Blackstork
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Joined: 7/7/2014 Status: offline
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Disclaimer This mod add changes into the game. In order to adapt to those changes, find them and experience them at fullest its hightly reccomended to read the wall of text below, or at least "guide" part of it. Hello and Welcome to Beyond Project! Beyond project is ultimate attempt to take DW:U world’s depth, race difference, character of each race onto next level , adding and merging a lot of great mods, features, races, and creating very deep and complex “Character System” which features serious influence on race difference, gameplay, specialization, and add a lot of flavor, lore, special groups, houses and castes, and aim for creating unique character portrait for each single character among 20000 + planned using extensive art work and programming. Table Of Contents: 1. Download and Instalation instructions 2. Patch notes. 3. Final Aim. 4. Dev notes on gameplay difference. 5. Alliances. 6. Race-specific Character systems showcase / guide with “Leadership Portfolio” Charts and Dev notes. 1. Download and Installation 1. Base Package (changes rarely; current version: A.6, next version A.7) http://www.mediafire.com/download/5moca25tj8uuwv4/Beyond_Extended_Universe_Alpha.zip (1.72 GB) 2. Update Package (changes frequently; current version: A.62, released 03.10.2014) http://www.mediafire.com/download/o6ytk1iy9tz39xb/a.62.zip Soundtracks Package Alliances: http://www.mediafire.com/download/4ajdt06583t7wln/Alliances.rar (361 MB) Races - Part 1: http://www.mediafire.com/download/oaaplkba2ewwbiv/Races_-_Part_1.rar (1.55GB) Races - Part 2: http://www.mediafire.com/download/lh4ovp3zu9b0v0i/Races_-_Part_2.zip (1.16GB) After download combine Races folder from parts 1 and 2. full package is 5 downloads = Main release base, update, 3 soundtrack volumes. Installation order: 1. Download Base Package and extract folder "Beyond Extended Universe Alpha" →into→ [your DW:U installation path]/Customization/ 2. Download Updage Package and extract contents →into→ DW:U/Customization/Beyond Extended Universe Alpha/ 3(optional). Download Soundtracks Packages and combine part 1 and 2 of Races folder 1) Extract folder Soundtracks Package/Alliances/[YourRaceAlliance]/Sounds →into→ [your DW:U installation path]/Customization/Beyond Extended Universe [Version]/ 2) Extract folder Soundtracks Package/Races/[YourRace]/Sounds →into→ [your DW:U installation path]/Customization/Beyond Extended Universe Alpha/ (Repeat this if you change race you play) 4. Game->Change Theme->Beyond Extended Universe 5. Play PARTIAL DOWNLOAD AND UPGRADE FROM VERSIONS A.5 and above METHOD: (for those who had Beyond version A.5 - A.53 only) A.5 to A.6 UPGRADE (INCLUDES EVERYTHING BETWEEN A.5 AND A.6): http://www.mediafire.com/download/5tklxhq0e5ry98x/a.60.zip Copy with overwrite into your old Beyond mod folder. DIPLOMATIC MUSIC PACK : http://www.mediafire.com/download/gc9zrzr90bs6igg/Sounds.zip Copy folder Sounds in it into Beyond theme folder if you have version 1.9.5.8 and above, and into default DW:U game folder if you still play 1.9.5.7) Version A.62 (UPDATE) Patch Notes: 1. New Design of Race Pedias implemeneted. Now it featuring art icons resembling race's alliance allegiance, design and weapon focus, and contain remade and expanded by SirFinbar lore texts which include now detailed Character system Groups Lore articles, which have art headers with their logos attached (so player can also recognize and learn groups of race he plays/he recieved character from. Expanded PEdia added for: Gizurean, Archei, Caleph, Wekkarus, Ketarov. Each offers pleasing art and rich lore texts and group's story for you. Note! There is some art glitch in Wekkarus pedia. It been released due its huge informative, lore and immersion value, its glitch will be corrected in close future. 2. OP of main mod post will have some reogranization becaming mini-pedia online, it will have things ordered and added eventually. 3. MILESTONE! All playable races soundtracks complete and released in final version of soundtrack package. In order to ease its download , especially for people with bad connection, it been separated into 3 parts, which just need to be downloaded and combined. Installation instructions updated in relevant section. 4. Some small fixes and tunes, mainly Archei race. 5. Archei UI released. 6. 3 new Character systems (please note that their GALs will follow soon and will be added to informative part of OP post): Mortalen, featuring 6 tribes which united after ages of bloodeshed in order to deal with external dangers and threats. They have complex and complementing CS. Zenox, featuring technocratic, well-ordered society where leadership separated into 4 instances, which take different approach on things due their assignemnt. They have Simple and complementing CS. Teekan, featuring 4 distinct powers/factions within its population (in additional to rich no-group generic pool), 1 is neutral, compatible and flexible which with normal generic pool of race leadership/populacy represents the main body of Teekan's Mercantile Guild interrior, other 3 are very extreme standding out groups, which are conflicting and negating each other. They have complex and conflicting CS. Patch notes A.61: 1. Number of small fixes and tweaks with different races and goverments (Alot of them). 