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The Last Colonies - Sci-fi TBS/RP - OOC / Always Open

For all of your non-NationStates related roleplaying needs!

Air base, missile base, Intelligence center got destroyed. Now what.

Everything withing gets destroyed.
6
23%
Everything within is rendered inoperable until facility is rebuilt.
9
35%
Whatever
4
15%
Aircraft/spies can survive if there is another base to accomodate them.
6
23%
other option 2
1
4%
 
Total votes : 26

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

The Last Colonies - Sci-fi TBS/RP - OOC / Always Open

Postby Harkback Union » Tue Jun 23, 2015 11:16 am

Prelude

IC


Deep space, 2147.



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After eons spent drifting through the void in silence, The U.N.E. Harmony, The largest spacecraft ever built some 80 years ago by mankind to deliver 13,000 colonists from Earth to a distant terran world is struck by a chain of unexpected system failures in the coolant systems of the main reactor. This reactor supplies power to the bulk of the ship and the to the cryostasis decks of the colony pods.

The ship's emergency AI turns online and calculates that the failure will probably result in a catastrophic meltdown within a week, and so she awakens 12 members of the crew to fix the problem. The 12 men and woman fresh out of cryo sleep quickly get on the job but they soon realize that most of the auxiliary coolant parts along with many of the repair tools are missing from the cargo hold, making the repairs impossible. Before any investigation could take place as to what happened to these components aboard the ship prior to their awakening, the ship's AI informs the crew members that the Harmony is passing by an uncharted star system, the Lalande 21185 and that scheduled scientific scans reveal a small planet with oxygen rich atmosphere in the star's habitable zone...



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The crew rushes to the cryo bay of the captain to awaken him from slumber and ask for his guidance, only to find his pod to be empty. They then search for the first officer, but she is also missing. The crew then do a careful sweep of the ship's decks and soon stumble upon the dead captain on the observation deck. He sits on a chair above a pool of blood, in one of his hands rests a revolver, in the other is a note soaked in blood... His corpse is still warm.

Meanwhile, the emergency AI makes another announcement. One of the colony pods along with 1000 colonists have vanished. The pod launched merely hours ago and is heading for the recently discovered planet. Additionally, the Harmony's navigation AI was hacked and not responding to any input. Aboard the launched pod were most of the U.N.E. officers...

The 12 crew on board the ship are now all effectively last in command. The emergency AI thus makes them each responsible for the safety a colony pod. According to her estimates, the cryo fluid inside the colony pods will be able to sustain their inhabitants' cryosleep for another 5 years without spoiling while the rockets attached to the pods should allow them to navigate to the planet on their own in 3 years time, but the landing will be rough...[/i]

App:

Code: Select all
[b]Part I. [/b]
Faction Leader Name:
Faction Leader Appearance (optional):
Faction Leader Biography:
[b]Part II. [/b](can wait until prelude is over)
Faction Name:
Faction Color:
Faction Logo (optional):
Faction Ideology (the more radical, the better):
Faction Theme Music:
Faction Landing Site (first come, first served):
[b]Part III.[/b] (can also wait and optional)
Faction Architecture (image preferred):
Faction Fashion (image preferred):
Info on Faction Population (their daily lives, their classes):



Welcome to The Last Colonies.

In this roleplay inspired by SMAC (and the outworld NS RP), each one of us will take command of a tiny human colony on an alien planet. There will be some game mechanics to back up the RP, but have no fear, It won't be hard to get a hold of it.
I promise?

Now, Before the colonization actually starts will be a short prelude. The prelude starts aboard the Harmony, right after you find the dead captain. The prelude will involve 0 mechanics and will last until every leader boards one of the colony pods and leaves...

Some other stuff:




Governor App:

Code: Select all
Faction:
Base ID(s) to govern:
During turns:
Governor type:


Governors to choose from:
- Industrialist: Focuses industrial growth.
- Militarist: Focuses Army, Navy and Air Force buildup and will stockpile munitions and fuel.
- Philanthropist: Focuses Improvement of your people's welfare.
- Technologist: Focuses Technological Development.
- Environmentalist: Focuses cutting back on pollution/building up renewable energy.

You can also combine Governors for special aims.



Governors will not modify relations with other factions, nor will they give orders to units.
Last edited by Harkback Union on Mon Sep 07, 2015 12:49 pm, edited 32 times in total.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Jun 23, 2015 12:24 pm

The Mechanics.

If you don't like the Mechanics, you can request a governor to run the colony for you!

ECONOMY COMPUTER:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0



Part I.
Time

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Time in the Last colonies is divided into quarters. Every quarter covers a span of 3 months and counts as a turn in the mechanics. Every Turn consists of 2 Phases: Build Phase and War Phase. Leaders have to post their turn orders in advance for a turn phase and they will be resolved simultaniously, for the most part. Here is a quick rundown of how things play out:

For clarification, here is a list of how turns are supposed to go down:

1 - Economy phase:
2 - War phase:
- Units can be given orders in secret, moves are resolved simultaneously
- Reaction phase: (that's just stupid wording from me) Units that weren't given orders earlier or have moves left can move now, but only to non-enemy bases (they cannot attack enemy bases), Aircraft not given orders yet can be ordered to intercept incoming enemies. Missiles can be fired at anything? (being debated). This is done publicly.
- Battles: Missiles hit, the Psychological, weapon and then the melee attacks get resolved in order.



Part II.
Space.

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There are a number of base locations on planet, each symbolized by a grey circle on the map. it is here where bases can be built. Bases are connected to one another via grey lines. These are land and sea paths. Armies and trade routes move along these paths. Every base location comes with a set number of building locations depending on what region of the planet they are on. There are a total of 5 regions on planet. Blue, Green, Orange, Purple, Grey. Blue areas are covered by seas, Green by alien jungles, Orange by strange spherical coastal plants, Purple by Xenofungus and Grey areas are barren arctic wastelands.


Part III.
Economy & Bases


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Chapter I. The Resources.

FOOD

Food is the most essential resource to human survival. Every unit of population consumes 1 Food every turn. If there isn't enough food to feed your population in a turn, 25% of your starving population will die, rounded up. For Example, if 3 of your population goes without food, 1 will die. If 1 starve, 1 will die, if 5 starves, 2 will die. Food is produced from various sources: Hydroponics facilities, Seaweed farms and Plantations.

METALS

Metals feed your Industry. Metals are produced from surface, deep sea and borehole mines and are used by Heavy and Light Industry.

ENERGY

Energy fuels your faction's machines. Windfarms, Hydro plants, Combustion Plants, Fission Reactors and Geothermal plants and some other facilities produce more energy. Energy is used to power your base facilities. CANNOT BE STORED/CARRIED OVER FOR THE NEXT TURN! (until superconductors technology is researched and you build Hyper-capacitors)

PETROL

Petrol, or petroleum is the a good source of energy and is used to power mechanized troops, naval units and aircraft. Petrol is also used as raw material in some factories.

HEAVY ELEMENTS

Heavy elements are mined and refined in Heavy Element facilities for use in fission reactors and weapons.


Chapter II. The other things of vaule.

WEALTH

Wealth Represents the goods your citizens need for comfortable daily life. They are produced in light industry and are consumed by your citizens and base facilities.

BUILD POWER
AKA, Industrial Power. IP sounds way better but Its too late to change now...


Build Power Represents the might of your heavy industry which is used to build new Base Facilities, Units and Secret Projects. Build Power cannot be stored but you investment in unfinished structures/units isn't lost between turns..

MEDICINE

Advanced Medicine a valuable commodity that can vastly improve your people's lives and bring back to life dead soldiers. Medicine is produced from Petrol in Chemical Plants.

RESEARCH POWER

Research power is produced by laboratories and is used to research techs and to build Secret Projects . Research power cannot be stored but your investment in unfinished structures/techs isn't lost between turns.

POPULATION

Population is... well... your followers. Every unit of it accounts for about 100 citizens and they always live in one of your bases. They are of high value and are difficult to replace early on. Population automatically increases over time. If your faction's population is between 0 and 15, you may add 2 population at the start of every 2 years ( one every 8 quarter), starting from the year 2. If population is between 15-24, then 3 may be added every 2 years. If your population is 25 or above, 4 population may be added every year.
The amount of working population you can have in a base is not limited by the quantity of housing present in said base, however, for every worker that has no housing your faction loses 2 Health and 2 Happiness. "Spawning" new population costs 3 Food each (cost of raising kids). After spawned in a base, a unit of population can be moved to any other base at the expense of 1 energy. Population that is not housed anywhere cannot work.

