So, this a restart, with minor addition's, of Ghazkull's game,
House of the Rising Suns III. Modifications have been made primarily in the espionage sector, but also in other places.
As should be obvious, thematically and lorewise the game is fully independent from the game it was based upon, or other games.
This is a 4X/Strategy/Diplomacy Game where players take the Roles of various Races, Empires or Factions vying for Power in the Galaxy.
Each of the 5 Players takes the Helm of a Major Faction in the Galaxy with several minor ones being about which can be integrated, ignored or destroyed.
The Map will be divided in Sectors, each Sector may contain up to five Worlds.
Each Player starts with 5 Worlds with a specialization of choice. However during the game one may specialize his Worlds further:
A Planet has several important Stats and Resources:
Population Bonus: Each Planet has obviously a Population. Population Bonus determines the Growth Factor. The planet will automatically grow if more food is available to it than it needs to sustain it's population. A maximum of 2 food can thus be consumed per planet. The Population Bonus determines the amount of population that is added per unit of food devoted to growth.
Example: Narn has a Pop of 3 and Pop Bonus of 2. This turn 4 Food are available to it. Narns population grows by 2 to 5.
Food Modifier: Determines the Effectiveness of Growing Food on a Planet. The Modifier is multiplied with the Population assigned to the Agricultural Sector. Food can be stored (to a limit).
Example: Narn has a Food Modifier of 2. With 3 Population all working in the Agri Sector, 6 Food per turn are produced.
Production Modifier: Determines the Industry of the Planet. The Modifier is multiplied with the Population assigned to the Industrial Sector. Production cannot be stored. However surplus Production may be turned into Trade Goods. Production is used to produce Ships, Buildings, Troops and Warheads.
Example: Narn has a Production Modifier of 5. With 3 Population all working in the Influence Sector, 15 Industry per turn are produced.
Influence Modifier: Determines the Effectiveness of Culture, Espionage, Religion and similiar Things. Influence is a catch all Term refering to the Players capability to Influence other Players or Minor Factions without resorting to Military Means. It will be explained further in another section. The Modifier works as Production and cannot be saved, nor can it be turned into something else.
Example: Narn has a Influence Modifier of 2. With 3 Population all working in the Influence Sector, 6 Influence per turn are produced.
Taxation Modifier: Regardless of which Sector Population is assigned to, it will always pay Taxes, the Taxation Modifier determines how much exactly it pays.
Example: Narn has a 3 Population and a tax modifier of 2. It produces 6 credits in taxes.
There are several different kinds of Worlds:
Frontier Worlds Pop Bonus: 1, Production Modifier: 0.5 , Food Modifier: 2, Tax Modifier: 0.5, Influence Modifier: 0.5
Freshly established Colonies. Frontier Worlds will grow until they reach their Population Limit and will then turn into General Worlds.
General Worlds Pop Bonus: 2, Production Modifier: 2, Food Modifier: 2, Tax Modifier: 1, Influence Modifier: 2
Worlds who have not been specialized. They may be turned into Specialist Worlds. However a Specialist World takes 5 turns to be turned back into a General World.
Forgeworlds Pop Bonus: 1, Production Modifier: 5, Food Modifier: 0, Tax Modifier: 2, Influence Modifier: 1
Worlds covered in Industrial Complexes, Forgeworlds can produce entire Fleets at a mere Handwave. They rely however heavily on imported Food.
It costs 10 Production and 10 Credits to turn a General World into a Forgeworld. The process takes 3 turns.
Agri Worlds Pop Bonus: 1, Production Modifier: 0,5, Food Modifier: 5, Tax Modifier: 0,5, Influence Modifier: 2
Breadbaskets of the Galaxy, Agri Worlds are covered in farms, hydroponic gardens and similiar things, producing incredible amounts of food, but little else of value.
It costs 10 Credits and 10 Food to turn a World into a Agri-World. The process takes 3 turns.
Administrative World Pop Bonus: 1, Production Modifier: 1, Food Modifier: 1, Tax Modifier: 3, Influence Modifier: 3
There are two things no one can avoid, Death and Taxes. As Races hit the Galactic Stage and everything Grows so does the Bureaucracy. Bringing in Tax Payers money through Legal Cases, DUI, FUI and Speeding they produce good amounts of Money not to mention the Propaganda Centers and Intelligence Services do a splendid Job at keeping a Regime in place. It costs 20 Credits to turn a General World into an Administrative World. The process takes 3 turns.
