Difference between revisions of "Glossary"

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;<div id="Flag">Flag</div>: 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.
 
;<div id="Flag">Flag</div>: 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.
 
;<span id="Government Ethos">Government Ethos</span> (IU): 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.
 
;<span id="Government Ethos">Government Ethos</span> (IU): 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.
Hyperculturalism Low Altruism Low Xenophobia Hyperculturalists denote a people who are extremely accepting of other cultures, so long as they are able to keep pace with the home culture, and do not interfere with its ongoing practices.
 
Autonomous Isolationism Low Altruism High Xenophobia Isolationists just want to be left alone. Their culture is stronger when it is inward looking and self sufficient, and as such it wishes to neither interfere not be interfered with.
 
Inventive-Philanthoropism High Altruism Low Xenophobia Inventive Philanthropists will draw on a wide variety of experiences from a number of different cultures to solve problems, most often with a positive or benevolent agenda.
 
Utopian Pillarisationism High Altruism High Xenophobia Pillared utopias separate people into mutually beneficial sections, each with their own institutions created to best serve each group, and thus the entirety of society from each based on their individual strengths.
 
Pseudo-Passivism Low Aggressiveness Low Xenophobia Pseudo pacifists are not averse to war, and will wield weapons when threatened. Instead they believe that there are always better solutions to a problem than violence, and that resorting to it is the sure sign of weakness.
 
Constitutional Segregationist Low Aggressiveness High Xenophobia Separation is the only way for society as a whole to achieve its true potential. Different cultures within society are treated on an equal footing, but it is their differences which are celebrated as these tend to lead to a proper exploration of their real strengths. 
 
Dispassionate Individualism Low Aggressiveness Low Altruism Individualists on the galactic scale have taken to a dispassionate view of others, as the way to promote real progress. They see caring about other cultures as a distraction from the continued search for personal prosperity. They wish to neither help others, not be aided by them.
 
Benevolent Cordialism Low Aggressiveness High Altruism To see others grow to meet their potential is society’s greatest motivator. Everything in life should be about assisting others on their journey, for the satisfaction in doing so is the greatest reward.
 
Absolute Militarism High Aggressiveness Low Xenophobia Resources are scarce, and life is doomed to be a continual struggle for material. If someone has things you need, then you have carte blanche to take it. Conflict is never personal, it is necessary.
 
Anthropological Racialism High Aggressiveness High Xenophobia The differences between cultures is not simply a matter of opinion, but of scientific fact. Different races have different traits, some good, some bad, only ours is the best.
 
Oppressive Totalitarianism High Aggressiveness Low Altruism Power is the final objective, and those with it want to keep it, while those without it do not deserve it. When you are at the top of the ladder, there are no constraints on what you can do.
 
Social Terrorism High Aggressiveness High Altruism Their ideals maybe noble, but their actions are not. Social terrorists are radical believers of the ends justifying the means. They desire to create a perfect world, and will not hesitate to use questionable tactics to achieve it.
 
Universal Egalitarianism Low Egocentricity Low Xenophobia Egalitarian societies believe it is only though the complete rejection of prejudice that true understanding between societies can be achieved. All sentient beings were created equal, and all have a right to life, liberty and the pursuit of happiness.
 
Romantic Nationalism Low Egocentricity High Xenophobia Romantic nationalists do not perceive their race as being superior, but rather it is their geography which is important, as the culture is a product of their specific circumstances. Therefore anything that is foreign, is necessarily dangerous as the home is unique, and needs to be protected in its most pure form.
 
Disengaged Cynicism Low Egocentricity Low Altruism Modern cynics are sceptical of the motives of others, and disengaged cynics take this a step further. A millennia of broken promises by those in power, has seen society break down to a set of unrelated interest groups, where things only get done which must be done, and the rest is ignored.
 
Trans-Utilitarianism Low Egocentricity High Altruism Trans-Utilitarianists are radical idealists who believe that not only are sentient beings capable of great good, but actually embody it. As such, the quest for all Trans-Utilitarianists is to achieve the –greatest amount for the Greater Good throughout the galaxy, or more particularly not just for their own society, but for all regardless of the cost to themselves.
 
Tranquil Bohemianism Low Egocentricity Low Aggressiveness Bohemianism teaches that the universe could do with a great deal more patience and calm. It is prejudice and lack of understanding that fuels anger and violence. If these base instincts are abandoned then tranquillity will rule.
 
Martial Professionalism Low Egocentricity High Aggressiveness The military is a powerful force in society, however it is not tyrannical, but rather one which functions for the betterment of its people, and expects the same from others. They promote courtesy towards fellow combatants as an ideal, even while trying to kill them. Mortality is the very real companion for warriors, and the ability to respect this is paramount.
 