Population, aside from working at facilities and joining into units can work as Laborers, Artisans, Thinkers and Scavangers.
Up to 3 population per base can scavange in most areas, up to 5 population can scavange in Alien Jungle bases.
Scavengers gather 2 food per quarter.
There is no limit to how many Laborers you can have and they each generate 0.1 BP.
Artisans generate 0.1 Wealth Per quarter.
Thinkers generate 0.1 RP per quarter (or 0.2 RP for tier 1 techs). There is no limit to their numbers either.

SUPPLIES

Supplies represent munitions and equipment used up during wars. Supplies are consumed by most units during combat, those who do not use supplies often use energy instead. Build power (or industrial power) can be used to make more supplies. 1 BP -> 3 Supplies, in other words, 1 BP can be converted to 3 supplies (does not work backwards).

SPICE
Spice is a rare substance found in small quantities at Xenofungus and Arctic regions. Every base core in arctic and Xenofungus Regions generates Spice after the discovery of Desponea Botanics. There is no other way to produce Spice. A Unit of spice can be at any time consumed by your population to boost happiness for that quarter by 2.

PROPAGANDA POWER

Propaganda power is produced by broadcast towers and media centers and can be used to demoralize an enemy or improve morale in your own empire.


Chapter III. Base Facilities.

General Info

Base facilities are built inside base locations. Every Base location comes with 12 Space by default to build on. Some facilities use up some space while other cost "no space", meaning that you can... well you figure.
Additional build spots can be made available by expanding available land / building new layers of infrastructure above / under existing facilities (you decide what makes sense for you ICly.). This costs 1 BP for spaces 13-18, 2BP for spaces 19-24, 3BP for 25 and all spaces beyond.

Every Base facility has HP equal to their BP costs.


The Type E

Type E Base facilities are the bulk of the economy. In most cases, Workers and resources come here to produce new stuff while Some other Type E facilities work on their own. Their list is at follows:

Hint for reading list:s
Name - Build costs / Prerequisites - What it's useful for.

Energy:

Wind farm - 2 BP, 1 Build Space (BS) - Produces 1 Energy per quarter. A Plantation, a Hydroponics facility or a Terran forest can be built "atop" (the 2 occupy the same space) the Windfarm (and vice versa). Cannot be built in deep sea bases, but can also be built atop algea farms in coastal bases and vice versa.

Hydro Plant - 4 BP, 1 Build space, - Can only be built in Coastal/Riverside/Deep sea Bases - Produces 3 Energy per quarter. Max 1 Per base,

Geothermal Plant - 2 BP, Requires a free Geothermal Source but costs no build space, Desponea Geology Tech - Provides 2 Energy per quarter (+1 With Geotechnical Engineering).

Petrol Plant - 2 BP, 1 Build space. - On its own, it can turn 1 Petrol into 3 Energy or 2 petrol into 6 energy every quarter. Cannot be built in deep sea bases.

Fossil Plant - 2 BP, 2 Build space - Extracts and Burns Coal and Biomass from the nearby environment to generate energy. Cannot be built in Deep sea bases. 1 Worker can work here to produce 3 Energy per quarter (+1 With Desponea Geology) . -2 Health while operational. Heavily pollutes the environment.

Fission Reactor - 3 BP, 1 RP, 1 Build space. - By employing 1 population, The reactor can produce 20 energy per quarter from 1 Heavy Elements.

Solar Array - 3 BP, 1 Build space, Low-energy Photovoltaics. Can be built atop Windfarms, mines and borehole mines. Cannot be built underwater, Produces 2 Energy Everywhere but in jungles and the barren artic wastelands where it produces 1.

Dark Energy Node - 2 BP, 1 RP, 1 Build Space, Dark Energy Tech - Produces 3 Energy. Up to 6 DENs can be stacked into a single Build space. Works everywhere.

Hiper-capacitor - 3 BP, 1 RP, 1 Build space, Superconductors - Stores up to 20 energy.

Farming:

Hydroponics facility - 2 BP, 1 Build space - Employs 1 Worker and 1 energy to produce 4 food per quarter (+2 with Nano-biology). Costs 2 energy to maintain in underwater and wasteland bases. Has 2 HP but it isn't destroyed when it runs out of HP. Instead, It becomes damaged and unusable until repaired. Reparis cost 1 BP.

Plantation - 1 BP, 2 Build space, Requires Desponea Biology - Employs 1 Worker to produce 2 food per quarter (+1 In alien Jungle bases, +1 with Planet Climatology ). Cannot be built in deep sea bases. Indestructible.

Algea farm - 1 BP, 1 Build space can only be built on coastal and deep sea bases. - Produces 2 food flat and consumes 1 energy while operational.

Mining:

Surface Mine - 1 BP, 1 Build Space - Employs 1 Energy and 1 OR 2 Workers to extract 2 Metals Every quarter. Can be built anywhere but underwater. Uses 1 more energy per quarter in Alien Jungle Bases. Can work at 50%.

Deep Sea mining facility - Underwater version of the surface mine. Works the same but costs twice as much BP (2 BP).

P.E.R.U. (Petroleum Extractor and Refiner Unit) - 3 BP, 1 Build Space, Desponea Geology tech - Can be relocated to another base at the price of 1 energy/move. Uses 1 Manpower (employs 1 population) to extract 2 petroleum every quarter from a petroleum source. By Default, 1 Petroleum source allows only 1 P.E.R.U. to extract it but with Geotechnical Engineering tech, 2 P.E.R.U.s can extract petrol from the same source. Petroleum may run out at some point. -1 Health For every P.E.R.U. running in a base with more then 3 population.

Heavy Element Facility - 3 BP, 1 Build Space, 1 RP - Mines and refines heavy elements. Employs 1 worker and 3 energy to extract and refine 1 unit of Heavy Elements.

Borehole - 4 BP (+1 BP if built underwater), 1 Build Space, 1 RP, Borehole mining - Mines Metals on a large scale. 1 Workers and 3 energy extracts 4 metals every quarter here. Every active borehole counts as a geothermal source! Surface and Deep sea mines can be upgraded to boreholes at the price of 3 BP and 1 RP.

Industry:


Manufactory - 1BP, 1 Build space - Uses 1 Metal, and 2 Workers to produce 0.5 BP every quarter. -1 Health and happiness Per quarter while its operational.

Heavy Industrial Plant - 4 BP, 1 BS, Industrial Core tech - Uses 2 Metal, 1 Energy and employs 2 Workers to produce 1 BP every quarter. -1 Health and happiness Per quarter while its operational. An extra 1 energy can be invested every quarter while the plant is operational to eliminate the -1 Health penalty.

Automated Heavy Industrial Plant - 6 BP, 1 BS, 1 RP Mechatronics - Uses 4 Metal and 4 energy To Produce 2 BP every quarter. Can work at 50%. Can be upgraded from HIP (costs 2 BP and 1 RP).

Light Factory - 3 BP, 1 BS, Industrial Core tech - Produces wealth. Can be used in the following ways:

- - 1 Metal + 1 Energy + 1 Worker = 1 Wealth
- - 1 Petrol + 1 Energy + 1 Worker = 1 Wealth
- - 2 Metal + 2 Energy + 2 Worker = 2 Wealth
- - 2 Petrol + 2 Energy + 2 Worker = 2 Wealth
- - 1 Metal + 1 Petrol + 2 Energy + 2 Worker = 3 Wealth

Automated Light Factory - 5 BP, 1 BS, Mechatronics, 1 RP - Works just like the light factory except for Workers are replaced by energy in the equations (1 worker is replaced with 1 energy). CAN be upgraded from light factory (costs 2 BP, 1 RP).

Chemical Plant - 3 BP, 1 BS, - Turns Petroleum into Medicine and Food into Petroleum in the following ways: (note, Medicine production only works with nano-medicine, Petroleum and Toxic Payload production only works with Organic Chemistry tech.)

