The Rise and Fall of Empires RULES & General Discussion
Moderator: Goatkiller666
- Loredoctor
- Lord
- Posts: 18609
- Joined: Sun Jul 14, 2002 11:35 pm
- Location: Melbourne, Victoria
- Contact:
The Rise and Fall of Empires RULES & General Discussion
The Rise and Fall of Empires v1.4
By Loremaster, with contributions from Avatar, Balon, Jove, Montressor and Murrin. Special thanks to Syl for the opportunity.
Contents
Creating Alien Races
Physiology
Government
Traits
Game Concepts
Turns
Galactic Map
Morale
Population Growth
Finances
Taxes & Industry
Trade
The Galactic Column Bank
Planetary Looting & Raiding
Spending
Combat
Fleets
Naval Battles
Ground Invasions
Interdiction
Espionage
Research
Military
General
Special
By Loremaster, with contributions from Avatar, Balon, Jove, Montressor and Murrin. Special thanks to Syl for the opportunity.
Contents
Creating Alien Races
Physiology
Government
Traits
Game Concepts
Turns
Galactic Map
Morale
Population Growth
Finances
Taxes & Industry
Trade
The Galactic Column Bank
Planetary Looting & Raiding
Spending
Combat
Fleets
Naval Battles
Ground Invasions
Interdiction
Espionage
Research
Military
General
Special
Last edited by Loredoctor on Sun Sep 16, 2007 12:33 am, edited 7 times in total.
Waddley wrote:your Highness Sir Dr. Loredoctor, PhD, Esq, the Magnificent, First of his name, Second Cousin of Dragons, White-Gold-Plate Wielder!
- Loredoctor
- Lord
- Posts: 18609
- Joined: Sun Jul 14, 2002 11:35 pm
- Location: Melbourne, Victoria
- Contact:
Creating Alien Races
There are a number of steps in creating an alien race or empire. First, the fundamental nature of the race must be determined. That is, their physiology. There are wide ranges of different physiologies, any of which can be applied to whatever design a player has in mind. Each race, apart from humans, has a strength and a weakness.
Aquatic organisms: High population growth and high cost to starships.
Avians: Competent with naval battles and weak at ground invasions.
Energy-based organisms: Cheap starships although industry is less efficient.
Gas Giant organisms: High cost to starships and fast space movement.
Humans: No benefit or weakness.
Insects: High morale, high population growth and poor at ground invasions.
Machines: Advanced industrialist but have very low population growth.
Plant: Very cheap colonies, and more expensive warships.
Reptilians: Competent at ground invasions with low population growth.
Silicon-based organisms: Very low population growth, high morale and research bonus.
Unique: The gamesmaster will determine the strength and weakness with the player.
The next step is to determine the government that dominates the empire. This will never change unless a revolution occurs (random or deliberate event). Like physiology, each type has a strength and a weakness.
Artificial Intelligence Masters:Lower morale, improved income from industry and cheaper starships.
Capitalist: Good at trade, lower morale and high research costs.
Democracy: Good morale but wars are costly.
The Herd: Excellent at ground invasions though poor at trade. Low morale but can cheaply expand empire.
Hive Mind: Very high morale but has a creativity limitation.
Imperial: Cheaper costs of war, good morale, very poor at trade.
Monarchy: Good morale but poor with trade.
Oligarchy:More expensive colonies and cheaper research.
Socialist:War is costly but they have a more advanced industry.
Theocracy: Good morale, competent at ground invasions, but research is very expensive.
Totalitarian:Lower morale, fewer trade routes, but have cheap (although effective) counter-espionage.
Next, the player may select one of the following traits that help further define (enrich) his or her alien race/empire. For each trait selected, the player must also select one of the following flaws. It is also possible to select more than one trait as long as more than one flaw is selected. Players are also free to select the same trait/flaw more than once (however, if it is marked by an asterix, the trait/flaw can only be selected once).
Traits
Advanced Manufacturing Processes* - Starships cost less.
Aggressive - Superior ground invaders.
Astronomers – Each turn, a square is revealed.
Brilliant tacticians* - superior naval attackers.
Cosmopolitan - Cheaper trade routes.
Creative - Cheaper research.
Defensive - Improved defense for armies.
Efficient - Bonus to industrial income.
Expansionist* - Establishing a colony is cheaper.
Explorer* - Starships are faster.
Fertile - Increased population growth.
Governor - Increased income from a planet.
Intelligent - Research is cheaper.
Iron Wall - Superior counter-espionage.
Military Hero – A character can lead a fleet or army, improving its attack, defense and movement.
Nationalist Propaganda Bureau* - Cost of war is cheaper.
Noble Cause - Increased morale.
Psychic - Quicker to react.
Sensors - Defensive bonus for Fleets in starting sector.
Slavers - Bonus to industrial income.
Stealthily - Superior at spying.
The Swarm* - Cheaper fighters.
Technological mastery* - One free (random) level I technology.
Traders - Higher income with trade.
Wealthy - More money at start of game.
Flaws
Aggressive - Wars are more expensive.
Corruption - Income is reduced.
Destroyed Homeworld - Very small population at start of game (note that this counts as three flaws).
Dying homeworld - Smaller population at start.
Fanatics - Trade penalty.
Fragile Hulls* - Starship Hulls weakened.
Infertile - Reduced population growth.
Insane Leader - Double the effects of below average morale (note that this counts as two flaws).
Isolationists - Only one trade route per empire allowed.
Monolithic Civil Service – All purchases costs more (note that this counts as two flaws).
Peaceful - Limited number of fleets.
Polluters - Minor population growth.
Poor- Less money at start of game.
Rebellious - Lower morale.
Resource poor - Starships cost more to build.
Slow - Starships move slowly.
Technocrats – The population suffers due to upper-class exclusivity of technology (note that this counts as two flaws).
Technological inferiority - Research costs more.
Weak - Poor ground invasions.
Xenophobic - No trade allowed (counts as two flaws).
Example:
Michael chooses an Aquatic race called the Thossith. They are rapid breeders but due to the difficulty in designing vessels to maintain an aquatic environment, their starships are more expensive.
Michael then decides to have their civilisation controlled by a socialist group named the Union of Fecund Oceans (Thressi'Quan). This allows the race to extablish a better worker system (and thus, improved industry), but wars are more costly. This flaw, together with the expense of the ships, means that if the Thossith ever go to war, they will find it very difficult.
Thus, Michael selects two traits. He improves his advanced industry by selecting Efficient twice. There should be enough income from a powerful industrial system to support a war (or anything else, for that matter). However, he must now select two flaws. He decides they would be weak at ground invasions, since they have to wear advanced water suits, so he selects the flaw, Weak. Next he selects Fanatics, as he wants the Thossith to be driven by their socialist cause. They thus tend to make traders uneasy.
