Nation Name, Leader Name: Go wild but not too wild, pls.
Racial Hat: Pick one from the list below. You cannot pick a Racial Hat already taken by someone else.
Homeworld*: Possible locations are Lush Planets (current map: A1, D1, E1, F2*, C3, A4, G4, C5, E5)
>>link to current map here!<<Color: Bright colors only (except WHITE), or you shall suffer GM's wrath.
*Everyone starts with a Shipyard, Habitats and 2 Cruiser Fleets at the Capital.
Architects: Each time you spend Credits on Infrastructure research, you gain 2 Ranks instead of 1.
Digglets: Each time you Colonize a Planet, a Mine is automatically added to it free of cost.
Gaians: Each time you spend Credits on Terraforming research, you gain 2 Ranks instead of 1.
Proud Warrior Guys: Cruiser Fleets and Dreadnoughts +2 combat bonus.
Space Jews: +3 Credits per Turn.
Swarmers: Cruiser Fleets and Dreadnoughts are cheaper by 1 Credit (to minimum cost of 1).
Ultramarines: +1 Combat dice when Capturing a Planet and vs Capture attempts.
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SHIP TYPES AND MOVEMENT AND COMBAT AND BLOCKADES:
You can move your Units one Planet per Turn.
Cruiser Fleet: Costs 2 Credits to place at a Shipyard. Cruiser Fleets can also Colonize and Capture planets. They have 2 Combat Dices at start.
Dreadnought: Costs 4 Credits to place at a Shipyard. They have 3 Combat Dices at start.
You can create 1 Cruiser Fleet OR 1 Dreadnought at any Planet with Shipyard every Turn.
Combat is simple: Attacker rolls the dice and Defender does the same; if the Attacker rolls more than Defender, the Defender's unit is destroyed.
If Defender rolls equal to or more than the Attacker, the Attacker's unit is destroyed.
Combat continues until all Attacking/Defending units are destroyed.
Blockades: After you destroy enemy units at a Planet, that Planet is blockaded until your units vacate it or capture it.
Blockaded Planet cannot build Ships, and no Credits whatsoever are produced by it for its owner.
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INFRASTRUCTURE:
Each piece of Infrastructure costs 1 Credit to build. You can only build Infrastructure on colonized planets controlled by you.
Habitats: +1 Credit each Turn. +1 Combat Dice vs Capture attempt.
Space Fortress: +1 Combat Dice for units Defending it.
Shipyard: Allows Cruiser Fleets and Dreadnoughts to be created at this Planet.
Mines: +1 Credit each Turn.
Capital: Heart of the nation. +1 Combat Dice for units Defending it. +1 Combat Dice vs Capture attempt.
Moveable Infrastructure:
Currently you can only move your Capital, from one Lush Planet you control to another, for the cost of 10 Credits.
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PLANETS:
There are several types of Planets across the FluidSpace. There's usually 1 per sector, but sometimes there's two (to differentiate the locations, the second planet is demarked with an *).
Types of Planets:
Lush (small green): Provides +1 Credit each Turn. The only suitable Planets for a Capital.
Barren (small gray): No special thing about them!
Gas Giant (big red): You cannot build Habitats or Mines on these.
Asteroids (three gray dots): You can only build Mines on these. Provides +2 to Combat rolls of units Defending it.
The most common are Barren planets, followed by Lush Planets and Gas Giants, and finally Asteroids.
Colonization:
Empty Planets need to be colonized. To colonize, simply move your Cruiser Fleet to an Empty planet, declare your intent to Colonize it and pay 3 Credits. Voila, the planet is yours!
Capture:
Cruiser Fleets can capture planets. Each Cruiser Fleet uses 3 dice on Capture attempt; this is weighed against Infrastructure bonuses of the Planet.
If a Cruiser Fleet wins, the Planet falls into the hands of the Conqueror (albeit 1 piece of Infrastructure gets razed).
If a Cruiser fleet loses, nothing happens, and the fleet can try again next Turn, provided enemy reinforcements don't arrive to blast it to pieces!