- - 2 Petroleum + 1 Worker = 2 Medicine
- - 1 Petroleum + 2 Energy + 1 Worker = 2 Medicine
- - 4 Food + 1 Worker = 1 Petroleum
- - 2 Food + 1 Energy + 1 Worker = 1 Petroleum
- - 1 Petroleum + 1 worker = 1 Toxic Payload


Commerce & Infrastructure:

Roads, pipe and power lines - 1 BP - Built not in a base but between 2 neighboring base sites. Allows them to exchange Goods, Resources and BP. Also allows Mechanized units to move 2 spaces per quarter. INDESTRUCTIBLE.

Monorails - 2BP, 1 Wealth, Superconductors - Built not in bases but between 2 neighboring bases. Allows population in one base to work in another, as long as they are connected by monorails. INDESTRUCTIBLE.

Network Link - 2BP, 1 RP, No Space, Information Networks - Allows your faction to exchange RP and technologies with any other Faction that also has a Network link built in one of their bases. Unencrypted exchange costs Energy 3 times the tier of the tech exchanged so tier 1 techs cost 2 energy, tier 2 tech cost 6 energy. The energy is always drawn from the sender faction, not the receiver. Techs shared through unencrypted exchange can be stolen by Datajacks. Encrypted exchange cost the same as Unencrypted + 2 Energy on both sides.

Energy Conduit - 2BP, Superconductors, No space - Allows your faction to exchange energy with other factions that also have an energy conduit (Useful if you lack direct . Max 1 per base. Provides +1 Energy.

Freight Port - 3 BP - Can only be built on Coastal and Underwater Bases. Allows this base to exchange resources, goods and BP (but not Energy, RP and PP) with other bases that also have a freight port.

Space Port - 5 BP, 2BS - Space Center - Allows you to build space units (with weapons facility) on this planet. Lets you ship 4 Resources or 2 trooper units or 1 mechanized unit or 1 colony pod every quarter for 5 Petrol and 2BP from where it is to another moon/planet (with a non-reusable rocket).

R&Đ:

Research Facility - 3 BP, 1 Wealth (wealth can be invested at any point), 1 BS - Employs 1 Population and 3 Energy to generate 1 RP towards any tech every quarter. Max 1 R&D building Per Faction by default.

Supercollider - 4 BP, 1 Wealth, 1 BS - Employs 1 Population and 3 Energy to generate 3 RP towards techs branching from Quantum Mechanics every quarter or 1 RP towards anything else. Unlocks additional Research. Max 1 R&D building Per Faction by default.

Research Hospital - 4 BP, 3 Wealth, 2 RP, 1 BS - Max 1 R&D building Per Faction by default. Employs 1 Population, 1 Medicine and 3 Energy to generate 3 RP towards techs branching form neural interface, 1 RP towards anything else and 1 Health per quarter. Unlocks additional Research.

Network Mainframe - 2 BP, 2 RP, 2 Wealth, No build space - Max 1 R&D building Per Faction by default. Employs 1 Population and 3 Energy to generate 3 RP towards techs branching from Self-writing code, 1 RP towards anything else.

Space Center - 6 BP, 2 RP, 2 Wealth, 1 Build space - Max 1 R&D building Per Faction by default. Unlocks Orbital and lunar construction projects Along with additional technology. Employs 1 Population and 3 Energy to generate 3 RP towards techs branching from Solid-fuel Rocketry or 1 RP towards anything else. Lets you ship 4 Resources or 2 trooper units or 1 mechanized unit or 1 colony pod every quarter for 5 Petrol and 2BP from where it is to another moon/planet (with a non-reusable rocket).


Type C

Type C base facilities are Built to support your population and improve the lives of your civilians.

Base Core - Cannot be built with BP. Instead it unpacks from colony pods. Takes up no space - Provides life support and acts as a foundation for other base facilities, Houses and employs 1 population. Produces resources depending on base location:
- Alien Jungles: 5 Food, 1 Energy.
- Xenofungus: 1 Food, 1 Metal, 1 Energy (+ 1 Spice with Desponea Botanics).
- Coastal: 2 Energy, 3 Food.
- Deep Sea: 2 Food, 2 Energy.
- Barren: 2 Energy, 1 Metal, (+ 1 Spice with Desponea Botanics).

Barren and Alien Jungle Base Cores also generate - 1 Health.

The Core has 3 HP and 1 Kinetic attack. Base cores use neither energy or ammo to shoot. After losing all its HP in a battle, instead of being destroyed, the base core remains operational though it cannot attack and will automatically surrenders to the faction that is last to remain alive!

Housing:

Slums - 2 BP, 1 Space - Houses up to 10 Population. Population living here produces double unhappiness. -1 Health if over 3 population is living in a slum. Costs no energy to maintain.

Habitation Pods - 3 BP, 1 Space - Can be relocated at the price of 1 Energy/move to any other base along with the population inside (no need to pay for pop move). 1 move per quarter. Houses 3 Population. Costs 1 Energy per quarter to maintain. Cannot go underwater.

Habitation Block - 4 BP, 1 Space - Houses 4 Population. Costs 1 Energy per quarter to maintain.

Suburbs - 2 BP, 2 Wealth, 1 Space - Houses 2 Population. Population living here does not generate unhappiness and it cannot starve, but if the population here isn't given food, They will stop working. Costs 1 Energy per quarter to maintain.

Residential Complex - 6 BP, 2 Wealth, 1 Space, - Houses 8 Population and costs 2 energy per turn to maintain. +1 Happiness if less then 5 people live here.

Service, Entertainment & Media

Food Dispenser - 2 BP, 1 Wealth, 0 Space, Bio-chemistry - Improves quality of food consumed by the locals. Uses 1 Energy per quarter to provide 1 Happiness for every 5 population living in the base. Max 1 Per base.

Filtration and Sanitation systems - 1 BP, 0 Space, - Improves health by cleaning out germs from your base. Uses 1 Energy per quarter to improve base health by 1. Max 1 per base. Also reduces population loss from toxic attacks by 1.

Hospital Complex - 2 BP, 1 Wealth, 1 Space, Nano-medicine Tech - Uses 2 Energy, 1 medicine and employs 1 Population to improve health by 4 (more with advanced techs). Also reduces population loss from toxic attacks (in the base where it is) by 1.

Recreational Facility - 3 BP or 1 BP and 1 Wealth, 1 Space, Psychic studies tech, max 1 Per base! - Uses 1 Energy per quarter, Improves Happiness by 2 and Lowers riot threshold for the base by 2 while operational.

Entertainment District - 5 BP, 2 Wealth, 1 space - Uses 3 Energy to improve happiness by 6 or 6 energy to improve happiness by 16. If you have a broadcast tower in the base, you can send some of the happiness gained here to other factions.

Distribution center - 2 BP, 1 Wealth, 1 Space. - Can convert 1 Wealth into 8 Happiness

Media Center - 3 BP, 2 Wealth, 1 space, Information Networks and Social Dynamics Tech - Uses 2 Energy and Employs 1 population when operational. Pretty useless on its own. Max 1 per faction.

Broadcast Tower - 3 BP, 1 Space, Information Networks - Uses 1 Energy to broadcast Propaganda. Can be built atop a Media center but not vice versa (can be built on a separate spot). Allows you to use your faction's Propaganda Strength to boost morale of your own or friendly factions or to reduce happiness of other factions (without an operational broadcast tower, you cannot use your PP). Every operation broadcast tower on its own generates 1 PP. Additionally, you get 1 PP for every 2 fully inhabited Suburbs you have and for every entertainment district you have running. Media centers Generate an additional 5 PP when operational.

University - 2 BP, 1 Wealth, 1 RP, 1 Space - Uses 1 Energy and employs 1 Population while operational and during this time it Increases the limit of Research buildings, health and happiness by 1. Max 1 Per faction.

Cloning Vats - 3 BP, 2 RP, 1 Space, Requires Gene-engineering tech - Employs 1 population, Uses 2 Food and 4 Energy to spawn 2 population every quarter. Can work at 50%.

Bomb Shelter - 4 BP, 1 Wealth, 0 Space, Geotechnical engineering - Shields 1 base facility from ALL attacks. Base cores and perimeter defenses cannot be shielded. If there is population living in the shielded facility, they also become shielded from collateral damage and ballastic/aerial attacks.