Hive Worlds Pop Bonus: 5, Production Modifier 2, Food Modifier: 0, Tax Modifier: 2, Influence Modifier: 0
Cities that defy any and all mortal comprehension of size, Hiveworlds are Planets covered in one massive (or several) City. Totally reliant on Food Imports, these absolute detestable uncontrollable Eyesores are nonetheless useful in cultivating the Resource Man(or Alien). General Worlds who reach their Population Limit and grow beyond it automatically turn into Hive Worlds.
Hub Worlds Pop Bonus: 2, Production Modifier 0, Food Modifier:0, Tax Modifier 2, Influence Modifier 5
Ah Hub Worlds. Tourist Planets, Noble Pleasure Worlds, or Trade Hubs all fall into this Category. They all have one in common, they produce money and are shining beacons of pleasure shown to the low masses just out of grasp. Here you can find anything and hire anyone. Although nobody contributes anything useful at all...Through the Appliance of 10 Influence and 10 Credits a Hub World may be created.
Trade Fleets and their uses
Trade Fleets are basically flotillas of ships which carry all kinds of resources either to trade or to transport. Once you created a Trade Fleet (3 Production, 3 Money, No Upkeep), you can assign it to a Route on which it transports things: Food, Trade Goods or Strategic and Luxury Resources.
Each trade Fleet can move 1 unit of resource from 1 planet to another. Trade fleets can be interrupted by piracy, or blockades, which often results in their destruction.
Trade Goods
Trade Goods are produced with Spare Production and can be used both domestically and internationally. If sold to a foreign Planet they will double the amount of resources one population unit produces for one turn. If it is used domestically it will increase production of one population by 1 point. This can be used to create resources with 0 modifiers.
Example: On Narn 1 Pop produces 2 Influence. They get sent one Trade Good which is then used on the Populace producing Influence. For one turn the Populace produces 4 Influence. If they get a continual Supply of Trade Goods they will of course continue to produce 4 instead of 2 Influence.
It is entirely possible to sent one another Trade Goods back and Forth to Produce more Trade Goods, to produce more Trade Goods to produce.....
Population Growth, Food Transport, Migration
The Population of a Planet cannot grow by more than two times it's Pop modifier per turn, however it is entirely possible to transfer Population from one Planet to another. Migration costs 1 Money and allows the Transportation of One Unit of Populace to another Planet. Of course one can transport as many units of populace as one wants. However one needs to use Trade Fleets to transport people and of course they can be ambushed by pirates.
Migration occurs before growth, and migrating pop units can't produce anything.
Luxury and Strategic Resources
Special Resources may be found throughout the Galaxy. A Strategic or Luxury Resource is infinitely available and is only restricted by the amount of Populace that tries to extract it. Thus a Planet with 10 Population can produce up to 10 Units of that Resource. Luxury Resources may have various different effects but always work for the populace of an entire planet.
Research works quite simple: Players choose a Tech Tree and a Research Project ( don't worry there is a formalized Tech Tree) and if they don't invest anything they have a standard 1 in 1000 chance to discover something every round. Every Credit invested will increase the Chance by one (so: 1 in 1000, 2 in 1000, 3 in 1000, 4 in 1000 etc.).
Tech Trees are as follows:
Naval Research (Naval Tactics(Special Abilities for Ships), Ship Construction(unlocking of Ship Classes))
Ground Research (Weapons Research (New Types of Military Units), Defense Doctrines (unlocks Ground Defenses))
Civic Research (Bio-Engineering (Population Growth and Limits), Resource Management (Handling Of Trade and Resources))
Special Division( Intelligence Services (Espionage and Counterintelligence), Weapons of Mass Destruction, Unique Faction Techs))
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 interpretation.
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 useually 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 1 Credit and has 1 Credit Upkeep.
A Strength 10 Ship costs you 10 Credits and has 10 Credits Upkeep.
A Strength 1 Ground Unit costs you 0.1 Credits and has 0.1 Credits Upkeep
A Strength 10 Ground Unit costs you 1 Credit and has 1 Credit Upkeep
Production cost is identical to credit cost.
