This game is massively based off of Evilcherry's
Vestigi Imperium, which is, in turn, based off of space 4x games such as Sword of the Stars and Galactic Civilizations II.
Imperial Year 25001. While there were still celebrations across the galaxy for the establishment of the Galactic Chalatian Empire 25000 years ago, it is no longer galactic, led by the house of Chalates, or an empire in any sense. For the past 10000 years, internal turmoil, bickering of nobles, revolts and disasters means that the empire - as it has always been called - had to cede a lot of power to local leaders. It cannot even actively maintain control of a good number of colonies, and it resulted in many new government competing for power back in the capital. Chaos ensured, and technology went backward as a result.
Now, for some reason, you have gained absolute control of your planet, and perhaps you may build a new order that can at least rival - or even shadow - the empire. However, as always, you are never alone, and this is just the beginning... of the vestiges of the empire. Two.
I am not insane. As such, the sector is limited, and you cannot conquer the entirety of the empire. There is a corrupt NPC duchy in the sector, the duchess of which is unlikely to do anything until threatened.
The sector is about 20 x 20 in size. Each 'planet' represented on the map is a star system with at least one inhabitable planet on it (Or one with the potential to be terraformed to inhabitability). For simplicity, it is impossible to only partially control a system. Some systems might only have one planet, in case the original colonizer cares to make up fluff about all their systems, feel free.
Each planet will have a size, a quality, and an environment value.
For each size of 1, a planet can hold 1B of population. This is the maximum, and the current value will usually be lower.
Base tax rate is 1c/1m population. Base blockade rate is 50% of tax income (income and investments - It's really hard to buy ships on a blockaded world.)
Quality ranges from 1 to 100%; it is the amount of resource each manned manufactory can produce. Each manufactory needs 1 million population to run, and produce 10 x quality production point (p); excess population or manufactory cannot produce production points (though population can still be taxed). Quality can never be improved or decreased unless through rare random events.
Environment value ranges from 1-300; this is a highly simplified value affecting growth rate and colonial maintenance. Earth is 150. This value can be improved by terraforming. Colonial maintenance fees are (
|Ideal_Environment - Current_Environment|) / 20 * population(in millions). There is no way to avoid payment; an inability to pay even while taking out loans results in a liberation of the planet.
Conquered planets instantly change their ideal environment to suit the colonizer. Two races with very similar environmental values might want completely different planet types, fluff-wise. Please don't try to think too hard about it. I think it would be fun for different planets to have different values for each player, but using two environmental values and needing the Pythagorean Theorem would only complicate calculations further, without actually adding anything.
Loyalty ranges from -100% to 100%. Loyalty is hurt whenever people die from war, or in a change of government. Disloyal people evade tax and do not produce as many goods, so their exact production will be set at the their loyalty (i.e. a 50% loyal world pays half tax and produce half). Loyalty, by default, increases 10% per turn, and if you pay them to keep them happy, it will increases by a further 10% if you give them their 100% tax value at normal loyalty (Scaled linearly, giving them only half will increase 5%). All rulers are similar after all, and the most rebellious can be bought off by some way or another.
Loyalty can go below 0%. For computation of income and production, but not growth, it would be treated as 0%. A negative loyalty will result in population loss, likely due to rioting and/or emigration.
Base population growth rate is 5% * loyalty value(If == 0; then +0.01 for calculation) * (1 - ((|Ideal_Environment - Current_Environment|) / 100))/turn. Yes, particularly unsuitable environments will cause people to die. Alternate calculation: 5% * Loyalty * (-1% growth rate for every environment point away from racial ideal).New formula:
growth_amount = (growth_rate(from tech and species bonus) * loyalty - (enviro_away_from_ideal * .0005) ) * pop
Resources come in two flavors: Credit and production points.
Credits usually, but not always, represent electronic money that an empire holds as an "imperial treasury". They are not bound on any colony.
Production points are, on the other hand, bound to the planet and must be consumed at the end of a turn. Any excess amount will be converted to credits at a 10:1 rate. They can be spent on:
Production of ships/defense: Ships/defense has a production cost in production points. You can produce only one type of ship or defense per planet per turn; For large ships, you can split the cost over many turns.
Production of manufactories: Each manufactory initially costs 100p to build.