Radical Idealism High Egocentricity Low Xenophobia Idealists try to follow a positive agenda, but radical idealists try to impose their views on others regardless of the veracity of their claims or ideology. Free choice and dialogue means nothing to them, the only right answer is the one they are providing.
 
Astro Imperialism High Egocentricity High Xenophobia Astro Imperialists believe not so much in the acquisition of territory (though that is important), as to spreading the supremacy of their own culture. They are the conquerors, the imperialists, and everyone else is simply a receptacle ready to absorb the perfect ideals and traits of their master.
 
Ancestral Elitism High Egocentricity Low Altruism Those in power are there because they need to be, all others are incapable of the level of leadership that they achieve. Lower classes might well manage some rudimentary form of power or wealth, but they will never be able to compete with those born with it.
 
Ascendant Universalism High Egocentricity High Altruism Ascendant Universalists toe a line very close to that of Imperialism, however for them it is not the act of conquest which expresses their superiority, but rather that of benevolence. They were born with exceptional gifts, and it is their duty as superior beings to distribute the fruits of this gift on to those less fortunate. 
 
Venerated Populism High Egocentricity Low Aggressiveness Whereas a populist faction used to struggle for the populous against the elite, in time these champions of the people have become venerated to the extent that they developed into the elite themselves. Popularity is everything, and only those who have the largest following, or the greatest support are able to rise to the top.
 
Righteous Egotism High Egocentricity High Aggressiveness Righteous egotists believe that they are the greatest beings possible. Only one race is capable of such perfection, and that is themselves, there is little point of trying to make others similarly aligned. Should anyone dare disagree with their proclamation, then their attitude becomes exceptionally confrontational so that they can prove their superiority beyond any doubt.
 
Enlightened Universaltheism High Belief Low Xenophobia Regardless of other beliefs, enlightened beings perceive the universe as conjoined through their shared spiritual links. Therefore they will accept and even encourage other cultures to explore their own spirituality, secure in the knowledge that the foundation of all belief, is their own.
 
Inquisitorial Sanctificationism High Belief High Xenophobia Inquisitorial beliefs are concerned about the impact foreign ideals would have on their own followers, and strive to purge any such influences wherever they should arise.
 
Dogmatic Foundationalism High Belief Low Altruism Dogmatic Foundationalism followers close their ears to the preaching of other doctrines, confident in the truth of their own belief.
 
Altruistic Benevolentism High Belief High Altruism Faiths that teach benevolence towards others tends to attract humble followers, who believe that the greatest reward is to be found in the goodwill towards others.
 
Pacifistic Pietism High Belief Low Aggressiveness Supporters of a Pacifistic Pietism path, believe in the sanctity of life and will not raise a hand against fellow sentient beings.
 
Fanatical Reformist High Belief High Aggressiveness The Fanatical Reformist seek to convert all those they can to their particular creed, either through persuasion, or if necessary, violence. Those who refuse conversion are will be destroyed.
 
Utilitarian Idealism High Belief Low Egocentricity Progressive belief structures believe in tolerance of other faiths, secure in the knowledge that theirs is of such power that any threat offered would be inconsequential.
 
Religious Elitism Visionary High Belief High Egocentricity Only those with absolute conviction in their self as the superior being can be considered a visionary. So great is their personal bearing and the importance of their faith, that all who adhere are blessed, while those who do not should be cast down and destroyed.
 
 
 
;<span id="Industrial Unit">Industrial Unit</span>: The base measurement of production cost.
 
;<span id="Industrial Unit">Industrial Unit</span>: The base measurement of production cost.
 
;<div id="Pin">Pin</div>: Used by player as a personal notation for a specific area on a world. Armies post pins.
 
;<div id="Pin">Pin</div>: Used by player as a personal notation for a specific area on a world. Armies post pins.

Revision as of 23:33, 8 November 2018

Base capacity
Maximum size ground unit that a base can build.
Base queue
Where you build ground units. You can spend Øuadrans to activate the queue which enables construction of ground-base military units.
Base rate
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.
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:

      - Each army unit = 1 hangar

      - Each ship = 1 hangar

Exocredit (ξ)
In game currency generated by production and trade.
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.
Government Ethos (IU)
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.
Industrial Unit
The base measurement of production cost.
Pin
Used by player as a personal notation for a specific area on a world. Armies post pins.
Øuadran
In game currency earned through game play or purchased by the player.
Shipyard capacity
Maximum size ship that a shipyard can build.
Shipyard queue
Where you build ships. You can spend Øuadrans to activate the queue which enables construction of ships.
Shipyard rate
Determines how fast and efficiently a shipyard can produce ships.
Shipyard size
Determined by population assigned to creating shipyard and exocredit costs.
Support and Efficiency Index (SEI)
Measures positive and negative influences of player actions and various events for an area.