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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Roleplay OP Construction site.

Postby Harkback Union » Wed Sep 09, 2015 12:08 am

I don't want to litter NS with my drafts so I'll use this place to save progress on my RP OPs.
You can use this thread to build OPs of your own and to discuss OP creation.

X p l o r e

Time

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Time in exudus is divided into turns or quarters. Each quarter amounts for 3 months worth of old earth time.

Turns are divided into the following phases:

Progress phase
- Resource gathering, production, research and population growth takes place. Progress phase is flexible (You can change your orders based on what others are doing, just let everyone know in the OOC).
Premonitions phase
- Spies do their thing.
- Armies and Navies can be moved, in any order, with little restrictions. Orders are revealed simultaniously.
! - Remember that all orders for this phase can be kept secret from your opponents. Simply telegram the OP your orders and once everyone TGd or revealed his orders, the classified orders play out. - !
Recourse Phase
- Armies and Navies yet to be moved this turn can be moved to friendly/neutral territories. This is done openly, orders are flexible/reversible until everyone finalizes.
- Evacuations can be ordered
Confrontation Phase
- Battles occur on planets and space simultaniously. Battle orders are given out simultaniously and openly and then get resolved.
Cataclysm phase
- Superweapons are fired, retalitaion with superweapons of your own is always possible before superweapons hit. You can fire your weapons at any time during the cataclysm phase at anyone. These orders are not simultanious and not reversible (with some exceptions).

Time can flow at the following rates:

Factor 2: 1RL day = 2 Turns. Unit move orders are flexible (EG if someone moves their towards a planet of yours in the first turn, you may modify your 2nd turn move orders).

Factor 1: 1RL day = 1 Turns. Only first 2 phases are played out. Move orders are no longer flexible, classify orders if you feel the need for it.

Factor 0: Phase to phase progress occurs after all factions issued their orders and agree to move on. Progress and Premonitions along with Confrontation and Cataclysm can be dealt with in a single post, no need to wait around for your opponents to finish their quarterly reports and battle orders. Keep in mind though that this does not change in what order things get resolved. If a doomsday gun gets blown up during confrontation, it won't be usable during Cataclysm.

At the start, we'll advance time by factor 2. Anonymus (via TG) requests are to slow down time to factor 1 or 0 will take effect as soon as I get to my computer but you can also simply post in the OOC if you want time to slow down, which should take effect on the following day.

You CANNOT ATTACK other factions on a FACTOR 2 day. You can only launch attacks during Factor 1 and 0 and factor 1 will automaticall switch to 0 if an attack occurs.


Space

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Elusis 25163, This sun-like star gives home to 7 Planets and their moons. Each planet has a planetary system of his own, which consists of the planet itself and it's moons. Each planet and moon has a set number of land sectors (or continents) and an orbital (space) sector where fleets may station. By default, all sectors are adjecent, planets with 4 sectors or more are exception to this.

Elusis I - A big barren rock. Not much to see here. Is very close to the sun, thus inhospiatble without Radiation shielding. 2 sectors. Class B (Barren).

- (Planetary system barrier) -

Elusis II - A Volcanic hellhole. Toxic Atmosphere. 3 Sectors. Requires Gas Filtration and Radiation shielding for colonization. Has a single moon. Class V (Volcanic).

Elusis II A - A pathetic excuse for a moon. No atmosphere, no craters, barely even a sphere, very little gravity. 1 Sectors. (Class B).

-

Ancora - The system's most livable world. Original Destination of the Harmony. This tropical paradise offers earth-like conditions, although not much is known about the local life. 6 Sectors (or continents). Central, Western, Eastern, Far side, Southern and Northern. South and North are not adjacent, neither is Central and Far side or West and East. On the Central, Western, Eastern and Far side sectors, Agricultural Colonies provide 2 more provisions per quarter, in all sectors, maintenance for service and college colonies, Metropolises, Megalopolises and Metroplexes is reduced by 1 Energy per quarter. Traces of Baryogen found around the poles. Class H (Humid).

-

Elusis IV - Desert World with little atmosphere, littered with tiny seas and canyons. 4 Sectors, northen, eastern, western and southern. Northen and southern sectors are not adjacent. Class D (Dry). Optimal conditions for cultivating spice.

-

Elusis V - A Large Oceanic world with a thick and stormy atmosphere, seems like a gas giant from outer space. The largest planet of the Elusis system. Inhospitable due to it's frequent ion storms. 5 Moons. Class A (Aquatic)

Elusis V A - Endless Marshes cover this Moon. Rich Plant life. More or less Breathable Atmosphere. 3 Sectors. Colonists need 1 less energy per quarter to survive here. Agricultural colonies produce 1 more provisions per quarter and maintenance for service and college colonies, Metropolises, Megalopolises and Metroplexes is reduced by 1 Energy per quarter. Class S (Swamp - Extra Humid).

Elusis V B - No survey data. Probably barren and inhospitable based on photos. 2 Sectors.

Elusis V C - Similarly to the Marsh moon, Elusis V C boasts plant life, including sophisticated trees and comes with some oxygen. Agricultural colonies produce 1 more provisions per quarter and maintenance for service and college colonies, Metropolises, Megalopolises and Metroplexes is reduced by 1 Energy per quarter. 3 Sectors. Class T (Taiga - Boreal Forests).

Elusis V D - No survey data. 3 Sectors.

Elusis V E - Just a big space rock. 1 Sectors. Class B.

-

Elusis VI - No survey data.

-

Elusis VII - No survey data.

-

Salus Belt - An enormous ring consisting of space dust, asteroids and dwarf planets.

-

Outer rim:

There may be dwarf planets beyond the outer rim, Use research ships to find out more.

-

Interstellar Void

Each sector of a planet's surface has 6 build space available by default. 6 Additional Build space can be made available by investing 1 IP for each of these 6 Build space. Some more build space can be made available with science.

Each planet lacking survey data can be surveyed by any ship from its orbit, All planet sectors will be prospected for resources and special characteristics upon construction of the first outpost there. If any Anomalies are found, local research teams can work to uncover their secrets, provided they have the right facilities.

The Planets of Eluses are divided into classes, but classes are also organized into Types.
- Class S, Class T and Class H are part of the Type T (Terrastial) group. Populations lacking proper habitation need just 1 provisions on these planets and can harvest 2 provisions each quarter if not given any other job.
- Class D, Class V, Class I and Class A planets are members of the Type E (Extreme) group and can be subject to occasional disasters.
- Class B planets and moons are Type V (Vacuum). All orbital units may engage ground units and vice versa with all types of weapons in these places.

X p a n d

Economics

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A strong economy is the best foundation for any wannabe stellar empire. To understand how the economy works in Exudus, allow me to first explain what these things stand for: (Note, only population, fuel, Munitions Spice, Crystallum and Baryogen may be accumulated.)

Trade: Population can be freely exchanged between sectors on the same planet, but once settled at a colony or city, they may only commute to work elsewhere if there is a Transit Network installed in the sectors involved in the commuting. All other things (except for research, entertainment) can only be exchanged between sectors on the same planet if they have both built Transit networks or spaceports. Sectors on different planets can exchange population, IP and resources using space ports.

Quarterly Reports: Resources gathered in a quarter can be, and in some cases, must be spent in the same quarter. Please make sure you write a quarterly report for every turn, indicating:
- Your total assets (Colonies, facilities, navies, stockpiles, techs) and the links between them.
Using production chains:
Solar Array (1E) + Agricultural Colony (-1 E, -1 Prov) => 2 Provisions
or
Solar Array (1E) + Agricultural Colony (-1 E,) => 3 Provisions
(depending on when you amount for provisions use).
Helps clarify whats going on at your planets.
- Your total Income (IP, Science, qC) and what they get spent on.
- Entertainment situation.

Remember that quarterly reports are not meant to be written from scratch for every turn. Simply copy paste your last turn's and make the changes needed.

Breaking down production to planets (or even better, sectors) helps you amount for trade costs.


Population


Human Resources are one of the most valuable, neccessary for running colonies and to serve in armies and navies. Its natural growth depends on existing populations and can be assisted by a Cloning Vats facilty.

Natural population growth works as the following: If your population is 1 - 5 Population can be grown by 1 every 2 years (basically, every 2 years, you may add 1 population in a quarter of your choice, provided you have room in a colony for the new population). If population is 6 - 10, you may add 1 population every year. 11 - 20 means 2 population every year, 21 - 30 = 3 pop per year. After reaching 31 population or more, you can add a new population every quarter.

Regardless of how many population you get each year, you may never add more then 1 population in a single quarter (Until you have a cloning vats, which lets you buffer population growth.)).

By default, each unit of population requires 1 provisions per quarter to survive. If there isn't enough provisions around, they'll start dying off. For every 2 population lacking provisions, 1 will die off, so if you have only one provisions missing in total, your people will be fine. For every unit of population you lost to starvation, You'll lose 2 entertainment for the next 2 years (allows you to have negative entertainment, which essentially counts as more unentertained population). Populations that do no have a colony/city/some place to house them need 2 provisions to survive on all planets and moons other then Type T. (while being transported or while living in damaged colonies, this penalty does not apply). Instead of working at a colony, populations can mine 1 Ore (If there is an ore source available) or generate 1 energy each quarter. On Type T planets, they can be also assigned to harvest 2 provisions each quarter.

If a population's colony or Naval unit is destroyed, unless evacuated, the population will die. Populations serving in armies always die if the unit they serve in is destroyed.

Finally, Populations require entertainment to stay content. 1 unit of entertainment per unit of population is in order. If your faction lacks entertainment, penalties will apply (penatlies from previous levels stack):

All population Entertained: 2 Quadrillion C~ extra income per quarter.
1 - 3 Entertainment missing: No penalties
4 - Discontent Population: No Navy Volunteers.
7 - Disloyal Population: Enemy spies generate double intelligence. Income reduced by 2 qC~. No Militias.
10 - Rebellious Population: Populations at Industrial and Mining Colonies go on strike during the 2nd quarter of every year. 1 Munitions (of the lowest grade) will disappear from your stockpiles every year. Workers at Industrial Districts also go on strike during 2nd quarters.
13 or more Furious population: Violent revolutions may occur in your colonies, which may result in them declaring independence. The longer rebels prepare and the more oppression used on your population, the stronger the rebellion.

Note: Fear, Propaganda and Oppression may replace entertainment.

Research Teams, Covert Ops teams, Propagandists, Spies, and Datajacks are separate from population and requre only Money to maintain (1 qC~ each quarter, when doing something. If they are idle, they need no salary). Navy Crews are special and are also separate from population.

Civilian population can be freely drafted into the army. ALL surface units require exactly 1 population to be fielded, while spacecraft use special crew trained at fleet academies. Your soldiers must be payed 1 qC~ each quarter but in turn need no entertainment. Armies still need provisions though, but similarly to fuel and munitions, provisions can get freely teleported to the units that need them from food storage facilities (If you don't have food in storage, you will have to deliver the provision using the regular trade rules). Navy crews are payed through fleet academy maintenance and need no entertainment. If your academies are destroyed or not maintained, your crews will slowly desert your fleet. Unpayed armies contribute towards unentertained population number and are the most likely to join the rebels if a revolt occures but will otherwise still do their duty.

Provisions


Food, Water, Oxygen, Clothes and Basic Medicines. Provisions are produced mostly in Agricultural Colonies and their sole purpose is to keep populations alive. Provisions can be stockpiled in refrigerator storage facilities (from where armies can freely draw provisions from regardless of where they are.).

Ore


Ores are various common metallic and non-metallic materials used in large quantities in Infrastructure and navy development. Mining colonies can produce them and they are used by construction workers and Industrial Colonies to generate Industrial Power. Ores may accumulate anywhere.

Energy:


Energy is used by almost all facilities and colonies. It comes from many sources and used almost everywhere. Cannot be accumulated.

Baryogen


Traces of this unusual material was identified on Ancora by the survey probes back in 2079. Consisting of exotic particles, this material has baffled scientists for many years, until it was successfully synthesized and strudied in Earth's last days. According to their research, Baryogen is an incredibly potent and compact energy source of immense value. When stimulated by electric current or ionized particles, pure Baryogen begins to release even more ionized particles, resulting in a chain reaction... Baryogen can be stored compactly in sector without the need for special storage facilities.

Baryogen likes bonding with all sorts of regular matter. Each source of Baryogen may have to be mined with a separate technology, revealed (made available for research) upon discovery of a Baryogen source. Baryogen be used as an energy source, refined into Fuel, experimented with and used in the making of destructive weapons.

Spice


First found on desponea, this exotic substance can easily entertain human populations without significantly impacting their health. Spice can only be grown under special conditions only present on Elusis IV. Can be stored in spice silos. Can be freely distributed to make 2 population happy for a quarter, converted into fuel at refineries, used in research or have its happiness effects amplified while generating extra income with spice dens.

Crystallite


The Probes exploring the Elusis system found unusual crystals to be contained within comets trekking through local space. These crystals reacted to the probe's sensors in a highly unusual and intelligent manner, leading to many speculations. Eventually, it was concluded that the crystals are sophisticated Quantum computers that could either be products of a highly advanced civilization or forged in nature by sheer luck under rare and extreme conditions. Its unclear how Crystallite could be obtained at this point. Can be stored along with Provisions in Refrigerator plants.

Fuel


Made from varius sources, used to propell Armies and Navies to their destinations and to trade. Stored in Fuel Depots, from where it is transferred wherever its needed free of charge.

Munitions


Most Weapons equipped by Space Armadas and Armies will use lots and lots of munitions. Munitions can be manufactured in Munitions factories (see arms manufacturing under facilities) and require storage facilities (Munitions Depots) to be stored. Munitions come in 3 Types:

Conventional Ordinances: Used by primitive weapons
Power Cells: Used by high-end weapons and support systems.
Baryogen Warheads: Used to level planets.

Munitions is drawn from your depots straight to the battlefields without extra costs.

Entertainment


Entertainment encompasses all the goods and services that tell apart a harsh dystopia from an euphoric paradise. Entertainment comes from many sources and can be "replaced" (substituted for) with fear, oppression and propaganda to keep your population in line. Fear is the best substitute, It comes free whenever a war is declared between factions (for the first 2 quarters free of war, all factions involved gain 10 fear which they can freely distribute across their empire to get their population 'entertained'). Propaganda requires expensive propaganda teams but can also be used to demoralize enemies (see metropolitan facilities), oppression is the cheapest method but it will make consequent revolts more powerful (each navy or army unit can opress 2 populations in their sector (force them to become entertained) as long as your military bills are payed). The penalties of Entertainment are global but entertainment must be delivered to the population for it to be consumed (for instance, you have to deliver spice to where the population is to make them happy). Soldiers and Navy crews Need to be payed money instead of entertainment, but if they don't get their salaries, they too will become unentertained and may side with the rebels or desert your faction.

Industrial Production


Quarterly Production (old name: Build Power) tells you how much stuff can your faction build each quarter on a given planet. Aside from Industrial colonies, Populations themselves can work to generate production TOWARDS COLONIES and FACILITIES using ores and energy. While a population is set to generating production, ordinary work stops at it's colony. 1 Population can use 1 Ore and 1 Energy to generate 0,5 IP per quarter. Planets can exchange production using spaceports, at the expense of fuel, more about this under space ports (Facilities). IP cannot be stored and must be contributed to a construction project every quarter. Progress on projects is carried over quarters however.

Science


Works Like IP but with techs. Scientific progress is automatically shared by all of your colonies. 2 Factions may collaborate to research a tech but they may not slap together existing progress (If 2 factions have a tech halfway done, they can't merge their progress to get a complete tech, but they can give their Science income to other factions). Completed Technologies can be exchanged with research teams. Each research team can teach another research team (of another faction) a tech at a College Colony in a single quarter. Research teams can also exchange skills that way but that takes an entire year.

Credits


Space Money. Its large-scale accumulation brings economies to halt so it must be spent every quarter until advanced technologies allow its "storage" through banks. Since its birth in 2039, space money has inflated significantly and is now counted in the Quadrillions. Counted globally for each faction, Credits can be freely allocated anywhere across space without using trade capacity.

Intelligence


Intelligence is produced by spies and is required to carry out covert operations. Intelligence gathered from a faction can only be used against said faction not against other factions. In other words, each faction has a separate Intelligence "resource" which your spies will "mine". This resource can then be used by you to pay for various covert operations against that faction or can be freely traded to other factions.



Everything in Exudus is counted in units. I'll leave it to the roleplayers to decide how much that unit of stuff translates to in the IC.


Colonies, Cities and Districts

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Colonies are the heart of the heart of an economy. Each is inhabited by thousands of colonists, working around the clock to perform varius tasks.

Each Colony (or Metropolis/District) has a price in IP (production) and BS (Build space). Remember that Additional Build space can be Made Available using IP or advanced technology. By default, every sector has 6 Build space, and 6 additional build space can be made available by investing IP. 1 IP can add 1 more build space. Also remember populations living in a colony are not tied to working there and can hop over to work elsewhere nearby or do construction work with transit networks. Each colony's and facility's "Hull" is equal to its IP cost. If a colony is completely destroyed while there are populations either working or living there, they too die unless evacuated elsewhere or placed in shelters in time. Damaged colonies and facilities cannot work until repaired, Repairing each Colony/Facility Hull costs 1 IP (no, you can't use repair tools). Ruined colonies/facilities can be scavanged for ore. Each ruin leaves behind 1 Scavangable ore for each IP the original structure costed.

COLONIES
- provides housing and employment -

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for next RP http://25.media.tumblr.com/tumblr_m5dgt ... 1_1280.jpg

Mining Colony - 2 IP, 1 BS - Houses and employs 1 Population to extract 1 mineral (Ore, Baryogen, crystallite) every quarter, depending on what kind of deposit its built on. If supplied with 1 Energy, the mining colony will double it's output to 2 mineral per quarter. -1 Entertainment while operational. Comes with a free bomb shelter for 1 population.

Agricultural Colony - 3 IP, 2 BS - Houses and employs 1 Population and consumes 1 Energy to generate 2 Provisions each quarter (+2 On Ancora, +1 On Elusis V. A And Elusis V. C). (If there is no energy provided, the colony produces 1 base provisions over which bonuses apply)

Industrial Colony - 4 IP, 1 BS - Houses and employs 2 Population, 2 Ore and 2 Energy to generate 2 IP. Can work at 50%. -1 Entertainment per worker while operational. Pollutes the planet's environment.

Service Colony - 3 IP, 1BS - Houses and employs 1 Population and uses 1 energy while providing 1 qC~ per quarter revenue and room for 1 metropolitan facility.

College Colony - 4 IP, 1 BS - Houses and employs 1 Population and uses 1 energy to train and field a research, medical or propaganda team. Has room for an experimental or a metropolitan facility. If either the energy or the population is not provided, the research team or the propaganda team becomes inactive but is not destroyed.

Spice Colony - 3 IP, 5 BS - Employs 1 Population to produce 3 spice.

CITY CORES
- provides housing for populations, possible employment and room for metropolitan facilities -

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Metropolis - +6 IP, +1 BS - An upgrade to the service colony. 3 Energy base maintenance costs (-1 Entertainment per energy missing if there is population living inside). Can house 3 population who can then go on to work in other districts on the planet (if the sectors are connected with infrastructure) or work locally (will simply generate 1 bC~ per quarter.)

Megapolis - + 12 IP, +1 BS - An upgrade to the Metropolis. 6 Energy Base maintenance, - 6 Entertainment. Can House 12 Population. Works like the Metropolis but has room for 6 metropolitan facilities.

Metroplex - +7 IP, +2BS - An upgrade to the Metropolis. 6 Energy Base Maintenance. Can house 6 Population. Works like the Metropolis but has room for 6 metropolitan facilities.

DISTRICTS
- draws populations from other areas to do work -

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Industrial District - +5 IP, +1 BS - An Upgrade to the Industrial colony (or just costs 9 IP, 2 BS) which comes with more advanced and robust Industrial Machinery. No longer houses population but can employ 3 population living elsewhere. Each Population, Combined with 2 Ore and 2 Energy can generate 2 IP per quarter (for a total of 6 IP per quarter income). Pollutes the planet's environment. - 1 Entertainment in total while operational (regardless of how many work there).

Mining and Refining District - 5 IP, 1 BS (can replace regular mining colony for 3 IP) - 1 Population and 2 energy works here to extract 3 Ore each quarter (for each energy missing, 1 less ore is produced). Can work at 200%, thus employing 2 population, 4 energy to make 6 ore, but then a -1 Entertainment penalty applies.

University District - 7 IP, 1 BS (can replace college colony for 3 IP) - 2 Energy Maintenance costs. Can employ 2 population to to field 2 research, medical or propaganda teams. Room for 2 experimental/metropolitan facilities.

Commercial District - 7 IP, 1BS, Planetary exchange at the sector's city core and a Star Port in the sector. - 2 Energy base maintenance. Employs 2 population and uses 2 energy to generate 4 qC~ income. increases trade capacity by 5. Room for 2 Metropolitan facilities.

Entertainment District - 7 IP, 1BS - 2 Energy maintenance. Entertains 2 population. Room for 2 metropolitan facilities.


Facilities

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Facilities, similarly to colonies serve some purpose, but unlike Colonies, they do not employ large quantities of population (in fact most of them don't employ anyone according to the mechanics, but ICly there should be a few people there).

Basic Infrastructure
- Max 1 Transit network, max 1 outpost and max 1 trade ports per sector. -

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Outpost - Deployed by spacecraft or by population over the course of 1 quarter. - Allows your faction to build in the sector and for it to recieve goods, population and IP from trade ports (via use of trade capacity). Counts as a defense, 3 Hull, 1 Kinetic attack that uses 1 CO and deals 2 damage to surface targets...

Transit network - 3 IP, 1 BS - Allows neighboring sectors with transit networks built to exchange workforce, resources, energy, IP, pretty much anything. 1 Energy per quarter maintenance ( turn it off if there is nothing to transport ). Mechanized and trooper units can move through transit networks without using fuel (and can move as much as they want, Moving through transit networks counts as free moves (so your unit can take an extra move after or before or between using friendly transit networks).

Space port - 3 IP, 1 BS - Lets you send stuff from the sector its built at to another sector on the same planet or on another planet/moon. 2 Trade capacity. Each trade capacity lets you ship 2 units of resources (including energy) or 1 population or 1 IP or 0.5 troopers (use 2 trade capacity to transfer infantry armies) to a planet where you or your trade partner has an outpost. Using each trade capacity costs 1 Fuel when shipping to somewhere on the same planet, 2 Fuel when shipping within the planetary system, 3 Fuel when shipping elsewhere.

Star Port - +5 IP, +1 BS - An upgrade to the Space port. Increases trade capacity to 5.

Basic Facilities
- There are no special limitations to these. -

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Power plants

Solar Array - 2 IP, 1 BS - Harvests the power of the sun. Generates 1 Energy Each quarter (+1 on Elusis I.).

Renewables Complex - 5 IP, 2 BS - Only available on Class T, Class A, Class D and Class H planets (as of now). Generates 3 Energy each quarter.

Fossil Plant - 3 IP, 1 BS - Can be Built on sources of Hydrocarbons. Pollutes the environment. Generates 5 Energy each quarter.

Baryogen Reactor - 5 IP, 1 BS - Converts 1 Baryogen to 6 Energy each quarter or 2 Baryogen to 12 energy.

Geothermal Plant - 5 IP, 1 BS - Built on Geothermal sources. Provides 3 Energy each quarter.

Fuel Ionizer - 5 IP, 1 BS - Converts 5 Fuel into 10 Energy (Can work at 0, 20, 40, 60, 80%)

Fuel Production

Hydrocarbon Refinery - 3 IP, 1 BS - Built in sectors with hydrocarbon sources. Uses 1 E to generate 1 Provisions and 1 fuel.

Fuel Synthesizer - 3 IP, 1BS - Converts 5 Energy into 2 Fuel.

Baryogen Refinery - 3 IP, 1 BS - Converts 1 Baryogen into 3 fuel or 2 Baryogen into 6 Fuel.

Spice Refinery - 5 IP, 1 BS - Converts 3 Spice into 5 Fuel. Uses 1 Energy per quarter.

Arms Production

Weapons Facility - 5 IP, 1 BS - Allows IP to be invested at this facility for surface unit (army) production. No more then 1 unit can be built here in a quarter regardless of how much IP you have to spend. 1 Energy per quarter maintenance ( pay it only when you use it ).

Shipyard - 7 IP, 2 BS, A Weapons Facility at the planet. - When linked with a friendly weapons facility that is not producing any land unit, IP can be invested in the shipyard to make spacecraft, a maximum of 1 each quarter. If not linked with a weapons facility, the Shipyard can only make unarmed vessels.

Munitions Factory - 5 IP, 1 BS - Allows IP, Energy and baryogen to be converted into Conventional Munitions, Power cells or Baryogen Warheads.
One of the following production lines can run at a time.
1 IP + 1 E => 3 CM
2 E => 3 PC
(Power cells can also be used in the economy, 2 PC => 1 Energy for a quarter)
1 IP + 2 Baryogen => 1 BW

Research
- These employ Research Teams -

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Research Facility - 3 IP, 1 BS - Employs 2 Energy and a research team (which must be payed 1 qC per quarter (or more if they are advanced scientists)) to:
- Research 1 Science towards project anywhere in the world (Devise baryogen excavation method, Contribute to secret project).
- Research 1 Science towards a tech (within the ability of the Research Team).
- Study a local anomaly.

Research Base - +3 IP, +1 BS, 2 Crystallite, Chaotic Morphing - Employs 3 Energy and a research team to:
- Research 2 Science towards project anywhere in the world (Devise baryogen excavation method, Contribute to secret project).
- Research 2 Science towards a tech
- Study a local anomaly.

Storage
- These don't produce anything but lets you store things -
- Remember, Baryogen and Ore can be stored in any sector without the need for storage facilities. -

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Refrigerator - 3 IP, 1 BS - Stores up to 20 Provisions and crystallite.

Spice Silo - 3 IP, 1 BS - Stores up to 20 Spice.

Fuel Depot - 3 IP, 1 BS - Stores up to 20 fuel. Fuel transported here can be freely allocated anywhere in the Elusis system, except for other Fuel Depots. In that case, the fuel has to be transported just like anything else.

Munitions Depot - 5 IP, 1 BS - Stores up to 20 munitions of any kind. Munitions transported here can be freely allocated anywhere in the Elusis system, except for other munitions Depots, in which case, the munitions have to be transported just like anything else.


Metropolitan
- None of these cost any BS. -

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Manufacturing Plant - 3 IP, 0 BS - Uses 1 Ores, 1 Provisions and employs 1 Population and 1 energy to make 1 Civilian products (CP, 2 CP can be shipped with 1 trade capacity to malls, 10 can be stored in each mall).

Planetary Mall - 5 IP, 0 BS, at least 3 population living on the planet it's built at. Uses x Civilian products and x energy each quarter to generate 4 qC~ income and 2 Entertainment for each CP sold here. - 1 qC~ income per CP if there is another active (selling CP) Mall that exist on the same planet. x cannot be greater then the number of friendly (either your or that of players who allow you to sell CP to their population) population living on the planet divided by 5, meaning that for every 5 population, 1 CP can be sold. The Mall's benefits can be freely arranged on the planet.

Bank - 3 IP - 1 Energy per quarter maintenance. Stores up to 30 qC~ of funds or Stores 50 qC~ if built in a commercial district (If maintenance is not payed, the bank's assets are frozen).

Stock Exchange - 3 IP - Employs 1 energy and 1 Population to generate 5 qC~ + 1 qC~ for every friendly bank on the planet - 2 q C~ for every other Stock exchange on the planet, but it may crash the economy on the long run (the faster your economy grows, the less chance for a crash, crashes reduce qC~ incomes). Max 1 Per commercial district. Market Capitalists Economies only. Must be built in a commercial district.

Planning Bureau - 3 IP - Max 1 per Commercial District and per faction. Employs 2 energy per quarter and 1 population to reduce energy costs of runnning all Industrial Colonies, Industrial and Commercial Districts of your faction by 50% and to reduce the IP cost of a Colony/Facility/district/anything except for unit part of your choice by 1 for the next 2 years. Only one 2 year bonus may be active at a time and a new one can only be chosen after the old bonus expired (hint: use bonus with cheap stuff to save lots of IP). Must be built in a commercial district. Planned Economies Only.

Hydroponics Dome - 3 IP - 2 Energy Maintenance. Provides 2 Provisions.

Survelliance Network - 3 IP - 1 Energy Maintenance. Max 1 per sector. Oppresses 3 population.

Media Center - 5 IP - Employs 1 energy and 1 Propaganda team to either entertain 7 Population of your own or that of your allies anywhere in the world or to demoralize (de-entertain) 5 enemy populations anywhere (de-entertained can be re-entertained if provided with additional entertainment). Max 1 Per Faction.

Spice Den - 3 IP - Using 1 energy and 1 spice each quarter, the den entertains 2 population and generates 1 qC~ income. +1 Entertainment provided if built in an entertainment district.

Concert Hall - 3 IP - Costs 1 energy per quarter to run and entertains 2 population. +1 Entertainment if built in an entertainment district. If there is a Media Center in the sector, The Concert Hall can be used to entertain populations anywhere in the world.

Virtual Playground - 7 IP - Costs 2 Energy per quarter to run. Max 1 per Entertainment District. Entertains 7 Population.

Intelligence Center - 5 IP - Costs 1 Energy and 2 qC~ to run. Fields a spy or a datajack.

Emergency & Population Preservation
- These are not metropolitan! -


Hospital - 3 IP, 0 BS - Costs 1 Energy and 1 qC~ per quarter to run. May resurrect 2 Populations that died in any way on the surface of the planet each quarter. Provides 1 Entertainment. Protects against epidemics. Max 1 Per faction per planet.

Cloning Vats - 5 IP, 1BS - Friendly Hospital at the planet - Allows you to store population growth (If you don't want to add population at the time the growth should occur, you can store them here). The Cloning Vats may also produce 1 population each quarter at the price of 1 Energy and 1 Provisions.

Bomb Shelter - 8 IP, 0 BS - provides room for up to 4 population or 4 trooper unit or 2 Mechanized or 1 Heavy mechanized unit (you can mix them up). Units/Population in the bomb shelter are immune to all attacks. You can move surface units and populations to bomb shelter during the evacuation phase if they are in the same sector as the shelter or if there are powered transit networks connecting the units or the population with the bomb shelter. In each bomb shelter, you may build a non-metropolitan/experimental facility at double IP costs (which also becomes immune ot bombardment). Bomb shelters house populations so they need no extra provisions. Units in bomb shelters do not participate in battle above ground. Bomb shelters cannot be captured the regular way, only units with drilling claws can get inside and take over the place (If they defeated the defenders).

Crisis Response Center - 5 IP, 2 Provisions, 1 BS - Reduces damage taken from disasters, Allows the local hospital to rescue 1 population each quarter, and to rescue from the the planet's orbital space. Repairs 5 Hull to damaged structures in the sector or in other sectors connected via transit network at the end of quarters. May prevent lack of provisions from killing local populations once for a single quarter throughout the game.


Space Installations

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Built at the orbital space of moons and planets (except for ring moon). Max 1 of each in each orbital space, so if someone built a star fort before you, you can't build one of your own until it gets destroyed.

Star Fort - 12 IP (remember, to deliver IP to space, use trade capacity), max 1 per orbital space. - 20 HP, may be upgraded with 5 spacecraft parts (other then propulsion), 1 Population crews the fort. The Fort cannot move.

Space Array - 7 IP, max 1 per orbital space - Produces 2 energy or 3 energy cells that will materialize friendly sector down below.

Ring moon - 50 IP, Max 1 per planet - Creates a new moon around the planet with a single sector that has fixed 12 BS (no bonuses apply). No solar arrays, mining colonies or renewable complexes can be built but the moon produces 5 energy on its own. Comes with a free outpost for the builder. Ring moons have 50 Hull and damaged ring moons provide 1 less energy for ever 10 hull they lose.



Defenses

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Defenses attack invader armies and prevent your sectors from being captured. Until all defenses are destroyed in a sector, invading troops cannot take over the local colonies and facilities.

Bunker - 5 IP, 1 BS - 5 Hull. 2 Trooper units may enter the bunker at the start of a battle. Bunkers are immune photonic and baryogen bomb attacks and until destroyed (or enough attacks are allocated to destroy it), the trooper units inside cannot be targeted. Units with drilling claws can attack directly into Bunkers and Bomb shelters. Empty Bunkers do not prevent your colonies and facilities in the sector from being taken over.

Railgun Platform - 12 IP, 1 BS - 12 Hull, 1 Crew, May attack units in orbit or in any other surface sector. 2 Kinetic attacks, each uses 1 CO and 1 Energy Cells to deal 5 kinetic Damage.

Photon Battery - 15 IP, 1 BS, - 15 Hull, 1 Crew, May attack units in orbit or in the same surface sector. 2 Photonic attacks, each requires 1 Energy cells and deals 4 damage.

Missile Base - 12 IP, 1 BS - 12 Hull, 1 Crew. Stores 3 Missiles, each consists of 2 parts:
Propulsion:
Inter-Continental - 1 IP, 1 Fuel, can be fired at any other sector of the planet.
Lunar - 3 IP, 3 Fuel, Can reach any target within the planetary system.
Inter-Planetary - 5 IP, 5 Fuel can deliver its warhead anywhere within the Elusis System.
Warhead:
Explosive - 1 IP, 2 CO - Deals 3 Kinetic Damage and 3 Thermal damage to a single target.
Biological - 1 IP, 2 Science - Starts a space virus at the target planeth/moon.
Baryogen - 1 Baryogen Bomb - Works like a desolator attack.

Missiles can be fired during the Cataclysm phase, not during battles but they must be prepared for launch (activated) during The Premonitions or The Recourse phase if you want to fire them during cataclysm (Activated missiles may or may not be fired.). They deal damage at the end of the quarter, once all players passed.


Hardened Missile Base - + 12 IP - Same as regular Missile base but is immune to all attacks from orbit or from other planets. Still has 12 Hull.


Secret Projects

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Cybernetics Clinic (secret project example) - 5 IP, Information Network in the sector - 2 Energy per quarter maintenance. Employs a medical team. Allows the sector to build cybernetic units. While active, the doctors may augment 1 population each quarter. Augmentations may be of the following types:
- Obedience Chip - The population requires no entertainment as long as a
- Knowledge Interface - For every 5 population with this augmentation, gain a free research, medical or propaganda team.
- Mechanical reinforcements - If employed as miners, the mine will require 1 additional energy but will produce 1 extra ore/baryogen/whatever is being mined there.


Xploit

Research

Prefabricated Components

Quantum Chromodynamics

Aeroponics

Tier 1:
Profit Projections - 2 RP - Allows you to implement Market Capitalism in your faction (+1 qC~ flat income each quarter).
Resource-based Economics - 5 RP - Allows you to implement 'Planned Economy' ( +1 Energy income, deployable anywhere ).


Market Capitalist Reseach (Market Capitalist factions only, bonuses only apply to market capitalist economies)
Economic Forecast - 2 RP - +1 qC~ flat income.
Profiteering - 2 RP - Lets you convert 8 qC~ into 1 IP (IP can be deployed anywhere). +1 qC~ every time one of your population starves to death.
Private Banking - 5 RP - Lets you build banks. Each bank also allows you to take out loans and go into maximum debt of 10 qC~, but you'll have to pay 1 qC~ per quarter in interest rates to every bank you owe money to every quarter regardless of the debt owed. If you can't pay the interests, the bank gets destroyed.
Credit Default Swaps - 10 RP, Private Banking - Your financial meltdowns will now spread to other factions but do less harm overall. +10 qC~ loanable from your banks.
Corporate Greed - 10 RP, Profiteering - Allows you to extract extra qC~ from your population, but in turn they cannot be entertained through any means. 1 qC~ extracted => 1 Unentertainable population.

Planned Economic Research
Autarky - 2 RP - Service colonies produce 1 provisions (and thus supply themselves).
Labor Camps - 2 RP - Whenever a population is set to produce IP outside an industrial colony or district, It can be worked to death to triple the IP yield (while using the same ore and energy). Populations that die this way need no provisions but will count as starvation and impact entertainment.
Development Planning - 5 RP - 2 additional BS may be made available with IP in each sector.
Public Banking - 5 RP - Lets you build banks. Each bank also allows you to issue up to 2 bonds, each worth 5 qC~ (you get the money). Whenever your stockpile of money goes above 14 qC~, 7 qC~ will be deducted from your funds to repay a bond each quarter.
Industrial Drive - 5 RP - Industrial Colonies and Industrial Districts produce double IP for a single quarter when this tech is researched for the first time.
Standardised Components - 5 RP - Whenever you design a new unit, Instead of starting anew, you can an existing design and change certain parts. You'll only have to pay RP for the new parts you put in.
Harmonised Economy - 12 RP, Industrial Drive, Standardised components, Development Planning - Agricultural Colonies produce +1 Provisions, Transit Networks need no energy to operate and your faction gains a flat 3 qC~ Income.


Rare Resources

Alien Artifacts

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Espionage

Xterminate

Warfare


Here is a detailed breakdown of when and how orders are to be issued:

Progress phase - PUBLIC
- Resource gathering, production, research and population growth takes place. Progress phase is flexible (You can change your orders based on what others are doing, just let everyone know in the OOC).
Premonitions phase - IN TIMES OF WAR, TG ORDERS TO GAME-MASTER,
- Spies do their thing in secret, always telegram to game-master.
- Armies and Navies can be moved, in any order according to their stats. Your forces must always stop their moves when they enter a hostile sector. They may however, go from a hostile sector to another hostile sector. Orders are revealed simultaniously.
! - Remember that all orders for this phase can be kept secret from your opponents. Simply telegram the OP your orders and once everyone TGd or revealed his orders, the classified orders play out. - !
Recourse Phase
- Armies and Navies yet to be moved this turn can be moved to friendly/neutral territories. This is done openly, orders are flexible/reversible until everyone finalizes.
- Evacuations can be ordered. Civilian and military populations can be ordered to enter bomb shelters or transported to other planets with trade capacity. During Evacuation, your trade routes can bypass enemy fleets that only just arrived in Premonitions phase.
Confrontation Phase
- Battles occur on planets and space simultaniously. Battle orders are given out simultaniously (tell each unit of yours which enemies to attack) and openly and then get resolved simultaniously, so all units will have their chance to attack.
Cataclysm phase
- Superweapons are fired and planetary bombardment occurs, retalitaion with superweapons of your own is always possible before superweapons hit. You can fire your weapons at any time during the cataclysm phase at anyone. These orders are not simultanious and not reversible (with some exceptions).


Unit Designs

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STATS

Space and Surface Units consists of parts. The sum of these parts give units stats of the following kind:

Hull/Health Integrity: H is the last line of defense against enemy attacks. When a units hull or health is depleted, it is destroyed.
Shield Capacity: Shields come in mupliple types (hull plating, forcefields...) and defend against various types of attacks until depleted, at which point the unit's hull comes under attack.
Evasion: Evasion stands for the ability to dodge incoming fire. Some Attack types bypass evasion and chip away at shields and hull directly.

Now, there are also stats regarding attack capabilities. Each unit comes with a number of attacks of the following kinds:

Kinetic: Railguns, Torpedoes, Flak Guns... All such attacks use Conventional Ordinances.
Thermal: Flamethrowers and Plasma Weapons. Most of these weapons use energy cells. May only target Class B Planets.
Photonic: Lasers and primitive energy beams. Countered with reflective shields. Ignores Evasion. Always uses energy.
Y - Ray: Concentrated gamma rays, completely bypasses evasion and hull to kill a unit of ship crew with each hit. Defended against with lead plating and advanced medicine (Same effect against surface targets, kills populations but does no harm to infrastructure). Powered with energy (power cells).
Devastator: Powerful Baryogen bombs. Used only against colonies, facilities and defenses on surface sectors. Each successful attack destroys the target and the population within (unless successfully evacuated). Uses prefabricated Baryogen bombs.
Quantum Cloud: Clouds of unstable quarks. Energy-powered. May only target or be used on Class B Planets.
Dark Matter: Mysterious Matter that rips space-time in often destructive ways. Energy-reliant. May only target or be used on Class B Planets.
CAUTION: Do not fire Quantum Cloud or Dark Matter weapons from surface to surface or surface to space on planets with atmosphere!

This was just a quick summary, attacks recieve additional properties based on what weapon offers them.
By default, Each attack deals damage to Evasion first (unless specified otherwise), shields (if there is anything anti-specific-attack shielding), then the hull, again, unless specified otherwise.

Units also come in 3 categories: Troopers (Infantry), Mechanized and Spacecraft.

Troopers may move as much as they want (or until they run into enemies) on the planet they are present. You can also transport them to friendly sectors with trade capacity or use assault transports to Invade other planets.

