Also I wonder what would happen if we drove regular gods to extinction
Essentially what I meant is noโฆ Idk what to call it, stuff like any form of guns, non manpower engines, and electronics
also
Yeah my goal is you can create your own(balanced) magic system.
those do not count as technology(in this game)
Yes,
what about water wheels and telling a bunch of animals on ropes to walk in a circle?
those were both really common during the medieval age
How powerful can spells get?
How many elements are we limited to for Magic Spells?
Maybe there are no limits to that?
No limits, as @aah31415 thought
Yes, radioactivity can be used
By elements do we mean just the base four or all the ones made by people around the world?
So Radioactivity can be used?
By the way, if a species with tech and a species with magic met, could they create โmagitechโ together?
Yes, itโs M13, because that was the coordinate that was in your post.
I presume star systems must find themselves within the blue region?
they would have to keep the magitech off-planet though, since gods are afraid of tech being on their planets, and magic doesnโt work on science focused planets
oh, can a science civ have a god (or multiple?) in their star systemโs history?
just for some funny planets, like a gas giant with an atmosphere thatโs 57% ethanol and named after dionysus cause he made it, not for using magic
Just how powerful is illtry in-game?
Force
Magic
Spells
Name: Fire Spell
Description:
At the basic level, allows creation and manipulation of fire. Further practice allows energy manipulation. Another use is for energy healing.
Cost: 0.01 MP per kilometer of land affected.
Type: Energy
Name: Water Spell
Description:
Beginners can manipulate water at small levels. More advanced users can manipulate very large amounts of water, including all matter in liquid phase. Can be used for swimming.
Cost: 0.01 MP per kilometer of land affected.
Type: Liquid Matter
Name: Earth Spell
Description:
Allows manipulation of soil and rocks. Experts can manipulate all elements and matter in solid phase. An example would be generating ground quakes.
Cost: 0.1 MP per kilometer of land affected.
Type: Solid Matter
Name: Air Spell
Description:
Practitioners are able create wind and strong gusts. More experienced user can manipulate all matter in gas phase, and even fly.
Cost: 0.1 MP per kilometer of land affected.
Type: Gas Matter
Name: Sparkle Spell
Description:
Makes non-sparkling materials sparkle. In reality, it makes materials radioactive, glow, and generate heat. Used to make heat sources in homes. May have other undiscovered uses.
Cost: 0.01 MP per Megajoule emitted
Type: Radioactivity
Name: Lightning Spell
Description:
Manipulates and generates lightning. However, it actually turns other matter into the Plasma state, and allows manipulation of other Plasma state matter.
Cost: 0.01 MP per kilometer of land affected.
Type: Plasma Matter
Name: Mind Spell
Description:
Originally used for communication purposes, allowing universal translation. Also allows consciousness manipulation and entering of another mind space, but only the highest practitioners can do this correctly.
Cost: 0.5 per square moved and 0.1 per round communication/control is kept up.
Type: Consciousness
Name: Stargate Spell
Description:
When one visualizes another place they have been to before, the spell creates a doorway that connects two places and allows fast travel. In reality, it allows for space-time manipulation, and occasionally creates gravitational anomalies if used for too long. Can allow for time-traveling, but it is forbidden.
Cost: 0 MP since you can only go to places you have explored, this does still count as a spell, if you do decide to time travel, 10 MP per day travelled.
Type: Space-time
Name: Light Spell
Description:
Creates bright light, and can extinguish light. True masters of this spell allow for manipulation of Electromagnetism, which is why sparks and metals can be attracted by very strong users.
Cost: 0.1 Per 10,000 lumens.
Type: Electromagnetism
Name: Phasing Spell
Description:
A very advanced spell that gives the ability of the user to phase through other objects. Very advanced users can shrink or grow. Some grandmasters have been able to suddenly have objects appears and disappears (from the Uncertainty Principle) and other Quantum phenomena.
Cost: 0.1 per meter of land phased, and 0.1 per turn to keep up as well.
Type: Quantum
Carmargo Star System
Galactic coordinates:
15x kiloparsecs, 19y kiloparsecs, 5z kiloparsecs below the Galactic plane (O19,5-), in the HRK 81.4-77.8 cloud.
Star color:
Carmargo A โ Ah-Tabai, a G2-V type yellow-dwarf star. Carmargo B โ Vukub-Cakix, a K1-V type orange-dwarf star. Carmargo C โ Och-Kan, a M6-Ve type red-dwarf star.