Terran Forest - 3 BP, 1 RP, 1 Space, Terraforming tech - Adds 1 Health, 1 Happiness and generates 1 food. Max 3 health gained from Terran Forests.


Type M

Type M facilities builds up the might of your faction and helps you keep population in check.

Unit Production and Security:

Perimeter Defense - 3 BP, 1 Space - Has 3 HP which regenerates every quarter unless the facility is destroyed. Costs 1 Energy per quarter to maintain. If not maintained, the perimeter defense will have no health. If the perimeter defense is not destroyed during a battle, then any ground unit that was inside will be shielded from all Kinetic and Thermal damage. Has 1 Thermal and 1 Kinetic attack (both uses supply).

Weapons Facility 4 BP, 1 Space - Can assemble up to 1 Mechanized, Air or Naval unit per quarter (you can carry over unfinished units for next turn). Employs 1 population.

Air Base - 3BP, 1 Space, Costs +1 BP and +1 RP if built underwater - Fields 3 Aircraft.

Naval Base - 3 BP, 1 Space, Coastal and deep sea bases only - Fields 3 Naval Craft.

Missile Base - 3BP, 1 Space, can be build in every kind of base - Fields 2 Ballastic Missiles.

Population control & Espionage:

Secret Police HQ - 3 BP, 1 Wealth - Allows you to install surveillance networks in your bases. Employs 1 worker and uses 1 energy while operational. While this building is operational, Riots will not break out until happiness sinks below -25. Max 1 per faction.

Surveillance network - 1 BP - Costs 1 energy to run. Lowers riot threshold for the inhabitants of this base by another 5 to -30. Max 1 Per base.

Intelligence Center - 3 BP, 1 Wealth, clandestine operations tech - Each Employs 1 population and 1 energy to train 1 covert operative every 8 quarters. Each Active Intelligence Center can support up to 2 Covert operatives. Covert operatives come in 3 forms:
- Spies - Spies are the traditional covert operatives. They can take part in 3 activities. Switching between the below activities costs the operatives 2 full quarters during which they can be engaged in no activity:

- - plant fake information about the size and location of your armies: Each spy assigned this tasked lets you plant a fake unit (ghost army) of your choice anywhere on the map that appears like a regular unit but does not consume supplies and vanishes if attacked. When using ghost armies, please give all your units a separate name and inform the OP via telegram about which unit is the fake one. At any point, you may rename your units to confuse your opponents but in every such case, you must inform everyone that you renamed your units and re-telegram the OP which unit is fake. If a ghost army vanishes because its attacked, the spy behind said army may create another one in 2 quarters. Any unit can be ghosted, including ballastic weapons.

- - Hunt down Saboteurs: Each spy may thwart 1 sabotage attempt against your faction or a faction of your choice (Defending another faction counts as a different activity) per quarter while working this job, capturing/killing (you can ransom back captured agents or kill them (Each Intelligence center can hold 3 enemy covert operatives captive) the enemy agent in the process.

- - help fight off enemy Datajacks.: Each spy may thwart 1 Datajack attempt per quarter, capturing/killing (you can ransom back captured agents or kill them (Each Intelligence center can hold 3 enemy covert operatives captives) the enemy agent in the process.

- Saboteurs - Saboteurs specialize in blowing up stuff. That's the only thing they are good at.

- - sabotage facility: It takes 3 quarters to plan a sabotage operation and 1 quarters to carry out (you can launch the sabotage at any time and you can stock up on multiple sabotage operation plans with your saboteurs). Each sabotage operation can target 1 Facility/Infrastructure/secret project. The existence of the plans will be known to everyone, the targets of the plans will only be known to you and to the OP, to whom the plans have to be shared. If the operation is successful (isn't thwarted by spies) then the facility/secret project gets damaged (rendered unusable until repaired), The repair costs will always be 50% of their original BP cost. Exceptions are facilities that cost 2 BP or less, these are simply obliterated.

- Datajacks - Datajacks steal technologies and let loose viruses on enemy information networks (better viruses become available With self-writing code and Information warfare).

- - Steal Technology: Takes 3 quarters to plan, 1 to execute. Works just like sabotage plans, a faction and a specific tech must be named and TGd to OP. The existence of the plan will be known to everyone, its details kept secret.

- - Infect enemy military networks with Worm: Takes 3 Quarters to develop the worm (works like sabotage plans, worms are faction-specific), 1 q to carry out. If the operation is successful, the target faction may not give movement orders to its units in the following turn (battle orders can still be given out). After being infected with a virus, a faction's military networks will become immune to worms or Polymorphic viruses for 1 full quarter.

- - Infect enemy energy networks with Worm: Takes 3 Quarters to develop the worm (again works like sabotage plans), 1 to carry out. If the operation is successful, you may take control of all energy-producer type-E facilities in an enemy base of your choice along with its energy nexus in the following quarter.

- - Infect enemy networks with Polymorphic Virus (self-writing code): Takes 6 Quarters and costs 1 RP to develop a Polymorphic Virus, 1 q to infect enemy networks with it. The virus will work on the network of any faction so no need to TG the OP about it, If the operation is successful, the target faction may not give movement orders to its units in the following turn (battle orders can still be given out) OR he loses control of all type-E energy production facilities and energy nexi in one of his bases in the following turn OR 1 tech is stolen from him OR 1 Ballastic missile is launched from the target's missile facilities at the base of a 3rd faction OR all of his covert operations data (viruses, sabotage plans, fake armies) get revealed while up to 2 of these viruses/sabotage plans can be pernamently deleted. The choice is made by whomever unleashed the Polymorphic Virus. The virus looms over 2 full quarters, meaning that during the 2nd quarter of the infection, a 2nd penalty may be chosen by the attacker from the afore mentioned list, but the choice cannot be the same as last time. By the 3rd quarter, an anti-virus is developped by the target. The anti-virus code is specific for every polymorphic virus and can be traded to other factions as if it was a tech. The same Polymorphic Virus can be used on multiple factions. The developer of the Polymorphic virus does not have the anti-virus by default. If this operation fails and the datajack is captured, The virus will be transferred to the faction which thwarted the operation. Polymorphic Viruses are useless on factions posessing an anti-virus.

- - Develop anti-virus: Should a Polymorphic Virus be released on another faction, your Datajacks may start working on an anti-virus on the quarter after it was released. This will take them 2 full quarters.

IMPORTANT!
The following information will be known to everyone at all times:
- Number of Saboteurs and Datajack covert operatives on each side and what they are up to.
The following information will be known to everyone prior to research of information warfare:
- Number of Spies of each faction and what they are up to (the activities assigned to them.)
The following information will may be withdrawn by factions after they research information warfare:
- What their Spies are up to (the activities they got assigned.) and how many there are.
Every time you wish to keep secret what your spies are doing, you must TG the OP about it.




Type S


Just suggest secret projects via TG for negotiating.


Part IV.
Warfare & Troops

Image


How to War

During the build phases:
Step 0 (Optional): Prepare for war by building units, making allies and amassing munitions and fuel.
Step 1: Declare war. This costs you nothing. You can take Step 2 In the same turn, which is:
Step 2: Attack by moving your units into an enemy base (note, units cannot move during the turn they were built, but they can take part in battles).

After the Build phase ends, unit moves are processed. Then, Before combat starts, Units that were not moved this turn can spend their movement to relocate to friendly bases (this is called reaction). Missiles and aircraft are exception. Air units can intercept incoming enemy aircraft while missiles can be fired at any enemy base.

When 2 opposing factions are at war and have units/buildings in the same base location after the reaction takes place, combat MAY occur, if one of the sides intends to engage. This is the final part of the War phase.

Before jumping to the combat part, allow me to introduce the unit stats.


How units work

Every unit has 5 main types of property:
-What kind of unit it is. There are 8 options: Trooper (infantry), Mechanized (tanks, walkers), Air (Jets, Helicopters, Airships), Space ships, Naval ships, Naval Submarines, Swarms and Ballastic Missiles.
-If its robotic or human (made purely out of steel and electronics or if there is a crew inside...)
-How Deadly it is. (type and number of its attacks).
-How Hard is it to get killed. (Health, evasion and shield points)
-How Much it can move around on the map.

Additionally, Some units may require resources or some structure to be operational.