Mechanized units can do the same as troopers, but each of their move costs 1 fuel and they need twice as much trade capacity / cargo space to be shipped elsewhere.

Spacecraft can move ONCE per quarter anywhere in their planetary system or at the expense of 2 Fuel per move between orbits, 2 Fuel if moving between surface sectors and 6 fuel per move from surface to space, Space to surface moves are free. If a spacecraft wishes to travel to a planet or a move in another planetary system, It must spend 2 fuel extra and spend the next quarter in Interplanetary space, arriving at its target destination in the 2nd quarter after the move order was issued. While In Interplanetary space, Fleets may decide to turn back, this costs no extra fuel and the fleet will return to its original destination. Only while traveling through interplanetary sapce, spacecraft may choose to change course to a different moon or planet at their destination planetary system at no expense or set course to a completely different planet at the expense of 2 fuel, but the latter will also make them spend 1 additional quarters in interplanetary space.
UNIT PARTS

Units consist of Parts of the following types:

Unit Core (1 per unit): A core design that specifies what type of unit we are talking about and how many parts it can have.

Propulsion (1 per unit): Gives units special abilities regarding its movement.

Weapons (Number Limited by Unit Core)

Shields (Limited by Unit Core)

Support Systems (Limited by core)

The list of these parts can be found below:

SURFACE UNITS

UNIT CORES:

Militia Trooper - Free - Needs no propulsion, carries a surface weapon or a support system. 1 Health.

Regular Trooper - 1 IP - Needs no propulstion, room for a surface weapon and a shield or a support system. 3 Health.

Light Mechanized - 2 IP - Needs a Propulsion system, room for 1 weapon and a support system. 4 Hull, 2 Evasion.

Mechanized - 3 IP - Needs a Propulsion system, room for 2 other parts of any kind. 5 Hull, 1 Evasion.

Heavy Mechanized - 5 IP - Needs 2 Propulsion systems (of the same type), Uses twice as much fuel to move and takes 4 cargo space in transports. Room for 3 parts of any kind. 10 Hull.



PROPULSION SYSTEMS:

Tires - 1 IP - Nothing special.

Continuous Track - 2 IP - +1 Hull.

Mechanical Legs - 2 IP - Double Evasion.

Drilling claws - 4 IP - The unit's attacks Ignores Bunker Defense bonuses. Makes unit immune to orbital bombardment.

WEAPONS:

Conventional Kinetic weapons - 1 IP - 1 Kinetic attack that uses 1 Conventional Ordninance to deal 2 damage.

Rocket Artillery - 3 IP - 1 Kinetic attack that uses 2 Conventional Orninance and 1 fuel to deal 4 Damage to a unit in orbit or to a surface unit in any sector on the planet.

Thermal weapons - 2 IP - Uses an energy cell to deal 1 kinetic attack that deals 3 damage.

Y - Rayguns - 2 IP - Uses 3 energy cells to do an Y-Ray attack, may also target units in orbit but not units in other surface sectors.

Photonic Weapons - 2 IP - Uses 1 Energy Cells to do a photonic attack that deals 4 Damage. May also target orbital targets.



SHIELDS:

Lead Hull - 3 IP - Completely Protects against (unit becomes immune to) Y-Rays (Infinite shield capacity).

Thermal shielding - 2 IP - Provides 5 Shield Capacity Vs Thermal damage.

Reflective Exterior - 3 IP - Reduces damage from all Photonic attacks to 1.



SUPPORT:

Repair Tools - 2 IP - Restores 3 Hull to a Mechanized unit or a spacecraft in the same sector at the end of every quarter.

Medical Equipment - 2 IP - May Restore all health to all friendly troopers in the sector at the end of each quarter at the expense of 1 Provisions.



SPACECRAFT

UNIT CORES:

Shuttle - 2 IP - 3 Hull. Needs space propulsion, room for 1 shield or support system. If no other parts are install, the Shuttle gets 4 Cargo space. 2 Space Is needed to transport troopers or population, 4 Is needed for a mechanized surface unit, 1 for a piece unit of resource. Needs no crew.

Invasion barge - 5 IP - 5 Hull. Needs space propulsion, room for 2 other part of any kind. The invasion barge has 8 Cargo space. 2 Space Is needed to transport troopers or population, 4 Is needed for a mechanized surface unit, 8 for a Heavy mechanized, 1 for a piece unit of resource. Needs no crew but can only move if there are surface units on-board.

Research ship - 5 IP - Needs space propulsion, Room for 1 other part of any kind. Used to study anomalies. Needs no crew but is instead staffed by a research team.

Mining barge - 5 IP - Needs space propulsion. Can mine ore from the Sarus belt or from planets with 2 or less sectors (must mine from discovered mineral sources). Mines 2 Minerals (Ore, Baryogen, Crystallite) which must be then transported to an ore consumer facility at the expense of one fuel if the target facility is on another planet. Staffed by one Crew.

Corvette - 5 IP - Needs a Propulsion system, room for 1 Weapon and 1 part of any kind. 5 Hull, 5 Evasion. Staffed by 1 Crew.

Destroyer - 8 IP - Needs a Propulsion system, room for 2 weapons and 1 other part of any kind. 8 Hull, 1 Evasion. Staffed by 1 Crew.

Support Frigate - 8 IP - Needs a Propulsion system, room for 1 parts of any kind and 2 support systems. 8 Hull, 1 Evasion. Staffed by 1 Crew.

Battleship - 15 IP - Needs a Propulsion system. Room for 2 Weapons, 1 Shields and 1 part of any kind. 15 Hull. Staffed by 2 Crew.

Battlecruiser - 25 IP - Needs 2 Propulsion systems (of the same type), Uses twice as much fuel to move. Room for 2 Weapons, 2 Shields and 3 parts of any kind. 25 Hull. Staffed by 3 Crew.



PROPULSION SYSTEMS:

Conventional Drives - 1 IP - Simple and widely available.

High-power Drives - 3 IP - May use 1 fuel during battles to get 2 EP or to double EP from Core design. May use twice as much fuel during travels to arrive at other planetary systems in the same quarter as the order was given out (no need to waste time in interplanetary space).

2nd Gen Ion Drives - 2 IP - Uses half as much fuel when traveling.



WEAPONS: (Unless stated otherwise, they may only attack surface to surface (if the spacecraft joined a land battle) or space to space.)

Flak Guns - 1 IP - 1 Kinetic attack that uses 1 Conventional Ordninance to deal 2 damage.

Torpedo Battery - 3 IP - 1 Kinetic attack that uses 2 Conventional Orninance and 1 fuel to deal 4 Damage to a unit in orbit or to a surface unit in any sector on the planet.

Thermal weapons - 2 IP - Uses a power cell to deal 1 thermal attack that deals 3 damage.

Y - Rayguns - 2 IP - Uses 3 power cells to do an Y-Ray attack, may also target units/colonies on the surface from space or in orbit from a surface sector but not units in other surface sectors.

Photonic Weapons - 2 IP - Uses 1 power Cells to do a photonic attack that deals 4 Damage (remember, these ignore EP).

Desolator - 5 IP - Launches
- 3 Conventional Ordinances to Deal 5 kinetic damage to a surface target.
or
- a Baryogen Warhead to destroy Deal a total of 20 kinetic or thermal damage to any number of surface target in a single sector.



SHIELDS:

Lead Hull - 3 IP - Completely Protects against (unit becomes immune to) Y-Rays (Infinite shield capacity).

Thermal shielding - 2 IP - Provides 5 Shield Capacity Vs Thermal damage.

Reflective Exterior - 3 IP - Reduces damage from all Photonic attacks to 1.

Forcefield Augmenter - 5 IP - 50% more damage absorbed from forcefields projected to defend this ship.

SUPPORT:

Repair Tools - 2 IP - Restores 3 Hull to a Mechanized unit or a spacecraft in the same sector at the end of every quarter.

Solar Sails - 1 IP - The spacecraft uses 1 less fuel when moving from a planetary system to another that is further away from the sun. Max 1 per ship.

Medical Equipment - 2 IP - May Restore all health to all friendly troopers in the sector at the end of each quarter at the expense of 1 Provisions.

Generator - 2 IP - May convert fuel or baryogen to energy for weapons or Forcefield Projectors on board... 1 Fuel => 3 Power cell's worth of energy, 1 Baryogen => Powers all weapons and support systems for the duration of a battle.

Forcefield Projector - 3 IP - Converts power cells to shield any allied spacecraft (including the host of the Forcefield) for 2 damage of any type. Max 5 power cells consumed and 10 damage shielded in total (for convenience, its best to specify which enemy ship's attacks you wish to block with the forcefield).

Beta Minus Sphere - 3 IP - Same as Forcefield projector but each energy allows you to block a Y-Ray attack.


Once you put together the right parts, you've got a unit design, but before you can build it, you'll have to:
1. Make sure you have all the required parts researched
2. Research the design. Each Design costs Science equal to its IP costs. You can trade your designs with other factions.
3. Build the right arms production facilities
4. Invest IP equal to its costs.
5. Put some population in as crew.
6. Make sure the unit recieves its salary.




Propaganda and Unrest
Last edited by Harkback Union on Fri Oct 09, 2015 2:27 am, edited 64 times in total.

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Harkback Union
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Ex-Nation

Postby Harkback Union » Mon Sep 14, 2015 1:40 am

TG me if you're interested in any of these RPs.

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

Postby Harkback Union » Mon Sep 14, 2015 11:38 pm

Harkback Productions

in collaboration with

Strausberg Interactive

presents:



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ALIEN vs PREDATOR
The Roleplaying Game


R u l e B o o k

Chapter 0
Quick Summary


Here is a compressed version of the rules:

Marines spend 2 (or more) action points to do stuff (move, search, attack), then aliens do the same (then predators, if there are any) and we repeat. Marines post what they do on the IC, Aliens TG them to the GM, unless they are seen by marines, in which case they act on the IC.

Characters go from area to area, searching for items and enemies. Some areas have hazards that may kill or injure you.

Marines and aliens have HP, if all HP is lost, the character dies. Marines also have to deal with fear which may drive them crazy. Aliens "collect" biomass to survive and grow.

Marines have 8 Inventory capacity to fill up with stuff. Most things take up 1 space.


Chapter 1
Areas and time


The world of AvP is divided into distinct sections called areas. An Area may be a room, a corridor, a hall in a cave or an open field. Every character in the game must be at all times located in one of these areas. By default, Characters in the same area can see each other. Certain equipment and traits can however render characters hidden.

Areas are connected to each other via doors or so called access points. When combat starts in an area, the access point you came from becomes blocked to your enemy (can't escape that way) until you are either killed, knocked unconscious or "bypassed".

Time is divided into minutes. Each minute counts as a turn. Each turn, every character may spend 2 AP (action points) by default on the following, starting with the marines, then the aliens, then the predators, each side's character spending all their AP:
- Move (1 AP): Move from one area to the other. Moving twice or 3 times during a minute (running) will create noise, alerting other characters in areas near you.
- Interact (1 AP): Interact with an item (pick it up, for instance) or a device (something installed in a room).
- Carry (2 AP): Carry another character from where you are to a nearby area (can be performed over the course of 2 minutes).
- Trade (1 AP): Give or take (with the approval of the target) 1 or 2 items to or from a character in your area (target must not be moving at the time you share the item).
- Heal (1 AP): Use some medical item or device on another character.
- Attack (1 AP): Use a weapon or your fists/claws to attack. Duh.
- Overwatch (1 AP): Prepare to fight! Should any hostile character enter your area, you may use an attack on anyone in your area right after! If you use overwatch twice, you may use your second overwatch attack at the start of your next minute (If you are hiding, the trigger for your first free attack is you being found).
- Dodge (1 AP): Prepare to dodge an attack/Infect. You will be immune to an attack of your choice taking place during the current or the next minute (Some attacks can't be dodged).
- Reload (1 AP): Reload a weapon with munitions.
- Hide (1 AP): Renders you hidden. Your cover will be blown if you attack, carry or move, or if you are found. Can't be used if there are no hiding spots in an area.
- Search (2 AP): Search a (spot) for items and enemies. If you find an enemy as a marine, gain 5 fear but also gain a free AP. If you find an item or multiple items, you'll be able to pick one up for free.
- Bypass: (1 AP): Get around your opponent to reach the door behind him/her. This, however, allows your enemy to hit you with a free attack. Moves you to the area from where your target came from.
- Rest: (1 AP): Rest your body and think things through. Reduces terror by 2.
- Dress: (1 AP): Change what gear you are wearing.
ALIEN ONLY:
- Evolve (5 AP): Transform into a larger/stronger alien. Will require some biomatter.
- Feast (2 AP): Consume biomatter to get stronger.
- Scream (1 AP): Increases fear of all characters in your area by 2. Increases fear of all characters in nearby(neighboring) areas by 1. Stage 2 and above Xenomorphs only
- Crawl through vents (2 AP): Use a ventillation shaft to travel. Stage 1 Xenomorphs only.
- Infect (1 AP): Counts as an attack. Stage 1 Xenomorphs only. Infect the target character so that a stage 2 Xenomorph can evolve using his or her biomatter.

Additional types of actions may be taken by marines or aliens based on special abilities, traits, items and their environment.

Once the predators have posted their action, the minute ends end and a new one begins with the marines acting first. Keep in mind that marine turns happen simultaniously, so if a marine you want to trade items with leaves your area with his second AP, you can't trade with him with your second AP.



Chapter 2
Characters and stats


In Alien vs Predator, characters may belong to one of the following races:
Marines - Drivers of the story, the marines are the centerpiece of the RP. Their stats and location is always revealed through the IC thread.
Aliens - The evil lurking behind corners. Aliens move in secret, Telegramming their activities to the gamemaster and only using the IC thread when hinting clues to the marines or when in combat. Their Ratio to Marines should be 1 : 3 (1 Alien player for every 3 marines). Aliens come in stages. Stage 1 Xenomorphs are parasitic worms that need to feast on biomatter before they can evolve to Stage 2 Aliens. After Evolving to a stage 2, Xenomorphs become potent foes to be reckoned with and may consume additional biomatter to improve their powers.
Infected Marines - special rules apply to these not to be revealed here.
Predators (optional) - Predator to alien ratio should be 1 : 3 (1 predator for every 3 aliens). Rules for them shall be revealed later.

Marines have the following stats:

HP - Health points. 8 starting and maximum by default. When all lost, the character in question dies. When reduced to 2, the character starts bleeding out, losing 1 HP every 3 minute (but still able to act, unless unconscious).
Terror - Starts from 0. At 0 Terror, Marines face no penaltiy. At 2 terror and above, some interactions may be blocked/enabled. At 5 terror or above, AP costs of Bypass and Hide are doubled. Marines with 8 or more terror have to spend 2 AP to use dodge or overwatch. At 12 terror or above, marines become frenzied. They will be unable to hide and 1 of their 2 APs will be forcibly spent on an "frenzied action" (more about these later). At 15 terror, Both character actions will be frenzied.
Terror automatically reduces by 1 each minute if you heard no screams and seen no disturbing sights that would have increased your terror. Each minute you spend in areas with non-hiding aliens present at any point, your terror increases by 2. Killing a Xenomorph reduces the terror of every marine who 1. Took part in killing it or 2. Was less then 2 areas away from its killing or 3. Sees the dead alien by 3 terror. Should a marine die, same rules apply, except for terror is increased in this case while all other marines gain 1 terror as soon as they learn of the dead marine.




Chapter 3
Items


Only Marines and Infected Marines may carry Items but Aliens can sometimes interact with unequiped (on the floor) Items as well. There are 6 types of items, listed below, all of which take up 1 inventory space, except for some weapons that take up more. All characters have 8 inventory space by default. Each marine may also wear 2 pieces of gear for free and 2 extra gear for 2 inventory space each. No more then 4 gear items may be worn at any given time.

- Provisions -
Food and Medicine.


Snacks - 1 AP to consume. Reduces terror by 2 and increases HP by 1 for marines, 1 biomatter for Xenomorphs.

Soft Drinks - 1 AP to consume. Reduces terror by 3 and restores 0.5 HP for marines. Aliens don't know how to open cans. Yields an empty can (item). Drinking a Soft drink allows for a 2nd soft drink to be drank right after for free.

Stimpack - Marines only, 1 AP to consume. Reduces terror by 5, costs 1 HP and gives the marine 1 extra AP for the current and the next 2 minutes. Max 2 bonus AP from stimpacks per marine, can be used with heal on others.

First aid kit - Marines only, 1 AP to consume, can be used with heal on others. Restores 2 HP.

Nanomeds - Marines only, requires a bioscanner to use.

- Weapons -
Weapons for use in combat.


These come in so many shapes and forms, I think its best not to list them all.
When applying, feel free to name any weapon you can think of, then I'll give it some stats.


- Munitions -
Ammo for Weapons.


Bullet Clips - Goes into pistols, submachine guns, machine guns an rifles. Each clip can reload such weapons.

Energy Cells - Goes into energy-based weapons (lasers, lasguns, tesla coils). Cells can be used reload such weapons. Energy cells may be also of other uses.

Bullet Chains - Chains go into miniguns, heavy machine guns and the likes. Bullet chains may be used to fill used clips. 4 AP (multiple characters may collaborate) + 1 Bullet chain + 2 empty clips = 2 Bullet Clips.

Kerosene - Used to fill flamethrowers, may also be of other use. If targeted with an attack, it explodes, starting a fire hazard.

Explosive shells/rockets - Used to fill Grenade/Rocket Launchers. If the shells lay outside a characters inventory, it may be targeted by an attack, causing the shells to explode, knocking out everyone for a minute and dealing 4 HP damage to everyone in the area.

- Gear -
Equipment of all sorts.


Body Armor - Has 5 armor. Incoming kinetic and explosive attacks deal 2 damage to your armor first before dealing the remaining damage to your health but each time this happens your this gear loses 2 armor (in case of 1 armor remaining, only 1 damage is shielded). Once your armor is destroyed, it will shield you from no attacks. Armor can be repaired with Welders. While wearing armor, infections become more difficult to detect.

Motion Scanner - Informs you about every movement in a 2 areas radius.

Backpack - 4 Extra Inventory space.

Army Vest - Stores up to 8 Munitions on its own.

Thermal Armor - Shields you from all damage from fire hazards and thermal attacks.

Rubber suit - Shields you from parasites, toxic attacks, toxic and electric hazards.

Eh, you'll probably come across so many + you can suggest your own so there is little point in continuing this list.

- Tools and Gadgets -
Special purpose equipment.


Welder - Its battery may deplete (recharge all charges with an energy cell). Used to repair armor (2 AP). Can weld unlocked doors to lock them (2 AP), this means that the door (10 HP) must be destroyed before anyone can pass through them.

Bioscanner - Battery may deplete (again, use energy cell to bring it back to life). Used to search a character for parasites (1 AP) or heal them with nanomeds (1 AP, 5 HP restored to target over the course of the next 5 minutes).

Flashlight - Battery may deplete. Allows you to do stuff in the dark.

- Raw Material -
Junk and scraps to craft other items with.


Used Clips, Cans and some stuff found around the world can be used to craft new items. You can always try mixing together random items to see if there are any results, but its best if you do something sensible. Crafting results are to be decided on by the game master.


Chapter 4
Hazards


Each area may offer various deadly hazards that come with rules of their own.

WIP
Last edited by Harkback Union on Tue Sep 22, 2015 7:21 am, edited 8 times in total.

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Postby Harkback Union » Tue Sep 22, 2015 7:21 am

Just need to put this atop my egosearch.

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Postby Harkback Union » Wed Sep 30, 2015 11:18 pm

Again.

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Other stuff

Postby Harkback Union » Fri Oct 02, 2015 12:33 am

Battle Summary

Basically, both sides tell their units which enemies to target with their attacks.

Then, once all the attacks have been launched, they get applied.

Forcefields complicate things a little, because they get applied at the same time as attacks are launched and neither should have priority (or else they could be used to seriously abuse the mechanics) so, I think its best if forcefields are used to block damage from attacks of specific enemy ships.


To Do List:

Fix Desolator
Remove Crew Provisions use,
make ship crews only cost qC~,
Exchange starvation with cryogenics,
Last edited by Harkback Union on Wed Oct 07, 2015 7:21 am, edited 1 time in total.

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Postby Harkback Union » Fri Oct 09, 2015 6:14 am

Exudus Rulebook got so big, I'll have to split it into 4.

X p l o r e

Time

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Time in exudus is divided into turns or quarters. Each quarter amounts for 3 months worth of old earth time.

Turns are divided into the following phases:

Progress phase
- Resource gathering, production, research and population growth takes place. Progress phase is flexible (You can change your orders based on what others are doing, just let everyone know in the OOC).
Premonitions phase
- Spies do their thing.
- Armies and Navies can be moved, in any order, with little restrictions. Orders are revealed simultaniously.
! - Remember that all orders for this phase can be kept secret from your opponents. Simply telegram the OP your orders and once everyone TGd or revealed his orders, the classified orders play out. - !
Recourse Phase
- Armies and Navies yet to be moved this turn can be moved to friendly/neutral territories. This is done openly, orders are flexible/reversible until everyone finalizes.
- Evacuations can be ordered
Confrontation Phase
- Battles occur on planets and space simultaniously. Battle orders are given out simultaniously and openly and then get resolved.
Cataclysm phase
- Superweapons are fired, retalitaion with superweapons of your own is always possible before superweapons hit. You can fire your weapons at any time during the cataclysm phase at anyone. These orders are not simultanious and not reversible (with some exceptions).

Time can flow at the following rates:

Factor 2: 1RL day = 2 Turns. Unit move orders are flexible (EG if someone moves their towards a planet of yours in the first turn, you may modify your 2nd turn move orders).

Factor 1: 1RL day = 1 Turns. Only first 2 phases are played out. Move orders are no longer flexible, classify orders if you feel the need for it.

Factor 0: Phase to phase progress occurs after all factions issued their orders and agree to move on. Progress and Premonitions along with Confrontation and Cataclysm can be dealt with in a single post, no need to wait around for your opponents to finish their quarterly reports and battle orders. Keep in mind though that this does not change in what order things get resolved. If a doomsday gun gets blown up during confrontation, it won't be usable during Cataclysm.

At the start, we'll advance time by factor 2. Anonymus (via TG) requests are to slow down time to factor 1 or 0 will take effect as soon as I get to my computer but you can also simply post in the OOC if you want time to slow down, which should take effect on the following day.

You CANNOT ATTACK other factions on a FACTOR 2 day. You can only launch attacks during Factor 1 and 0 and factor 1 will automaticall switch to 0 if an attack occurs.


Space

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Elusis 25163, This sun-like star gives home to 7 Planets and their moons. Each planet has a planetary system of his own, which consists of the planet itself and it's moons. Each planet and moon has a set number of land sectors (or continents) and an orbital (space) sector where fleets may station. By default, all sectors are adjecent, planets with 4 sectors or more are exception to this.

Elusis I - A big barren rock. Not much to see here. Is very close to the sun, thus inhospiatble without Radiation shielding. 2 sectors. Class B (Barren).

- (Planetary system barrier) -

Elusis II - A Volcanic hellhole. Toxic Atmosphere. 3 Sectors. Requires Gas Filtration and Radiation shielding for colonization. Has a single moon. Class V (Volcanic).

Elusis II A - A pathetic excuse for a moon. No atmosphere, no craters, barely even a sphere, very little gravity. 1 Sectors. (Class B).

-

Ancora - The system's most livable world. Original Destination of the Harmony. This tropical paradise offers earth-like conditions, although not much is known about the local life. 6 Sectors (or continents). Central, Western, Eastern, Far side, Southern and Northern. South and North are not adjacent, neither is Central and Far side or West and East. On the Central, Western, Eastern and Far side sectors, Agricultural Colonies provide 2 more provisions per quarter, in all sectors, maintenance for service and college colonies, Metropolises, Megalopolises and Metroplexes is reduced by 1 Energy per quarter. Traces of Baryogen found around the poles. Class H (Humid).

-

Elusis IV - Desert World with little atmosphere, littered with tiny seas and canyons. 4 Sectors, northen, eastern, western and southern. Northen and southern sectors are not adjacent. Class D (Dry). Optimal conditions for cultivating spice.

-

Elusis V - A Large Oceanic world with a thick and stormy atmosphere, seems like a gas giant from outer space. The largest planet of the Elusis system. Inhospitable due to it's frequent ion storms. 5 Moons. Class A (Aquatic)

Elusis V A - Endless Marshes cover this Moon. Rich Plant life. More or less Breathable Atmosphere. 3 Sectors. Colonists need 1 less energy per quarter to survive here. Agricultural colonies produce 1 more provisions per quarter and maintenance for service and college colonies, Metropolises, Megalopolises and Metroplexes is reduced by 1 Energy per quarter. Class S (Swamp - Extra Humid).

Elusis V B - No survey data. Probably barren and inhospitable based on photos. 2 Sectors.

Elusis V C - Similarly to the Marsh moon, Elusis V C boasts plant life, including sophisticated trees and comes with some oxygen. Agricultural colonies produce 1 more provisions per quarter and maintenance for service and college colonies, Metropolises, Megalopolises and Metroplexes is reduced by 1 Energy per quarter. 3 Sectors. Class T (Taiga - Boreal Forests).

Elusis V D - No survey data. 3 Sectors.

Elusis V E - Just a big space rock. 1 Sectors. Class B.

-

Elusis VI - No survey data.

-

Elusis VII - No survey data.

-

Salus Belt - An enormous ring consisting of space dust, asteroids and dwarf planets.

-

Outer rim:

There may be dwarf planets beyond the outer rim, Use research ships to find out more.

-

Interstellar Void

Each sector of a planet's surface has 6 build space available by default. 6 Additional Build space can be made available by investing 1 IP for each of these 6 Build space. Some more build space can be made available with science.

Each planet lacking survey data can be surveyed by any ship from its orbit, All planet sectors will be prospected for resources and special characteristics upon construction of the first outpost there. If any Anomalies are found, local research teams can work to uncover their secrets, provided they have the right facilities.

The Planets of Eluses are divided into classes, but classes are also organized into Types.
- Class S, Class T and Class H are part of the Type T (Terrastial) group. Populations lacking proper habitation need just 1 provisions on these planets and can harvest 2 provisions each quarter if not given any other job.
- Class D, Class V, Class I and Class A planets are members of the Type E (Extreme) group and can be subject to occasional disasters.
- Class B planets and moons are Type V (Vacuum). All orbital units may engage ground units and vice versa with all types of weapons in these places.

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Postby Harkback Union » Fri Oct 09, 2015 6:16 am

X p a n d

Economics

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A strong economy is the best foundation for any wannabe stellar empire. To understand how the economy works in Exudus, allow me to first explain what these things stand for: (Note, only population, fuel, Munitions Spice, Crystallum and Baryogen may be accumulated.)

Trade: Population can be freely exchanged between sectors on the same planet, but once settled at a colony or city, they may only commute to work elsewhere if there is a Transit Network installed in the sectors involved in the commuting. All other things (except for research, entertainment) can only be exchanged between sectors on the same planet if they have both built Transit networks or spaceports. Sectors on different planets can exchange population, IP and resources using space ports.

Quarterly Reports: Resources gathered in a quarter can be, and in some cases, must be spent in the same quarter. Please make sure you write a quarterly report for every turn, indicating:
- Your total assets (Colonies, facilities, navies, stockpiles, techs) and the links between them.
Using production chains:
Solar Array (1E) + Agricultural Colony (-1 E, -1 Prov) => 2 Provisions
or
Solar Array (1E) + Agricultural Colony (-1 E,) => 3 Provisions
(depending on when you amount for provisions use).
Helps clarify whats going on at your planets.
- Your total Income (IP, Science, qC) and what they get spent on.
- Entertainment situation.

Remember that quarterly reports are not meant to be written from scratch for every turn. Simply copy paste your last turn's and make the changes needed.

Breaking down production to planets (or even better, sectors) helps you amount for trade costs.


Population


Human Resources are one of the most valuable, neccessary for running colonies and to serve in armies and navies. Its natural growth depends on existing populations and can be assisted by a Cloning Vats facilty.

Natural population growth works as the following: If your population is 1 - 5 Population can be grown by 1 every 2 years (basically, every 2 years, you may add 1 population in a quarter of your choice, provided you have room in a colony for the new population). If population is 6 - 10, you may add 1 population every year. 11 - 20 means 2 population every year, 21 - 30 = 3 pop per year. After reaching 31 population or more, you can add a new population every quarter.

Regardless of how many population you get each year, you may never add more then 1 population in a single quarter (Until you have a cloning vats, which lets you buffer population growth.)).

By default, each unit of population requires 1 provisions per quarter to survive. If there isn't enough provisions around, they'll start dying off. For every 2 population lacking provisions, 1 will die off, so if you have only one provisions missing in total, your people will be fine. For every unit of population you lost to starvation, You'll lose 2 entertainment for the next 2 years (allows you to have negative entertainment, which essentially counts as more unentertained population). Populations that do no have a colony/city/some place to house them need 2 provisions to survive on all planets and moons other then Type T. (while being transported or while living in damaged colonies, this penalty does not apply). Instead of working at a colony, populations can mine 1 Ore (If there is an ore source available) or generate 1 energy each quarter. On Type T planets, they can be also assigned to harvest 2 provisions each quarter.

If a population's colony or Naval unit is destroyed, unless evacuated, the population will die. Populations serving in armies always die if the unit they serve in is destroyed.

Finally, Populations require entertainment to stay content. 1 unit of entertainment per unit of population is in order. If your faction lacks entertainment, penalties will apply (penatlies from previous levels stack):

All population Entertained: 2 Quadrillion C~ extra income per quarter.
1 - 3 Entertainment missing: No penalties
4 - Discontent Population: No Navy Volunteers.
7 - Disloyal Population: Enemy spies generate double intelligence. Income reduced by 2 qC~. No Militias.
10 - Rebellious Population: Populations at Industrial and Mining Colonies go on strike during the 2nd quarter of every year. 1 Munitions (of the lowest grade) will disappear from your stockpiles every year. Workers at Industrial Districts also go on strike during 2nd quarters.
13 or more Furious population: Violent revolutions may occur in your colonies, which may result in them declaring independence. The longer rebels prepare and the more oppression used on your population, the stronger the rebellion.

Note: Fear, Propaganda and Oppression may replace entertainment.

Research Teams, Covert Ops teams, Propagandists, Spies, and Datajacks are separate from population and requre only Money to maintain (1 qC~ each quarter, when doing something. If they are idle, they need no salary). Navy Crews are special and are also separate from population.

Civilian population can be freely drafted into the army. ALL surface units require exactly 1 population to be fielded, while spacecraft use special crew trained at fleet academies. Your soldiers must be payed 1 qC~ each quarter but in turn need no entertainment. Armies still need provisions though, but similarly to fuel and munitions, provisions can get freely teleported to the units that need them from food storage facilities (If you don't have food in storage, you will have to deliver the provision using the regular trade rules). Navy crews are payed through fleet academy maintenance and need no entertainment. If your academies are destroyed or not maintained, your crews will slowly desert your fleet. Unpayed armies contribute towards unentertained population number and are the most likely to join the rebels if a revolt occures but will otherwise still do their duty.

Provisions


Food, Water, Oxygen, Clothes and Basic Medicines. Provisions are produced mostly in Agricultural Colonies and their sole purpose is to keep populations alive. Provisions can be stockpiled in refrigerator storage facilities (from where armies can freely draw provisions from regardless of where they are.).

Ore


Ores are various common metallic and non-metallic materials used in large quantities in Infrastructure and navy development. Mining colonies can produce them and they are used by construction workers and Industrial Colonies to generate Industrial Power. Ores may accumulate anywhere.

Energy:


Energy is used by almost all facilities and colonies. It comes from many sources and used almost everywhere. Cannot be accumulated.

Baryogen


Traces of this unusual material was identified on Ancora by the survey probes back in 2079. Consisting of exotic particles, this material has baffled scientists for many years, until it was successfully synthesized and strudied in Earth's last days. According to their research, Baryogen is an incredibly potent and compact energy source of immense value. When stimulated by electric current or ionized particles, pure Baryogen begins to release even more ionized particles, resulting in a chain reaction... Baryogen can be stored compactly in sector without the need for special storage facilities.

Baryogen likes bonding with all sorts of regular matter. Each source of Baryogen may have to be mined with a separate technology, revealed (made available for research) upon discovery of a Baryogen source. Baryogen be used as an energy source, refined into Fuel, experimented with and used in the making of destructive weapons.

Spice


First found on desponea, this exotic substance can easily entertain human populations without significantly impacting their health. Spice can only be grown under special conditions only present on Elusis IV. Can be stored in spice silos. Can be freely distributed to make 2 population happy for a quarter, converted into fuel at refineries, used in research or have its happiness effects amplified while generating extra income with spice dens.

Crystallite


The Probes exploring the Elusis system found unusual crystals to be contained within comets trekking through local space. These crystals reacted to the probe's sensors in a highly unusual and intelligent manner, leading to many speculations. Eventually, it was concluded that the crystals are sophisticated Quantum computers that could either be products of a highly advanced civilization or forged in nature by sheer luck under rare and extreme conditions. Its unclear how Crystallite could be obtained at this point. Can be stored along with Provisions in Refrigerator plants.

Fuel


Made from varius sources, used to propell Armies and Navies to their destinations and to trade. Stored in Fuel Depots, from where it is transferred wherever its needed free of charge.

Munitions


Most Weapons equipped by Space Armadas and Armies will use lots and lots of munitions. Munitions can be manufactured in Munitions factories (see arms manufacturing under facilities) and require storage facilities (Munitions Depots) to be stored. Munitions come in 3 Types:

Conventional Ordinances: Used by primitive weapons
Power Cells: Used by high-end weapons and support systems.
Baryogen Warheads: Used to level planets.

Munitions is drawn from your depots straight to the battlefields without extra costs.

Entertainment


Entertainment encompasses all the goods and services that tell apart a harsh dystopia from an euphoric paradise. Entertainment comes from many sources and can be "replaced" (substituted for) with fear, oppression and propaganda to keep your population in line. Fear is the best substitute, It comes free whenever a war is declared between factions (for the first 2 quarters free of war, all factions involved gain 10 fear which they can freely distribute across their empire to get their population 'entertained'). Propaganda requires expensive propaganda teams but can also be used to demoralize enemies (see metropolitan facilities), oppression is the cheapest method but it will make consequent revolts more powerful (each navy or army unit can opress 2 populations in their sector (force them to become entertained) as long as your military bills are payed). The penalties of Entertainment are global but entertainment must be delivered to the population for it to be consumed (for instance, you have to deliver spice to where the population is to make them happy). Soldiers and Navy crews Need to be payed money instead of entertainment, but if they don't get their salaries, they too will become unentertained and may side with the rebels or desert your faction.

Industrial Production


Quarterly Production (old name: Build Power) tells you how much stuff can your faction build each quarter on a given planet. Aside from Industrial colonies, Populations themselves can work to generate production TOWARDS COLONIES and FACILITIES using ores and energy. While a population is set to generating production, ordinary work stops at it's colony. 1 Population can use 1 Ore and 1 Energy to generate 0,5 IP per quarter. Planets can exchange production using spaceports, at the expense of fuel, more about this under space ports (Facilities). IP cannot be stored and must be contributed to a construction project every quarter. Progress on projects is carried over quarters however.

Science


Works Like IP but with techs. Scientific progress is automatically shared by all of your colonies. 2 Factions may collaborate to research a tech but they may not slap together existing progress (If 2 factions have a tech halfway done, they can't merge their progress to get a complete tech, but they can give their Science income to other factions). Completed Technologies can be exchanged with research teams. Each research team can teach another research team (of another faction) a tech at a College Colony in a single quarter. Research teams can also exchange skills that way but that takes an entire year.

Credits


Space Money. Its large-scale accumulation brings economies to halt so it must be spent every quarter until advanced technologies allow its "storage" through banks. Since its birth in 2039, space money has inflated significantly and is now counted in the Quadrillions. Counted globally for each faction, Credits can be freely allocated anywhere across space without using trade capacity.

Intelligence


Intelligence is produced by spies and is required to carry out covert operations. Intelligence gathered from a faction can only be used against said faction not against other factions. In other words, each faction has a separate Intelligence "resource" which your spies will "mine". This resource can then be used by you to pay for various covert operations against that faction or can be freely traded to other factions.



Everything in Exudus is counted in units. I'll leave it to the roleplayers to decide how much that unit of stuff translates to in the IC.


Colonies, Cities and Districts

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Colonies are the heart of the heart of an economy. Each is inhabited by thousands of colonists, working around the clock to perform varius tasks.

Each Colony (or Metropolis/District) has a price in IP (production) and BS (Build space). Remember that Additional Build space can be Made Available using IP or advanced technology. By default, every sector has 6 Build space, and 6 additional build space can be made available by investing IP. 1 IP can add 1 more build space. Also remember populations living in a colony are not tied to working there and can hop over to work elsewhere nearby or do construction work with transit networks. Each colony's and facility's "Hull" is equal to its IP cost. If a colony is completely destroyed while there are populations either working or living there, they too die unless evacuated elsewhere or placed in shelters in time. Damaged colonies and facilities cannot work until repaired, Repairing each Colony/Facility Hull costs 1 IP (no, you can't use repair tools). Ruined colonies/facilities can be scavanged for ore. Each ruin leaves behind 1 Scavangable ore for each IP the original structure costed.

COLONIES
- provides housing and employment -

Image


for next RP http://25.media.tumblr.com/tumblr_m5dgt ... 1_1280.jpg

Mining Colony - 2 IP, 1 BS - Houses and employs 1 Population to extract 1 mineral (Ore, Baryogen, crystallite) every quarter, depending on what kind of deposit its built on. If supplied with 1 Energy, the mining colony will double it's output to 2 mineral per quarter. -1 Entertainment while operational. Comes with a free bomb shelter for 1 population.

Agricultural Colony - 3 IP, 2 BS - Houses and employs 1 Population and consumes 1 Energy to generate 2 Provisions each quarter (+2 On Ancora, +1 On Elusis V. A And Elusis V. C). (If there is no energy provided, the colony produces 1 base provisions over which bonuses apply)

Industrial Colony - 4 IP, 1 BS - Houses and employs 2 Population, 2 Ore and 2 Energy to generate 2 IP. Can work at 50%. -1 Entertainment per worker while operational. Pollutes the planet's environment.

Service Colony - 3 IP, 1BS - Houses and employs 1 Population and uses 1 energy while providing 1 qC~ per quarter revenue and room for 1 metropolitan facility.

College Colony - 4 IP, 1 BS - Houses and employs 1 Population and uses 1 energy to train and field a research, medical or propaganda team. Has room for an experimental or a metropolitan facility. If either the energy or the population is not provided, the research team or the propaganda team becomes inactive but is not destroyed.

Spice Colony - 3 IP, 5 BS - Employs 1 Population to produce 3 spice.

CITY CORES
- provides housing for populations, possible employment and room for metropolitan facilities -

Image


Metropolis - +6 IP, +1 BS - An upgrade to the service colony. 3 Energy base maintenance costs (-1 Entertainment per energy missing if there is population living inside). Can house 3 population who can then go on to work in other districts on the planet (if the sectors are connected with infrastructure) or work locally (will simply generate 1 bC~ per quarter.)

Megapolis - + 12 IP, +1 BS - An upgrade to the Metropolis. 6 Energy Base maintenance, - 6 Entertainment. Can House 12 Population. Works like the Metropolis but has room for 6 metropolitan facilities.

Metroplex - +7 IP, +2BS - An upgrade to the Metropolis. 6 Energy Base Maintenance. Can house 6 Population. Works like the Metropolis but has room for 6 metropolitan facilities.

DISTRICTS
- draws populations from other areas to do work -

Image


Industrial District - +5 IP, +1 BS - An Upgrade to the Industrial colony (or just costs 9 IP, 2 BS) which comes with more advanced and robust Industrial Machinery. No longer houses population but can employ 3 population living elsewhere. Each Population, Combined with 2 Ore and 2 Energy can generate 2 IP per quarter (for a total of 6 IP per quarter income). Pollutes the planet's environment. - 1 Entertainment in total while operational (regardless of how many work there).

Mining and Refining District - 5 IP, 1 BS (can replace regular mining colony for 3 IP) - 1 Population and 2 energy works here to extract 3 Ore each quarter (for each energy missing, 1 less ore is produced). Can work at 200%, thus employing 2 population, 4 energy to make 6 ore, but then a -1 Entertainment penalty applies.

University District - 7 IP, 1 BS (can replace college colony for 3 IP) - 2 Energy Maintenance costs. Can employ 2 population to to field 2 research, medical or propaganda teams. Room for 2 experimental/metropolitan facilities.

Commercial District - 7 IP, 1BS, Planetary exchange at the sector's city core and a Star Port in the sector. - 2 Energy base maintenance. Employs 2 population and uses 2 energy to generate 4 qC~ income. increases trade capacity by 5. Room for 2 Metropolitan facilities.