Solar system details:
Camargo A and B, Ah-Tabai and Vukub-Cakix, orbit around each other every 79 Earth years. Carmago C - Och-Kan, orbits 3,000 AU (0.21 ly) away from the barycenter of the Carmargo star system.
Ah-Tabai Star:
Planet Name:
Cizin.
Other Planet Details:
Ah-Tabai has a nearly Neptune-sized and mass (12 Earths) planet, Cizin. It is located at 1.1 AU with a sidereal orbital period of ~360 d. This Gas Giant has an orbital inclination of 70ยฐ.
There are two moons orbiting the Gas Giant Cizin, Nacon and Qaholom. Between Nacon and Qaholom are ring arcs made of dark material, which are collectively named Gucumatz. These ring arcs can occasionally catch the light of the stars, and can be visible with infrared light.
Home Planet/Moon:
Nacon.
Home Planet/Moon Details:
Cizinโs moon Nacon is approximately the size and mass of Mars (0.11 Earths), and is volcanically active due to tidal forces from Cizin and fellow moon Qaholom. Nacon orbits Cizin every 2 Earth days, and harbors oceans, an atmosphere, life, and some form of tectonics due to volcanism from tidal forces.
Other Moon Name:
Qaholom.
Other Moon Details:
Cizinโs second moon Qaholom is farther away, orbiting the Gas Giant every 5 Earth Days. Qaholom is far less massive, approximately the size and mass of Jupiterโs moon Io. Like Nacon, Qaholom is also volcanically active, partially due tidal forces from Cizin and Nacon, as well as the very high amounts of radioactive elements on this moon.
Vukub-Cakix Star:
Other Planet Name:
Chamer.
Other Planet Details:
Vukub-Cakix has a nearly earth-sized planet orbiting it, Chamer, which is approximately 0.92 Earthโs radii. Chamer orbits very close to Vukub-Cakix, having an orbit of 12.4 Earth days. The planet orbits so close to the star that its surface is extremely hot and covered in lava oceans and lakes.
Och-Kan Star:
Other Planet Name:
Ahmakiq.
Other Planet Details:
Ahmakiq has an estimated minimum mass of 1.17 Earth masses, and orbits approximately 0.049 AU from Och-Kan. This places the planet in the starโs habitable zone. However, due to the high amount of X-rays, it is not actually habitable (to life that Earth knows of).
Other Planet Name:
Yantho.
Other Planet Details:
Yantho is far more massive, being either a Super-Earth or Mini-Neptune, due its high mass of over 7 Earths. The planet orbits 1.49 AU from Och-Kan, and takes 1,928 Earth days (5.28 Earth years) to complete its orbit. Yantho has a large ring system named Alom.
Other Planet Name:
Ekchuah.
Other Planet Details:
Ekchuah is the smallest planet around Och-Kan. It goes around Och-Kan every 5.15 Earth days, and has a mass of about 0.29 Earths.
Species
Backstory:
Long ago, ancient beings from beyond the stars spread nanobots into the Carmargo System. Their aim was to see what happens to life if it is stopped/prevented from developing certain traits at certain times. The first goal to try to limit life to Ediacaran-like body times/plans, which is why life on Nacon appears similar to Ediacarans.
Player Species:
Yalingia sentispikiformis are sentient amphibious spikey worm-like creatures, and the most intelligent lifeform on Nacon. Their spikey appendages, including mandibles, allow them to grasp and hold things. They see in the infrared and UV, in addition to the regular โvisibleโ spectrum of Earth humans. They have good hearing and smelling underwater, but they become lessened in air. They also have developed a complex language that uses pictures as words. These small spikey, creatures, probably about the size of a human fingernail, have created a medieval-like society that uses magic. They have mastered aquaculture, non-sapient creature-taming for food production and movement, and even found a way to make steam using radioactive ore. Being amphibious, they do some of their mining up the surface, as well as metal working above water.
Mount Species:
Dckinsonia* and Yorgia-like animals that resemble said animal from the Ediacaran. However, these animals can see, having multiple eye spots. They also have digestive systems with a primitive mouth opening, a set of gills for breathing, and use alternating, foot-like pulse movement for moving on the ground underwater and swimming at the surface.