2. Naxxilian and Ketarov UI. 3. Ketarovs overhauled now they are competetive and playable, Corporate Nationalism changed alot. Their corporations expanded on more roles. 4. Problem when some games would not start due some pirate bug is solved now all should work smoothly. 5. 2 character systems: Sluken, Securan To see earlier history of patch notes please check this post: http://www.matrixgames.com/forums/fb.asp?m=3657672 3. Final Aim. Mod aims to create ultimate, immersive experience.Final aim is complete rebalance, remake of the game with at least 50 races, much more difference between races, epic feel and story even in random game, immersion, visualisation, flavor. At end each race will have own charatcer system which mirrors its society, and any groups/castes/politic blocks within it. Each charatcer will have unique portrait art. As example of unique portrait art please see race "Ergreagd" 1. 50 races (56). Each race should be very different to play. This is easier task for Beyond because of alot of tools to differ the race coming from Character systems. 2. Creating Character System for each race, this includes creation of informative Leadership Portfolio Graphs. 3. Creating UI/Immersion stuff for each race. 4. Balance All races with CS implemented. 5. Integrate good top-priority mods. Next big project i think will be integration of Research Reloaded with lurchi. 6. Creation unique character face art (as example race Ergreagd) for each race. 7. Add some stuff which i have in mind, but there are no modding tools implemented yet. 4. Dev notes on game difference. In addition to new races, art and minor features, and improved AI coming from awesome AI mod integrated into this mod, made by Icemania, it overhauls and completely remakes certain parts of the game. a.Character system is completely redone, and each race have own, race-specific character set. b.Race-specific character system explains social structure of race, and is another race-defining veriable which affects heavilly race balance and abilities. c.Each race have certain "groups" - castes, tribes, polotocal blocks, departments. Each of them add more flavor, lore and also heavy game influence, and possible strategies to win the game with certain race. Understanding your race character system, and its groups is neccesary for all races in future of Beyond . d.At start of each game same race will start with same characters (leader and spies). Other characters will follow in random order, from the pool assigned and pre-made for this race, which outlining the race populacy, society and their and their leadership skills. e.Now Dismiss button have more use as well as character generating buildings. Dismiss button could and should be used at times in order to swap characters, and is common tool to change leaders (if you have 100% original leader appearance). Dismissing leaders is vital thing of character micromanagement, and game will provide you other leader immideately. After that dismissing will be put on cooldown, and some time will need to pass before you can gample/swap again. f. some races have complex character systems, which extend the character pool and linked to their goverments. h. its heavilyy recommended to build your strategy play towards acquiring complementing type of populacy (if your race donw know and bad at something - get other race in your empire to perform that role. i. character system info is aviable , in compact but complex form in infographic "Leadership Portfolio" Charts below. Tips for extra complexity/challenge • No Homeworld Invasions are permitted until the 30 year mark and no use of sneaky fast troop transports. • Diplomacy may not be used to farm cash in any way (i.e. technology trading, selling stations/bases or sanctions/war). • Set less Ally races and more enemy Alliance races when you setup the game, playing in determined hostile environment with less ally cover adds alot of complexity and challenge. • Recovered ships must be retired • Debris field ships may not be recovered until they are within my territorial influence • Ship and Base Design is on Automatic almost always • Exploration ships must be on Automatic, no micro • Research is on Automatic (although there is a trick if anyone can pick it) • Cannot attack the Eruktah Refugees until they reveal themselves as the Shakturi 5. Alliances. FOR ALLIANCE BRIEF AND ALLIANCE-SPECIFIC SOUNDTRACKS PLEASE SEE POST #2 IN THIS THREAD 6. Race-specific comments. Wekkarus Wekkarus featuring multilayered society which layers have different impacts on it, both positive and negative. They struggle over influence on Wekkarus gameplay, and there some interaction between government and leaders. Wekkies got wide spectrum of awful to amazing leaders, and they are race which could have a reason to switch from one government to other just because of leader . They are race where dismissing leaders is part of the game, and is gamble. It will require precise selection and tuning of your personnel staff, but you can specialize your empire with your characters into different kind of tasks, so different games could be very different, even if you play with same government. There famous