Okay lets try this again:
A Century has passed since the First Mandate and the subsequent establishment of the Terran Federation, the Peoples Republic of Mars and the Civil War.
The Different independent Colonies of Humanity have finally managed to make peace with each other and in accordance of that Peace Treaty the Second Mandate has been declared. More decentralized then before the Mandate is now something more akin to the United Nations than a Union of States. While the basic premise of the Senate is still the same, it's members are now independent Entities instead of Dependencies of Terra.
And while the Colonies have grown and bloomed, technology however, has stagnated. The Alien Races discovered have advanced but still no contact with any of them has been established as per the treaty of Fimbul IV. With the Establishment of the Second Mandate new precautions have been taken to prevent powergrabs from any of it's member nations. All in all it is a time ripe of opportunities and the only question that remains is whether it will be a golden age or another dark age...?
Economy
Mining was overpowered and has been thrown out of the equation. Too many people used it as a vent to prevent overpopulation.
Planetary Control
Due to multiple occasions were players which were allied would suddenly find themselves fighting on the same planet, Planetary Control has now been implemented. Planetary Control basically determines how much of the Planet belongs to you. It is determined by the Number of Military Troops and Fortresses present on the planet.
Example: Ghazkull has 90 Units on a Planet and Shootandrun decides to invade with 100 Units (in this case all are Strength 1). While Ghaz can decide to retreat and not fight at all Shoot may still further his invasion by just deploying his troops on the planet. He has ten more strength deployed on the planet, thus the planetary control will shift 10% towards him every turn. so while we start out with 100%/0% it will slowly shift to 90%/10%, 80%/20% and so on until either Shoot has completely wrested control from Ghaz, the units of one side have been completely destroyed (at which point the winner gets 100% control) or if a peace agreement has been made.
Fortresses work with fixed control. a Impenetrable Fortress wil hold 50% of a Planet. So even if Ghaz decides to not fight at all and let Shoot advance his Invasion, Shoot can never take more than 50% of the Planet without destroying the Fortress.
Fortresses however don't increase control over a planet, they just hold it. If you don't have 50% of a Planet under wraps you won't get them suddenly by building an Impenetrable Fortress.
Of course one cannot endlessly retreat, once you are down to 0% planetary control you have to fight or evacuate the planet
Rush Insulation and Terra
Terra while still possibly governed by a Terran Nation, will cede 10% of its Territory to the Mandate which also gets an Impenetrable Fortress and 50 Strength 5 Units preventing Early Rushes and takeovers.
Technology and Colony Boost
Initial Military Tech Level will be 4, thus allowing immediately to produce Ships capable of Troop Transport.
The Starting Setup Colonies will get a Boost so we don't have such a slow start.
Politics Change
Instead as before, the Mandate will no longer be a Nation and the Colonies parts of it. But rather the Mandate will be A Union, similiar to the United Nations or the European Union.
Furthermore Representatives have been removed from the game, you can only join or play in the game if you have a Colony. How is that achieved? Once a Planet comes under control of the Mandate the Senate cand ecide whether it goes to an existing governor or a new player.
Cultural Mechanics Change
Cultural Unrest was a pain in the ass especially for Fledgling Colonies. Cultural Unrest will now set in once a 75% Native Population have been reached not before. That should give a sufficient grace period for new colonies.
Military and Blockades
It is no longer possible to build ships during blockades. However it is possible to build Ground to Space Defenses to Break a blockade that way.
The Mandate is compromised of the Chancellor and the Senators
The Chancellor will always incorporated by me, he is just there for the Organizational bit.
The Senators are Representatives sent by the Terran Colonies with actual voting power.
Depending on which world the Senator represents, he has a different amount of Votes:
Earth and Solar Colonies: 5 Votes
Senior Members: 3 Votes (Colonies with a Population of at least 4 Billion Inhabitants)
Junior Members: 2 Votes (Colonies with a Population of at least 2 Billion Inhabitants)
Dependencies: 1 Vote (Colonies below 2 Billion Inhabitants)
Special Districts: +1 Vote (Can be given or revoked by the Mandate after a Vote)
Votes in the Senate will be anonymous and done via pm. I will set deadlines for votes to advance the game, players who do not vote will automatically set to abstain. If you want to abstain please PM me anyway so you don't hold up the entire game.
Colonies have several Stats which describe them:
Planet Type
Some Types of Planets are Uncolonizable ( Barren, Gas Planet) others are perfect (Continental (Earth-Like)) and others again are only Colonizable after you have researched the proper Technologies (Marshy Swamp, Ocean, Desert, Ice and Volcanic)
Depending on the Planet Type you will have a Population Bonus or Malus:
Continental -> 1,1
Marshy Swamp -> 1,0
Ocean -> 0,9
Desert-> 0,8
Ice -> 0,7
Volcanic -> 0,6
Quality of World
Goes usually from 100% to 0%, but may go up to 200% and higher.