Every unit has a set number of attacks of the following types:

Priority (effects apply before all other attacks):
Psychological - Takes effect before all other attacks. Uses no ammo. Cannot target robotic units. Disables the unit for the battle (it cannot attack). If it targets troopers, it also removes all EP.

Main attacks (apply simultaneously):
Kinetic (Rifles, Tank barrels) - Uses up 1 supplies. Nothing special about it. Deals 1 Damage. Does not work underwater. Works in space.
Thermal (Flamethrowers, Plasma guns) - Uses up 1 Petrol. Can only target land units and buildings. Deals 1 Damage to its targets and an additional 1 damage against swarms. Ignores shields. Does not work underwater. Works in space.
Explosive (Artillery, rockets, bombs) - Uses up 2 supplies. Deals 3 Damage to troops and buildings, 2 to aircraft, 1 to everything else. Works underwater, but there it only deals 1 damage in all situations. Whenever its used on class C base structures, 1 Population is killed (unless its shielded by bomb shelters).
Laser - Uses 1 energy. Deals 1 Damage. Ignores evasion and deals damage directly to shields and HP. Does not work underwater.
Torpedo - Uses 1 Supplies. Deals 3 Damage. Can only target naval units and deep-sea bases. Works underwater. Does not work in space.
Electro-magnetic - Uses 2 energy, Destroys robotic units. Destroys All EP of mechanized, Air, space and Naval units. Useless against troopers. Works underwater and in space.
Quantum-wave - Uses 2 Energy. Deals 3 Damage. Works underwater. Works in space

All of the above mentioned attacks are applied simultaneously to both sides during combat in most cases. However, the order of the attacks, in the few cases it matters are always determined in a way so that they deal the most damage.

There is also a special kind of attack, after all the other:
Melee:
Every unit by default has 1 melee attack. Troopers cannot melee Naval, Air or buildings. Mechanized units cannot melee Naval or Air. Naval can only melee naval. Air can melee anything, except for Submarine-type naval units and underwater bases. Air units deal 3 damage if they use their melee attack but are destroyed if they do so. Naval units deal 1 Damage directly to HP with melee but also take 1 HP damage. Same rule goes for mechanized units. Trooper melee simply deals 1 damage.


Every Unit has a set number of Health, Evasion and Shield points:
- Health points represent the overall damage resistance of the unit. If all of these are lost, the unit is destroyed. Human Troopers can be resurrected after a battle using 3 medicine to fight on. Troopers that do not die in a battle auto-regain all Health if they move into a friendly base. Every other unit can be repaired at friendly bases for 1 BP. Buildings can be repaired too. 1 BP = 1 Health restored. EP and Shields must be depleted before attacks deal damage to HP (except for lasers, Naval melee and the likes.
- Evasion points stand for the ability to dodge incoming fire. EP regenerates after every battle.
- Shield points signal the strength of one's shields. Shields can be charged before battles commence at the price of 1 Energy. Shields only last 1 battle.


How to combat

Battles are also divided into phases. At the start of a battle phase, units are given orders as to which units they should attack. Then, all of the attacks are resolved and we move onto the next phase. Alternatively, attacks can be revealed over the course of IC. It doesn't matter who posts their attacks first, every unit will get to launch its attack and then they will get damage dealt to them.
0, Shields are raised, petrol is payed to ceratin non-trooper units to increase their EP.
1st, The psychological battle takes place.
2nd, The main battle with all the remaining attacks.
3rd, If both factions are still alive, they can order their units to engage in melee!

That's about it... but how do you actually build units, one might wonder...


How to make units

All unit production is done in the Weapons facility (except for Kinetic and Thermal troopers. These units need no design either!). It is here where every quarter a unit can be assembled using BP, Metal, Petrol and Rare Elements.

Units consist of parts. Leaders can decide on their own what parts they use when building their units. The units stats, abilities and build costs depend on what parts they are made of.

Before a unit can be produced, it has to be designed (Thermal and Kinetic Troopers are exception! You don't have to design those! Everyone has them after researching Makeshift weapons). To design a unit, first research the techs needed for the components you selected for it, then spend RP equal to the BP cost of the unit design to Design it. Once you have a design, you can produce the unit. You can share designs with other factions if you have a network link.

Parts come in 4 categories:
- Core Design (determines the unit's HP, what propulsion systems it can have and the amount of weapons and support systems it can carry).
- Weapon systems (determines what attacks the unit has).
- Propulsion systems (determines EP and how the unit moves around the map.)
- Support systems (determines SP, may modify other stats and/or give the unit special abilities.

After a unit is produced in a weapons facility, unless it is a robotic one, its not yet operational. 1 population must be attached to it to bring it into your military. The population that is called to arms still eats food but needs no housing. It takes 1 turn to attach a population to a unit. By the end of the build phase, the unit becomes operational and can fight but it cannot move during the turn it was produced. Units can also be disbanded. This can be done at any time and it does not cost a turn. The population can be put to work immediately after its freed up. Also, The Weapons and the population will be added to the base where they demobilized.

The Trooper Core design is known by everyone from the start. It costs 0.5 BP. Troopers have 2 HP and need no propulsion to move around. Troopers that are not given weapons are called "militia". They only have a melee attack BUT they can be armed later on with better weapons.

The list of weapon systems:

Conventional Weapons (0.5BP, Makeshift weapons) - Has 1 kinetic attack which deals 1 damage and uses up 1 supplies. Cannot target underwater units.
Flamethrowers (1 BP, Makeshift weapons) - Had one thermal attack which uses 1 petrol and Deals 1 Damage when fired (2 vs swarms and buildings) and use Ignores shields. Does not work underwater. Cannot target air.
Artillery (1BP, Weapons production) - Has 1 explosive attack which Uses up 2 supplies and Deals 3 Damage to troops and buildings, 2 to aircraft and to everything else. Works underwater, but there it only deals 1 damage in all situations. Cannot be placed on aircraft.
Laser (1BP, High-energy lasers) - 1 Laser attack which uses 1 energy, Deals 1 Damage. Ignores evasion and deals damage directly to shields and HP. Does not work underwater.
Torpedo (0.5BP) - Has 1 torpedo attack which uses 1 Supplies, Deals 3 Damage. Can only target naval units and deep-sea bases. Works only in/underwater.
Electro-magnetic (1 BP, Wave-modulation) - Has one EM attack which Uses 2 energy and can destroy a target robotic units or Destroys All EP of a mechanized, Air and Naval target. Useless against troopers. Works underwater.
Quantum-wave disruptor. (1BP, String Theory) - Has one quantum-wave attack which Uses 2 Energy, Deals 3 Damage, Works underwater.
Coil Guns (0.5BP, Superconductors) - Has a special kinetic attack that uses energy instead of ammo. (It used to ignore EP but that rule is scrapped.)
Hydra Rocket Launcher (1BP, Self-writing code or Neural interface) - Has a special torpedo attack that can also directly attack air and ignores EP.
Plasma Launcher (1BP, Plasma containers) - Has 3 thermal attacks, each use energy instead of petrol.

List of Special ammo (carried by bombers and Ballastic missiles).

Explosive Payload (=2 ammo) - Basically just ammo. Loaded into ballastic missiles and aircraft. Deals 1 explosive damage.
Torpedo Payload (=1 ammo) - Costs ammo. Loaded into aircraft, deals 1 Torpedo damage.
Toxic Payload (Made in Chemical Plants) - Kills up to 2 population in the target base (Unless it has filtration & sanitation facility and/or hospital. Those reduce the death toll). Units take no damage.
EM Payload (1BP, 1 RP, Wave Modulation) - Disables all energy production at the target base for a quarter. Requires
Atomic Payload (5 HE, Isotope Separation) - Obliterates an entire base and its population (save for those shielded by bomb shelters)

List of core designs:

Land

Trooper - Known from the start. 0.5 BP. Troopers have 2 HP and need no propulsion to move around. They can carry 1 weapon.

Light Mechanized - Requires Weapons Production. 1 BP. Has 4 HP, 1 Weapons and 1 Land Propulsion slot.

Special Mechanized - Requires Weapons Production. 1.5 BP. Has 4 HP, 1 Weapons, 1 Support System and 1 Land Propulsion slot.

