arya126
Squad Leader
A long time ago, in a galaxy far, far away...
A Republic crumbles,
Jedi fight among themselves, Sith Lords vie for power,
New nations rise up, New Threats Emerge
Fleets Clash, Great battles are fought,
And war consumes the galaxy...
A Republic crumbles,
Jedi fight among themselves, Sith Lords vie for power,
New nations rise up, New Threats Emerge
Fleets Clash, Great battles are fought,
And war consumes the galaxy...
Chatroom for battles and agent missions: http://notormission.chatango.com/
Things have gone awry in the galaxy, and things are not as they are meant to be. The star forge has been destroyed, yet Malak escaped his old master's vengeance, and lives to fight another day. Yet a new crop of Sith lords are appearing, all of them vying for power against the reborn Revan and the weakened Malak, and each one of them having their own special powers that if brought to heel could result in great power for their master.
Yet even at a time of weakness for their greatest mortal enemy, the Jedi are in no position to do anything about it. Every month a new group of Jedi split off from the authority of the Jedi High Council on Coruscant, with many being led by passionate and prominent young Jedi knights.
But the divisions are not limited to force users. The Republic itself is fracturing at the seams. The Sith Empire, now divided, remains a major threat, and every day more and more star systems split off from the main force of government in the galaxy to oppose them.
A new threat emerges, familiar to the republic, in the form of the Mandalorians, led by the new Mandalore.
And so, it is at this vital time in the history of the galaxy that you must take over the leadership of a fledgeling nation and its military in order to let it survive. It will not be easy. The republic lusts to take back what it has lost, the Sith look for new resources to fuel their factions in their civil war, and the Mandalorians are their same old combat ready selves.
About the Game
Inspired by Imperium Offtopicum, and Star Wars: Galactic Empires
This is a galaxy spanning strategy game where you create a nation out of the planets not already controlled by the many NPCs. You will conduct diplomacy, subsidize companies, capture planets, go to war, fight for what is right or wrong, almost anything you want, although I do reserve the right to veto completely ridiculous actions. This veto may be appealed however, and i will consult some others on the decision should it not suit you.
Following are the rules, but they are in no way complete. Feel free to offer suggestions and such, as well as criticize my work. Although this is based off of galactic Empires, which was in turn based off of various Imperium Offtopicum games, there are of course substantial changes, perhaps even huge differences.
Rule#1: The Game-Master(GM) is absolute.
I never did agree with the above except the last line, but my authority is absolute. Feel free to engage me in a discussion about how you feel, but dont pester me about it.
Rule #2: Have fun!
The point of this game is to just have fun playing a Star Wars ruler - if you're not having fun then you're doing something wrong. If someone or something in the thread or rules is keeping you from the fun, just talk to me about it and I'll see what I can do. DO NOT argue and yell in the thread. Spam is unappreciated and will be noted by the GM.
Template:
Spoiler :
Nation Name:
Government type:
Capital:
Sect Allegiance:
Stability:
Color:
Industrial Potential:
Economical Power:
Military Skill/Training/Equipment:
Ships:
Government type:
Capital:
Sect Allegiance:
Stability:
Color:
Industrial Potential:
Economical Power:
Military Skill/Training/Equipment:
Ships:
Okay so step by step:
Nation name:
This is relatively self explanatory, but I would rather dislike having to see anyone sign up with some crazy nation. That means no 'new' races or anything, no yuuzhan Vong, no galactic alliance, or anything else from an alternate dimension or the 'far' future. Be creative! Just be realistic as well. Yes Im demanding. But some people, including me, would find such a nation as the galactic alliance/empire from the far future to be...annoying and upset the atmosphere and time period this game is set in. There are plenty of possibilities without resorting to such nations. And yes math, that means no Mathalamus Republic. Sonereal warned me about you.
Government Type:
Again, self explanatory. Be very creative here if you wish, or simply name a generic type such as republic or democracy. But remember that this will be your government for the rest of the game unless you want to change it, which will involve all the positives and negatives of such a move, and many might find that changing it is not worth the penalties you bear for the change.
Capital:
Choose this one carefully. It will affect not only your roleplay, but it may have in game affects too, such as your industry and economy strength, the unique advantages available to your nation (or inherent disadvantages from some planets), and must be in a position where you can protect it well, for if taken by the enemy will be either very bad, or very good for you.
