knowledge is power, then it is the director who is truly seated on the throne.
- Intelligence Service Director
- Maestros orchestrating bloodshed from the shadows, they are the embodiment of Death. The death of one is unfortunate, of ten is a tragedy. Of thousands? That is statecraft.
- Intelligence Officer
- A thief with an eye for vital information, the Intelligence Officer has learned the practice of insertion to retrieve such needed material and secrets. To retain the loyalty of a thief is to possess all that you require.
- Investigation Agency Director
- Investigation Agency Directors inhabit the space between myth and reality. With the power of illusion, they conjure smoke and mirrors, dealing in half-truths to make it all seem real. If warfare is based on deception, then these are its true masters.
- Junior Analyst
- Junior analysts are drawn from the many police forces and are specialists in surveillance and counter surveillance. For the price of security, freedom is the cost.
- Junior Contract Killer
- Junior contract killers are low-level thugs who has been "persuaded" to put their particular skills to better use. Death is but a journey. Let them lead you.
- Junior Informant
- A low-level information asset who fits seamlessly into the fabric of society. These are the eyes peering out of the shadows, watching. Always watching.
- Junior Intelligence Officer
- Legal hackers, they are experts at electronic warfare, well able to engage with others in cyberspace. They are thieves with the luxury of never having to leave the comfort of their own desk.
- Junior Sapper
- A low-level pyromaniac indoctrinated to strike against significant targets. Their missions tend to be dangerous and they are often not expected to return.
- Liaison
- Junior policymakers who spend their days understanding alien cultures and history to advise superiors on local cultural protocols.
- Master Agent
- Master agents have a very particular set of skills, acquired over an incredibly long, quiet career. They are the stuff of nightmares and are the reason why the enemy sleeps with one eye open.
- Master Commando
- Veterans of many conflicts, these master commandos thrive in high-stress environments, far behind enemy lines. Here, where the enemy feels the most secure, they are best able to inflict destruction. They no longer know the meaning of fear.
- Master Extraction Agent
- Experts in multiple elements of information gathering and covert activities, they mold situations to their liking to provide prime scenarios to see their objectives fulfilled. The enemy may likely even blame themselves, or each other.
- Master Spy
- An experienced field agent able to get into and out of locations with ease. These agents are adept at social engineering. They understand a single weapon can kill many, but that a word to the right people can lead to the downfall of an entire empire.
- Missionary (Agent Type)
- Missionaries practice the art of persuasion on a grand scale. They are capable of standing before vast crowds and convincing them that previously held beliefs are false, leading them down a different path entirely.
- Monk
- Connected to everything, Monks are said to be one with the universe. They find acceptance of their place in it and work to help others reach a higher state of being through a virtuous life.
- Observation post (Agent Type)
- A small hidden outpost designed to monitor and track orbiting spaceships around a planet or moon.
- Oracle
- History is in a continual state of flux as its events are determined by the victor, but nothing is more certain than the future. Personal will is no more than a step on the journey, for ultimately one’s destiny decides all things.
- Orbitals
- Anything in orbit around a sun, planet or moon that is not a fleet. This can include Quantum Gate, Beacon, Wormhole or Space Debris.
- Paragon Humanist
- There are no spirits. There are no gods. Religion is nothing but cultism and a lie. There is only you and the universe that surrounds yourself, nothing more. Draw on your own power and faith in yourself. These are the beliefs of humanists.
- Past Speaker
- Charged with preserving history, past speakers strive to record the stories and memories of their countrymen, drawing on the example of ancestors to inspire their people to greater deeds.
- Pin
- Used by player as a personal notation for a specific area on a world. Armies post pins.
- Political Skills
- The ability to conduct diplomatic missions and implement social and governmental policy. This also enables the leader to acquire diplomatic agents such as emissaries and ambassadors who can increase the relationship between your empire and alien races.
- Preacher
- Preacher agents spread the word of their beliefs and of the need to bend knee and worship the divine, lest all suffer its wrath. The people must be saved from their secular existence and plead for grace from the holy.
- Prime Divine
- Having obtained divine ascension, the divines are living gods. As mortals who have taken on divine powers, they can easily find worshippers and maintain a following.
- Prime Ebon
- Darkness offers sanctuary from the creatures of sight. The light bares all, nothing is secret and nothing is sacred. With twilight comes hope and holy is the eclipse. An ebon leads the way.
- Prime Eternal
- You are born, affect your world, grow old, and finally die, only to be born again. The cycle of life is everlasting and unforgiving. The eternal knows that this body will not last forever, but that its mind and deeds will.
- Prime Mentor
- Your life holds a level of value you could never hope to comprehend. Only when you begin to try do you realize the scope of it all. The mentor will help you find meaning in your life, but it is only with their guidance that you will find success.
- Prime Mystic
- Mystics are no mere conjurors of cheap tricks, they wield powers which have not yet been explained and which may never be.
- Prime Vessel
- Vessels are divine intermediaries who connect the secular world with gods. It is through them that the gods grant their will and guidance to believers.
