The Klicks are a fictional race of aliens within Star Drive.Īt the far end of the Verge, alien species unheard of before the Second Galactic War have begun to stir. Klick, by Stephan Martinière, from d20 Future. 5 days), no matter how far apart or how close the two points are. Depending on the engine power of a stardrive, it could travel anywhere from 5 to 50 lightyears in a single trip, but due to the spatial physics of Drivespace, any and all travel between two points takes exactly 121 hours (approx. By combining two pieces of technology, the induction engine and the mass reactor, it allows travel at FTL speeds through the extra-dimensional medium of "Drivespace". The "stardrive" is a type of hyperdrive that operates on the principles of gravity induction. The Galactic Concord is made up of citizens and territories donated by the other Stellar Nations. In addition there is a thirteenth nation called the Galactic Concord, created by the Treaty of Concord. These are : Austrin-Ontis Unlimited, Borealis Republic, Hatire Community, Insight, Nariac Domain, Orion League, Orlamu Theocracy, Rigunmor Star Consortium, StarMech Collective, Thuldan Empire, Union of Sol, and Voidcorp. (Some are considered borderline sentient.)Īt the beginning of the 26th century, Humanity's political and social structure is divided into Stellar Nations (once countries), rich corporations or federations, most trying to collect their former colonies. A total of 50 sentient species in all have been contacted, with each being rated at various levels of development. This began with first contact with the Fraal in the Sol System, followed by the brutish Weren, cybernetically enhanced Mechalus, reptilian T'sa, and gliding Sesheyan. In the course of the past five centuries, humans have contacted several alien races. ![]() This agreement has held the peace, barely, for the last three decades. The war ended in 2472 with the signing of the Treaty of Concord. The war continued for over 100 years, leaving worlds devastated and nations and alliances in difficult financial straits. This led to a pullback of the humans from their maximum expansion, isolating many colonies. Tensions between the colonies led to the first galactic war in 2299, finally ending in 2312 with the emergence of 26 stellar nations.Ī second, even nastier war began in 2346, sparked by a rebellion of mutants. ![]() New powers emerged, forming the Terran Empire in 2250. A period of stellar colonization of habitable worlds ensues, led by six wealthy power blocs. Mankind has gained access to faster-than-light technology called the stardrive, a merger of technology between humans and the alien Fraal. Star Drive is set in the 26th century, starting in the year 2501. Much of the material created for this campaign setting was later reused in the d20 Future supplement of the d20 Modern role-playing game. This setting book also requires the Player's Handbook and Gamemaster Guide for the Alternity game system. It was written by David Eckelberry and Richard Baker. The first published setting for Alternity was provided in the Star Drive Campaign Setting book in 1998. Star Drive (stylized as Star*Drive) is a science fiction campaign setting that was published in 1998 by TSR, Inc. This game is fun, complex and only going to get better – but the odd mishmash of polish and crudeness mean GalCiv II is still captain of the fleet.David Eckelberry, Richard Baker R. Yet the point about being an impartial reviewer is that you don't take into consideration the heart- string tugs of human interest, but look at the end product. Similarly, towards the endgame StarDrive suffers from excessive slowdown, especially in large galaxies. Many players, especially those on more obscure hardware setups, have had problems playing the game at all or suffer regular crashes. And although the developers are working madly hard to bug-fix, there were still some outstanding problems at the time of writing. I found myself using the standardised ships because they just worked.īeyond that, the diplomacy, combat and research are all solid if unexciting. Again, the lack of any tutorial means many of your ships are likely to be abortive sports, like the spare Ripleys in Alien 4 that are missing vital components. Unlike GalCiv II's modular structure, each ship here is like a miniature SimCity – you have to ensure each component has enough power routed to it, guns have enough ammo, armour is covering everything and that warp drives aren't missing moody Scottish engineers. ![]() Like GalCiv II, new research advances unlock new components.
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