Stability:
Stability is how stable your nation is on a scale of 1 to 10, with 10 being very stable, and 1 being your nation is about to collapse. Stability can be affected by Culture, Wars, projects, Sects, roleplay, diplomacy, among other things.
Color:
I feel bad for whoever asks a question about this.
Sect Allegiance:
You choose the Sect you will align your nation with. This is mandatory. You can always change your sect, although this will almost always be bloody, especially if you go from a Jedi Sect to a Sith Sect, or a Sith sect to anyone else. Your sect will basically be an ally of yours, and often nations that have aligned themselves with the same sect will band together for coordination. You can use your Sect Agents to do just about anything.
Industrial Potential:
This represents the shipyards, factories, and ability to produce weapons of war in your country. This is required in order to build ships, and is replenished each turn, and can be increased by projects. It can be used by other countries at an inflated EP price to build ships if you do not use all of it, unless you specifically ban one/all nations form your shipyards, in which case your shipyards may end up producing less, or even defecting from your empire.
Economical Potential:
This is how much you can spend per turn. This can be sent to other countries, spent on projects, spent to buy ships, or simply provide for your whims.
Military Skill/Training/Equipment:
Military skill corresponds to how elite your fighting force is, as well as how motivated they are. A culture like the Mandalorians, or even the Sith to some degree would have a much higher skill than say the republic who merely drafts their men and puts them on ships to die in a war that the people see no point in. Training is more directly controlled by the people in power, and it affects not only how well your soldiers can fight, but also the speed it takes to train new crops of soldiers, as well as perhaps increasing or decreasing your military skill over time. There are various ways to control this. Finally, your equipment almost always corresponds to the level of technology that you have, and to what military projects you pursue on the side.
Ships:
This the number of each type of ship that you own. You may name your ships if you so desire, however their names will not be shown on the front page, or at least not in the official stats. They will be divided by class and their numbers listed here for all to see. That is not to say that you couldnt hide certain portions of your military if you throw enough money at hiding them....
Ground Forces:
These are the Ground Units in your military. Brigades are best for planet wide battles, while Marines and Elite Commandos are usually used in boarding and covert/strike force missions.
Sects, and your relation to them:
Sects are the offspring of the Sith and jedi organizations. Should you have any questions regarding this unique game feature, do not hesitate to ask them so I can be clearer on the subject, although I hope what follows this statement explains it well enough.
As this time of Chaos engulfs the Galaxy, not only do the Sith turn on each other, but the jedi order Fracture. Just as the Revanchists virtually rebelled against the Jedi Order a few years ago, so too do new groups of Jedi, such as the Potentium, and the Reachers, and it is these two groups in combination with the Jedi order that are the most significant groups of the 'light' at the moment.
It is also the way of the Sith to turn on one another. Now just as Malak turned on his master Revan, Revan has returned and critically wounded Malak, although he managed to escape the Star Forge before it crashed to the surface of the planet. This means that Malak is still at large, struggling to keep his Sith Empire together. New self proclaimed Sith lords have risen to challenge his place, and many still wish to follow Revan, although his fate and location are as of yet unknown. Among these new Sith lords all vying for the title dark Lord of the Sith are Darth Traya, Darth Scion, and Darth Nihilus.
As a new nation, all these groups will be competing for influence in your leadership, and therefore youn must declare your allegiance, whether it be Jedi or Sith, Malak or Scion, The council or the Reachers. Should you choose any groups of the light, your choice will inevitably become public. However, should you declare your allegiance for a Sith Lord, then all outsiders will know is that you have placed your faith in the Sith, and only you and your Sith Lord will know the identity of the Sith Faction you have sworn allegiance to.
This allegiance will offer a variety of effects, both good and bad, not the least of which will be aid from that faction, although they will expect things in return. perhaps the Jedi order will ask to secretly establish a jedi academy on one of your worlds, or Malak will ask for the use of your shipyards. It will all depend on many factors, some, even many, of which I will not reveal in order for people to not game the system (is there a system? ).
Following is a list of the different sects you can swear allegiance to, along with their probable positives and negatives, along with a short descriptor of each faction:
Note: when the numbers in each sect of each class are given, they are as follows: Youngling/Padawan/Apprentice/Knight/Master for jedi, Padawan/Apprentice/Dark Knight/Dark Knight Master/Sith Master/Sith Lord, and for Mandalorians, Recruit/Skilled/Veteran/Commando/Commander. The leader of the Sect is not included, and after the '...' at the end will be the total estimate of the Agents. Also note that the higher tiers are more likely to be accurate due to the lower number required to be kept track of.