Heavy Mechanized - Requires Weapons production and Materials Science. 2 BP. Has 8 HP, 1 Land Propulsion slots and 2 Weapons Slot. Uses double fuel.

Fortress - Requires Weapons production and doctrine of survival. 2 BP, Has 7 HP. Cannot have propulsion. Has 3 Weapons slot. Counts as a building. Has to be deployed pernamently to a base that already has perimeter defenses after production. Max 1 fortress per base.

Sea:
(remember, all of these use naval capacity.)

Hydrofoil - 1BP. 3HP. Industrial base. - Needs a naval propulsion system to move (1 naval propulsion slot). Can have 1 Weapon system. If it has none, acts as a transport for either 1 mechanized or 2 trooper units.

Cruiser - 2BP, 5HP, Desponia Hydrology - Needs a naval propulsion system to move (1 naval propulsion slot). 1 Weapon slot, 1 Support system slot.

Dreadnought - 3.5BP, 9 HP, Megastructures - Needs a naval propulsion system to move (1 naval propulsion slot). Cannot have any EP from propulsion. 3 Weapon slots, 1 support system slots.

Submarine - 2 BP, 3 HP, Desponia Hydrology - Needs a naval propulsion system to move (1 naval propulsion slot). Gains Double EP from propulsion. Is the only "Underwater" unit. Has 1 Weapon slot and 1 support system slot. If it doesn't has a weapon, it can transport 1 trooper. Only submarines can capture underwater bases (if all other units there are destroyed.

Carrier - Costs 3BP. 8HP, reqs. Megastructures - Acts as a mobile airbase. Can carry 2 troopers or 1 mechanized unit. Needs a naval propulsion system to move. Has 1 weapon slot. Cannot have any EP from propulsion.

Air:
(remember, all of these need an airbase.)

Basic Fighter - 1BP, Desponea Flight. 2 HP, 1 Weapons slot, 1 Air Propulsion slots, 1 Support system slot.

Heavy Fighter - 2 BP, Megastructures. Has 4 HP, 2 Weapon slots, 1 Air Propulsion slots, 1 Support system slot. Gains half EP from propulsion.

Bomber - 2BP, Desponea Flight. Has 4 HP, Carries up to 1 Payload (which can also be a trooper who paradrops and takes part in the battle the regular way.). 1 Air Propulsion slots, 1 Support system slot. Gains half EP from propulsion.

Flying Fortress - 3.5BP, Desponea Flight, Megastructures. 7 HP. Uses double fuel. Gains half EP from propulsion. Carries up to 2 Payload (which can also be 2 troopers or 1 mechanized unit who paradrops and takes part in the battle the regular way.), Has 1 weapons slot, 1 Air Propulsion slots and 1 Support system slot.

Space:
Can be manufactured at space ports. Repairs to spacecraft can only be made at space ports.

Shuttle - 2 BP. 4HP. 1 Space Propulsion and 1 Support System slot. Has 3 cargo space. Each cargo space can store 2 units of any resource (including wealth and BP but not E), 1 population 1 trooper unit, 0.5 Colony pod or 0.5 mechanized unit.

Space Destroyer - 2.5 BP. 5HP. Has 2 Weapons slots (exchangable for support slots) and 1 Space propulsion slot.




Ballastic:

Ballastic Missile - Reqires 1 Rocket Propulsion system. Carries 1 Payload.


List of Propulsion Systems:

Land:

Petrol Engines & Tracks: 0.5 BP, Available from start. Allows the unit to move up to 2 spaces every quarter on roads (Each space a base) or 1 spaces if there are no roads.

Petrol Engines & Mechanical legs: 1 BP, Mechatronics. Allows the unit to move up to 2 spaces every quarter on roads and off-roads. Uses 0.5 Petrol per spaces moved when traveling on and off-road. Has 1 EP (if halved, rounded down).

Electric Engines & Tracks: 1BP, Superconductors. Same as its Petrol powered counterpart but uses 1 Energy per space (on roads) and 2 Energy per space (off-roads).

Electric Engines & Mechanical legs: 1BP, Mechatronics, Superconductors. Sames as its petrol powered counterpart but uses 1 energy per move instead. Has 1 EP(if halved, rounded down).

Naval:

Petrol Engines & Propellers: 0.5BP, Available from start. 2 EP. Uses 0.5 Petrol to move 1 Space per quarter.

Biofuel Engines & Propellers: 0.5BP, Inorganic Chemistry. Uses 4 Food to move 1 Space Per quarter. 2 EP.

Electric Engines & Propellers: 1 BP, Superconductors. Uses 2 Energy to move 1 Space per quarter. 2 EP.

Fission Engines & Propellers: 2BP, 1 HE, Nuclear Fission. Never ever uses fuel. Can move 1 space per quarter. Has 2 EP. If the ship has energy-powered weapons, those don't cost any energy to fire either.

Jet engines: 1BP, Desponea Flight. Uses 0.5 Petrol to move 1 space per quarter. Has 4 EP but uses up 0.5 Petrol during battles.

Aerial

Petrol engines, Helium Ballast & Propellers - 1 BP, Industrial Base. Can move 1 space per quarter both land and sea at the price of 0.5 Petrol.

Jets - 0.5 BP, Desponea flight. Must be Always stationed at an airbase. Every quarter, Jet-powered aircraft can fly to another nearby base in a 3 base radious to take part in a battle there. After the battle, the aircraft returns to its base and is available for another operation next turn. Jet powered aircraft that is not given orders during the peace phase can, during the reaction phase intercept an air attack in a 3 base radius. When intercepting, an air-only battle will take place between the 2 sides before the regular war phase plays out. Aircraft that use their attacks during the intercept cannot attack again this turn and may choose to disengage and return to base. Depending on how far planes fly, they consume fuel: 0.5 Fuel when flying 1 bases away, 1 Fuel when flying 2 bases away (return trip included).
Jets have 2 EP.

Turbojets - 1BP, Mechatronics. Same as jets but has twice the range and twice the EP boost: (4 EP).

Proton jets - 1BP, Particle Physics. Same as Turbojets but has 1 uses energy per bases flown.

Antigrav - ???? tech, 1BP, Same as Petrol powered propellers and helium ballast but moves 2 spaces per turn at the price of 1 energy.


Space

Conventional Drive - 1.5 BP, Astrophysics. Every quarter, Conventional drives allow spaceships to travel anywhere within a planetary system from one base to any other on the same planet at the price of 2 Petrol, Can travel from a planet's surface to the planet's orbit at the price of 4 Petrol. Can move between orbits of the same planetary system (a planet and it's moons) at the price of 1 Petrol and land on planets/moons at the price of 1 Petrol.

Fission Drive - 2.5 BP, Fission Drives. Works like Conventional drives, but instead uses 1 HE on the turn when moved, regardless of the distance moved. Weapon and support systems of ships with fission drives consume no Energy if the unit moved this turn or if 1 HE is expended to fire up the reactor.

Plasma Drive - 1.5BP, Plasma Drives. Works like conventional Drives but uses 3 Energy instead of petrol.

Ballastic

MRBM - 0.5 BP, Solid fuel Rocketry. Has a range of 2 bases.
LRBM - 1 BP, Solid fuel Rocketry. Has a range of 3 bases.
ICBM - 2 BP, Solid fuel Rocketry. Can hit any base on Desponea.
IMPORTANT! All of the above ballastic missiles cost 0.5 fuel per base range to launch.


List of Support Systems:

Reinforced Armor: Costs 0.5 BP, Materials science. Increases HP by 2.

Visual Counter-Measures: Costs 0.5 BP, Available from start. Gives the unit 1 EP.

Electronic Counter-measures: 1 BP, Information networks. Gives the Unit 2 EP.

Robotic core: Costs 1BP, Robotics tech. Makes the unit operable without population.


How to Diplomacy

There are 3 relations that can exist between factions:
-Allied: Can only be established with mutual consent! By default, only your bases count as "friendly" for you. If you get an ally, his bases will count as friendly too.
-Neutral: You start from here. Allows trading. You can only get from Hostile to neutral with mutual consent.
-Hostile: If your units move into the same base location, battles will occur.
Relations can be changed at any time, including the middle of a battle. Moving from allied to hostile can be done without the other faction's consent and free of charge. Improving relations on the other hand costs 1 Wealth. Either faction involved can pay the wealth cost. Both positive and negative Propaganda can be aimed at any faction regardless of your relations. You can also spy on/sabotage your allies.