Earth for example has 120% Quality. Mars would be a 50% Quality Continental World.
Quality can be increased with Research.
Quality of a World not only influences its maximum Population, it also influences Population Growth.
Population
explains itself pretty much
Development
How prosperous the Planet is. Is influenced by access to Luxury Resources, Civic and Social Research and Planetary Population.
Colony Income
Is derived from Population and Development. Slaves may give a Bonus
Unrest
Is obviously not good. Derived from your Population, Migrants, Outrage over various happenings in the Galaxy and Overpopulation. If Unrest gets too high the Planet may declare independence. Should this be the only Planet of a Senator, you will get lynched. Of course you can declare independence yourself before that. But that puts you at odds with the Mandate.
Luxury Resources
Luxury Resources available on that Planet. Usually a Planet gets one Luxury Resource. However if it gets its Quality over 100% it can produce a second Luxury Resource. Earth is the exemption possessing two Luxury Resources from the Beginning.
There are Generally Three Trees of Research to follow:
Civic Research: unlocks additional Colonizable Planets, unlocks Terraforming (Quality improvement), unlocks certain defenses against Orbital Bombardement
Military Research: unlocks Ships and Ground Troops, Battle Actions, WMDs and improves all of the explained.
Social Research: Influences Migration and Slave Handling, Helps Increase Development, Unlocks Unrest supressing and formenting actions.
Research has to be paid for in Credits and unlocks instantaneously. Research is kept seperate for each Colony and becomes only slowly common knowledge.However invading an enemy planet and occupying it gives you some of it's Research.
Military
Generally there are two Types of Units which can be created:
Space Ships
Ground Troops
How they look what class they are and whether they are Tanks,Infantry or War-Titans i leave open to your intepretation.
Each Unit has a Strength Value, which not only represents its Value in a Battle but also works as it's Health Meter.
Ship and Ground Strength can range from 1 to 10.
If we talk Ships, 1 would represent either a Small Corvette or a Fighter Wing, While 10 represents Battleship or Carrier with Planet-Levelling Capabilities
Generally you pay ships for Strength:
A Strength 1 Ship costs you 1000 Credits
A Strength 10 Ship costs you 10.000 Credits
A Strength 1 Ground Unit costs you 100 Credits
A Strength 10 Ground Unit costs you 1.000 Credits
Military Infrastructure
Through certain Civic and Military Researches Military Infrastructure is unlocked which can drastically change Ground Assaults and Orbital Bombardement.
I will only give a shrot summary of them to give you an idea what they do.
Fortresses protect your Regiments. In case of an Enemy Assault all incoming damage will be carried by the Fortress which will be reduced by one level for each Assault borne by the Fortifications. They also protect your troops from Orbital Bombardement
Planetary Defense Networks will attack enemy Fleets in Orbit. They will damage them for each Action they perform iny our Orbit, be it bombardements or the landing of troops.
Automatic Defenses will attack enemy Landing troops. They will damage each incoming Assault Wave when they try to land.
Space Battles
Space Battles function vastly different from Ground Battles.
Each Ship Battle has Three Phases, after which one Fleet either Stands Down or Flees.
Usually a battle is handled the following way.
The summed up Fleet Strengths of Both Fleets are compared. The Difference in Strength is then added as damage to the weaker fleet. thus ends the Phase.
This would be a bland System, however Players also pm Battle Actions for their fleets before a Battle. battle Actions all have a certain Type and block another Type of Action. Battle Actions can vastly influence any battle and allow weaker fleets to obliterate vastly superior enemies if properly played.
At the beginning there are only three battle Actions available, however with Research and Stronger Ships more Actions become available:
Magnetic Field, is a Defense Type Action, which blocks Offense Type Actions. If it is successfully played the usual Strength vs. Strength goes on, however should your Fleet prove weaker you will recieve no damage.
Weapon Overclock is an Offensive Type Action, which blocks Tactical Actions, If it is successfully played you may add +1d10 to your Total Fleet Strength. If you have a Stregnth 2 Ship in your fleet you may add +2d10 and so on up to a maximum of +10d10 in case of a Strength 10 Ship.
Retreat, is an unblockable Action, it allows you to retreat out of the System or hide your fleet in it however the Enemy gain to SvS comparisons in which only you may recieve Damage.
