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A small-sized cleanup. Nothing major. Anyway, onto the CRT
"Sealing (Via global pacifier which traps a planet in an "indestricble" force field)"
The obvious issue with this is in the very description. It makes a force field, and doesn't seal anything, just contains it. Change it to a reasoning for Forcefield Creation, and fix the grammar for the word indestructible.
"Creation (Using zero point energy, they can draw energy from absolutely nothing, and use matter generators to turn this energy into matter, etc)"
The feat they reference is this:
Of course, this is not creation in any means, but using negative energy and it's properties to destroy energy. For the second part of this, that seems to be some weird kind of limited Transmutation.
First key should have Energy Manipulation for obvious reasons.
Second key should have Cloning for obvious reasons (cloning is a society technology), and can be used to make clone armies.
This should also be added to a forcefield justification, under (can create shields that are powered by psionic energy)
Edit: United Nations of Earth should have all powers of the Fallen Empire in Early Game key, and those powers overlapping with other keys should be removed.
Fallen Empires should also get a second key, titled Awakened Empire, with all the powers of UNoE's keys and the original AP justifications.
First key (current only key) should have Unknown, up to High 4-C, with the same justifications as UNoE has for it. To answer why this is, Fallen Empires are a challenge up to the mid-game, where they would get stomped hard late-game, but Awakened Empires make up for being far stronger than UNoE late-game and capable of holding their own against the end-game crises. The reason they have all the power of the UNoE is because they are significantly more technologically advanced, which is egged on by this quote from exploring the shroud, where the fallen empire has centuries more advanced technology than the UNoE:
Just some things I noticed, pretty uncontroversial.
"Sealing (Via global pacifier which traps a planet in an "indestricble" force field)"
The obvious issue with this is in the very description. It makes a force field, and doesn't seal anything, just contains it. Change it to a reasoning for Forcefield Creation, and fix the grammar for the word indestructible.
"Creation (Using zero point energy, they can draw energy from absolutely nothing, and use matter generators to turn this energy into matter, etc)"
The feat they reference is this:
Of course, this is not creation in any means, but using negative energy and it's properties to destroy energy. For the second part of this, that seems to be some weird kind of limited Transmutation.
First key should have Energy Manipulation for obvious reasons.
Second key should have Cloning for obvious reasons (cloning is a society technology), and can be used to make clone armies.
This should also be added to a forcefield justification, under (can create shields that are powered by psionic energy)
Edit: United Nations of Earth should have all powers of the Fallen Empire in Early Game key, and those powers overlapping with other keys should be removed.
Fallen Empires should also get a second key, titled Awakened Empire, with all the powers of UNoE's keys and the original AP justifications.
First key (current only key) should have Unknown, up to High 4-C, with the same justifications as UNoE has for it. To answer why this is, Fallen Empires are a challenge up to the mid-game, where they would get stomped hard late-game, but Awakened Empires make up for being far stronger than UNoE late-game and capable of holding their own against the end-game crises. The reason they have all the power of the UNoE is because they are significantly more technologically advanced, which is egged on by this quote from exploring the shroud, where the fallen empire has centuries more advanced technology than the UNoE:
Just some things I noticed, pretty uncontroversial.
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