Order of Sea Monster Killers Karwur, There rich influential Merchant Guild Rakkau, and there is labor-oriented, dusty Miners guild Wuswok. They may pull your empire into different dirrections so grab your tentacles, and manage them into leading empire to only one direction – victory! Another thing that you should be aware – normal, non order-guild leaders are often or oppressive, or unfavored by the people. Your colonies might have happiness issues. Give them cookies! Paratis They have their Hive Mind divided into 2 parts, which like right and left parts of brain, different, sometimes opposing each other, but mainly complementing. They are yin and yang of their Hive society. They called Rispaa (Riss’Poaa`a) Sytppra – “Yin”, Introvert, Left brain part of hive mind society, more creative, introverted, defensive, caring about interior well-being Istyppar - “Yang”, Extrovert, Right brain part of hive mind society, more open, active, extroverted. They complement each other well. Paratis featuring strong Interior-Exterior apparatus, which devided into “right” and “left” wings , Rispaa, two dirrections of Hive, which while opposing each other some, are actually one part of same, and complementing each other. They are yin and yang of their society, and Paratis Character system is manipulating scales of balance between those two. Dismissing leaders could be useful in case if you need complementing side bonuses leader. Understanding of specialization of each Rispaa is important Caleph Calephs have militaristic society, where skill, deeds and power are honored. Their character system featuring 3 nation-wide, legendary, prestigious, ancient military schools, which are honored by Caleph society, and viewed with high regard and respect, and even fear. Only best can be accepted to one of them from childhood age, and once accepted, Caleph child will be solely dedicated only to combat, military discipline and piloting studies. Each of schools have own approach. Each school respected by its counterparts, and national navies have high command combined from adepts and elders of those schools. As player you have some options to tune your race military and navy (which are very powerful), and also research. Research is something that is exclusive to the Schools, since normal, not-trained and educated Calephs cant have access to secret nation technologies... and there is the secret tip (tsss don't tell to anyone).... elite schools scientiests so powerful compared to normal ones, there are alot of reasons to dismiss normal sceintiests because you may pop your scientiest capacity, while doing this you may open oportunity for one of school-bound scientiests to emerge to aid you. Or lizard in hands , or dragon in the sky, your choice. Keeping normal wanna-be scientiests is also option, if you want it sure but slow way :) . Quameno http://i.imgur.com/Z6GdI6L.png Quameno are simply less universal race than it in vanilla game. Its havilly specialized, narrowed, and research focus was emphasized, but narrowed as well into preferred by Quamenos research fields. Their characters require close watch in order to maximize your empire performance, and character system featuring selective technocratic society, where ruling power must go through careful selection of most talented individuals from the “gray mass” in order to educate, promote and give them more power, and by this promote all the society. Quameno player faces need of careful selection and playing towards gathering most talented individuals, called Quenun and Quotan under his leadership. They are powerful and talented, and could lead government and research teams towads progress, while the majority wont have great leadership possibilities, is “the average gray mass”, and wont lead vital to nation projects as well as talented individuals will. Gizurean Gizurean in Beyond is wild horse, which can ride far, and can stumble. It been balanced that way that it needs constant control of what kind of characters come to their leadership - there are many which can only harm, and there alot of danger of mismanagement. Gizzies leadership can bring really powerful specialized tribal leaders which will can take certain aspects of development / military to better levels, and there could be some really awful leaders , who mismanage, and actually harm more than do good. Waiting those to learn some is option, but not necessary effective. Certain roles of characters are represented by rivaling 5 tribes, each of them represents certain flavor, often opposite to one of rival tribes. They simple create some variety, as well, when collected in numbers (as anything gizurean) they can bring some power and versatility. Ergreagd Ergreagds are race that demand heavy character micromanagement, it is core of its gameplay. Unwatched personnel management can bring to race underperformance on extreme complexity levels, and watched one could provide serious rewards. Their rivaling houses system affecting their race performance heavily, especially on earlier stages/starts. They have very high rate of character generation, movement and replacement, as well extended character pool. The thing that player should know additionally to race, House and their governments mechanic and their Leadership Portfolio chart is that all 3 houses have