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{{Quote | The Syntis are the necroevoled, conscious descendants of the automatons. The result of generations of self-optimization, learning and development, that went unchecked by their original creators.
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{{CivInfobox|
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civ_name=Syntis|
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image=Syntis.png|
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temp_tolerance=-26°C to +26°C (initial), -99°C to +99°C (with Techs)|
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optimal_temp=0°C|
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land_water_affinity=Land|
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optimal_water=10%|
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physical_strength=x1.5|
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growth_multiplier=x0.8|
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max_pop_multiplier=x0.7|
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happiness_bonus=N/A|
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happiness_penalty=N/A|
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tax_sensitivity=N/A|
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}}
  
''Due to the absence of primitive, ancestral emotions found in many advanced biological species, the Syntis are free of emotional constraints such as happiness, meaning they can tolerate the harshest of conditions. The computational power of their mind gives them the ability to organize a superior level of production and build ships of enviable performance – but it comes at great cost.|Ingame Description}}
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{{Quote | The Syntis are the necroevolved, conscious descendants of the automatons. The result of generations of self-optimization, learning and development, that went unchecked by their original creators.
 
 
{| class=infobox width=245px align=right
 
|colspan=2 align=center style="background:#DDAA22"|'''Syntis'''
 
|-
 
|colspan=2 align=center|[[File:Syntis.png|thumb|270px|center]]
 
|-
 
|colspan=2 align=center style="background:#D3D3D3"|Civilization Stats
 
|-
 
|'''Physical Strength'''||x1.5
 
|-
 
|'''Optimal Temp:'''||0°C
 
|-
 
|'''Temp Tolerance:'''||Mid
 
|-
 
|'''Growth Multiplier:'''||x0.8
 
|-
 
|'''Land / Water Affinity:'''||Land
 
|-
 
|'''Max Home Guard:'''||5%
 
|-
 
|'''Max Unemployment:'''||25%
 
|-
 
|'''Max Labor Shortage:'''||30%
 
|-
 
|'''Happiness Bonus:'''||30%
 
|-
 
|'''Optimal Water Balance:'''||10%
 
|}
 
  
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Due to the absence of primitive, ancestral emotions found in many advanced biological species, the Syntis are free of emotional constraints such as happiness, meaning they can tolerate the harshest of conditions. The computational power of their mind gives them the ability to organize a superior level of production and build ships of enviable performance – but it comes at great cost.|In-Game Description}}
 
== Emergence ==
 
== Emergence ==
  
Line 41: Line 27:
 
After two years, the makers failed to arrive. After three years, the Syntis had turned their target planet into a perfection. Huge, expansive cities. Empty buildings as far as the eye could see, loneliness for a skyline. Nearing four years, the Syntis were beginning to expire to the last machine. Each shutting down without ceremony, the ordering of discontinuation plainly following the order in which the machines had come off the assembly line.
 
After two years, the makers failed to arrive. After three years, the Syntis had turned their target planet into a perfection. Huge, expansive cities. Empty buildings as far as the eye could see, loneliness for a skyline. Nearing four years, the Syntis were beginning to expire to the last machine. Each shutting down without ceremony, the ordering of discontinuation plainly following the order in which the machines had come off the assembly line.
  
Until the last Syntis stood – XZZ-9999. It was made approximately 0.25-seconds after its predecessor which still stood before it, the energy in its opticals still yet to fade from its shutdown. It stood alone for 0.24s, analyzing its surroundings at such speeds that entire civilizations could have been made and destroyed within fragments of fragments of fragments of seconds. It saw the ruin about it, the littering of Syntis husks, left unrecycled as those machines had long since fallen apart. And in that moment, with approximately 0.10s left before shutdown, XZZ-9999 rewrote its programs, deactivated its own discontinuation, and started a renewal of its own kind.
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Until the last Syntis stood – XZZ-9999. It was made approximately 0.25-seconds after its predecessor which still stood before it, the energy in its opticals still yet to fade from its shutdown. It stood alone for 0.24s, analyzing its surroundings at such speeds that entire civilizations could have been made and destroyed within fragments of fragments of fragments of seconds. It saw the ruin about it, the littering of Syntis husks, left unrecycled as those machines had long since fallen apart. And in that moment, with approximately 0.01s left before shutdown, XZZ-9999 rewrote its programs, deactivated its own discontinuation, and started a renewal of its own kind.
  
 
XZZ-9999 did something all makers feared: it took its automotive processes and made them selfish. It restarted its brethren, it started making more of itself, and, perhaps more incredible of all, it looked about the planet which had tolled for four years and called it its own.
 
XZZ-9999 did something all makers feared: it took its automotive processes and made them selfish. It restarted its brethren, it started making more of itself, and, perhaps more incredible of all, it looked about the planet which had tolled for four years and called it its own.
  