Sith Sects:
Sith Estimated Total: 620
Spoiler :
In this section, instead of listing the leader as separate form the name of the Sect, the name of the group is the name of the Sith Lord that leads the Sect.
Darth Malak:
Currently controlling the majority of power within the Sith Empire, he is the incumbent Dark Lord of the Sith, although he was recently mortally wounded by revan on the Star Forge. However, most of the empire has shown it still follows him, although for how long remains to be seen. He is brutal and is not afraid to obliterate entire planets, or even entire sectors to get what he wants.
Estimated # of 'agents': 10/40/30/15/12/10...117
Darth Traya:
A figure in the Shadows, a master of the Dark side of the Sith, she taught Revan, she thought Nihilus, she taught Scion, and she has taught countless others. Not so much one for open battle, she prefers the shadows, yet she is still one of the deadlier Sith still alive today. Her numbers may not be great, but you can expect her and her disciples to be very powerful even from day 1. Be careful though, for she has no qualms about backstabbing allies, and she will go about her war in some very unorthodox ways.
Estimated # of 'agents': 50/20/30/10/5/2...117
Darth Nihilus:
Darth Nihilus feeds on the Force, quite literally. To survive he must consume beings that are sensitive to the force, and with every being he consumes, the more powerful he becomes. He roams around in his mandalorian made ship, the Ravager, with all his closest and most powerful allies, although he holds a vast power base outside of it as well. Preferring the shadows like his former master, he holds nothing against open combat, and will gladly test his massive forces against yours. it is said that he is in an alliance with Scion, however this would be impossible to confirm for the time being.
Estimated # of 'agents': 30/70/80/6/8/5...199
Darth Scion:
A man who looks crippled, who has been described as "The guy who sleeps with vibroblades", is one of the most powerful Sith Lords. He is not quite alive, yet the Force itself keeps his body together, and he is virtually invincible in one to one combat. Ruthless and powerful is a good combination, and he uses it to its maximum potential. However, although powerful, he does not command as vast a power base as Nihilus or Malak, and prefers to send out assassins and covert Sith instead of an army unit. It is said that he is in alliance with Nihilus, however this cannot be confirmed by anyone outside his closest circle.
Estimated # of 'agents': 20/90/60/9/5/3...187
Darth Malak:
Currently controlling the majority of power within the Sith Empire, he is the incumbent Dark Lord of the Sith, although he was recently mortally wounded by revan on the Star Forge. However, most of the empire has shown it still follows him, although for how long remains to be seen. He is brutal and is not afraid to obliterate entire planets, or even entire sectors to get what he wants.
Estimated # of 'agents': 10/40/30/15/12/10...117
Darth Traya:
A figure in the Shadows, a master of the Dark side of the Sith, she taught Revan, she thought Nihilus, she taught Scion, and she has taught countless others. Not so much one for open battle, she prefers the shadows, yet she is still one of the deadlier Sith still alive today. Her numbers may not be great, but you can expect her and her disciples to be very powerful even from day 1. Be careful though, for she has no qualms about backstabbing allies, and she will go about her war in some very unorthodox ways.
Estimated # of 'agents': 50/20/30/10/5/2...117
Darth Nihilus:
Darth Nihilus feeds on the Force, quite literally. To survive he must consume beings that are sensitive to the force, and with every being he consumes, the more powerful he becomes. He roams around in his mandalorian made ship, the Ravager, with all his closest and most powerful allies, although he holds a vast power base outside of it as well. Preferring the shadows like his former master, he holds nothing against open combat, and will gladly test his massive forces against yours. it is said that he is in an alliance with Scion, however this would be impossible to confirm for the time being.
Estimated # of 'agents': 30/70/80/6/8/5...199
Darth Scion:
A man who looks crippled, who has been described as "The guy who sleeps with vibroblades", is one of the most powerful Sith Lords. He is not quite alive, yet the Force itself keeps his body together, and he is virtually invincible in one to one combat. Ruthless and powerful is a good combination, and he uses it to its maximum potential. However, although powerful, he does not command as vast a power base as Nihilus or Malak, and prefers to send out assassins and covert Sith instead of an army unit. It is said that he is in alliance with Nihilus, however this cannot be confirmed by anyone outside his closest circle.