There are a number of steps in creating an alien race or empire. First, the fundamental nature of the race must be determined. That is, their physiology. There are wide ranges of different physiologies, any of which can be applied to whatever design a player has in mind. Each race, apart from humans, has a strength and a weakness.
Aquatic organisms: High population growth and high cost to starships.
Avians: Competent with naval battles and weak at ground invasions.
Energy-based organisms: Cheap starships although industry is less efficient.
Gas Giant organisms: High cost to starships and fast space movement.
Humans: No benefit or weakness.
Insects: High morale, high population growth and poor at ground invasions.
Machines: Advanced industrialist but have very low population growth.
Plant: Very cheap colonies, and more expensive warships.
Reptilians: Competent at ground invasions with low population growth.
Silicon-based organisms: Very low population growth, high morale and research bonus.
Unique: The gamesmaster will determine the strength and weakness with the player.
The next step is to determine the government that dominates the empire. This will never change unless a revolution occurs (random or deliberate event). Like physiology, each type has a strength and a weakness.
Artificial Intelligence Masters:Lower morale, improved income from industry and cheaper starships.
Capitalist: Good at trade, lower morale and high research costs.
Democracy: Good morale but wars are costly.
The Herd: Excellent at ground invasions though poor at trade. Low morale but can cheaply expand empire.
Hive Mind: Very high morale but has a creativity limitation.
Imperial: Cheaper costs of war, good morale, very poor at trade.
Monarchy: Good morale but poor with trade.
Oligarchy:More expensive colonies and cheaper research.
Socialist:War is costly but they have a more advanced industry.
Theocracy: Good morale, competent at ground invasions, but research is very expensive.
Totalitarian:Lower morale, fewer trade routes, but have cheap (although effective) counter-espionage.
Next, the player may select one of the following traits that help further define (enrich) his or her alien race/empire. For each trait selected, the player must also select one of the following flaws. It is also possible to select more than one trait as long as more than one flaw is selected. Players are also free to select the same trait/flaw more than once (however, if it is marked by an asterix, the trait/flaw can only be selected once).
Traits
Advanced Manufacturing Processes* - Starships cost less.
Aggressive - Superior ground invaders.
Astronomers – Each turn, a square is revealed.
Brilliant tacticians* - superior naval attackers.
Cosmopolitan - Cheaper trade routes.
Creative - Cheaper research.
Defensive - Improved defense for armies.
Efficient - Bonus to industrial income.
Expansionist* - Establishing a colony is cheaper.
Explorer* - Starships are faster.
Fertile - Increased population growth.
Governor - Increased income from a planet.
Intelligent - Research is cheaper.
Iron Wall - Superior counter-espionage.
Military Hero – A character can lead a fleet or army, improving its attack, defense and movement.
Nationalist Propaganda Bureau* - Cost of war is cheaper.
Noble Cause - Increased morale.
Psychic - Quicker to react.
Sensors - Defensive bonus for Fleets in starting sector.
Slavers - Bonus to industrial income.
Stealthily - Superior at spying.
The Swarm* - Cheaper fighters.
Technological mastery* - One free (random) level I technology.
Traders - Higher income with trade.
Wealthy - More money at start of game.
Flaws
Aggressive - Wars are more expensive.
Corruption - Income is reduced.
Destroyed Homeworld - Very small population at start of game (note that this counts as three flaws).
Dying homeworld - Smaller population at start.
Fanatics - Trade penalty.
Fragile Hulls* - Starship Hulls weakened.
Infertile - Reduced population growth.
Insane Leader - Double the effects of below average morale (note that this counts as two flaws).
Isolationists - Only one trade route per empire allowed.
Monolithic Civil Service – All purchases costs more (note that this counts as two flaws).
Peaceful - Limited number of fleets.
Polluters - Minor population growth.
Poor- Less money at start of game.
Rebellious - Lower morale.
Resource poor - Starships cost more to build.
Slow - Starships move slowly.
Technocrats – The population suffers due to upper-class exclusivity of technology (note that this counts as two flaws).
Technological inferiority - Research costs more.
Weak - Poor ground invasions.
Xenophobic - No trade allowed (counts as two flaws).
Example:
Michael chooses an Aquatic race called the Thossith. They are rapid breeders but due to the difficulty in designing vessels to maintain an aquatic environment, their starships are more expensive.
Michael then decides to have their civilisation controlled by a socialist group named the Union of Fecund Oceans (Thressi'Quan). This allows the race to extablish a better worker system (and thus, improved industry), but wars are more costly. This flaw, together with the expense of the ships, means that if the Thossith ever go to war, they will find it very difficult.
Thus, Michael selects two traits. He improves his advanced industry by selecting Efficient twice. There should be enough income from a powerful industrial system to support a war (or anything else, for that matter). However, he must now select two flaws. He decides they would be weak at ground invasions, since they have to wear advanced water suits, so he selects the flaw, Weak. Next he selects Fanatics, as he wants the Thossith to be driven by their socialist cause. They thus tend to make traders uneasy.
Last edited by Loredoctor on Sun Sep 16, 2007 6:33 am, edited 35 times in total.
Waddley wrote:your Highness Sir Dr. Loredoctor, PhD, Esq, the Magnificent, First of his name, Second Cousin of Dragons, White-Gold-Plate Wielder!
- Loredoctor
- Lord
- Posts: 18609
- Joined: Sun Jul 14, 2002 11:35 pm
- Location: Melbourne, Victoria
- Contact:
Game Concepts
Game Turns: Each turn is six months, and thus two turns are a year. Every odd turn is the financial turn where the empires’ economies flourish (or founder) due to taxes, industry, loans, and trade. The money from this turn can be spent in any of the other turns (not just the economic turn), but it is best to conserve money for the turns where there is no income save from the special sources (looting, etc).
All empire moves (surveys, fleet movement, colonies being established) and battles (naval and ground engagements) occur each turn and are simultaneous. Thus, if three empires send fleets to attack other systems, invade worlds, etc, the events and their outcomes occur at the same time.
Galactic Map: The game area is an area of space many light years in width and length (height is ignored as the game is played in two dimensions). It is divided into a grid where each sector measures three light years a side. The sectors will contain either empty space, stars and planets, nebulae, asteroid belts, or one of many interesting discoveries.
An empire is said to control a sector when it colonises (or conquers) habitable worlds. There will be a symbol designating that the planets are under control of an empire and the lines of the sector will change colour to reflect ownership of the system (think of the coloured lines as borders).
Movement through space is reflected by fleets and individual ships moving across a certain number of squares. To designate that a fleet is moving from one square to another, the player must specify which fleet is moving and to which square. Square coordinates are identified by a column (1-10) and a row (A-K). Therefore, a square in column 3 and row E, is square 3E. A fleet moving from 3D to 3E can be ordered thus: The 3rd Fleet is moving to 3E. Please note that a fleet can only move a number of squares as allowed by its movement limit (for instance, the 3rd Fleet can only move one square per turn).