different, but high level of leader replacement. Each government will provide serious specialization bonuses but allow certain, related to that government/house type of character to usurp the rule and replace Nagongds, which are weak to mediocre leaders. Replacement is Russian roulette thing, as your good specialist leaves his intended task and become Leader for some time (till next replacement will happen) switching some of his skills to leader ones. Such replacement events need to be watched carefully, and in case you find that returning rule to Nagongds will be better you should force such change with dismissing your newly-cooked house ruler , in case your Dismiss ability is off-cooldown. The Kerengds provide most wild Russian roulette and often mini-revolutions, while Urgegds specialize on governing so newly cooked leaders might match some high expectations, and Margagds are less prone to mini-revolutions. Goverment: House Margagd Dominion The Margagd Dominion House is an autocratic, conservative government with a keen focus both on martial law and military exercise. The most militant government available to the Ergreagd, they are also by far the least corrupt and most stable. If chosen to lead their race over their competitors, only troop generals will be able to usurp the throne and become leader. Goverment: House Kerengd Supermacy The Kerengd Supremacy is a technocratic noble family which rules through deceit and manipulation above all else, striking terror both into the hearts of their enemies abroad and at home. They get massive boosts to their ability to research and spy, but at the cost of approval and rampant corruption Goverment: House Urgegd Commonwealth The Urgegd Commonwealth is the closest thing to a benevolent dictatorship the Ergreagd have, with the affluent royal family pouring gifts onto the common people in return for service. They prioritize the social development of their race and diplomacy in a fashion similar to a democracy or republic, and get bonuses to approval and population growth at the expense of military upkeep. Such-Oos http://i.imgur.com/BUPlWWl.png Iocho – Elitist crazy scientists, which invented Matter Compressors, and accounted for being both ones who are guilty for great Oosia catastrophe, and for being saviors of Such-Oos nation from its consequences. Tech-Geek-Crazy, Elitist inventors. Chuso – community of famous “Explorers, Travellers and Storytellers” , are well known community which value trill of exploring depths of galaxy, good stories, tales and conversations, especially with alien forms of life. They are normally very charismatic, outgoing, and known as being one of best diplomats and negotiators in the galaxy. Such-Oos is physically weak race which must to engage in diplomacy in order to survive. They are very manipulative, and their diplomats have enough cuteness, charisma and brains to manipulate and engage in negotiations, and precise placing them could bring you wornders. They have very potent hi-tech research, and are played towards nurturing huge monster private sector, while engaging in heavy diplomacy/manipulation game, using allies as shields, watching very carefully their colonies because their colonies are prone to ground invasions, and grinding colonization techs which could be unlocked by Such-Oos faster than by other races because of their strong hi-tech research focus which ends with x2+ rate of hi-tech research compared to other fields. Yereni LPG : http://i.imgur.com/Kjl7WTj.png Yereni are race with "grass is greener" symptome, where you may consider to gample for something, which is not necesarily better, but can fit to your situation/needs more, or to be direct downgrade. Their 3 governing religious schools differ by their approach, one provide more "mundane" , physical ways of development and preservation of continuous life, others nurture inner acceptance, harmony and nurture spirit, and thrid school focuses on mind development, engaging into riddles, research, mental exercizes and basic psionics. Yereni start with IR NANI (purity of body school) ruler, who is quite powerful, but if they feel will to gamble and switch to more "happy" type of Yereni, or more "scientist" play of Yereni, they can do that by Dismissing leaders till they get desired school ruler with sufficient skills. Yereni navy focuses on navigation and kiting with their fast, long range missiles, and their generals trained towards manipulation of huge battle mechs which are preffered type of soldiers on the planet suface, since no Yereni life in risk of being stripped from its immortality. Dhayut Dhayut have quite straightforward social structure and gameplay, having strong leaders, and focusing on stacking weapon and energy science bonuses creating quite sustainable research boost and their game play is very strategic warfare oriented, since their fleets able to stack hyper-space navigation bonuses and create most mobile fleets in the galaxy. They side with Dark Alliance. Veey http://i.imgur.com/gmwJlxJ.png Eywe – Special assigned species within the network, which nurture their ability to work in communion, and release and control more powerful and focused charges of electromagnetic and gravitic powers. They are normally spearhead Veey attack wings and should be feared by any cluttered