The Last Stars
A Space Strategy-Roleplay
Soundtrack
- OOC -
Wormhole to IC
Wormhole to Tech Thread
Starmap
THE STORY SO FAR...
A Space Strategy-Roleplay
Soundtrack
- OOC -
Wormhole to IC
Wormhole to Tech Thread
Starmap
THE STORY SO FAR...
The Universe is dying...
Countless eons have passed since mankind's escape from earth, and its cosmic diaspora. Countless stars were born and extinguished since their first radio contact with alien intelligence... With space being so vast and rich in resources, they foolishly believed that peaceful coexistence would be self evident... one could not be further from the truth.
The first alien broadcasts decoded warned of an impending danger. It explained on repeat that supernovas and black holes are not a natural phenomena, but the ultimate weapons of mass destruction which are used relentlessly to sterilize all other forms of life by malovelent beings. The universe turned out to be already teeming with intelligent life, engaged in endless cosmic wars spanning several galaxies. It would not be long before humanity is caught in the crossfire.
Other signals from remote corners of the sky offered a wealth of knowledge, revealing serious errors in human science, but The rules of relativity stood firm. As Humans and Xenos traveled across the stars at near light speed velocities, the universe around them came to life. Distant galaxies whirled at breathtaking speeds as years turned into seconds while stars were born and destroyed all around them.
Often, a merchant or explorer returning to their homeworld would find nothing but the ashes of their civilization, that is if the planet was still in one piece. These unfortunate travelers would have become nomads, wandering around the universe in search of a new home. But as they would soon find out, the world around them aged much faster then anticipated.
As the intergalactic wars continued their escalation, a new weapon of mass destruction was discovered. The Hypernova. Shattering blackholes at the galactic center using antimatter caused massive tides of gravitational waves and γ radiation. These explosions reduced everything in their path to cosmic dust, and hastened the expansion of the universe by several orders of magnitude.
Those few who survived the final cataclysm searched the the sky for stable stars within reach, their numbers diminishing rapidly and accelerating away from each other. The night sky became dimmer and dimmer... Soon, there would be nothing left.
Amidst the chaos however, a single cluster of stars remained bound together by an unknown force. The bright pulsar at its edge visible from millions of lightyears away. The "Omega Cluster" contained several dozen star systems of various size, with possibly hundreds of planets and moons. Some might even support life, the survivors hoped as they set course to the cluster. As they would soon find out, they were not alone...
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SPACETIME CONTINUUM
TIME
Time is measured in Gigaseconds (or Gs, 1 Gs = 31.6887646 years). The passing of each Gs constitutes 1 turn.
The IC thread's opening post keeps track of the present time (say, turn 3) and advances by 1 Turn per day on average. Players may write the history of their species for the past, the present and the future. However, some rules apply.
Once written, your past actions may never be altered, and you should try not to fall behind by too much.
Your present actions cannot be altered, and some or all of your present orders for the turn can be hidden (for example, fleet orders for attacking a planet, or secret projects) (in this case, TG the OP those orders).
SPACE
The Ω cluster is home to the last stars of the universe.
1. The Cluster consists of Star Systems.
2. Each Star System is home to a number of Planets and Moons. Some may also contain anomalies.
3. Each Planet and Moon may be divided into Continents. Potentially, there may also be Oceans and other regions of importance on the surface. Each Continent may contain 1 type of Resource and can support a single Colony (without technology).
Since the width of the Ω cluster is about 30 lightyears, It is possible to reach any destination withing a single turn.
In addition, the Ω cluster may contain Deep Space Objects (or DSOs) which are outside of solar systems and be discovered by radiotelescopes. Finally, there are "locations of interest", such as space stations, asteroid belts, anomalies. Spacecraft may visit these locations of interest and DSO only if their faction has learned of its location through exploration or contact with other factions that have explored them.
Time is measured in Gigaseconds (or Gs, 1 Gs = 31.6887646 years). The passing of each Gs constitutes 1 turn.
The IC thread's opening post keeps track of the present time (say, turn 3) and advances by 1 Turn per day on average. Players may write the history of their species for the past, the present and the future. However, some rules apply.
Once written, your past actions may never be altered, and you should try not to fall behind by too much.
Your present actions cannot be altered, and some or all of your present orders for the turn can be hidden (for example, fleet orders for attacking a planet, or secret projects) (in this case, TG the OP those orders).
SPACE
The Ω cluster is home to the last stars of the universe.
1. The Cluster consists of Star Systems.
2. Each Star System is home to a number of Planets and Moons. Some may also contain anomalies.
3. Each Planet and Moon may be divided into Continents. Potentially, there may also be Oceans and other regions of importance on the surface. Each Continent may contain 1 type of Resource and can support a single Colony (without technology).
Since the width of the Ω cluster is about 30 lightyears, It is possible to reach any destination withing a single turn.
In addition, the Ω cluster may contain Deep Space Objects (or DSOs) which are outside of solar systems and be discovered by radiotelescopes. Finally, there are "locations of interest", such as space stations, asteroid belts, anomalies. Spacecraft may visit these locations of interest and DSO only if their faction has learned of its location through exploration or contact with other factions that have explored them.
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STARS, PLANETS AND MOONS
STARS
Most stars are main sequence stars. They are classified by their emission spectra:
Coldest - Y, T, L, M, K, G, F, A, B, O - Hottest
The hotter a star, the larger they are, the more energy they radiate and the warmer orbiting planets are, distance taken into account.
A handful of stars may defy this scale, including white dwarfs, red giants and pulsars.
Each faction conducts exploration on their own. They are unaware of everything outside of what they explored until radio communications are established with another faction through telescopes or 2 of their explorers meet on the field. From that point on, they have to wait 5 turns before they are "officially" aware of the other faction's exploration results and the location of their colonies, fleets and stations. You may also re-explore what someone already explored to avoid having to wait for 5 turns.
PLANETS AND MOONS
Upon surveying a planet, you will gain detailed information about the planet in the following category. What this means for your species depends on its characteristics.
CLASS: (R,L,G)
Rocky - Supports surface structures and colonies by default. May have Atmosphere, Lithosphere and Hydrosphere.
Liquid - Does not support surface structures and colonies by default. May have Atmosphere and Hydrosphere.
Gaseous - Does not support surface structures and colonies by default. Only has Atmosphere.
AVERAGE SURFACE TEMPERATURES: (Based on atmosphere, sun and distance to sun)
Hot - +500K
Warm - ~ 400 K
Temperate ~ 300 K <- Liquid water!
Cool - ~ 200 K
Cold - -100 K
ATMOSPHERE
Hydrogen
Helium
Nitrogen
Oxygen
Sulphur
Carbon
Planets atmosphere may consists of a mixture of these elements at various concentrations. The exact concentrations are irrelevant. The 3 most relevant gases are listed per planet. Certain combinations may be considered "Toxic".
"HYDROSPHERE" (or LAVASPHERE/METHANOSPHERE)
H2O (All continents have free access to Water)
Molten Metal (All continents have free access to Metal)
Liquid Methane (All continents have free access to Carbon)
???
???
LITOSPHERE
- May vary by continent -
Ice Sheets (Carbon or Water)
Deserts (Silicon or Metals)
Wastelands (May have any resource, or none at all, possibly Toxic, Irradiated or ???)
Tundra (Carbon or Water) - Contains Carbon-based life which negates terraforming effects from 1 industrial colony while untouched (no colony built on).
Mountains (Metals or Rare Elements)
Eden (+1 Food, +1 Harmony for carbon based life forms (+ Colony bonuses), Water in all cases) - Contains Carbon-based life which negates terraforming effects from 2 industrial colonies (no colony built on).
Most stars are main sequence stars. They are classified by their emission spectra:
Coldest - Y, T, L, M, K, G, F, A, B, O - Hottest
The hotter a star, the larger they are, the more energy they radiate and the warmer orbiting planets are, distance taken into account.
A handful of stars may defy this scale, including white dwarfs, red giants and pulsars.
Each faction conducts exploration on their own. They are unaware of everything outside of what they explored until radio communications are established with another faction through telescopes or 2 of their explorers meet on the field. From that point on, they have to wait 5 turns before they are "officially" aware of the other faction's exploration results and the location of their colonies, fleets and stations. You may also re-explore what someone already explored to avoid having to wait for 5 turns.
PLANETS AND MOONS
Upon surveying a planet, you will gain detailed information about the planet in the following category. What this means for your species depends on its characteristics.
CLASS: (R,L,G)
Rocky - Supports surface structures and colonies by default. May have Atmosphere, Lithosphere and Hydrosphere.