Entertainment District - 7 IP, 1BS - 2 Energy maintenance. Entertains 2 population. Room for 2 metropolitan facilities.


Facilities

Image


Facilities, similarly to colonies serve some purpose, but unlike Colonies, they do not employ large quantities of population (in fact most of them don't employ anyone according to the mechanics, but ICly there should be a few people there).

Basic Infrastructure
- Max 1 Transit network, max 1 outpost and max 1 trade ports per sector. -

Image


Outpost - Deployed by spacecraft or by population over the course of 1 quarter. - Allows your faction to build in the sector and for it to recieve goods, population and IP from trade ports (via use of trade capacity). Counts as a defense, 3 Hull, 1 Kinetic attack that uses 1 CO and deals 2 damage to surface targets...

Transit network - 3 IP, 1 BS - Allows neighboring sectors with transit networks built to exchange workforce, resources, energy, IP, pretty much anything. 1 Energy per quarter maintenance ( turn it off if there is nothing to transport ). Mechanized and trooper units can move through transit networks without using fuel (and can move as much as they want, Moving through transit networks counts as free moves (so your unit can take an extra move after or before or between using friendly transit networks).

Space port - 3 IP, 1 BS - Lets you send stuff from the sector its built at to another sector on the same planet or on another planet/moon. 2 Trade capacity. Each trade capacity lets you ship 2 units of resources (including energy) or 1 population or 1 IP or 0.5 troopers (use 2 trade capacity to transfer infantry armies) to a planet where you or your trade partner has an outpost. Using each trade capacity costs 1 Fuel when shipping to somewhere on the same planet, 2 Fuel when shipping within the planetary system, 3 Fuel when shipping elsewhere.

Star Port - +5 IP, +1 BS - An upgrade to the Space port. Increases trade capacity to 5.

Basic Facilities
- There are no special limitations to these. -

Image


Power plants

Solar Array - 2 IP, 1 BS - Harvests the power of the sun. Generates 1 Energy Each quarter (+1 on Elusis I.).

Renewables Complex - 5 IP, 2 BS - Only available on Class T, Class A, Class D and Class H planets (as of now). Generates 3 Energy each quarter.

Fossil Plant - 3 IP, 1 BS - Can be Built on sources of Hydrocarbons. Pollutes the environment. Generates 5 Energy each quarter.

Baryogen Reactor - 5 IP, 1 BS - Converts 1 Baryogen to 6 Energy each quarter or 2 Baryogen to 12 energy.

Geothermal Plant - 5 IP, 1 BS - Built on Geothermal sources. Provides 3 Energy each quarter.

Fuel Ionizer - 5 IP, 1 BS - Converts 5 Fuel into 10 Energy (Can work at 0, 20, 40, 60, 80%)

Fuel Production

Hydrocarbon Refinery - 3 IP, 1 BS - Built in sectors with hydrocarbon sources. Uses 1 E to generate 1 Provisions and 1 fuel.

Fuel Synthesizer - 3 IP, 1BS - Converts 5 Energy into 2 Fuel.

Baryogen Refinery - 3 IP, 1 BS - Converts 1 Baryogen into 3 fuel or 2 Baryogen into 6 Fuel.

Spice Refinery - 5 IP, 1 BS - Converts 3 Spice into 5 Fuel. Uses 1 Energy per quarter.

Arms Production

Weapons Facility - 5 IP, 1 BS - Allows IP to be invested at this facility for surface unit (army) production. No more then 1 unit can be built here in a quarter regardless of how much IP you have to spend. 1 Energy per quarter maintenance ( pay it only when you use it ).

Shipyard - 7 IP, 2 BS, A Weapons Facility at the planet. - When linked with a friendly weapons facility that is not producing any land unit, IP can be invested in the shipyard to make spacecraft, a maximum of 1 each quarter. If not linked with a weapons facility, the Shipyard can only make unarmed vessels.

Munitions Factory - 5 IP, 1 BS - Allows IP, Energy and baryogen to be converted into Conventional Munitions, Power cells or Baryogen Warheads.
One of the following production lines can run at a time.
1 IP + 1 E => 3 CM
2 E => 3 PC
(Power cells can also be used in the economy, 2 PC => 1 Energy for a quarter)
1 IP + 2 Baryogen => 1 BW

Research
- These employ Research Teams -

Image


Research Facility - 3 IP, 1 BS - Employs 2 Energy and a research team (which must be payed 1 qC per quarter (or more if they are advanced scientists)) to:
- Research 1 Science towards project anywhere in the world (Devise baryogen excavation method, Contribute to secret project).
- Research 1 Science towards a tech (within the ability of the Research Team).
- Study a local anomaly.

Research Base - +3 IP, +1 BS, 2 Crystallite, Chaotic Morphing - Employs 3 Energy and a research team to:
- Research 2 Science towards project anywhere in the world (Devise baryogen excavation method, Contribute to secret project).
- Research 2 Science towards a tech
- Study a local anomaly.

Storage
- These don't produce anything but lets you store things -
- Remember, Baryogen and Ore can be stored in any sector without the need for storage facilities. -

Image


Refrigerator - 3 IP, 1 BS - Stores up to 20 Provisions and crystallite. Delivers provisions to armies without using regular transportation methods.

Spice Silo - 3 IP, 1 BS - Stores up to 20 Spice.

Fuel Depot - 5 IP, 1 BS - Stores up to 20 fuel. Fuel transported here can be freely allocated anywhere in the Elusis system, except for other Fuel Depots. In that case, the fuel has to be transported just like anything else. (And yes, the fuel depo can even transmit fuel to other non-storage facilities such as fuel ionizers).

Munitions Depot - 3 IP, 1 BS - Stores up to 20 munitions of any kind. Munitions transported here can be freely allocated anywhere in the Elusis system, except for other munitions Depots, in which case, the munitions have to be transported just like anything else. Has 5 Hull.

Reinforced Storage - +2 IP, (or +4 IP if you want to upgrade a munitions Depot) 0 BS - An upgrade to any kind of storage facility. Makes it immune to any and all attacks (And is only captureable). Otherwise, if a storage facility is destroyed, everything within it is obliterated as well (at the end of current QUARTER).


Metropolitan
- None of these cost any BS. -

Image


Manufacturing Plant - 3 IP, 0 BS - Uses 1 Ores, 1 Provisions and employs 1 Population and 1 energy to make 1 Civilian products (CP, 2 CP can be shipped with 1 trade capacity to malls, 10 can be stored in each mall).

Planetary Mall - 5 IP, 0 BS, at least 3 population living on the planet it's built at. Consumerism or Distribution networks. - Uses x Civilian products and x energy each quarter to generate 4 qC~ income and 2 Entertainment for each CP sold here. - 1 qC~ income per CP if there is another active (selling CP) Mall that exist on the same planet. x cannot be greater then the number of friendly (either your or that of players who allow you to sell CP to their population) population living on the planet divided by 5, meaning that for every 5 population, 1 CP can be sold. The Mall's benefits can be freely arranged on the planet.

Bank - 5 IP - 1 Energy per quarter maintenance. Stores up to 30 qC~ of funds or Stores 50 qC~ if built in a commercial district (If maintenance is not payed, the bank's assets are frozen).

Stock Exchange - 5 IP - Employs 1 energy and 1 Population to generate 5 qC~ + 1 qC~ for every friendly bank on the planet - 2 q C~ for every other Stock exchange on the planet, but it may crash the economy on the long run (the faster your economy grows, the less chance for a crash, crashes greatly reduce qC~ incomes and may shut down certain facilities). Max 1 Per commercial district. Market Capitalists Economies only. Must be built in a commercial district.

Planning Bureau - 5 IP - Max 1 per Commercial District and per faction. Employs 2 energy per quarter and 1 population to reduce energy costs of runnning all Industrial Colonies, Industrial and Commercial Districts of your faction by 50% and to reduce the IP cost of a Colony/Facility/district/anything (Including unit part, but IP costs can never go below 1 IP) of your choice by 1 for the next 2 years. Only one 2 year bonus may be active at a time and a new one can only be chosen after the old bonus expired (hint: use bonus with cheap stuff to save lots of IP). Must be built in a commercial district. Planned Economies Only.

Syndicate Nexus - 5 IP - Employs 2 energy and 2 Population to generate 2 qC~ and to staff 2 Population's worth of workforce anywere in your empire (the workforce projected needs no food, entertainment or anything.) Syndicalist Economies only. Must be built in a commercial district.

Hydroponics Dome - 3 IP - 2 Energy Maintenance. Provides 2 Provisions.

Survelliance Network - 3 IP - 1 Energy Maintenance. Max 1 per sector. Oppresses 3 population.

Media Center - 5 IP - Employs 1 energy and 1 Propaganda team to either entertain 7 Population of your own or that of your allies anywhere in the world or to demoralize (de-entertain) 5 enemy populations anywhere (de-entertained can be re-entertained if provided with additional entertainment). Max 1 Per Faction.

Spice Den - 3 IP - Using 1 energy and 1 spice each quarter, the den entertains 2 population and generates 1 qC~ income. +1 Entertainment provided if built in an entertainment district.

Concert Hall - 3 IP - Costs 1 energy per quarter to run and entertains 2 population. +1 Entertainment if built in an entertainment district. If there is a Media Center in the sector, The Concert Hall can be used to entertain populations anywhere in the world.

Virtual Playground - 7 IP - Costs 2 Energy per quarter to run. Max 1 per Entertainment District. Entertains 7 Population.

Intelligence Center - 5 IP - Costs 1 Energy and 2 qC~ to run. Fields a spy or a datajack.

Emergency & Population Preservation
- These are not metropolitan! -


Hospital - 3 IP, 0 BS - Costs 1 Energy and 1 qC~ per quarter to run. May resurrect 2 Populations that died in any way on the surface of the planet each quarter. Provides 1 Entertainment. Protects against epidemics. Max 1 Per faction per planet.

Cloning Vats - 5 IP, 1BS - Friendly Hospital at the planet - Allows you to store population growth (If you don't want to add population at the time the growth should occur, you can store them here). The Cloning Vats may also produce 1 population each quarter at the price of 1 Energy and 1 Provisions.

Bomb Shelter - 8 IP, 0 BS - provides room for up to 4 population or 4 trooper unit or 2 Mechanized or 1 Heavy mechanized unit (you can mix them up). Units/Population in the bomb shelter are immune to all attacks. You can move surface units and populations to bomb shelter during the evacuation phase if they are in the same sector as the shelter or if there are powered transit networks connecting the units or the population with the bomb shelter. In each bomb shelter, you may build a non-metropolitan/experimental facility at double IP costs (which also becomes immune ot bombardment). Bomb shelters house populations so they need no extra provisions. Units in bomb shelters do not participate in battle above ground. Bomb shelters cannot be captured the regular way, only units with drilling claws can get inside and take over the place (If they defeated the defenders).

Crisis Response Center - 5 IP, 2 Provisions, 1 BS - Reduces damage taken from disasters, Allows the local hospital to rescue 1 population each quarter, and to rescue from the the planet's orbital space. Repairs 5 Hull to damaged structures in the sector or in other sectors connected via transit network at the end of quarters. May prevent lack of provisions from killing local populations once for a single quarter throughout the game.


Space Installations

Image

Built at the orbital space of moons and planets (except for ring moon). Max 1 of each in each orbital space, so if someone built a star fort before you, you can't build one of your own until it gets destroyed.

Star Fort - 12 IP (remember, to deliver IP to space, use trade capacity), max 1 per orbital space. - 20 HP, may be upgraded with 5 spacecraft parts (other then propulsion), 1 Population crews the fort. The Fort cannot move.

Space Array - 7 IP, max 1 per orbital space - Produces 2 energy or 3 energy cells that will materialize friendly sector down below.

Ring moon - 50 IP, Max 1 per planet - Creates a new moon around the planet with a single sector that has fixed 12 BS (no bonuses apply). No solar arrays, mining colonies or renewable complexes can be built but the moon produces 5 energy on its own. Comes with a free outpost for the builder. Ring moons have 50 Hull and damaged ring moons provide 1 less energy for ever 10 hull they lose.



Defenses

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Defenses attack invader armies and prevent your sectors from being captured. Until all defenses are destroyed in a sector, invading troops cannot take over the local colonies and facilities.

Bunker - 5 IP, 1 BS - 5 Hull. 2 Trooper units may enter the bunker at the start of a battle. Bunkers are immune photonic and baryogen bomb attacks and until destroyed (or enough attacks are allocated to destroy it), the trooper units inside cannot be targeted. Units with drilling claws can attack directly into Bunkers and Bomb shelters. Empty Bunkers do not prevent your colonies and facilities in the sector from being taken over.

Railgun Platform - 12 IP, 1 BS - 12 Hull, 1 Crew, May attack units in orbit or in any other surface sector. 2 Kinetic attacks, each uses 1 CO and 1 Energy Cells to deal 5 kinetic Damage.

Photon Battery - 15 IP, 1 BS, - 15 Hull, 1 Crew, May attack units in orbit or in the same surface sector. 2 Photonic attacks, each requires 1 Energy cells and deals 4 damage.

Missile Base - 12 IP, 1 BS - 12 Hull, 1 Crew. Stores 3 Missiles, each consists of 2 parts:
Propulsion:
Inter-Continental - 2 IP, 2 Fuel, can be fired at any other sector of the planet (including orbital sector).
Lunar - 3 IP, 3 Fuel, Can reach any target within the planetary system.
Inter-Planetary - 5 IP, 5 Fuel can deliver its warhead anywhere within the Elusis System.
Warhead:
Explosive - 1 IP, 2 CO - Deals 3 Kinetic Damage and 3 Thermal damage to a single target.
Biological - 1 IP, 2 Science - Starts a space virus at the target planeth/moon.
Baryogen - 1 Baryogen Bomb - Works like a desolator attack.

Missiles can be fired during the Cataclysm phase, not during battles but they must be prepared for launch (activated) during The Premonitions or The Recourse phase if you want to fire them during cataclysm (Activated missiles may or may not be fired.). They deal damage at the end of the quarter, once all players passed.

Hardened Missile Base - + 12 IP - Same as regular Missile base but is immune to all attacks from orbit or from other planets. Still has 12 Hull.

Sentinel Battery - 7 IP, 1 BS - 1 energy per quarter maintenance. During the cataclysm phase, it may destroy 1 missile crossing through orbital spaces of the planetary system or surface spaces of the planet it's built at. It may also deal 1 special attack to any units in orbit using 1 CO, the attack deals 2 kinetic damage and 1 thermal damage.

Shield dome generator - 15 IP, 1 BS - 2 Energy per quarter maintenance. Makes a sector of of a planet immune to attacks from orbit and from missiles. Enemy Units may cross the shields however and 'land' on the sector using the regular rules, but only if they spent their previous turn in the planet's orbital sector or one of the planet's surface sectors. Friendly units may cross the shields at any time.


Secret Projects

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Each faction may construct a number of Secret projects, based on their secret project capacity gained from techs. Secret project capacity is 0 by default. Each secret project allows for a powerful facility or unit to be constructed, the details should always be negotiated with the OP.

Cybernetics Clinic (secret project example) - 5 IP, Information Network in the sector - 2 Energy per quarter maintenance. Employs a medical team. Allows the sector to build cybernetic units. While active, the doctors may augment 1 population each quarter. Augmentations may be of the following types:
- Obedience Chip - The population requires no entertainment as long as a
- Knowledge Interface - For every 5 population with this augmentation, gain a free research or propaganda team.
- Mechanical reinforcements - If employed as miners, the mine will require 1 additional energy but will produce 1 extra ore/baryogen/whatever is being mined there.
Last edited by Harkback Union on Tue Oct 20, 2015 2:37 am, edited 4 times in total.

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Ex-Nation

Postby Harkback Union » Fri Oct 09, 2015 6:17 am

Xploit

Research

Prefabricated Components - 3 RP - Allows factions to exchange unit parts (Transport costs should be the same as IP = to part price was transferred) and allows a faction to construct colonies and facilities for other factions even if the receiveing faction lacks the technological knowledge. (when buildings facilities with tech-prerequisites the reciever lacks, you have to contribute 100% of the IP costs)

Aeroponics - 10 RP - +1 Provisions from all agricultural colonies and hydroponics domes.

Climate-specific Crops - 10 RP - +1 Provisions from agricultural colonies on Type T planets.

Quantum Chromodynamics

Social Science (no Experience needed for research, researchable multiple times)

Economic paradigms
Market-based Economics - 2 RP to implement - Implements Market Capitalism in your faction (+1 qC~ flat income each quarter).
Planned Economics - 5 RP to implement - Implement a Planned Economy in your faction ( +1 Energy income, deployable anywhere ).
Sociopolitical Paradigms
Authoritan - Free to implement - Implements an authoritarian regime which allows you to convert population into IP. 1 Population lost => +1 IP. No other penatlies involved.
Oligarchic - 2 RP to Implement - Implements... never mind, lets keep things short from now on. Instead of Rebellions, Civil wars will break out in which a small fraction of the population will side with the old order. Oligarchy also allows you to buy 1 RP towards an Economic tech at the expense of 1 qC~ at any time in any quantity.
Theocratic - 5 RP to Impl. - Allows you to build temple metropolitan facility (2 IP, 0 BS) which provide 1 Fear at no extra expense. For every 2 temples you have, you may build a cathedral metropolitan facility (8 IP, 0 BS) which provides 6 Fear and 2 qC~ Income. Cathedrals provide 50% less benifits under other sociopolitical paradigms, temples remain the same.
Anarchic - 5 RP, No Economic paradigms implemented - No revolts, your faction may never declare war on anyone. Implements special Syndicalist Economic Paradigm.
Democratic - 5 RP -
Technocratic - 5 RP - Your faction gains an extra research/propaganda team (whom must still be payed salaries when used).


Market Capitalist Economics (Market Capitalist factions only, bonuses only apply to market capitalist economies)
Economic Forecast - 2 RP - +1 qC~ flat income.
Profiteering - 2 RP - Lets you convert 8 qC~ into 1 IP (IP can be deployed anywhere).
Consumerism - 5 RP - Allows Malls.
Private Banking - 5 RP - Lets you build banks. Each bank also allows you to take out loans and go into maximum debt of 10 qC~, but you'll have to pay 1 qC~ per quarter in interest rates to every bank you owe money to every quarter regardless of the debt owed. If you can't pay the interests, the bank gets destroyed.
Credit Default Swaps - 5 RP, Private Banking - Your financial meltdowns will now spread to other market capitalist factions but do less to you in turn. +10 qC~ loanable from your banks.
Corporate Greed - 10 RP, Profiteering, Credit Default Swaps - Allows you to extract extra qC~ from your population, but in turn they cannot be entertained through any means. 1 qC~ extracted => 1 Unentertainable population.
Corporate R&D - 3 RP - Allows you to exchange 8 qC~ for 1 RP at any time towards any project. Unexperienced research teams have to be payed no salaries (0 qC~).

Planned Economics
Autarky - 2 RP - Service colonies produce 1 provisions (and thus supply themselves).
Distribution Networks - 5 RP - Allows Malls.
Public Banking - 5 RP - Lets you build banks. Each bank also allows you to issue up to 2 bonds, each worth 5 qC~ (you get the money). Whenever your stockpile of money goes above 14 qC~, 7 qC~ will be deducted from your funds to repay a bond each quarter.
Industrial Drive - 5 RP - Industrial Colonies and Industrial Districts produce double IP for a single quarter when this tech is researched/learned for the first time.
Standardised Components - 5 RP - Whenever you design a new unit, Instead of starting anew, you can an existing design and change certain parts. You'll only have to pay RP for the new parts you put in.
Clockwork Schedule - 12 RP, Industrial Drive, Standardised components, Distribution Networks - Agricultural Colonies produce +1 Provisions, Transit Networks need no energy to operate and gain a flat 3 qC~ or 1 IP or 1 RP Income (You may switch bonus at any time).

Syndicalist Economics
Economic Forecast - 2 RP - +1 qC~ flat income.
Safety Standards - 2 RP - No entertainment penalties from Industrial colonies and districts or mines.
Distribution Networks - 5 RP - Allows Malls.
Banking Federations - 5 RP - Allows Banks.
Research


Rare Resources

Alien Artifacts

Image


Espionage
Last edited by Harkback Union on Tue Oct 20, 2015 2:36 am, edited 2 times in total.

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Postby Harkback Union » Fri Oct 09, 2015 6:17 am

Xterminate

Times of War


Here is a detailed breakdown of when and how orders are to be issued:

Progress phase - PUBLIC
- Resource gathering, production, research and population growth takes place. Progress phase is flexible (You can change your orders based on what others are doing, just let everyone know in the OOC).
Premonitions phase - IN TIMES OF WAR, TG ORDERS TO GAME-MASTER,
- Spies do their thing in secret, always telegram to game-master.
- Armies and Navies can be moved, in any order according to their stats. Your forces must always stop their moves when they enter a hostile sector. They may however, go from a hostile sector to another hostile sector. Orders are revealed simultaniously.
! - Remember that all orders for this phase can be kept secret from your opponents. Simply telegram the OP your orders and once everyone TGd or revealed his orders, the classified orders play out. - !
Recourse Phase
- Armies and Navies yet to be moved this turn can be moved to friendly/neutral territories. This is done openly, orders are flexible/reversible until everyone finalizes.
- Evacuations can be ordered. Civilian and military populations can be ordered to enter bomb shelters or transported to other planets with trade capacity. During Evacuation, your trade routes can bypass enemy fleets that only just arrived in Premonitions phase.
Confrontation Phase
- Battles occur on planets and space simultaniously. Battle orders are given out simultaniously (tell each unit of yours which enemies to attack) and openly and then, once everyone gave out orders and finalized, get resolved simultaniously so all units will have their chance to attack. You may choose to, for Roleplaying purpouse to ignore these rules ICly (have units destroyed before they use their attack but instead allow another unit to fire that attack), but the battle outcomes should be the same. Also, do feel free to 'godmod' in battles within the confines of the mechanics when it comes to destruction of physical material and infrastructure, but never write about destruction of characters being developped by your opponents or any of their people.
Cataclysm phase
- Superweapons are fired and Desolator orbital bombardment occurs, retalitaion with superweapons of your own is always possible before superweapons hit. You can fire your cataclysm phase weapons at any time during the cataclysm phase at anyone within the reach of those weapons (yes, including allies). These orders are not simultanious and not reversible (with some exceptions).

At the end of each quarter, sectors where only a single faction (or alliance of factions) have units or defenses remaining changes hands, depots get captured or their contents destroyed and a few other things get updated. Populations may leave bomb shelters while troops can get out of bunkers. Most importantly, Based on last turns entertainment, revolts may break out.

Remember, In times of war, the game will progress at a much slower pace. THIS IS VERY IMPORTANT: Turn phases will last until everyone involved in the wars Issue all their orders and say "check". If someone gives out new PUBLIC (non-secret) orders after you checked, you must "check again" or else the game won't move on (or maybe it will, depending on the situation(the new orders have nothing to do with you or if an ally made his or her moves)). Whenever you give out public orders, please telegram everybody affected by them.

The above rules are especially important during progress, recourse and cataclysm phase but have little significance in premonitions and confrontation might therefore be ignored in those 2 phases.

Just because the game hasn't moved on yet, you may issue orders in advance so that the gametime may flow faster in your absence. If you want to keep your future orders secter, simply telegram them to the OP.


Unit Designs

Image


STATS

Space and Surface Units consists of parts. The sum of these parts give units stats of the following kind:

Hull/Health Integrity: Hull, Health, or HP (the P stands for Points) is the last line of defense against enemy attacks. When a units hull or health is depleted, it is destroyed.
Shield Capacity: Shields come in mupliple types (hull plating, forcefields...) and defend against various types of attacks until depleted, at which point the unit's hull comes under attack. (Might also be referred to as SP, but for those who took part in earlier RPs, SP is now often specific for a certain attack type)
Evasion: Evasion or EP stands for the ability to dodge incoming fire. Some Attack types bypass evasion and chip away at shields and hull directly.

Now, there are also stats regarding attack capabilities. Each unit comes with a number of attacks of the following kinds:

Kinetic: Railguns, Torpedoes, Flak Guns... All such attacks use Conventional Ordinances.
Thermal: Flamethrowers and Plasma Weapons. Most of these weapons use energy cells. May only target Class B Planets.
Photonic: Lasers and primitive energy beams. Countered with reflective shields. Ignores Evasion. Always uses energy.
Y - Ray: Concentrated gamma rays, completely bypasses evasion and hull to kill a unit of ship crew with each hit. Defended against with lead plating and advanced medicine (Same effect against surface targets, kills populations but does no harm to infrastructure). Powered with energy (power cells).
Devastator: Powerful Baryogen bombs. Used only against colonies, facilities and defenses on surface sectors. Each successful attack destroys the target and the population within (unless successfully evacuated). Uses prefabricated Baryogen bombs.
Quantum Cloud: Clouds of unstable quarks. Energy-powered. May only target or be used on Class B Planets.
Dark Matter: Mysterious Matter that rips space-time in often destructive ways. Energy-reliant. May only target or be used on Class B Planets.
CAUTION: Do not fire Quantum Cloud or Dark Matter weapons from surface to surface or surface to space on planets with atmosphere!

Additional Attack types may be revealed later on.

This was just a quick summary, attacks recieve additional properties based on what weapon offers them.
By default, Each attack deals damage to Evasion first (unless specified otherwise), then shields (if there is anything anti-specific-attack shielding), then the hull, again, unless specified otherwise. The order in which attacks get resolved is always the choice of the faction who launched the attacks, meanwhile, the owner of the targeted unit can decide which attacks he chooses to block with his shields. Shields, unless specified otherwise, can only negate attacks targeting the unit which bears the shields.

HP and SP recharges over time when a fleet moves into a friendly space/star port (on planets) or a space dock (orbital) or by using support systems (see repair rates). Only SP from shield systems can be repaired. Once a unit's Hull is fully repaired, Repairs directed towards the unit will instead restore SP.

Evasion recharges between battles.

Units also come in 3 categories: Troopers (Infantry), Mechanized and Spacecraft.

Troopers may move as much as they want (or until they run into enemies) on the planet they are present. You can also transport them to friendly sectors with trade capacity or use assault transports to Invade other planets.

Mechanized units can do the same as troopers, but each of their move costs 1 fuel and they need twice as much trade capacity / cargo space to be shipped elsewhere.

Spacecraft can move ONCE per quarter anywhere in their planetary system or at the expense of 2 Fuel per move between 2 Astrologycal Astronomical Objectsstellar bodies (2 Moons, a Moon and a planet), 2 Fuel if moving between surface sectors and fuel equal to the number of surface sectors on the planet per move from surface to space (Bigger planets have higher escape velocity), Space to surface moves are free. If a spacecraft wishes to travel to a planet or a move in another planetary system, It must spend 2 fuel extra and spend the next quarter in Interplanetary space, arriving at its target destination in the 2nd quarter after the move order was issued. While In Interplanetary space, Fleets may decide to turn back, this costs no extra fuel and the fleet will return to its original destination. Only while traveling through interplanetary sapce, spacecraft may choose to change course to a different moon or planet at their destination planetary system at no expense or set course to a completely different planet at the expense of 2 fuel, but the latter will also make them spend 1 additional quarters in interplanetary space.
UNIT PARTS

Units consist of Parts of the following types:

Unit Core (1 per unit): A core design that specifies what type of unit we are talking about and how many parts it can have.

Propulsion (1 per unit): Gives units special abilities regarding its movement.

Weapons (Number Limited by Unit Core)

Shields (Limited by Unit Core)

Support Systems (Limited by core)

The list of these parts can be found below:

SURFACE UNITS

UNIT CORES:

Militia Trooper - Free - Needs no propulsion, carries a surface weapon or a support system. 1 Health.

Regular Trooper - 1 IP - Needs no propulstion, room for a surface weapon and a shield or a support system. 3 Health.

Light Mechanized - 2 IP - Needs a Propulsion system, room for 1 weapon and a support system. 4 Hull, 2 Evasion.

Mechanized - 3 IP - Needs a Propulsion system, room for 2 other parts of any kind. 5 Hull, 1 Evasion.

Heavy Mechanized - 5 IP - Needs 2 Propulsion systems (of the same type), Uses twice as much fuel to move and takes 4 cargo space in transports. Room for 3 parts of any kind. 10 Hull.



PROPULSION SYSTEMS:

Tires - 1 IP - Nothing special.

Continuous Track - 2 IP - +1 Hull.

Mechanical Legs - 2 IP - Double Evasion.

Drilling claws - 4 IP - The unit's attacks Ignores Bunker Defense bonuses. Makes unit immune to orbital bombardment.

WEAPONS:

Conventional Kinetic weapons - 1 IP - 1 Kinetic attack that uses 1 Conventional Ordninance to deal 2 damage.

Rocket Artillery - 3 IP - 1 Kinetic attack that uses 2 Conventional Orninance and 1 fuel to deal 4 Damage to a unit in orbit or to a surface unit in any sector on the planet.

Thermal weapons - 2 IP - Uses an energy cell to deal 1 kinetic attack that deals 3 damage.

Y - Rayguns - 2 IP - Uses 3 energy cells to do an Y-Ray attack, may also target units in orbit but not units in other surface sectors.

Photonic Weapons - 2 IP - Uses 1 Energy Cells to do a photonic attack that deals 4 Damage. May also target orbital targets.



SHIELDS:

Lead Hull - 3 IP - Completely Protects against (unit becomes immune to) Y-Rays (Infinite shield capacity).

Thermal shielding - 2 IP - Provides 5 Shield Capacity Vs Thermal damage.

Reflective Exterior - 3 IP - Reduces damage from all Photonic attacks to 1.



SUPPORT:

Repair Tools - 2 IP - Restores 3 Hull to a Mechanized unit or a spacecraft in the same sector at the end of every quarter.

Medical Equipment - 2 IP - May Restore all health to all friendly troopers in the sector at the end of each quarter at the expense of 1 Provisions.



SPACECRAFT

UNIT CORES:

Shuttle - 2 IP - 3 Hull. Needs space propulsion, room for 1 shield or support system. If no other parts are install, the Shuttle gets 4 Cargo space. 2 Space Is needed to transport troopers or population, 4 Is needed for a mechanized surface unit, 1 for a piece unit of resource. Needs no crew.

Invasion barge - 5 IP - 5 Hull. Needs space propulsion, room for 2 other part of any kind. The invasion barge has 8 Cargo space. 2 Space Is needed to transport troopers or population, 4 Is needed for a mechanized surface unit, 8 for a Heavy mechanized, 1 for a piece unit of resource. Needs no crew but can only move if there are surface units on-board.

Research ship - 5 IP - Needs space propulsion, Room for 1 other part of any kind. Used to study anomalies. Needs no crew but is instead staffed by a research team.

Mining barge - 5 IP - Needs space propulsion. Can mine ore from the Sarus belt or from planets with 2 or less sectors (must mine from discovered mineral sources). Mines 2 Minerals (Ore, Baryogen, Crystallite) which must be then transported to an ore consumer facility at the expense of one fuel if the target facility is on another planet. Staffed by one Crew.

Corvette - 5 IP - Needs a Propulsion system, room for 1 Weapon and 1 part of any kind. 5 Hull, 5 Evasion. Staffed by 1 Crew.

Destroyer - 8 IP - Needs a Propulsion system, room for 2 weapons and 1 other part of any kind. 8 Hull, 1 Evasion. Staffed by 1 Crew.

Support Frigate - 8 IP - Needs a Propulsion system, room for 1 parts of any kind and 2 support systems. 8 Hull, 1 Evasion. Staffed by 1 Crew.

Battleship - 15 IP - Needs a Propulsion system. Room for 2 Weapons, 1 Shields and 1 part of any kind. 15 Hull. Staffed by 2 Crew.

Battlecruiser - 25 IP - Needs 2 Propulsion systems (of the same type), Uses twice as much fuel to move. Room for 2 Weapons, 2 Shields and 3 parts of any kind. 25 Hull. Staffed by 3 Crew.



PROPULSION SYSTEMS:

Conventional Drives - 1 IP - Simple and widely available.

High-power Drives - 3 IP - May use 1 fuel during battles to get 2 EP or to double EP from Core design. May use twice as much fuel during travels to arrive at other planetary systems in the same quarter as the order was given out (no need to waste time in interplanetary space).

2nd Gen Ion Drives - 2 IP - Uses half as much fuel when traveling.



WEAPONS: (Unless stated otherwise, they may only attack surface to surface (if the spacecraft joined a land battle) or space to space.)

Flak Guns - 1 IP - 1 Kinetic attack that uses 1 Conventional Ordninance to deal 2 damage.

Torpedo Battery - 3 IP - 1 Kinetic attack that uses 2 Conventional Orninance and 1 fuel to deal 4 Damage to a unit in orbit or to a surface unit in any sector on the planet.

Thermal weapons - 2 IP - Uses a power cell to deal 1 thermal attack that deals 3 damage.

Y - Rayguns - 2 IP - Uses 3 power cells to do an Y-Ray attack, may also target units/colonies on the surface from space or in orbit from a surface sector but not units in other surface sectors.

Photonic Weapons - 2 IP - Uses 1 power Cells to do a photonic attack that deals 4 Damage (remember, these ignore EP).

Desolator - 5 IP - Launches
- 3 Conventional Ordinances to Deal 5 kinetic damage to a surface target.
or
- a Baryogen Warhead to destroy Deal a total of 20 kinetic or thermal damage to any number of surface target in a single sector.



SHIELDS:

Lead Hull - 3 IP - Completely Protects against (unit becomes immune to) Y-Rays (Infinite shield capacity).

Thermal shielding - 2 IP - Provides 5 Shield Capacity Vs Thermal damage.

Reflective Exterior - 3 IP - Reduces damage from all Photonic attacks to 1.

Forcefield Augmenter - 5 IP - 50% more damage absorbed from forcefields projected to defend this ship.

SUPPORT:

Repair Tools - 2 IP - Restores 3 Hull to a Mechanized unit or a spacecraft in the same sector at the end of every quarter.

Solar Sails - 1 IP - The spacecraft uses 1 less fuel when moving from a planetary system to another that is further away from the sun. Max 1 per ship.

Medical Equipment - 2 IP - May Restore all health to all friendly troopers in the sector at the end of each quarter at the expense of 1 Provisions.

Generator - 2 IP - May convert fuel or baryogen to energy for weapons or Forcefield Projectors on board... 1 Fuel => 3 Power cell's worth of energy, 1 Baryogen => Powers all weapons and support systems for the duration of a battle.

Forcefield Projector - 3 IP - Converts power cells to shield any allied spacecraft (including the host of the Forcefield) for 2 damage of any type. Max 5 power cells consumed and 10 damage shielded in total (for convenience, its best to specify which enemy ship's attacks you wish to block with the forcefield).

Beta Minus Sphere - 3 IP - Same as Forcefield projector but each energy allows you to block a Y-Ray attack.


Once you put together the right parts, you've got a unit design, but before you can build it, you'll have to:
1. Make sure you have all the required parts researched
2. Research the design. Each Design costs Science equal to its IP costs. You can trade your designs with other factions.
3. Build the right arms production facilities
4. Invest IP equal to its costs.
5. Put some population in as crew.
6. Make sure the unit recieves its salary.




Propaganda and Unrest
Last edited by Harkback Union on Mon Oct 12, 2015 6:55 am, edited 1 time in total.

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Ex-Nation

Postby Harkback Union » Wed Oct 21, 2015 11:27 am

Reserved

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Ex-Nation

Postby Harkback Union » Wed Oct 21, 2015 11:27 am

Reserved again, just in case Exudus gets too big.

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The Spark of Civilization

Postby Harkback Union » Wed Oct 21, 2015 11:28 am

The Spark of Civilization
- Antiquity -

Image


(Intro by Vedria)
In the beginning, there was nothing. Blackness permeated all aspects of space and time. It stayed that way for an unknown time, maybe a second, maybe an eon. From that blackness rose a spark, a spark that caused a bang. From where the spark came from, nobody knows, and, until far, far into the future, nobody would care, since the universe had only just been born.

A grand sight it was, of molecules and energy spreading out into the great blackness, bumping and colliding to form new elements, fusing together to form the first stars in the universe, to give light and heat and energy to the blackness. Many billions of years later, the budding universe had grown greatly, with countless stars dotting the void called space, some grouping together to form galaxies and clusters with great and terrible black holes pulling them together. And some stars, already having grown to their maximum extent, gained planets, chunks of rock and gas orbiting around stars at massive speeds. Many planets were too cold, or too hot. Others, had no gas for organisms to breathe. But there was this one star, an average yellow star, that had this blue-green planet on which life could rise.

And from it, life did rise, intelligent life... and from it came another spark, The Spark of Civilization...

The continent of tredera, mysterious and diverse. To the south-west is a lush, tropical area, In the South East lies a wast desert, Towering mountains occupy The north east while Temperate forests cover the North-western part. The Northmost edge of Tredera is a cold tundra. North of that lies the Northen Ice cap. Tredrea's eastmost and westmost points are 1600 kilometers away. Tredera is The cradle of human societies, out of which one is yours to command. You'll be steering its destiny through the ages, will you lead your people into greatness or oblivion? Will your Civilization in the storms of coming eons or be the last remaining?

Welcome, to The Spark of Civilization!

App:

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Spark of Civilization
Civilization name:
Short past history:
Starting domain type:


Available Starting Domain types: - See under Land for more information -
Continental Coastlines
Dusty Deserts
Hilly Highlands
Warm Wetlands
Serene Stepees
Ravenous Rainforests
Polar Permafrost
Twisted Treelands

TIME

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Each installment of the RP is an 'Eon' or 'Era'.
Each Eon is divided into 'Epoch'es.

Each Epoch plays down as such:
Civilization Phase - Players resolve everything related to their economy and may order their units to move. They may also make alliances and wars at this time. If there are no wars, we move on to the next epoch, but if someone does
1: Declare a war honorably (During civilization phase, this allows your opponents to train armies and launch attacks of their own)
2: Launch a sneak attack (Order an attack (move order into another player's domain with the intention of taking it) without declaring war.)
A Sneak attack may be aimed at an ally. After Civilization phase is over, simply declare that your move was actually a sneak attack.
Then we move on to the next phase.
Mobilisation Phase - Players may order units with unspent moves (not spent during civilization) to do everything and anything but move into enemy domains ( you can't launch attacks but you can reinforce your own provinces). Airforce and weapons of mass destruction can ignore this rule and attack anyone.
Warfare Phase - Battles are resolved if opposite forces are in the same province.


LAND

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The Wold is divided into Domains. Each Land domain may consists of:
Some Fertile Land
Some Raw material Sources
Structures built by civilizations.
And belongs to one of the 13 groups:
Continental Coastlines - Extra Fertile Land and natural renewables.
Ravenous Rainforests - +1 Food each epoch. -1 Development for every rainforest domain. Potential for producing wealth from fertile land directly. Extra attrition for non-native invaders. Extra natural renewables.
Hilly Highlands - Extra strength when defending. Usually little Fertile land, more raw materials. Extra natural renewables.
Dusty Deserts - 1 extra Wealth If a nearby Dusty Desert Domain is also under your control. An Extreme case of either lots of Fertile land or fossil fuel or raw material.
Warm Wetlands - All structures cost 2 Extra raw labor to build. +1 Food from Agriculture (Bonus caps at 5 for each domain). Mechanized units have halved strength. Very few raw materials. Extra Fertile land.
Serene Steppes - Cavalry/Mechanized units have 2 Extra Strength while fighting here. Less raw materials. Might have additional fertile land.
Twisted Treelands - Less Fertile land, more Raw materials.
Polar Permafrost - Little Fertile land, More raw materials and fossil fuels. Extra attrition for non-native invaders.
Inhospitable Iceland - Everyone who ends up here freezes to death by default.
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Each civilization is native to the type of domain their start in and may choose a 2nd nativity at the start of the 2nd eon. Each army suffers attrition when attacking/defending in non-native domains. Expanding to native type of domains costs only 3 Raw Labor.
Exception: It may be possible to gain new nativities later on.

There are also sea domains. Sea domains allow for positioning of fleets but they can't be colonized.


COMMERCE

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Most Resources and Industrial output can be exchanged between Domains if both domains have either road networks or Ports built. Rail and Power lines Expand the amount and type of resources exchangable between domains. Population can freely walk over 1 LAND domain borders each epoch, but while traveling, they may not do any work, they may also not cross through seas or oceans on their own.

By default, only Wealth, your population, your structures, your domains, your armies and your knowledge can be carried over to future epoches. Everything else is lost if there is a surplus. Build storage structures to allow for other type of stuff to accumulate over time or trade structures to exchange them with other civilizations.