fleet formations. Ywwa – Expansionist segment of the network, consisting of species tuned and augmented by abilities and powers to intensify and speed up network growth and expansion. Veey leadership reflects and deepens Veey theme and design – which is quite straightforward - rapid expansion and late game massive aoe damage. They have serious advantages on using planetary defenses (artilleries) and while quite defensive. Micromanagement of leadership towards fitting current needs of empire via Dismiss button might be required in order to maximize empire welfare. They side with Blue alliance. Dlakar http://i.imgur.com/clPzSJ9.png Dlakar is about rapid conquest with Kalars, expansion and nurturing certain Dlakar population colonies with Ralaoks, who are kind of powerful males focused on reproduction process (yea, space worm machos). They have most powerful troops and possible high recruitment rate in the galaxy and quite big ships with a lot of fighters, and could be menacing foe. Micromanagement of leadership towards fitting current needs of empire via Dismiss button might be required in order to maximize empire welfare. They have weak economy, hence their leaders focused on more mundane tasks as hunting, killing and reproducing. They are hightly intelligent and have potent , but separated and specialized research. They side with Dark Alliance. Laaran Laarans are quite unique race with wide character system possibilities, that also influences the layout and geo-politic of Laaran empire. They are about unquestioned control and loyality, brainwashed, controlled, utilitarian society focused on effectiveness and subjugation and expanding own control, and ability to maintain that control over numerous captured colonies while having one huge and very developed homeworld which serves as Oronus residence, where their leadership inspires people like Mao Tze Dung or Stalin inspired masses in early communist China and Russia. They are take on extreme agressive utilitarian communist state. They have very potent leadership which have Inspiring presence trait, and they are played as snowball – starting low, building for long-time investment, nurturing own characters, and using 4 comitee departments, which are very specialized, in proper places in order maximize empire expansion and development. Understanding of their character system is necessary to optimize empire performance. Their government never change leaders, and their Oronus “Chief” leaders are about same with some slight difference, and could be gambled with Dismiss button, more on start of the game, because their snowballing effect could remove any reason for swapping them at later stages of the game. They ally with Dark Alliance. Archei LPG: http://i.imgur.com/DvFDkiv.png Archei are mechanoids which built of micro mechanical nano-particles which serve at same way as cells for most of organic beings. Their nature and their architecture provide to them abilities of rapid regeneration, stealth and mimicry, and rapid construction. They are very picky on their habitat, and they are played around balance and manipulation of two major benefits their nano-nature provides - mimicry and rapid regeneration and construction. Their modified sub-breed versions are more exclusive and specialized manipulators of those powers. They are are race with great intelligence and tools to see enemy moves and predict attacks, while being covert and hardest target to pinpoint, which have great powers of regeneration and reconstruction. They have simple and straightforward character system Zadaj LPG : http://i.imgur.com/bB4D73H.png Zadaj are lawful, straightforward creatures, and their caste society is reflects that. They have immortal queen Ajaz (which have much longer Zadaji name in fact, Great Sacred Queen Matriarch). She posses unique ability to clone herself and activate clone upon her death. If she been replaced/killed, she been replaced by younger, un-experienced copy of herself. She is powerful, and there been rumors that Dark alliance hire Ergreagd assasins from house Kerengd to make her less powerful. Zadaj caste structure is simple – there are Lazy Drone bees which favored by the queen, very powerful and can boost population growth of colonies by high measure, there zealous, committed, codex-driven warriors bees, and there are thinkers which research things and talk with other races. Those 3 major castes are allowed to territorial government, and placed by queen in fitting places. Their naval doctrine emphasizes Defence. Lemeresh They been made into player race, stripped from their start-game super laser, and now are race with big ships, good weapon research, early super-laser tech which provide range and power variation of super laser. combined with extremely powerful education their Admirals receive their fleets can mount alot of punch with much lesser number quantities of the ships. They are lions of the space, and have opposite feel/approach to Gizureans game wise. Their Character system features 2 special groups. One, Eme, is common and protective, providing the Lemeresh with more security/counterespionage power, while second, Leeresh, is rare and powerful, and will help the player to rain the death on those who oppose their Lemeresh empire. Shandar Easy going, relaxed Shandars have matching