A fleet or individual ship can move to an adjoining square, as shown below (the yellow icon is the fleet):
![Image](img526.imageshack.us/img526/7555/movementexamplegv2.jpg)
Morale: More reflects the level of happiness of an empire’s population. There are several levels, each corresponding to a particular type of morale. Each level has either negative influences (reflecting low happiness) or positive (high happiness).
An empire achieves a particular level of morale due to specific circumstances. At the start of the game, every empire is rated at normal(unless a flaw or trait changes that, and depending on the type of government). This level will change when the tax level is altered; war is initiated, spies causing insurrection, etc.
Population Growth: A population will grow every second turn (financial turn). All empires start with one billion citizens, with possible modifiers affecting the amount (for instance, a race of Machines would have fewer).
Game Turns: Each turn is six months, and thus two turns are a year. Every odd turn is the financial turn where the empires’ economies flourish (or founder) due to taxes, industry, loans, and trade. The money from this turn can be spent in any of the other turns (not just the economic turn), but it is best to conserve money for the turns where there is no income save from the special sources (looting, etc).
All empire moves (surveys, fleet movement, colonies being established) and battles (naval and ground engagements) occur each turn and are simultaneous. Thus, if three empires send fleets to attack other systems, invade worlds, etc, the events and their outcomes occur at the same time.
Galactic Map: The game area is an area of space many light years in width and length (height is ignored as the game is played in two dimensions). It is divided into a grid where each sector measures three light years a side. The sectors will contain either empty space, stars and planets, nebulae, asteroid belts, or one of many interesting discoveries.
An empire is said to control a sector when it colonises (or conquers) habitable worlds. There will be a symbol designating that the planets are under control of an empire and the lines of the sector will change colour to reflect ownership of the system (think of the coloured lines as borders).
Movement through space is reflected by fleets and individual ships moving across a certain number of squares. To designate that a fleet is moving from one square to another, the player must specify which fleet is moving and to which square. Square coordinates are identified by a column (1-10) and a row (A-K). Therefore, a square in column 3 and row E, is square 3E. A fleet moving from 3D to 3E can be ordered thus: The 3rd Fleet is moving to 3E. Please note that a fleet can only move a number of squares as allowed by its movement limit (for instance, the 3rd Fleet can only move one square per turn).
A fleet or individual ship can move to an adjoining square, as shown below (the yellow icon is the fleet):
![Image](img526.imageshack.us/img526/7555/movementexamplegv2.jpg)
Morale: More reflects the level of happiness of an empire’s population. There are several levels, each corresponding to a particular type of morale. Each level has either negative influences (reflecting low happiness) or positive (high happiness).
An empire achieves a particular level of morale due to specific circumstances. At the start of the game, every empire is rated at normal(unless a flaw or trait changes that, and depending on the type of government). This level will change when the tax level is altered; war is initiated, spies causing insurrection, etc.
Population Growth: A population will grow every second turn (financial turn). All empires start with one billion citizens, with possible modifiers affecting the amount (for instance, a race of Machines would have fewer).
Last edited by Loredoctor on Sun Jul 08, 2007 1:34 pm, edited 1 time in total.
Waddley wrote:your Highness Sir Dr. Loredoctor, PhD, Esq, the Magnificent, First of his name, Second Cousin of Dragons, White-Gold-Plate Wielder!
- Loredoctor
- Lord
- Posts: 18609
- Joined: Sun Jul 14, 2002 11:35 pm
- Location: Melbourne, Victoria
- Contact:
Finances
In order for an empire to do anything, it must possess enough money (Galactic Column Bank Credits, or ColCreds/CCs). There are several means to make CCs:
Taxes & Industry: Taxable income is generated by taking a percentage of the population’s income. Industrial income is generated by the overall industrial level of the empire.
Note that an empire’s treasury receives all income at the start of the banking year (every two turns). Taxation level is set at the end of the year (thus, before the next turn when income is calculated). If player A determines the tax rate is 30%, it will not be until the next turn that he or she receives the income (as well as the consequences of the tax rate).
Trade: Trade is conducted between two empires (not worlds). An empire can only ever have two trade deals between two empires (itself included). This means that if Empire A has a trade deal with Empire B, and vice versa, they cannot make any more trade deals with each other (as two routes exist between the empires). However, as there is no such thing as a 'free lunch', two empires have to pay to initiate a trade deal. It is not one empire purchases a deal and then both profit.
The Galactic Column Bank: The third type of income is from the GalCol Bank. This is in the form of loans. In addition to the loan, the bank will demand that each income turn (starting the next income turn), the empire pays a certain amount back. The bank also stores CCs for empires, and stored money gains interest (5%, rounding down).
Planetary Looting & Raiding: When an empire successfully invades a planet of another empire, it can loot the planet.
When an empire sends a fleet on a raiding attack, if it is successful against another empire, it may gain some CCs from that empire.
Colonies: Colonies can export resources. When a colony is established, a planet will have a credit bonus which represents what the colony is exporting to the homeworld. This is included when the total CC income is calculated.
Spending: This is undoubtedly the most important element of the game. With the CCs generated from tax, industry, loans, banked interest, raiding and looting, an empire is able to do a number of things, including construct fleets of warships, increase population and industry, and research technologies. The list of what an empire can purchase with its CCs is given below (along with costs, rules and notes). The list is broken into sections that make it easier to navigate.
Industrial Budget
Counter Pollution (6) – For two turns, pollution does not affect the population.
Improve Industry (16) – Increases industrial level. This can only be purchased once per turn.
Intelligence Budget
Counter-Intelligence (5) – Counters the activities of enemy spies within the empire.
Disrupt Fleet (8 ) – Spies prevent a fleet from moving that turn.
Espionage (6) – Places spies in another empire to either steal technology, incite insurrection, initiate terrorist acts, or sabotage industry.
Foreign Intelligence (3) – To obtain information on another empire. The more CCs spent the more information that is obtained.
Inquisition (11) – Removes all spies and negates foreign intelligence for two turns.
Military Budget
Attack Trade Route (11) – Allows a fleet, if it is located within the target empire’s borders, to destroy one trade route of that empire.
Build Armoured Battalion (8 ) - A battalion is comprised of tanks, mecha, and artillery.
Build Deep-Space Facility (16) – A DSF is built anywhere within an empire’s borders. No more than three can ever be built, and the player must decide the type (military or trade station), and only one can be built per square.
Build Deep-Space Sensors (6) - Detects any foreign fleets or warships in adjoining sectors and details their compositions.
Build Defensive Facilities (6) – Defensive structures (ground to air missiles, orbital defences, fields protecting cities and industrial regions) are built on a designated planet.