Some of the Other Nonsapient Species:
Fractofuscus and Charnia form โliving forestsโ that move along with the tides and currents. However, they can also move ever so slowly using their โfootโ and have digestive systems. Some of these โanimalsโ have developed poison as a defense mechanism, or even spikes along their edges. Some have even developed Chitin to prevent themselves from being eaten. These organisms have the lowest level of magic within them. They are often found away from predatory sponge-like organism โdead zonesโ.
Somatohelix sinosus form โTall Fieldsโ to the Yalingia. These spiral organism tend to form together for protection, growing on rocks. These tube organisms have extensions that come out to help it feed, see, communicate, and defend, as each tube is actually a colony organism of multiple spiral tubes in a tower formation. Sometimes used for playing hide-and-seek among Yalingia youngsters, these structures can hibernate for quite a bit of time if conditions becomes unfavorable. Somatohelix is often confused for Sinotubules, which are bioluminescent and have developed high amounts of hallucinogenic compounds for defense.
Cloudina and Corumbella are often used as โLiving fencesโ, or dividers, underwater. Food, mostly in the form of algae, is left next to the opening of these columnar organisms so they do not move away from where they are โplantedโ. Both of these organisms tend to move similar to Earth scallops, where they pump out water to propel themselves forward and steer. These organisms have polypars coming out from their openings in the top, where Cloudina has stinging cells and Corumbella has sticky colloblasts. Corumbella had an additional purpose where its exoskeleton plates were collected for forming armor before metal casting and shaping was discovered.
Namacalathus are known as โLiving Towersโ. Before the formation of cities and towns underwater, families of Yalingia would often take refuge on top of these organisms. If they were able to successfully climb them. Later used for lookout posts, and then underwater sports climbing, these โStatue Treesโ hold an important significance for the Yalingia. Unlike their Earth counterparts, these organisms have formed a symbiotic relationship with algae, getting part of their energy from sunlight. The Yaligina have attempt to transplant and grow Namacalathus on land with very limited success, as a few managed to grow in intertidal zones and beach areas.
Government/Culture
Rulership:
The Yalingia elect their leaders. Every person voices their opinions, and they are considered when deciding leaders. They have a post-capitalistic kind of government, where the government helps their kind.
Culture:
Since they donโt really have a concept of money, and the government helps them, the Yalingia work to better themselves and pursue their interests when they have time not doing their regular work. The Yalingia have evolved to have close knit communities and a culture of helping others, which is why they naturally went toward Socialism/post-capitalism. Knowledge is also very important to the Yalingia, which is why Libraries are important places in Yaligina towns and cities. They use their โspikesโ appendages for gesturing and contact comfort. The Yalingia believe magic is a natural extension of the universe around them, including themselves, and it is a revered art/practice. Should one devote themselves to Magic, it can take many years of a Yalingiaโs life to master, as the Yalingia continue to experiment with Magic.
Architecture:
Due to being underwater for so long, the Yalingia use natural materials for building things. Sandstone and Shale are most often used for buildings, which are open at the top to allow light coming in. The bricks are often chiseled/carved with Ediacaran-looking animals for designs. They are carved on the surface, where the metal working is done. Microbial mats are used for flooring, making for very squishy and soft floors that regrow. Hearths will use sodium or radioactive ore for warm and cooking. Because their open design, cities and towns are wide rather than tall, and located close the intertidal zone. All houses will have stables-like structure, where swimming Proarcticulata-like mounts like Yorgia and Dckinsonia*-derived organisms are kept.
I presume you meant Och-kan here instead of the closest red dwarf, right?
Actually, it would be O19 (if we are using x first, then y second); I put a red circle where the HRK 81.4-77.8 cloud is located (donโt forget it is 5z kiloparsecs below the galactic plane).
Since the Yalingia is manipulating fundamental forces of the universe, eventually they will discover other uses for their spells for advancing themselves. Also, they are striving for knowlege, so new technology will be created; they might make a nuclear ore powered steam engine eventually.