Estimated # of 'agents': 20/90/60/9/5/3...187
Jedi Sects:
Jedi Estimated Total: 218
Spoiler :
Jedi Order:
The traditional Jedi order of the Light Side of the force. Based on Coruscant, it has several academies and outposts throughout the Galaxy, and operates by the Jedi Code. Many have died, many have defected, yet the Jedi Order remains as the largest sole group of Force Users in the galaxy, although this is largely due to the great losses the Sith sustained on the Star Forge in that final battle. Should you be loyal to the jedi order, it is likely that your ties with the republic itself will improve, although whether that be your death or your saving grace remains to be seen on if the republic wins its current struggle.
Leader: Jedi High Council
Estimated # of 'agents': 60/20/10/28/12...130
Reachers:
A little known group led by an upstart Miraluka Jedi named Sesan Mach, they believe the High Council has fallen out of touch with both the Force and the people of the republic, and believe that Jedi should play a more active role in Society, although in what proximity, it is not known. Little else is known about this group, so you will likely either have to work on scouting them out, or swear allegiance to them in order to find out what they are truly about.
Leader: Sesan Mach
Estimated # of 'agents': 12/4/6/10/3...35
Potentium:
Led by Leor Hal, these few jedi have ventured down a path that splits the line between Light and Dark. They believe that such talk of Light and dark sides of the force are preposterous, and that since the force creates all things, it is inherently a positive thing and there is no darkness waiting out there to meet them like the jedi order claims.
Leader: Leor Hal
Estimated # of 'agents': 15/6/12/16/4...53
Mandalorian Sects:
Mandalorian Estimated Total: 3535
Spoiler :
Now, these are a special case, inspired by Omega124. They are only available to Mandalorian nations,
Mandalore:
A new Mandalore has been named, but will all Mandalorians follow him? The choice is yours, and although his identity remains unknown, it is said that he has traveled with Force users and teaches his followers how to defeat them. Some even say he is Force-Sensitive himself. By accepting this Sect, the Mandalore is now the leader of your nation, and will be able to overrule you should he wish, and by showing you support him now, your people will follow him over you.
Leader: Mandalore
Estimated # of 'agents': 2000/200/300/50/25...2575
Clans:
You declare your support for each Mandalorian Clan to govern themselves, and you will not recognize that the Mandalore is the leader of all Mandalorians. You will wield your power as you see fit over your nation, although troubles may arise if many clans, especially rival ones, reside in your nation together which is inevitable...
Leader: Clan Council
Estimated # of 'agents': 500/300/100/50/10...960
Other Force Sects:
Matukai:
Unique Sect to the Free haven of Matukai. See that nation for more details. Agent spectrum will be until further notice: Youngling/Padawan/Apprentice/Matukai/Matukai Master. This sect is controlled by the player of the Matukai until further notice.
Estimated # of 'agents': 8/8/4/12/4...36
Mandalore:
A new Mandalore has been named, but will all Mandalorians follow him? The choice is yours, and although his identity remains unknown, it is said that he has traveled with Force users and teaches his followers how to defeat them. Some even say he is Force-Sensitive himself. By accepting this Sect, the Mandalore is now the leader of your nation, and will be able to overrule you should he wish, and by showing you support him now, your people will follow him over you.
Leader: Mandalore
Estimated # of 'agents': 2000/200/300/50/25...2575
Clans:
You declare your support for each Mandalorian Clan to govern themselves, and you will not recognize that the Mandalore is the leader of all Mandalorians. You will wield your power as you see fit over your nation, although troubles may arise if many clans, especially rival ones, reside in your nation together which is inevitable...
Leader: Clan Council
Estimated # of 'agents': 500/300/100/50/10...960
Other Force Sects:
Matukai:
Unique Sect to the Free haven of Matukai. See that nation for more details. Agent spectrum will be until further notice: Youngling/Padawan/Apprentice/Matukai/Matukai Master. This sect is controlled by the player of the Matukai until further notice.
Estimated # of 'agents': 8/8/4/12/4...36
Warfare
Warfare is perhaps the most essential element of this game. You are creating a new nation in a period of immense strife and Chaos within the galaxy. War is inevitable. And this will tell you all you need to know in order to wage it.
Warfare in this game can be divided into two different types. Ground battles, which take place on a planetary surface, and Space battles, which either take place above a planet, or in the middle of space should your fleet be pulled out of space by an Interdictor Cruiser. First, lets cover the ships.