Build Sensors (3) - Individual ships and fleets receive a defensive bonus in the sector the sensors are located.
Build Warship (cost varies – see below) – A single warship is constructed at a planet or DSF. Note that no more than two starships can be constructed per planet.
Bunker (8 ) – Each bunker protects an army from orbital bombardment.
Conduct Raid (3) – This will afford a raiding action by a fleet.
Expanding Borders
Empires can now pay 5CCs to expand their empire's borders into space (only empty sectors, sectors with stars in them, and nebula sectors). Further, the sectors must be adjoining planetary systems that you control. There are two benefits: sense of security (player, not morale for empires), and sometimes an event occurs where empires receive 1-5CCs per sector they control.
Invade Planet (4) - This will afford a ground invasion.
Mercenaries
They are not as effective as standard warships (weaker at attack and defence), but they come at a cheaper price (one half the cost). Further, this must be payed for every turn/six months that you need the service of mercenaries.
For 10CCs you can expand the borders across planetary systems. However, the system must be bordering a planetary system you already control. Further, this does not mean the planet is colonised; just that the system now belongs to your empire.
Pillage Planet (3) - This will afford a pillaging action by an army.
Propaganda Campaign (5) – Increases the success of defending or attacking a world.
Recruit Army (5) – Recruits an army on one of the empire’s worlds. Up to three can be recruited each world.
Wage War (6) – Every turn a war is waged against another empire, this amount must be payed. Note that this is for each empire you are at war with, not overall.
Research Budget
Special Research Project (6) – The empire conducts a special research project. This may require consecutive spending for a number of rounds.
Research Level One (6) – Purchase a level I technology. A maximum of three level one technologies can be purchased every turn.
Research Level Two (11) – Purchase a level II technology. A maximum of two level two technologies can be purchased every turn.
Research Level Three (16) – Purchase a level III technology. A maximum of one level three technology can be purchased every turn.
Research Level Four (31) - Purchase a level IV technology. Cannot be purchased until turn 15.
Survey System (2) – Uncovers one square with a starship/warship.
Survey System II (3) – Uncovers a square adjacent to a square with a starship. This will also reveal fleet compositions.
Social Budget
Bread and Circuses (3) – Morale will increase. This can only be purchased once per turn.
Establish Colony (*Special*) – Colonise another (habitable) world. The player must decide how many colonists will be transported. Please note that a friendly fleet or starship must be in the system for a colony to be established. If there are enemy ships in the system, no colony can be built until they are removed. The first colony costs 6CCs. Every further colony costs 11CCs.
Establish Embassy (6) - Placed on a target empire's homeworld. Trade revenue between the empires is increased by 1 only for the empire that payed for the embassy.
Establish Governor (8 ) – A governor is ordered to rule a conquered or colonised world. Increases export price by one.
Establish Trade Route (6) – Allows for one trade route to be created with another empire.
Increase Population (7) – Population will be increased for each purchase.
Revolution (16) – Morale will be reset to normal once a new type of government is selected.
Upgrade Colony (6) – Increases a colony’s export price by one (maximum two upgrades).
Example:
The Thossith earn in the income turn (turn 1), 20CCs. All the money comes from taxation and industry, as they have not taken a loan, or attacked another empire to raid or loot, nor are they trading with other empires.
For Turn Two, they will not receive any CCs (only in turn 3 will this happen). So, Michael sets aside 10 CCs for spending during the next turn. With the other 10 CCs he purchases: recruit army and research level I. There is 1 CC remaining, so the race contacts the Galactic Column Bank and places it into the race's account.
This has to be submitted to the gamesmaster in an email (NOT pm):
Hold 10CCs for turn 2.
Recruit army - 4.
Research level I - 5.
Bank 1 CC.
The Thossith also have a starship to explore the galaxy. As the Thossith start at map square I6, he can send the ship to any adjoining square. He decides to send the ship to I7. But he cannot discover anything as there is not enough money in the Thossith's budget for surveys.
In order for an empire to do anything, it must possess enough money (Galactic Column Bank Credits, or ColCreds/CCs). There are several means to make CCs:
Taxes & Industry: Taxable income is generated by taking a percentage of the population’s income. Industrial income is generated by the overall industrial level of the empire.
Note that an empire’s treasury receives all income at the start of the banking year (every two turns). Taxation level is set at the end of the year (thus, before the next turn when income is calculated). If player A determines the tax rate is 30%, it will not be until the next turn that he or she receives the income (as well as the consequences of the tax rate).
Trade: Trade is conducted between two empires (not worlds). An empire can only ever have two trade deals between two empires (itself included). This means that if Empire A has a trade deal with Empire B, and vice versa, they cannot make any more trade deals with each other (as two routes exist between the empires). However, as there is no such thing as a 'free lunch', two empires have to pay to initiate a trade deal. It is not one empire purchases a deal and then both profit.
The Galactic Column Bank: The third type of income is from the GalCol Bank. This is in the form of loans. In addition to the loan, the bank will demand that each income turn (starting the next income turn), the empire pays a certain amount back. The bank also stores CCs for empires, and stored money gains interest (5%, rounding down).
Planetary Looting & Raiding: When an empire successfully invades a planet of another empire, it can loot the planet.
When an empire sends a fleet on a raiding attack, if it is successful against another empire, it may gain some CCs from that empire.
Colonies: Colonies can export resources. When a colony is established, a planet will have a credit bonus which represents what the colony is exporting to the homeworld. This is included when the total CC income is calculated.
Spending: This is undoubtedly the most important element of the game. With the CCs generated from tax, industry, loans, banked interest, raiding and looting, an empire is able to do a number of things, including construct fleets of warships, increase population and industry, and research technologies. The list of what an empire can purchase with its CCs is given below (along with costs, rules and notes). The list is broken into sections that make it easier to navigate.
Industrial Budget
Counter Pollution (6) – For two turns, pollution does not affect the population.
Improve Industry (16) – Increases industrial level. This can only be purchased once per turn.
Intelligence Budget
Counter-Intelligence (5) – Counters the activities of enemy spies within the empire.
Disrupt Fleet (8 ) – Spies prevent a fleet from moving that turn.
Espionage (6) – Places spies in another empire to either steal technology, incite insurrection, initiate terrorist acts, or sabotage industry.
Foreign Intelligence (3) – To obtain information on another empire. The more CCs spent the more information that is obtained.
Inquisition (11) – Removes all spies and negates foreign intelligence for two turns.
Military Budget
Attack Trade Route (11) – Allows a fleet, if it is located within the target empire’s borders, to destroy one trade route of that empire.
Build Armoured Battalion (8 ) - A battalion is comprised of tanks, mecha, and artillery.
Build Deep-Space Facility (16) – A DSF is built anywhere within an empire’s borders. No more than three can ever be built, and the player must decide the type (military or trade station), and only one can be built per square.