The Submission
Type: Science
Techs:
1 Interstellar Ark - A fleet of spaceships of respectable size, being able to carry amounts of a species enough to colonize whole star systems. Type - Travel
2 Mining Fleet - A mechanical assemblage of autonomous spaceships whose main goal is to harvest and transport mineral resources found on various bodies to populated planets or places. Type - Resources
3 Probe Wave - A large amount of various probes sent from one system to examine and send back detailed reports on all the systems surrounding the one from which the wave was sent from. Type - Observation
4 Dyson Swarm - Everyone knows this one. Type - Energy
5 Virus Probes - A small fleet of biological weapon platforms launched in case regular observation probes spot a dangerous, hostile civilization. Basing off the data gathered by the first probes and the research and theories of researchers on inhabited planets, they will try to design viruses that will then be sent down on the target planet to try to and infect and kill all members of the hostile Civ as effectively as possible. Type - (Biological) Destruction
6 System Shield - A swarm of probes spanning an entire star system, designed to identify and stop attacks from outside from reaching the objects in the system. This is mostly done by the individual probes of this shield ramming into the unsuspecting hostile missiles, probes, etc.. Type - Protection
7 Habitats - Space Stations capable of supporting the survival and lives of thousands if not millions of inhabitants within, at the fraction of the cost of terraforming. Type - Population
8 Terraforming - Technology mostly used on promising terrestrial planets that already check many requirements for a solid blue speck in the sky. The initial terraformation generally requires an inflow sustainable only by several mining fleets, but afterwards the cost of maintaining the planet can drop to that of upkeeping a large habitat. Type - Population
9 Accretion - A very energy-intensive technology which allows super-earths and even ice giants and gas giants to be split apart and then reformed into terrestrial planets the right size and qualities for terraformation. In theory can be used to destroy planets too. Type - Destruction + Creation
10 Stellar Altering - A tech that makes Accretion seem cheap, splitting one star into many or many into one. Type - Destruction + Creation
The Incipitian System:
Coordinates: S8
Star Color- G-type Star (Yellow)
Details - Two asteroid rings, one between the 4th and 5th planet and one beyond the 8th planet.
Other Planets - Seven, they are mostly similar to the planets of the Sol system except the whole system is 600 myrs ahead in time, causing the host star (Incipit) to be somewhat more luminous.
Home Planet - โNovoterraโ
Home Planet Details - A planet very similar to Earth. Despite the surprising complexity of itโs biota, life is only knows to have emerged on this planet a bit shy of 600 million years ago, to which time a large impact is dated that is thought to have โresetโ the planetโs surface. One large supercontinent dominates the northern hemisphere, whereas the southern hemisphere is mostly oceans and some islands, big and small. Besides the surface and the life being different, everything else about the planet and itโs immediate surroundings is the same as Earth.
Other planets are essentially the same as their Earthly counterparts, except they are shifted 600 myrs into the future. They even have mostly similar names.
Species: Craygon Vagus
Description[1]: The Craygons are strange arthropodal creatures which resemble a hybrid of a lobster with a dragonfly. They have 2 pairs of insect-like wings which allow them to fly above water like an albatros. These wings can also be put on sides of their body, unlike the wings of dragonflies. Their tail looks fairly lobster-like, and is used for both air and water maneuvers. They have three pairs of arthopod-like legs below their body which they use to aid in swimming or, more importantly, terrestial locomotion, albeit with these legs being used for two such different tasks, these creatures arenโt really that good of a walker on land. Their head hosts some short lobster-like whiskers and short eyestalks with camera eyes at their ends. Their primary tool handling limbs are their 2 arms equipped with โclawsโ that have 5 โfingersโ, 4 on sides and one slightly longer in the middle. They are primarly blue in colour, having darker shades at their whiskers, claws and eyestalks. An average adult Craygon is roughly 1 meter long in itโs base body-size and has a wingspan of around 4 meters.
Craygons can eat fish for which they used to dive into the water when a school of fish was spotted in their early days. They may also eat some plant-matter, like coconuts, fruits or edible undergrounds bulbs.
They highly value the great water and so a large chunk of their culture is centered around the waters of the seas and oceans. Outside of that, they generally try to make up to whoever did them good or bad - in the former they try giving them gifts or other valuable things, material or not, in order to please whoever did them good. In case they were hurt however, they will try to cause a similar amount of harm to whoever caused them pain or loss.
Government:
Rulership: Democracy, officials elected by the people.
Architecture: They generally do not build skyscrapers, rather staying closer to the ground. Their buildings usually have a variety of colors, though usually the various shades blue are seen.
Economy: With large autonomy, most regions can choose it for themselves, but over the course of history socialism has gained the hearts of most regions.
This is mostly copied from a revised decription of Craygons in a FG of Skyguyโs โฉ๏ธ
toning down the amount of lore and history for the star system so i can actually finish it before the 12th
Will yours submission fit in one post?
Edit: Illtry I think they all should go at the โaverageโ speed of 1 coordinate an axis per turn
(Also I think you should make new posts instead of editing very old ones)