Technology: Detailed in the technology section.
Terraforming: Base cost is 500 x planet size to change the planet environment by 1%, in either direction. Maximum investment per turn is capped at %3 with the starting technology.
Credits may be spent for production points at a 1:1 rate. This cost can never be affected by any bonuses given by technologies. Credits spent cannot exceed 10 * the total production available for the colony. No matter how much money you pour into a distant world with only a handful of people living on it, it's not going to be able to instantly build a ship the size of a large moon.
Credits: as stated above, at a 10:1 rate.
Technology is used for bonuses (production), ship upgrades (Lasers, hangar bays, engines, cloaking devices, anti-cloak scanners, more capacity for existing hulls, different transports etc), and special projects (Larger ship hulls, defense satellites, orbital dwellings, etc).
Research is global.
The research formula is a secret, as are research costs.
Modifiers:
10% reduction for each player who has researched the technology.
10% additional reduction for each player who has researched the technology and is linked with a direct trade route (IE, not through a third player).
Modifiers are additive
If there is only a single player who do not have the technology, the technology is considered to be too common be kept a secret and the last player gets it for free.
Should you scrap a ship utilizing unknown technology, the planet where it is scrapped gets a one-turn bonus of doubled research for any unknown technology on the ship.
Each ship has a movement points. No ship may move more than that space in a turn. Diagonal movement costs no extra.
The movement phase comes before the combat phase. Sufficient numbers of fast ships may prevent enemies from retreating. Insufficient numbers will result in some enemies getting away.
In case of multiple fleets engaged in battle, the fastest/closest fleets arrive first, and complete combat before anyone else arrives. Coin flips may be used if needed to prevent three-way engagements. Allied fleets which move together will be treated as one fleet, but might not arrive together if they do not rendezvous during the turn.
Space combat is relatively simple.
Combat is simultaneous, and it is possible for fleets to completely annihilate each other.
Each spacecraft has attack and defense values in 3 categories: Warhead, Kinetic and Energy.
There are two rules of engagement, determined by the players beforehand. The default has all ships focusing their fire on one ship at a time, usually determined by a combination of firepower and low defense. The alternative has each ship firing their weapons at the most effective target for that weapon type. The latter will likely reduce incoming damage more slowly, but makes more effective use of firepower and deals more damage overall.
If at the beginning of a round a side has only 30% of pre-combat HP, it will try to retreat. The other side then gets a free round of fire, after which the combat is considered resolved for the turn. On the next turn, an order to pursue the losers may be given.
Defensive structures such as defensive satellites are treated as ships.
Strike craft swarms are treated as separate ships, and are likely to be targeted first.
If a fleet is in the same space of a colony and there is no other fleets of the same owner of the colony in it, it can be told to blockade. A blockade blocks trade and reduces the income of a colony.
A blockade can be broken by either dislodging the blockading fleet, or by the blockading fleet moving.
If a fleet which has ships able to conduct a land attack is able to blockade the colony, it may elect to assault the planet, while maintaining a blockade. Land attacks come in two flavors: orbital bombardment and marines.
Orbital bombardment is resolved once, before land combat commences. Different weapons produces different results, usually, some population is killed, loyalty is down, and the environment will change randomly. Larger planets are more resilient to environmental changes; their effect is multiplied 1/size.
Loyalty will also reduce by the proportion of population killed, plus the environmental rating harmed ; so if you manage to kill off a large chunk of the population, or spread enough nuclear fallout, It is understandable that the population on the colony will be very unhappy, either towards the current ruler or the aggressor.
The marines will land after the orbital bombardment phase. The defending planet has a standing army for this purpose; For each 1m of population, there will be 1000 men defending. The number of Marines landing is dictated by the capacity of the landing crafts.
Each unit of (unimproved) marine has 10 HP, an attack value of 5, and a defense value of 2. Half of the attack value (after bonuses) of the defender is affected by loyalty, so zero loyalty means they can attack at only half capacity. Advanced landing craft may increase or decrease attacker loyalty (More cramped quarters, losing discipline by using civilian quarters, using special rooms that increase loyalty at the cost of less troop space, etc.)