Glassing:
At certain point of Dreanought research, Dreadnoughts gain ability to 'Glass' enemy-controlled planets.
This destroys all Infrastructure on the planet and de-colonizes it. As side effect, a glassed Lush planet turns into Barren planet.
Terraforming:
At certain point of Terraforming research, you gain ability to Terraform colonized planets. Terraforming a planet initially costs 25 Credits.
Higher up on research, you gain more options for Terraforming and the cost of Terraforming gets lowered too.
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SPACE FEATURES:
Non-colonizable things that are in space.
Space Lanes (white lines): These connect Planets together. Cruiser Fleets and Dreadnoughts can only move along these lines.
Wormhole (blue dot with purple border): You can move your Cruiser Fleets and Dreadnoughts through these for 1 Credit per each unit you with to move.
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PLAYER ELIMINATION AND VICTORY CONDITIONS:
You eliminate a Player when you Capture or Glass his/her Capital Planet. Remaining planets fall under your control.
Current victory conditions are:
1. Extermination: Eliminate all other Players by capturing/glassing their Capitals.
2. Economy: Accumulate 500 Credits.
3. Empire: Control more than 50% of all Planets.
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TRADING?:
Players can freely trade accumulated Credits with each other.
You can also give away Tech ranks if your rank in said research is higher than the other.
For example, if you have Cruiser tech 10 and your buddy has Cruiser tech 5, you can 'teach' him 3 tech ranks to raise his Cruiser tech rank to 8.
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RESEARCH:
There are 4 Tech Rank Groups; Cruisers, Dreadnoughts, Infrastructure, Terraforming. Most of them are 'empty' ranks; you gain nothing by reaching those ranks except getting closer to the levels that matter.
To advance a rank in certain Tech group, you need to spend 1 Credit. You can do this only once per Turn.
Cruisers:
Rank 1: Starting rank for all Nations
Rank 6: +1 Combat dice.
Rank 12: +1 Combat dice.
Rank 15: +1 Combat dice when Capturing a Planet.
Rank 20: Cruiser Fleets now cost 1 Credit to spawn.
Rank 22: +1 Combat dice.
Rank 24: +1 Combat dice when Capturing a Planet.
Rank 30: +1 Combat dice.
Dreadnoughts:
Rank 1: Starting rank for all Nations
Rank 4: +1 Combat dice.
Rank 7: Dreadnoughts now cost 3 Credits to spawn.
Rank 10: +1 Combat dice.
Rank 12: Dreadnoughts can now 'Glass' a planet.
Rank 17: +1 Combat dice.
Rank 23: +1 Combat dice.
Rank 25: Dreadnoughts now cost 2 Credits to spawn.
Rank 30: +1 Combat dice.
Infrastructure:
Rank 1: Starting rank for all Nations
Rank 5: +1 Credit per Turn.
Rank 8: Space Fortresses now provide +2 Combat dice to ships Defending the Planet.
Rank 11: Habitats now provide +2 Combat Dice vs Capture attempt.
Rank 14: +1 Credit per Turn.
Rank 17: Mines now provides +2 Credits per Turn.
Rank 20: You can now create Space Lanes between your Planets for 25 Credits (Space Lanes CANNOT cross with each other though!!)
Rank 22: Shipyards can now spawn 2 Ships per Turn.
Rank 26: Space Fortresses now provide +3 Combat dice to ships Defending the Planet.
Rank 30: +1 Credit per Turn.
Terraforming:
Rank 1: Starting rank for all Nations
Rank 5: Colonizing empty Planets now costs 2 Credits.
Rank 9: You can now terraform Barren planets into Lush Planets.
Rank 15: Terraforming now costs 20 Credits each.
Rank 16: You can now terraform Asteroids into Barren planets.
Rank 19: Colonizing empty Planets now costs 1 Credit.
Rank 25: You can now terraform Gas Giants into Barren planets.
Rank 30: Terraforming now costs 15 Credits each.
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