Wealth is a special 'Resource' gathered in various ways. Wealth can be converted to other things back and fourth
1 Wealth => 1 Food or 1 Raw Labor
1 Industrial Output => 2 Wealth.
3 Wealth => 1 Industrial output or 1 Thought


RESOURCES

Each province comes with a number of exploitable resources. Food is produced from fertile land, Raw materials from Raw material sources and 'energy' from fossil fuels or renewables. Food feeds your population while raw materials (and later, energy) feed your industry.

Fertile Land - The Basis for agriculture. 2 Population can work a fertile land to produce food for 3 population by default(But because the 2 population working here consume 2 food, there is only a surplus of 1 initially). (Can work at 50% to produce half as much food.). Additional Fertile Land may be "Constructed" In each province after the discovery of Chemistry at the price of 5 Industrial Output.

Raw Materials - The Basis for Industry. 1 Population Can work a "Raw Material Source" to extract 1 Raw materials each Epoch. Certain Structures may be built to automate extraction on extraction sources.

Fossil Fuels - Immensely valuable. Fossil fuels allow you to replace human workforce in great many areas. 1 Population can extract 1 Fossil Fuels. Certain structures can enhance Extraction rate or make it autonomous.

Renewables - Renewables Can replace fossil fuels anywhere and everywhere. Renewables are always produced by structures. Renewables must always be used in the same domain they are produced in until the invention of electricity and consequent construction of Energy Grids.


ECONOMY

The economy consists of 2 major sectors: Industry and agriculture (although extraction of Raw materials and raw labor is also very relevant to economic output).
Each is counted in units. Agriculture costs 1 Raw labor to establish, Industry costs 2 Raw labor.
Raw labor can always be replaced with industrial output. 1 Industrial output is worth 3 raw labor.

Everything in TSC costs either Raw Labor or Industrial output (except for knowlege which coust Thought).
1 Population can, aside from working in agriculture or industry or serving in the army or working to maintain knowledge or Development can also produce 1 thought or 1 Raw Labor each epoch.

Agriulture - Basically the process of extracting food from fertile land. 1 Unit of agriculture: 2 Population can work a fertile land to produce food for 3 population by default(But because the 2 population working here consume 2 food, there is only a surplus of 1). Agriculture Can be Industrialized using Industrial Output. 1 Industrial Output can Industrialize 1 unit of Agriculture.
Industrialized Agriculture Uses 1 Population and 1 Fossil Fuels to produce 4 Food (5 with Soil tending and Irrigation). Agriculture can also produce raw materials at any time. 1 Raw materials instead of producing food (2 with Industrial Agriculture).

Industry - The process of converting Raw materials to industrial output.A unit of Industry can also be industrialized Automated. Industrial Automation costs 2 Industrial Output (Can be invested over multiple turn.) per unit of automation. Automated Industry uses 1 population, 2 Raw materials and 2 Fossil Fuels to produce 3 Industrial Output.

Population - Consumes 1 Food every Epoch while either working in Agriculture or Industry or serving to maintain might, Development or knowledge OR working to produce raw labor or thought on their own. Civilizations with less development then population may double their total Population at the start of each Epoch (As long as the new population can be feeded). Population added at the start of an epoch may not be used in any way (can't work, can't serve in army...). Civilizations with Development equal to or more then their population may increase their population by 50% each epoch. Civilizations with development 2 times or more then their populations may increase their population by 20% each epoch.


CIVILIZATION

- Might -

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Might is the military poweress of a civilization. Might consists of units divided into subcategories, such as:
-Army
-Navy
-Airforce

Each unit in TLC is suggested by the players to the Harkback Union for evaluation via TG. If approved, Players can add their suggested unit type to their own Unit design list, but this always costs 2 thought. Player can copy each other's designs at will if their civilizations encountered each-other, this also costs them 2 Thought by default.

Warfare - I am yet to decide on how this should work out.
OPTION A - The Warmaster

Warfare is complex and unpredictable. Each time units of opposing sides end up in the same domain, a battle situation will develop based on the terrain, the weather and the positioning of forces. Before the battle starts, the current War-master will evaluate the situation and plan out possible outcomes for the battle. The outcomes can then be influenced by possible tactical actions offered by the War-master and if all sides commit to a battle, a dice will be rolled to decide which of the outcomes will take effect. For instance, If 5 musketeer armies invade a small tribe with a single brutish warrior, The odds for the brutish warrior winning will be around 1 to 20. If a 1 is rolled by the gamemaster, the warrior wins and the musketeers are forced to retreat while taking losses. If anything else is rolled, the invading redcoats win.

Victories/Defeats will be in most cases decided by the dice rolls, but these will only tell you who won the battle. Unit Losses and domain control will be heavily influenced by properties of units and pre-battle tactical decisions.

OPTION B - The Numbers game

Battle results are purely decided on based on properties of units. Each unit ha a set number of attacks it can use each battle and a set number of hits it can take before dying.

Regardless of which option we take, control over a domain will always belong to:
A: The first player to send over population to claim the area. (Claiming costs 3 Raw Labor, until you claim a domain, you can't do anything else in it. You must move a population into a domain if you want it to be yours)
B: Will switch ownership if a civilization hostile to the owner is the only one to have units in the domain.

Other rules:
Units can never cross through enemy domains during movement.


- Development -

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Each Civilization's development is based on the number of useful structures it build and services it runs. Combined with your total Population, one may arrive with your Civilizations total Level of Development, which represents overall happiness and productivity of your society. Your level of development is calculated as such:

Absymal: Total Development below total population by 10 or more. Lose 3 Wealth worth of stuff each epoch. Double maintenance for knowledge.
Subsistence: Total Development below total population but not more by 10. - No effect.
Decent: Total Development equal to or more then total population but less then twice - Population growth lessens. Each population can maintain 5 Knowledge
Prosperious: Population growth lessens. Total Development twice as much or more then total population but less then three times. Each population can maintain 8 knowledge. +1 Wealth or thought each Epoch.
Utopian: Total Development three times as much or more then total population. Each population can maintain 12 knowledge. +2 Wealth or Thought each Epoch.

Like Thought, Development has to be "maintained" with population. Although development not maintained is not lost, it is simply ineffective towards level of development. your first 10 development needs no maintenance. Above that, every 10 development calls for 1 population to maintain it. Population maintining development produces 1 Wealth each epoch.

Each Domain may be home to any number of structures. The first Structure in every domain cost 2 Less Raw Labor or 1 less Industrial Output. Industrialized farms and automated industry count as structures.

Structures available from antiquity are:

Granary - 2 RL, 1 IO - Allows for stockpiling up to 20 food.

Shrine - 2 RL, 1 IO - +1 Development. Allows for 1 Population to think 2 Thought each epoch towards antiquity techs, 1 thought per epoch to latter techs. Max 1 per domain. May become obsolete later on.

Hovels - 2 RL - Living space for 1 population. +0,5 Developmet if a population is assigned to live here.

Army Encampment - 3 RL, 1 IO - Allows for training and equipping 1 land-based unit each epoch.

Road Network - 3 RL - Allows this domain to exchange resources with neighboring domains that also have a road network.

New structures can be discovered with knowledge.


- Knowledge -

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Knowledge is power. Knowledge is gained by investing thought into ideas. Once all the thought needed is invested in an idea, it becomes knowledge. Knowledge has to be maintained and shared to future generations, or else it will be lost over time.

1 Population with no other job can be assigned to maintain knowledge. Each population can maintain 4 Knowledges through each epoch by default. If a knowledge is not maintained, it loses 2 thought each epoch, "Its gradually unlearned". Until a knowledge is fully re-learned, it cannot be used and neither can be any knowledge that builds upon it. A knowledge/Idea that is being contributed to with thought needs no maintenance.

Population can also be assigned to think at shrines, academies and the likes, but they can also their own, producing 0,5 Thought ber Epoch. This is however not very efficient

Knowledge from previous eons is learned at double rate (1 thought investment becomes 2 thought invested)

Knowledge from future eons is learned at halved rate (1 thought investment becomes 0,5 thought invested). Inform OP if you wish to learn from a future eon.

Thought may also be used to build wonders and enact policies, but more about that later.

List of Antiquity Ideas (All cost 5 Thought):

Metal Working - Allows extracting Copper and Iron raw material sources. Allows Metal-based military units (Better base strength).

Archery - +1 Food from all domains. Allows Archery-based military units (Pre-battle abilities).

Horse riding - Allows Cavalry-based military units

Sailing - Allows building ports (3RL, 2 IO) which give +1 Development and +1 Food each Epoch and allows for exchanging resources and goods through in a single sea domain range (can't exchange with the other end of the world). Max 1 Port per domain. Can only be built in coastal domains.

Mysticism - Shrines provide room for 1 extra thinker. Allows you to establish a religion and choose what benifits and penalties it gives. Founding a religion costs 5 more thought. Religion does not count as knowledge and needs not to be maintained, but mysticism has to be.

2nd Ideas

Will be in-part based on player suggestions

Writing - 7 Thought - Arhives structure. Max 1 Per civilization. Costs 2 RL, 2 IO. Maintains 5 knowledge and gives +1 Development.

Construction -


DIPLOMACY

Civilizations can interact in the following ways:
Declare wars and fight to take each other's domains.
Make alliances and combine forces in wars
Trade using roads and ports.
Allow other civs to learn knowledge from me.

Sharing knowledge works a such:
Civilization A allows one of its knowledge to be learned by civilization B
Civilization B 'research rate' doubles towards the target tech (Each thought invested doubles in value before future/past eon modifiers apply).
Last edited by Harkback Union on Thu Oct 22, 2015 4:06 am, edited 6 times in total.

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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Fri Nov 13, 2015 12:22 am

10 Stat Categories

Land: How much land your civ has.
Agriculture: Defines total population of your civilization
Mining: Represents total Resource extraction in your civilization
Industry: Stands for industrial output
Commerce: Stands for service sector, generates money.
Science: How much technologically advanced one civ's, Industry, Agriculture and military is.
Army: How big an army you have
Navy: How big a navy you have
Airforce: How big an airforce you have
Culture: How much entertainment there is for your people.

And money and happiness, and population supplied/accumulated over time, used to buy stuff or prevent riots.
Population is just your agriculture *3 (or *4, 5, 6 after industrial age)

The following rules govern these stats:
Base growth:
Each civ can increase any of their stat by 1 each turn (whatever you call turns), as long as it doesn't conflict with any other rules. Increasing land is always an option.

Regarding land:
How much land you can have is only restricted by how much there is to conquer. Each 5 province on the map counts as 1 unit of land.
For each unit of land, you can have up to 2 agriculture or 2 mining or 1 agriculture, 1 mining. Basically, (Agriculture + mining) * 2 Cannot be greater then land

Regarding Agriculture.
Agriculture feeds your workers. Each agriculture is needed to maintain up to 3 score in the following categories:
Industry, Mining, Commerce, Culture, Army, Navy, Airforce, so your total (Industry + mining + Commerce + Culture + Army + Navy + airforce) * 3 Cannot be greater then your agriculture.

Regarding mining
No Civilization can have more industry then mining.

Regarding industry
Each civ can use their industry to:
increase their army/navy/airforce/mining/industry/commerce (anything but land, agriculture, culture and science) by 1 for each industry
or
combine 1 industry with 1 commerce to triple its income.
No civilization can have more industry then science.
No Civilization can have more industry then mining.

Regarding commerce
Each unit of commerce makes you 1 money (or 3 if multipliplied with industry). You can carry over money between turns.
You can spend money to maintain armies, buy science, maintain culture to and build wonders.

Science
Limits how much industry you can have. 1 Science allows for 1 industry.
Also, science determine's your civilization's tech level. For each 10 science you have, move up 1 tech level.
If you have more science then another civ, you can buy that other civ 1 science at the expense of 2 money per science donated.
Otherwise, You can buy 1 science for 10 wealth each or increase it with base growth.
Tech levels:
Science 0 - 9:
0 - ancient times. Meh. You can share science by using wealth as default.
Science 10 - 19:
1 - BC tech. Allows you to build 1 wonder at the expense of 20 wealth. Build navies and win naval wars to block off naval trade between civs or to allow you to launch land wars against overseas civs. Allows other civs to use your agriculture/wealth/mining/industry to improve/maintain their score instead of yours.(with your permission).
Science 20 - 29:
2 - Dark age tech. Science cannot be bought with wealth or shared from or to you while you are at this tech level.
Science 30 - 39:
3 - 1500's tech. Culture costs half as much wealth to maintain from now on.
Science 40 - 49:
4 - 1700's tech. Buying science costs just 8 wealth from now on.
Science 50 - 59:
5 - 1800's tech. Industry combined with commerce now quadruples income. Future tech levels are gained after 15 science instead of 10. Agriculture can maintain 4 other scores. You can build a 2nd wonder.
Science 60 - 74:
6 - Turn of the century tech. Airforce. Fighting air wars allow you to destroy 1 score of your opponent other then land, agriculture, science or culture for every 5 airforce you have every turn (even during the air war). Industry combined with commerce now 5x income. Agriculture can maintain 5 other scores. Your civilization can share culture, meaining other civs can rely on your culture to entertain their people, but this costs you 1 extra wealth per civ you share culture to. Sharing culture is different from sharing other scores as both civs get the benifits instead of just one. Future tech levels are gained after 20 science instead of 15.
Science 75 - 90
7 - Interwar/WW2 tech. Industry combined with commerce now 6x income. Science sharing costs just 1 wealth. Agriculture can maintain 6 other scores. Future tech levels are gained after 30 science instead of 15.
Science
8 - Atomic age tech (Nukes?). Industry combined with commerce now 7x income.
9 - Digital age tech. Science sharing is free. Steal tech from any civ on the planet.
10 - Future tech. If you get 50 more science after getting to this tech level, win.

Regarding army, navy and airforce
Each score in these categories cost 1 money per turn to maintain (if you cant pay up, lose score). Dont just Compare them to win land/sea/air wars, instead, during a war, remove 1 score * opponent's tech level - 5 in airwars, 1 in naval wars (minimum of 1) + 2 If your score is less then half of your opponent's each turn from your own side until one sides gets to 0, then that side loses. You cannot have airforce score before tech level 6. You cannot have navy score before tech level 1. You can discarde 10 land army score to gain 1 land (if there is any to conquer).

Regarding culture
Each culture costs 1 wealth to maintain
Each culture entertains 6 population. Having more then 12 unentertained population may result in riot events (you come up with something).
Having 2 times as much entertainment as needed gives you 1 extra science each turn.


Other concepts:
Tech stealing. You automatically gain 1 science per turn if your science score is smaller then your neighbor's by 10.
Last edited by Harkback Union on Fri Nov 13, 2015 12:23 am, edited 1 time in total.

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Postby Harkback Union » Fri Nov 13, 2015 12:24 am

The mechanics are still under construction. There is much left unexplained so feel free to ask as many questions as you like.

If you are interested in the actual roleplay but you don't want to take part in the test, Telegram me or fill out this form:

RP interest form:
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NS name:
do you want to be informed when Aether Wind starts?:




Picture reserve

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AETHER WIND


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Based on:

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Which is in my opinion, a pretty trash game.

The Year is 1892. The world celebrates the launch of the first manned spacecraft from the great space cannon, commissioned by the French Government for the word's fair of 1892. The spacecraft is heading to the moon where astronauts expect to find a breathable atmosphere and friendly native lifeforms. The World's most powerful nations, The United States, The United Kingdom, France, Germany, Russia and Japan now scramble to launch spacecraft of their own. They would Pack them with materials and colonists to stake claim on the planets and moons of the solar system! Meanwhile, some well-to do citizens of earth plan to go on adventures of their own, some seeking fame, others knowledge. Little do they know about the dangers lurking in the depths of the cosmos.



Mechanics

Mostly made for Colonial empires. Natives and space travelers need not to be concerned too much about the Expand, Exploit and Exterminate sections, at least in the earlier parts of the roleplay. A Simple, brutish language will be made use of in the mechanics section to make it easier to comprehend. The smallest unit of time is a Quarter (3 months, one turn). Every quarter is divided into 2 parts. In the first part of every quarter, Fleets and armies are moved, Colonies are built, Mines and factories produce goods, Spies are given orders and pretty much everything aside from battles are dealt with, All simultaniously. A Summary of these events will be compressed into quarterly reports.

Explore

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Solar system is divided into smaller Planetary Systems. A Planetary system consists of a core planet and it's moons. Every habitable planet comes with an orbital sector (where spaceships and Orbital structures accumulate) and Surface Sectors (Where armies march and colonies are built). Basic Spacecraft can, each quarter move from the orbit of one celestial object to another. To move from the orbit of a core planet to its moons or to move between orbits of moons of a core planet costs 1 fuel. Move between planetary system at the expense of 2 Fuel + 1 Fuel for every core planet orbit you cross. Some spacecraft cost double fuel to move. Spacecraft come with shuttles they can use to land and pick up troops and heavy cargo on and from planets. 1 Fuel (Per Troop or heavy cargo transferred) is expended on such occasions. Brigadier Class Spacecraft can also land on planets, takeoff and move between land sectors instantly at any point of the turn. This costs 1 fuel.
Armies can move freely between neighboring friendly sectors at any point in the turn, Up to the Beta Phase of Battles. Armies can also be ordered to attack enemy sectors prior to the Alpha Phase of Battles. Fleets attack by moving into sectors of other fleets. Armies attack by moving into sectors of other armies. If 2 opposing armies try to move into each other's sectors in the same turn then either side can choose to withdraw from the attack. If both sides choose to go forward with the offensive then the army with more units will push the battle to the enemy's territory. Some Land-based forces cost fuel to move. Between sectors.

IMPORTANT. You can always choose to keep your army and navy movement orders for the current turn hidden! You merely need to Telegram your orders to the current administrator and reveal your moves only during the Null phase of the Combat part of the quarter.

Every Planet and moon will have the list of their surface sectors detailed in the IC op.



Expand


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INVENTORY AND CONSTRUCTION


Expansion works simply!
Quarter I: Move a Steamrunner-Class ship to the surface or orbital sector you want to build in
Quarter II and beyond: Build structures by spending resources from either your planetary inventory or your stellar inventory. (1 Steamrunner can work on 1 structure at a time, Structures cannot be used while under construction).
Ah, the inventories! There are 2 places to keep your resources at. First, There are planetary inventories, separate for every planet. All resources and goods produced on surface sectors (except for tanks) are moved to planetary inventories and can be freely spent in any surface sector of said planet. You can move resources and goods from planetary inventories to stellar inventories at space ports. You can spend resources from the stellar inventory anywhere in the solar system. You can also sell them to earth. Everything you buy from earth are moved to your stellar inventory. You can also exchange resources in your stellar inventory with other colonial factions free of charge regardless of where they are. You can only trade goods from your planetary inventory with other colonial factions present at your planet.

EXCEPTIONS:
Your money is stored safely in the banks of earth and can be used anywhere and everywhere at any time.
Energy cannot be stored over turns. You must spend energy the same turn you produce it in sectors that are connected to the source of energy with power grids! Until you have an energy nexus that is, afterwards, you can use it anywhere!
Fuel can be, whatever your ships and mechanized forces use when they go about doing their business. Most Ships use hydrocarbons as fuel but some can use thorium or energy.


COLONY RULES

All sectors owned by the same faction on the same planet count as one colony. They share their inventory and morale. If a faction hostile to the sector's owner is the only one to have units in a sector at the end of a quarter, they take over the sector for themselves but not the entire colony. If a native faction captures a human Sector, they cannot use its buildings but they gain 1 Understanding every quarter.


THE LIST OF RESOURCES AND GOODS - HOW YOU GET THEM - WHAT THEY ARE GOOD FOR

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COMMON:

£ or Pounds or Money - Selling goods to earth, Directly gained from factories, Resort hotels, Patents - Paying salaries to workers, maintenance for planetary structures and upkeep for armies, Finance of Covert ops, Paying Taxes to earth.

Ore (Copper, Iron, Aluminium) - Mined from most planets, Moons and asteroids - Used to build pretty much anything and everything.

Nitrates - Produced in chemical plants and mined in some sectors - Used to make Supplies.

Hydrocarbons or HC- Mined from planets (usually planets with life), Moons and asteroids - Used to Fuel ships, Mechanized armies, fuels factories and is used by some other structures.

General Goods - Produced from Ore and HC in factories - Used to build and maintain some structures, can be simply converted into 6 £ at any time!

Supplies - Produced in factories from Ore and HC - Consumed by armies and fleets during battles!

RARE or ADVANCED:
Euphorium - Grown and harvested in Euphorium plantations - A tasty alternative to sugar, popular on earth. With the Righ tech, Euphorium can be refined into Fuel.

Xeno Fiber - Grown and harvested in Xeno Fiber plantations. - Can be exported to earth for good money or converted into fashion clothes in factories.

Fashion Clothing - Produced in factories from Xeno Fiber - Can be exported to earth for insane profits.

Cryst - A Rare crystal mined in some remote places - Used to research advanced tech and to build advanced stuff.

Thorium - Discovered after some research is done - Powers reactors. Will also worth alot on earth.

Electronics - Discovered after some research is done - Built in factories with Ore, Hydrocarbons and Cryst. Worths alot. Needed to improve structures.

Space Medicine - Discovered after some research is done - Made in chemical plants from Hydrocarbons, Xeno-fiber and Euphorium. Cures Most disease and lengthens lifespan by a good 40 years.

PARTS & WEAPONS:
See in the factory production lines and the Exterminate section. Tanks finished in factories have to be transported on freighters or carriers even when not in service!

Goods and resources can be used up in the same quarter they are produced or purchased!


THE LIST OF PLANETARY STRUCTURES - THEIR BUILD COSTS AND PREREQUISITES - THEIR DESCRIPTION

INFRASTRUCTURE & ENERGY:

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Basic Infrastructure - 2 £, 2 Ore, 1 Quarter, 0 Surface space (Remember, If there is no surface space cost mentioned, then there is no surface space cost!), Max 1 Per sector - No maintenance cost. 3 HP. Expands infrastructure to unlock 1 additional surface space in the local sector for construction.

Spaceport - 2 £, 3 Ore, 2 Quarters, 1 Surface space - Transports up to 12 units of non-military resources from your planetary inventory to your stellar inventory (Everything but tanks, MVLs and trooper equipment) at the expense of 1 fuel per 6 resource.

Space Terminal - Upgrade from Spaceport, 1 Fashion Clothing, 6 £, 3 Ore, 2 Quarters, 1 Surface space - Transports up to 18 units of non-military resources each quarter at the expense of 1 fuel per every 6 resource. Generates 1 pound per quarter income (+2 Pounds if there is Resort hotel somewhere on the planet). Max one per colony.

Power Grid - 2 £, 1 Ore, 1 Quarter, 1 Coils, 0 Surface space - 3 HP. Needed to build power plants and allow local buildings to draw energy from power plants of the planet. Destructible!

Monorails - 5 £, 1 Ore, 1 Coils, 1 Electronics, 1 Fashion Clothing, 1 Quarter, 0 Surface space - 3 HP. Expands usable land at the colony by one even when not operational. When operational, It consumes 2 energy or HC per quarter, -(Raises Colony Morale by 2 under syndicalism) and yields 6 £ income per quarter if there is a friendly resort hotel or wealthy residences present anywhere on the planet. Gain 3 RPs towards Wireless electricity transmission when you build your first monorail.

Coal Plant - 2 £, 1 Ore, 1 Coils, 0.5 Surface space, Local Power Grid, electric current, 1 quarter - Converts up to 8 HC into 8 Energy. Employs 1 workers while doing so.

Solar Plant - 3 £, 2 Ore, 1 Coils, 1 Surface space, Local Power Grid, electric current, 2 quarters - +1 Energy Every quarter (more on planets close to the sun). Employs 1 worker.

Geothermal Plant. - 2 £, 2 Ore, 1 Coils, 1 HC, 0.5 Surface space, Local Power Grid, Local Geothermal source, electric current and Planetary Geology, 2 Quarters - Max 1 Per sector. +3 Energy. Employs 1 worker.

Nuclear Plant - 5 £, 3 Ore, 2 Coils, 1 Surface space, 1 Electronics, 2 Reactor Equipment, Local Power Grid, Thorium Cycle and electric current technology, 4 Quarters - Employs 1 worker every quarter, Turns up to 2 Thorium into 20 energy every quarter. (1 Thorium = 10 energy)

Dark Energy Array - 6 £, 2 Ore, 2 Coils, 2 Surface space, 2 Cryst, Local Power Grid, Dark Energy and electric current technology, 4 Quarters, Can only be built on the planetary systems of Saturn, Uranus, Neptune and Pluto. - +6 Energy every Quarter. Employs 1 worker.


SURFACE DEFENSE AND OFFENSE:

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Outpost - 1 £ , 1 Ore, 1 Surface Space, 1 quarter build time - Defensive Structure, until it is destroyed, no other friendly structures in the sector can be captured by land armies, has 3 Health and 1 attack, Attacks surface units during the Null phase (at the expense of 1 supply), Counts as a level 2 counter-intelligence unit for the local planet. Costs 1 £ per turn to maintain. Max 1 outpost or fortress per sector. Houses 1 worker.

Planetary Fortress - Upgrades from outpost! 3 £ , 3 Ore, 2 Supplies, 2 quarter build time (2 brigadiers can co-operate to build twice as fast) - Defensive structure, until it is destroyed, no other friendly structures in the sector can be captured by land armies, has 16 Health, 3 land attack (Attacks surface units during the Null phase at the expense of 3 supply), 1 Orbital attack (Attacks spacecrafts in orbit during the null phase at the expense of 1 Supply), Counts as a level 2 counter-intelligence unit for the local planet. Costs 2 £ per turn to maintain. Max 1 outpost or fortress per sector.

Vulf Battery - 3 £ , 2 Ore, 2 HC, 0.5 Surface Space, 2 quarter build time, Rocket prupolsion technology - Defensive/Offensive structure, does not protect against capture like outposts and fortresses. Has 7 health. Fires up to 3 Vulf I rockets (at the expense of 1 supply and 1 fuel for each rocket (+1 additional fuel when targeting orbitals) during the omega phase. Vulf rockets can target any unit in the Battery's surface sector, neighboring surface sectors, the planet's orbital sector and can also target structures, dealing 2 damage per rocket. Vulf Batteries Costs 3 £ per turn to maintain. Remember that flak weapons and sheilds can intercept/protect against fighters, bombers, shuttles and missiles.

Flak Battery - 2 £ , 1 Ore, 2 Supplies, 0.5 Surface Space, 1 quarter build time - Defensive structure, does not protect against capture like outposts and fortresses. Has 7 health, Can be used at any point during the quarter to intercept up to 6 Vulf I Missiles or bombers (each intercept costs 1 supplies, Intercepted attackers are destroyed and deal no damage!). Alternatively, If it isn't used at any point during the quarter to intercept hostile missiles and aircraft, Flak Batteries can be used against land units. Flak cannons can fire twice during the beta phase (Each attack costs 1 supply) if you ordered them to do so in the alpha phase. Costs 2 £ per turn to maintain.

Vulf II Base - 6 £, 3 Ore, 2HC, 1 Surface Space, 2 quarter build time, Rocket Propulsion and radar systems technologies - Defensive/Offensive structure, Has 7 health. Fires 1 Vulf II rocket (at the expense of 2 supply and 1 or 2 or 3 fuel for each rocket) either during the null phase or the omega phase. Vulf rockets fired during the null phase can target any unit in the Base's surface sector (this costs 1 fuel), any surface sector on the Bases's planet or the planet's orbital sector (costs 2 fuel). Finally, Vulf 2 rockets can target any orbital or surface sector in the local planetary system outside of the already mentioned targets (costs 3 fuel). Rockets fired in the omega phase can also target structures. Vulf II Bases cost a whooping 6 £ per turn to maintain. Vulf II Rockets deal 6 Damage and cannot be intercepted!

Vulf III Facility - 15 £, 5 Ore, 2 HC, 1 Surface Space, 2 quarters Build time, Rocket Propulsion and radar systems technologies - Defensive/Offensive structure, Has 12 health. Fires 1 Vulf III rocket (at the expense of 3 supply and some fuel depending on the target) either during the null phase or the omega phase. Vulf rockets fired during the null phase can target any unit in the Facility's surface sector (this costs 1 fuel), any surface sector on the Bases's planet or the planet's orbital sector (costs 2 fuel). Vulf 3 rockets can target any orbital or surface sector in the local planetary system outside of the already mentioned targets (costs 3 fuel). Finally, The Vulf III can hit anything in the solar system at a fuel costs of 4 + 1 fuel for every planetary orbit the rocket crosses. Rockets fired in the omega phase can also target structures. Vulf III Facilities cost no less the 10 £ per turn to maintain. Vulf III Rockets deal 20 Damage to their target and cannot be intercepted!
Shield Dome - 15 £, 3 Ore, 1 HC, 0.5 Surface Space, 2 quarters, Magnetic shields tech - Defensive structure, Has 5 health and shields friendly structures and units in the sector from up to 20 damage every quarter . Costs 5 £ and also costs 4 energy to maintain (can be drawn from fuel).

Coil Cannon - 6 £, 3 Ore, 0.5 Surface Space, 2 quarters Build time Magnetic Propulsion and Radar Systems Technology - Can Fire 2 Times per quarter, once during the null phase and once during the omega phase. While doing so, It Consumes 1 Supplies and 2 Energy to deal 6 Damage to any unit orbiting the planet.


SURFACE INDUSTRY & CIVILIAN (All of these structures have 3 Health unless the descriptions say otherwise)

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Mine - 2 £, 0.5 Surface Space, 1 quarter, - Mines and refines whatever minerals can be found in the sector. Up to 2 Workers can work in a mine. They each extract 1 units of the local resource every quarter and must be payed a 1 £ subsitence wage. The mine has no other maintenance cost but you can invest 1 HC or energy every turn in the mine to double it's productivity! Every operational Mine Reduces Planet morale by 0.5. Has 10 Health.

Deep Mine - 2 £, 1 Ore, 1 Quarter, Upgraded from mines, The mine is operational for the duration of the upgrade! Requires Planetary Geology tech - Same as mine but there is room for 3 extra workers space for a total of 5. Every Deep Mine reduces planet morale by 2. Has 15 Health. Unlocks a 2nd resource to be mined in the sector.

Safe Mine - 5 £, 2 Ore, 1 Surface Space, 2 quarter, Not an upgrade to mine but can replace mine (as long as you have an extra 0.5 surface space), Requires Planetary Geology tech - Same as the Deep mine but without the morale penalty. Has 20 Health.

Borehole Mine - 5 £, 2 Ore, 1 Coil, 0.5 Surface Space, 1 Quarter, Borehole mining, Mega-engineering, Max 1 per sector - Employs 2 worker and 1 energy or HC to mine 2 Core resource every quarter (whatever the planet's core is made of). Creates a source of geothermal energy.

Plantation - 5£, 1 HC, 3 Surface Space, 2 quarters - Grows and harvests whatever plants grows in the local climate. Up to 6 workers can work at a plantation. They Each extract 1 unit of whatever is grown at the plantation every Quarter. Like at the mine, you have to pay 1 £ per worker per quarter and you can triple productivity if you invest 1 HC or 1 energy per worker every quarter, however, if you do so, only up 2 workers can work at the plantation.
Example:
1-6 worker without fuel investment => 1-6 resource
OR
1 worker + 1 fuel or energy = 3 resource
OR
2 worker + 2 energy = 6 resource (every quarter). In other words, the plantation can never produce more then 6 resource each quarter.


Factory - 8 £, 5 Ore, 1 Surface Space, 2 quarters - Up to 4 workers can work here on the following production lines:
Civilian:
Common goods: 2 Worker for a quarter + 1 HC or Energy (to fuel machines) + 1 HC (as raw material) + 2 Ore = 2 Common Goods
Supplies: 2 Worker for a quarter + 1 HC or Energy (to fuel machines) + 1 Nitrates (as raw material) + 2 Ore = 5 Supplies
Fashion Clothing: 2 Worker for a quarter + 1 HC or energy + 2 Xeno Fiber = 1 Fashion Clothing
Electronics: 2 Worker for a quarter + 1 HC or energy + 1 Ore + 1 HC + 1 Cryst = 1 Electronics
Fuel Cells: 2 Worker for a quarter + 1 HC or energy + 1 Ore + 1 HC + 3 Nitrates = 5 Fuel Cells
Fuel Cells: 2 Worker for a quarter + 6 energy + 1 Ore + 1 Nitrates = 5 Fuel cells
Fuel Cells: 1 Worker for a quarter + 3 energy + 0.5 Ore + 0.5 Nitrates = 2 Fuel cells

Weapons, parts and other stuff...
Conventional Weapons: 2 Worker for a quarter + HC or energy + 1 Ore + 1 HC = 1 Conventional Weapons
Disruptors: 2 Worker for a quarter + 1 Hc or energy + 1 Ore + 1 HC + 1 Cryst = 1 Disruptors
Coils - 2 Worker for a quarter + 1 HC or energy energy + 2 Ore = 2 Coils
Oscillators - 2 Worker for a quarter + 1 HC or energy + 1 Ore + 1 Electronics = 1 Oscillators
Spaceship Parts - 2 Worker for a quarter + 1 HC or energy + 4 Ore = 1 Spaceship Parts
Reactor Parts - 2 Worker for a quarter + 2 HC or energy + 2 Ore + 1 HC + 1 Electronics = 1 Reactor Parts
Various tanks: Add 2 workers, 1 HC or energy and 3 ore to the weapons production line.
Various Heavy tanks: add another 2 workers, 1 HC or energy and another 3 ore to the tank production line.
Shield Tanks - 0.4 Worker for a quarter + 4 energy + 4 Ore + 1 Cryst + 1 Coil = 1 Shield tanks
Moblie Vulf Launchers - 0.4 Worker for a quarter + 4 energy + 3 Ore + 1 Supplies = 1 Mobile Vulf Launchers


Workshop - 3 £, 2 Ore, 0.5 Surface Space, 1 quarter - Little Brother of the factory. Only 2 workers can work here. Otherwise works the same.

Automated Factory - an upgrade to factories, 5 £, 2 Electronics, 1 Ore, 1 quarters, Robotics - Up 1 worker can work here on the following production lines:

Civilian:
Common goods: 0.2 Worker for a quarter + 2 Energy (to fuel machines) + 1 HC (as raw material) + 2 Ore = 2 Common Goods
Supplies: 0.2 Worker for a quarter + 2 Energy (to fuel machines) + 1 Nitrates (as raw material) + 2 Ore = 5 Supplies
Fashion Clothing: 0.2 Worker for a quarter + 2 HC or energy + 1 Xeno Fiber = 1 Fashion Clothing
Electronics: 0.2 Worker for a quarter + 2 energy + 1 Ore + 1 HC + 1 Cryst = 1 Electronics
Fuel Cells: 0.2 Worker for a quarter + 2 energy + 1 Ore + 1 HC + 3 Nitrates = 5 Fuel Cells
Fuel Cells: 0.2 Worker for a quarter + 2 energy + 5 energy + 1 Ore + 1 Nitrates = 5 Fuel Cells
In other words, 1 worker can operate up to 5 production lines. Regardless of how many production lines are operational, a 1 £ salary has to be payed to the worker as long as the facility is operating.

Weapons, Warmachines and some other stuff:
Conventional Weapons: 0.2 Worker for a quarter + 2 energy + 1 Ore + 1 HC = 1 Conventional Weapons
Disruptors: 0.2 Worker for a quarter + 2 energy + 1 Ore + 1 HC + 1 Cryst = 1 Disruptors
Coils - 0.2 Worker for a quarter + 2 energy + 2 Ore = 2 Coils
Oscillators - 0.2 Worker for a quarter + 2 energy + 1 Ore + 1 Electronics = 1 Oscillators
Spaceship Parts - 0.2 Worker for a quarter + 2 energy + 4 Ore = 1 Spaceship Parts
Reactor Parts - 0.2 Worker for a quarter +2 energy + 2 Ore + 1 HC + 1 Electronics = 1 Reactor Parts
Various tanks: Add 0.2 workers, 2 energy and 3 ore to the weapons production line.
Various Heavy tanks: add another 0.2 workers, 2 energy and another 3 ore to the tank production line.
Shield Tanks - 0.4 Worker for a quarter + 4 energy + 4 Ore + 1 Cryst + 1 Coil = 1 Shield tanks
Moblie Vulf Launchers - 0.4 Worker for a quarter + 4 energy + 3 Ore + 1 Supplies = 1 Mobile Vulf Launchers

Chemical plant - 8 £, 5 Ore, 2 HC, 1 Surface Space, 2 quarter - Can:
- employ 1 worker and use 2 Hydrocarbons or energy to produce 2 Nitrates each quarter
- employ 1 Worker and use 2 Hydrocarbons (1 hydrocarbon can be replaced with energy), 1 Xenofiber and 1 Euphorium to produce 2 Medicines each quarter with Extraterrestial Chemistry
- With Extraterrestial Chemistry, employ 1 worker and use up to 6 Euphorium to produce up to 6 Hydrocarbons.
Remember to pay your workers a 1 £ salary!

Worker Slums - 2 £, 1 Ore, 0.5 Surface Space, 1 quarter, - Cramped housing for 5 Workers. Also comes with tiny gardens to to produce "food" for the proletariat. Reduces Colony Morale by 1 while operational.

Worker Apartments - 5 £, 3 Ore, 1 Surface Space, 1 Common Goods, 1 quarter, - Decent Housing for 6 Workers. Comes with a school and modern synthetic food dispensers. Costs 1 HC or energy per turn to maintain. No Morale Penalties.

Cookie-Cutter Worker Suburbs - 6 £, 3 Ore, 1 HC, 2 Surface Space, 1 Common Goods, 1 quarter - Luxurious housing for 6 workers. Includes a High-school, Parks and recreational facilities. Costs 1 HC or energy per turn + 1 Common Goods per turn to maintain. Improves colony Morale by 1 while operational if there are no slums present in friendly sectors of the planet.

Future Cookie-Cutter Worker Suburbs - 6 £, 1 Ore, 1 Electronics, 1 HC, 1 Common Goods, 1 quarter, Wave-distruption, Television and Robotics Technologies. Upgrades Cookie-Cutter worker Suburbs - Futuristic Luxurious housing for 6 workers. Includes a Futuristic High-school, Futuristic Parks, futuristic recreational facilities and futuristic robot policeman that add +6 Health to the defense of the suburbs (9 health in total) and count as 2 maintenance free Disruptor troopers that cannot be moved from the current sector but will not die until the suburbs they protect is destroyed (They do need extra energy to fire their guns). Costs 2 HC or energy per turn + 1 Common Goods per turn to maintain. Improves colony Morale by 3 while operational if there are no slums present in friendly sectors of the planet, that is.

Future Worker Modular Housing - 8 £, 8 Ore, 1 Electronics, 1 HC, 1 Common Goods, 1 quarter, an upgrade to Worker Apartments, requires Television and Mega-Engineering Technologies. - Futuristic super-high density Arcology with its own shopping center and Vertical Farm to please and sustain the population. Costs 3 HC or energy per turn + 1 Common Goods per turn to maintain. Houses no less then 16 workers in a single surface space withouth driving them crazy. Has 30 Health instead of 3. Clever Design allows for an additional structure (No larger then 1 space) to be built atop this structure (except for mines. That wouldn't make any sense).

Future Worker Slums - 1 £, 1 electronics, 1 quarter, an upgrade to Worker Slums, requires Television Technology - Cramped housing for 6 Workers. Also comes with tiny gardens to to produce "food" for the proletariat. Costs 1 energy per turn to maintain. Reduces Colony Morale by 1 while operational But also comes with a surveillance network that makes worker strikes and covert-ops inducted revolts a thing of the past... at least for the inhabitants of this slum. Workers here are immune to strikes and revolts organized by foreign spies.


Resort Hotel - 20 £, 4 Ore, 4 HC, 1 Surface Space, 2 Common Goods, 1 Fashion Clothing, 4 Quarters, Operational friendly spaceport at the planet - Houses well-to do tourists from earth. A Civilian Luxury liner will bring tourists back and fourth between earth and the resort hotel as long as there is a functional spaceport somewhere on the surface. Requires 2 HC or energy and 1 Common Goods every quarter to operate along with a worker. If the supply of tourists is undistrurbed, The Resort Hotel will earn its owner a set amount of money every turn, Depending on the location and the amount of resort hotels on the planet. For every extra resort hotel operating a planet (after the first one), The income from all local resort hotels will drop by 4.

Opera House - 10 £, 2 Ore, 1 HC, 1 Fashion Clothing, 1 Surface Space, 1 Common Goods, 4 Quarters - Raises Planet morale by 1 and generates a 10 £ per turn income if there is a friendly resort hotel somewhere on the planet (+2 Morale raise under Syndicalism, +2 Morale raise for Russians, +5 pounds income for Russians). Max 1 Per Faction. Employs 1 worker, Costs 1 HC or energy and 1 Common Goods to Run!