The defending marines always fight to the death. Standard landing craft must land on planets to deploy troops, during which time they must refuel with captured supplies. After five rounds, the attackers will try to retreat should their numbers drop below 30% while the defenders are above 30%. Should too many die before then, they will be unable to defend the landing craft from ground-based missile launchers as it takes off, and all landing craft will be destroyed. Advanced technologies may allow the attacker to solve this problem, but will be less effective overall.
Henceforth, all soldiers will be trained better. Occupying will result in dead civilians equal to 100x soldiers killed (So it should result in a 10%-20% drop in population depending on how many attackers die), and twice that amount of manufactories destroyed. Eradicating any potential dissenter ends in 85% - 90% of the population dead, based on dice, and 50% of the manufactories destroyed.
Loyalty will decrease more with occupying, based on dead people. Eradication ends in a minimum of 30% loyalty, even if the planet was previously below that. Environment will be reduced either way, as FutureWarfare isn't environmentally friendly.
Due to patriotism, however, if you regain control of a colony within 10 turns of losing it, controls the colony 10 turns (or as many turns) before, lost it only once afterwords, and has not recently been exterminated, you will gain (50 - 5 x turns of enemy occupation x (number of times the colony changes hands recently-1)) loyalty on the colony.
Following an assault, all troop transports used will be marked as damaged, and need to resupply at a friendly colony for (troop capacity / 1000 / population) turns before another invasion, even if nobody died - munitions were still used. If only one transport is needed, only use one transport.
Trade has many advantages. At least one trade route is required to share research, as well as generating 'free' credits and production.
Technology directly traded only costs 20% as much as usual.
To establish a trade route, you must first move a trade vessel to a colony of another civilization. The vessel should then spend the turn establishing a trade route, to a source city of your choice. If it is not dislodged or killed, the route is established.
The players at both sides of the trade route can cancel the trade route at any time. The trading vessel does not "respawn," and the one canceling the route gains the per turn trade value of the route, both for their colony and the former trading partner's colony.
It is impossible to blockade trade unless you blockade either end of the route.
Each trade route creates (in the next turn):
x% of production generated by side A:
As sold into credits, to Side A;
As production, to Side B;
In which x is subjected to diminishing marginal returns:
1 route at A: 20% (sum = 20%)
2 routes at A: 17% (sum = 34%)
3 routes at A: 15% (sum = 45%)
4 routes at A: 12.5% (sum = 50%)
5 routes at A: 11% (sum = 55%)
6 routes at A: 10% (sum = 60%)
and so on.
Both sides are side A and B in turn.
In addition, if either side produces credits with industry, the producer earns 150% of standard, and any other routes evenly split 50% of standard.
If Side A's production is 10* side B's, then side B only gains up to 10* its standard production points per trade route.
Each civilization is limited to 2 trade routes with the starting technology.
Diplomacy is 'free' and anarchistic. If player A wishes to loan player B ships as a mercenary force, go for it. If player A wishes for their fleet to turn on player B if player B tries to attack player C, be sure I know about it.
Credits may be traded freely.
Technologies traded reduces the research cost to 20% for the receiver.
Ships may be traded freely.
Colonies suffer a -50% loyalty penalty when traded.
You can spend more credits than you have and go into the red, provided it does not exceed your production points. (that is, you use factories as collateral)
Loans carry a flat 5% interest / turn.
Ships cost maintenance on the turn they are built.
Ships also carry upkeep (in c)per turn, increasing by 3* size:
Strategic Missiles (MM): 40
Corvette (CO): 100
Frigate (FF): 300
Destroyer (DD): 900
In case of bankruptcy, ships may be automatically sold for 2* their upkeep cost, and colonies may rebel. Try to avoid bankruptcy.
We know it. Part of the fun of space 4x games is fitting your ship with a myriad of different options!
Unfortunately, due to obvious limitations as a forum game, you cannot design new ships on the fly. However, you can new designs to the design office, and they will do the dirty work. New designs will always be classified first, and thus will only be known by its name, without any design details open to the world. Only when they are engaged in a fight, your ships will only reveal their true abilities, so it should give you a tactical edge in combat!