Military Infrastructure
Through certain Civic and Military Researches Military Infrastructure is unlocked which can drastically change Ground Assaults and Orbital Bombardment.
I will only give a short 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 Bombardment.
Planetary Defense Networks will attack enemy Fleets in Orbit. They will damage them for each Action they perform in 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 receive 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 Strength 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 receive 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 as well 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 for a one time Influence Bonus or be sold into Slavery on the Black Market.
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 similar 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 successful 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, you can target Military Units, Civilians, Fortresses, Garrisons and even the Planet itself.
Controlling the Ground
Plunder Depending on the Wishes of the Raider, he may either Enslave one Population, steal one Unit of Stocked Trade Goods and/or Food or loot the Planet, taking one Credit (or Food or Trade Good) and reduces a random (or chosen) Statistic of the Planet by One.
Example: Ghazkull raids Narn with his troops. He has 2 Strength 5 Units and all successfully broke through the enemies defenses he decides to Loot Narns Agricultural Sector. the First unit will reduce the Food Modifier to 1, the second reduces it to 0.
A Planet can in this way be turned into a burning useless Ashland. It takes One Imported Trade Good and/or one Imported Food(in case of Agricultural) to restore the Statistic by one again.
Enslaving of the Population or Stealing stocked Trade Good or Food do not lower the Planets Statistics.
Occupy Militarily Occupy the Planet for whatever reason. Unit Production cannot happen without your permission on that Planet. Colony Income still goes to the Original Owner.
Protectorate Occupy the Planet. All Colony Income goes to the Original Owner. Military only happens with your permission. Trade Goods and Luxury Resources aswell as any surplus Food Stocks or Trade Stocks go to you.
Vassalize Occupy the Planet. All Influence, Trade Goods and Resources aswell as any Stocks go to you. Military only happens with your permission. Colony Income (Taxes) still go to the Owning Player.
Annexation Take Control of the Planet Completely.
Influence is a perishable Resource, it means that if you assign 10 Populace to it permanently you will get each turn 10 Influence. It will not rise above that. You can use the 10 Influence and next turn you will have the same amount.
Influence is used for Espionage and to Influence other Nations.
Espionage
Espionage has, once again, been completely overhauled.
Espionage occurs through the use of agents, each of which costs 5 credits to recruit. Agent can be utilized to infiltrate one nation at a time. Each turn agent can attempt an unlimited amount of actions, and must be assigned one (no more, no less) operation.
For each action and operation, a 1d(10+X) is rolled, where X is the amount of influence the other player invests in counterespionage. The action is considered to succeed if the roll remains under the target Y, which is the amount of influence invested by the attacking player.
The various actions and operations have different results on failure and success, but in general one thing is consistent. If the operation fails, the difference between the target and the roll is added to the agent’s total evidence, which will permanently increase the size of the die that needs to be rolled for that agent’s actions.
If your agent is discovered, there’s a 33% chance he’s killed, a 33% chance he’s killed and reveals your identity, a 16% chance he escapes but reveals your identity, and a 16% chance he joins your enemies (causing several bad results depending on what you were planning against them).
Note that Espionage Research will increase chances at success...or decrease it for your opponents.
Operations
- Hiding
Just laying low and not doing anything at all.
Effect: Even without influence investement, roll succeeds on 10 or lower
On failure: 16% chance of agent discovery
- Preparation
Preparing for a major action. This essentially stores influence, though it can only be used on the target player.
Effect: Requires the investment of 2 separate amounts of influence. The amount of influence you wish to store is added to the roll, making it harder to succeed.
On failure: 16% chance of agent discovery, 16% chance of identification
- Infiltration
Attempts to infiltrate the enemy espionage agency, to find whatever actions they have been planning against you.
Effect: For every agent you wish to track, your agent will make his roll at a -15 penalty.
On failure: 33% chance of agent discovery
- Assist Piracy
Capture records of enemy trading routes, patrols and others, allowing your privateers to engage his traders with impunity..
Effect: Allows your privateer vessels to capture unescorted trade vessels.
Mod: Taken at a penalty equal to the strength of the participating vessels.
On failure: 33% chance of agent discovery , 33% of the attempt being foiled (pirating force will be attacked by sector defense and escorts)
- Obfuscation
Description : Deliberately misleading the enemy to make him believe that this is, in fact, a spy from another nation.