TO make things clearer an Example battle:
Ardas and Azthors Fleets clash in the Orbit over Terra. Ardas has a Fleet Strength of 23 with 1 Strength 3 Ship and 20 Strength 1 Ships. Azthor only has a Fleet Strength of 10 with 7 Strength 1 Ships and 1 Strength 3 Ship.
For the First Phase Ardas had chosen the Level 3 Ability "Adaptive Strategy". Azthor chooses the Offensive Action "Weapon Overclock". Since Weapon Overclock blocks Tactic Actions, Ardas Fleet may not fire at all, instead his fleet recieves one volley of Azthors Fleet (10 Damage) plus the damage of 1d10. Azthor rolls a 1, thus Ardas Fleet recieves 11 Damage. His level 3 Ship absorbs two damage and 8 of his Level One Ships are Destroyed.
In the Second Phase Ardas Fleet Strength is dramatically lower with 13 containing 12 Level One Ships and one (1/3) Level 3 Ship. Azthor still has his 10 Strength. For the second phase Ardas had chosen Magnetic Field, while Azthor has chosen the same. Both Actions are played out. Since for both enemy Damage is ignored, nobody harms anyone.
In the Third Phase Ardas uses Adaptive Strategy again same as Azthor. this time Ardas does 3 Damage all of which hit the Level 3 Ship of Azthor and destroy it, thanks to the Adaptive Strategy Bonus.
The Battle is over and Azthor could now either flee the Sector, stand down and hope for Ardas to not attack again or attack himself. Now however since his only Strength 3 Ship is gone his fleet can only use the two level one abilities of magnetic Field and Weapon Overclock.
Ground and Boarding Battles.
Azthors fleet is on the run, and Ardas Fleet is now in Orbit. He Decides to plop down his troops immediately to take Terra. Ground Troops attack in Waves. Each Wave is compromised of 5 Units.
Similiar to Space Battles Defenders and Attackers will compare Strength Values, however both sides get an additional +1d10 roll to their attacks.
Generally once you Invade a Planet you first have to deal with any Defenders not squatting in a Fortress in an even Field Battle. Both players openly post(or pm) their Retreat Thresholds.
A Retreat Threshold determines at which point your troops turn around and go running. The Winner has One Extra Firing Turn on the retreating enemies (of course SvS not a full strength attack).
Defenders can only retreat from Open Field Battles if there are still Fortresses defended by your own men.
Once Ardas has beaten Azthors Defenders on the Field, he moves on to the Fortresses. He can freely decide which Fortresses he wants to take. Since Planetary and Automatic Defenses are Build upon Fortresses it may be prudent to attack those first to allow your Ships easier Space Support.
Defenders defending a Fortress are in a far more superior Position. All Damage they would recieve is instead absorbed by the Fortress, which loses a Level in doing so. This may cause defenders to suddenly find themselves without any fortifications to hide behind anymore. If those troops are not currently busy fighting for their dear lives they may choose to retreat.
inbetween Assault Waves a Defender aswell as an Attacker may cycle The Order in which His troops defend or attack. Troops may however not be cycled in or out of fortresses.
So Things start to look bleak and Azthor wants to rescue his Ground Troops before they all get themselves killed. If he still has a fleet in Orbit (which Ardas didn't attack, concentrating on taking Terra instead) he can send it down to evacuate his Troops. Evacuating a Planet is a long task and a Defender may only evacuate Units which count as Retreated. Units in Fortresses will hold out regardless.
For Each Assault Wave won or lost or for each level a fortress is reduced, Azthor may evacuate five of his Units. This makes Fortresses invaluable for last Stands. They buy you the time you need to evacuate your men. So what happens if he has no more Fortresses? A d6 is rolled for each retreated Unit and it is decided whether that Unit still has the will to fight to the end (4+) or whether it surrenders. However as long as a Fortress Stands he may retreat his units and send them back to the front as often as he wishes.
However to evacuate the Troops, Azthors fleet is getting far too close to the enemy fleet and has to sustain heavy Fire during the Evacuation process. For Every 5 Units evacuated the fleet sustains 1D5 Damage, if the invading Player wishes to engage the Evacuating Fleet.
Captured Units are turned into POWs, which can be released/executed to supress Unrest or be sold into Slavery for 100 Credits per Unit, regardless of Strength.
Finally, Boarding Battles. Since in the Game Ships double as Troop transports, starting at a certain size, it is possible to board enemy Ships as a Battle Action. Boarding Actions work similiar to Ground Battles, except that its One Unit against One Unit. If no Ground Units are on-board of a Ship, The Crew defends itself at a -2 Malus. If the Boarder is successfull the Ship is captured.
Once you control the Space or Ground of a planet you have a wide Range of Options to do as you please with your Victims
Controlling the Space of a Planet
Embargo allows you to Block any Luxury Resources, Migrants and Military Units from entering or leaving the Planet.