Liquid - Does not support surface structures and colonies by default. May have Atmosphere and Hydrosphere.
Gaseous - Does not support surface structures and colonies by default. Only has Atmosphere.
AVERAGE SURFACE TEMPERATURES: (Based on atmosphere, sun and distance to sun)
Hot - +500K
Warm - ~ 400 K
Temperate ~ 300 K <- Liquid water!
Cool - ~ 200 K
Cold - -100 K
ATMOSPHERE
Hydrogen
Helium
Nitrogen
Oxygen
Sulphur
Carbon
Planets atmosphere may consists of a mixture of these elements at various concentrations. The exact concentrations are irrelevant. The 3 most relevant gases are listed per planet. Certain combinations may be considered "Toxic".
"HYDROSPHERE" (or LAVASPHERE/METHANOSPHERE)
H2O (All continents have free access to Water)
Molten Metal (All continents have free access to Metal)
Liquid Methane (All continents have free access to Carbon)
???
???
LITOSPHERE
- May vary by continent -
Ice Sheets (Carbon or Water)
Deserts (Silicon or Metals)
Wastelands (May have any resource, or none at all, possibly Toxic, Irradiated or ???)
Tundra (Carbon or Water) - Contains Carbon-based life which negates terraforming effects from 1 industrial colony while untouched (no colony built on).
Mountains (Metals or Rare Elements)
Eden (+1 Food, +1 Harmony for carbon based life forms (+ Colony bonuses), Water in all cases) - Contains Carbon-based life which negates terraforming effects from 2 industrial colonies (no colony built on).
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EXPLORATION
The universe, or what's left of it, is shrouded by a great myst. Conventional methods of exploration do not apply here.
One must visit a star to locate its worlds, and one must visit those world to prospect its resources and study its hidden features.
Communication is also obstructed:
- Each factions has their own sector of known systems.
- A star may belong to multiple faction's known systems.
- 5 turns after 2 factions meet, their sectors are merged and are from then on aware of each other's findings.
And only a few stars are visible with the naked eye. There are many more out there, but it will take some effort to locate them:
- Radiotelescopes may be used to search for stars and expand your faction's sector by new systems.
- Explorers may be assigned to search for new systems (5% chance per turn).
Exploration is risky but rewarding. There are several dozen systems in the Ω cluster to explore, but there is no telling in advance of what you will find. With each planet you colonize or establish an outpost on, your fleet range is extended, allowing for new systems to be visited. Your choice of unexplored systems lists only the star's class and nothing about its planets.
- It takes 1 Turn for an exploration vessel to travel to a known system. When it arrives, it may immediately classify all its planets and moons (R, L, G).
- In order to fully explore and prospect a planet or moon, you must send the explorers on an expedition to said moon/planet, which takes 1 full Turn.
- If all goes according to plan, you will receive a report of the crew's findings at the end of the turn. If something happened to the crew, you might never hear from them again and count as M.I.A. until their fate is investigated.
- While on an expedition, your explorers may encounter anomalies that require immediate response or offer opportunities for later.
- Each faction has a leader or a main character, who can be on board spacecraft or be assigned to colonies/outposts/armies. He counts as the eyes and ears of your faction. If said character is present during exploration, your chances of success are increase and you may choose your response to any anomaly you discover.
One must visit a star to locate its worlds, and one must visit those world to prospect its resources and study its hidden features.
Communication is also obstructed:
- Each factions has their own sector of known systems.
- A star may belong to multiple faction's known systems.
- 5 turns after 2 factions meet, their sectors are merged and are from then on aware of each other's findings.
And only a few stars are visible with the naked eye. There are many more out there, but it will take some effort to locate them:
- Radiotelescopes may be used to search for stars and expand your faction's sector by new systems.
- Explorers may be assigned to search for new systems (5% chance per turn).
Exploration is risky but rewarding. There are several dozen systems in the Ω cluster to explore, but there is no telling in advance of what you will find. With each planet you colonize or establish an outpost on, your fleet range is extended, allowing for new systems to be visited. Your choice of unexplored systems lists only the star's class and nothing about its planets.
- It takes 1 Turn for an exploration vessel to travel to a known system. When it arrives, it may immediately classify all its planets and moons (R, L, G).
- In order to fully explore and prospect a planet or moon, you must send the explorers on an expedition to said moon/planet, which takes 1 full Turn.
- If all goes according to plan, you will receive a report of the crew's findings at the end of the turn. If something happened to the crew, you might never hear from them again and count as M.I.A. until their fate is investigated.
- While on an expedition, your explorers may encounter anomalies that require immediate response or offer opportunities for later.
- Each faction has a leader or a main character, who can be on board spacecraft or be assigned to colonies/outposts/armies. He counts as the eyes and ears of your faction. If said character is present during exploration, your chances of success are increase and you may choose your response to any anomaly you discover.
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RESOURCES
There are several types of resources to keep track of. By default, your planets may not exchange them and are on their own to provide whats needed. Technology and infrastructure may change that.
PEOPLE
1 unit of population counts as ~100,000,000 souls (can be more or less depending on your species type). They each need 1 Food per turn to survive, and 1 Harmony to thrive. Your people populate your colonies. Colonies are INOPERABLE without workers. By default, your people are stuck on whatever planet they landed on, with colony ships being the only means to transfer them.
- At the end of each turn you MUST increase your population by 1 on a planet of your choice UNLESS you have starving planets, in which case you may choose not to increase your population. You may only increase population type to whatever species inhabit that planet.
- If your population has nowhere to live, they will build slums (-1 Harmony) on a random continent. Slums do not take up space and can grow in size. Slums are automatically destroyed whenever you can offer them a colony to inhabit.
FOOD
1 unit of food counts as provisions (drinks, sustenance, medicine) for 100,000,000 souls (can be more or less depending on your species) NOTE: Robots dont eat. Excess food spoils at the end of each turn. Only count what you produce/consume the current turn. If there is a shortfall of food, you will recieve a famine event (may lead to deaths, emigration, riots etc. the longer the famine lasts, the more severe the effects). You cannot send or recieve food from other planets/moons by default.
ENERGY
1 unit of energy powers 1 ADVANCED colony for a turn. Your ADVANCED colonies are INOPERABLE without energy. NO sharing this resources across worlds. by default.
HARMONY
Harmony represents the morale and well being of your people. You get -1 Harmony for each population you have! You may gain Harmony from certain colonies or technologies/social breakthroughs.
+ Harmony improves research and productivity and helps negate effects of famine and bad events.
- Harmony can lead to crime, disease and separatism.
The total sum of all Harmony on all your planets is your Progress rate. Your progress rate equals the % chance of a scientific or social breakthrough (Net Harmony of 5 = 5% = 1/20 odds of breakthrough). Social breakthrough are based on your factions ideology, Scientific ones are based on your research focus.
Excess/Negative Harmony does not accumulate over time. Harmony is recalculated every turn.
CREDITS
Credits (or you may rename your currency/measure of production) represent your industrial output. Credits are used to build new colonies, stations and ships. The SOLE source of Credits is industrial(Factory and Replicator) colonies. Credits are the only thing that can accumulate on your planets. Aslo, Credits can be invested in other planets/moons/systems if the planet that produced them has a spaceport!!!
WATER, SILICON, CARBON, METALS, RARE ELEMENTS
These 5 types of resources are used to power Farming/Hydroponics colonies (WATER), Factory/Replicator colonies (SILICON, CARBON AND METALS) and Reactors (RARE ELEMENTS). Surplus is always wasted (no leftover after a turn). Cannot be shared by planets by default.
IMPORTANT! If a colony is built on a continent that has a resource, that colony may use that resource for free. (No need for mines/drills) Also, Hydrospheres can provide resources (free water, metal or carbon) to all continents on a planet.
EXAMPLE: A Farming colony on a planet with H2O Hydrosphere gets its water for free.
Note: There may be rare and unique resources around the omega cluster waiting to be discovered!
Some clarification added to resources:
TRADE
By default, each planet is on its own and must produce evertything it needs.
Resources can be sent off-world from a planet so that it may be used anywhere else or traded with other factions.
- Space ports allow C to be sent off-world.
- Space Elevators allow all types resources except Energy and population to be sent off-world.
- Trade pacts and Alliances allow exchanging off-world resources with other factions.
Keep in mind that only C and population builds up over time. The surplus of anything else is wasted.
PEOPLE
1 unit of population counts as ~100,000,000 souls (can be more or less depending on your species type). They each need 1 Food per turn to survive, and 1 Harmony to thrive. Your people populate your colonies. Colonies are INOPERABLE without workers. By default, your people are stuck on whatever planet they landed on, with colony ships being the only means to transfer them.
