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The Psilons: A Mini-Biography


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Varadhon #1 Posted 17 September 2015 - 04:53 AM

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The Psilons

"Psilons are an intellectual and peaceful race with the desire to know all things."

Homeworld

Mentar is a remarkably mild planet with year round soft rains and constant rolling hills. It is populated by docile wildlife – leading some academics to believe that something in Mentar’s atmosphere repressed aggression in the domestic fauna (including Psilons). 

 

Ecology

The seasons of Mentar are typically a slight difference in temperature matched with a subtle change in wind direction. Light rain continues to fall year round. The most severe disasters on Mentar are related to the constant rain, with mudslides and sinkholes occurring in random locations across the planet.

 

The cities of Mentar are very spacious – with the Psilon population spread out across the planet without any site of significant density. Mentar is a large world with plenty of room for Psilons to avoid each other. Prolonged social contact is a source of anxiety for Psilons. Most service or support functions are provided by robots. 

 

Major Cities

Hadron is a sprawling city which continues outward until Hadron’s borders bleed with other, distant communities. Hadron is the home of the Controller and many of the largest research corporations and facilities have representative branches in Hadron. The largest of these research factions is the Chiral Cooperative.

 

Coulomb produces most of Mentar’s freight, supplies, and weapons/ships. Coulomb is a galactic trade center – but Psilons are so paranoid about spies that extensive background checks must be completed before an alien may land on Mentar. Coulomb is heavily populated by robots, as Psilons do not concern themselves manual labor or support tasks.

 

Seisma is located in the pronounced hilly region of Mentar, along a rocky coastline. Seisma is a beautiful city with old, wooden architecture that has mostly been replaced or modified in more modern cities. Seisma is home to the oldest training facilities for Shaman on Mentar. Seisma is also the primary location for visiting dignitaries.

 

Ampere is beautiful, rolling farmland located far to the west of Hadron. The Mentat plant, from which the majority of Psilon food is derived, thrives in this region of the planet. Ampere is also a place where many Psilons go to distance themselves from others. Farmer type roles are held by Psilons, as they find the work to be very peaceful and challenging. 

Culture

Psilons are staunchly noncreative and are basic in all of their designs. Psilon designs are not necessarily ugly, they are just completely bland and forgettable. In fact, they may have a minimalist appeal that seems orderly and favorable to other races. 

 

Clothing

They wear loose fitting and non-colored clothing. Psilons primarily care about cleanliness and refuse to wear clothes that appear dirty. They do not have any form of decoration or adornment. Their clothes are communal. 

 

Architecture

Psilon buildings are uniform in nature, no windows or colors are used. Sprawling dormitories where Psilons live in groups show no signs of individual influence. Large rooms may house dozens of Psilons at a time. Psilons travel in egg-like pods that travel among constructed tracks. They don’t need to go anywhere that the tracks don’t go, so they don’t worry about the limitations of public transport. However, Psilons often live very close to their workplace (or even in work sponsored dormitories) so they don’t require much transport. 

Diet

Psilon food is super nutritious engineered mush. There is no flavor and the texture is similar to paste. Other races find it universally unpalatable. The Psilons don’t seem to mind it and it only requires a little of the paste to survive and it keeps for an incredibly long time. The paste is created from the Mentat plant. 

 


Edited by ElPozoleOlmeca, 22 September 2015 - 06:43 PM.
As the creator of the topic I thought you should get the credit.


JeanBaptisteEmanuelZorg #2 Posted 17 September 2015 - 09:06 PM

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Much more info here (some sort of a web language translation tool is needed) http://forum.master-...8-расы-псилоны/

Edited by JeanBaptisteEmanuelZorg, 17 September 2015 - 09:06 PM.

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mikeva1 #3 Posted 17 September 2015 - 10:31 PM

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If you use Firefox the addon foxlingo works real good.. (foxlingo.com)

ApolloArtemis #4 Posted 18 September 2015 - 06:01 PM

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Thank you for the contribution!

VMetalic #5 Posted 19 September 2015 - 09:28 AM

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There seems to be a section from Darloks in Culture, or there is some typo, not sure.

 

Otherwise, its great :) Also note how Psilons and Darloks, despite their differences, are in some aspects very similar. Both are paranoid, dont think that any personal belongings are required, and are practical and uniformed.



ApolloArtemis #6 Posted 22 September 2015 - 05:05 PM

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View PostVMetalic, on 19 September 2015 - 02:28 AM, said:

There seems to be a section from Darloks in Culture, or there is some typo, not sure.

 

Otherwise, its great :) Also note how Psilons and Darloks, despite their differences, are in some aspects very similar. Both are paranoid, dont think that any personal belongings are required, and are practical and uniformed.