(Pleasure) Garden - 5£, 2 Ore, 1 HC, 1.5 Surface Space, 2 Quarters, Extraterrestial biology - Max 1 Per sector. Can only be built on some planets unless you have the Pressure domes tech. Costs one HC or energy to run every quarter and it employs 1 worker (Payed 1 pound) until you discover robotics (after robotics, you can replace the worker with 1 energy per quarter). Improves Planet by morale by 1 (2 under environmentalism). Yields 6 £ income if there is a friendly resort hotel somewhere on the planet. Produces 2 free Xeno fiber every turn.

Euphorium Den - 5£, 2 Ore, 1 HC, 0.5 Surface Space, 1 Fashion Clothing, 1 Quarters - Max 1 Per Sector. Costs 2 Euphorium and 1 energy or HC to operate. Increases Morale by 1 and Yields a 6 £ income if there is a friendly resort hotel somewhere on the planet.

Research Facility - 5£, 2 Ore, 1 HC, 1 Surface Space, 1 Quarters - Houses and employs 1 Scientist (has 2 pounds salary) and costs an additional 1 HC or energy to maintain. Generates 1 RP every turn while operational (Remember you have to invest the RP right away in a tech!)

Research Complex - Upgrade from Research Facility, 5£, 1 Ore, 1 Cryst, 1 Electronics, 1 Coils, 1 Quarters, Computers technology - Houses and employs 1 Scientist (has 2 pounds salary) and costs an additional 2 energy to maintain. Generates 2 RP every turn while operational (Remember you have to invest the RP right away in a tech!)

Broadcast Tower - Television tech, 3£, 1 Ore, 1 Coils, 0.5 Surface Space, 1 Quarters - Employs 1 Worker and uses 2 energy per quarter. Max 1 per faction. Improves local morale by 1 or reduces morale by 1 of a colony of your choice.

Media Center - Local Broadcast tower, 8£, 2 Ore, 1 HC, 1 Electronics, 0.5 Surface Space, 1 Quarters - Employs 2 Worker, Uses 1 Fashion Clothing, 1 Common goods and 2 energy per quarter. Max 1 per planet per faction (or max 1 per colony). Triples the local Broadcast tower's power.

Domed Farm - 5£, 3 Ore, 2 HC, 2 Nitrates, 1 Surface Space, 2 Quarters - Same as the plantation but with only 3 worker space and has a base 1 energy maintenance cost. Can be built anywhere.


SURFACE MILITARY & COVERT OPS

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Training facility - 2 £, 1 Ore, 2 Supplies, 0.5 Surface Space, 1 Quarters - Trains and Deploys up to 2 Surface Forces each quarter. No maintenance cost while operational.

Depot - 2 £, 3 Ore, 0.5 Surface Space, 2 Quarters - Stores strategic reserves of tanks and weapons. You'll need at least one of these to store tanks! Unsecure weapons can be stolen very easily. Should be guarded with at least 1 trooper unit.

Shipyard - 10 £, 4 Ore, 2 Supplies, 1 Surface Space, 2 Quarters - Constructs and Launches Spacecraft into orbit. Employs 4 workers and 4 HC or energy while operational (each worker must be payed at least 1 pound!) when working at full capacity. You can employ less workers (and also less HC), but that will also mean less production capacity. (4 worker + 4 HC = 100%. 2 + 2 = 50%, 1 + 1 = 25%)

Automated Shipyard - An upgrade to Shipyards costing 10 £, 2 Electronics, 2 Ore, 2 Quarters - Builds and Launches Spaceships into Orbit. Employs 1 workers while operational (must be payed at least 1 pound!) and also consumes 6 HC or Energy each quarter.

Spy Headquarters - 10 £, 2 Ore, 0.5 Surface space, 1 Quarters - Fields Spies, Covert ops units and counter intelligence units. Supports 3 of these covert units.




Exploit


PLANETARY MORALE

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The Morale of your population is an important factor. It starts from 0 and can go up and down based on what buildings are operational in sectors YOU own on the planet, What policies are enacted and influence of foreign powers. Morale is separate for each and every colony you have. Remember, all sectors owned by the same factions on the same planet are in one colony. They share their inventory and morale!

If your planet has a morale between 0 to -3, Enemy covert ops units can organize Strikes on your planets. For every 0.2 negative morale there is on the planet, 1 Worker will go on strike for a quarter. Strikes can be broken if there is an army of any size present on the planet. However, this will decrease morale by 1 for the remainder of the game unless Syndicalism is enacted.
If your Planet has a morale between -3 to -6, Enemy Covert ops units can organize Rebellions on your planets. For every 0.5 Negative morale there is on the planet, 1 Worker will rise up as some kind of infantry (depending on the weapons the Covert ops unit hands them over) and attack the local garrison.
If your Planet has a morale of - 6 or worse, an armed Rebellion will occur anyway.

Should Rebels win a battle, the sectors they control will be unavailable to everyone. The initial owner can regain rebel-owned sector by enacting Syndicalism.

High Morale on planets allow you to gain bonuses from social development. Ony one development bonus can be active for one colony at a time but you can freely change them any time.

Communal Farming - Requires a morale of +3 - All (Futuristic and non-futuristic) Cookie-cutter housing count as a plantation with 1 worker space and yield a 1 £ per turn income.
Advertising - Requires a morale of +3 - Resort hotels yield +4 £ income.
Environment Restoration - Requires a morale of +3 and Environmentalism. Slowly cleans up pollution from the planet.
Citizens's Guard - Requires a morale of +5 - All worker housing structures get one extra attack that consumes no supply. Local Counter Intelligence units are free to maintain (Until they move elsewhere).
Small Business - Requires a morale of +5 - Gain 2 Pound income after every 5 worker living in your empire. (or 1 pound after every 2.5)
Educational Enrollment - Requires a morale of +7 - 1 Free RP every quarter. All local Research Facilities and Research complexes generate +1 RP.
Jazz - Requires a Morale of +6 - +3 Relations with earth. Operating Opera houses and broadcast towers are maintenance free.
Industrial Drive - Requires a morale of +10 and Industrialism - All Structures take 1 quarter to build. +2 resource output from fully staffed mines.
Green Economy - Requires Environmentalism and a morale of +10 - Every time you turn common goods into money, Gain 1 Ore. Fuel Cells cost no ore to make. You won't cause any pollution to your planet regardless of how much HC is used.
Cultural Victory - Requires a morale of +16, An operating Broadcast Tower and Either Theocracy, Technocracy or Syndicalism - Bombard the Solar System with powerful Propaganda. If you keep this Development bonus for 6 conclusive quarters, You win! If you go for a cultural victory with Syndicalism, While The Cultural Victory is active, Workers on All colonies where there is negative morale will go on strike every turn. If you go for Cultural victory with Technocracy, You gain 8 free RPs every turn. If you go for Cultural Victory with Theocracy, You will gain +5 relations with earth and earth will declare war on whomever you are at war with.




SPACE POLITICS

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For a price of 2 Pounds, you can enact various political reforms in your empire while for a price of 2 Pounds and 1 Quarter of anarchy, you can withdraw them. During a quarter of anarchy, The workers are on strike on all planets. Before you can begin to enact reforms in your empire, you'll need to research political science. After that, The following Political Ideologies and Philosophies will become available:

- Syndicalism: Workers of the Solar System Unite! Irreversible (except through by another empire forcing you or by an invasion from earth) Human and Native Workforce alike must be payed a 2 £ salary. +1 Planet Morale from all operational, Fully occupied worker housing. All existing Deep Mines are shut down and no further deep mines can be built under syndicalism. Additional Colony morale gained from Monorails and Opera houses. -2 Relations with earth upon enacting. Incompatible with Corporatism, Theocracy, Technocracy, Plutocracy and Police State. Workers will never rebel but strikes cannot be broken with armies...

- Corporatism: Turns your colonial empire into a corporation. Irreversible (except through by another empire forcing you or by a worker revolt). Cannot be enacted twice by the same empire. Incompatible with Syndicalism, Technocracy and Theocracy. +1 Relations with Earth. Gain 5 Pounds +2 Pounds for every operational and fully staffed mine, Deep mine, Safe mine, Factory, Chemical Plant, Resort Hotel and Plantation you own during the quarter you Choose Corporatism (Investors invest). Expands Credit limit by 20 for a total of 50 pounds. - 1 Morale on all planets.

- Industrialism: +1 Worker Space In all Mines, Factories, Factory upgrades, Workshops, Shipyards and Chemical plants cost no money to build (they still cost resources). - 1 Morale on all of your planets.

- Environmentalism (Incompatible with Corporatism and Industrialism): Factories, Shipyards and Chemical plants come with an extra 1 Pound maintenance cost while operational. +1 Morale on all planets. +1 Energy from Solar Plants.

- Police State: A Free level 2 Covert ops agent operates on every one of your planets. No Worker Strikes can happen but workers can still rebel. Colony Morale can never go above 0. +1 Relations with earth upon enacting. Costs 1 Pound per sector you own to maintain. Incompatible with Syndicalism.

- Technocracy: The Wise Shall rule. +1 Free RP every turn. - 2 Relations with earth upon enacting. Costs 2 Pounds per turn to maintain. Incompatible with Plutocracy, Corporatism and Theocracy.

- Plutocracy: (AKA Democracy), Incompatible with Syndicalism and Technocracy. Gain money based on your relations with earth.
0 Relations or negative relations = 0 Pounds per Turn.
+1 Relations = 1 Pounds per Turn
+2 Relation = 2 Pounds per Turn
and so on...

- Theocracy: +1 Morale on all planets. Costs 2 Pounds to maintain. Incompatible with Plutocracy and Technocracy. May not pay native labor money (you can still use them as slaves). Incompatible with Corporatism, Plutocracy and Technocracy.




TECHNOLOGY

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Tier I. Techs:
Assembly Lines - 3 RP - +2 Worker space in every factory (You can employ 2 more workers in every factory).
Planetary Geology - 3 RP - Allows Deep mines and safe mines to be built. Reveals additional resources in friendly territory.
Low-Gravity Engineering - 3 RP - Unlocks construction of Infrastructure at surface sectors.
Rocket Propulsion - 3 RP - Unlocks Vulf I Batteries and Reduces Space Port Maintenance by 1 Pound per quarter.
Electric Current - 3 RP - Unlocks Power Grids, Hydrocarbon Plants and Solar Plants.
Political Science - 3 RP - Opens up colonial politics for your empire.
Extraterrestial Biology - 3 RP - Unlocks the Garden for construction.
Aether Physics - 3 RP - Pretty useless on its own.

Tier II. techs
Mega-Engineering - 9 RP, Low-Gravity Engineering - Unlocks construction of Futuristic Worker Modular Housing, and Space Fortress. Needed to build Dreadnoughts and Mega-Tanks.
Radar Systems - 9 RP (costs 1 Less RP if you have aether physics), Electric Current - Needed for advanced Vulf Rockets, Some Planetary defenses and some covert actions.
Extraterrestial Chemistry - 9 RP, Extraterrestial Biology and Planetary Geology - Expands production options at chemical plants.
Molten Nitrate Battery - 9 RP, Electric Current - Allows you to manufacture Energy Cells in Factories and use them to power energy weapons in remote parts of the world.
Cryst Circuits - 9 RP, 1 unit of Cryst in any inventory, Electric current - Allows Electronics production.

Tier III. Techs

Magnetic Propulsion - 12 RP, Electric Current, (Costs 1 less RP if you have Aether Physics) - Use this tech to build Monorail Infrastructure, also allows your tanks and ships to use energy as fuel (to move).
Magnetic Shields - 12 RP (-2 RP cost if you have Magnetic Propulsion), Aether Phyisics - Allows you to build Shield Domes, Shield Projectors and Shield Tanks.
Wave-Disruption - 12 RP, Aether Physics, Electric Current, (Costs 1 less RP if you have Low-Gravity engineering) - Unlocks Wave Disruptor Tanks and Troopers and is needed for Wave-Destroyers.
Television - 12 RP (- 2 RP if you have Robotics), Cryst Circuits - Allows you to turn Electronics into 16 Pounds at any time. Build Broadcast Towers.
Robotics - 12 RP, (-2 RP if you have Computers), Electric Current, Costs 1 Less RP if you have Assembly Lines, Costs 2 Less RP if you have Computers - Automated Factories, Shipyards, Futuristic Cookie-cutter housing. Lets you replace workers with energy in some buildings.
Computers - 12 RP (-2 RP If you have Television) - Allows Construction of Research Complex (Upgrades from Research Facility). (Generates twice as much RP).
Borehole Mining - 12 RP, Planetary Geology - 50% Increase in mining income when you invest HC or energy in mining (So 1 worker mines 3 resource instead of 2). Unlocks Boreholes.
Pressure Dome - 12 RP, Mega Engineering - Build Gardens and Domed farms on desolate planets. +1 Surface space on all sectors.

Tier IV. Techs

Wireless Energy Transmission - 18 RP, Magnetic Propulsion Costs 2 Less RP if you have Aether Oscillators and 2 less RP if you have Magnetic Shields - Allows construction of the energy nexus. After the Nexus is complete, You can treat energy just like money and fuel cells become obsolete.
Aether Oscillators - 18 RP, Wave Distruption - Immensely powerful weapons. Unlocks Oscillator Troopers, Tanks and needed for the Dreadnought.
Thorium Cycle - 18 RP, Magnetic Prupolsion - Allows construction of nuclear reactors, reactor ships and mobile reactors.


Tier V. Techs
Dark Energy - 22 RP, Wave Disruption - Power Grids produce 1 Free energy each. Unlocks construction of Orbital Portals.
???

Tier VI. Techs
???
???


Exterminate




WEAPON TYPES


A Quick Summary of Aether wind's weapon types and what they are good at:

Primitive weapons - Used by natives. Deal decent damage against troopers but is Almost worthless against mechanized forces and cannot be used in space combat. Consumes no supply.

Conventional weapons - Usable from the start by humans. Deals decent damage, costs lots of supplies to use.

Vulf Rockets - Unlocked with a little research. Deals good to immense damage but costs a lot of supplies and fuel to use and fires only in the omega phase. Can also be sometimes intercepted.

Coil/Rail Guns - Unlocked with significant research investment. Deals good damage but costs some supply and energy to use. Typically best suited for destroying tanks.

Disruptors - Unlocked with significant research investment. Deals Immense damage to shield but only Conventional weapons level damage to spaceships and mechanized surface forces. Can also put to sleep troopers during battles.
Aether Oscillators - Unlocked with heavy research investment. Deals Immense damage to everything but uses lots of energy and not as energy-efficient at killing shields as the disruptors.



SURFACE INFANTRY UNITS

All infantry needs 1 cargo space when carried in carriers and Freighters. All infantry has a 1 pound per quarter maintenance cost.

Conventional Troopers - Training costs: 1 Pounds, 1 Conventional Arms - Has 1 HP, Fires once, Deals 1 Damage to infantry and mechanized at the expense of 1 Supplies OR Deals 3 Damage to structures with 2 supplies. 1 Cargo Space, 1 pounds per quarter salary.

Anti Tank (Vulf) Troopers - 2 Pounds, 1 Supplies, 1 Conventional Arms - Has 1 HP, Fires once using 2 supplies, 1 damage to Infantry, Deals 2 Damage to Mechanized (3 to mechanized if you have rocket propulsion), 2 to Fortifications (3 with RP) and 2 to shields (3 with RP).

Disruptor Troopers - 2 Pounds, 1 Disruptors - Has 1 HP, fires once with 1 energy, Deals 1 Damage to fortifications, deals 2 Damage to mechanized, Puts infantry targets to sleep, deals 5 Damage to shields.

Coil Troopers - 2 Pounds, 1 Coils, 1 Conventional Arms - Has 1 HP, fires once with 1 energy and 1 Supply, Deals 3 Damage to fortifications, deals 5 Damage to mechanized, 1 to infantry, 3 Damage to shields.

Oscillator Troopers - 2 Pounds, 1 Oscillators - Has 1 HP, fires once with 2 energy, Deals 5 Damage to fortifications, deals 5 Damage to mechanized, 5 to infantry, 5 Damage to shields.

Support Troopers - 2 Pounds, 1 Supplies - Has 2 HP, Does not attack. Can Restore 2 HP to one damaged unit in the sector where they are during the peaceful part of the quarter (They cannot be moved during quarters when they support, They can also repair spaceships while aboard shuttles). Can Place Tank traps (cannot move while placing traps), Costs 1 ore, 1 Supplies and takes one quarter. Any Mechanized unit that moves into A Sector with tank traps (INCLUDING FRIENDLY UNITS) take 1 damage before the battle starts. Tank Traps count as a 1 HP, 0 surface space structure and reduces colony morale by 1 if built on sector belonging to a colony.

All Trooper Units, except for support troopers can be upgraded to Elite (Insert weapons type) Troopers at a barracks with 2 Pounds, 1 Fashion Clothing and 1 Supplies. Elite Troopers have 1 Extra HP. Elites cost 1 pound to maintain just like regular troopers.

Native Warriors - 1 Native Power - Has 1 HP - Attacks once without using any supply, no maintenance, 0.5 damage to everything.



SURFACE MECHANIZED UNITS

Image


All mechanized units consume fuel when moving between sectors (1 sector moved, 1 fuel. Can move infinite times each quarter). All mechanized units cost 1 pounds per quarter to maintain and take up 2 cargo space.

Conventional Walkers/Tanks/Crawlers (whichever name you prefer) - 2 Pounds, 1 Conventional tanks - Basic Mechanized unit. Has 3 HP. Fires once using 1 Supplies, Deals 2 damage to everything. 1 Pound per quarter maintenance cost.

Disruptor Tanks - 2 Pounds, 1 Disruptor tanks - Has 3 HP. Fires once per quarter using 1 energy dealing 5 Damage to shields or 2 Damage to mechanized and structures with each shot. Puts infantry to sleep for the next quarter if it targets infantry.

Railgun Tanks - 2 Pounds, 1 Railgun tanks - Has 3 HP. Fires once per quarter using 1 energy and 1 supply. Deals 3 Damage to shields, 5 Damage to mechanized, 1 to infantry, 3 to fortifications/Structures. Can also target orbital units with Radar systems tech but this costs 1 extra energy, Deals 2 damage to orbital units, structures and shields.

Oscillator Tanks - 2 Pounds, 1 Oscillator Tanks - Has 3 HP. Fires once per quarter using 2 energy. Deals 5 Damage to everything. Puts infantry to sleep for the next quarter if it targets infantry.

Shield Tanks - 2 Pounds, 1 Shield Tanks - Has 3 HP. Projects a shield that protects all friendly units and structures during the null phase at the expense of 3 energy. The base power of the tank's shields is 10 HP. For every other active shield in the sector (Including enemy shields), The shields value is decreased by 3 HP. Remember that no units can be targeted inside the shield by your enemy until he allocates enough firepower to take down the shield. Excess damage invested in taking down a shield is WASTED! +2 Base shield strength with dark energy tech.

Mobile Vulf Launcher - 2 Pounds, 1 MVL - Has 3 HP Fires once per quarter either during the null phase or the omega phase using 1 fuel and 1 Supplies. Deals 2 Damage to any unit or structure anywhere on the planet. Can Also target an orbital unit but this costs an extra fuel! Deals 2 damage to orbitals too.

All Heavy Mechanized units Deal the same damage as light ones but take up 3 cargo space instead of 2, can only move once on land every quarter and have 6 HP instead of 3. Upkeep remains 1 pounds.


SPACE UNITS

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All spaceships have a maintenance cost of 2 pounds per quarter unless docked at a space dock, then its reduced to 1 pounds per quarter. Freighters and Constructors are exceptions, they have only a 1 pound per quarter maintenance cost regardless of where they are.

Steamrunner-Class (AKA brigadier) Constructor ships - 5 £, 2 Ore, 1 Spaceship parts, 1 Fuel to launch. - Builds Surface Structures, Space docks and star fortresses. Cost 1 pound per quarter only. Multiple ships can cooperate to build the same structure at increased speed.

Bombers - 5 £, 2 Ore, 1 Spaceship parts, 1 Fuel to launch.

(insert name here)-Class Carriers - 5 £, 3 Ore, 2 Spaceship parts, 1 Conventional Weapons, 4 Quarters, 4 Fuel to launch. - 8 HP Has 3 Cargo space and can field 3 bombers. Has a 1 shot per quarter flak cannon.

-Class Battleship - 5 £, 3 Ore, 2 Spaceship parts, 1 Conventional Weapons, 4 Quarters, 4 Fuel to launch. Low-Gravity Engineering - 8 HP, Has 1 Cargo Space, a 1 shot flak cannon. Can Fire 4 times per quarter on other spacecraft and shields. Each shot deals 1 damage and uses one supply.

-Class Rail Destroyer - 5 £, 2 Ore, 2 Spaceship parts, 2 Coils, 1 Conventional Weapons, 4 Quarters, 4 Fuel to launch. Magnetic Propulsion - 7 HP, Has 0 Cargo space, Can fire once using 2 energy and 1 supply, Dealing 5 damage to other spacecraft, 3 damage to shields. Can also Target surface Structures (5 damage) but not surface units.

-Class Wave Destroyer - 5 £, 2 Ore, 2 Spaceship parts, 1 Cryst, 1 Conventional Weapons, 4 Quarters, 4 Fuel to launch. Wave-Disruption - 7 HP, Can fire twice, Each shot uses 1 energy and deals 4 Damage to Shields and 2 damage to other Spaceship.

-Class Torpedo Destroyer - 5 £, 2 Ore, 2 Spaceship parts, 2 Supply, 1 Conventional Weapons, 4 Quarters, 4 Fuel to launch. Rocket Propulsion - 7 HP, Has 0 Cargo space, Can fire 3 times, each shot uses 1 fuel and 2 supply, Each torpedo deals 2 damage to other spacecraft, 1 damage to shields if not intercepted. Can also Target surface Structures (2 damage per torpedo) but not surface units.

-Class Freighter - 2 £, 1 Ore, 2 Spaceship parts, 4 Quarters, 4 Fuel to launch. - 5 HP, Has 10 Cargo space, Cannot attack or field Bombers.

-Class Assault Ship - 5 £, 2 Ore, 2 Spaceship parts, 1 Coils, 2 Conventional Weapons, 4 Quarters, 4 Fuel to launch. Low-Gravity Engineering. - 10 HP, Has 5 Cargo space, Can twice, each time using 1 supply, Dealing 1 damage per shot to other spacecraft, 1 damage to shields. Can also target torpedoes and bombers.

-Class Dreadnought - 8 £, 4 Ore, 4 Spaceship parts, 1 Coils, 1 Cryst, 1 Electronics, 8 Quarters, 8 Fuel to launch. Mega-engineering, Aether Oscillators - 25 HP. Consumes twice as much fuel as the other ships when moved about. Fires 3 times, Each time Using 2 Energy. Deals 5 Damage per shot to all Spacecraft and shields. Cannot target surface. Also Comes with 4 shot per quarter Flak weaponry, Each shot uses 1 supply.

-Class Shield Projector - 6 Pounds, 1 Ore, 1 Spaceship parts, 1 Coils, 1 Cryst, 4 Quarters, 4 Fuel to launch, Magnetic Shields tech - Has 5 HP. Projects a shield that protects all friendly units and structures during the null phase at the expense of 3 energy. The base power of the tank's shields is 10 HP. For every other active shield in the sector (Including enemy shields), The shields value is decreased by 3 HP. Remember that no units can be targeted inside the shield by your enemy until he allocates enough firepower to take down the shield. Excess damage invested in taking down a shield is WASTED! +2 Base shield strength with dark energy tech.


BATTLES

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Combat is resolved after everyone has finalized their orders for th for the first part of the quarter in the following order:
Phase Null - Hidden fleet and army movements and other hidden but not cover actions are revealed. Planetary Defenses deal damage to fleets and armies at any point during the Quarter. Espionage is resolved. Shields are raised. ( If you choose not to shield now, you can't decide to turn on shields in later phases!)
Phase Alpha. - Armies can move between neighboring friendly sectors (Remember to pay fuel or energy when moving about mechanized forces). Battle orders are given to units that ended up in a sector with enemy presence. Everyone involved designate targets for their troops to engage (one target per unit in most cases, only units that fire multiple times can have multiple targets. You cannot target units protected by shields until you have allocated enough firepower to take out the shields).
Phase Beta. - Phase alpha orders are revealed. Planetary and Orbital Battles occur, damage is dealt according to battle orders. Owners of Flak batteries designate targets.
Phase Omega. - Doomsday devices and Vulf Batteries/Missile/Launchers bases fire. If your Flak still has unused shots, you can use them now.

BLOCKADES

If you gain control over the orbital sector of a planet, you can loot it's trade routes. However, this will greatly upset the trade syndicate and the governments of earth. Expect higher tariffs, trade embargo or maybe even a declaration of war from earth. Efficiency of looting depends on space ships present in orbit (1 armed ship = 1 lootable trade capacity). Keep in mind that Trade routes can be cancelled by the blockaded empire to avoid losing resources. Blockaded colonies cannot receive tourists, All Resort hotels are shut down.


CLASSIFYING & COVERT FUNDS

For every Spy HQ you have, You can classify the inner workings of 1 structure of your choice. For instance, you can classify whats going on inside your research labs or what ship your shipyard is currently constructing. You don't have to let other players know whats going on inside Classified structures in your quarterly report.

After the Construction of your first HQ, A Covert Bank account becomes available. You can freely transfer money in and out of your covert bank account in your quarterly report. Money in your covert account can be sent to other player's covert accounts and used


ESPIONAGE & COVER OPS

Spies and Covert ops units are recruited and trained in Spy Centers. They all start at level one and will level up by completing difficult missions or with training. Spies cost 1 Pounds to recruit and 1 pounds per quarter to maintain. Covert ops units cost 3 pounds to recruit and 3 pounds per turn to maintain. They are always located on planets and moons rather then individual sectors. They can be given the following orders:

To Both Covert ops and Spies:
Train - Costs 3 £ for level one Covert ops, 5 £ for level 2 covert ops units and beyond, Costs 2 pounds for spies regardless of level. - Raises level of the unit by 1. Can only be issued to units at a planet with a friendly spy center. There is no level cap for covert units.
Relocate - Relocate to another planet. Free if the 2 planets are connected via trade. Costs 2 £ if they are not.
Sleep - Free. Reduces risk of detection (Units Won't be detected unless there is counter-intel unit present of at least 2 levels higher skill)

Spies:
Gather Intelligence - Costs 2 Pounds. Gain 2 Intelligence points against an empire of your choice present at the planet where the spy is currently located.
Blend in - Costs 2 £. The spy becomes part of a local worker housing/army unit/Spacecraft. While part of the unit/town/spacecraft, the spy is unable to perform any other mission, generates 1 free Intelligence point every quarter against the empire it became part of and sleeps every quarter until the Blend in is withdrawn.
Infiltrate Spy HQ - Levels up your spy upon success. Costs 5 Intelligence points. Your spy Blends in to the Spy HQ, generates 2 Intel points until withdrawn and Learn everything there is to learn about the target's covert operations.
Procure Research Data - Levels up your spy upon success. Costs 5 Intelligence points. Gain up to 10 RPs on your opponent's ongoing research from a local research facility or complex.
Steal Technology - Levels up your spy upon success. Costs 2 pounds and 5 Intelligence points. Gain a technology that is in some way utilized at the local planet.
Create a Distraction - Costs 2 intelligence points and 2 pounds. Distract the lowest level, yet undistracted local counter-intelligence unit. Cannot be thwarted by counter intelligence units. Distracted Counter-intelligence units cannot thwart anything in the current quarter. The spy will be captured in the process If he is lower level then the counter intelligence unit he distracts.
Misinfrom high command - 2 Intelligence points. Distract the unit the spy is currently part of for a quarter, making it impossible for them to move anywhere. They can still fight though. Only works with spy is part of an enemy unit. The spy will be captured after this mission if there is no counter intelligence unit present at the planet.



Covert ops:
Sabotage Constuction site - 1 Intelligence points. Erase all progress on a suface structure construction project, including the progress done this turn. Cannot target classified projects unless you learned what is being built.
Disable Defenses - 2 £, 2 Intelligence points. Render all surface defense structures in one enemy sector inoperable for the current quarter. Levels up the covert ops units on success.
Overload the Power grid - 1 Coils, 2 £, 2 Intelligence points. Render all Power plants in one enemy sector useless for the current quarter. Levels up the covert ops units on success.
Incite Strikes/Rebellion - Costs 2 Supplies, 2 £, 2 Intelligence points and requires a spy to blend in to the local workers housing. Levels up both the spy and the covert ops unit upon success.

If there is no counter intel unit present at a planet or all local counter intel units have a lower level then your spy or covert op unit, then their missions will always succeed without revealing your identity. If the local counter intel unit is of the same level, then the missions will fail and the counter intelligence unit will learn which empire was behind the operation, however, the spies and the covert ops units will remain uncaptured and neither counter intel units nor the spies/covert ops will gain any levels. IF there is a counter intelligence unit of higher level then the operation will fail and the spies/Covert ops units will be captured, leveling up the counter intel unit in the process.


Counter Intelligence units:
Works much like spies. They are also trained in Spy HQs but there is no limit as to how many of them you can have. They cost 2 Pounds to recruit and 1 Pounds per quarter to maintain. They can only be given train and relocate orders (training costs 2 pounds just like for spies). A single counter-intelligence unit can thwart any number of operations per quarter. Each spy and covert ops unit it captures levels this unit up. Each unit captured yields 2 intelligence points it's employer. Captured units can be ransomed back to its owner, left to rot in jails or executed.
[/quote]

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

The New World Order - OOC/Signups - Geopolitics RP

Postby Harkback Union » Mon Dec 14, 2015 10:38 am

Rules:

Simulation in NWO is based on 2 major pillars.
The Numbers game - The economics and politics, including flow of crucial resources and social dynamics of each nation must be kept track of and calculated by each nation's respective roleplayer or by the game-master (That's me, harkback). The roleplayers only have to decide on the investments and political moves made by the government and the nation's elite.
The Probability game - Calculating the results of Wars, fates of Covert operations and the sway of public opinion may involve dice-rolling and coin-flipping or some other mechanics including randomness where the exact rules will not be revealed to the players. But worry not, I can guarantee that results will be realistic and that most outcomes will be fairly predictable. In fact, if you have sufficient intelligence on your enemy, you will know the exact odds of success for each covert or overt operation.

T i m e




Each turn in the game consists of 3 months or 1 quarter. Turns are divided into 3 phases,
- The Civilian phase (Policies are enacted, Industrial production and research takes place, Troops are mobilized and so on. Orders may be changed at any time until the end of the phase.)
- The Clandestine phase (Spies spy, hackers hack and rebels rebel. Give out orders for the clandestine phase by Telegram to the OP before they are resolved).
- The Conflict phase (The Each faction may give out orders to their forces on the IC thread. Orders are not reversible, meaning that once you ordered an attack, there is no turning back.)


L a n d




Earth's solid surface is divided into regions. Regions come in 3 types:
- Metropolitan Region: Vast Urban sprawls, inhabited by tens of millions of people.
- Backwater Region:: Less-populous or completely uninhabited backwaters, such as Ice caps, Deserts or tundras.
- Oceans: No infrastructure may be built on these. Navies go here.
Metropolitan areas have population and a working economy whereas backwaters cannot support large populations and are only good for resource exploitation. Oceans are used for naval deployment and for creating naval trade routes.

Additionally, the oceans and seas surrounding each continent are also areas of interest where fleets can be deployed. More about this in warfare


E c o n o m i c s


Money

Money is counted in the Billions of $. The dollar crisis of 2018 has led to the re-establishment of the currency, each new dollar is worth many times more as the old dollar.

Energy & Fuel
(Fuel = Canned Energy)

Energy is derived from fossil fuels, nuclear fuels and renewables. Energy production cannot be stockpiled, but fuels can be. Fossil Fuels can be at any time burned to cover energy expenses. Nuclear fuels require nuclear plants, Renewables production requires investment in renewable energy. Energy from renewables and Nuclear plants may be transported with power lines while Fuels may be traded via freight ports and pipelines.

Population & Resources

Each metropolitan area, or region of the world has

- A Population (P) value, counted in the 10 millions (so if a region of yours has 100 population, that translates to a billion people.)

- Fertile land, The Limit to Agriculture. Also allows for up to 5 population to engage in subsistence farming (subsistence farmers don't produce anything but at least don't starve to death).

- Ore source. On each ore source, a mine may be built (Costs 5 billion $), which can employ 1 population or 1 energy to supply 1 ID with raw materials (May be transported via ports). May deplete through events.

- Forest. On each lumber source * cough * Forest, a mill may be built (Costs 2 billion $) which can employ 1 population or 1 energy to supply 1 ID with raw materials (May be transported via ports). May deplete. May slowly regenerate. Cutting trees harms the environment.

- Fossil Fuel source. On each fuel source, a rig may be built (Costs 5 billion $), which needs no workers and extracts 3 fossil fuels on its own. May deplete.

Agricultural, civilian and industrial development can be built at the price of 10 billion dollars each over the course of 1 year (so you can use them in the quarter after you payed out the construction costs).

- Agricultural development (AD) value (Farms), Each unit of AD employs 1 Populations and can feed up to 10 local population while consuming 1 fossil fuels by default (or produce 2 energy (biomass) or 1 billion $ if you don't need to feed your people).

- Civilian development (CD) value (education, healthcare, housing, commerce, entertainment), each of these consumes 1 energy, employs 1 population and either adds 5 to contentment or yields 1 billion $.

- Industrial development (ID) value (Mines, factories), each ID uses 1 energy, requires 1 raw materials (Ore source or lumber source or 2 Fossil fuels) and employs 1 population to produce 5 billion $ in profits each quarter.

Finally, Each metropolitan area can have various additional special resources, geographical features and buildable structures of the following types:

Logistics:
Ports (5 billion $ per port, built in 1 quarter): May be used in 2 ways.
- Links region to the global market, Allowing the region to exchange resources with any other region that is linked with the global market. Costs 3 Fossil fuels per turn to maintain global market access.
- Allows for creating a trade route with another port. This is useful if warfare and blockades disrupts global trade or if you want to save fuel. Each trade route allows for fuel, raw materials, money and weapons to be exchanged. 1 port = 1 trade route! A trade route to another continent/Not Neighbor costs 2 Fossil fuels per quarter. A trade route to a neighboring region costs just 1 Fossil fuels per quarter.

Railways (10 billion $, built between 2 neighboring regions in 1 quarter): Allows the 2 regions to freely exchange fuels, raw materials, money and weapons. Costs 1 energy to maintain. If a single railway-connected region has access to global markets, then all railway-connected regions have access to the global market!

Finance:
Stock Exchange (20 billion $, built in 1 quarter): Employs 1 population and uses 1 energy, Earns 1 billion $ in profits per capitalist metropolitan area in the world If yours is the only stock exchange in existence. Gain 1 billion per every 2 capitalist metropolitan area on the globe if there are 2 stock exchanges, or 1 billion per 3 if there are 3 stock exchanges and so on. Sovereign nations may restrict a stock exchange access to their markets, thus reducing its profitability, see politics for more information.

Energy:
Enrichment plants: Requires a Uranium or Thorium source. Employs 1 population and 2 energy, Provides 3 nuclear fuel.

Nuclear plant (20 billion $, built in 1 quarter): Allows 1 nuclear fuel to be converted to 5 energy each quarter.

Windfarm (25 billion $ +5 billion $ per windfarm in the region, built in 1 quarter): Provides 1 energy.

Solar Plant (40 billion $, built in 1 quarter): Provides 1 energy. Cannot be built in some areas.

Hydro plant (50 billion $, built in a quarter): Provides 3 energy. Can only be built on a hydro plant site.

Pipeline (20 billion $, built between 2 regions): Allows 2 regions to exchange fossil fuels freely (no extra transport costs).

Power Line (5 billion $, built between 2 regions): Allows 2 regions to exchange energy. 1 energy is lost for every 3 energy transferred, a minimum of 1 energy is always lost.

Military:
Weapons Factory (20 billion $): uses 2 energy per quarter and employs 1 population (+ construction costs) to produce 1 units or 1 weapon of mass destruction each quarter.

Weapons depot (10 billion $): Stores up to 10 inactive land or air units or WMDs.

Army Base (20 billion $): Costs 1 energy to maintain while fielding units, Fields/stores up to 5 land units

Airbase (20 billion $): Costs 1 energy to maintain when fielding units. Fields/Stores up to 5 air units.

Naval base (20 billion $): costs 1 energy to maintain when fielding units. Fields/Stores up to 5 naval units.

Technology:
Research Facility (20 billion $, 1 Research team)
Costs 2 billion $ and 2 energy each quarter to maintain. Provides 1 RP per quarter.

University (15 billion $)
Costs 1 billion $ and 1 energy each quarter to maintain. 'Produces' 1 Research team or 1 Spy team or 1 Hacker team or 1 Commando team or 1 medical team or 1 Propaganda team at the end of each year (You'll have to choose at the start of the year what team you wish to produce. You can freely trade teams with other nations.

Welfare and order:
Crisis response center (10 billion $, 1 medical team)
Costs 1 billion $ and 1 energy to maintain. Improves contentment by 1 and allows you to deploy a medical team anywhere in the world to contain virus outbreaks and fight biological attacks. Adds 1 strength when defending.

Surveillance Network (15 billion $)
Costs 1 energy per quarter to maintain. Reduces risk of revolt and improves counter-intelligence efforts.

Riot Police (5 billion $)
Costs 1 Billion $ per quarter to maintain. May be moved to other areas over the course of 1 quarter. Helps keep order. Unlike armed forces, riot police does not carry a risk of escalating the situation.

Covert ops:
Intelligence Agency (15 billion $, 1 spy team)
Costs 1 Billion $ per quarter to maintain. Fields 1 spy unit. Allows investment in deep ops and hacking teams. Allows you to gather intelligence on another nation or attempt to steal technologies. TG OP for details.

Mass Media:
News Network (15 billion $, 1 Propaganda team)
Costs 1 Billion $ per quarter to maintain. Allows you to influence public opinion through news report posts.


P o l i t i c s




Much like how Metropolitan areas have certain stats, Nations as a whole have stats as well.

Contentment:
How happy your people are and how much they approve of the social order they live in. 0 By default. Each population you have reduces contentment by 1 while civilian development increases it by 5. Negative contentment will aid rebel groups and hostile clandestine efforts while triggering negative events. Positive contentment may cause positive events and increase support for your government, this making coups against you more difficult. No uprisings will take place if the population is content.

Order:
Order is actually measured on the metropolitan level rather then nation-wide, but disorder can quickly spread across a nation and thus its likely to be the same across all regions. It comes in 5 levels. Warfare, Epidemics and low contentment can lower order while high contentment and deployment of armed forces improves it.
Peaceful - No effect. Default.
Troubling - No effect.
General Disturbances - 1 Billion $ less income per quarter. Small risk of uprisings if the government is unpopular.
Rioting - Trade and industrial activity shuts down. Counter-espionage efforts are ineffective. High risk of uprisings (again, only if government is unpopular).
Chaos - Control completely lost over the region, excluding power plants, fuel reserves, military bases and military units. No income gained from the region either. Very High risk of uprisings.

Authority:
Obedience of your government and your armed forces to carry out atrocities, initiate wars, Use weapons of mass destruction and implement radical policies. 3 default Levels, 2 special levels.
Restricted - Default for any centrist democracy. May not start conflicts, but may join existing ones. May not use WMDs unless a hostile nation does so first. No atrocities or radical policies.
Broad - May start conflicts, no use of WMDs, unless one of your regions with WMDs is being invaded or a hostile nation uses WMDs. No atrocities or radical policies.
Absolute - May start conflicts, free use of WMDs. May commit atrocities and implement radical policies.
Populist - Special. Gained at high level of contentment and for a short while after a successful popular revolt. May start conflicts, no use of WMDs, unless one of your regions with WMDs is being invaded or a hostile nation uses WMDs. No atrocities but may implement radical policies.
Reserved - Special. Will reveal later.




Now, each nation is structured around a socio-economic, a political and a cultural paradigm and may implement various policies, based on said paradigms.

As of 2020, the most practiced socio-economic paradigms are:
State/Corporate-Capitalist - Large corporations control most of the economy.
1 b$ discount in military bases and units. Lets you spend money to gain authority.
Market-Capitalist - Lost of small companies compete in a free market.
Unplanned investments may occur in your economy, but bankrupcies may also eat away at development and industry. More sensitive to fluctuations in the global economy. +1 b$ from stock exchanges. You may not deny access to your markets for foreign stock exchanges (not even in times of war).
Regulated-Capitalist - The state keeps the markets in check.
Costs 1 b$ to maintain. Relatively Safe from financial turmoil. Unplanned investments may occur.