- At the end of each turn you MUST increase your population by 1 on a planet of your choice UNLESS you have starving planets, in which case you may choose not to increase your population. You may only increase population type to whatever species inhabit that planet.
- If your population has nowhere to live, they will build slums (-1 Harmony) on a random continent. Slums do not take up space and can grow in size. Slums are automatically destroyed whenever you can offer them a colony to inhabit.
FOOD
1 unit of food counts as provisions (drinks, sustenance, medicine) for 100,000,000 souls (can be more or less depending on your species) NOTE: Robots dont eat. Excess food spoils at the end of each turn. Only count what you produce/consume the current turn. If there is a shortfall of food, you will recieve a famine event (may lead to deaths, emigration, riots etc. the longer the famine lasts, the more severe the effects). You cannot send or recieve food from other planets/moons by default.
ENERGY
1 unit of energy powers 1 ADVANCED colony for a turn. Your ADVANCED colonies are INOPERABLE without energy. NO sharing this resources across worlds. by default.
HARMONY
Harmony represents the morale and well being of your people. You get -1 Harmony for each population you have! You may gain Harmony from certain colonies or technologies/social breakthroughs.
+ Harmony improves research and productivity and helps negate effects of famine and bad events.
- Harmony can lead to crime, disease and separatism.
The total sum of all Harmony on all your planets is your Progress rate. Your progress rate equals the % chance of a scientific or social breakthrough (Net Harmony of 5 = 5% = 1/20 odds of breakthrough). Social breakthrough are based on your factions ideology, Scientific ones are based on your research focus.
Excess/Negative Harmony does not accumulate over time. Harmony is recalculated every turn.
CREDITS
Credits (or you may rename your currency/measure of production) represent your industrial output. Credits are used to build new colonies, stations and ships. The SOLE source of Credits is industrial(Factory and Replicator) colonies. Credits are the only thing that can accumulate on your planets. Aslo, Credits can be invested in other planets/moons/systems if the planet that produced them has a spaceport!!!
WATER, SILICON, CARBON, METALS, RARE ELEMENTS
These 5 types of resources are used to power Farming/Hydroponics colonies (WATER), Factory/Replicator colonies (SILICON, CARBON AND METALS) and Reactors (RARE ELEMENTS). Surplus is always wasted (no leftover after a turn). Cannot be shared by planets by default.
IMPORTANT! If a colony is built on a continent that has a resource, that colony may use that resource for free. (No need for mines/drills) Also, Hydrospheres can provide resources (free water, metal or carbon) to all continents on a planet.
EXAMPLE: A Farming colony on a planet with H2O Hydrosphere gets its water for free.
Note: There may be rare and unique resources around the omega cluster waiting to be discovered!
Some clarification added to resources:
TRADE
By default, each planet is on its own and must produce evertything it needs.
Resources can be sent off-world from a planet so that it may be used anywhere else or traded with other factions.
- Space ports allow C to be sent off-world.
- Space Elevators allow all types resources except Energy and population to be sent off-world.
- Trade pacts and Alliances allow exchanging off-world resources with other factions.
Keep in mind that only C and population builds up over time. The surplus of anything else is wasted.
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COLONIZATION
ESTABLISHING COLONIES AND OUTPOSTS
Planets and moons that meet your species' needs can be colonized using a colony ship, or an outpost can be built there by sacrificing an exploration vessel. Through research, you may make uninhabitable planets colonizable, however, those planets will never be as productive as habitable ones (until terraformed). In fact, some colonies may require a constant stream of supplies from elsewhere and drain your faction's resources and will not make sense to live on unless that planet has something special to offer.
Once a Colony ship arrives in a system (after a 1 turn journey) it may immediately establish a colony on any continents of potentially habitable planets and immediately build 1 Basic Colony type of your choice, ready to produce next turn.
Exploration vessels can also be converted to outpost at the end of a turn for free (provided they are not M.I.A.). Outposts come in 3 (+ 3 unlockable) types:
- Military base: Counts as 1 defense army, prevents other factions from colonizing.
- Radio Station: Increased odds of intercepting alien communications and keeps track of fleet movement in neighboring systems.
- Remote Research Site: Prerequisite for secret projects.
- ???
- ???
- ???
Max 1 outpost per continent/asteroid/ice/ring/belt.
COLONY TYPES
Colonies come in 2 types.
Basic (Needs no energy or research, costs 5 C can be built from the beginning on fully habitable worlds (unless automated).
Advanced (UNLOCKED BY TECHNOLOGY - can be built on any worlds for which you have the technology to colonize, inhabited by 1 population)
There is also:
Metroplex (UNLOCKED BY TECHNOLOGY - A Megacity that fits on a single continent that can expand to accomodate multiple colonies (districts) stacked on top of each other, and if there are at least 5 pop worth of inhabitants, a single monument.
Most colonies, districts require 1 population to inhabit and work in them, which in turn has to be supplied with food. Some colonies are fully automated, and are exceptions (This is always written on the description). They do not need workers and cannot be inhabited.
Remember, Each continent has enough room for only 1 Colony! (some events/techs may change this!)
BASIC COLONIES
Require Breathable atmosphere, water and optimal (300K) temperatures, in other words, fully inhabitable worlds.
Costs 5 C to build.
- Farming Colony - Converts 1 Water to 2 Food. +1 On Tundra/Desert, +3 On Eden.
- Mining Colony - Extracts 2 units of any local resource for consumption elsewhere on the planet.
- Factory Colony - Uses 1 Metal/Silicon/Carbon to produce 2C per resource available (Can consume all 1 of each resource to make 6C in total. Slowly Terraforms planet towards higher surface temperature, Carbon atmopshere and may increase toxicity, possibly altering continent types. May use 1 Energy to cancel terraforming effects.
- Service/Commercial/Resort/Faith/Entertainment Colony (based on ideology) - Uses 1 Water, Provides +3 Harmony to the planet (+2 on Eden).
- Research/University/Knowledge Colony - Provides 1 Tech Roll per turn, may reroll the first failed roll if provided with 1 Silicon and 1 Energy. May receive another reroll using Rare Elements. Remotely operates telescope arrays on this planet or its moons or vice versa.
- Renewable Energy Array - AUTOMATED. Cannot be inhabited by population, does not require workers, can be built on uninhabitable worlds! Requires an Atmosphere OR must be/in orbit of 3rd or closer planet of the system. +1 Energy No questions asked. +2 Energy on Eden (Hydroelectric power).
- Telescope Array - AUTOMATED. Cannot be inhabited by population, does not require workers, can be built on uninhabitable worlds! Requires at least 1 University/Scientific colony nearby operating it. Required to locate new systems and search for alien signals. 5 Modes of operations.
- At the price of 1 Energy per turn, it may transmit 1 known technology to another faction which has a Telescope Array (over the course of 1 turn).
- May passively search for stars and alien signals. If a star or signal is found, it will be added to your list of known systems and can be visited.
- May broadcast a signal with any message. May even broadcast a technology for anyone to learn. Anyone listening has a 20% chance to detect. (100% if supplied with 1 Energy)
ADVANCED COLONIES
Can be built anywhere you have the technology to colonize (can also be built on fully habitable worlds but sometimes not worth it).
Costs 5 C to build.
- ??? -
- ??? -
- ??? -
- ??? -
- ??? -
- ??? -
- ??? -
METROPLEX DISTRICS/MONUMENTS
Require Breathable atmosphere, water and optimal (300K) temperatures, in other words, fully inhabitable worlds.
Costs 5 C to build.
- ??? -
- ??? -
- ??? -
- ??? -
- ??? -
To Be Announced.
Planets and moons that meet your species' needs can be colonized using a colony ship, or an outpost can be built there by sacrificing an exploration vessel. Through research, you may make uninhabitable planets colonizable, however, those planets will never be as productive as habitable ones (until terraformed). In fact, some colonies may require a constant stream of supplies from elsewhere and drain your faction's resources and will not make sense to live on unless that planet has something special to offer.
Once a Colony ship arrives in a system (after a 1 turn journey) it may immediately establish a colony on any continents of potentially habitable planets and immediately build 1 Basic Colony type of your choice, ready to produce next turn.
Exploration vessels can also be converted to outpost at the end of a turn for free (provided they are not M.I.A.). Outposts come in 3 (+ 3 unlockable) types:
- Military base: Counts as 1 defense army, prevents other factions from colonizing.
- Radio Station: Increased odds of intercepting alien communications and keeps track of fleet movement in neighboring systems.