One design per turn can be submitted openly or by PM. It should have:
1. A Name. Obviously.
2. Its Hull Class.
You may also have:
3. Weapons.
4. Any kind of technologies and parts you wanted to be put on it. Carrier capabilities, Faster engines, Defense, Military/civilian/industrial (Not interchangeable) transport, Exotic components... you know the trick.
You should ideally have:
5. A description to your ship. The design office need to know your requirements to begin!
Note that you do not need to tell me the exact stats of the ships. The design office will do the job. This may come out to be a different design from what you have expected, probably due to technological limitations.
Cloaking reduces the ability for other empires to detect your ships at a strategic range, at the cost of ~33% less space available for other subsystems. True invisibility is impossible in the nothingness of space, but advanced technology can reduce the 'engine footprint' until the ship is virtually indistinguishable from background radiation without advanced scanner technology.
Cloaking compares with the other empire's scanner technology to determine the range at which ships are noticed from colonies of at least five million people, or ships with scanners. Cloak I, Scanner II has the same effect as Cloak V, Scanner VI. If both techs are equal, the standard detection range of ship size is one square per used engine speed. At half that, the ship classifaction is given. Unreliable readouts MIGHT be available for up to twice the standard range. This is calculated on a per-ship basis. Note that any ship may move at one square per turn to reduce engine signature.
Rounding is to the closest square. The Pythagorean Theorem will likely be used until I get tired of all the stealthed fleets.
Stealthed fleets generally go over poorly with civilians. As such, if a cloaked ship is detected, I'm posting it in the thread. If you don't want an ally to give away the position of a cloaked fleet that passes near them, tell them where it's heading via PM, and make sure I know about it, so their leader(s) can hush up any civilians who spot the fleet.
Scanner -2: Standard range = 1/4* engine speed.
Scanner -1: Standard range = 1/2* engine speed.
Equal techs: Standard range = engine speed.
Scanner +1: Standard range = 2* engine speed.
Scanner +2: Standard range = 3* engine speed.
Sample turn:
/* apply your bonuses and handicaps
Racial Stats:
+2 Research
+2 Production
+2 Loyalty Recovery
+2 Population Growth
+2 Industrial expansion
-2 Spaceship HP
-2 Terraforming
-2 Large Structures
150 environment
Movement
------------------
/* May be left blank and PMed.
(25,8)
Fleet 1
FF Count 1 (12/12)
FF Count 2 (12/12)
FF Count 3 (12/12)
FF Count 4 (12/12)
Move (23,8)
Blockade the planet
(25,8)
Fleet 2
DD Trader (12/12)
Move (21,8)
/* I need to be able to tell what's going on.
------------------
Production
------------------
/* colony number (Size, Quality, Environment, Loyalty, Manufactories, Population[millions]):
Production(p) = manned manufactories x 10 x quality% x loyalty% + Trade received from last turn. See my turn post - It should be the same as their industry, from last turn, and I'll post it separately.
Taxation(c) = mpopulation x loyalty%
Trade: t = 20% of current production as credits. This will change as more trade routes are added.
Remember taxation is halved under blockade
*/
1 (10 , 90 , 160 , 100, 5000 , 5000 ):
p = 5000 * 10 * 0.90(quality) * 1(loyalty) * 1.2(racial special) = 54,000p
c = 5000 * 1(loyalty) = 5000c
t = 0
/* When in doubt, round to hurt yourself.
------------------
Consumption
------------------
/* colony number:
Ships: p+c = number of ships or part thereof the Ship designation
Manufactories: p+c = #of manufactories (1 per 100p/c)
Terraforming: p+c = % improvement (1% per 500p/c * planet size)
Technology: p+c
Loyalty: c = % loyalty (1% per mpopulation /10 c)
Environment upkeep: c = (|Ideal_Environment - Current_Environment|) / 20 * population(in millions)
*/
1:
Ships = 2000p = 20,000/5000 CO Landers = 4 CO Landers
Manufactories = 25,000p * 1.2(racial special) = 30,000 = 300 manufactories
Terraforming = 6250p * 0.8(terraforming penalty) = 5000 = 1% improvement next turn
Technology = 2750p + (2500c * 0.8[racial investment penalty]) = 4750 * 1.2(tech bonus) = 5700
Loyalty = 0c /* Optional payment for increasing loyalty faster.