Build Deep-Space Sensors (6) - Detects any foreign fleets or warships in adjoining sectors and details their compositions.
Build Defensive Facilities (6) – Defensive structures (ground to air missiles, orbital defences, fields protecting cities and industrial regions) are built on a designated planet.
Build Sensors (3) - Individual ships and fleets receive a defensive bonus in the sector the sensors are located.
Build Warship (cost varies – see below) – A single warship is constructed at a planet or DSF. Note that no more than two starships can be constructed per planet.
Bunker (8 ) – Each bunker protects an army from orbital bombardment.
Conduct Raid (3) – This will afford a raiding action by a fleet.
Expanding Borders
Empires can now pay 5CCs to expand their empire's borders into space (only empty sectors, sectors with stars in them, and nebula sectors). Further, the sectors must be adjoining planetary systems that you control. There are two benefits: sense of security (player, not morale for empires), and sometimes an event occurs where empires receive 1-5CCs per sector they control.
Invade Planet (4) - This will afford a ground invasion.
Mercenaries
They are not as effective as standard warships (weaker at attack and defence), but they come at a cheaper price (one half the cost). Further, this must be payed for every turn/six months that you need the service of mercenaries.
For 10CCs you can expand the borders across planetary systems. However, the system must be bordering a planetary system you already control. Further, this does not mean the planet is colonised; just that the system now belongs to your empire.
Pillage Planet (3) - This will afford a pillaging action by an army.
Propaganda Campaign (5) – Increases the success of defending or attacking a world.
Recruit Army (5) – Recruits an army on one of the empire’s worlds. Up to three can be recruited each world.
Wage War (6) – Every turn a war is waged against another empire, this amount must be payed. Note that this is for each empire you are at war with, not overall.
Research Budget
Special Research Project (6) – The empire conducts a special research project. This may require consecutive spending for a number of rounds.
Research Level One (6) – Purchase a level I technology. A maximum of three level one technologies can be purchased every turn.
Research Level Two (11) – Purchase a level II technology. A maximum of two level two technologies can be purchased every turn.
Research Level Three (16) – Purchase a level III technology. A maximum of one level three technology can be purchased every turn.
Research Level Four (31) - Purchase a level IV technology. Cannot be purchased until turn 15.
Survey System (2) – Uncovers one square with a starship/warship.
Survey System II (3) – Uncovers a square adjacent to a square with a starship. This will also reveal fleet compositions.
Social Budget
Bread and Circuses (3) – Morale will increase. This can only be purchased once per turn.
Establish Colony (*Special*) – Colonise another (habitable) world. The player must decide how many colonists will be transported. Please note that a friendly fleet or starship must be in the system for a colony to be established. If there are enemy ships in the system, no colony can be built until they are removed. The first colony costs 6CCs. Every further colony costs 11CCs.
Establish Embassy (6) - Placed on a target empire's homeworld. Trade revenue between the empires is increased by 1 only for the empire that payed for the embassy.
Establish Governor (8 ) – A governor is ordered to rule a conquered or colonised world. Increases export price by one.
Establish Trade Route (6) – Allows for one trade route to be created with another empire.
Increase Population (7) – Population will be increased for each purchase.
Revolution (16) – Morale will be reset to normal once a new type of government is selected.
Upgrade Colony (6) – Increases a colony’s export price by one (maximum two upgrades).
Example:
The Thossith earn in the income turn (turn 1), 20CCs. All the money comes from taxation and industry, as they have not taken a loan, or attacked another empire to raid or loot, nor are they trading with other empires.
For Turn Two, they will not receive any CCs (only in turn 3 will this happen). So, Michael sets aside 10 CCs for spending during the next turn. With the other 10 CCs he purchases: recruit army and research level I. There is 1 CC remaining, so the race contacts the Galactic Column Bank and places it into the race's account.
This has to be submitted to the gamesmaster in an email (NOT pm):
Hold 10CCs for turn 2.
Recruit army - 4.
Research level I - 5.
Bank 1 CC.
The Thossith also have a starship to explore the galaxy. As the Thossith start at map square I6, he can send the ship to any adjoining square. He decides to send the ship to I7. But he cannot discover anything as there is not enough money in the Thossith's budget for surveys.
Last edited by Loredoctor on Tue Oct 23, 2007 9:11 am, edited 35 times in total.
Waddley wrote:your Highness Sir Dr. Loredoctor, PhD, Esq, the Magnificent, First of his name, Second Cousin of Dragons, White-Gold-Plate Wielder!
- Loredoctor
- Lord
- Posts: 18609
- Joined: Sun Jul 14, 2002 11:35 pm
- Location: Melbourne, Victoria
- Contact:
Combat
Fleets: Starships or warships can operate alone, but this means that they fight alone. If an enemy fleet travels into an empire’s square that contains several ships, each ship will fight alone against the attacking fleet. The most effective way to use space vessels is to combine them into fleets. A fleet is simply a task force commanded by an admiral who can coordinate the strategies of the vessels, as opposed to several separate vessels within a square lacking overall direction.
It costs nothing to assemble a fleet, and obviously there has to be at least two starships per fleet. However, there are a limited number of fleets. As fleets require sufficient support (supplies, etc), there can never be more fleets than the total number of planets owned by an empire. For instance, Empire A controls three planets. It has two fleets – the 1st and 2nd Fleets. In one of the system (squarees), the empire has constructed two starships. Had the player wanted to, she could place these two vessels into the 3rd Fleet.
Players are allowed to move starships between fleets, as long as the fleets are in the same square and belong to the same empire. They can also remove ships as long as this does not result in a fleet having less than two vessels (otherwise, it is disbanded). A ship can leave a fleet, travel to another square and join a fleet there (if there is one), but the fleet cannot then move. All vessels in a fleet move and attack or defend as one.
Naval Battles: There are several different types of starships in the game (note that cost can never be lower than one):
Transport (7) - Large starships used for transporting an army. They possess no weapons or defenses.
Transport (base) (5) - If the player wants to transport an army, use one of these.
Transport (Armoured Battalion) (9) - Large starships used for transporting armoured battalions. They possess no weapons or defenses.
Fighter* (4) - Fighters are small, lightly armed craft lacking an FTL drive.
Bomber (4) - Used to bomb planet surfaces (industry or armies). They lack an FTL drive and have no defensive rating.
Corvette (5) - Cheap FTL starships with light weapons and defenses.
Destroyer (9) - Starships with moderate weapons but lacking good defenses.
Warden (11) - Warships possessing exceptional defensive systems, though weak offensively.
Frigate (13) - Well armoured warships with moderate weapons.
Carrier** (21) - Light armoured starships lacking powerful firepower, but have the capacity to carry fighter craft.