- Remote Research Site: Prerequisite for secret projects.
- ???
- ???
- ???
Max 1 outpost per continent/asteroid/ice/ring/belt.
COLONY TYPES
Colonies come in 2 types.
Basic (Needs no energy or research, costs 5 C can be built from the beginning on fully habitable worlds (unless automated).
Advanced (UNLOCKED BY TECHNOLOGY - can be built on any worlds for which you have the technology to colonize, inhabited by 1 population)
There is also:
Metroplex (UNLOCKED BY TECHNOLOGY - A Megacity that fits on a single continent that can expand to accomodate multiple colonies (districts) stacked on top of each other, and if there are at least 5 pop worth of inhabitants, a single monument.
Most colonies, districts require 1 population to inhabit and work in them, which in turn has to be supplied with food. Some colonies are fully automated, and are exceptions (This is always written on the description). They do not need workers and cannot be inhabited.
Remember, Each continent has enough room for only 1 Colony! (some events/techs may change this!)
BASIC COLONIES
Require Breathable atmosphere, water and optimal (300K) temperatures, in other words, fully inhabitable worlds.
Costs 5 C to build.
- Farming Colony - Converts 1 Water to 2 Food. +1 On Tundra/Desert, +3 On Eden.
- Mining Colony - Extracts 2 units of any local resource for consumption elsewhere on the planet.
- Factory Colony - Uses 1 Metal/Silicon/Carbon to produce 2C per resource available (Can consume all 1 of each resource to make 6C in total. Slowly Terraforms planet towards higher surface temperature, Carbon atmopshere and may increase toxicity, possibly altering continent types. May use 1 Energy to cancel terraforming effects.
- Service/Commercial/Resort/Faith/Entertainment Colony (based on ideology) - Uses 1 Water, Provides +3 Harmony to the planet (+2 on Eden).
- Research/University/Knowledge Colony - Provides 1 Tech Roll per turn, may reroll the first failed roll if provided with 1 Silicon and 1 Energy. May receive another reroll using Rare Elements. Remotely operates telescope arrays on this planet or its moons or vice versa.
- Renewable Energy Array - AUTOMATED. Cannot be inhabited by population, does not require workers, can be built on uninhabitable worlds! Requires an Atmosphere OR must be/in orbit of 3rd or closer planet of the system. +1 Energy No questions asked. +2 Energy on Eden (Hydroelectric power).
- Telescope Array - AUTOMATED. Cannot be inhabited by population, does not require workers, can be built on uninhabitable worlds! Requires at least 1 University/Scientific colony nearby operating it. Required to locate new systems and search for alien signals. 5 Modes of operations.
- At the price of 1 Energy per turn, it may transmit 1 known technology to another faction which has a Telescope Array (over the course of 1 turn).
- May passively search for stars and alien signals. If a star or signal is found, it will be added to your list of known systems and can be visited.
- May broadcast a signal with any message. May even broadcast a technology for anyone to learn. Anyone listening has a 20% chance to detect. (100% if supplied with 1 Energy)
ADVANCED COLONIES
Can be built anywhere you have the technology to colonize (can also be built on fully habitable worlds but sometimes not worth it).
Costs 5 C to build.
- ??? -
- ??? -
- ??? -
- ??? -
- ??? -
- ??? -
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METROPLEX DISTRICS/MONUMENTS
Require Breathable atmosphere, water and optimal (300K) temperatures, in other words, fully inhabitable worlds.
Costs 5 C to build.
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To Be Announced.
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STATIONS
SPACE STATIONS
In the
- geosynchronous orbit of each planet and moon,
- their Lagrange points,
- at asteroid belts,
- at the edge of solar systems or
- deep space, (pretty much anywhere you want to!)
space stations may be constructed with various purpose in mind. Space Stations may be clustered together to act as a single point of interest, allowing them to assist each other in production or battle.
NOTE: Outposts may initially only be built on planets. A later technology allows outposts to be built in space by explorers.
STATION LIST
Space Port (5 C, 0-G Construction) - 5 HP, 2 Slots, Max 1 per location - Built in orbit of Planets and Moons. Provides crew, life support and defense to a station. cluster. May repair up to 2 spacecraft per turn to full health. Allows C produced on the planet/moon it orbits to be spent anywhere in the universe.
Shipyard (5 C 0-G Construction) - 5 HP - Must be built adjacent to a Spaceport, Outpost or Habitat - May assemble 1 spacecraft per turn OR May repair/refit up to 2 spacecraft per turn to full health/replace module slots.
Weapons Platform (2 C 0-G Construction) - 2 HP, 1 Slots - Must be built adjacent to a Spaceport, Outpost or Habitat - 1 C Maintenance cost per turn.
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In the
- geosynchronous orbit of each planet and moon,
- their Lagrange points,
- at asteroid belts,
- at the edge of solar systems or
- deep space, (pretty much anywhere you want to!)
space stations may be constructed with various purpose in mind. Space Stations may be clustered together to act as a single point of interest, allowing them to assist each other in production or battle.
NOTE: Outposts may initially only be built on planets. A later technology allows outposts to be built in space by explorers.
STATION LIST
Space Port (5 C, 0-G Construction) - 5 HP, 2 Slots, Max 1 per location - Built in orbit of Planets and Moons. Provides crew, life support and defense to a station. cluster. May repair up to 2 spacecraft per turn to full health. Allows C produced on the planet/moon it orbits to be spent anywhere in the universe.
Shipyard (5 C 0-G Construction) - 5 HP - Must be built adjacent to a Spaceport, Outpost or Habitat - May assemble 1 spacecraft per turn OR May repair/refit up to 2 spacecraft per turn to full health/replace module slots.
Weapons Platform (2 C 0-G Construction) - 2 HP, 1 Slots - Must be built adjacent to a Spaceport, Outpost or Habitat - 1 C Maintenance cost per turn.
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SPACECRAFT
TRAVEL
At the start of each turn, spacecraft may set course for any star system. This information may be classified and revealed at end of turn.
Spacecraft may specifically end their turns at a location of interest in the target star system(Planet/moon orbit, station, asteroid belt, nebula, anomaly, Lagrange point, Deep space...) or just be floating around in general.
- If spacecraft are not traveling, they may instead interact with a planet/moon/station if possible.
- Explorers may both travel and interact (explore) in the same turn. All other ships must may only do one.
- Ships being built are not allowed to do either.
CLASSES
- Colony Ship (10 C, Cryostasis, Ion Drive) - 10 HP, 0 Slots - Loads 1 population from a planet upon completion.
--- May colonize habitable planets (establish basic colony of any type on a continent) over the course of a turn.
- Exploration Vessel (5 C) - 5 HP, 0 Slots. - Only type of spacecraft which may be built at a planet without a shipyard. Capable of landing on planets and building outposts.
--- May travel to uncharted systems. Immediately classify all planets upon arrival (Rocky/Liquid/Gasous).
--- Launch expeditions to explore planets/moons. May land on planets/asteroids to hide from threats and hostile fleets.
--- May search blindly for new stars (5% chance per turn).
- Destroyer (5 C, Ion Drive) - 5 HP, 2 Slots - 1 C per turn maintenance cost.
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PARTS
Spacecraft and stations with "slots" may incorporate weapons, shields, armor, reactors and special equipment into their designs. The cost of the design is the cost of the base hull + parts. Parts do not impact maintenance costs. Ships may be retrofited at shipyards (parts replaced) by paying the total cost of the new parts being added.
The parts determine a ship's stats for the following values.
- HP = Base HP + Armor
- S = Sum of Shield generator parts
However, you s hould list each weapon aboard the ship separately.
- P = Photonic damage from one weapon.
- K = Kinetic damage from one weapon.
- F = Flak damage from one weapon.
- M = Missile damage from one weapon
- Q = Quantum damage from one weapon.
So the final stats for a destroyer may look like this:
- Pride of Cevelli -
8 C, 5 HP, M2, F2,
MISSILES
- Torpedo Bay (2 C) - Missile 2. May bombard planets (10% per turn)
- Atomic Warhead - (5 C, Hydrogen Power) requires Torppedo Bay aboard. - Missile 1 AOE (damages everything, friend and foe, Cannot be intercepted by flak or dodged). May bombard planets (100% per turn). Leaves target continent Irradeated. Can only be used once per battle. Once armed, deals damage 1 Phase later.
- Antimatter Warhead (10 C, Quantum Power) - Must have a Reactor and a Torppedo Bay aboard. Can either Disable all shields and photonic weapons on all ships in battle OR Missile 3 AOE (damages everything, friend and foe, Cannot be intercepted by flak or dodged). May bombard planets (200% per turn). Can only be used once per battle. Once armed, deals damage 2 Phases later.