In extreme cases, the following paradigms may also exist
Syndicalist-Socialist - Worker run corporations cooperate to produce wealth.
+1 Contentment from Social Development. Safe from financial warfare and boom bust cycles.
Planned-Economy - Central planners coordinate production and distribution, often isolated from the global economy.
Safe from financial warfare and boom bust cycles. Costs 1 b$ to maintain per turn. Lets you start a 5-year plan every 5 years to build 1 development in a metropolitan area, which gets completed free of charge at the end of the plan.


The Available political paradigms are
Liberal:
Plutocratic Democracy - A democracy of wealth, where money or writes laws, although the population still gets to decide who is in charge. Works with Capitalist socio-economic paradigms only. Restricted Authority by default.
- Free Maintenance on your first Intelligence Center.
Populist Democracy - A democracy with a majority government supported by the people. A Centrist or plutocratic democracy can likely become populist if high contentment is reached. Post-revolutionary democracies are also temporarily populist. Works with most socio-economic paradigms.
- Copes well with low order (less bad events). Gain Populist Authority.
Centrist Democracy - Your everyday European-style democracy. Restricted authority by default. Capitalist socio-economic paradigms only.
- Less prone to coups thanks to a more politically aware populace.

Authoritarian:
Criminal Junta - A government by powerful thugs aimed at exploiting a source of illicit money.
- Special socio-economic paradigm. The Junta receives additional income from illicit activities, which may harm other nations. Consult Game-master for details. Limited to small countries only.
Dogmatic Autocracy/Oligarchy - An autocracy/Oligarchy built on faith, nationalism and/or contemporary radical ideology.
- Special Cultural paradigm based on faith and ideology of your suggestion. Consult game-master for details. Absolute Authority at all times.
Indifferent Autocracy/Oligarchy - An authoritarian system without any real political goals other then maintaining their power and filling up offshore bank accounts.
- Nothing special. Absolute authority at all times.


The available non-radical Cultural Paradigms are:
Incompatible 2:
Consumerism - +1 b$ Revenue from Industrial development. Extra pollution generated. Low order more likely to cause property damage.
Environmentalism - Reduced pollution. Environmentalist policies cost 50% less money. Low order less likely to cause property damage.
Incompatible 2:
Religious Fundamentalism - +2 Contentment per Metropolitan area.
Secularism - 1 University is $ maintenance free (still uses energy) if pop below 20, 2 if above 19.
Incompatible 2:
Nationalism - +1 Contentment per metropolitan area. Allows choosing 2 rival nations. +1 Strength when defending own territory and +1 Strength when attacking rival nations.
Internationalism - +1 Contentment per allied nation. +1 Strength when defending Allied or own territory
Incompatible 2:
???
???

Each nation may adopt up to 2 non-conflicting cultural paradigms. 1 At the start of the game, 1 Upon researching or gaining the tech of Social Engineering.

Aside from the listed bonuses and effects, Paradigms also determine likelihood of various events. For instance, the populace of a Nationalist nation is less likely to break out in protest against wars of aggression then a cosmopolitan one.


But that's just the beginning. Each nation may enact any number of compatible policies that will influence their nation in all sorts of ways.
There is no List of readily available Policies with their effects / costs / Prerequisites, however, you can invent policies of your own! One way to do it is to negotiate its details with the Game-master for predictable outcomes, Alternatively, you can implement any policy of your liking right away and funnel any quantity of money into it, then sink into your chair as you await the results.

You need not be bothered listing every bit of tax or legal code you want for your nation, instead, policies should be concerned with large chunks of such codes or very important, game-changing bits of legalization with which you wish to move your nation into another direction on the political spectrum.
For instance:

- The New Deal
Impose strict regulations on banking and corporations to ensure the financial stability of the nation and move towards a more sustainable economy.
(An attempt to shift economic paradigm to regulatory capitalism and cultural paradigm to green.)


- The Patriot Act
What are you hiding in your lunch box, Billy? TNT?
(+++ Authority)


For simplicity's shake, Each nation is assumed to have a working public or private health service, school system, working law enforcement and basic utilities provided by civilian infrastructure. Therefore, the budget you receive from your economy is the surplus with which you can buy toys of war, invest in your economy, research or provide extra services for your people above what they already get by default. You can also try to cut spending for the previously assumed services or raise taxes, however, such endeavors will probably cause trouble for you on the long run.

If you ever find that the game's "Simulation" is unrealistic or unfair, do feel free to bring it up on the OOC.


M i l i t a r y


Military units can have 2 states:
Active (mobilized) and Inactive

Airforce and naval personel count as a relatively small portion of your population while conventional armies are increasingly obsolete in war. All land, air and naval units have a 1b$ maintenance cost when mobilized but their death won't severely impact your country's demographics. It can however reduce contentment, especially in more open societies, so keep that in mind.

Inactive military units store their weapons in warehouses, mobilizing them takes 1 turn. During said turn, the units will defend the area where the weapons were stored but are unable to move or attack elsewhere.

Units can have the following stats:
Power - Their ability to obliterate the enemy in a fair fight.
Cunning - Their ability to avoid fair fights and try to outsmart the enemy, often relying on mobility, stealth, evasion, intelligence and guerilla tactics.
Precision - A qualitative assesment of a unit's likelyhood to blow up stuff it was not supposed to. Can be either total, decent or minimal.
Costs - What it costs to make it.
Range - Air units may be sent to fight areas this many tiles away from their airbase/carrier.

Expectable outcomes from hypothetical scenarios based solely on power and cunning of 2 opposing units:

High Power, Low Cunning stats on both sides: Fast Mutual annihilation.

Flat Equal stats: Slightly slower mutual annihilation.

Both Power and cunning much stronger for one side: Fast One sided fight, See Poland 1939.

Powerful and cunning vs just powerful - Operation Barbarossa.

Powerful and cunning/not cunning V weak and cunning - Minimal military losses on both sides, drawn out war with plenty of Vietnam. (But also, longer war => More collateral, attrition and expenses!).

Both very cunning but weak - Standoff.

Collateral damage:
The more power brought to a fight, the more collateral damage to be expected to the surrounding metropolitan area. Precision helps reduce this.

Attrition:
Units may also die or desert due to attrition when sent to fight in remote, extreme parts of the world.


UNIT LIST


LAND UNITS: (these can fight in battles over cosmopolitan area. Can be embarked to sea tiles for 1 b$ at docks (takes 1 turn) (no need for special transports)).

CONVENTIONAL - Need Inteligence to boost their cunning.

TECH 3

???!?

TECH 2

Modern Armor Division - 15 b$ to produce. 5 Power, 2 Cunning, Decent Precision. 1b$ extra maintenance costs when in combat.

Rocket Artillery - 15 b$ to produce. 5 Power, 0 Cunning, decent precision. 2b$ extra maintenance costs per turn when in combat. Can be used to fire upon adjecent regions to deal damage.

Mobile rocket AA - 15 b$ to produce. 1 Power, 5 AA power 1 cunning.
Special: AA: Very efficient at destroying aircraft. 1 b$ extra maintenance in combat.

TECH 1

Marine Division - 5 b$ to produce. 2 Power, 1 Cunning, Total Precision. +1 Cunning when Fighting in Populated regions.
Special: Better at peacekeeping.

Tank Division - 10 b$ to produce. 3 Power, 1 cunning. Decent Precision. 1b$ extra maintenance costs when in combat.

Anti-Aircraft Artillery - 10 b$ to produce. 2 Power, 3 AA power, 1 Cunning. Chance to destroy attacking aircraft. Decent Precision. 1b$ extra maintenance costs when in combat.

Traditional Artillery - 10 b$ to produce. Minimal Precision.
Special: 1b$ extra maintenance costs when in combat.

UNCONVENTIONAL - Corporate/state-capitalist bonuses do not apply. Cannot fight along with conventional armies (they can still fight the same opponent, but their stats will be compared separately and not combined.) Can be built without weapons facility, Max 2 per turn. Needs no base of operations. Unconventional troops may desert or change allegiance if they face overwhelming odds or are influenced by propaganda/covert ops.

Guerilla fighters - 3 b$. 1 power, 2 Cunning + 2 when fighting in populated regions. Decent Precision.
Special: Guerillas cannot effectively maintain control over regions when facing conventional troops, instead they hide in the hills and slowly eat away at the enemy forces.

Garage Artillery - 5 b$ - 2 Power, 2 Cunning. Minimal Precision. 1b$ extra maintenance costs when in combat.

Home Made Tanks - 4 b$ - 3 Power, 0 Cunning. Decent Precision. 1b$ extra costs in combat.


NAVAL UNITS:

All Techs

Submarine - 10 b$ - 2 Power, 5 Cunning, Total Precision. Can carry and launch a missile.
Special: good at sinking unescorted Battleships, Carriers and transports and remaining hidden.
Special: Owner can keep their location a secret before the other players (They must still mail it to the OP though).

Battleship - 15 b$ - 7 Power, 0 Cunning, Decent Precision. Can carry and launch a missile. 1b$ extra costs per turn when in battle.
Special: Good at providing naval support.

Destroyer - 10 b$ - 3 Power, 3 Cunning. Good at intercepting enemies and defending against sub attacks.

Carrier - 20 b$ - 2 Power, 2 Cunning. Acts as a mobile airbase. Can also carry 1 infantry unit.

Transport - FREE - 0 Power, 0 cunning. Carries troops over water. Can be spawned at naval bases and ports in any number at no expense, but... has 1 b$ Maintenance costs each turn and they do use naval unit capacitiy.


AIR UNITS

Tech 1

Fighter/Bomber - 10 b$
Operations: Intercept - Find enemies and the target region's airspace and engage them.
Operations: Air Support

Tech 2

Interceptors - 15 b$ - 7 A Power, 0 B Power, 5 Cunning, 3 Range, Total precision.
Operations: Intercept - Find enemies and the target region's airspace and engage them.

Attack Helicopters - 10 b$ - 1 A Power, 4 B Power, 2 Cunning, 1 Range, Decent Precision.
Operations: Tank Hunt - Seek and Smoke out enemy tanks and artillery effectively.
Special: very easy to shoot down with AA and fighters.

Precision Bomber - 15 b$ - 2 A Power, 3 B Power, 2 Cunning. 2 Range, Decent Precision.
Available operations: Air Support - Help troops on the ground by dropping explosives on the enemy.
Available operations: Precision Bombing - Specify a single target to be obliterated. Helps if you have some intelligence on said target.

Strategic Bomber - 20 b$ - 0 A Power, 7 B Power, 0 Cunning, 3 Range Minimal Precision. 2b$ extra costs when in combat.
Available operations:
Carpet bomb your foes back to the bronze age. Can Also Deliver Nukes.

Tech 3

Stealth Strategic Bomber - 30 b$ - Same as regular strategic bomber but less likely to get shot down by AA. 2b$ extra costs when on combat mission.
Special: Can also be deployed secretly like subs.



MOVEMENT & OPERATIONS

Once your troops are mobilized, You should assign them to an operation.

Suggested LAND operations
Offensive - These target regions under hostile control
Defensive - These target regions under friendly/neutral/no control and aim to defend them against an external attack.
Peacekeeping - These target can also target non-hostile areas, they aim to restore order and fight unconventional enemies.

You may also list the type of tactics you wish to employ during combat.
Suggested Offensive tactics:
Frenzied attack - Rush to the battlefield
Cautious attack - Poke at the enemy
Wait - Let them make the first move

Suggested Defensive tactics
Dig in - Prepare defenses against future attacks, makes you troops weaker in the present but can pay off later.
Counter Attack - Only covards seek cover. (Seek more open confrontation, increasing the relevance of strength on the battlefield.)
Strategic Retreat - Trade space for time and preserve your units as best as possible.

Suggested peacekeeping tactics
Flush out guerillas - Increased confrontation between your troops and local guerillas, this probably doesn't help restore order though.
Violent Repression - Good at restoring order temporarily, but could spark powerful uprisings and get you bad press.
Abide UN Charter - Moderate peacekeeping efficiency.
Rape and Pillage - Waaargh!

These can greatly influence the outcome of battles.
For example, rushing an enemy who's army is composed of nothing but artilley can cause them serious losses while keeping your troops mostly intact, Rushing a dug in enemy with powerful arms is the fastest way to lose a war.

First, your units will need to get to the region you assigned them to. All Land and Naval forces may cross 2 region borders each turn, except for marines/guerillas and other types of infantry, they can cross 1 region borders only. Once they arrive at their destination, the operation begins.

You can simultaniously have each type of operation (offensive, Defensive, peacekeeping) once in each region, so no 2 Defensive operations or peacekeeping operations in the same area by the same nation (faction) (so as to keep things simple). For each operation, you may assign any number of units.

Suggested Naval Operations:
Patrol - Intercept and engage enemies passing by.
Scout - Gain intelligence on enemies, but try not to engage them.
Naval Support - Help your troops fighting in coastal metropolitan areas.

Suggested Air Operations:
None. Just say where you are sending them, each plane has a specific purpose
Last edited by Harkback Union on Tue Apr 11, 2017 1:03 am, edited 24 times in total.

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Ex-Nation

Postby Harkback Union » Thu Feb 25, 2016 8:14 am

Mechanized Warfare

Image

SPACETIME

Time is divided into turns during combat and days out of combat. Space is divided into tiles in combat and areas out of combat.

Each turn, mechs commanders submit their commands for the turn and they get executed at the same time In the following order:
1. Threats, Taunts and Insults are delivered.
2. All weapons are fired, Electronic warfare, Shields/Defenses activate, mining occurs, subsystems and support components do their job.
3. Damages calculated with help of dices. Prayer time.
4. Weapon damage applied. Great opportunity for witty one-liners.
5. Movement
6. Everything else (Construction, repairs, production finishes).

The order of events taking place within one's own mech during phases 1 or 6 can be freely decided on by the owner.

Space is divided into tiles. Crossing a single tile border counts as a move.

RESOURCES AND STATS

CREDITS - Counted in credits, Used to buy components for your mech.

FUEL - Primitive conventional diesel, Used to power certain types of components.

ELECTRICITY - How much power your mech has. Needed by advanced mech systems. Stored by batteries.

TEMPERATURE - Overall coolant fluid temperature. Counted in Ruxius degrees. 0 Is room temperature. 8 Ruxius causes most electronic systems to malfuncion, Mechs shut down when reaching such temperature until they reach Ruxius 7 or lower. Reaching 10 Ruxius triggers a rapid expansion of coolant fluid and other liquids, causing a catastrophic failure, usually in the form of a spectacular explosion. Temperature goes down by 1 or 2 at the end of each turn, depending on the Maps climate until reaching 0 (Or a lower temperature, once again depending on climate). -10 Roxius also causes Mechs to freez down. Also referred to as heat.

MINERALS - Metals and other elements used in construction and repairs.

MUNITIONS - Rockets and rounds, used by most weapons.

HULL POINTS - HP for short, reflects the integritiy of a mech's component. Equal to its cost in Minerals.

TECH - The knowledge and skill required to design and construct mech components.

MECHS

Mechs consists of component.

The chief component of a mech is its chassis. Chassis determines types and numbers of components and chassis subsystems that can be attached. Some Mech components can also have subsystems of their own. If the chassis of a mech is destroyed, the entire mech is destroyed.

Components also come in 3 other categories (aside from chassis).

Propulsion - The method used by the mech to move around.

Arms - Weapons and tools that are attached to the mech.

Support Components - Armor, Shield Generators, Targeting computers, electronic warfare units, auxiliary systems and other whatnots attached to the mech.

Subsystems can be installed into any component that has a subsystem slot.

CHASSIS TYPES:

Sabre Light Chassis (5 Metal, 5 Elect, 1 Tech) - 1 Prop, 1 Arms, 1 Supp or 1 Extra Arm. +1 Movement speed with all propulsion systems (overrides any other rule). 5 Subsystems.

Spark Light Chassis (7 Metal, 7 Elect, 2 Tech) - 1 Prop, 2 Arms, 1 Supp, 1 Extra subsystem slot for a component of your choice. 5 Subsystems.

Crescent Light Chassis (7 Metal, 7 Elect, 2 Tech) - 1 Prop, 2 Arms, 1 Supp, 4 Subsystems. During night battles, The Crescent may "Remain hidden" and perform its actions in secret while at least 2 tiles away from other, non-friendly mechs. While in hidden mode, the Crescent cannot fire or use mining/repair tools.

Baron heavy Chassis (10 Metal, 10 Elect, 2 Tech) - 1 Prop, 3 Arms, 1 Supp. 5 Subsystems.

Requiem heavy Chassis (10 Metal, 10 Elect, 3 Tech - 1 Prop, 2 Arms, 1 Supp. 7 Subsystems. Comes with a built-in nuclear reactor that provides 2 electricity each turn but also generates 1 heat. If destroyed, The Requiem Triggers a nuclear chain reaction which results in immense explosions, destroying everything in a 1 tile radius and damaging All mech components in a 2 tile radius by 3 HP, Mechs in a 3 tile radius recieve a minor 1 damage per component.

COMPONENT LIST:

Propulsion:

- Walker (5 Minerals, 5 Electricity, 2 Tech.) - Your basic mech propulsion. 2 Tile per turn with light chassis, 1 Tile per turn with heavy chassis. Allows for the mech to topple. Allows the mech to Use dodge. Dodge costs 1 energy or diesel and adds an extra 50% chance accuracy check for incoming and outgoing fire (Even if you or your opponents use focus), they must pass this.

- Cogwheel (3 Minerals, 3 Electricity, 1 Tech) - 2 Tile per turn with light, 1 tile per turn with heavy chassis. Takes -1 Damage from minefield detonations and doesn't slip on ice. Cannot topple.

- Armored Tracks (5 Minerals, 5 Electricity, 1 Tech) - Can't topple. Doesn't slip.

- Tripod (5 Minerals, 5 Electricity, 3 Tech) - Has 3 legs - outer space alien style. 1 Tile per turn with any chassis. Allows for the mech to topple. May enter Tower mode. This costs 1 electricity or fuel and take an entire turn, during which the vehicle can't move or fire. While in Tower mode, the extra height gives +1 Range to weapons with a range of 2 or more. The Tripod can move while in tower mode but if it topples, All components will be dealt 1 extra damage.

- No Propulsion - Who said you need one?

All propulsion systems require an engine subsystem. These come in 2 types:
Diesel - Free, uses 1 Fuel and increases heat by 1 when moving.
Electric - 1 Tech, uses 1 Electricity when moving.

Arms:
Almost all weapons Increase temperature by 1 when fired.
Chain-guns are an exception.

Ballastic

Autocannon (2 M, 2 E, 1 T) - A high-caliber, rapid-fire gun. Fires Twice per turn, using 1 ammo with each shot. Increases heat by one when used. Deals 1 Damage on hit. Range of 2.

Chain-Gun (3 M, 3 E, 2 T) - Can fire up to 3 times per turn, 1 damage on hit, Range of 2. Can trade 2 shots target a tile for "Defensive fire". All rockets fired from that tile get an extra 50% chance of being destroyed while in flight. Multiple sources of defensive fire stack. Increases heat by 2 whenever used, unless only 1 shot is fired, then temperature only raises by 1.

Rocket Launcher - (2 M, 2 E, 2 T) - 2 Ammo to fire. 1 Shot per turn. Deals 3 Damage on hit. Increases heat by 1 when used. Range of 3. 1/6 Chance to topple target mech on hit.

Mortal - (3M, 3 E, 1T) - 1 Ammo to fire. 2 Shot per turn. Deals 1 Damage to a random component of all mechs on target tile. When Misses target, hits a random nearby tile instead. Range of 3. Range of 5 - 2.

Laser
- All lasers can trade their regular shot to instead defensive fire a tile.
- All lasers have a 66% chance base accuracy rate instead of 50%.

Prism - (2M, 2E, 3T) - 2 Electricity to fire. 1 Shot per turn. Deals 2 Damage on hit and increases target mech's temperature by 1. Increases temperature by 1 when fired. Range of 3.

Heavy Prism (4M, 4E, 4T) - 3 Electricity to fire. 1 Shot per turn. Deals 3 Damage on hit. Increases target Mech's temperature by 1. Increases temperature by 1 when fired. Range of 3.

Plasma/Thermal

Plasma Gun (4M, 4E, 3T) - Increases temperature by 1 when fired. Range of 2. Deals 2 Damage and increases target's temperature by 3 on hit. Uses 3 electricity when firing.

Flamethrower (3M, 3E, 2T) - Increases temperature by 1 when fired. Range of 1. Deals 2 Damage and increases target's temperature by 3 on hit. Uses 1 Fuel when firing.

Special Weapons/Tools

Railgun (3 M, 3E, 5T) - Uses 1 Ammo and 2 Electricity to fire, Deals 3 Damage on hit and has 1/6 chance of toppling both the enemy and the firing mech. Increases heat by 1 on use.

Disruptor (3 M, 3E, 5T) - Uses 2 Electricity to fire. Destroys a support component of the target mech on hit if it is being used. Reserves are immune to disruptors.

Universal Tool (2M, 2E, 2T) - Costs 1 Electricity to use. Can Mine a mineral source for 2 Minerals or perform repairs/Construct something in collaboration with a manufacturing module. Increases temperature by 1 when used.

Support Components:

Power Generator (4M, 4E, 1T) - Provides 3 Electricity per turn while burning 1 fuel. Comes with a battery subsystem (stores 5 Electricity). Increases temperature by 1 when used.

Reserves (3M, 3E) - Has 7 HP instead of 3, Comes with 3 Free storage subsystems. If destroyed with munitions or fuel inside, Deals 1 HP damage to the chassis and to propulsion for each fuel or ammo stored within.

Shield Generator - Shields up to 2 incoming attacks of your choice that hit you this turn. Costs 1 Electricity per turn to activate, drains 2 electricity for each blocked attack from your reserves.

Manufacturing Module. - Allows you to convert 1 Electricity and 1 Minerals to 3 Ammo or 1 Fuel or to repair 2 HP damage on a Destroyed or Damaged component or to build something with your Universal Tool. Comes with built-in storage for 10 Minerals.

Subsystems

Storage
- Can only be built within chassis or Reserves.

Fuel Tank (1M, 1E) - Stores 15 Fuel.

Battery (1M, 1E) - Stores 10 Electricity. Must have if you want to use Electricity. Starts each battle with a free full charge.

Munitions Hold (1M, 1E) - Stores 10 Munitions.

Temperature

Ventillation unit (1M, 1E) - Reduces temperature by 1 each turn. Pretty useful.

Liquid Nitrogen Tank - Costs 5 Electricity to charge between battles. Max 1 Per mech. Disperses Liquid Nitrogen Into the Coolant when activated (Must be activated in advance, does not trigger itself), Reducing the mech's temperature by 10 Ruxius (Yes, negative temperature is workable, just keep it above -10), but this makes the Coolant fluid more volatile at high temperature. After use, catastrophic explosions will occur at Temperature 7 rather then 10.

Other stuff

Small Generator (1M, 1E, 1T) - Increases The On-board Power Generator's electricity output by 1.

Targeting Computer (1M, 1E, 2T) - Costs 1 Electricity to use. Each turn, the Computer allows 1 shot to be perfectly accurate or allows you to target a specific component of Another mech (if you can't already do that with pilot skill).

Armor
- MAX 1 Per Component!

Reflective (1M, 1E, 1T) - All laser fire deals 1 damage and is bounced back at the tile from where it came. An accuracy check must then determine if the reflection hits something. If so, a random mech is hit.

Insular (1M, 1E, 1T) - -2 Temperature increase from weapons hits that increase temperature.

Reinforced. (FREE!) - +1 HP.

A BUNCH OF OTHER STUFF THAT NEEDS TO BE PROPERLY ORGANIZED

Accuracy Checks

Attack has a basic accuracy rate of 50%. Throw a dice. On a 4, 5, 6, The hit is a success and a random component of the mech is hit.

Random component, mech.
When rolling a dice for a random component, give each component a number (1 - 6) and the roll the dice until one of the component is rolled out. Use similar method for random mechs or random nearby tiles.

RANDOM.ORG comes in handy with this.

CONCEPTS I FORGOT TO EXPLAIN

Topple - If a mech is toppled, it must spend the next turn crawling back up, meanwhile unable to move or fire.

PILOTS

Gain May have levels 0-5 in the following skills:

Science - Determines the amount of Tech points you start out with (10 + your science level) and the number you gain with each passing day.

Wealth - Determines the amount of money you start with (I dunno, 100 per level?) and the number you gain with each passing day by default (5?)

Piloting - Your skill at piloting Mechs.
0 - Nothing
1 - For each missed shot you gain 1 focus, but you can't have more then one.
2 - For each missed shot you gain 1 focus, but you can't have more then one. You may target specific components of enemy when firing your weapons.
3 - For each missed shot you gain 1 focus, but you can't have more then two. You may target specific components of enemy when firing your weapons.
4 - For each missed shot you gain 1 focus, but you can't have more then three. You may target specific components of enemy when firing your weapons.
5 - For each missed shot you gain 1 focus, but you can't have more then five. You may target specific components of enemy when firing your weapons.

Focus can be spent to add an extra die to an accuracy checks of one of your shots when submitting your orders, thus giving them more chance of passing.
Last edited by Harkback Union on Thu Feb 25, 2016 1:02 pm, edited 6 times in total.

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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Fri Jun 10, 2016 8:16 pm

The Mechanics.

https://soundcloud.com/max-sergeev/perimeter-ost

Reading through the mechanics is optional. You can always request governors/generals to run your colonies/armies for you!



Part I.
Time

Image


Time in the First colonies is divided into Mission Years. Every mission year covers a span of 1 Desponean orbit which is about 12 months in earth time, a mission year counts as a turn in the mechanics. Every Turn consists of 3 Phases: Civilian Phase, Clandestine Phase and War Phase. Leaders have to post their turn orders in advance for each turn phase and they will be resolved simultaniously. 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 - Civilian phase - Factions announce their plans for economic, social and scientific development in any order.

2 - Clandestine phase - OPTIONAL - Factions engaged in covert or overt wars encrypt their orders for their military and spies using an online encryption service, preferably
https://encipher.it/ - Simply write your orders into the text box and hit encrypt. Then give the encription a password. DO NOT FORGET THIS PASSWORD!
Then add the encrypted orders like this one:
EnCt2cae092d1a1084d496d7fae30e8ff07e5b117dc8bcae092d1a1084d496d7fae30CVneayU+YAB
v9ZJzXFdZNHiODoD74t/6M0YCvZk7X5yBeucCYLyH+Q==IwEmS
...To your post. Once all factions engaged in wars/covert operations posted their encrypted orders, all factions must announce their encryption password and reveal what the order contains. IMPORTANT! DO NOT EDIT YOUR POSTS CONTAINING ENCRYPTED ORDERS AFTER THE PASSWORDS HAVE BEEN SHARED! IMPORTANT! Do not use the same password multiple times for encryption!

3 - War phase - OPTIONAL - The war phase has 3 sub-phases
- Advance: Units which were given secret orders move simultaneously
- Reaction: 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 any target you are currently at war with. This is done publicly and in any order the effects of the attack are not resolved yet!
- Battles: Once everyone is done reacting, the Battle begins! Missiles hit, the Psychological, weapon and then the melee attacks get resolved in weapon order.



Part II.
Space.

Image


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


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. Food CANNOT BE STORED, surplus food is either traded to other factions or is spoiled.

METALS

Metals feed your Industry. 1 Metal source "Feeds" 1 Industrial Plant. If the plant is not built at the site of the metal source, you must make sure roads and/or ports connect the plant to the metal source, or else the Industrial Plant will be inoperable! Metal cannot be stockpiled!

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)
By default, each base has its own energy grid and cannot share its energy to other bases or units elsewhere. Build roads/power lines to exchange resources!

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. Petrol is a strategic resource which can be amassed in any quantity in faction's inventory, which is by default located in your capital. From there, it can be deployed anywhere on the globe without additional expenses or regard to trade connections, however, you may only add the petrol to your faction's inventory if there is a trade connection between the faction inventory and the source of petrol..

HEAVY ELEMENTS

Heavy elements are mined and refined in Heavy Element facilities for use in fission reactors and weapons. Same rules regarding storage and distribution as with petrol.

NOTE: Faction Inventory (Its strategic reserves)
By default, your capital base will store the valuable resources of Petrol and HE at 0 expense and without need for any special investment in infrastructure, however you may choose to relocate the reserves elsewhere. Doing so costs 1 IP and 1 Energy for the turn and the target base must be connected via trade.


Chapter II. The other things of vaule.

BUILD POWER
AKA, Industrial Power.


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.

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.

IDEOLOGICAL POWER

The People's faith in the Ideology you advocate. Ideological power can be used to run social programmes. Important, Ideological power cannot be stockpiled, you must spend each turn's income or else its wasted. You can get Ideological power from special facilities or from high harmony in your bases.

CIVILIAN GOODS

Produced in Civilian factories, these product help improve your people's lives and supply some types of facilities with crucial equipment. Civilian Goods can be stockpiled anywhere and everywhere, but its recommended that you keep them in your faction inventory for simplicity's shake. 1 Civilian Goods can feed 1 population for a turn in case you are running low on food.

POPULATION

Population is... well... your followers. Every unit of it accounts for about 100 citizens and they always live in one of your bases. You may increase your population over time. If your faction's population is between 0 and 20, you may add 1 population at the start of every mission year. This population will count as kids and will be unable to work for the duration of the turn, but it will consume food and generate disharmony as a regular population. If population is over 20, then 2 population may be added every mission year.
But beware, overcrowding in your bases can quickly disrupt your faction's intergrity.

Population, aside from working at facilities and joining into military 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 or 1 Raw Labor (See manufactory/mine/plantation).
Artisans generate 0.1 Civilian Goods 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.
Additional special roles may be unlocked later on.

After spawned in a base, a unit of population can be moved to any other base at the expense of 1 energy, as long as they are connected via ports/infrastructure.

HARMONY

Harmony represents the Health and happiness of your colonists as well as public order in your bases. The default value of Harmony for every base is 0.

Life on Desponea is no cakewalk. The long workshifts spent in mines and industrial hellholes, the constant fear of the unknown and the depressing sight of Desponea's alien sky is taking toll on the mind's of the populace. Harmony is reduced by 1 for each population living in a base. Low harmony leads to consequences:

- General Strike -
At -5 Harmony (or 5 Disharmony), The Population of a base goes on strike, suspending all industrial activity. No BP, Civilian Goods, spice, Petroleum, Heavy Elements, Supplies or RP May be gained from this base, not even from automated factories, Although BP produced from other bases may be invested here. If your workers strike for 2 conclusive turns, then the workers will resume work for the duration of a single turn. After the 3rd turn, the strike resumes and the cycle repeats.
The General Strike can be avoided if you manage to raise the harmony level of the base through social projects or other effects that play their role during the civilian phase. You may also order military that is present in the base to shut down the strike with violence if your faction is a police state, but doing so will reduce working population by 1 and add "Repression" effect to the base until the police state is eliminated.

- Revolt -
If a base has 10 or more Disharmony (12 under repression, 20 during purges) AT THE END of a civilian phase, 1 in every 5 population will turn into Rebel militias (1-5 pop -> 1 militia, 6-10 pop -> 2 militia, 11-15 - y 3 militia, 16-20 4 militia and so on) and rise up against their opressors. Rebel Militias will fight with the cheapest of conventional weapons against local armed forces (although covert operations can smuggle the rebels better arms) during the battle phase. If the rebels lose, order is restored and the base becomes immune to Revolts for 5 turns, however 1 facility worth at least 3 BP of the owning faction's choice must be destroyed due to the widespread rioting. If the rebels win, then they will either form a rebel faction (if there is a new roleplayer who intends to join in as rebels, he can take control of the rebels. Alternatively, they remain inactive for the time being) or they will join the faction with the highest Ideological power on the planet if there is a faction with 10 or more Ideological power (Can't be the same faction as they rebelled against!

Other sources of disharmony:
For Every unit of population that has no living quarters: -1 Harmony.
War: -1 Harmony for every base while you are at war.
Hostile propaganda and social projects.
Global events.
And the... unkown...

Surplus harmony gives your faction Ideological Power. If the NET harmony (Add together + harmony, deduct - harmony) from ALL your bases has 0-4 surplus Harmony, 0 IP, 5-9 surplus -> 1 IP, 10-14: 2 IP and 15-19: 3 IP and so on.
Basically 1 IP for every 5 Harmony.

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 -> 2 Supplies and yes, 0,5 BP can be converted to 1 supplies (does not work backwards, you cant turn supplies into BP).

SPICE
Spice is a rare substance found in small quantities at Xenofungus and Arctic regions. A Unit of spice can be at any time consumed by your population to boost a base's Harmony for that quarter by 2 (Max 1 spice used per unit of population!).


Chapter III. Base Facilities.

General Info

Base facilities are built inside base locations.
Every Base facility has HP equal to their minimal BP costs (For example, windfarms always have 2 HP).


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/Wave farm - 2 BP + 1 BP for each such facility in the same base - Produces 1 Energy.

Hydro Plant - 4 BP - Can only be built in Riverside Base Locations - Produces 3 Energy. Max 1 Per base,

Geothermal Plant - 2 BP, Requires a free Geothermal Source, Desponea Geology Tech - Provides 2 Energy (+1 With Geotechnical Engineering).

Petrol Plant - 2 BP - On its own, it can turn 1 Petrol into 4 Energy every quarter. Cannot be built in deep sea bases. Moderate pollution.

Fossil Plant - 2 BP - 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 2 Energy per quarter (+1 With Desponea Geology). Heavily pollutes the environment. Max 2 Per base.

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

Solar Array - 3 BP + 1 BP for each Solar Array already built in the same base, Low-energy Photovoltaics. 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 BP for each Node in the same base, 1 RP, Dark Energy Tech - Produces 3 Energy. Works everywhere. Scientists warn that concentrating too many Nodes in the same base could lead to... unpredictable consequences.

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

Agri/Aquaculture

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

Xeno Plantation - 1 BP or 5 raw labor, Max 3 Per base, 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. Instead of producing food, it can produce spice in Xenofungus and arctic areas (in same quantity as food) and it may not produce food in arctic areas.

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

Mining

Deep Mine - 1 BP or 5 Raw Labor + 1 BP for each deep mine in base - Employs 1 Energy and 1 Workers or 2 workers to provide 1 extra metal source. Use this if your surface metal sources have already run out or your industry grew too large and needs more sustenance. Can be built anywhere but underwater. Uses 1 more energy or worker per quarter in Alien Jungle Bases.

Deep Sea mining facility - 2 BP - Underwater version of the surface mine.

P.E.R.U. (Petroleum Extractor and Refiner Unit) - 3 BP, 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.

Heavy Element Facility - 3 BP, 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 RP, Borehole mining - Mines Metals on a large scale. 2 Workers and 3 energy provides 4 metal source 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.
Very unlikely to run out of Metal to mine.

Industry

Manufactory - 5 Raw Labor - Uses 1 Metal source and 2 Workers to produce 0.5 BP every quarter.

Industrial Plant - 4 BP, - Uses 1 Metal source, 1 Energy and employs 1 Workers to produce 1 BP every quarter.

Civilian Factory - 4 BP, - Uses 3 Food or 1 Petrol + 1 Energy and employs 1 Workers to Provide 2 Civilian Goods. Use Civilian Goods to supply your malls, universities and hospitals with much needed carbon-based products.

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

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

Fuel Synthesizer - 3 BP, 1 BS, - Can Turn 5 Food or 2 Spice into 1 Petroleum, costs 1 energy extra to operate.

Commerce & Infrastructure:

Roads, pipe and power lines - 2 BP OR 10 Raw Labor - Built not in a base but between 2 neighboring base sites. Allows them to exchange Goods, Resources and BP. Also allows (some) Mechanized units to move 2 spaces per quarter. INDESTRUCTIBLE.

Monorails - 3 BP, 1 Civilian Goods, 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. Costs 1 Energy per turn to maintain. Provides 1 harmony to the 2 bases it connects. Max 2 harmony per base bonus.

Network Link - 2BP, 1 RP, 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 32 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, - Allows your faction to exchange energy with other factions that also have an energy conduit (Useful if you lack direct connection. 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, 2 RP - 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 2 Petrol and 1BP from where it is to another moon/planet (with a non-reusable rocket).

R&Đ:

Research Facility - 3 BP, 2 Civilian goods (goods can be invested at any point), - Employs 1 Population and 2 Energy to generate 1 RP towards any tech every quarter. Max 1 R&D building Per Faction by default.

Supercollider - 4 BP, 2 CG, - Employs 1 Population and 2 Energy to generate 1 RP. Unlocks additional Research. Max 1 R&D building Per Faction by default.

Research Hospital - 4 BP, 3 CG, 2 RP - Max 1 R&D building Per Faction by default. Employs 1 Population, 1 Civilian Goods and 1 Energy to generate 1 RP per turn. 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 2 Energy to generate 1 RP per turn. Unlocks additional techs. Halves planning time for all your datajacks while operational.

Space Center - 6 BP, 2 RP, 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 2 Energy to generate1 RP. 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. - Provides life support and acts as a foundation for other base facilities. Without employing ANY population, the base core provides the following:
- Alien Jungles: 2 Food,
- Xenofungus: 2 Metal source
- Coastal: 1 Energy, 1 Metal Source
- Deep Sea: 2 Metal source.
- Barren: 2 Energy, 1 Metal source.

The Core has 3 HP and 1 Kinetic attack. Base cores use neither energy nor 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 last faction standing in the area!

Housing:

Remember, unhoused pops generate -1 Harmony extra each.

Slums - 2 BP - Houses up to 5 Population. -2 Harmony. No energy maintenance

Habitation Pods (Special) - 3 BP, 1 RP - Can be relocated at the price of 1 Energy/move to any other base along with the population inside (no need to pay extra for pop move). 1 move per quarter. Houses 3 Population. Costs 1 Energy per quarter to maintain. Can even go underwater.

Housing Project - 5 BP, 1 Space - Houses 5 Population. Costs 1 Energy per quarter to maintain.

Classy Suburbs - 2 BP, 2 Civilian Goods - Houses 2 Population, costs 1 energy to maintain. Its inhabitants generate no disharmony.

Residential Complex - 6 BP, 6 Civilian Goods, - Houses 5 Population and costs 2 energy per turn to maintain. Its inhabitants generate no disharmony.

Service, Entertainment & Media

Food Dispenser - 2 BP, 1 CG, Bio-chemistry - Improves quality of food consumed by the locals. Uses 1 energy or 1 spice. Provides 1 Harmony and 1 Food. Max 1 Per base.

Emergency Provisions - 3 BP, 3 CG - Immune to sabotage but destroyable in battle (3 HP, can be activated when damaged). Destroyed upon activation. Can be activated to:
Provide 3 BP for a turn or
Provide 10 Food for a single turn or
Provide 5 Energy for a single turn.

Filtration, Sanitation and recycling systems - 3 BP - Improves health by cleaning out germs from your base and recycles waste. Uses 1 energy. Improves Harmony by 1 and provides 1 Metal source. Max 1 per base. Also reduces population loss in the base from toxic attacks per turn by 50%, rounded up (If 3 pops would have died in a toxic attack, only 1 die instead...)

Hospital Complex - 3 BP, 2 CG, 1 RP Nano-medicine Tech, - Uses 1 Energy, 1 Civilian Goods and employs 1 Population to improve Harmony by 5 (more with advanced techs). Also reduces population loss from toxic attacks (in the base where it is) by 50% (Stacks with above facility for 100% coverage, making toxic attacks completely ineffective). Max 1 per base.

Recreational Commons - 3 BP, Psychic studies tech, max 1 Per base! - Uses 1 Energy per quarter, Improves Harmony by 2 and Lowers strike threshold for the base by 3 while operational (So your workers strike at 8 disharmony rather then 5). Max 1 per base.

Entertainment District (Special) - 5 BP, 2 Consumer Goods, 1 Research Power, recreation commons, positive Harmony in the base its built in - Uses 3 Energy to improve Harmony by 6 or 6 energy to improve Harmony by 16. If you have a broadcast tower in the base, you can send some or all of the harmony gained here to other bases (even in other factions). Max 1 per faction by default.

Distribution center - 2 BP, 1 CG - Can convert 1 Consumer goods into 2 Harmony or 2 CG for 4 H, net harmony gain cannot exceed local population.

Mega Mall - 5 BP, 2 CG, Consumerism social project - Can convert any quantity of Consumer Goods into 2 harmony each, the net harmony gain can exceed population.

Propaganda 'Media Center' - 3 BP, 2 civilian goods, Information Networks and Social Dynamics Tech - Uses 2 Energy and Employs 1 population when operational, Provides 2 Ideological power. Max 1 per faction.

University - 3 BP, 2 Civilian Goods, 1 RP, - Uses 1 Energy, 1 Consumer Goods and employs 1 Population. Increases limit of research buildings by 2.