- Primordial
- Life is the beginning. Everything is but a result of life and the way it interacts with itself and its surroundings. Nothing is more holy than the act of creating life and only under certain circumstances should such a precious gift ever be taken.
- Prophet (Agent Type)
- Prophets adapt the emotional elements of faith to motivate followers to perform deeds they would otherwise be incapable of. This can either encourage devotees to greater achievements or provoke them to defy secular authority.
- Psionics Skills
- This unique skill is the use of the mind to affect outcomes of other skills. Defined in a variety of ways such as telekinesis, telepathy, fire or electrical discharges or even controlling other beings.
- Quantum Gate
- Space-based instant transport to stable end point on another world.
- Øuadran
- In game currency earned through game play or purchased by the player.
- Religious Skills
- The ability to spread your state religion throughout the galaxy, as well as to incite or calm populations or attack other religious beliefs. This also enables the leader to acquire missionaries, clerics, inquisitors and other unique agents that have a variety of faith based actions.
- Saboteur (Agent Type)
- A person who deliberately damages or destroys things in order to weaken an enemy or to make a protest.
- Sapper
- An agent who is an explosive expert found at the forefront of strategic demolition efforts. Their job is to enact targeted destruction of key objectives by any means necessary. They deconstruct the enemy’s sense of security, sowing the seeds of doubt.
- Scientist Skills
- The ability to understand and theorize scientific principles and advance the body of knowledge of your empire. The higher the skill, the more rapidly new scientific discoveries are understood and assimilated into the general population. This skill also enables the character to establish observation posts on planets that can scan for the presence of ships in planetary orbit.
- Secret Agent
- An agent who has come to embrace killing for a higher purpose, they have learned both the value of subterfuge and the element of surprise. Patriotism is a powerful motivator and these people will go to extreme lengths to protect Emperor and Empire.
- Security Agency Director
- From the stuff of legends, individuals who have seen victory through their profession countless times. These are the ones pulling the strings from behind the curtains, setting the stage and making each actor dance to their tunes.
- Shaman
- There exist intermediaries between our realm and the realm of mystic spirits. These Shamans are dedicated, practiced messengers who have the ability to perceive and influence these spirits and to gain their power.
- Sentinel (Agent Type)
- Clad in the certainty of their faith, Sentinels stand as bulwarks against dishonorable conduct. Their ever watchful eyes stand vigilant, guarding against the terrors of a treacherous and deceitful universe.
- Shipyard queue
- Identifies how many ships are in production.
- Shipyard rate
- Determines how fast and efficiently a shipyard can produce ships.
- Shipyard size
- Shipyard size determines two things:
- How large of ship can be built at this shipyard
- How fast the shipyard works
Note: Orbitals can be created by any size shipyard.
- Space Combat Skills
- The ability to effectively manage and lead spacefaring ships and fleets in space battles. The higher the skill, the more effective the star ships will be in battle. This skill also enables the leader to establish observation posts on planets that can scan for the presence of ships in planetary orbit.
- Space Combat Rules
- Rules of Engagement:
- One weapon can only fire at one ship. Note: a Heavy weapon with massive damage will fire against one ship, regardless of size even if it the damage could eliminate a dozen smaller ships.
- Each "class" of ship has an order of preferred targets.
- At the end of combat, any ship that has shields heals damage equal to those shields not to exceed the value of the shields.
- At any given round where weapons can fire, they do fire.
- Space Debris
- Pieces of space ships and their contents left as a result of a space battle. Ship designs and salvageable goods can often be found in a debris field.
- Special Operations Director
- The Special Operations Director knows that it is not enough to simply defeat an enemy in battle, but that they must entirely destroy their will and ability to fight. They are the reason for your enemy's walls and also the reason those walls will fall.
- Specialist (Agent Type)
- A person highly skilled in a specific and restricted field.
- Spy (Agent Type)
- A trained intelligence officer who is adept in the finer arts of interrogation and information gathering. They hold a wide range of lesser contacts that provide leads. Knowledge of the enemy’s disposition can only be obtained from others.
- Solarius
- Light is the life of the Solarius. It is the source of all life. Your life is a gift from the light and should be cherished as such. Worship it if you desire for such charity to continue.
- Support and Efficiency Index (SEI)
- Measures positive and negative influences of player actions and various events for an area.
- Thief (Agent Type)
- A person who steals things by stealth and without using force or violence.
- Veteran Commando
- Having completed multiple campaigns, these grizzled veterans are able to seek out and destroy high-value targets with a deadly level of professionalism. They have learned the tactics of guerrilla warfare and know the meaning of survival.
- Wormhole
- Unstable space-based instant transfer point to random worlds throughout the galaxy
- Zealot (Agent Type)
- Unquestioning devotion can be seen as its own truth. To have such complete belief in something leads others to believe the doctrine is a statement of fact, uplifting the faithful and spreading doubt to the minds of the unbelievers.