Oh where is the typo? 



Varadhon #7 Posted 22 September 2015 - 05:52 PM

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View PostElPozoleOlmeca, on 22 September 2015 - 05:05 PM, said:

Oh where is the typo? 

 

It looks like a cut-and-paste problem.  I've highlighted the errant Darlok portion in red below.

 

From the Psilon descrition

 

Culture

Psilons are staunchly noncreative and are basic in all of their designs. Psilon designs are not necessarily ugly, they are just completely bland and forgettable. In fact, they may have a minimalist appeal that seems orderly and favorable to other races. 

 

Much of Darlok technology has been stolen, either the machines themselves or simply the technology behind them. This of course means that there is no consistent style between their machinery, other than the ubiquitous pasted together look.

 

 



ApolloArtemis #8 Posted 22 September 2015 - 06:43 PM

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View PostVaradhon, on 22 September 2015 - 10:52 AM, said:

 

It looks like a cut-and-paste problem.  I've highlighted the errant Darlok portion in red below.

 

 

 

 

You're correct, I apologize. I've taken it out. 

Mikko_M #9 Posted 22 September 2015 - 09:01 PM

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View PostVaradhon, on 17 September 2015 - 04:53 AM, said:

 

Clothing

They wear loose fitting and non-colored clothing. Psilons primarily care about cleanliness and refuse to wear clothes that appear dirty. They do not have any form of decoration or adornment. Their clothes are communal. 

 

Architecture

Psilon buildings are uniform in nature, no windows or colors are used. Sprawling dormitories where Psilons live in groups show no signs of individual influence. Large rooms may house dozens of Psilons at a time. Psilons travel in egg-like pods that travel among constructed tracks. They don’t need to go anywhere that the tracks don’t go, so they don’t worry about the limitations of public transport. However, Psilons often live very close to their workplace (or even in work sponsored dormitories) so they don’t require much transport. 

 

 

 

There seems to be some inconsistencies with the text describtion and the picture below where the Psilon is wearing colorful clothes and is in a room with either windows or some sort of blue paint at least. Personally if you ask me if one of these has to be changed then it should be the text part definitely, since it doesn`t make the Psilons sound very interesting anyway and the environment in that picture is one of the best ones seen so far in this project. Also the Psilon ships could be redesigned as well to add some variety into them (even a little more would be plus).


Edited by Mikko_M, 22 September 2015 - 09:07 PM.

Moreover, I advise that the tactical combat must be made more player controllable and informative for this to become a proper MOO game.

 

​The long lost formula for space 4X game success = Good tactical combat + good empire management > than just good tactical combat or good empire management alone.


VMetalic #10 Posted 23 September 2015 - 05:21 PM

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The clothes are not that much of a problem. This one is the Controller, the leader of the Psilons. Maybe they want to represent themselves somehow. But when you look at the scientist advisor, he wears loose-fitting clothes.

 

And the windows, these ones may not be the windows, only looks like them. Or it is a special place, an office it seems, not a laboratory.



Mikko_M #11 Posted 23 September 2015 - 11:08 PM

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View PostVMetalic, on 23 September 2015 - 05:21 PM, said:

The clothes are not that much of a problem. This one is the Controller, the leader of the Psilons. Maybe they want to represent themselves somehow. But when you look at the scientist advisor, he wears loose-fitting clothes.

 

And the windows, these ones may not be the windows, only looks like them. Or it is a special place, an office it seems, not a laboratory.

 

Perhaps, but it is still a bit odd if this is the ambassador/leader (so the only Psilon that most players not playing as the Psilons most likely see in their game) that it is quite the opposite of the species description (wearing colorful clothes with decorative patterns and in a room with different colors and possibly even windows).

 

Anyway if I was creating the Psilons I would probably make them more practical and minimalistic (like the room in the picture for example) rather than enforce upon them almost religious sounding strict rules like no colors, windows or decorations of any kind, since I would think that things like knowledge and logic would be the most important things for the Psilons. So if for example windows can serve some meaningful purpose like add work effectiveness with extra light or allow the Psilons to observe the climate, flora or fauna of their planet then why not have them in a building? I would also envision Psilon habitats to have plenty of access portals to some kind to a planetary wide science network, so that individuals could keep up with the latest (non classified) research and also perhaps run their own calculations easily with these computer access terminals where ever they are.


Edited by Mikko_M, 23 September 2015 - 11:10 PM.

Moreover, I advise that the tactical combat must be made more player controllable and informative for this to become a proper MOO game.

 

​The long lost formula for space 4X game success = Good tactical combat + good empire management > than just good tactical combat or good empire management alone.