Effect: Roll taken at -10 penalty
Failure: 16% chance of spy loss, 33% chance that your identity and obfuscation attempt is revealed.
- Counter-Counter Intelligence
Description: Throw of enemy counter-espionage, leave them guessing to the where-abouts of your spies.
Effect: Reduces enemy counterespionage by an amount Y, roll is with a penalty equivalent to Y.
Failure: 50% chance of agent capture
Actions
- Insertion
The first action always taken, getting an agent inside the enemy empire.
Effect: Agent can now undertake operations and actions.
Mod: No roll modifiers
Failure: 16% chance of agent capture
- Evac
Usually the last action taken, getting the agent back out.
Effect: Return agent to agent pool, removing all evidence
Mod: No roll modifiers
Failure: 16% chance of agent capture
- Kill Agent
Your agents are disposable, and sometimes, even they need to dissappear.
Effect: Kills one of your own agents.
Mod: Ignores accumulated "evidence" on the agent
Failure: 50% chance of agent capture, 16% chance of Agent betrayal, 33% chance of revealing identity and killing agent.
- Probe
Investigate how much the enemy knows about your agent, and how strong their defenses are.
Effect: Reveals the roll your agent needed to make.
Mod: None
Failure: No "evidence" added. 16% chance of identity reveal.
- Sabotage
Sometimes, "accidents" happen. Targets Ships, troops, fortresses, ...
Effect: Destroys or damages targets.
Mod: Taking at a penalty equal to the production cost of the facilities targeted.
Failure: 33% Chance of Agent capture., 50% chance of partial succes, 16% chance of Agent death
Note : High Profile action : Half the invested influence is added as evidence.
- Terrorism
Sometimes collateral damage is unavoidable. Targets planet modifiers.
Effect: A Succeeded Terrorist Action will (opposed to the raid Action, which adds the looted tag) destroy a modifier, costing 5 resources (Trade Goods, Food, Production, Money) in any combination per point, to repair it.
Mod: Taking at a penalty equal to 5 times the value of the modifier.
Failure: 33% Chance of Agent capture., 50% chance of partial succes, 16% chance of Agent death
Note : High Profile action : Half the invested influence is added as evidence to the used agent.
- Theft
Appropriation of resources without consent of the other party.
Effect: Steals money or research progress from the enemy.
Mod: Taking at a penalty equal to the amount of money you want to steal, or 1/10 of the amount of research progress you want to steal.
Failure: 16% Chance of Agent capture., 50% chance of partial succes
- Trigger rebellion
When the governement is not cooperative, change is needed.
Effect: Raise 1d10-10+X regiments in revolt against the main empire.
Mod: Taking at a penalty equal to X.
Failure: 33% Chance of Agent capture., 33% chance of partial succes.
Note : High Profile action : Half the invested influence is added as evidence to the used agent
- Assasinate Leadership
Take out the enemy leadership.
Effect: Varies
Mod: Taking at a penalty equal to enemy counterintelligence.
Failure: 33% Chance of Agent capture., 33% chance of agent death
Note : High Profile action : Half the invested influence is added as evidence to the used agent
Diplomacy
Influence can also be used in a more legal and obvious manner.
Influence Minor Government
Cost: 10 Influence per Planet per Stage ( so 10, then 20, 30 etc.)
Increases the Opinion of a Minor Government for Alliance and Assimiliation purposes. All invested Influence will be saved towards the next stage. So if you cant invest 10 Influence at once you can invest 5 and then next turn another 5.
Declaration of Friendship
Cost: Needs Friendly Minor Government, 10 Influence per Planet
The Minor Government officially declares you a friend of the State and you both sign a Defensive Pact, in case one of you are attacked you will declare on the aggressor.
Alliance
Cost: Needs Cordial Minor government+DoF, 20 Influence per Planet
The Minor Government signs an Alliance with you and will support you in Aggressive and Defensive Wars. Both your Intelligence Services will cooperate.
Federation
Cost: Needs Close Minor Government+DoF+Alliance, 30 Influence per Planet
The Minor government grants you control over their military and Influence.
Decrease Relationship between Nations
Cost: You need more Influence than the other Player over the Minor Government, Half the Cost of Increasing the Relationship.
You tell vile lies (or hard truths) about another government thus reducing their relationship with another nation.