Part V.
Research & Technologies

Image


Tier 1 (All cost 5 RP)
Despoena Geology: Allows P.E.R.U.s and Geothermal Plants to be built. Increases Fossil plant E yield.
Despoena Botanics: +1 Permanent Health, Allows Plantations to be built. Xenofungus and Arctic Base cores generate +1 spice per quarter.
Industrial Core: Allows Heavy Industrial Plants and Light Factories to be built.
Makeshift Arms: Allows building Conventional Weapons and Flamethrowers, and so Kinetic and Thermal Troopers.
Doctrine of survival: Allows building perimeter defenses. +1 Permanent Health
Psychic Studies: Recreation Facility. +2 Permanent Happiness.
Clandestine Operations: Intelligence Center


Tier 2 (All cost 8 RP)
Organic Chemistry: Allows production of Toxic payload and Biofuels in Chemical plants.
Materials Science: Unlocks Reinforced Armor support system.
Information Networks: Unlocks Network Link
Despoena Climatology: Improves yield on Plantations
Desponea Hydrology: Unlocks Cruisers, submarines and seaweed farms (or was it algea farms?).
Geotechnical Engineering: Unlocks bomb shelters and increases max number of oil extractors on a petrol source. Also improves E yield from geothermal plants.
Weapons Production: Unlocks the Weapons Facility, The Artillery Weapon system and the Mechanized core designs.
Information Warfare: Improves your spies.


Tier 3 (All cost 10 RP)
Low-energy Photovoltaics (Materials Science): Solar arrays
Superconductors (Materials Science): Coil guns, Hypercapacitors
Social Dynamics (Information Networks, Psychic studies): The Media Center.
Despoena Flight (Despoena Climatology): aircraft core designs and propulsion systems
Underwater construction(Desponea Hydrology): Deep sea colony pods.
Borehole mining (Geotechnical Engineering): Boreholes
Mechatronics (Information Networks): Walkers, Automated factories
Megastructures (Materials Science): Carriers, dreadnoughts, Heavy interceptors and flying fortresses.
Terraforming (Organic chemistry, Desponea Climate, Desponea Botanics, Geotechincal engineering): Allows Terran forests to be planted.
Particle Physics: The first step towards the atom bomb, also unlocks other techs.


Tier 4 (All cost 12 RP)
Neural Interface (Superconductors, Mechatronics): Hydra rockets, Extra Secret Project
Self-writing Code (Superconductors): Hydra rockets, Better viruses.
Quantum Mechanics (Superconductors, Particle Physics): Reduces energy use of all R&D structures by 1.
Solid Fuel Rocketry: Space exploration. Ballastic Missile production.
Nano-biology (Organic Chemistry): Medicine production.
Social Engineering (Social Dynamics): Allows Social Engineering.
High-energy Lasers (Superconductors): Laser Weapons
Wave Modulation (Particle Physics): Unlocks shields and EM weapons.
Thorium Process (Particle Physics): HE mines and Fission reactors.
Robotics (Mechatronics): Robotic Support system


Tier 5 (All cost 40 RP)
Astrophysics (Solid Fuel Rocketry): Space ports
Lunar Geology (Solid Fuel Rocketry): Lunar colonies
Artificial Sentience (Self-writing Code): Information Nexus
String Theory (Quantum Mechanics): Wave-Disruptors
Gene-engineering (Nano-biology, Neural Interface): +1 Food per quarter from hydroponics. Hydroponics can produce 1 Fuel instead of producing food. +2 Health from every hospital.
Isotope Separation (Thorium process): Nuclear Warheads.


Tier 6 (All cost 60 RP)

Fission Drive (Isotope separation, Astrophysics): Fission Drives
Lalande System Chart (Astrophysics): Unkown
Cybernetics (Gene-engineering, Artificial Sentience): +1 Health from hospitals. All troopsers get a support slot. +1RP per quarter.
Dark Energy (String Theory): Dark Energy Nodes, +1RP per quarter.
Plasma Containment (Superconductors): Plasma launchers. Plasma Drives. Fission reactors produce +2E. Hyper-capacitors store 20 more E.
?!?



Tier 7 (All cost 120RP)
?!?
?!?


Part VI.
Happiness, Health and Wealth.

Happiness works as such:
Surplus happiness results in bonuses
Happiness deficit results in penalties

Happiness is based on your total population, your investment in entertainment, Your population's housing quality, Health, Environmental degradation, Propaganda and some other things. Happiness is calculated for factions, not individual bases, here is how:

All factions start out with a base 0 Happiness. Start with this.
Every unit of population reduces happiness by 1 by default.
Every PP invested in improving or damaging morale is worth +/- 1 Happiness for the target faction.
Some base facilities have additional effects. Apply them.
Then comes Ideology modifiers.
Finally, Take health Into account.
Then, you arrive at your final happiness.
This is repeated every turn (but you only have to actually have to redo the calculations when a new factor comes in/old one disappears), happiness does not accumulate over time. This applies for health too.

The Basic bonuses and penalties for happiness will be based on your faction's ideology and the current happiness...

Euphoric: 16+ Happiness. Based on Ideology
Happy: 8-15 Happiness. Based on Ideology
Content: 2 - 7 Happiness, Based on Ideology
Indifferent -1 to 1 Happy. No effects.
Concerned: -7 to -2 Happy, Based on Ideology
Depressed: -19 to - 8 Happy. 1 population per base will refuse to work. 50% less RP gained from research (you can get 0.5 RP).
Rioting: -20 and below. Riots break out in your faction. All research, mining and production facilities shut down (Workers in agriculture and energy do not stop working). Treshold can be lowered by some buildings. Additionally, for every army unit you have in a base, you can force 1 local population to get back to work.

For each of the above happiness level comes a corresponding benefit or penalty. Positive Bonuses stack with other positives and penalties stack with other Negatives. Some Bonuses will depend on what bonuses/penalties you pick from the following lists or you can suggest new ones:

Content / Concerned:

Option one: + Nothing / - Nothing
Option two: +2 / -2 Happiness (That's right, you'll get more happiness for having more happiness).
Option three: +1 Energy / - 1 Energy per quarter (in your first base, in case it matters).
Option four: +1 Health / Cannot declare war on anyone

Happy:

Option 1: 0.5 Free BP every quarter
Option 2: +1 R&D building Limit.
Option 3: Doubled Population Growth.
Option 4: Base cores gain +1 HP and +1 Kinetic Attack.

Euphoric:
O1: Your faction is Immune to Propaganda and you gain Double PP from all sources.
O2: All housing is Maintenance-free. +2 Health
O3: +1 Free RP every quarter. +1 R&D building Limit.


Health:

For every 5 population you have in total, you will gain -1 Health. Hospitals and the likes gives you more Health along with some natural features.

Health works similarly to happiness. Its effects depend on total health score and positive/negative benifits stack.

Immortal ( +10 Health ): +5 Happiness, +1 R&D capacity and 1 R&D facility of your choice costs no energy to run. Double population Growth (for a total of 400%).
Healthy ( 5 to 9 Health ): +3 happiness, Double population growth (optional)
Fine ( 2 to 4 Health ): +2 happiness, +1 population growth.
Okay ( -1 to 1 Health ): No effects
Sick: (-2 to -4 Health): -2 Happiness,
Diseased (-5 to -9): -2 Happiness, No population growth.
Dying (-10 and lower): -2 Happiness, -1 Population every quarter.


MORE RULES OF GREAT IMPORTANCE!

Important additions to the mechanics, Relevant to the start.

Everyone can grab 5 starting Colony Modules for their colony pod. The colony pod will deploy into a base core and the 5 modules will be attached to the colony immediately. Additionally, 10 population will be stored in a cryogenics facility that will last 2 Years. You can wake and put back to sleep population at any time. While sleeping, the population does not consume food or starve.

Geological Scanner
Allows your faction to start on a source of petroleum, HE or Geothermal energy. Also Gives you 1 RP. (one time bonus).

Hydroponics Bay - 1 Space
Deploys into a Hydroponics Facility upon landing. Also Comes with 10 Food.