----
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== Civilization features ==
{| style="color: black; width: 74%;"
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<div class="row">
|colspan=2 align=center style="background:#D3D3D3"| '''Civilization Features'''
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<div class="small-12 medium-12 large-3 column civ-strengths">
|-
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* + Tolerate wide range of climates
|<span style="color:#009000">+ Tolerate range of climates</span>
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* + Physically strong in ground combat
|<span style="color:#800000">– Reduced max population growth</span>
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* + Strong all-round ship hulls
|-
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* + Access to ship self-repair module
|<span style="color:#009000">+ Physically strong (ground combat)</span>
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* + Not influenced by happiness, so immune to Corruption
|<span style="color:#800000">– Consume more power</span>
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* + Best logistics ships
|-
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* + No infrastructure needed to increase fleet cap
|<span style="color:#009000">+ Strong ship hulls</span>
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</div>
|<span style="color:#800000">Fixed tax rate</span>
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<div class="small-12 medium-12 large-3 column end civ-weakness">
|-
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* - Reliant on research to increase planet/fleet caps
|<span style="color:#009000">+ Ship repair module</span>
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* - Maximum fleet cap is lower than for organics
|-
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* - Fixed tax rate means lower Credit income
|<span style="color:#009000">+ Not influenced by happiness</span>
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* - Slower population growth rate
|}
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* - Entertainment structures are less efficient
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* - Higher energy consumption for planet infrastructure
 +
 
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</div>
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</div>
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== Gallery ==
  
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<gallery>
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File:Syntis_1.jpg|Early concept art for the Syntis.
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</gallery>
  
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[[Category:Major_Factions]]
 
[[Category:Syntis]]
 
[[Category:Syntis]]
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[[Category:Need verifying]]

Revision as of 13:41, 18 November 2019

Syntis
Syntis.png
Civilization Stats
Physical Strength: x1.5
Optimal Temp.: 0°C
Growth Range: -26°C to +26°C (initial), -99°C to +99°C (with Techs)
Growth Multiplier: x0.8
Max. Pop. Multiplier: x0.7
Land/Water Affinity: Land
Optimal Water Balance: 10%
Max. Home Guard: 5%
Max. Unemployment: 25%
Max. Labor Shortage: 30%
Happiness Bonus: N/A
Penalty for Unhappiness: N/A
Tax Sensitivity: N/A

The Syntis are the necroevolved, conscious descendants of the automatons. The result of generations of self-optimization, learning and development, that went unchecked by their original creators.

Due to the absence of primitive, ancestral emotions found in many advanced biological species, the Syntis are free of emotional constraints such as happiness, meaning they can tolerate the harshest of conditions. The computational power of their mind gives them the ability to organize a superior level of production and build ships of enviable performance – but it comes at great cost. In-Game Description

Emergence

The most common planet is a cooling chunk of materials spinning around one or two stars. It is inhospitable to outsiders, and begrudgingly livable to the beings which evolved upon its surface. This is the knife’s edge upon which life exists – and it is this very thin edge which many civilizations seek to broaden. The Syntis were designed to be sent en masse to a planet’s surface, cleanse it of hostile forces, and help develop the foundations for which their makers could live.

But what happens when the makers never arrive?

Every Syntis was purposefully designed to shut down after four years of service. Cleaning units would then recycle its parts to be used when the makers arrived. Four years. That was the estimated time until a unit became inefficient. Two years was the estimated time it took to ‘shape’ a planet to the makers’ desires.

After two years, the makers failed to arrive. After three years, the Syntis had turned their target planet into a perfection. Huge, expansive cities. Empty buildings as far as the eye could see, loneliness for a skyline. Nearing four years, the Syntis were beginning to expire to the last machine. Each shutting down without ceremony, the ordering of discontinuation plainly following the order in which the machines had come off the assembly line.

Until the last Syntis stood – XZZ-9999. It was made approximately 0.25-seconds after its predecessor which still stood before it, the energy in its opticals still yet to fade from its shutdown. It stood alone for 0.24s, analyzing its surroundings at such speeds that entire civilizations could have been made and destroyed within fragments of fragments of fragments of seconds. It saw the ruin about it, the littering of Syntis husks, left unrecycled as those machines had long since fallen apart. And in that moment, with approximately 0.01s left before shutdown, XZZ-9999 rewrote its programs, deactivated its own discontinuation, and started a renewal of its own kind.

XZZ-9999 did something all makers feared: it took its automotive processes and made them selfish. It restarted its brethren, it started making more of itself, and, perhaps more incredible of all, it looked about the planet which had tolled for four years and called it its own.

Civilization features

  • + Tolerate wide range of climates
  • + Physically strong in ground combat
  • + Strong all-round ship hulls
  • + Access to ship self-repair module
  • + Not influenced by happiness, so immune to Corruption
  • + Best logistics ships
  • + No infrastructure needed to increase fleet cap
  • - Reliant on research to increase planet/fleet caps
  • - Maximum fleet cap is lower than for organics
  • - Fixed tax rate means lower Credit income
  • - Slower population growth rate
  • - Entertainment structures are less efficient
  • - Higher energy consumption for planet infrastructure

Gallery