Environment Upkeep: c = 5000(pop) * 0.50( 0.05 per difference in enviro from ideal [(160-150) * 0.05] ) = 2500c /* Only payable in credits.
Total = 54,000p + 5000c
------------------
Research
------------------
/* general RPing
The race of Mary Sues continues their attempts to decrease the death rate, thereby increasing growth, by inventing the Universal Vaccine. It involves nanobots, which haven't been invented even during the Golden Age of the Imperium, but that won't stop a race of Mary Sues!
5,700 on population growth
*/ Do note that the pre-requisite tech would normally be researched first, but since +% techs tend to rely on flavor for just what they do, this would technically be allowed for a first growth tech. Please pace yourself - If you research highly durable powered armor suits as a first land defense tech, where will you go for the fifth land defense tech? Improved Powered Armor V? Boring and likely to be penalized slightly.
------------------
Trade Routes
------------------
None
Treasury
------------------
Last turn balance: 5000c
Colonial Income: 5000c
Consumption: -5000c
Trade income: 0c
Fleet Upkeep: -2100c /* you must not hide this value
Interest: 0c (negative c / 20)
Balance next turn: 2900c
------------------
Growth
------------------
1 (10 , 90 , 160 , 100, 5000 , 5000 ):
Growth = 0.06 * 5000 * 1(loyalty) * (1 - ((|150 - 160|) / 100)) = 270
Manufactory = 300
Terraforming = 1
Loyalty = 0
(10 , 90 , 159 , 100 , 5300 , 5270)
I'll be accepting 6-8 players. Each player will be given a world of size 10, +/- 10 from ideal environment, 100% loyalty, 5b population, and 5000 manufactories. You can also assign points (or penalties) to at most 8 categories. Each point counts as 10% increase, and no category can have more than +-2 bonus points. The sum of bonus points shall never be more than +4.
Population growth (Total will be 4%, 4.5%, 5%, 5.5%, or 6%)
Production
Taxation
Terraforming
Spaceship Attack
Spaceship HP
Spaceship Defense
Small crafts attack
Defensive structure cost
Land Attack (excluding bombardment)
Land Defense
Industrial Expansion (i.e. Manufactory production)
Loyalty recovery
Large structures and Special Projects (e.g. Death stars)
Trade and Selling production
Investment (Buying production)
Research
The map will be given after everybody has PMed me their desired environment value.
Application needs an empire name, race name, race description and preferred color. Please PM me your desired ideal environment, from 50 to 250.
Furthermore, I'm willing to change the map generation stuff if enough players want it. Far less population on existing worlds? More population on existing worlds? Every world has a perfect quality? No random events? Please state if you want any such thing.
I'm will to re-generate the map up to three times if a 51% majority asks for it.
I'll not be calculating the growth rate and production for 40 planets. It is the player's responsibility to do their own math. If you cannot commit to doing your own math for every planet you own, please don't sign up.
I'm not even going to pretend to be willing to check everyone's math every turn. Instead, I'll give financial incentives to players who spot and correct errors. Police each other and get free money while preventing your rivals from growing stronger due to rounding errors.
http://dl.dropbox.com/u/11872122/Fallen%20Imperium/mapViewer.html[img]http://dl.dropbox.com/u/11872122/Turn%200%20Planet%20%23.png[/img]
[img]http://dl.dropbox.com/u/11872122/Turn%20Quality.png[/img]
[img]http://dl.dropbox.com/u/11872122/Turn%200%20Size.png[/img]
[img]http://dl.dropbox.com/u/11872122/Turn%200%20Enviro.png[/img]
[img]http://dl.dropbox.com/u/11872122/Turn%200%20Manufactories.png[/img]
[img]http://dl.dropbox.com/u/11872122/Turn%200%20Population.png[/img]
evilcherry - Ideal Enviro: 135
ggamer - Ideal Enviro: 80
Criptfeind - Ideal Enviro: 175
Vanigo - Ideal Enviro: 190
Neyvn - Ideal Enviro: 160
Note: If you reserve a spot and don't get an application in within 12 hours, your spot may be taken by somebody who does have an application.
Once again, because it's important:
If you know you will be unable to calculate your own math, please don't sign up....
Use of credits to supplement production is still limited to 10 * production, as of 9/23/11.