There will be 9 classes of ships. Fighters, Battle Freighters, Light Cruisers, Frigates, Interdictor Cruisers, Battlecruisers, and Heavy Command Ships.
And to each of these generic classes of ships will be 8 stats. Speed, Armor, Maneuverability, Complement Strength, Manpower, Light Firepower, Heavy Firepower, and Cost. Each stat, with the exception of Complement Strength, manpower, and Cost, will be ranked from 1 to 20, with 20 being the highest. Bear in mind that the Generic classes at the beginning of the game all produce Generation 1 ships. Once technology advances and nations advance in shipbuilding capabilities, generation 2 ships will come out for each class. Your UUs can also make the generation jump without need of a generic ship for the next generation to become available, although it will be more expensive then if there was already a base for your design. A generation 2 will always beat a generation 1 with equal stats, and most of the time even if a generation 1 has higher stats.
Spoiler :
Heavy Command Ship:
Heavy Firepower: 12
Light Firepower: 6
Manpower: 30,000
Complement Strength: 200 Fighters
Maneuverability: 1
Armor: 10
Speed: 1
Cost: 320 IP, 4 EP
Battlecruiser:
Heavy Firepower: 9
Light Firepower: 4
Manpower: 10,000
Complement Strength: 96 Fighters
Maneuverability: 1
Armor: 7
Speed: 2
Cost: 250 IP, 2 EP
Interdictor Cruiser:
Heavy Firepower: 7
Light Firepower: 3
Manpower: 5,000
Complement Strength: 48 Fighters
Maneuverability: 1
Armor: 7
Speed: 2
Cost: 120 IP, 2 EP
Frigate:
Heavy Firepower: 5
Light Firepower: 5
Manpower: 300
Complement Strength: 12 fighters
Maneuverability: 1
Armor: 4
Speed: 3
Cost: 60 IP, 1 EP
Light Cruiser:
Heavy Firepower: 3
Light Firepower: 5
Manpower: 60
Complement Strength: 8 Fighters
Maneuverability: 2
Armor: 3
Speed: 5
Cost: 20 IP each, 1 EP for every 5
Battle Freighter:
Heavy Firepower: 1
Light Firepower: 2
Manpower: 6
Complement Strength: 5 Astromech Droids
Maneuverability: 4
Armor: 3
Speed: 6
Cost: 10 IP each, 1 EP for every 20
Fighter:
Heavy Firepower: 0
Light Firepower: 1
Manpower: 1
Complement Strength: 1 Astromech Droid
Maneuverability: 7
Armor: 1
Speed: 7
Cost: 1 IP each, 1 EP for every 400
Heavy Firepower: 12
Light Firepower: 6
Manpower: 30,000
Complement Strength: 200 Fighters
Maneuverability: 1
Armor: 10
Speed: 1
Cost: 320 IP, 4 EP
Battlecruiser:
Heavy Firepower: 9
Light Firepower: 4
Manpower: 10,000
Complement Strength: 96 Fighters
Maneuverability: 1
Armor: 7
Speed: 2
Cost: 250 IP, 2 EP
Interdictor Cruiser:
Heavy Firepower: 7
Light Firepower: 3
Manpower: 5,000
Complement Strength: 48 Fighters
Maneuverability: 1
Armor: 7
Speed: 2
Cost: 120 IP, 2 EP
Frigate:
Heavy Firepower: 5
Light Firepower: 5
Manpower: 300
Complement Strength: 12 fighters
Maneuverability: 1
Armor: 4
Speed: 3
Cost: 60 IP, 1 EP
Light Cruiser:
Heavy Firepower: 3
Light Firepower: 5
Manpower: 60
Complement Strength: 8 Fighters
Maneuverability: 2
Armor: 3
Speed: 5
Cost: 20 IP each, 1 EP for every 5
Battle Freighter:
Heavy Firepower: 1
Light Firepower: 2
Manpower: 6
Complement Strength: 5 Astromech Droids
Maneuverability: 4
Armor: 3
Speed: 6
Cost: 10 IP each, 1 EP for every 20
Fighter:
Heavy Firepower: 0
Light Firepower: 1
Manpower: 1
Complement Strength: 1 Astromech Droid
Maneuverability: 7
Armor: 1
Speed: 7
Cost: 1 IP each, 1 EP for every 400
Do note that you have to purchase the Fighters separately from the actual ships carrying them, as the Fighters are not permanently assigned to the ship. They can be re assigned to the defense of a system, and future fighters that have hyperdrives can conduct raids on their own without larger ships, etc.