Raid Initiates a One Phase Combat Turn. Each of your Raiding Units engage one Random Enemy Unit, Strengths are compared and 1d5 added. If the Raider wins the exchange he can Plunder for one Turn, not necessarily destroying the Defending Unit. Look at Plunder for further Information.
Drop Invasion Troops see Ground Battle
Orbital Bombardement if you have High Enough Tech and a big enough Ship you can initiate this. Depending on what Kind of OB-weapons you carry with you can target Military Units, Civilians, Fortresses, Garrisons and even the Planet itself.
Controlling the Ground
Plunder reduces population and Colony Income by 250 Credits/Million per Military Unit and gives the Raider 500 Credits.
Occupy Militarily Occupy the Planet for whatever reason. Research or Unit Production cannot happen without your permission on that Planet. Colony Income and Senate Vote(s) still go to the Original Owner.
Protectorate Occupy the Planet. All Colony Income goes to the Original Owner. The Vote(s) go to you. Military and Research only happen with your permission.
Vassalize Occupy the Planet. All Colony Income goes to you. The Vote(s) go to the Original Owner. Military and Research only happen with your permission.
Annexation Take Control of the Planet Completely.
Assimilate
Allow new Colonists and assimilate them into the Local population. This is the Standard Policy
Assimilation is influenced by the Indigenous to Migrant Population Ratio aswell as your General Tech Level, Unrest and Development.
Do not Accept
You close the Borders to All Immigrants. Note that this may not stop all Immigration if your planet is interesting enough. You might have to enforce more violent tactics to keep Immigrants out.
Emigration Encouraged
If your Unrest is going through the roof through the sheer amount of population you might “encourage” your population to resettle to other planets…
Enslave
Enslave Certain Parts of the Population. Upside is that they don’t produce unrest and depending on the amount of slaves in relation to your total population they give you a bonus on your Colony Income.
Downside: Other Planets to which the enslaved Ethnicity belongs get increased unrest, which may cause war.
Exterminate
If all else fails exterminate parts of the population to reduce unrest massively.
Every Player gets 1.000 Creds per Turn
Players can create different kinds of Companies:
Economic Facilities will be destroyed in Raids unless otherwise stated and bring 2.000 Credits each
-Transport-
A Transport Company profits off Migration between planets and can reduce or increase Migration by raising or lowering prices.
You have to establish a Civilian Space Port at both planets for 10.000 Credits each. Then you can set prices for transport:
None
Low: 500 Creds per Million Migrants
Normal: 1000 Creds per Million Migrants
High: 2000 Creds per Million Migrants
Extortionate: 5000 Creds per Million Migrants
-Cargo and Smuggling-
A Cargo Company transports Trade Goods, Illegal Goods and Illegal Migrants.
To transport you simply build a Trade Fleet for 20.000 Credits. Then you assign that Trade Fleet to a Trade Route between two planets to transport one good or one million illegals.
normal Trade Goods net 5.000 Credits per turn.
Illegal Trade Goods (either not sanctioned to be traded or things which are clearly states as Illegal Tradegoods) net 20.000 Credits per turn. however there is a 50% chance that your fleet gets destroyed by the local military forces.
Illegal Migrants net 10.000 Creds per Million transported and work otherwise the exact same as Illegal Trade Goods.
- Shipyards -
Shipyards profit directly from every ship created. You build a Shipyard for 2.000 Credits on a planet and forthwith get half of the cost for producing 5 Ships of any size as your own winnings.
In other words:
Terran Governor produces 20 Level 1 Ships at 20.000 Credits
You have 1 Shipyard there so you get 2.500 Credits
at the beginning propably pretty meagre but then again if he produces 5 level 10 ships you make off 25.000 Credits.
Trade Fleets and Civilian Space Ports also fall into this category
-Slave Trade-
Slave Trade works differently to slave raids in that it doesnt hurt the population.
You build a Slave Market for 5.000 Credits at which every two turns 1 Million Slaves are created. a Slave Market creates 5 Unrest per turn.
You can also Build a Training Facility for 10.000 Credits which turns the Output of two Slave Markets into one Luxus Commodity: Trained Slaves. A Training Facility provides another ten unrest per turn.
Name of Nation:
Type of Government:
Requested Planet: (look in the Second post for Earth's Current Colonies)
Willing to Share Planet: Y/N (in case that several people app in for the same planet i might decide to divide the planet among the players)
Other Things: (Culture, History, Description of the Planet you are going to own. Biology Plant-Life...generally Fluff of your Nation and your Planet. Remember the Colony is only 100 years old)