Battleship (31) - Heavy warships carrying powerful weapons and possessing tough defenses.
Dreadnaught*** (51) - The most powerful warships in the galaxy. Each one can cause massive damage to fleets and planets, as well as sustain much damage.
DSF**** (16) - Deep Space Facilities.
* Fighters cannot move between squarees, and must rely upon carriers to transport them.
** Carriers can transport four fighters.
*** An empire can never have more than three Dreadnaughts.
**** Only military DSFs receive a defensive value.
All warships move at a speed of one square per turn. Certain technologies and traits can increase this value. Fleets cannot move into squares containing ships or fleets of another empire unless they are at war with the other empire, or the empire has given permission.
When a fleet moves into a square containing an enemy fleet (war must have been declared for this to happen), each ship will take part in combat. Every ship in the attacking fleet will have a chance to open fire (except transports), and every defending vessel will have a chance to retaliate (except transports).
Ground Invasions: Planets may have armies defending the cities and industrial zones (as per the military budget above). For every transport an attacker has bought and included in a fleet, there is one invading army. Combat is identical to naval battles, except that there is only ever one round of fighting per turn– ground invasions last many months (possibly years).
To help the invading force, an attacking fleet can conduct an orbital bombardment. Note that a fleet can only bombard a planet if there are no enemy vessels in system.
Once all defenders are destroyed, the planet is taken over by the attackers and the army can then loot the planet. In addition, if the player desires, he or she can order the army to exterminate the population. If not, the empire’s population grows by a calculated amount. However, an empire may, at any point, exterminate the population.
Interdiction: When an attacking fleet has destroyed all defending fleets or vessels in a square, it may decide to interdict the system instead of bombarding planets. This means that the system cannot manufacture warships or build a DSF or defensive structures. Further, the defending empire cannot gain CCs from the interdicted population. An interdiction ends when the fleet is destroyed, or leaves the system.
Important note: An empire is destroyed when all of its planets have been conquered.
Example:
The Thossith have managed to build three vessels - one fighter and two frigates. Michael decides to place them together as a Fleet (the 1st Fleet) under the command of Admiral Bright Water. However, as fighter craft cannot travel without a carrier, the fleet is only made by the frigates.
The fleet is in orbit of the newly conquered world of Throon - a temperate world with no oceans, but the Thossith can survive there due to submerging their cities in artificial lakes. In a nearby system (square) there is a water world that the Flumps (another empire) have colonised. Michael decides to take the water world, but first he has to destroy the Flumps' 2nd Fleet protecting the world. He declares war, pays the CCs to wage war, and orders the 1st Fleet to move to that square an attack.
Six months later (the next turn), the Thossith fleet arrives and attacks the Flump fleet. There is one frigate in defense, accompanied by two transports. Perhaps the vicious Flumps were planning to invade Throon? No matter, in the first round of combat, the Flumps' frigate is destroyed. In the second round, the transports are destroyed as well. As Michael did not have any transports, he cannot land any troops on the world to initiate a ground invasion.
Fleets: Starships or warships can operate alone, but this means that they fight alone. If an enemy fleet travels into an empire’s square that contains several ships, each ship will fight alone against the attacking fleet. The most effective way to use space vessels is to combine them into fleets. A fleet is simply a task force commanded by an admiral who can coordinate the strategies of the vessels, as opposed to several separate vessels within a square lacking overall direction.
It costs nothing to assemble a fleet, and obviously there has to be at least two starships per fleet. However, there are a limited number of fleets. As fleets require sufficient support (supplies, etc), there can never be more fleets than the total number of planets owned by an empire. For instance, Empire A controls three planets. It has two fleets – the 1st and 2nd Fleets. In one of the system (squarees), the empire has constructed two starships. Had the player wanted to, she could place these two vessels into the 3rd Fleet.
Players are allowed to move starships between fleets, as long as the fleets are in the same square and belong to the same empire. They can also remove ships as long as this does not result in a fleet having less than two vessels (otherwise, it is disbanded). A ship can leave a fleet, travel to another square and join a fleet there (if there is one), but the fleet cannot then move. All vessels in a fleet move and attack or defend as one.
Naval Battles: There are several different types of starships in the game (note that cost can never be lower than one):
Transport (7) - Large starships used for transporting an army. They possess no weapons or defenses.
Transport (base) (5) - If the player wants to transport an army, use one of these.
Transport (Armoured Battalion) (9) - Large starships used for transporting armoured battalions. They possess no weapons or defenses.
Fighter* (4) - Fighters are small, lightly armed craft lacking an FTL drive.
Bomber (4) - Used to bomb planet surfaces (industry or armies). They lack an FTL drive and have no defensive rating.
Corvette (5) - Cheap FTL starships with light weapons and defenses.
Destroyer (9) - Starships with moderate weapons but lacking good defenses.
Warden (11) - Warships possessing exceptional defensive systems, though weak offensively.
Frigate (13) - Well armoured warships with moderate weapons.
Carrier** (21) - Light armoured starships lacking powerful firepower, but have the capacity to carry fighter craft.
Battleship (31) - Heavy warships carrying powerful weapons and possessing tough defenses.
Dreadnaught*** (51) - The most powerful warships in the galaxy. Each one can cause massive damage to fleets and planets, as well as sustain much damage.
DSF**** (16) - Deep Space Facilities.
* Fighters cannot move between squarees, and must rely upon carriers to transport them.
** Carriers can transport four fighters.
*** An empire can never have more than three Dreadnaughts.
**** Only military DSFs receive a defensive value.
All warships move at a speed of one square per turn. Certain technologies and traits can increase this value. Fleets cannot move into squares containing ships or fleets of another empire unless they are at war with the other empire, or the empire has given permission.
When a fleet moves into a square containing an enemy fleet (war must have been declared for this to happen), each ship will take part in combat. Every ship in the attacking fleet will have a chance to open fire (except transports), and every defending vessel will have a chance to retaliate (except transports).
Ground Invasions: Planets may have armies defending the cities and industrial zones (as per the military budget above). For every transport an attacker has bought and included in a fleet, there is one invading army. Combat is identical to naval battles, except that there is only ever one round of fighting per turn– ground invasions last many months (possibly years).
To help the invading force, an attacking fleet can conduct an orbital bombardment. Note that a fleet can only bombard a planet if there are no enemy vessels in system.
Once all defenders are destroyed, the planet is taken over by the attackers and the army can then loot the planet. In addition, if the player desires, he or she can order the army to exterminate the population. If not, the empire’s population grows by a calculated amount. However, an empire may, at any point, exterminate the population.
Interdiction: When an attacking fleet has destroyed all defending fleets or vessels in a square, it may decide to interdict the system instead of bombarding planets. This means that the system cannot manufacture warships or build a DSF or defensive structures. Further, the defending empire cannot gain CCs from the interdicted population. An interdiction ends when the fleet is destroyed, or leaves the system.