Cloning Vats - 3 BP, 2 RP, 1 Space, Requires Gene-engineering tech - Employs 1 population, Can spawn any quantity of population each turn at the price of 1 energy per population spawned. Unlike to kids, these populations can work right away but will also need 1 food for the turn if they want to stay alive.

Bomb Shelter - 4 BP, 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.

Terraforming Project - 6 BP, 2 RP, +10 Raw Labor per pollution level - Terraforming tech, only in alien jungle, coastal and Xeno-fungus areas - Terraforms the base location so that it has an earth-like climate and vegetation. The base core will provide 2 Metal source, 2 Food and 1 Energy instead of its old income. Additionally, the base may grow spice (if it couldn't already) and recieves +5 Harmony.


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 - Has 3 HP which regenerates every quarter unless the facility is completely destroyed. 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. The perimeter defense prevents the base from being captured as long as it is not destroyed. Max 1 per base.

Weapons Facility 4 BP - Can assemble up to 1 Mechanized, Air or Naval unit per quarter (You'll also need to pay the price in BP/RP) (you can carry over unfinished units for next turn). Employs 1 population.

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

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

Missile Base - 3 BP, 2 RP, can be build in every kind of base - Fields 2 Ballastic Missiles. Considered underground by default, Has 6 HP. Auto-repairs itself after the turn its damaged. May be ordered to self-destruct when a hostile faction takes over its base.

Population control & Espionage:

Secret Police HQ - 3 BP, 1 Civilian Goods, 1 Conventional Weapons, Psychic research tech - Employs 1 population and 1 Energy and can operate in 5 modes:
Curb Dissent - +1 Ideological power and +2 Harmony In your capital.
Silence Dissent - Eliminates 3 disharmony in all bases (After you calculate harmony, if its negative, you may remove up to 3 disharmony but not use this to gain positive harmony).
Quota-based Purges - Lasts 5 turns. Reduces Population by 1 in 3 bases of your choice during the first turn, Ensures no strikes occur in the following 5 turns in any of your bases, sets riot treshold to 20 disharmony. 50% less RP gained from all sources during the effect of the purges.
Counter-espionage - 1 free sentinel operative while in this mode which can only operate in your bases.
Mobilization - Gain 2 kinetic attacks (uses supply) for the battle phase in a FRIENDLY base of your choice.
Max 1 Secret police HQ per faction.


Surveillance network - 1 BP, Secret Police HQ or Intelligence center - Costs 1 energy to run. Negates 2 Disharmony. Max 1 Per base. Sentinels defending a base with a surveillance network may hunt for 3 types of enemy covert agents simultaniously!

Intelligence Center - 3 BP, 2 Civilian Goods, clandestine operations tech - Each Employs 1 population and 1 energy to train 1 covert operative every 5 turns. Each Active Intelligence Center can support up to 3 Covert operatives and hold 3 captured enemy agents. Covert operatives come in 5 forms:
Spies, Sentinels, Propagandists, Saboteurs and Datajacks. Most of these agents need to plan ahead their operations. This is done with encrypted posts, the keys/passwords to these you can keep secret until the operation is executed. The existence of all agents and all their order can be kept fully encrypted until they first come into play.

Sentinels - Can be ordered to defend a FRIENDLY base against 2 types of hostile operative (Propagandist, Saboteur, Datajack, Spies, Sentinels). The sentinel can thwart 1 hostile operation by the target type of agent each turn, so if multiple enemy operations are carried out and you only have 1 sentinel, you must choose which one to defend against. Whenever your sentinel thwarts an operation, you can choose to kill or arrest the enemy agent. Arrested agents can be traded with other factions. IMPORTANT. Your sentinels can only thwart plans when they are executed, not when they are planned!

Propagandists - Can be ordered to forment unrest in a target base. Such an operation takes 4 turns the plan. During the clandestine phase of the 5th turn, if there is a sentinel hunting for propagandists, the operation fails and the propagandist is captured. If there are no sentinels searching for propaganists, then the target base's Harmony is reduced by 5. If this change is sufficient to start a revolt, a revolt breaks out and is resolved in the battle phase. If a revolt has broken out and the covert agent remains in place, he may smuggle 1 piece of weapons/equipment per turn to the rebels.

Saboteurs - Can be ordered to sabotage a base in 2 ways, each take 4 turns to plan and come to effect in the 5th turn:
-Chaos Doctrine: shutting down 2 facilities for a turn (cannot be operated) and damaging 1 facility for 2 HP, which is also rendered inoperable until repaired with 2 BP.
-Terror Doctrine: Targets a single facility which must have workers or inhabitants. Kills 1 population, damages the facility for 2 HP and reduces harmony by 2 for 5 turns.

Datajacks - Can be ordered to steal technology or disrupt research. Both take 4 turns to plan, 1 turn to execute. Both must target a base with some type of RP-producing facility or university. If disrupt research is successful, 5 RP is removed from an enemy's ongoing research project of your choice (you can't make him unlearn complete techs this way). If you choose to steal tech and are successful in doing so, you may learn any of your opponents technologies as long as you know all the techs that lead up to it or copy all progress on an ongoing research project (You'll end up with the same amount of RP as your opponent, don't add the RP of your opponent to your own project!)

Spy - Spies devise elaborate schemes with which to double-cross themselves and make sure everyone is too confused to forsee the plot twists coming up ahead. Spies can be ordered to Gather intelligence on other intelligence services or blend in and assume the role of an enemy agent, allowing you to change the target of said agent's plans, unless your spy was a the spy of another faction to begin with, which means... ugh...

Spy Rules have been moved to a separate post!

Hope that made sense...




Type S


You may suggest secret projects, special units and special facilites to whomever the OP is via TG for negotiating. Once approved, you may initiate their training/construction at once. You may only build a secret project once in one base. Special facilities and special units may be built any number of times anywhere (unless stated otherwise).

These units/buildings can be built by your faction only! Secret projects are built in secret, you do not have to reveal what they are (unless you want to use them or if you have been spied upon), you only have to tell how much stuff you invested in it. You may request 1 Secret project or Special facility or special unit from the start and gain additional 'slots' by researching technologies.

Special units can be created from components other then those listed in the rulebook. Units designed from parts found here do not count as special!




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 VENDETTA. This costs you nothing and can be done whenever. 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 clandestine phase ends, planned 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, even during reaction or during the battle phase.

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 (Speed) and if movement costs energy/petrol.

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 1 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 1 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. For each hospital/research hospital you have, you may regain 1 population lost in a battle each turn, but not their equipment. 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 from enemy fire.
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 designs). 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. If you find unit designing too tedious, you can another faction to design the units for you.

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. You can alsooó train militia and colony pods from the start!). 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 (And not to the faction's reserves).

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 3 civilian population in the target base (military units are immune) (Unless base has filtration & sanitation facility and/or hospital. Those reduce the death toll).
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 3 Food or 1 spice to move 1 Space Per quarter. 2 EP.

Electric Engines & Propellers: 1 BP, Superconductors. Uses 1 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. May gain 4 EP for 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. Doesn't need to be stationed at airbase (but still uses aircraft cap).

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


Categories:
GREEN - PLANET AND BIOTECH - Food production and expansion
RED - WARFARE AND WEAPONRY - Weapon systems and aviation
YELLOW - INDUSTRY AND ENERGETICS - Stronger economy
BLUE - SCIENCE AND INFOTECH - Boost research and espionage
PURPLE - ENTERTAINMENT AND SOCIOTECH - Helps maintain Harmony

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 - Allows Plantations to be built.
Industrial Core - Allows Industrial Plants and Civilian 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.
Psychic Studies - Rec commons, Secret Police HQ
Information Networks: Unlocks Network Link


Tier 2 (All cost 10 RP)
Clandestine Operations - Intelligence Center, Secret Police HQ
Organic Chemistry - Allows construction of fuel Synthesizers.
Materials Science - Unlocks Reinforced Armor support system.
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 to 2. Also improves Energy output of geothermal plants.
Weapons Production: Unlocks the Weapons Facility, The Artillery Weapon system and the Mechanized core designs.



Tier 3 (All cost 15 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: supercollider
Information Warfare (Clandestine operations): +2 Max Agents per intelligence center

- ALL TECHS BEYOND THIS POINT ARE SUBJECT TO CHANGE!! -

Tier 4 (All cost 20 RP)
Neural Interface (Superconductors, Mechatronics): Hydra rockets, Extra Secret Project or Special Unit
Self-writing Code (Superconductors): Hydra rockets, 1 Free Tier 1 or 2 tech, Datajacks can steal 2 techs in one go.
Quantum Mechanics (Superconductors, Particle Physics): Reduces energy use of all R&D structures by 1.
Solid Fuel Rocketry (Despoena Flight): Space exploration. Ballastic Missile production.
Nano-biology (Organic Chemistry): Doubles harmony from research hospitals and hospitals. [/color]
[color=#400040]Social Engineering (Social Dynamics):
[color=#400000]High-energy Lasers (Superconductors): Laser Weapons
[color=#400000]Wave Modulation (Particle Physics): Unlocks shields and EM weapons.
[color=#000080]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 Harmony 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): +3 Harmony 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)
?!?
?!?
Last edited by Harkback Union on Thu Oct 20, 2016 5:14 am, edited 23 times in total.

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
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Postby Harkback Union » Sat Jun 11, 2016 1:59 pm

SPACE RULES!

Image


The space around every planet now counts as a single base location. 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.

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

Postby Harkback Union » Mon Jun 27, 2016 10:38 am

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 to invest in your first turn. (one time bonus).

Hydroponics Bay - 1 Space
Deploys into a Hydroponics Facility upon landing. <- PRETTY USEFUL!

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.

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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Oct 11, 2016 2:05 am

Harkback Union wrote:The Mechanics.

https://soundcloud.com/max-sergeev/perimeter-ost

If you don't like dealing with the Mechanics, you can request governors/generals to run your colonies/armies for you!




Part I.
Time

(Image)


Time in the First colonies is divided into Mission Years. Every mission year covers a span of 1 Desponean orbit which is about 12 months in earth time, a mission year counts as a turn in the mechanics. Every Turn consists of 3 Phases: Civilian Phase, Clandestine Phase and War Phase. Leaders have to post their turn orders in advance for each turn phase and they will be resolved simultaniously. 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 - Civilian phase - Factions announce their plans for economic, social and scientific development in any order.

2 - Clandestine phase - OPTIONAL - Factions engaged in covert or overt wars encrypt their orders for their military and spies using an online encryption service, preferably
https://encipher.it/ - Simply write your orders into the text box and hit encrypt. Then give the encription a password. DO NOT FORGET THIS PASSWORD!
Then add the encrypted orders like this one:
EnCt2cae092d1a1084d496d7fae30e8ff07e5b117dc8bcae092d1a1084d496d7fae30CVneayU+YAB
v9ZJzXFdZNHiODoD74t/6M0YCvZk7X5yBeucCYLyH+Q==IwEmS
...To your post. Once all factions engaged in wars/covert operations posted their encrypted orders, all factions must announce their encryption password and reveal what the order contains. IMPORTANT! DO NOT EDIT YOUR POSTS CONTAINING ENCRYPTED ORDERS AFTER THE PASSWORDS HAVE BEEN SHARED! IMPORTANT! Do not use the same password multiple times for encryption!

3 - War phase - OPTIONAL - The war phase has 3 sub-phases
- Advance: Units which were given secret orders move simultaneously
- Reaction: 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 any target you are currently at war with. This is done publicly and in any order the effects of the attack are not resolved yet!
- Battles: Once everyone is done reacting, the Battle begins! Missiles hit, the Psychological, weapon and then the melee attacks get resolved in weapon order.



Part II.
Space.

(Image)


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


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. Food CANNOT BE STORED, surplus food is either traded to other factions or is spoiled.

METALS

Metals feed your Industry. 1 Metal source "Feeds" 1 Industrial Plant. If the plant is not built at the site of the metal source, you must make sure roads and/or ports connect the plant to the metal source, or else the Industrial Plant will be inoperable!

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)
By default, each base has its own energy grid and cannot share its energy to other bases or units elsewhere. Constructing

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. Petrol is a strategic resource which can be amassed in any quantity in faction's inventory, which is by default located in your capital. From there, it can be deployed anywhere on the globe without additional expenses or regard to trade connections, however, you may only add the petrol to your faction's inventory if there is a trade connection between the faction inventory and the source of petrol..

HEAVY ELEMENTS

Heavy elements are mined and refined in Heavy Element facilities for use in fission reactors and weapons. Same rules regarding storage and distribution as with petrol.

NOTE: Faction Inventory (Its strategic reserves)
By default, your capital base will store the valuable resources of Petrol and HE at 0 expense and without need for any special investment in infrastructure, however you may choose to relocate the reserves elsewhere. Doing so costs 1 IP and 1 Energy for the turn and the target base must be connected via trade.


Chapter II. The other things of vaule.

BUILD POWER
AKA, Industrial Power.


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.

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.

IDEOLOGICAL POWER

The People's faith in the Ideology you advocate. Ideological power can be used to run social programmes. Important, Ideological power cannot be stockpiled, you must spend each turn's income or else its wasted. You can get Ideological power from special facilities or from high harmony in your bases.

CIVILIAN GOODS

Produced in Civilian factories, these product help improve your people's lives and supply some types of facilities with crucial equipment. Civilian Goods can be stockpiled anywhere and everywhere, but its recommended that you keep them in your faction inventory for simplicity's shake. 1 Civilian Goods can feed 1 population for a turn in case you are running low on food.

POPULATION

Population is... well... your followers. Every unit of it accounts for about 100 citizens and they always live in one of your bases. You may increase your population over time. If your faction's population is between 0 and 20, you may add 1 population at the start of every mission year. This population will count as kids and will be unable to work for the duration of the turn, but it will consume food and generate disharmony as a regular population. If population is over 20, then 2 population may be added every mission year.
But beware, overcrowding in your bases can quickly disrupt your faction's intergrity.

Population, aside from working at facilities and joining into military 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 or 1 Raw Labor (See manufactory/mine/plantation).
Artisans generate 0.1 Civilian Goods 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.
Additional special roles may be unlocked later on.

After spawned in a base, a unit of population can be moved to any other base at the expense of 1 energy, as long as they are connected via ports/infrastructure.

HARMONY

Harmony represents the Health and happiness of your colonists as well as public order in your bases. The default value of Harmony for every base is 0.

Life on Desponea is no cakewalk. The long workshifts spent in mines and industrial hellholes, the constant fear of the unknown and the depressing sight of Desponea's alien sky is taking toll on the mind's of the populace. Harmony is reduced by 1 for each population living in a base. Low harmony leads to consequences:

- General Strike -
At -5 Harmony or 5 Disharmony, The Population of a base goes on strike, suspending all industrial activity. No BP, Civilian Goods, spice, Petroleum, Heavy Elements, Supplies or RP May be gained from this base, not even from automated factories, Although BP produced from other bases may be invested here.
The General Strike can be avoided if you manage to raise the harmony level of the base through social projects or other effects that play their role during the civilian phase. You may also order military that is present in the base to shut down the strike with violence if your faction is a police state, but doing so will reduce working population by 1 and add "Repression" effect to the base until the police state is eliminated. If your workers strike for 4 conclusive turns, then the workers will resume work for the duration of a single turn. After the 5th turn, the strike resumes and the cycle repeats.

- Revolt -
If a base has 10 or more Disharmony (12 under repression, 20 during purges) AT THE END of a civilian phase, 1 in every 5 population will turn into Rebel militias (1-5 pop -> 1 militia, 6-10 pop -> 2 militia, 11-15 - y 3 militia, 16-20 4 militia and so on) and rise up against their opressors. Rebel Militias will fight with the cheapest of conventional weapons against local armed forces (although covert operations can smuggle the rebels better arms) during the battle phase. If the rebels lose, order is restored and the base becomes immune to Revolts for 5 turns, however 1 facility worth at least 3 BP of the owning faction's choice must be destroyed due to the widespread rioting. If the rebels win, then they will either form a rebel faction (if there is a new roleplayer who intends to join in as rebels, he can take control of the rebels. Alternatively, they remain inactive for the time being) or they will join the faction with the highest Ideological power on the planet if there is a faction with 10 or more Ideological power.

Other sources of disharmony:
For Every unit of population that has no living quarters: -1 extra Harmony.
War: -1 Harmony for every base while you are at war.
Hostile propaganda and social projects.
Global events.
And the... unkown...

Surplus harmony gives your faction Ideological Power. If the NET harmony (Add together + harmony, deduct - harmony) from ALL your bases has 0-4 surplus Harmony, 0 IP, 5-9 surplus -> 1 IP, 10-14: 2 IP and 15-19: 3 IP and so on.

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 -> 2 Supplies and yes, 0,5 BP can be converted to 1 supplies (does not work backwards, you cant turn supplies into BP).

SPICE
Spice is a rare substance found in small quantities at Xenofungus and Arctic regions. There is no other way to produce Spice. A Unit of spice can be at any time consumed by your population to boost a base's Harmony for that quarter by 2 (Max 1 spice used per base!).


Chapter III. Base Facilities.

General Info

Base facilities are built inside base locations.
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/Wave farm - 2 BP + 1 BP for each such facility in the same base - Produces 1 Energy.

Hydro Plant - 4 BP - Can only be built in Riverside Base Locations - Produces 3 Energy. Max 1 Per base,

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

Petrol Plant - 2 BP - On its own, it can turn 1 Petrol into 4 Energy every quarter. Cannot be built in deep sea bases. Moderate pollution.

Fossil Plant - 2 BP - 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 2 Energy per quarter (+1 With Desponea Geology). Heavily pollutes the environment. Max 2 Per base.

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 BP for each Solar Array already built in the same base, Low-energy Photovoltaics. 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 BP for each Node in the same base, 1 RP, Dark Energy Tech - Produces 3 Energy. Works everywhere. Scientists warn that more then 6 Nodes in the same base can lead to... undesirable consequences.

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

Agri/Aquaculture

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

Xeno Plantation - 1 BP or 5 raw labor, Max 3 Per base, 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. Instead of producing food, it can produce spice in Xenofungus and arctic areas (in same quantity as food) and it may not produce food in arctic areas.

Algea farm - 2 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

Deep Mine - 1 BP or 5 Raw Labor + 1 BP for each deep mine in base - Employs 1 Energy and 1 Workers or 2 workers to provide 1 extra metal source. Use this if your surface metal sources have already run out or your industry grew too large and needs more sustenance. Can be built anywhere but underwater. Uses 1 more energy or worker per quarter in Alien Jungle Bases.

Deep Sea mining facility - 2 BP - 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, 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.

Heavy Element Facility - 3 BP, 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. 2 Workers and 3 energy provides 4 metal source 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.
Very unlikely to run out of Metal to mine.

Industry

Manufactory - 5 Raw Labor - Uses 1 Metal source and 2 Workers to produce 0.5 BP every quarter.

Industrial Plant - 4 BP, - Uses 1 Metal source, 1 Energy and employs 1 Workers to produce 1 BP every quarter.

Civilian Factory - 4 BP, - Uses 3 Food or 1 Petrol + 1 Energy and employs 1 Workers to Provide 2 Civilian Goods. Use Civilian Goods to supply your malls, universities and hospitals with much needed carbon-based products.

Automated Industrial Plant - 6 BP, 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).

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

Fuel Synthesizer - 3 BP, 1 BS, - Can Turn 5 Food or 2 Spice into 1 Petroleum, costs 1 energy extra to operate.

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, 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, - Allows your faction to exchange energy with other factions that also have an energy conduit (Useful if you lack direct connection. 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, 2 RP - 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 2 Petrol and 1BP from where it is to another moon/planet (with a non-reusable rocket).

R&Đ:

Research Facility - 3 BP, 2 Civilian goods (goods can be invested at any point), - Employs 1 Population and 2 Energy to generate 1 RP towards any tech every quarter. Max 1 R&D building Per Faction by default.

Supercollider - 4 BP, 2 CG, - Employs 1 Population and 2 Energy to generate 1 RP. Unlocks additional Research. Max 1 R&D building Per Faction by default.

Research Hospital - 4 BP, 3 CG, 2 RP - Max 1 R&D building Per Faction by default. Employs 1 Population, 1 Civilian Goods and 1 Energy to generate 1 RP per turn. 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 2 Energy to generate 1 RP per turn. Unlocks additional techs. Halves planning time for all your datajacks while operational.

Space Center - 6 BP, 2 RP, 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 2 Energy to generate1 RP. 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. Without employing ANY population, the base core provides the following:
- Alien Jungles: 2 Food,
- Xenofungus: 2 Metal source
- Coastal: 1 Energy, 1 Metal Source
- Deep Sea: 2 Metal source.
- Barren: 2 Energy, 1 Metal source.

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 remain alive!

Housing:

Remember, unhoused pops generate -1 Harmony extra each.

Slums - 2 BP - Houses up to 5 Population. -2 Harmony. No energy maintenance

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

Housing Project - 5 BP, 1 Space - Houses 5 Population. Costs 1 Energy per quarter to maintain.

Classy Suburbs - 2 BP, 2 Civilian Goods - Houses 2 Population, costs 1 energy to maintain. Its inhabitants generate no disharmony.

Residential Complex - 6 BP, 6 Civilian Goods, - Houses 5 Population and costs 2 energy per turn to maintain. Its inhabitants generate no disharmony.

Service, Entertainment & Media

Food Dispenser - 2 BP, 1 CG, Bio-chemistry - Improves quality of food consumed by the locals. Uses 1 energy or 1 spice. Provides 1 Harmony and 1 Food. Max 1 Per base.

Emergency Provisions - 3 BP, 3 CG - Immune to sabotage but destroyable in battle (3 HP, can be activated when damaged). Destroyed upon activation. Can be activated to:
Provide 3 BP for a turn or
Provide 10 Food for a single turn or
Provide 5 Energy for a single turn.

Filtration, Sanitation and recycling systems - 3 BP - Improves health by cleaning out germs from your base and recycles waste. Uses 1 energy. Improves Harmony by 1 and provides 1 Metal source. Max 1 per base. Also reduces population loss in the base from toxic attacks per turn by 50%, rounded up (If 3 pops would have died in a toxic attack, only 1 die instead...)

Hospital Complex - 3 BP, 2 CG, 1 RP Nano-medicine Tech, - Uses 1 Energy, 1 Civilian Goods and employs 1 Population to improve Harmony by 5 (more with advanced techs). Also reduces population loss from toxic attacks (in the base where it is) by 50% (Stacks with above facility for 100% coverage, making toxic attacks completely ineffective). Max 1 per base.

Recreational Commons - 3 BP, Psychic studies tech, max 1 Per base! - Uses 1 Energy per quarter, Improves Harmony by 2 and Lowers strike threshold for the base by 3 while operational (So your workers strike at 8 disharmony rather then 5). Max 1 per base.

Entertainment District (Special) - 5 BP, 2 Consumer Goods, 1 Research Power, recreation commons, positive Harmony in the base its built in - Uses 3 Energy to improve Harmony by 6 or 6 energy to improve Harmony by 16. If you have a broadcast tower in the base, you can send some or all of the harmony gained here to other bases (even in other factions). Max 1 per faction by default.

Distribution center - 2 BP, 1 CG - Can convert 1 Consumer goods into 2 Harmony or 2 CG for 4 H, net harmony gain cannot exceed local population.

Mega Mall - 5 BP, 2 CG, Consumerism social project - Can convert any quantity of Consumer Goods into 2 harmony each, the net harmony gain can exceed population.

Propaganda 'Media Center' - 3 BP, 2 civilian goods, Information Networks and Social Dynamics Tech - Uses 2 Energy and Employs 1 population when operational, Provides 2 Ideological power. Max 1 per faction.

University - 3 BP, 2 Civilian Goods, 1 RP, - Uses 1 Energy, 1 Consumer Goods and employs 1 Population. Increases limit of research buildings by 2.

Cloning Vats - 3 BP, 2 RP, 1 Space, Requires Gene-engineering tech - Employs 1 population, Can spawn any quantity of population each turn at the price of 1 energy per population spawned. Unlike to kids, these populations can work right away but will also need 1 food for the turn if they want to stay alive.

Bomb Shelter - 4 BP, 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.

Terraforming Project - 15 BP, 2 RP, Terraforming tech, only in alien jungle, coastal and Xeno-fungus areas - Terraforms the base location so that it has an earth-like climate and vegetation. The base core will provide 2 Metal source, 2 Food and 1 Energy instead of its old income. Additionally, the base may grow spice (if it couldn't already) and recieves 5 Harmony bonus.


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 - Has 3 HP which regenerates every quarter unless the facility is completely destroyed. 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. The perimeter defense prevents the base from being captured as long as it is not destroyed. Max 1 per base.

Weapons Facility 4 BP - Can assemble up to 1 Mechanized, Air or Naval unit per quarter (You'll also need to pay the price in BP/RP) (you can carry over unfinished units for next turn). Employs 1 population.

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

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

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

Population control & Espionage:

Secret Police HQ - 3 BP, 1 Civilian Goods, 1 Conventional Weapons, Psychic research tech - Employs 1 population and 1 Energy and can operate in 5 modes:
Curb Dissent - +1 Ideological power and +2 Harmony In your capital.
Silence Dissent - Eliminates 3 disharmony in all bases (After you calculate harmony, if its negative, you may remove up to 3 disharmony but not use this to gain positive harmony).
Quota-based Purges - Lasts 5 turns. Reduces Population by 1 in 3 bases of your choice during the first turn, Ensures no strikes occur in the following 5 turns in any of your bases, sets riot treshold to 20 disharmony. 50% less RP gained from all sources during the effect of the purges.
Counter-espionage - 1 free sentinel operative while in this mode which can only operate in your bases.
Mobilization - Gain 1 kinetic attack (uses supply) for the battle phase in a base of your choice.
Max 1 Secret police HQ per faction.


Surveillance network - 1 BP, Secret Police HQ or Intelligence center - Costs 1 energy to run. Negates 2 Disharmony. Max 1 Per base. Sentinels defending a base with a surveillance network may hunt for 3 types of enemy covert agents simultaniously!

Intelligence Center - 3 BP, 2 Civilian Goods, clandestine operations tech - Each Employs 1 population and 1 energy to train 1 covert operative every 5 turns. Each Active Intelligence Center can support up to 3 Covert operatives and hold 3 captured enemy agents. Covert operatives come in 5 forms:
Spies, Sentinels, Propagandists, Saboteurs and Datajacks. Most of these agents need to plan ahead their operations. This is done with encrypted posts, the keys/passwords to these you can keep secret until the operation is executed. The existence of all agents and all their order can be kept fully encrypted until they first come into play.

Sentinels - Can be ordered to defend a base against 2 types of hostile operative (Propagandist, Saboteur, Datajack, Spies, Sentinels). The sentinel can thwart 1 hostile operation by the target type of agent each turn, so if multiple enemy operations are carried out and you only have 1 sentinel, you must choose which one to defend against. Whenever your sentinel thwarts an operation, you can choose to kill or arrest the enemy agent. Arrested agents can be traded with other factions. IMPORTANT. Your sentinels can only thwart plans when they are executed, not when they are planned!

Propagandists - Can be ordered to forment unrest in a target base. Such an operation takes 4 turns the plan. During the clandestine phase of the 5th turn, if there is a sentinel hunting for propagandists, the operation fails and the propagandist is captured. If there are no sentinels searching for propaganists, then the target base's Harmony is reduced by 5. If this change is sufficient to start a revolt, a revolt breaks out and is resolved in the battle phase. Regardless of the revolt/no revolt thing, In the following 5 turns or until the propagandist is captured, killed or withdrawn, The base's Harmony remains reduced by 5. If a revolt has broken out and the covert agent remains in place, he may smuggle 1 piece of weapons/equipment per turn to the rebels.

Saboteurs - Can be ordered to sabotage a base in 2 ways, each take 4 turns to plan and come to effect in the 5th turn:
-Chaos Doctrine: shutting down 2 facilities for a turn (cannot be operated) and damaging 1 facility for 2 HP, which is also rendered inoperable until repaired with 2 BP.
-Terror Doctrine: Targets a single facility which must have workers or inhabitants. Kills 1 population, damages the facility for 2 HP and reduces harmony by 2 for 5 turns.

Datajacks - Can be ordered to steal technology or disrupt research. Both take 4 turns to plan, 1 turn to execute. Must Both must target a base with some type of RP-producing facility or university. If disrupt research is successful, 5 RP is removed from an enemy's ongoing research project of your choice (but you can't make him unlearn complete techs). If you choose to steal tech and are successful in doing so, you may learn any of your opponents technologies as long as you know all the techs that lead up to it or copy all progress on an ongoing research project (You'll end up with the same amount of RP as your opponent, not add the RP of your opponent to your own project!)

Spy - Spies devise elaborate schemes with which to double-cross themselves and make sure everyone is too confused to forsee the plot twists coming up ahead. Spies can be ordered to Gather intelligence on other intelligence services or blend in and assume the role of an enemy agent, allowing you to change the target of said agent's plans, unless your spy was a the spy of another faction to begin with, which means... ugh...

Anyway, Gathering intelligence requires no planning. Your spy must be sent to the base of another faction and target a facility which is in some way engaged in covert activities that last longer then a turn (Training spies, researching techs in secret, building secret projects.). During the clandestine phase, you may reveal that you have a spy gathering intelligence to force your opponent to uncover what secret activities said facility is engaged in to you via Telegram, unless he has a sentinel in the base hunting for spies in which case your spy is pretty much screwed.

Another thing a spy can do is to try to assume a role of an enemy agent. To do so, you must be aware of the existence of an enemy agent (either through gathering intelligence on an intelligence center while its training an agent or by waiting for one of your enemies to use their agent in an operation, at which point his or her identity becomes public knowledge. Then, you can set your spy to "Try assume identity of agent -agent name here- in base -target base here-". The spy must then wait until the target agent in the target base executes an operation. If the target agent attempts to execute an operation in the targeted base and there are no sentinels hunting for spies (or if they do not intend to arrest the spy) then the spy may immediately assume the role of the other agent (before any sentinels can thwart the operation of said agent). The agent who's role he assumed is completely removed from the game while the spy turns into the same type of agent who's identity he assumed. After the transition he may immediately execute the operation planned by the now dead agent in any base immediately.




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 clandestine phase ends, planned 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 (Speed) and if movement costs energy/petrol.

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 1 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 1 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. For each hospital/research hospital you have, you may regain 1 population lost in a battle each turn, but not their equipment. 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 from enemy fire.
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 designs). 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. If you find unit designing too tedious, you can another faction to design the units for you.

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. You can alsooó train militia and colony pods from the start!). 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 (And not to the faction's reserves).

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 3 civilian population in the target base (military units are immune) (Unless base has filtration & sanitation facility and/or hospital. Those reduce the death toll).
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 3 Food or 1 spice to move 1 Space Per quarter. 2 EP.

Electric Engines & Propellers: 1 BP, Superconductors. Uses 1 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. May gain 4 EP for 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. Doesn't need to be stationed at airbase (but still uses aircraft cap).

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)


Categories:
GREEN - PLANET AND BIOTECH - Food production and expansion
RED - WARFARE AND WEAPONRY - Weapon systems and aviation
YELLOW - INDUSTRY AND ENERGETICS - Stronger economy
BLUE - SCIENCE AND INFOTECH - Boost research and espionage
PURPLE - ENTERTAINMENT AND SOCIOTECH - Helps maintain Harmony

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 - Allows Plantations to be built.
Industrial Core - Allows Industrial Plants and Civilian 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.
Psychic Studies - Rec commons, Secret Police HQ
Information Networks: Unlocks Network Link


Tier 2 (All cost 10 RP)
Clandestine Operations - Intelligence Center, Secret Police HQ
Organic Chemistry - Allows construction of fuel Synthesizers.
Materials Science - Unlocks Reinforced Armor support system.
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 to 2. Also improves E yield from geothermal plants.
Weapons Production: Unlocks the Weapons Facility, The Artillery Weapon system and the Mechanized core designs.



Tier 3 (All cost 15 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: supercollider
Information Warfare (Clandestine operations): +2 Max Agents per intelligence center

- ALL TECHS BEYOND THIS POINT ARE SUBJECT TO CHANGE!! -

Tier 4 (All cost 20 RP)
Neural Interface (Superconductors, Mechatronics): Hydra rockets, Extra Secret Project
Self-writing Code (Superconductors): Hydra rockets, 1 Free Tier 1 or 2 tech, Datajacks can steal 2 techs in one go.
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): Doubles harmony from research hospitals and hospitals. [/color]
[color=#400040]Social Engineering (Social Dynamics):
[color=#400000]High-energy Lasers (Superconductors): Laser Weapons
[color=#400000]Wave Modulation (Particle Physics): Unlocks shields and EM weapons.
[color=#000080]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): +3 Harmony 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)
?!?
?!?

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The Tribes - Out of Character

Postby Harkback Union » Mon Oct 17, 2016 9:27 am

Chronos

Ancient time is divided into decades or turns. Each Decade consists of 3 phases:

1st, Harvest phase - Resources are earned from cards that provide them. This happens automatically

2nd, Development phase - Resources are spent, New cards may be bought by factions, research takes place. Factions may also conduct diplomacy and trade at this time, while also issuing orders to armies, navies and spies. Orders for Military and covert ops can be kept secret till the conflict phase. Either TG the orders to the Game Operator or encrypt it with reliable online encryption and post it in a spoiler, then share the password in phase 3.

3nd, Conflict phase - The fun part. This phase only occurs if 2 Factions are at war and move units into the same province. Battles are resolved and covert operations take place.

NOTE: This section may be slightly updated in the next era. As technology progeresses, Turns will become "shorter", by which I mean less IC time will be associated with each turn.


Terra

The Word's surface has been arbitrarily divided into equally sized cantons/provinces/regions/principalities/districts... whatever you want to call them (feel free to invent your own words!). Each such area posesses some core statistics:
Climate: Weather, vegetation, geography of the area. Comes in these types, from hottest to coldest:

Dustland - (Arid)
Mediterra - (Warm)
Rainland - (Monsoon)
Treeland - (Continental)
Iceland - (Tundra)

Based on Climate/Exploration Results:
Fertility - Max Number of agriculture cards here. Higher in areas with Fresh water and good weather.
Mineral Wealth - Max Number Mine cards here. Higher in areas with hilly terrain.
Special Resources/Properties - Spice, Hidrocarbon, Thorium... Max 1 type of special resource per area!

Based on Civilization:
Authority - Which faction is in control (if any). This faction may issue orders to any settled tribes.
Note: You may often end up having active cards in an area where you don't have authority.
Population - Number of tribes settled here,
Played Cards - Infrastructure, Armies, Ideas,...in this area. Some may be active, others inactive or ruined (discarded).

For RP purposes, A is on average 25 Kilometers wide and long, 625 Square Kilometers in area, about the size of a modern Metropolis.


Divitia

This section is for quick reference.

Remember!
Each province/district has: Population, building/army cards. Be sure to keep track of these.

Accumulates: Wealth, Spice, Supplies,
Everthing must be consumed/invested each turn, else its lost!


You may spend resources anywhere within YOUR faction, as long as they are connected to each other via land (via adjecent provinces)!
You also may deliver resources provinces adjacent to your faction's territory (but not trade with other factions this way).
To spend resources overseas, ship them to other factions, or maintain units not adjacent to your territory, you must have trade connections (trade posts, ports) with the other faction/your unit. Trade connections may not pass through territory controlled by enemies.

Resources can be accounted for on the global scale, meaning that you can add together resources from all cards across your realm, provided they are all adjacent or have trade connections. Otherwise, you should count them separately for each area not linked with your capital!


There are a number of things cards provide and use. Most important of these are:

POPULATION - Counted in units. For every 5 population you have, you may Birth 1 new population at the price of 1 Food at the end of every turn. Each unit of population must be provided with one food each turn (at any point of the turn), else it will starve. For every 5 starving population, 1 dies each turn, rounded up. (1-5 starve, 1 die) Starvation also applies to Mobilized population.

Population has some other interesting properties, these will be discussed later.

FOOD - Provided by agriculture cards and specials. Keeps your people alive. Surplus food is LOST at the end of EVERY TURN.

MINERALS - Provided by mine cards, required by industrial and military cards. Surplus minerals lost every turn, but you may complete cards over the course of multiple turns! Minerals invested on half-finished cards is not lost.

SPICE - An exotic substance found in some deserts (as special resource). Has many interesting properties, among which are:
- Can be used to improve the mood of your populace.
- Can be used to feed 1 population (instead of eating food).
- Can be used to pay for army/navy maintenance (instead of wealth).
- Required by some cards as input.
- Unlocked Later
- Unlocked Later
Store-able!

WEALTH - Goods and services required to maintain armies, some buildings and a happy populace. Provided by industry mostly, Wealth may accumulate over time!

CULTURE - Arts and Entertainment. May be consumed by population to improve contentment, or devoted to maintain social order. Does not accumulate.

SCIENCE - Mental provess devoted to technological development. Science may be invested in research projects. Do not bother to keep track of progress on Research Projects, simply calculate their end date based on cost and the amount of research devoted per turn.

LATE GAME:

INDUSTRIAL OUTPUT - Your Faction's ability to mass-produce sophisticated arms and commodities. Does not accumulate, instead invested in projects. 1 IO Can be used to produce 1 Supplies or 1 Wealth.

SUPPLIES - Used by Modern Armies when fighting. Converted from IP.

FOSSILIUM - Required for Modern Industry and to power modern cities.

RARE/SPECIAL:
There may be a number of special resources discovered across the world. They'll be listed here.

HADRITE - A rare element with immense destructive potential.


Primordium

At the start of the game, there will be 5 cards available to each faction.

MONOLITH - Structure - UNIQUE! Pernamently located at starting province. 1 Population may perform a rituals around the structure to gain 1 Science. Max 1 population, max once per turn! No faction may interact with more then 2 monoliths each turn.
Protect your monolith at all costs!

You may NOT copy UNIQUE cards.

NOMAD - Unit - FREE. Mobilize 1 Population from a province to create a nomad unit. 1 power, 1 mobility, 1 Durability, needs 1 food per turn or it may scavange for food for itself if there is unused fertility in its area. May choose not to participate in battle. May not exterminate, pillage or enslave.

ANARCHY - Political Paradigm - FREE. In place at start. 0 Culture, 0 Bureaucracy Maintenance. Authority limited to 1 Provincia.

Your faction's authority is limited by the political paradigm it follows. You may have in place up to 1 Political Paradigms! If you choose to change your political paradigm to something else, your faction must first descend to ANARCHY for 2 turns, then it may adopt another Political Paradigm.

TRIBE - Socio-Economic Paradigm - FREE. In place at start. No Maintenance. +1 Food.

Socio-Economic paradigms help improve industry and shape social order. You may have in place only one such Paradigm.

PAGAN - Cultural Paradigm - FREE. In place at start. No Maintenance. Pagan factions may freely convert to another faith. Non-pagan factions are difficult to convert.

Cultural paradigms come in 5 types: faith, architecture, values, music and media. You may have in place only one Paradigm for Each type of cultural paradigm (Faith, Architecture, Ideology...) (no 2 Faith or 2 Ideology in place at the same time)!

In addition, each faction will have 1 population in their starting domain.


Populus

AUTHORITY

Each faction may control the population of provinces where they have authority. They may assign them to work (to provide cards that require them) and may also order units of population to MOBILIZE. Populations preserve their Culture (and therefore their faith / cultural paradigms) of their faction even if they are conquered or dissent to another faction. There are however a few methods to convert populations explained later.

Beware! If there are no military units guarding a province where the majority of the population does not belong to the owner faction, it will become "independent" (not governed by any faction), unless, If the majority of the population belongs to another faction, it will then automatically switch allegiance to that faction.

Beware! If you mobilize populations of another faction, that faction may decide to take control of the units mobilized!

QUALITY OF LIFE

The happiness and health of the each faction's populace is defined by the following factors:
Food - Essential. If a population starves It will always have 0 happiness regardless of other effects.
Clean water - Rather imprortant. Helps stop plagues. Provided by Sewers.
Healthcare - Protects from plagues, saves lives. Provided by Hospitals.
Habitation - Protects from bad weather and cold. Provided by various types of housing.
Knowledge - Advanced occupations can only be filled by populations with access to knowledge. Provided by Libraries.
Wealth - Satisfies the population's greed. 1 Unit of wealth can be "distributed" among 1 unit of populace to make them happier.
Entertainment - Amuses the masses, comes from many places.

You may also encounter:
Security - Safety from crime, fires, disasters. Instead of providing security, lack of security will make populations unhappy. In a province where the population reaches or exceeds 5, Security will be needed. Some buildings and military units can provide this.
Disease - Lack of Healthcare and clean water can not only make your people unhappy, but can also make your people dead.
Poor working conditions - Working long hours in hellish workplaces will make them go mad! They might even sign up for crazy foreign ideologies.

These negative modifiers decrease happiness for the populations that encounter it.