FLAK
- Flak Battery (1 C) - Flak 2
KINETIC
- Kinetic Battery (2 C) - Kinetic 3 May bombard planets WITHOUT ATMOSPHERE (10% per turn)
- Rail Gun (2 C, Superconductors) - Kinetic 3, May bombard planets (20% per turn)
PHOTONIC
- Photon Lance (2 C, Focusing Crystals) - Photonic 2
- Photon Prism (5 C, Prismatic Core, At least 1 reactor aboard) - Photonic 5
QUANTUM
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ARMOR
- UltraSteel Plating (5 C, UltraSteel) - +5 HP, Take 50% less Missile damage. Max 1 per ship.
SHIELDS
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REACTORS
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At the start of each turn, spacecraft may set course for any star system. This information may be classified and revealed at end of turn.
Spacecraft may specifically end their turns at a location of interest in the target star system(Planet/moon orbit, station, asteroid belt, nebula, anomaly, Lagrange point, Deep space...) or just be floating around in general.
- If spacecraft are not traveling, they may instead interact with a planet/moon/station if possible.
- Explorers may both travel and interact (explore) in the same turn. All other ships must may only do one.
- Ships being built are not allowed to do either.
CLASSES
- Colony Ship (10 C, Cryostasis, Ion Drive) - 10 HP, 0 Slots - Loads 1 population from a planet upon completion.
--- May colonize habitable planets (establish basic colony of any type on a continent) over the course of a turn.
- Exploration Vessel (5 C) - 5 HP, 0 Slots. - Only type of spacecraft which may be built at a planet without a shipyard. Capable of landing on planets and building outposts.
--- May travel to uncharted systems. Immediately classify all planets upon arrival (Rocky/Liquid/Gasous).
--- Launch expeditions to explore planets/moons. May land on planets/asteroids to hide from threats and hostile fleets.
--- May search blindly for new stars (5% chance per turn).
- Destroyer (5 C, Ion Drive) - 5 HP, 2 Slots - 1 C per turn maintenance cost.
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PARTS
Spacecraft and stations with "slots" may incorporate weapons, shields, armor, reactors and special equipment into their designs. The cost of the design is the cost of the base hull + parts. Parts do not impact maintenance costs. Ships may be retrofited at shipyards (parts replaced) by paying the total cost of the new parts being added.
The parts determine a ship's stats for the following values.
- HP = Base HP + Armor
- S = Sum of Shield generator parts
However, you s hould list each weapon aboard the ship separately.
- P = Photonic damage from one weapon.
- K = Kinetic damage from one weapon.
- F = Flak damage from one weapon.
- M = Missile damage from one weapon
- Q = Quantum damage from one weapon.
So the final stats for a destroyer may look like this:
- Pride of Cevelli -
8 C, 5 HP, M2, F2,
MISSILES
- Torpedo Bay (2 C) - Missile 2. May bombard planets (10% per turn)
- Atomic Warhead - (5 C, Hydrogen Power) requires Torppedo Bay aboard. - Missile 1 AOE (damages everything, friend and foe, Cannot be intercepted by flak or dodged). May bombard planets (100% per turn). Leaves target continent Irradeated. Can only be used once per battle. Once armed, deals damage 1 Phase later.
- Antimatter Warhead (10 C, Quantum Power) - Must have a Reactor and a Torppedo Bay aboard. Can either Disable all shields and photonic weapons on all ships in battle OR Missile 3 AOE (damages everything, friend and foe, Cannot be intercepted by flak or dodged). May bombard planets (200% per turn). Can only be used once per battle. Once armed, deals damage 2 Phases later.
FLAK
- Flak Battery (1 C) - Flak 2
KINETIC
- Kinetic Battery (2 C) - Kinetic 3 May bombard planets WITHOUT ATMOSPHERE (10% per turn)
- Rail Gun (2 C, Superconductors) - Kinetic 3, May bombard planets (20% per turn)
PHOTONIC
- Photon Lance (2 C, Focusing Crystals) - Photonic 2
- Photon Prism (5 C, Prismatic Core, At least 1 reactor aboard) - Photonic 5
QUANTUM
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ARMOR
- UltraSteel Plating (5 C, UltraSteel) - +5 HP, Take 50% less Missile damage. Max 1 per ship.
SHIELDS
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REACTORS
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WARFARE
SPACE BATTLES!
Battles in space occur when 2 fleets/hostile space objects end their turn in orbit of the same planetary system (includes orbits of planet and its moons) or asteroid belt/location of interest. In this case, a space battle occurs. This can also involve stations from both sides in very extreme cases. Any other ships in the system may also choose to join the battle.
PHASE I - Laser warfare -
- First, all Photonic weapons are fired by both sides simultaniously,
- Damage is then evaluate for each side. Shields take damage first, then hull points.
PHASE II - Close Combat -
- Missiles and Kinetic weapons may be fired simultaneously (no Photonic weapons this phase!).
- Any Flak weapon may then cancel its attack to instead protect its fleet from Missiles. 1 Point of Flak may cancel 1 Missile damage. Flak also deals double damage to strike craft.
- All damage is then evaluated, first Kinetic then Missiles, Shields take damage first, then Hull points. Missiles deal double damage on impact with Hull.
Special: Boarding ships select their targets at the end of the phase.
Withdrawal: You may attempt to withdraw from combat at the end of this phase. Destroyers and strike craft withdraw immediately. All other classes can withdraw 1 full phase after their withdraw is ordered, during which they are still in the battle (and can deal damage/be damaged).
PHASE III - Melee -
This phase repeats until one side withdraws or is completely destroyed.
- All weapons are fired simultaneously and then damage is dealt in Photonic => Kinetic => Rocket order.
- Ships may be ordered to ram other ships at the start of the phase (Requires Fanaticism) which always results in the ramming ship being completely destroyed, while dealing damage equal to their max HP to the target. This is dealt at the end of the phase and requires the ship to survive damage dealt to it this phase.
Special: Boarding ships make rolls to see if they captured the target. If yes, the ship is now under your control and may be used in the following phase.
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ORBITAL BOMBARDMENT!
Ships may use their turns to bombard moons/planets, provided there are no hostile forces present near the moon/planet. Planetary bombardments destroy a % of a target colony. If destruction reaches 100%, the colony is destroyed and its inhabitants are exterminated. Ships may also attack anomalies and outposts with bombardment weapons. Outposts are destroyed by 20% destruction, anomalies may vary.
Colonies cannot perform their economic function if 50% or more damaged. Colonies can heal 10% per turn on their own, or repair for 20% per C spent BUT ONLY IF THE PLANET IS NOT UNDER BOMBARDMENT.
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PLANETARY COMBAT!
Armies may be built by fortress colonies for 2 C each and have a supply cost of 1 C per turn. It takes 1 full turn for an army to leave its planet (and another full turn to travel to other systems, does not require a full turn to land), and is then counted as a spacecraft with 2 HP. Armies can land on hostile planets only if there are no hostile ships/stations around it. After successfully landing on a planet (or moon), a battle commences.
PHASE 0 - Mobilization -
- Each colony on the planet with less then 50% destruction mobilizes a single defense army at no cost. Fortress colonies can instead always mobilize 3.
PHASE I - Landing -
- Defenses on the planet from fortress colonies may attack transports to destroy armies prior to the engagement.
- The attackers then choose a continent where the battle occurs.
- A roll is made with a d6 for each invading unit with the following potential results:
- 0: It's a TRAP! Your army is captured and become P.O.W. for ransom.
- 1: High-speed Impact. The army is lost. 5% destruction to the continent.
- 2: Crash Landing. The army is lost if the planet is not fully habitable.
- 3: Flak Zone. The army is lost if there is a Fortress Colony on the planet.
- 4: Rough Landing. No effect.
- 5: Safe Landing. Return army to orbit alive if invasion fails.
- 6: Tactical Landing. Immediately destroy a defense army. Return army to orbit alive if invasion fails.
- 7: Surprise Achieved. Immediately destroy 2 defense armies. Return army to orbit alive if invasion fails.
0 and 7 can only be triggered by +/- modifiers from leaders, technologies or planet features.
PHASE II - Battle -
- A roll is made with a d6 to determine additional casualties:
- 1: Rat War. Destroy 1 invading army for each colony on the planet with 50% or more damage.
- 2: Air support. If there are ships in orbit with bombardment capability, destroy 1 defense army. If there is also friendly strike craft, destroy 1 additional defense armies.