Important note: An empire is destroyed when all of its planets have been conquered.
Example:
The Thossith have managed to build three vessels - one fighter and two frigates. Michael decides to place them together as a Fleet (the 1st Fleet) under the command of Admiral Bright Water. However, as fighter craft cannot travel without a carrier, the fleet is only made by the frigates.
The fleet is in orbit of the newly conquered world of Throon - a temperate world with no oceans, but the Thossith can survive there due to submerging their cities in artificial lakes. In a nearby system (square) there is a water world that the Flumps (another empire) have colonised. Michael decides to take the water world, but first he has to destroy the Flumps' 2nd Fleet protecting the world. He declares war, pays the CCs to wage war, and orders the 1st Fleet to move to that square an attack.
Six months later (the next turn), the Thossith fleet arrives and attacks the Flump fleet. There is one frigate in defense, accompanied by two transports. Perhaps the vicious Flumps were planning to invade Throon? No matter, in the first round of combat, the Flumps' frigate is destroyed. In the second round, the transports are destroyed as well. As Michael did not have any transports, he cannot land any troops on the world to initiate a ground invasion.
Last edited by Loredoctor on Sat Sep 29, 2007 11:03 pm, edited 19 times in total.
Waddley wrote:your Highness Sir Dr. Loredoctor, PhD, Esq, the Magnificent, First of his name, Second Cousin of Dragons, White-Gold-Plate Wielder!
- Loredoctor
- Lord
- Posts: 18609
- Joined: Sun Jul 14, 2002 11:35 pm
- Location: Melbourne, Victoria
- Contact:
Espionage
Counter-Intelligence: Hunts down spies and disrupts intelligence-gathering operations.
Espionage: Places a spy inside another empire. If successful (however, it can be negated by Counter-Intelligence above), the spy can do one of the following (the player must specify the spy’s task):
Assassinate Character
Incite Insurrection
Sabotage Industry
Steal Technology
Terrorism
Spread Disinformation
Foreign Intelligence: Information is obtained about the empire. The empire may learns one (or more) of four items about the target empire:
1. Population and level of morale.
2. Two random technologies.
3. Income.
4. Espionage activities.
The more money spent in this area, the more facts obtained.
Example:
Michael believes that the Flumps are sending spies into his empire to sabotage industry (already he has lost many CCs. He then places money into the espionage budget - focusing on Counter-Intelligence.
In the next turn, the gamesmaster reveals that there were indeed spies in the Thossith empire! And they were caught. Yet, they were not the annoying Flumps, but spies belonging to the Imperial Glory of Earth empire. Michael then budgets again (for the next round), and sends spies (Espionage) into the Flumps and Imperial Glory of Earth empires, ordering the spies to initiate terrorist activities in both. In the next turn, the players of the Imperial Glory of Earth and Flumps might receive reports that many civilians lie dead due to the activities of unknown agents.
Counter-Intelligence: Hunts down spies and disrupts intelligence-gathering operations.
Espionage: Places a spy inside another empire. If successful (however, it can be negated by Counter-Intelligence above), the spy can do one of the following (the player must specify the spy’s task):
Assassinate Character
Incite Insurrection
Sabotage Industry
Steal Technology
Terrorism
Spread Disinformation
Foreign Intelligence: Information is obtained about the empire. The empire may learns one (or more) of four items about the target empire:
1. Population and level of morale.
2. Two random technologies.
3. Income.
4. Espionage activities.
The more money spent in this area, the more facts obtained.
Example:
Michael believes that the Flumps are sending spies into his empire to sabotage industry (already he has lost many CCs. He then places money into the espionage budget - focusing on Counter-Intelligence.
In the next turn, the gamesmaster reveals that there were indeed spies in the Thossith empire! And they were caught. Yet, they were not the annoying Flumps, but spies belonging to the Imperial Glory of Earth empire. Michael then budgets again (for the next round), and sends spies (Espionage) into the Flumps and Imperial Glory of Earth empires, ordering the spies to initiate terrorist activities in both. In the next turn, the players of the Imperial Glory of Earth and Flumps might receive reports that many civilians lie dead due to the activities of unknown agents.
Last edited by Loredoctor on Sun Jul 08, 2007 12:54 pm, edited 5 times in total.
Waddley wrote:your Highness Sir Dr. Loredoctor, PhD, Esq, the Magnificent, First of his name, Second Cousin of Dragons, White-Gold-Plate Wielder!
- Loredoctor
- Lord
- Posts: 18609
- Joined: Sun Jul 14, 2002 11:35 pm
- Location: Melbourne, Victoria
- Contact:
Research
In order for an empire to advance its technology, it needs to conduct research. A government can invest in one of three fields of science, and each field has three levels of importance. Level I technology is the basic level, level II is advanced, and level III involves very powerful and amazing technologies. An empire can invest in any level at any turn; however, the more advanced levels cost more. Some technologies require that an empire has researched a certain type of technology before they can be learned (for instance, to research Advanced Cloning you need Cloning). The three fields are Military, General and Special.
In order for an empire to advance its technology, it needs to conduct research. A government can invest in one of three fields of science, and each field has three levels of importance. Level I technology is the basic level, level II is advanced, and level III involves very powerful and amazing technologies. An empire can invest in any level at any turn; however, the more advanced levels cost more. Some technologies require that an empire has researched a certain type of technology before they can be learned (for instance, to research Advanced Cloning you need Cloning). The three fields are Military, General and Special.
Waddley wrote:your Highness Sir Dr. Loredoctor, PhD, Esq, the Magnificent, First of his name, Second Cousin of Dragons, White-Gold-Plate Wielder!
- Loredoctor
- Lord
- Posts: 18609
- Joined: Sun Jul 14, 2002 11:35 pm
- Location: Melbourne, Victoria
- Contact:
Frequently Asked Questions
The game seems complex; how hard is it to play?
Not at all. All you have to worry about is setting tax rate, spending income, researching, building ships and moving fleets.
Is this like a boardgame?
I'd rather like to think of it as collaborative story-telling. I've set up a system to simulate the rise of stellar empires, and the players provide the story. There are no losers as long as everyone contributes. Everyone wins.
What is the function of the Galactic Column Bank?
Besides story, the bank exists to balance the game - to ensure that no alliance teams up and makes it unfair for other players.
Do the planets have names?
Most of the time I don't name the worlds. I leave it up to the players to do that.
Are there limits to what type of planets the varying races can colonise? For instance, can an aquatic race colonise a desert world?
There are no limits apart from dealing with inhospitable worlds. 99% of worlds can be colonised by anyone, whether they aree aquatic, gas-giant organisms, or machines. I don't want the game to become complex.
Why is the map all black?
Simply because everything has yet to be explored. As your ships survey the galaxy the squares will show whatever they find.