their lore character system, always easy-going, relaxed, drunk and lazy, they posses powerful skills and awareness due their stabile, happy and undemanding mind state. They have 3 groups which are available only as Governors, special role of Utopian colony overseer - and they are very powerful, managing their assigned colonies into being different kinds of Utopias through different approaches and visions – Nos-Iss through providing and developing entertainment, creating attractions and promoting body pleasures, Iss-Ssa through spiritual activities, meditation and education, and Sha-Doon through unity with Environment, nature and world surrounding them and harmony with space's eternity. Their CS have some slight learning curve due some innate negative trait patterns which are common for majority of their characters. Ketarov This race had quite drastic change in Beyond, they been tied to overhauled Corporate Nationalism goverment, with improved synergy to it, and featuring 5 special groups which compete for leading and governing factions Interior politics and colonies. They are 5 very competitive Mega-Corporations, each one is "state within state", and each one have own specialization (as each of them ate/assimilated smaller corporations of same industry/market segment) : Reta Verok - Conservative Construction/Real Estate corporation, Sorotvan - Shady and Manipulative Enertaiment/Broadcasting/Information technologies megacorp, Orover Korate- Huge freighter Company, Vorvotor - Arms Manufacturer and Security services mega-corp known for its aggressive and violent methods of solving competition issues, Terevek - huge Drug/Chemal Tech/Mining Concern. They offer very different approach on management of Ketarovs development, and each one is powerful but have serious drawbacks to be dealt with (except social-oriented , most moderate freighter mega-corporation Orover Korate which simply offers small benefit of covering certain Corporate Nationalism goverment drawbacks and provide only good antidonte/relief to rampant Ketarov’s corruption ) Ketarovs may seem hard (its payment for being spy race), and i may ease the things later, we will see, any testing appreciated. My tips are do not change leaders without reason for a gamble, unless you desperately need so or know the consequences and ready for them. At least do not hurry to do so at very start of the game, its Corporate Nationalism baby (the new one) Ah! and they been built towards focus on Sabotage Keskudon They been remastered abit, with Way of Darkness goverment being tuned down, as race they been tuned slightly up, and their character system featuring 4 special groups - Slave traders and Slave-catchers Vorsuk, Seer Technologists Seska , Vicious Blood-Lust commanders of Doskunuk and highborn oligarchs Trunosk which represent different powerful segments of their society which compete for the Keskudon Empire rule and offer different directions of development/Gameplay Human Humans - complex CS featuring 6 races/nations/bloodlines of humanity , which have different linguistics, gene code and educational background : White Human (America/West Europe themed), Black Human(Africa Themed), Semite Human(Arabic/Hebrew themed), Slavic Human (East Europe/Russia Slavic etniciy themed), Hindu Human (Hind family themed), Zhong-Ri Human (Far East Asia - themed). They made as diverce, linguistic , very diverce and versatile, diplomacy focused race, which have some slight specialization/education differencies between bloodlines. They have own unique portrait art for each bloodline's male and female (using "Average Portrait" project) Naxxilian Straightforward race with 2 special group character systems. They have 2 influential groups - Shuxil (Quite aggressive, militaristic and expansive cold-hearted shamans), other is Todosht, famous Todash ultimate game survivor champions, which been glorified, and viewed as example of strength and courage. Those groups are pretty exclusive, so watch well and have good luck. Sluken Securan Mortalen 4 great tribes: Morcha, Ortacha, Ratalira, Tarleren 1 union of minor tribes-survivors which survived and reached "Maturing" : Rachtan 1 "New" tribe created by all tribes as separate body to deal with external threats : Amtarin Zenox Toonix - Controllers (brown logo) Enax - Archievers (mint green logo) Noriox - Implementors (light brown logo) Onotrix - Inventors (pink logo) Teekan Ekenee (orange logo) - Trade Guild, together with regular non-group pool represent main body of Mercantile guild goverment and acting as elite MG characters among regular pool. Neutra, compatible with others, trade focused. 3 conflicting , non MG factions. They oppose each other, and cons of one negate bonuses of others , so they are not compatible for stacking puproses Aikena (tan/yellow logo) - Pacifict, Manipulative Philosophic school dabbling in neuoprogramming Kineaki (red orange logo) - Lawfull Formation, acts as semi-official, or un-oficcial police and combat crime. Militant, but not so organized. Neek Neek (gray logo)- Thief Guild, Organized Crime. Corrupt, well organized and shady. Original art of race picture: Gau Ke Yang, Ben Mauro, Carl Forsberg, Joel Sundberg, JoBeSu
< Message edited by Blackstork -- 11/4/2014 5:00:55 PM >
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