- 3: Rocket Barrage. If there is a fortress world on the planet, destroy 1 invading army.
- 4: Encirclement. Destroy a defense army.
- 5: Dissidents. If the planet has negative harmony, Remove a defense army. The invaders may pay 1 C to gain the army to fight for them instead.
- 6: Resistance. If the planet has positive harmony, Gain a defense army.
- Remaining armies then annihilate each other as if they were matter and antimatter. 1 army dies from each side on repeat until only 1 side has armies remaining. Mobilized armies die last. If no armies remain, the defenders win. For each army destroyed, 5% collateral destruction is applied to the continent where the battle occurs. Invader armies with rolls 5-7 may withdraw prior to annihilation if the odds look bad.
PHASE III - Siege -
Fortress colonies cannot be captured, only destroyed and will fight to the very last. Their siege may go on for decades. Each army on a planet may deal 10% destrution per turn to a fortress colony. They can also be destroyed by orbital bombardment. The rest of the planet however may be occupied.
Fortress colonies do not require food or energy during the siege and will produce 1 fresh army each turn at no cost which may attempt a breakout at the end of the turn, or wait for more reinforcements to build up.
OCCUPATION!
If an invasion is successful. The invading faction gains control of the planet. Harmony may never be positive on an occupied world until its popultion is fully replaced, but gain +1 Harmony for each occupying army and +1 Harmony for each fortress colony while there are hostile species on the world.
While a planet is occupied, Any hostile species on the planet gians resistance points for the planet.
You may not mobilize defense armies from colonies of hostile species and the occupation automatically ends if there are no armies left.
If the occupied planet has a research colony, learn a random technology from the former owners.
PURGE!
If there are at least 3 occupation armies on a planet, you may purge a colony from its inhabitants each turn, while keeping the infrastructure intact while at total war with the faction of that species.
RESISTANCE!
Each faction with population on an occupied world gains resistance points:
+ 1 for each population each turn.
+ 1 for each point of negative harmony on an occupied world if it was formelly controlled by your species.
+ 5 each turn while the planet is being purged.
You may spend resistance point on one of the following:
- General strike (2 points per turn, negative harmony) - A colony of your choice (except farming/hydroponics) halts production for the next turn.
- Smuggling Ring (10 points, max 1 per industrial colony) - Planet must have a spaceport. +1 C to the occupied faction or +2 resistance to the planet.
- Underground Factory (15 points, max 1 per colony of your species) - Pernament +1 Resistance per turn to the planet. +1 Resistance Army during an uprising.
- Guerilla War (30 points) - Destroy an occupying army.
- Uprising (50 points) - Spawn 1 Resistance armies + 1 for each underground factory. Each resistance army then destroys 1 Occupation Army. If there are no occupation armies, the occupation ends and the faction organizing the resistance gains control of the planet. If there are still Occupation Armies left, all colonies loyal to occupation mobilize defense armies and an invasion from Phase II is fought out.
Battles in space occur when 2 fleets/hostile space objects end their turn in orbit of the same planetary system (includes orbits of planet and its moons) or asteroid belt/location of interest. In this case, a space battle occurs. This can also involve stations from both sides in very extreme cases. Any other ships in the system may also choose to join the battle.
PHASE I - Laser warfare -
- First, all Photonic weapons are fired by both sides simultaniously,
- Damage is then evaluate for each side. Shields take damage first, then hull points.
PHASE II - Close Combat -
- Missiles and Kinetic weapons may be fired simultaneously (no Photonic weapons this phase!).
- Any Flak weapon may then cancel its attack to instead protect its fleet from Missiles. 1 Point of Flak may cancel 1 Missile damage. Flak also deals double damage to strike craft.
- All damage is then evaluated, first Kinetic then Missiles, Shields take damage first, then Hull points. Missiles deal double damage on impact with Hull.
Special: Boarding ships select their targets at the end of the phase.
Withdrawal: You may attempt to withdraw from combat at the end of this phase. Destroyers and strike craft withdraw immediately. All other classes can withdraw 1 full phase after their withdraw is ordered, during which they are still in the battle (and can deal damage/be damaged).
PHASE III - Melee -
This phase repeats until one side withdraws or is completely destroyed.
- All weapons are fired simultaneously and then damage is dealt in Photonic => Kinetic => Rocket order.
- Ships may be ordered to ram other ships at the start of the phase (Requires Fanaticism) which always results in the ramming ship being completely destroyed, while dealing damage equal to their max HP to the target. This is dealt at the end of the phase and requires the ship to survive damage dealt to it this phase.
Special: Boarding ships make rolls to see if they captured the target. If yes, the ship is now under your control and may be used in the following phase.
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ORBITAL BOMBARDMENT!
Ships may use their turns to bombard moons/planets, provided there are no hostile forces present near the moon/planet. Planetary bombardments destroy a % of a target colony. If destruction reaches 100%, the colony is destroyed and its inhabitants are exterminated. Ships may also attack anomalies and outposts with bombardment weapons. Outposts are destroyed by 20% destruction, anomalies may vary.
Colonies cannot perform their economic function if 50% or more damaged. Colonies can heal 10% per turn on their own, or repair for 20% per C spent BUT ONLY IF THE PLANET IS NOT UNDER BOMBARDMENT.
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PLANETARY COMBAT!
Armies may be built by fortress colonies for 2 C each and have a supply cost of 1 C per turn. It takes 1 full turn for an army to leave its planet (and another full turn to travel to other systems, does not require a full turn to land), and is then counted as a spacecraft with 2 HP. Armies can land on hostile planets only if there are no hostile ships/stations around it. After successfully landing on a planet (or moon), a battle commences.
PHASE 0 - Mobilization -
- Each colony on the planet with less then 50% destruction mobilizes a single defense army at no cost. Fortress colonies can instead always mobilize 3.
PHASE I - Landing -
- Defenses on the planet from fortress colonies may attack transports to destroy armies prior to the engagement.
- The attackers then choose a continent where the battle occurs.
- A roll is made with a d6 for each invading unit with the following potential results:
- 0: It's a TRAP! Your army is captured and become P.O.W. for ransom.
- 1: High-speed Impact. The army is lost. 5% destruction to the continent.
- 2: Crash Landing. The army is lost if the planet is not fully habitable.
- 3: Flak Zone. The army is lost if there is a Fortress Colony on the planet.
- 4: Rough Landing. No effect.
- 5: Safe Landing. Return army to orbit alive if invasion fails.
- 6: Tactical Landing. Immediately destroy a defense army. Return army to orbit alive if invasion fails.
- 7: Surprise Achieved. Immediately destroy 2 defense armies. Return army to orbit alive if invasion fails.
0 and 7 can only be triggered by +/- modifiers from leaders, technologies or planet features.
PHASE II - Battle -
- A roll is made with a d6 to determine additional casualties:
- 1: Rat War. Destroy 1 invading army for each colony on the planet with 50% or more damage.
- 2: Air support. If there are ships in orbit with bombardment capability, destroy 1 defense army. If there is also friendly strike craft, destroy 1 additional defense armies.
- 3: Rocket Barrage. If there is a fortress world on the planet, destroy 1 invading army.
- 4: Encirclement. Destroy a defense army.
- 5: Dissidents. If the planet has negative harmony, Remove a defense army. The invaders may pay 1 C to gain the army to fight for them instead.
- 6: Resistance. If the planet has positive harmony, Gain a defense army.
- Remaining armies then annihilate each other as if they were matter and antimatter. 1 army dies from each side on repeat until only 1 side has armies remaining. Mobilized armies die last. If no armies remain, the defenders win. For each army destroyed, 5% collateral destruction is applied to the continent where the battle occurs. Invader armies with rolls 5-7 may withdraw prior to annihilation if the odds look bad.
PHASE III - Siege -
Fortress colonies cannot be captured, only destroyed and will fight to the very last. Their siege may go on for decades. Each army on a planet may deal 10% destrution per turn to a fortress colony. They can also be destroyed by orbital bombardment. The rest of the planet however may be occupied.
Fortress colonies do not require food or energy during the siege and will produce 1 fresh army each turn at no cost which may attempt a breakout at the end of the turn, or wait for more reinforcements to build up.
OCCUPATION!
If an invasion is successful. The invading faction gains control of the planet. Harmony may never be positive on an occupied world until its popultion is fully replaced, but gain +1 Harmony for each occupying army and +1 Harmony for each fortress colony while there are hostile species on the world.
While a planet is occupied, Any hostile species on the planet gians resistance points for the planet.
You may not mobilize defense armies from colonies of hostile species and the occupation automatically ends if there are no armies left.