VMetalic #12 Posted 24 September 2015 - 05:46 PM

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Even if they are so much in love with logic, they are still living organic beings with feelings. They are paranoid from having their technology stolen. That means that while the description says that they are uniform, it doesnt apply to every single Psilon there is in the galaxy, as they are individual beings, each one is unique. Closer to this are only Meklar, and even them are cyborgs, not robots. Or, usually Meklar are cyborgs, we dont know for sure if WG will be continuing with this trend.

 

So, the researchers, workers can be uniform, but the leader may have some more clothes, but not for the sake of being trendy, but that it can mean something for them.



Mikko_M #13 Posted 24 September 2015 - 05:59 PM

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View PostVMetalic, on 24 September 2015 - 05:46 PM, said:

Even if they are so much in love with logic, they are still living organic beings with feelings. They are paranoid from having their technology stolen. That means that while the description says that they are uniform, it doesnt apply to every single Psilon there is in the galaxy, as they are individual beings, each one is unique. Closer to this are only Meklar, and even them are cyborgs, not robots. Or, usually Meklar are cyborgs, we dont know for sure if WG will be continuing with this trend.

 

So, the researchers, workers can be uniform, but the leader may have some more clothes, but not for the sake of being trendy, but that it can mean something for them.

 

Well perhaps they should then mention this in the backstory also, instead of just mentioning these quite harsh sounding restrictions that don`t really fit very well with that picture at all.

Moreover, I advise that the tactical combat must be made more player controllable and informative for this to become a proper MOO game.

 

​The long lost formula for space 4X game success = Good tactical combat + good empire management > than just good tactical combat or good empire management alone.


VMetalic #14 Posted 25 September 2015 - 10:26 PM

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View PostMikko_M, on 24 September 2015 - 05:59 PM, said:

 

Well perhaps they should then mention this in the backstory also, instead of just mentioning these quite harsh sounding restrictions that don`t really fit very well with that picture at all.

 

So they must inform of everything? So that someone will know it in the event he wont deduce it himself?

Mikko_M #15 Posted 28 September 2015 - 09:30 AM

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View PostVMetalic, on 25 September 2015 - 10:26 PM, said:

 

So they must inform of everything? So that someone will know it in the event he wont deduce it himself?

 

Sure you can deduce it yourself, but at the same time you will probably also notice that the backstory isn`t all that accurate or well thought out.


Moreover, I advise that the tactical combat must be made more player controllable and informative for this to become a proper MOO game.

 

​The long lost formula for space 4X game success = Good tactical combat + good empire management > than just good tactical combat or good empire management alone.


MOO2MOD #16 Posted 28 September 2015 - 06:05 PM

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Contradiction: 

[...] with the Psilon population spread out across the planet without any site of significant density. Mentar is a large world with plenty of room for Psilons to avoid each other. Prolonged social contact is a source of anxiety for Psilons.

[...] Sprawling dormitories where Psilons live in groups show no signs of individual influence. Large rooms may house dozens of Psilons at a time. 

This about the same race??



JeanBaptisteEmanuelZorg #17 Posted 02 October 2015 - 10:18 PM

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View PostMOO2MOD, on 28 September 2015 - 06:05 PM, said:

Contradiction: 

[...] with the Psilon population spread out across the planet without any site of significant density. Mentar is a large world with plenty of room for Psilons to avoid each other. Prolonged social contact is a source of anxiety for Psilons.

[...] Sprawling dormitories where Psilons live in groups show no signs of individual influence. Large rooms may house dozens of Psilons at a time. 

This about the same race??

 

There is another contradiction about Psilons : "no Psilon tech to discover Darlok Spies" and Darloks "Use DNA scanners in the Emperor's palace" (these isn't close to texts, i'm too lazy to search for it). That makes no sense, that Psilons have no DNA scanners for self protection.

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Poll from Zorg : No LOOT in MOO/CtS


diehardtwinsfan #18 Posted 12 January 2016 - 01:49 AM

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I would say the Psilon buildings/cities would be all about efficiency.  You wouldn't see anything in terms of flair.  Designs would be perfect squares to maximize efficiency, not to mention ease of expansion.

Seablaze1234 #19 Posted 12 January 2016 - 07:51 AM

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View Postdiehardtwinsfan, on 12 January 2016 - 01:49 AM, said:

I would say the Psilon buildings/cities would be all about efficiency.  You wouldn't see anything in terms of flair.  Designs would be perfect squares to maximize efficiency, not to mention ease of expansion.

 

Squares for 'efficiency', or Triangles/Arches for Strength. I feel as though you're right about efficiency, but squares aren't necessarily the most efficient shape.

VMetalic #20 Posted 14 January 2016 - 07:53 PM

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The most efficient shape is a circle, it is the smallest you can get. Thats probably why their ships are all disks.




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