The total number of satisfied needs equals the population's quality of life. This may be for every unit of population. Do not worry, you do not have to keep track of every population's level of happiness every turn, it only comes in to play on a few occasions...

Some cards may require your population to have knowledge or Clean water before being played. Other cards may provide bonuses for high levels of happiness, or allow you to sabotage other factions where happiness is low.

When calculating happiness, its easiest to identify the populations by their workplace, although you can also give them names or Identity. For instance, a mine worker in a town with sewers and access to food will have a happiness of (food) + (water) - (work) = 1 + 1 - 1 = 1

An artist in the same province who also recieves 1 Wealth wages every turn has a happiness of (food) + (water) + (Wealth) = 1 + 1 + 1 = 3

I hope this made sense.


Pax et Bellum

DIPLOMACY

By default, every factions is NEUTRAL to every other faction. If their troops move into the same area, they will not engage each other in battle.

To change this, any side may unilaterally declare WAR on any other at any time. While at WAR, their armies will automatically engage each other if they move into the same area.

WARs may be ended with a bilateral or multilateral agreement. These may be linked with trade deals (trade resources, territory, cards...).

TRADE deals also require bilateral or multilateral agreement and prior investment in infrastructure (ports, trade posts) related to foreign trade. Trade deals can be unilaterally broken at any time without warning.

At any time, factions may unilaterally declare that they are FRIENDLY to another faction, even if that faction remains neutral to them. This means that their provinces will count as FRIENDLY for the other faction's military, which may grant them bonuses. Factions may also unilaterally supply food, wealth, spice, supplies or any other resource to any unit fighting in their territory.

Factions may freely form Alliances, Federations, Confederations, Coalitions, Unions, or sign any other diplomatic deal between each other, however, these are worth only as much as the word of those signing them and just like truces or trade deals can be broken Unilaterally at any time!

IMPORTANT NOTE!

By default, the factions are unaware of each other. Until their borders meet or their units enter each-other's territory, they may not conduct diplomacy!



Conflictus

MILITARY

Some cards, weapons, navies, aircraft allow you to MOBILIZE populations and create military units.

1 Population + 1 such card = 1 Active unit.

- If you DEMOBILIZE the unit in a province, that province will get the population and the card.
- If you order your population to MOBILIZE, they will be ready for war by the turn's battle phase, but won't be able to move or get orders until the following turn.
- These military cards can be purchased in advanced and stored freely in your provinces. At this time, they are considered inactive.

Each Mobilized units have "stats" in 5 categories:
Mobility - Amount of provinces it may move each turn.
Power - The Unit's ability to force enemies to retreat.
Guard - The Unit's ability to hold back enemy advance.
Damage - The Unit's ability to destroy other units. Equal to points of damage it can do to another unit each turn.
Durability - The Unit's ability to withstand damage. Equal to points of damage it can withstand before killed.
Special - Any special abilities.

LAND BATTLES

Land battles occur when 2 opposing sides move their forces to the same area.

- First, each side may play 1 "tactics" card (in secret, either TG-them to OP or to a designated 3rd party or encrypt via online encryption.).

- Once done, the cards are revealed and modifiers applied. Then the battle commences. Based on IC-roleplay, players may choose to agree on an outcome for the battle, otherwise, the following rules will take effect.

- If the Attackers' combined Power exceeds the Defenders' Power + Guard, The defenders are forced to retreat at the end of the battle. If the Defenders' Guard exceeds the attackers' Power, the Attackers' are are forced to retreat at the end of the battle. If Neither is true, then either side may choose to withdraw at the end of the battle voluntarily, otherwise the battle continues in the next turn.

- AFTER the power/guard of the sides is compared, but before the battle ends, units deal damage to one another. Both sides may announce which units they wish to damage. Special abilities are used.

- AFTER all sides announce the attacks, Damage applied based on attacks and units are killed

- Finally, if one side lost, they must choose an adjacent province that:
A: Did not contain enemy units at the start of the turn.
B: No hostile factions have authority in.
To retreat to. They may split their forces and retreat in multiple directions.

If the defenders retreat, at the end of the turn, the attackers gain authority in the province. If the attackers had to retreat or the battle goes on, the defenders continues to command the province in question and the industry/economy of the province is not hindered in any way (unless by attacker's special abilities).

ADDITIONAL BATTLE RULES.

If 2 opposing armies attempt to cross the same border in the same turn (in opposite directions), The one with the most POWER will push the weaker back to the province it came from!


Vindicta

PILLAGING, ATROCITIES and RETRIBUTION

By default, every military unit may receive special orders, aside from movement! These are:
- Pillage - Destroy 1 Building in the province, gain 1 Wealth.
- Enslave - Enslave one local population. This population is now MOBILIZED as a slave and is under your control. You need 1 military unit to police 1 slave. If there are more mobilized slaves in an area then army units, ALL slaves there will turn into nomads and immediately change allegiance to the faction they were born in.
- Exterminate - Destroy one local (unmobilized) population or 1 Nomad.

A military unit may only execute 1 order each turn, so if it moved, it can no longer pillage, enslave or exterminate.

The more refined a civilization gets, the more sensitive it is to Atrocities. Based on Cultural and Socio-economic paradigms, some actions, such as enslaving or exterminating populations and pillaging will be defined as atrocities and undermine your regime's legitimacy, causing revolts and anarchy.

In addition, whenever a faction's population is enslaved or exterminated, it gains 1 points of retribution. Retribution may accumulate and is not lost at the end of turns.
- 1 Point of retribution can be spent to boost the power of a military unit in a battle by 1. No more then 2 power gained this way per unit.
- 1 Point of retribution can be spent to get away with an atrocity against another faction without any penalties.


Progressio

TECHNOLOGY

The monoliths have gifted the planet's species with reason and intellect. Thus, they are now able to learn new technologies by devoting themselves to the pursuit of SCIENCE. Initially, the only source of SCIENCE will be the Monolith. However, as time progresses, the significance of the monoliths will decrease.

Technologies has 3 key layers. Illiterate technologies, Literate technologies and Sophisticated technologies.

-Any faction is free to research Illiterate techs at any time and will be unlikely to unlearn them.

-Literate technologies require at least 1 library to be present anywhere in a faction's territory before it can learn it.
If a faction's last library is destroyed or abandoned (turned inactive), it will unlearn 1 Literate tech each turn until it builds a new one.

-Sophisticated technologies require an active academy to be researched.
If a faction's last Academy is abandoned or destroyed, it will unlearn 1 Sophisticated tech each turn until gets a new one or reactivates an old one.

IN CASE ITS UNCLEAR!
Once a factions researches a technology, it can play the cards associated with it any number of times, as long as it can pay its costs and unless its not stated otherwise on the technology text.

IMPORTANT NOTE
Most technologies have prerequisites. These must be researched first before moving on to researching the techs that require them, however, when supplied with technology by another faction, you may be able access technologies to which your faction has no prerequisites.

Lesser Note: For IC purposes, All speciess know how to hunt/gather and build simple shelter from the start.


Arbor Scientiae

- Illiterate Technologies -

I. Echelon


Agriculture - 1 SCI - Growing food from mud. New Card: FARM

FARM - Requires 1 Fertility, costs 1 Population worth of manpower for 1 turn to build. Once built, 1 Population may tend the fields to harvest 2 food. When pillaged, it provides no wealth to pillager.

FARM - Req 1 Fertility. 1 MP build cost. Employ 1 Pop, Produce 2 Food. No wealth to pillager.

(Long and short version. You can re-phrase cards if you want, as long as you don't change the meaning.)

-

Mythos - 1 SCI - Fables to be told by the bonfire. Foundations of ancient culture. +1 Culture from paganism.

-

Bronze working - 1 SCI - Fashioning metals into tools and weapons. New Card: MINE

MINE - Limited by mineral wealth. Costs 1 Population worth of manpower for 1 turn to build. May Employ (no more then) 1 Population to produce 1 Minerals each turn.

-

Animal Breeding - 2 SCI - The first 5 Factions to research Animal Breeding may 'discover' a new animal special resource in a province of their choice (the players invent it) and receive a special card according to their discovery. Those discovering this tech later can choose to 'discover' an existing animal resource in a province of their choice.

-

Crude Weapons - 1 SCI - Sharp sticks, bows and slings. New Card: MILITIA

MILITIA - Costs 1 minerals. Takes 1 Turn and 1 population to Mobilize afterwards. 1 Food maintenance cost. 2 Power, 1 Mobility, 1 Damage, 1 Durability,

-

II. Echelon


Alien Phonetics - 1 SCI, Mythos - New Card: EXCHANGE OF IDEAS

EXCHANGE OF IDEAS - Cost equals to SCI value of tech in wealth, 3 wealth for paradigms, can be payed by either side. Allows one faction to learn a technology from the other. Requires bilateral agreement.

Metal Casting - 2 SCI, Bronze working - New Card: SMITHY, New Card: SWORDSMAN

SMITHY - Costs 3 minerals. Needed to build some weapons.

SWORDSMAN - Costs 2 minerals, requires smithy in province. Deadly warriors with metallic weapons and shields. 3 Power, 1 Mobility, 2 Damage, 2 Durability. 1 Food Maintenance costs.

Pottery - 1 SCI - New Card: WORKSHOP

WORKSHOP - Costs 3 minerals. May process 1 Minerals into 1 wealth while employing 1 population each turn.

WORKSHOP - Costs 3 minerals. 1 Mineral + 1 Pop = 1 Wealth

Sailing - 2 SCI -

Archery - 1 SCI, Crude Weapons -

.

Prophecy - 2 SCI, Mythology - When first researched, either invent a religious cultural paradigm or learn an existing paradigm of a faction you are aware of and also learn 2 of their technologies for free (they don't have to agree to it). The only way to invent new religions in the game!

-

Masonry

III. Echelon


Philosophy - 2 SCI, Mythos - When researched, invent a new political, socio-economic or cultural values paradigm.

IV. Echelon


V. Echelon


- Literate Technologies -

VI. Echelon
Last edited by Harkback Union on Sat Nov 12, 2016 6:39 am, edited 23 times in total.

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Postby Harkback Union » Thu Oct 20, 2016 5:15 am

SPY RULES

Anyway, Gathering intelligence requires no planning. Your spy must be sent to the base of another faction and target a facility which is in some way engaged in covert activities that last longer then a turn (Training spies, researching techs in secret, building secret projects.). During the clandestine phase, you may reveal that you have a spy gathering intelligence to force your opponent to uncover what secret activities said facility is engaged in to you via Telegram, unless he has a sentinel in the base hunting for spies in which case your spy is pretty much screwed.

Another thing a spy can do is to try to assume the role of an enemy agent. To do so, you must be aware of the existence of an enemy agent (either through gathering intelligence on an intelligence center while its training an agent or by waiting for one of your enemies to use their agent in an operation, at which point his or her identity becomes public knowledge). Then, you can set your spy to "Try assume identity of agent -agent name here- in base -target base here-" (again, remember to post the encrypted orders in the IC). The spy must then wait until the target agent in the target base executes an operation. If the target agent attempts to execute an operation in the targeted base and there are no sentinels hunting for spies (or if they do not intend to arrest the spy), then the spy may immediately assume the role of the target agent for a turn. The agent who's role he assumed is considered missing in action for the time being. Immediately after that, the spy may choose to execute the type of operation planned by the targeted agent in ANY base, anywhere in the world. Finally, the spy may choose to pernamently assume the identity of his target (including name and role, but with allegiance to his own faction) or leave his target alone (both the spy and the targeted agent will return to their HQs) or capture the target or anything else you can think of (within reason).

But wait! Its not over yet. If multiple spies target the same agent, then the one who recieved his orders first will get to assume the target's identity while the other spy fails and returns home. However, If say, Spy-X targets the Base-1 for assuming the identity of Spy-Y and Spy-Y is also targeting Base-1 for assuming the Identity of Agent-Z and Agent-Z reveals an operation there and then Spy-Y reveals his assume role, then Spy-X will get to assume the role of both Spy-Y and Agent-Z. He may decide on the real target of the operation planned by Agent-Z and on the fate of Both Spy-Y and Agent-Z. Good job Spy-X!

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Postby Harkback Union » Thu Dec 01, 2016 1:31 am

SPACEKRIEG

https://www.youtube.com/watch?v=-TWnAO7vBns



SPACE ACADEMY

Image

The following section contains information essential to all Commanders, Its knowledge is the key to victory. However, its not mandatory for every commander to understand every aspect of colony management and space warfare. Commanders specializing in combat can skip classes on ship design while scientists need not concern themselves with diplomacy or industrial planning.

SPACE-TIME & PLANETOLOGY

Image

TIME

- In short -
Each passing month of IC time counts as a turn for the mechanics.



- In detail
Turns are divided into a number of phases, however, most of the time you need not be concerned with these phases and simply post all actions in any order you wish. However, in case it matters what comes first, refer to this table:

Progress phase
- Resource gathering, production, research and such takes place. Navies/Armies created during progress phase cannot move until next turn but can defend the location where they are built at. Facilities and colonies built cannot be used until next turn.
Premonitions phase
- Spies do their thing.
- Armies and Navies can be moved, in any order, with little restrictions. Orders are revealed simultaneously.
! - Remember that all orders for this phase can be kept secret from your opponents. Simply telegram the OP your orders and once everyone TGd or revealed his orders, the classified orders play out. - !
Recourse Phase
- If your radars detect hostiles on approach vector towards your sectors, Armies and Navies not yet moved this turn may be ordered to relocate within their stellar sector. This is done openly, orders are flexible/reversible until everyone finalizes.
- Evacuations can be ordered
Confrontation Phase
- Battles occur on planets and space simultaneously. Battle orders are given out simultaneously and openly and then get resolved.
Cataclysm phase
- Superweapons are fired, retaliation with superweapons of your own is always possible before superweapons hit. You can fire your weapons at any time during the cataclysm phase at anyone. These orders are not simultaneous and not reversible (with some exceptions).




SPACE

- In short -
- A solar system has some stellar sectors, visible on map
- Each stellar sector has sub-sectors for each celestial object + new sectors created by humans.

Space Battles take place in sub-sectors.
Fleets can travel 1 stellar sector per turn, to and from any sub-sectors.
Every planet, moon, fleet, anomaly, station or lone object in space has its own sub-sector that other objects can enter.
Planets have surface sectors, which is where colonies are built an land battles are fought.
Planet surface sectors can't be entered by space ships, only surface forces.


- In detail
The endless Vacuum of space is divided into so-called 'stellar sectors', visible on every system map. Space armadas may usually travel between these sectors at the rate of 1 sector border crossed per turn, however some advanced engines may allow for faster travel. In addition, there may be a number of sub-sectors for each stellar sector:
- Each moon and planet has an orbital sub-sector
- Each space anomaly has its own sub-sector
- Each deep space station, Fleet stationed away from anything else and deep-space battlefields have their own sub-sector
Fleets may cross through any number of sub-sectors per turn. If a fleet only moves between sub-sectors of the same stellar sector, it still burns fuel as usual. If a fleet simply ends their move somewhere in a stellar sector with no specific sub-sector in mind, they'll generate their own for the time being.

Stellar sectors are large enough for hostile fleets to miss each other on the fly-by and for commercial ships to evade blockades. Consequently, if 2 hostile fleets enter the same stellar sector, they will not be able to engage each other by default. However, if 2 hostile fleets END their moves on the same sub-sector, they will have the option to engage!

Fleets also attempt to blockade flow of supplies through sub-sectors! Fleets may also attempt to hunt for enemy fleets in their stellar sector, thus being able to intercept enemy fleets stationed or traveling through there, more about this under SPACE TACTICS.

Finally, each planet has surface sectors. These cannot be entered by space fleets. Colonies are built in these. Opposing armies engage each other here. Friendly Colonies may exchange resources with other sectors of the same planet if they build and maintain transit networks.



Krasovsky,


INDUSTRIAL PLANNING

Image

In order to field a powerful military, each faction must first found colonies, gather resources and build industry.

PART I.

RESOURCES

- Required for a modern economy -


MANPOWER, CREDITS and SUPPLIES can be safely stockpiled. ORE and SIBERIUM may also be stockpiled while running a risk of losing some of it due to corruption.
Other resources should not be stockpiled, else you'll drown in the accounting.

Resources can be freely allocated in the sector where they are produced. To allocate resources elsewhere, first construct space ports and transit networks.

MANPOWER

Raw manpower packed in cryopods, required to staff colonies and space vessels. Base manpower can be trained into specialists in college colonies, such as:
- Scientists (for research labs)
- Botanists (for biodomes)
- Engineers (for more efficient industry)
- Pilots (for spaceports and spaceplanes)
- Spies (for special ops)
- Doctors (for staffing hospitals)

All active manpower (active as in used to create a colony or enlisted to serve in the military, inactive manpower are stored in cryotanks) requires a salary of 1 C per turn to pay for its everyday needs, else its living standards will rapidly deteriorate, leading to revolts and desertation events. Directly supplying your manpower with 1 provisions each turn can substitute for a 1 C salary. If nothing else works, you can simply put them back to sleep.

PROVISIONS

Produced from hydroponics colonies. Provisions can't be stored and spoil after every turn. 1 Provisions can be used to keep 1 manpower content instead of paying salaries. It is highly recommended to use home-made provisions instead of C for maintenance.

ENERGY

Produced from power plants of various types. Required to operate most colonies. Again, cannot be stored. Not to be confused with ship-board power.

MINERALS

Finding Deposits of Ore (solid), Siberium (solid) and Dark Water (Liquid/Gas) are quintessential for the war effort. Each surface sector can be prospected for these resources at the price of 5 C or 1 Science to find out whats underneath, and how much of it.

- Ore is required for industrial production. While it is possible to store ore easily, Excess ore is usually embezzled by corrupt officials, so try not to stockpile it.

- Siberium Powers atomic reactors and can be processed into fuel. A single wagon-load of Siberium can power any spacecraft for years. Like ore, Siberium can be stored easily, however, its extreme value makes it a prime target for corruption and pirates so try not to keep a too large supplies.

- Dark Water is a mysterious natural substance that can be processed into valuable chemicals or used to generate power. Mysteriously disappears shortly after extraction and must therefore be used up as soon as possible.

FUEL

Both Siberium and Dark Water can be used to fuel spacecraft. Once a spaceship is fueled, it will be able to operate for about 10-20 turns before it needs to refuel (based on unit's stats). Be sure to write down each ship's refuel date upon its launch.

SUPPLIES

Made in Factories, Each ship and military unit requires munitions and equipment before they can embark on an operation, indicated by their price tag. However, long battles may lead to units running out of Supplies, thus needing to re-arm before they can fire again.

INDUSTRIAL PRODUCTION

Produced by factories. IP is needed to build everything from new ships to remote facilities. Must be spent every turn. Progress on unfinished buildings/ships is carried over to next turns.

CREDITS

In equivalent of goods and services. Gained from many sources, required to provide your people a living wage and to finance research/advanced colonies.

RESEARCH

Like Industrial Production, must be invested every turn, but progress is not lost between turns. Gained from laboratories, required for inventing technologies, designing ships and building hi-tech structures.


PART II.

COLONIZATION

- Colonies and Facilities available for construction -


All of these have 2 hull unless stated otherwise.

Chapter I: Colonies
By default, Every colony type can be built on every planet, However some colonies operate more efficiently on some planets then others. Such bonuses are listed on planet info.

Hydroponics Colony - 2 IP, 1 Manpower. Provides 2 Provisions each turn. Uses 1 Energy. Remember that each colony needs 1 C or 1 Provisions each turn. Provides additional provisions on livable planets.

Mining Colony - 2 IP, 1 Manpower, 1 source of prospected minerals. Provides 1 of that resource each turn. Uses 1 Energy.

Industrial Colony - 2 IP, 1 Manpower. Uses 1 Energy and 1 Ore to provide 1 Industrial power or 1 Supplies each turn. Also referred to as "Factories".

Service Colony - 2 IP, 1 Manpower. Uses 1 Energy. Provides 1 Credits per turn. Provides room for a metropolitan facility even when not part of metropolis.

College Colony - 2 IP, 1 Power. Uses 1 Energy per turn. Trains 1 Manpower into scientists or pilots or engineers or doctors or spies. For each Active College Colony, there may be no more then 3 trained Manpower in existence per faction.

Chapter II: Facilities

Spaceport - 2 IP, 1 Manpower. Uses 2 Energy. Allows this sector to SEND resources anywhere in the solar system (not blockaded by enemy fleets). Max 5 Resources shipped-off world per spaceport, unless the spaceport is manned by Pilots. Then the spaceport may transport an infinite number of resources and may also sell resources to earth markets.

Transit Network - 2 IP. Uses 1 Energy. Allows this sector to Send resources to other sectors of the planet.

Solar Array - IP cost based on distance to sun. On Krasovsky I, it costs 1 IP, On Krasovsky II, it costs 2 IP. Cost is the same for moons. Provides 1 Energy.

Radar Station - 2 IP. Uses 1 Power. Detects incoming enemy fleets and armies, thus allowing for recourse actions.

Shipyard - 2 IP, 1 Engineer. Requires Spaceport in sector. A site for ship assembly. Max 1 ship assembled per shipyard per turn.

Warehouse - 2 IP. A place to safely store surplus ore and Siberium.

Research Laboratory - 2 IP. Employs 1 Scientist and uses 2 energy and 1 Credits. +1 Research each turn.

Bomb Shelter - 2 IP. A safe place for the local population and resources to retreat in the event of orbital bombardment.

Military outpost - 2 IP. 1 Manpower, 1 Supplies. A simple outpost fielding 1 conventional division for defense of the sector.

Flak Tower - 2 IP. 1 Manpower, 2 Supplies. A 2 Flak attack, structure with 5 Hull.

Please note that additional facilities may be unlocked through research.

In addition, some planets improve yields from certain colonies or allow for special colonies to be built.



PART III.

METROPOLIS

- Great cities are the source of great wealth -


Upon building the 3rd colony on the same sector, it is possible to found a metropolis at the price of 3 IP.

A Metropolis is a unique entity in sector, there can be no 2 Metropolis on the same sector.
Once a metropolis is built, each colony in the sector turned into a district of the new metropolis. Each agricultural colony becomes an agricultural district, each industrial colony becomes an industrial district and so on. The districts require the same input of provisions/credits/energy ore as usual, but...
For each district, the metropolis provides room for a "Metropolitan Facility".

At the start, there are no metropolitan facilities available. They must be researched first.


SHIP DESIGN

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While surface units come fully designed and ready to build upon research, technologies never unlock complete ship designs. Instead, they unlock "Parts" that form the basis of ship design.

SHIP PARTS/COMPONENTS

- price -
Each ship part has a price in IP, which also equals its MASS. Credit and research costs are not added to mass.

- hull -
Each ship part has a HULL rating. When a part recieves damage equal to its HULL, it is destroyed.

- section -
Each ship part must be assigned to a section of the ship. There are 3 Sections available: Outer, inner and core.
- Engines, sensors, hangars, solar panels and weapons must be always outer section. there is no limit to outer sections.
- The number of inner section parts may not exceed the number of outer section parts.
- The number of core section parts may not exceed the number inner sections / 2, or in other words, for every 2 inner sections, you may install a core section.

Outer section parts are usually the first to recieve damage. Inner and core sections are somewhat better protected.

- crew -
Each part may have a price manpower. Once the ship is launched, this manpower is counted as active. Manpower can be freely re-allocated at the start of battle turns to different sections of the ship. If a ship part is destroyed while there is active manpower within it and there is no infirmary on board, the manpower is lost. Otherwise the manpower will be moved to the infirmary and will have to stay there until the end of the battle.



In addition, each ship part may be equipped with a support system to enhance its capabilities.


RESEARCH & DEVELOPMENT

Image

Technology name - Technology costs and requirements - Technology rewards

FIRST TIER

Transistor Electronics - 5 Science - New ship component: Targeting Computer, New Metropolitan Facility: Electronics Factory

Electronics Factory (Metropolitan facility) - 2 IP, max 1 for each pair of college and industrial colony/district in the sector. Uses 1 energy, +1 C per turn, Required for targeting computer.

Targeting Computer (Support System) - 1 Credits, Active Electronics factory- Installed on bridge. The targeting computer can guarantee all weapon's hits on fast targets. Uses 1 Power while operational.

Biodome


MORALE AND PROPAGANDA

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Image


PUBLIC RELATIONS

JUNKYARD

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Image

Image

Image
Last edited by Harkback Union on Thu Dec 08, 2016 1:59 am, edited 15 times in total.

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

Postby Harkback Union » Mon Jan 09, 2017 6:42 pm

SPACEKRIEG

https://www.youtube.com/watch?v=-TWnAO7vBns



SPACE ACADEMY

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The following section contains all the knowledge you need to take part in the great spacekrieg. However, its not mandatory for every governor and admiral to understand every aspect of colony management and space warfare. Commanders specializing in combat can skip classes on economics and planetology while scientists need not concern themselves with diplomacy or ship formations. Here is a list of what's recommended to know based on what role you want to fill.

(Please note that the same person may fill multiple roles within a faction, or in fact lead an entire faction by himself.)

-

Governor - Colonize planets, plan industrial development, trade with other colonies in your faction, build fleets and armies for admirals and generals, supply said fleets with food and munitions, keep your people safe and happy.

Recommendations for governor: Space-Time, Planetology, Industrial Planning, Research and development, Public Relations

-

Commander (Or General, Admiral, whatever rank you prefer) - Lead fleets and/or armies into battle! Coordinate with your fellow commanders to outmaneuver your enemies. Pillage enemy worlds and trade routes.

Recommendations for Commander: Space-Time, Space Tactics and/or Planetary Warfare,

-

Chief Engineer - Design ships for your faction.

Recommendations for Chief Engineer - Ship design, Research and development.

-

Diplomat - Negotiate cease-fires with other factions, possibly

-

Explorer -

-


SPACE-TIME

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TIME

- In short -
Each passing month of IC time counts as a turn for the mechanics.



- In detail
Turns are divided into a number of phases, however, most of the time you need not be concerned with these phases and simply post all actions in any order you wish. However, in case it matters what comes first, refer to this table:

Progress phase
- First, resource income is collected from colonies.
- Then, said resources may be invested in production, research and such. Navies/Armies created during progress phase cannot move until next turn but can defend the location where they are built at. Facilities and colonies built cannot be used until next turn.
Premonitions phase
- Spies do their thing.
- Armies and Navies can be moved, in any order, with little restrictions. Orders are revealed simultaneously.
! - Remember that all orders for this phase can be kept secret from your opponents. Simply telegram the OP your orders and once everyone TGd or revealed his orders, the classified orders play out. - !
Recourse Phase
- If your radars detect hostiles on approach vector towards your sectors, Armies and Navies not yet moved this turn may be ordered to relocate within their stellar sector. This is done openly, orders are flexible/reversible until everyone finalizes.
- Evacuations can be ordered
Confrontation Phase
- Battles occur on planets and space simultaneously. Battle orders are given out simultaneously and openly and then get resolved.
Cataclysm phase
- Superweapons are fired, retaliation with superweapons of your own is always possible before superweapons hit. You can fire your weapons at any time during the cataclysm phase at anyone. These orders are not simultaneous and not reversible (with some exceptions).




SPACE

- In short -
- Solar systems are divided into stellar strata, visible on map
- Each stellar stratum has a number of sub-sectors. One for each celestial object (Planet, Moon) + new sectors created by humans (Lone fleets, space stations placed away from anything else).

Space Battles take place in sub-sectors.
Fleets may travel to a neighboring strata each turn, to and from any sub-sectors. This rule may be modified by the type of engines used by ships.
Every planet, moon, fleet, anomaly, station or lone object in space has its own sub-sector that other objects can enter.
Planets have surface sectors, which is where colonies are built an land battles are fought.
Planet surface sectors can't be entered by space ships, only surface forces.


- In detail
The endless Vacuum of space is divided into a number of so-called 'stellar stratum', visible on every system map. Space armadas may usually travel between these strata at the rate of 1 sector border crossed per turn, however some advanced engines may allow for faster travel. In addition, there may be a number of sub-sectors for each stellar stratum:
- Each moon and planet has an orbital sub-sector
- Each space anomaly has its own sub-sector
- Each deep space station, Fleet stationed away from anything else and deep-space battlefields have their own sub-sector
Fleets may cross through any number of sub-sectors per turn, though if they engage in a battle, they end their move for the time being, If a fleet simply ends their move somewhere in a stellar sector with no specific sub-sector in mind, they'll generate their own for the time being.

Stellar strata are large enough for hostile fleets to miss each other on the fly-by and for commercial ships to evade blockades. Consequently, if 2 hostile fleets enter the same stellar stratum, they will not be able to engage each other by default. However, if 2 hostile fleets END their moves on the same sub-sector, they will have the option to engage!

Fleets also attempt to blockade flow of supplies through sub-sectors! Fleets may also attempt to hunt for enemy fleets in their stellar sector, thus being able to intercept enemy fleets stationed or traveling through there, more about this under SPACE TACTICS.

Finally, each planet has surface sectors. These cannot be entered by space fleets. Colonies are built in these. Opposing armies engage each other here. Friendly Colonies may exchange resources with other sectors of the same planet if they build and maintain transit networks.



Krasovsky,


PLANETOLOGY

Each planet and moon has various properties. Some apply to the whole planet, some only to sectors. In short:

Global Stats
Atmosphere - Composition and quantity of atmospheric gases. Alterable through terraforming.
Distance to Sun - Determines Solar power output. Fixed.
H2O Presence - Quantity of water present in planet's crust. Alterable through terraforming.

Sector Stats
Surface Temperature - Derived from atmosphere, distance to sun and sector's angle (Polar sectors are colder then equatorial ones).
Mineral Wealth - Fixed. Prospect at the cost of 5 C or 1 Science to find out if a sector has minerals.
Soil/Biosphere - If any. Alterable through terraforming.

COLONIZATION
In order for a planet or moon to be Colonized, it must meet certain requirements:
Atmosphere not corrosive or toxic and pressure below 20 bar.
Surface temperature between -200 C and +300 C degrees.
Solid crust (Gas Giants/Aquatic words out of question).
Not exposed to excessive radiation.
Not exposed to erratic weather patterns.
Not already colonized.

BIOSPHERE
In order for a planet or moon's sector to have soil/biosphere, it must have:
Absence of excessive radiation, H2O presence and one of the following:
- Surface Temperature between -30 and 70 degrees Celsius.
- Atmosphere rich in O2 or CO2 or CH4 or N2 or SiH4
Even if a planet meets the following requirements, it may still lack a soil and a biosphere. Terraforming can fix this.

LIFE QUALITY
Life quality on planets are ranked from 0 to 5. For each of the following being true, each sector gains +1 life quality, which translates to bonus morale.
- Atmosphere between 0.5 Bar and 2 Bar.
- Surface Temperature between -30 and 70 degrees Celsius
- O2 rich atmosphere
- Presence of Soil/Biosphere
- H2O Presence

In addition, planets with life quality 5 are considered Terran. On Terran planets, all hydroponics colonies provide 5 Provisions by default. Biodomes do no provide a bonus to this, they instead provide +1 Research.

TERRAFORM
TERRAFORMING planets will require researching advanced technologies. These technologies will unlock different types of "Terraforming Operation".
Each such operation has a cost in resources, an operation time, requirements (atmosphere, soil/biosphere, H2O), guaranteed effects, possible side-effects and PR impact. Note that these may vary from planet to planet.

Some terraforming operations may involve constructing terraforming machines, which may be required to operate after the terraforming operation is complete. If such machines were to be deactivated or destroyed, the planet could deteriorate back to its former state.


INDUSTRIAL PLANNING

Image

In order to field a powerful military, each faction must first found colonies, gather resources and build industry.

PART I.

RESOURCES

- Required for a modern economy -


MANPOWER, CREDITS and SUPPLIES can be safely stockpiled. ORE and SIBERIUM may also be stockpiled while running a risk of losing some of it due to corruption.
Other resources should not be stockpiled, else you faction will drown in the accounting, and paper is in short supply.

Resources can be freely allocated in the sector where they are produced. To allocate resources elsewhere, first construct space ports and transit networks.

MANPOWER

Raw manpower packed in cryopods, required to staff colonies and space vessels. Base manpower can be trained into specialists in college colonies, such as:
- Scientists (for research labs)
- Botanists (for biodomes)
- Engineers (for more efficient industry)
- Pilots (for spaceports and spaceplanes)
- Spies (for special ops)
- Doctors (for staffing hospitals and infirmaries)

All active manpower (active as in used to create a colony or enlisted to serve in the military, inactive manpower are stored in cryotanks) requires a salary of 1 C per turn to pay for its everyday needs, else its living standards will rapidly deteriorate, leading to revolts and desertation events. Directly supplying your manpower with 1 provisions each turn can substitute for a 1 C salary. If nothing else works, you can simply put them back to sleep.

PROVISIONS

Produced from hydroponics colonies and biodomes. Provisions can't be stored and spoil after every turn. 1 Provisions can be used to keep 1 manpower content instead of paying salaries. It is highly recommended to use home-made provisions instead of C for maintenance.

ENERGY

Produced from power plants of various types. Required to operate most colonies. Again, cannot be stored. Not to be confused with ship-board power.

MINERALS

Finding Deposits of Ore (solid), Siberium (solid) and Dark Water (Liquid/Gas) are quintessential for the war effort. Each surface sector can be prospected for these resources at the price of 5 C or 1 Science to find out whats underneath, and how much of it.

- Ore is required for industrial production. While it is possible to store ore easily, Excess ore is usually embezzled by corrupt officials, so try not to stockpile it.

- Siberium Powers atomic reactors and can be processed into fuel. A single wagon-load of Siberium can power any spacecraft for years. Like ore, Siberium can be stored easily, however, its extreme value makes it a prime target for corruption and pirates so try not to keep a too large supplies.

- Dark Water is a mysterious natural substance that can be processed into valuable chemicals or used to generate power. Mysteriously disappears shortly after extraction and must therefore be used up as soon as possible.

FUEL

Both Siberium and Dark Water can be used to fuel spacecraft. Once a spaceship is fueled, it will be able to operate for about 10-20 turns (Based on ship components) before it needs to refuel (based on unit's stats). Be sure to write down each ship's refuel date upon its launch.

SUPPLIES

Made in Factories, Each ship and military unit requires munitions and equipment before they can embark on an operation, indicated by their price tag. However, long battles may lead to units running out of Supplies, thus needing to re-arm before they can fire again.

INDUSTRIAL PRODUCTION

Produced by factories. IP is needed to build everything from new ships to remote facilities. Must be spent every turn. Progress on unfinished buildings/ships is carried over to next turns.

CREDITS

In equivalent of goods and services. Gained from many sources, required to provide your people a living wage and to finance research/advanced colonies.

RESEARCH

Like Industrial Production, must be invested every turn, but progress is not lost between turns. Gained from laboratories, required for inventing technologies, designing ships and building hi-tech structures.


PART II.

COLONIZATION

- Colonies and Facilities available for construction -


All of these have 2 hull unless stated otherwise.

Chapter I: Colonies
By default, Every colony type can be built on every planet, However some colonies operate more efficiently on some planets then others. Such bonuses are listed on planet info.

Hydroponics Colony - 2 IP, 1 Manpower. Provides 3 Provisions each turn. Uses 1 Energy. Remember that each colony needs 1 C or 1 Provisions each turn. Provides additional provisions on Temperate planets or if assisted by a biodome.

Mining Colony - 2 IP, 1 Manpower, 1 source of prospected minerals. Provides 1 of that resource each turn. Uses 1 Energy.

Industrial Colony - 2 IP, 1 Manpower. Uses 1 Energy and 1 Ore to provide 1 Industrial power or 1 Supplies each turn. Also referred to as "Factories".

Service Colony - 2 IP, 1 Manpower. Uses 1 Energy. Provides 1 Credits per turn. Provides room for a metropolitan facility even when not part of metropolis.

College Colony - 2 IP, 1 Power. Uses 1 Energy per turn. Trains 1 Manpower into scientists or pilots or engineers or doctors or spies. For each Active College Colony, there may be no more then 3 trained Manpower in existence per faction.

Chapter II: Facilities

Spaceport - 2 IP, 1 Manpower. Uses 2 Energy. Allows this sector to SEND resources anywhere in the solar system (not blockaded by enemy fleets). Max 5 Resources shipped-off world per spaceport, unless the spaceport is manned by Pilots. Then the spaceport may transport an infinite number of resources and may also sell resources to earth markets.

Transit Network - 2 IP. Uses 1 Energy. Allows this sector to Send resources to other sectors of the planet.

Solar Array - IP cost based on distance to sun. On Krasovsky I, it costs 1 IP, On Krasovsky II, it costs 2 IP. Cost is the same for moons. Provides 1 Energy.

Radar Station - 2 IP. Uses 1 Power. Detects incoming enemy fleets and armies, thus allowing for recourse actions.

Shipyard - 2 IP, 1 Engineer. Requires Spaceport in sector. A site for ship assembly. Max 1 ship assembled per shipyard per turn.

Warehouse - 2 IP. A place to safely store surplus ore and Siberium.

Research Laboratory - 2 IP. Employs 1 Scientist and uses 2 energy and 1 Credits. +1 Research each turn.

Bomb Shelter - 2 IP. A safe place for the local population and resources to retreat in the event of orbital bombardment.

Military outpost - 2 IP. 1 Manpower, 1 Supplies. A simple outpost fielding 1 conventional division for defense of the sector.

Flak Tower - 2 IP. 1 Manpower, 2 Supplies. A 2 Flak attack, structure with 5 Hull.

Please note that additional facilities may be unlocked through research.

In addition, some planets improve yields from certain colonies or allow for special colonies to be built.



PART III.

METROPOLIS

- Great cities are the source of great wealth -


Upon building the 3rd colony on the same sector (out of which at least 1 is service colony), it is possible to found a metropolis at the price of 3 IP.

A Metropolis is a unique entity in sector, there can be no 2 Metropolis on the same sector.
Once a metropolis is built, each colony in the sector turned into a district of the new metropolis. Each hydroponics colony becomes an agricultural district, each industrial colony becomes an industrial district and so on. The districts require the same input of provisions/credits/energy ore as usual, but...
The metropolis provides +1 Credits per turn. In addition, some facilities can only be built in sectors with a metropolis. These are called metropolitan facilities, They can provide significant bonuses to the city. The number of metropolitan facilities may not exceed the number of districts. In addition, only 1 metropolitan facility may be built per metropolis.

At the start, there are no metropolitan facilities available. They must be researched first. Their list is as follows

Biodome - 2 IP, 1 Botanist, Xenobotany tech - Engineers plants better fit for local conditions. +2 Provisions from each hydroponics colony/district on planet if it has soil/biosphere.

Design Bureau - 2 IP, 1 Engineer - Assists local production

Power Grid


SHIP DESIGN

Image

While surface units come fully designed and ready to build upon research, technologies never unlock complete ship designs. Instead, they unlock "Parts" that form the basis of ship design.

SHIP PARTS/COMPONENTS

- price -
Each ship part has a price in IP, which also equals its MASS. Credit and research costs are not added to mass.

- hull -
Each ship part has a HULL rating. When a part recieves damage equal to its HULL, it is destroyed.

- section -
Each ship part must be assigned to a section of the ship. There are 3 Sections available: Outer, inner and core.
- Engines, sensors, hangars, solar panels and weapons must be always outer section. there is no limit to outer sections.
- The number of inner section parts may not exceed the number of outer section parts.
- The number of core section parts may not exceed the number inner sections / 2, or in other words, for every 2 inner sections, you may install a core section.

Outer section parts are usually the first to recieve damage. Inner and core sections are somewhat better protected.

- crew -
Each part may have a price manpower. Once the ship is launched, this manpower is counted as active. Manpower can be freely re-allocated at the start of battle turns to different sections of the ship. If a ship part is destroyed while there is active manpower within it and there is no infirmary on board, the manpower is lost. Otherwise the manpower will be moved to the infirmary and will have to stay there until the end of the battle.



In addition, each ship part may be equipped with a support system to enhance its capabilities.


RESEARCH & DEVELOPMENT

Image

Technology name - Technology costs and requirements - Technology rewards

FIRST TIER

Transistor Electronics - 5 Science - New ship component: Targeting Computer, New Metropolitan Facility: Electronics Factory

Electronics Factory (Metropolitan facility) - 2 IP, max 1 for each pair of college and industrial colony/district in the sector. Uses 1 energy, +1 C per turn, Required for targeting computer.

Targeting Computer (Support System) - 1 Credits, Active Electronics factory- Installed on bridge. The targeting computer can guarantee all weapon's hits on fast targets. Uses 1 Power while operational.

Biodome


MORALE AND PROPAGANDA

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Image


PUBLIC RELATIONS

JUNKYARD

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Image

Image

Image
Last edited by Harkback Union on Mon Jan 09, 2017 8:30 pm, edited 1 time in total.

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