If the occupied planet has a research colony, learn a random technology from the former owners.
PURGE!
If there are at least 3 occupation armies on a planet, you may purge a colony from its inhabitants each turn, while keeping the infrastructure intact while at total war with the faction of that species.
RESISTANCE!
Each faction with population on an occupied world gains resistance points:
+ 1 for each population each turn.
+ 1 for each point of negative harmony on an occupied world if it was formelly controlled by your species.
+ 5 each turn while the planet is being purged.
You may spend resistance point on one of the following:
- General strike (2 points per turn, negative harmony) - A colony of your choice (except farming/hydroponics) halts production for the next turn.
- Smuggling Ring (10 points, max 1 per industrial colony) - Planet must have a spaceport. +1 C to the occupied faction or +2 resistance to the planet.
- Underground Factory (15 points, max 1 per colony of your species) - Pernament +1 Resistance per turn to the planet. +1 Resistance Army during an uprising.
- Guerilla War (30 points) - Destroy an occupying army.
- Uprising (50 points) - Spawn 1 Resistance armies + 1 for each underground factory. Each resistance army then destroys 1 Occupation Army. If there are no occupation armies, the occupation ends and the faction organizing the resistance gains control of the planet. If there are still Occupation Armies left, all colonies loyal to occupation mobilize defense armies and an invasion from Phase II is fought out.
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TECHNOLOGY
Technologies are divided to 3 groups.
Physics - Weapons, Energy, Communication, Shielding, Research
Biotech - Food, Harmony, Habitability, Terraforming, Genetics
Engineering - Industry, Infrastructure, Terraforming, Weapons, Spacetech
They also come in tiers.
Tier I (Industrial): 3 Techs per group, 20% odds.
Tier II (Space Age): 3 Techs per group, 20% odds.
Tier III (Nano): 2 Techs per group, 10% odds.
Tier IV (Quantum): 2 Techs per group, 5% odds.
Tier V (Enigmatic): 1 Techs per group, 2% odds.
Tier VI (Transcendent): 1 Techs per group, 1% odds.
Total number of techs: 9+9+6+6+3+3 = 36
Only Tier 1 techs can be specifically selected for research.
RESEARCHING TECHS
- Each Research Colony conducts research independently.
- Each Turn They may select any tier 1 tech or 1 of the 3 technology groups and attempt to unlock the secrets of a technology. They then make one roll with a d100, and if they roll the % treshold or below, they discover the selected tier 1 technology or one random technology from the next available tier. The more advanced the technology, the smaller the odds.
- Each time a colony fails to research a technology, they add their current odds to the base chance and they will roll for that next turn (so a if a colony has 20% chance on turn 1 for a tech, it increases to 40% chance the next turn, then 60%, 80% and finally 100% on turn 5). Finally, each failed roll adds +1% to technology breakthrough chance. This roll is made 1 times per turn per faction. A breakthrough can find unique technologies which cannot be discovered from the tech tree or discover a technology 1-3 tiers ahead of your current level.
TIER ONE TECHS
PHYSICS
Focusing Crystals
- Unlocks Photonic Lance.
Atomic Power
- Unlocks Reactor Colonies, which can convert 1 Rare Elements to 3 Energy.
Ion Drive
- Required for Colony ships and Destroyers.
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BIOTECH
Gas Synthesis
- Allows constructing Atmospheric Terraformer (5 C) on any type of continent. AUTOMATED. Uses 1 Energy, May increase or decrease any type of gas on the planet its built on (1 - 5% rate per turn, progress faster on small worlds/moons), does not require/house workers. May (depending on location) imp act surface temperature when adding or substracting gases.
- Allows advanced colonies on planets without the right type of atmosphere.
Hydroponics
- Unlocks Hydroponics Colony- Converts 1 Water and 1 Energy to 3 food, irrelevant of continent type.
Cryostasis
- Required to construct colony ships
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ENGINEERING
0-G Construction
- Spaceports, Shipyard and Defense Platforms
Underground Colonization
- Subterran Colony - Uses 1 energy, extracts 3 resources of the type available on its continent. Immune to bombardment. Allows for a 2nd colony to be built above.
Ultra Steel
- Fortress Colony - Uses 1 Energy, Provides 3x the defense armies during an invasion. May train 1 army per turn. Can destroy 50% (rounded down) of all invading transports. (2 fortress colonies destroy 75%, 3 destroy 87.5%).
- Unlocks Ultra Steel Plating spaceship parts.
Deep scanning
- Allows for finding hidden anomalies.
- Allows building archeology outposts on hidden anomalies and excavate artefacts.
Physics - Weapons, Energy, Communication, Shielding, Research
Biotech - Food, Harmony, Habitability, Terraforming, Genetics
Engineering - Industry, Infrastructure, Terraforming, Weapons, Spacetech
They also come in tiers.
Tier I (Industrial): 3 Techs per group, 20% odds.
Tier II (Space Age): 3 Techs per group, 20% odds.
Tier III (Nano): 2 Techs per group, 10% odds.
Tier IV (Quantum): 2 Techs per group, 5% odds.
Tier V (Enigmatic): 1 Techs per group, 2% odds.
Tier VI (Transcendent): 1 Techs per group, 1% odds.
Total number of techs: 9+9+6+6+3+3 = 36
Only Tier 1 techs can be specifically selected for research.
RESEARCHING TECHS
- Each Research Colony conducts research independently.
- Each Turn They may select any tier 1 tech or 1 of the 3 technology groups and attempt to unlock the secrets of a technology. They then make one roll with a d100, and if they roll the % treshold or below, they discover the selected tier 1 technology or one random technology from the next available tier. The more advanced the technology, the smaller the odds.
- Each time a colony fails to research a technology, they add their current odds to the base chance and they will roll for that next turn (so a if a colony has 20% chance on turn 1 for a tech, it increases to 40% chance the next turn, then 60%, 80% and finally 100% on turn 5). Finally, each failed roll adds +1% to technology breakthrough chance. This roll is made 1 times per turn per faction. A breakthrough can find unique technologies which cannot be discovered from the tech tree or discover a technology 1-3 tiers ahead of your current level.
TIER ONE TECHS
PHYSICS
Focusing Crystals
- Unlocks Photonic Lance.
Atomic Power
- Unlocks Reactor Colonies, which can convert 1 Rare Elements to 3 Energy.
Ion Drive
- Required for Colony ships and Destroyers.
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BIOTECH
Gas Synthesis
- Allows constructing Atmospheric Terraformer (5 C) on any type of continent. AUTOMATED. Uses 1 Energy, May increase or decrease any type of gas on the planet its built on (1 - 5% rate per turn, progress faster on small worlds/moons), does not require/house workers. May (depending on location) imp act surface temperature when adding or substracting gases.
- Allows advanced colonies on planets without the right type of atmosphere.
Hydroponics
- Unlocks Hydroponics Colony- Converts 1 Water and 1 Energy to 3 food, irrelevant of continent type.
Cryostasis
- Required to construct colony ships
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ENGINEERING
0-G Construction
- Spaceports, Shipyard and Defense Platforms
Underground Colonization
- Subterran Colony - Uses 1 energy, extracts 3 resources of the type available on its continent. Immune to bombardment. Allows for a 2nd colony to be built above.
Ultra Steel
- Fortress Colony - Uses 1 Energy, Provides 3x the defense armies during an invasion. May train 1 army per turn. Can destroy 50% (rounded down) of all invading transports. (2 fortress colonies destroy 75%, 3 destroy 87.5%).
- Unlocks Ultra Steel Plating spaceship parts.
Deep scanning
- Allows for finding hidden anomalies.
- Allows building archeology outposts on hidden anomalies and excavate artefacts.
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LEADERSHIP
Each faction has leaders, or a characters of importance. You may extend their lifespan to your liking artificially, or get rid of him/her and replace with another character at any time. Perhaps have 2 or 3 different characters of importance and swap between them each turn. However, you are only allowed to use one of your characters each turn to perform an action.
The base available actions are:
- Coordinate Development: +2 C on his/her planet to be spent on building colonies.
- Independent Research: Attempt to discover a tier 1 technology. Same rules apply as to research colonies.
- Assist in Research: Allows a Research colony to roll twice in a row (2nd roll made with better odds).
- Oversee Terraforming Efforts[:/b] Double Terraforming speed.
- [b]Raise Militia: +1 Defense army on his/her planet which has no maintenance cost, but cannot be moved. Max 1 such defense army per colony.
- Command Defense Forces: -1 to invasion rolls. Repair 20% destruction per turn spread out across all colonies if being bombarded, 100% if not being bombarded.