What will the squares show?
If there are planets, I will digitally create worlds. The squares will also show stars (background), nebulae, asteroids, etc.
I have designed some ships. Can you use them as icons in game?
Absolutely!
How much technology is in the game?
So far, there's over a hundred forms of techs to research, and it's growing. And that includes at least two new ship types (one of which is called 'The Ark').
Wouldn't it be unfair if some alien races are at the edge of the map and some are at the centre, so that some are thus surrounded?
It sounds unfair. The races that select the central starting zones will receive extra CCs.
How come there is a limit to movement for individual ships and fleets, yet colonies can be established immediately or spies infiltrate empires many light years away?
Simply because it would be too complex and time consuming to calculate the movement of ships that don't really deviate from their target. Same with trade routes.
Are there space monsters, temporal anomalies, and other frequent sci-fi ideas?
No.
So no god-like aliens or ancient progenitor races?
None. This is a 'clean-slate' galaxy.
Are there random events?
Yes, there are. There are two types - galactic (affects everybody) and minor (affects one or two empires and planets).
Are there characters?
If you want them in the game, yes. But the players are free to create their own admirals, leaders, prophets, criminals, etc.
Is there a dynamic economic model?
Hell yes. Depending upon events, interest rates can change, trade routes can be cancelled, prices can change, etc.
Are there minor races - that is, races the gamesmaster controls?
Yes.
Most importantly, will you take a break from the game?
I hope not. This is something I am really excited about.
Is there a great threat to the galaxy, like an all-powerful alien race?
I won't say no at this stage, but it is highly unlikely that there will be.
Do you always ask yourself so many questions?
Uhhh . .
The game seems complex; how hard is it to play?
Not at all. All you have to worry about is setting tax rate, spending income, researching, building ships and moving fleets.
Is this like a boardgame?
I'd rather like to think of it as collaborative story-telling. I've set up a system to simulate the rise of stellar empires, and the players provide the story. There are no losers as long as everyone contributes. Everyone wins.
What is the function of the Galactic Column Bank?
Besides story, the bank exists to balance the game - to ensure that no alliance teams up and makes it unfair for other players.
Do the planets have names?
Most of the time I don't name the worlds. I leave it up to the players to do that.
Are there limits to what type of planets the varying races can colonise? For instance, can an aquatic race colonise a desert world?
There are no limits apart from dealing with inhospitable worlds. 99% of worlds can be colonised by anyone, whether they aree aquatic, gas-giant organisms, or machines. I don't want the game to become complex.
Why is the map all black?
Simply because everything has yet to be explored. As your ships survey the galaxy the squares will show whatever they find.
What will the squares show?
If there are planets, I will digitally create worlds. The squares will also show stars (background), nebulae, asteroids, etc.
I have designed some ships. Can you use them as icons in game?
Absolutely!
How much technology is in the game?
So far, there's over a hundred forms of techs to research, and it's growing. And that includes at least two new ship types (one of which is called 'The Ark').
Wouldn't it be unfair if some alien races are at the edge of the map and some are at the centre, so that some are thus surrounded?
It sounds unfair. The races that select the central starting zones will receive extra CCs.
How come there is a limit to movement for individual ships and fleets, yet colonies can be established immediately or spies infiltrate empires many light years away?
Simply because it would be too complex and time consuming to calculate the movement of ships that don't really deviate from their target. Same with trade routes.
Are there space monsters, temporal anomalies, and other frequent sci-fi ideas?
No.
So no god-like aliens or ancient progenitor races?
None. This is a 'clean-slate' galaxy.
Are there random events?
Yes, there are. There are two types - galactic (affects everybody) and minor (affects one or two empires and planets).
Are there characters?
If you want them in the game, yes. But the players are free to create their own admirals, leaders, prophets, criminals, etc.
Is there a dynamic economic model?
Hell yes. Depending upon events, interest rates can change, trade routes can be cancelled, prices can change, etc.
Are there minor races - that is, races the gamesmaster controls?
Yes.
Most importantly, will you take a break from the game?
I hope not. This is something I am really excited about.
Is there a great threat to the galaxy, like an all-powerful alien race?
I won't say no at this stage, but it is highly unlikely that there will be.
Do you always ask yourself so many questions?
Uhhh . .
![Embarassed :oops:](./images/smilies/icon_redface.gif)
Waddley wrote:your Highness Sir Dr. Loredoctor, PhD, Esq, the Magnificent, First of his name, Second Cousin of Dragons, White-Gold-Plate Wielder!
- Loredoctor
- Lord
- Posts: 18609
- Joined: Sun Jul 14, 2002 11:35 pm
- Location: Melbourne, Victoria
- Contact:
Okay, the game starts with everyone possessing a Corvette-class ship. You name it. You also start with CCs which you have to budget by the end of the week.
The game starts as of now. When you recive your email from me explaining the income and empire situation, you have until saturday to budget and order the corvette to move.
People, I am f*cking ecstatic about this game!![Very Happy :D](./images/smilies/icon_biggrin.gif)
The game starts as of now. When you recive your email from me explaining the income and empire situation, you have until saturday to budget and order the corvette to move.
People, I am f*cking ecstatic about this game!
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Waddley wrote:your Highness Sir Dr. Loredoctor, PhD, Esq, the Magnificent, First of his name, Second Cousin of Dragons, White-Gold-Plate Wielder!
- Loredoctor
- Lord
- Posts: 18609
- Joined: Sun Jul 14, 2002 11:35 pm
- Location: Melbourne, Victoria
- Contact:
- Mistress Cathy
- <i>Haruchai</i>
- Posts: 745
- Joined: Mon Nov 27, 2006 7:32 pm
- Location: Around the world....
- Loredoctor
- Lord
- Posts: 18609
- Joined: Sun Jul 14, 2002 11:35 pm
- Location: Melbourne, Victoria
- Contact:
Everyone starts with one ship - built on the homeplanet.Jove wrote:Lore, I sent you a pm.
Also, I don't understand if we are starting on a ship or on a planet.
Waddley wrote:your Highness Sir Dr. Loredoctor, PhD, Esq, the Magnificent, First of his name, Second Cousin of Dragons, White-Gold-Plate Wielder!
- Loredoctor
- Lord
- Posts: 18609
- Joined: Sun Jul 14, 2002 11:35 pm
- Location: Melbourne, Victoria
- Contact:
- Dante Nachtzehrer
- Woodhelvennin
- Posts: 58
- Joined: Mon Jul 09, 2007 6:59 am
Exactly what I was wondering. Reading that first turn is really pumping me up for this game. Nice work Lore!Free Traders wrote:Uh, so when is the turn deadline?
"God speaks to those that listen. The Mind is a channel for the Divine Voice. May you see the Lord God in all his power and repent, for you will be cleansed at last!"