Laboratory - 1 Space
Generates 1 RP per quarter for the first 2 years without energy use. Can be upgraded into a research facility at the price of 3 BP.

Solar Array - 1 Space
Generates 1 energy per quarter until the discovery of Low-energy Photovoltaics, Then it generates 2 Energy. Gives you 5 RP towards low-energy photovoltaics. (the bonus only applies for the first array).

Infirmary - 1 Space
1 Health and 1 happiness forever.

Database
Gives your faction a free tier 2 Non-desponian tech.

Food Crates -
32 Starting food.

Communications Equipment
Deploys into a Network Link

Mining Equipment:
1 free BP in the first turn, Deploys into a mine.

Habitation Pods.
Deploys into a Habitation Pod.

Unit buildable from the start:
Colony pod.
Costs 5 BP, 1 Population. 1 Move per quarter which costs 1 energy. Can deploy into a base core.


SPACE RULES!

Image


The space around every planet now counts as a single base location with infinite BS. Base cores cannot be deployed here but ships and orbital structures can be station in these orbital sectors. Ships passing through these spaces can be intercepted by enemy ships stationed there, similarly to air interceptions, a separate battle will take place before the rest of the battles. If the intruders survive this battle, they'll have the option keep moving towards their original destionation to fight another battle there. Aircraft and spacecraft within range of the intruder's target may also join this intercept.

Factions can regulate flow of commerce through the space they control, in other words they can block shipments of cargo and troops from space centers and space ports.
Last edited by Harkback Union on Tue Sep 08, 2015 12:10 am, edited 92 times in total.

User avatar
Pac Kindom
Diplomat
 
Posts: 821
Founded: Nov 25, 2014
Ex-Nation

Postby Pac Kindom » Tue Jun 23, 2015 1:24 pm

tag
Hi

Please be Aware I DO have a learning disability which affects my spelling and my written Language

If I Have Made A Mistake, Please Let Me Know

Many Thanks

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UnStellar
Diplomat
 
Posts: 710
Founded: Apr 08, 2015
Ex-Nation

Postby UnStellar » Tue Jun 23, 2015 1:35 pm

Didst thou taketh mine idea?
"Time is what we want most, but what we use worst . . ."




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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Jun 23, 2015 1:46 pm

UnStellar wrote:Didst thou taketh mine idea?


Did I?

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Shyluz
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Founded: Mar 13, 2015
Ex-Nation

Postby Shyluz » Tue Jun 23, 2015 2:12 pm

Booting up TAG software.

TAG -- Tactfully Annoying Guys.
Otherwise known as Nornsmark for official, region-ey things.

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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Jun 23, 2015 2:13 pm

I urgently need a name for the planet.
Can'T go on with the rules without it!

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Shyluz
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Ex-Nation

Postby Shyluz » Tue Jun 23, 2015 2:30 pm

Harkback Union wrote:I urgently need a name for the planet.
Can'T go on with the rules without it!

Fenris.
Otherwise known as Nornsmark for official, region-ey things.

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Harkback Union
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Ex-Nation

Postby Harkback Union » Tue Jun 23, 2015 2:32 pm

Shyluz wrote:
Harkback Union wrote:I urgently need a name for the planet.
Can'T go on with the rules without it!

Fenris.


I need something better.
This is gonna be my last RP... at least in the next 6 months.

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Shyluz
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Ex-Nation

Postby Shyluz » Tue Jun 23, 2015 2:34 pm

Harkback Union wrote:
Shyluz wrote:Fenris.


I need something better.
This is gonna be my last RP... at least in the next 6 months.

*GASP*

Here.
Otherwise known as Nornsmark for official, region-ey things.

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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Jun 23, 2015 2:35 pm

Shyluz wrote:
Harkback Union wrote:
I need something better.
This is gonna be my last RP... at least in the next 6 months.

*GASP*

Here.


Those...
all...
s&#k!

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UnStellar
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Founded: Apr 08, 2015
Ex-Nation

Postby UnStellar » Tue Jun 23, 2015 2:46 pm

At least give me credit for jacking my idea. -_-

Why your last RP?
"Time is what we want most, but what we use worst . . ."




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Shyluz
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Founded: Mar 13, 2015
Ex-Nation

Postby Shyluz » Tue Jun 23, 2015 2:52 pm

Harkback Union wrote:
Shyluz wrote:*GASP*

Here.


Those...
all...
s&#k!


Check out this site, it's got some decent gennies.
Otherwise known as Nornsmark for official, region-ey things.

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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Jun 23, 2015 2:53 pm

UnStellar wrote:At least give me credit for jacking my idea. -_-

Why your last RP?


What Idea?
What do you mean?

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Harkback Union
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Ex-Nation

Postby Harkback Union » Tue Jun 23, 2015 3:11 pm

Shyluz wrote:
Harkback Union wrote:
Those...
all...
s&#k!


Check out this site, it's got some decent gennies.


Not sure where...

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UnStellar
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Founded: Apr 08, 2015
Ex-Nation

Postby UnStellar » Tue Jun 23, 2015 3:18 pm

Harkback Union wrote:This is gonna be my last RP... at least in the next 6 months.

?
"Time is what we want most, but what we use worst . . ."




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Lunas Legion
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Psychotic Dictatorship

Postby Lunas Legion » Tue Jun 23, 2015 3:19 pm

Harkback Union wrote:
UnStellar wrote:At least give me credit for jacking my idea. -_-

Why your last RP?


What Idea?
What do you mean?


Either you or Ralnis made an RP way back called Homeworld which bears a lot of similarities. I doubt Un can claim credit for the idea. Hell, it's the entire basis for Alpha Centauri. So no one deserves credit.

I'll have an app up at an unknown point.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Jun 23, 2015 3:25 pm

UnStellar wrote:
Harkback Union wrote:This is gonna be my last RP... at least in the next 6 months.

?


Ah, Yes.

I want to invest all my mindpower on refining this game to be as awesome as possible.

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Jun 23, 2015 3:27 pm

Heh, yeah, good old Outworld.

As for a planet name, you've got plenty: Symphony, Jubilee, Farholme, Last Light, Edge, Crux, Novis, etc. etc. And that's not even counting all the nonsense syllables.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Jun 23, 2015 3:29 pm

G-Tech Corporation wrote:Heh, yeah, good old Outworld.

As for a planet name, you've got plenty: Symphony, Jubilee, Farholme, Last Light, Edge, Crux, Novis, etc. etc. And that's not even counting all the nonsense syllables.


None of them are as good as Outworld.

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Wallenburg
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Founded: Jan 30, 2015
Democratic Socialists

Postby Wallenburg » Tue Jun 23, 2015 3:30 pm

Tagging for now.
While she had no regrets about throwing the lever to douse her husband's mistress in molten gold, Blanche did feel a pang of conscience for the innocent bystanders whose proximity had caused them to suffer gilt by association.

King of Snark, Real Piece of Work, Metabolizer of Oxygen, Old Man from The East Pacific, by the Malevolence of Her Infinite Terribleness Catherine Gratwick the Sole and True Claimant to the Bears Armed Vacancy, Protector of the Realm

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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Jun 23, 2015 3:35 pm

Despoina, Despoena or Despoine

These are on the line right now.
Not sure which one sounds the best.

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Lunas Legion
Post Czar
 
Posts: 31058
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Tue Jun 23, 2015 3:36 pm

Harkback Union wrote:Despoina, Despoena or Despoine

These are on the line right now.
Not sure which one sounds the best.


First name. Put an IV on the end though, because all cool planets have roman numeral numberings.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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G-Tech Corporation
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Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Jun 23, 2015 3:37 pm

Harkback Union wrote:
G-Tech Corporation wrote:Heh, yeah, good old Outworld.

As for a planet name, you've got plenty: Symphony, Jubilee, Farholme, Last Light, Edge, Crux, Novis, etc. etc. And that's not even counting all the nonsense syllables.


None of them are as good as Outworld.


A classical decision would be to call the world Harmony after the cryp-ship.

But I'm probably just going to end up calling it Planet.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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UnStellar
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Founded: Apr 08, 2015
Ex-Nation

Postby UnStellar » Tue Jun 23, 2015 3:40 pm

Terra Nova? XD
"Time is what we want most, but what we use worst . . ."




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