- Command Invasion Forces: +1 to invasion rolls. 50% less transports lost to defenses.
You may also appoint characters to the rank of governors/captains/spymasters/diplomats/project leaders. It takes an action to appoint them, but once appointed, they provide a passive bonus until removed from position. You can have a maximum of 2 appointed leaders.
- System Governor: +2 Harmony on his/her planet. +1 Harmony on all other planets in the system.
- Ambassador: Assigned to another faction, Required to conduct diplomacy.
- Starship Captain: Your character becomes attached to a spacecraft currently docked at a friendly spaceport (this costs an action, but you then gain a passive bonus for that ship. You may have no more then 2 characters leading crew).
Exploration vessels - Launch 2 expeditions per turn, without the risk of going M.I.A., choose anomaly response if you encounter one, Allows phase 1 withdrawal from space battles.
Colony Ship - Allows phase 1 withdrawal from space battles. Become System Governor when founding colony.
Destroyers/military craft - During battles, allows firing a weapon aboard twice each phase, or repairing 2 HP damage each phase. May repair all damage after a battle. Allows phase 1 withdrawal from battles.
The base available actions are:
- Coordinate Development: +2 C on his/her planet to be spent on building colonies.
- Independent Research: Attempt to discover a tier 1 technology. Same rules apply as to research colonies.
- Assist in Research: Allows a Research colony to roll twice in a row (2nd roll made with better odds).
- Oversee Terraforming Efforts[:/b] Double Terraforming speed.
- [b]Raise Militia: +1 Defense army on his/her planet which has no maintenance cost, but cannot be moved. Max 1 such defense army per colony.
- Command Defense Forces: -1 to invasion rolls. Repair 20% destruction per turn spread out across all colonies if being bombarded, 100% if not being bombarded.
- Command Invasion Forces: +1 to invasion rolls. 50% less transports lost to defenses.
You may also appoint characters to the rank of governors/captains/spymasters/diplomats/project leaders. It takes an action to appoint them, but once appointed, they provide a passive bonus until removed from position. You can have a maximum of 2 appointed leaders.
- System Governor: +2 Harmony on his/her planet. +1 Harmony on all other planets in the system.
- Ambassador: Assigned to another faction, Required to conduct diplomacy.
- Starship Captain: Your character becomes attached to a spacecraft currently docked at a friendly spaceport (this costs an action, but you then gain a passive bonus for that ship. You may have no more then 2 characters leading crew).
Exploration vessels - Launch 2 expeditions per turn, without the risk of going M.I.A., choose anomaly response if you encounter one, Allows phase 1 withdrawal from space battles.
Colony Ship - Allows phase 1 withdrawal from space battles. Become System Governor when founding colony.
Destroyers/military craft - During battles, allows firing a weapon aboard twice each phase, or repairing 2 HP damage each phase. May repair all damage after a battle. Allows phase 1 withdrawal from battles.
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ALIEN CONTACT
RELATIONS
2 factions may have the following stances towards each other
- Unknown - Neither may interact with the other through any means (default)
- Alliance - Requires appointed ambassador from one side. You are aware of everything your ally is a aware of except secret projects, you may join you're ally's battle and exchange off-world resources. Gain 5% bonus to rolls towards any technology you allies already have. Anyone declaring war on one of you declares war on all your allies, but you may choose not to join you're ally's war.
- Trade pact - You may exchange off-world resources. Gain 5% bonus to rolls towards Tier 1 and 2 technology your friends already have.
- Peace - No effect.
- War - Your ships and stations automatically engage in battle, No orbital bombardment of colonies or purge of population.
- Total War - Your ships and stations automatically engage in battle, No rules.
You may improve relations 1 step up (from total war to war to peace to trade pact to alliance) each turn only if both sides agree to it and at least 1 side has appointed an ambassador to the other.
You may worsen relations 1 step down unilaterally each turn.
DISCOVERY
You may discover other factions through several means:
- Explorers stumbling upon their planet
- Radio Telescopse intercepting their signals
- Spacecraft/Stations end up on the same location.
When discovering another faction, you will receive a TG and may secretly respond in the following ways:
- Peaceful Inquiry - Starting Relations: Peace. 5% chance for each of you to learn a technology from one another.
- Blaster Fire - Starting Relations: War.
- Isolation (only available if your explorers/telescope find their signal/planet) - You will remain unknown to each other.
2 factions may have the following stances towards each other
- Unknown - Neither may interact with the other through any means (default)
- Alliance - Requires appointed ambassador from one side. You are aware of everything your ally is a aware of except secret projects, you may join you're ally's battle and exchange off-world resources. Gain 5% bonus to rolls towards any technology you allies already have. Anyone declaring war on one of you declares war on all your allies, but you may choose not to join you're ally's war.
- Trade pact - You may exchange off-world resources. Gain 5% bonus to rolls towards Tier 1 and 2 technology your friends already have.
- Peace - No effect.
- War - Your ships and stations automatically engage in battle, No orbital bombardment of colonies or purge of population.
- Total War - Your ships and stations automatically engage in battle, No rules.
You may improve relations 1 step up (from total war to war to peace to trade pact to alliance) each turn only if both sides agree to it and at least 1 side has appointed an ambassador to the other.
You may worsen relations 1 step down unilaterally each turn.
DISCOVERY
You may discover other factions through several means:
- Explorers stumbling upon their planet
- Radio Telescopse intercepting their signals
- Spacecraft/Stations end up on the same location.
When discovering another faction, you will receive a TG and may secretly respond in the following ways:
- Peaceful Inquiry - Starting Relations: Peace. 5% chance for each of you to learn a technology from one another.
- Blaster Fire - Starting Relations: War.
- Isolation (only available if your explorers/telescope find their signal/planet) - You will remain unknown to each other.
SOCIETY
IDEOLOGY
Each faction may follow a 2 compatible idological paths, granting a small initial bonus, but evolve over time with breakthroughs to greater potency. You do not have to pick your path at the begginning (but is worth doing so).
Available Paths are:
Incompatible Group A
- Reason - +1% chance when rolling for scientific breakthrough. (Breakthroughs help research).
- Faith - +1 Harmony on each planet. (Breakthroughs help Food supply and Harmony).
Incompatible Group B
- Liberty - 3x resistance points during occupation. (Breakthroughs help Harmony and Leadership).
- Obedience - No penalties from negative harmony on your 1st planet. (Breakthroughs help Armies and Leadership).
Incompatible Group C
- Planning - Population in slums may convert 1 surplus resource (must be extracated from mines) to 1 C. (Breakthroughs help Industry).
- Competition - No Harmony Penalty from population in slums. (Breakthroughs help Industry).
PROGRESS
Each point of positive Harmony counts as +1% towards a social breakthrough. Each social breakthrough grants a pernament bonus to your species based on your ideology. Your breakthrough % is halved for each breakthrough you already have.
FOREIGNERS
You may end up with alien population inhabiting planets under your control. Such popultions have to be kept track of.
So long as you are not at war with the faction of that species, they will cause no trouble. You may even use them as leaders.
If you are at war with said species, they will generate resistance point for their faction and if they inhabit colonies, those will not mobilize during an invasion.
Each faction may follow a 2 compatible idological paths, granting a small initial bonus, but evolve over time with breakthroughs to greater potency. You do not have to pick your path at the begginning (but is worth doing so).
Available Paths are:
Incompatible Group A
- Reason - +1% chance when rolling for scientific breakthrough. (Breakthroughs help research).
- Faith - +1 Harmony on each planet. (Breakthroughs help Food supply and Harmony).
Incompatible Group B
- Liberty - 3x resistance points during occupation. (Breakthroughs help Harmony and Leadership).
- Obedience - No penalties from negative harmony on your 1st planet. (Breakthroughs help Armies and Leadership).
Incompatible Group C
- Planning - Population in slums may convert 1 surplus resource (must be extracated from mines) to 1 C. (Breakthroughs help Industry).
- Competition - No Harmony Penalty from population in slums. (Breakthroughs help Industry).
PROGRESS
Each point of positive Harmony counts as +1% towards a social breakthrough. Each social breakthrough grants a pernament bonus to your species based on your ideology. Your breakthrough % is halved for each breakthrough you already have.
FOREIGNERS
You may end up with alien population inhabiting planets under your control. Such popultions have to be kept track of.
So long as you are not at war with the faction of that species, they will cause no trouble. You may even use them as leaders.
If you are at war with said species, they will generate resistance point for their faction and if they inhabit colonies, those will not mobilize during an invasion.