Star Trek Sim, Signup
Posted: Thu Jan 21, 2010 10:20 pm
Ok, I am comfortable that I will have together the material I need for the players and myself by early next week so I think we can start setting up players/teams at this point. I will give a brief synopsis of each playable power as they will exist in the simulation. If multiple people want the same role I suggest talking it out, otherwise I will flip a coin.
Federation- The Federation is probably the strongest power in the area. It has a large and diverse fleet (though little to no standing army) and due to its large population has an impressive industrial base. However you have limitations. The Federation Council can and will restrict the freedom of the executive branch. Large portions of the fleet are assigned to deep exploration missions which goes a long way to even the odds. Additionally you are surrounded by other powers. This will be in some respects the most difficult and the simplest power to play. From a game management standpoint the Federation has by far the most ship classes to manage (though this is 95% automated for you). Beyond that you have a tricky diplomatic balancing act. The Alliance with the Klingons has kept the AQ stable for many years but the Klingon player has near total freedom of action and has their own pressures. The alliance broke once prior to the Dominion War, if it breaks again it may be bloody settling the power balance all over again.
Romulan Star Empire- An Empire built around lies, more lies and damned lies. To put it honestly things suck for you. You are surrounded by the Klingons and Federation for the most part. Against the Klingons alone you would stand a fighting chance. Against both you have no hope. Can you fracture their Alliance? Can you find new Allies in the Breen or Cardassians that can redress the balance of power in your favor? Diplomacy and duplicity will be key to being a successful leader of the RSE.
Klingons- Who wants to blow things up? This is the job for you. Any good Klingon player wants to fight. A great Klingon player will probably try to fight with anyone. After all you are not hiding behind the skirt of your Federation mommy are you? In all honesty though that will be the major interal issue to deal with for the Klingons. What do a people who base most of their life around battle and honor do now that the great war is over? Peace is hard for the Klingons. You are the leader of the Empire but challenges await with every Great House. Young Klingons wanting to prove themselves in battle strain against the peace. Whatever happens to this player it will certainly be interesting, and likely bloody.
Cardassians- There is having a tough life and there is leading the Cardassian Union during this time. Frankly, everything sucks. Just a few years after the Dominion War things are just getting back to a break-even. The occupation is just winding down. Two major features will impact your early game. One, you don't produce enough on your own to do much more than survive. Two, you have to choose a path for your transitional government. Do you take the long road to a Democratic Republic like the Federation, the quick fix of military dicatorship or something in between. You need help to make ends meet while you get there so diplomacy will be crucial from day one. Play your cards right and other powers will be competing to see who can bring you along in their image. Play them wrong and your people might starve.
When we fill these 4 I will open up some other spots. Try to go for something that fits your temperment. If you want to just bash skulls don't play as the Federation, you will just get frustrated.
Federation- The Federation is probably the strongest power in the area. It has a large and diverse fleet (though little to no standing army) and due to its large population has an impressive industrial base. However you have limitations. The Federation Council can and will restrict the freedom of the executive branch. Large portions of the fleet are assigned to deep exploration missions which goes a long way to even the odds. Additionally you are surrounded by other powers. This will be in some respects the most difficult and the simplest power to play. From a game management standpoint the Federation has by far the most ship classes to manage (though this is 95% automated for you). Beyond that you have a tricky diplomatic balancing act. The Alliance with the Klingons has kept the AQ stable for many years but the Klingon player has near total freedom of action and has their own pressures. The alliance broke once prior to the Dominion War, if it breaks again it may be bloody settling the power balance all over again.
Romulan Star Empire- An Empire built around lies, more lies and damned lies. To put it honestly things suck for you. You are surrounded by the Klingons and Federation for the most part. Against the Klingons alone you would stand a fighting chance. Against both you have no hope. Can you fracture their Alliance? Can you find new Allies in the Breen or Cardassians that can redress the balance of power in your favor? Diplomacy and duplicity will be key to being a successful leader of the RSE.
Klingons- Who wants to blow things up? This is the job for you. Any good Klingon player wants to fight. A great Klingon player will probably try to fight with anyone. After all you are not hiding behind the skirt of your Federation mommy are you? In all honesty though that will be the major interal issue to deal with for the Klingons. What do a people who base most of their life around battle and honor do now that the great war is over? Peace is hard for the Klingons. You are the leader of the Empire but challenges await with every Great House. Young Klingons wanting to prove themselves in battle strain against the peace. Whatever happens to this player it will certainly be interesting, and likely bloody.
Cardassians- There is having a tough life and there is leading the Cardassian Union during this time. Frankly, everything sucks. Just a few years after the Dominion War things are just getting back to a break-even. The occupation is just winding down. Two major features will impact your early game. One, you don't produce enough on your own to do much more than survive. Two, you have to choose a path for your transitional government. Do you take the long road to a Democratic Republic like the Federation, the quick fix of military dicatorship or something in between. You need help to make ends meet while you get there so diplomacy will be crucial from day one. Play your cards right and other powers will be competing to see who can bring you along in their image. Play them wrong and your people might starve.
When we fill these 4 I will open up some other spots. Try to go for something that fits your temperment. If you want to just bash skulls don't play as the Federation, you will just get frustrated.