NATION CREATION:
Race Name:
Leader Name and Title:
Player Name:
Color: Something easy on the eyes
Home Planet: One of the 34 available on the
Map of the Local ClusterExtra Traits: Pick 2 from "Race Traits" list
TURNS:
Game starts at Turn 0, where Players can spend their starting credits (default 30) on Development of Resources and Creation of Armies and Fleets, as well as inter-Player Diplomacy.
Each subsequent Turn has their Players post their Actions - and have them resolved - in the order of Playerlist.
TAXATION:
Everything is paid with Credits; Credits are predominantly achieved via Tax Income.
Each Planet owned provides +2 Tax Income. Each Developed Resource provides Tax Income according to "Resources" list.
HOME PLANET:
Your starting Planet is your Home world. Home Planet generates extra 2 Tax Income per Turn, and grants +1 to Defense Rolls of Armies within and fleets around it.
You can move your Capital to another Planet you own. This requires you to spend 50 Credits.
DEVELOPMENT:
You can Develop Resources on any planet you own. This costs Credits.
Each Planet can have maximum of 2 Resources Developed in it (unless specified otherwise).
You can re-Develop one Resource into another by paying the usual Development Cost.
Resources start to contribute their effects from the end of your turn (meaning that, e.g., you can't build a portal and immediately teleport in an army.)
DIPLOMACY:
War: States can move Armies into each other's Planets for Occupation and dock fleets next to planets.
Peace (default): States cannot move Armies into each other's Planets and dock fleets next to planets.
Trade Treaty: +5 Trade Income to both States. You can have maximum of 3 Trade Treaties.
Military Pact: States can move Armies into each other's Planets for further Movement, and Fleets for resupply. Prevents War. When nulled, all Armies on Planets surrender (unless owned by the planets owner) and fleets are moved to the closest Planet of their controller.
Gift: Sends Credits to another Player. Requires Peace. Maximum amount of Credits gifted cannot exceed your Tax Income.
NPC NATIONS:
After game starts, all non-Player States get 1 Army and 1 fleet and 1 random resources (weighed towards the cheap ones.)
Players can do Diplomacy (except Gifts) with them. NPC States will accept if adjacent, or Coin Toss (Heads for acceptance) if non-adjacent.
NPC States never start Wars or develop Resources on their own. They will build up lost armies and fleets if able.
WAR:
If two fleets at war meet they will have a battle: a d10 is rolled (with modifiers) for each fleet and the highest scores are compared.
In each matchup if the attacker's roll is higher, one defending fleet is destroyed. If the defenders roll is higher, one attacking fleet is destroyed. If the rolls are equal one attacking fleet withdraws to it's origin, but is alive. This continues until only 1 alliance's fleet remains.
Each time a fleet is destroyed/withdrawn it's army is withdrawn/destroyed with it.
Each fleet above a planet may bombard it instead of moving to remove a random resource or army. You don't get to choose if a resource or army gets destroyed.
If two armies at war meet on a Planet they will have a battle: a d10 is rolled (with modifiers) for each army and the highest scores are compared.
In each matchup if the attacker's roll is higher, one defending army is destroyed. If the defenders roll is higher, one attacking army is destroyed. If the rolls are equal one attacking army withdraws back to orbit, but is alive. This continues until only 1 alliance's armies remain.
ARMIES AND NAVIES:
Each Planet can create 1 Army per Turn; Creating an Army costs 3 Credits. Each army costs 1 upkeep per turn.
Each Planet can create 1 Fleet per Turn; Creating a fleet costs 10 Credits. Each Fleets owned requires 3 Credits of upkeep per Turn.
If you cannot pay all your Armies and Fleets at start of your Turn, you first must disband enough of them to be able to pay Upkeep before you can do any other Actions.
A planet may not produce a fleet if it is blockaded (occupied) by enemy fleets.
You may disband Armies and Fleets at will, but will not get any Credits back.
Freshly build armies/fleets can not be moved until the end of turn, but will defend your Planets on other people's turns.
MOVEMENT:
Armies can move to an owned fleet or from a fleet onto a planet. They may also travel through the portal network as though they were fleets.
Fleets can move between adjacent planets (connected by a line) and may also travel between two friendly (owned or allied) planets with a portal, if they are close enough based on "portal" technology.
VICTORY CONDITION:
At the end of any given Turn:
Owners of 18 planets (even if it's all one player) decide that one player has won, they are proclaimed the winner.
Alternatively if one player researches the Ascension technology they are proclaimed the winner.
TURN ORDER:
Regardless of how they are formatted in the turn post, things happen in the following sequence:
- All movements
- All battles
- All research
- All building (armies and ships, then resources)
- Planets change ownership
STALLING:
If a player doesn't make a move within at least 72 hours of the previous turn being posted they will be skipped.
If a player is skipped 2 times in a row they become an NPC empire.