Since Trade can become so lucrative Piracy can become even more so.
To become a Pirate you have to invest Influence to conceal your ships. Your ships can potentially pirate across the entire sector since they can freely pillage along the way. If the Operation assigned to protecting your Privateers is succesfull, they can freely take any unescorted trading vessels on a trade route of your choice. (1 Trading vessel per Pirate)
If you failed, or decide to attack escorted vessels, any ships assigned to Escort Duty will engage your Pirate Fleet. If you win you are lucky and can take the Spoils of War: Whatever the Trade Fleet carried and One Unit of Slaves for ever Ship you boarded and captured, maybe even Ship itself which you can sell on the black market (if you keep it, people might find out quite quickly who is taking their ships). If you fail the Battle, there is a 50/50 Chance that your Identity will become known.
On the other hand you can go in just like that without any Influence and Intelligence Preparation and just go ahead raiding. The Downsides are twofold: the Player will be warned ahead of your arrival that this Trade Lane will be raided by someone and if you fail there is again the 50/50 Chance that you will become known. However if you should succeed, you will escape with the Spoils and unknown to the Victim.
Defending those Trade Routes
Of course it isn't simply done with having a fleet in a sector, without prior notice they will arrive to late or just at the right moment to chase them Pirates off the already burning carcass of a trade ship. Thus you need to Assign Ships actively to Escort Duty. These Ships will not be able to do anything else for the turn except to hunt for Pirates. Same as the Pirates since they are not fleet bound anymore they do not need to move in the regular way anymore (one sector per turn). Each escort vessel can escort 1 trade vessel.
Alternatively you can hire Mercenary Trade Escorts. Those Cost 1 Credit per (Strength 1) Ship and work the same way as your own fleets assigned to it. Additionally they will not produce slaves when captured.
The Black Market
So you have captured Slaves, Trade Goods and a Gazillion other Things from your venture into the Dark Depths of Piracy...but where do you get it all sold off without anyone noticing? At the Black Market of course. Since Espionage Actions will (except for the really big ones) stay mostly secret, aswell as Piracy Actions and your Government Bank Account (you get that one sent with your Intel Report). You can sell off all your stuff at the Black Market without fear of retribution.
The Black Market Offerings will be sent with the Intel Report. Bids will also be handled via Pm and the Highest Bidder automatically gets the Goods.
Federation Victoy:
Bring all Minor Governments into a Federation with you and at least 4/5 (or 3/4 or 2/3) of the Players. Once such an Federation is achieved there will be a vote every turn on who will become President of the Federation. Everybody gets as many votes as he has planets. Minor Governments will vote for the Player who has the most Influence/the best Relationship with them.
Conquest Victory
Subjugate all other Players and minor governments. You may have however up to two allied subservient players. (you need to annihilate 5 players at least to achieve this victory)
Resistances is Futile Victory
Purge the Galaxy, leave only slaves behind.
So you successfully landed on the planet and the enemy is hiding in the next Fortress? Well then you may make a pause and actually conquer the Planet. Planetary Control is possible once Fortresses Exist. Instead of a all or nothing war Fortresses defend the Infrastructure of the Planet on the Defenders side and allow the Aggressor to prepare for longer sieges.
Each Fortress Increases the amount of Resources Defended. So If Player Taricus has 1 Indomitable Fortress ( or one Guard Post, it doesn't matter) on the planet you need to defeat it first before disabling all usefulness of the planet. That is like it was before. However if Taricus has two fortresses things get more interesting. Once Fortress A is destroyed (and if Taricus decides he wants to retreat) Half of the Planets resources go over to the control of the Agressor (lets say in this case adwarf), the rest is still under control of Taricus. The more Fortresses you build the less Resources fall under control of the enemy if he manages to rout you or destroys your fortresses. This allows prolonged sieges and at some point bringing in food for the starving populace may become increasingly important.
Remember the more descriptive the better. Since this is not first come first serve(well, except for some), the best Applications will be taken. 5 Players will be taken, please also note that unless you really manage to convince me, anything that doesn't function within the existing ruleset has little chance.
Name of Government Body:
Style Of Government:
Name of the Current Head of State:
History of the Government:
Name(s) of the Race(s) within the Nation:
Description, Physiology and Culture:
Initial planet choices :
- You get 5 planets with specialization of choice.