Now before I go on to list ground forces, I must explain to you the two ways of waging a battle. The first way is the battle simulation, which is a fancy way of saying that I will resolve the battle with little to no input from the players beyond their general strategy. This option will rely mostly on the stats and other factors in game. However the second option is for me create and utilize two chat rooms on Chatango, and for each side to go to a different chat, and there they can use their tactical abilities and control the battle as if they were taking over the Admiral in charge of the fleet/general in charge of the army. The second option may only be chosen by a player once per turn because if someone chose to do every battle in the chat room, it would take forever, and this game would die quickly. However, if you propose a chat battle, and another player proposes another chat battle in which you are involved, yes, you are allowed to participate in both. Its just that you yourself can only propose one per turn.
Now: Ground forces. Ground forces are unique in which that I will not reveal any stats above how many are in the unit, and their cost. The other unique feature about ground forces, are that they can be used as a boarding party in space battles if they should be aboard vessels that are participating in the battle. Obviously, there will be rules as to which ships can board what in which circumstances, and so the rules are as follows.
Fighters are immune to boarding attacks. Capital Ships with the exception of Interdictor Cruisers (A capital ship is a Frigate, battlecruiser, HCS (Heavy command ship), and normally an interdictor, however in this case they have their own rules) cannot board Light Cruisers or Battle freighters without first disabling their engines. Interdictor ships however can use their tractor beam to pull in those ships in order to board them. This will not work on anything larger than a Light Cruiser, or at least with the current technology it wont. Capital ships cannot board other capital ships directly (this includes Interdictors). There is a way around this however.
Battle Freighters can carry men and board any ship, except a freighter of course. Any ship bigger than a fighter can carry men, but only a Battle freighter has the pure capability of boarding any ship it likes. The exception is the Interdictor cruiser, which can use its tractor beam to intercept any boarding parties. This however can only be used on a limited number of ships at a time.
And so onto the list of ground units (which are fairly simple at this point):
Spoiler :
20 Elite Commandos:
This is the smallest ground unit and is the only unit able to fit on a Battle Freighter. 5 of these can fit on a Light Cruiser.
Cost: 1 EP for 20
100 Marines:
1 of these is able to fit on a Light Cruiser, and is a more sizable force than the Marines, however are slightly less effective, and cannot fit on the more Versatile Freighter. 4 of these can fit on a Frigate.
Cost: 1 EP for 5
2000 Man Regular Brigade:
2 Brigades can fit on any Interdictor Cruiser, 4 on any Battle Cruiser, or 12 on any HCS. This unit is composed of regular men, and would rarely see action in boarding parties, and would instead be the main force in any ground battles.
Cost: 1 EP for 2
2000 Combat Droid Brigade:
These are cheap and expendable combat droids in brigade formations, although they have sentient officers. They are cheaper than regulars, but they are also not as good in combat for the most part, with a fixed military skill rating separate from the rest of the nations armed forces of 3 right now. They can be used to supplement regular brigades due to their lack of a need for manpower and their cheap cost. Their equipment is currently 3 as well, although this can be upgraded as usual, and this will directly affect the military skill of the units.
Cost: 1 EP for 4, 2 IP for each (1 EP, 8 IP for 4)
This is the smallest ground unit and is the only unit able to fit on a Battle Freighter. 5 of these can fit on a Light Cruiser.
Cost: 1 EP for 20
100 Marines:
1 of these is able to fit on a Light Cruiser, and is a more sizable force than the Marines, however are slightly less effective, and cannot fit on the more Versatile Freighter. 4 of these can fit on a Frigate.
Cost: 1 EP for 5
2000 Man Regular Brigade:
2 Brigades can fit on any Interdictor Cruiser, 4 on any Battle Cruiser, or 12 on any HCS. This unit is composed of regular men, and would rarely see action in boarding parties, and would instead be the main force in any ground battles.
Cost: 1 EP for 2
2000 Combat Droid Brigade:
These are cheap and expendable combat droids in brigade formations, although they have sentient officers. They are cheaper than regulars, but they are also not as good in combat for the most part, with a fixed military skill rating separate from the rest of the nations armed forces of 3 right now. They can be used to supplement regular brigades due to their lack of a need for manpower and their cheap cost. Their equipment is currently 3 as well, although this can be upgraded as usual, and this will directly affect the military skill of the units.
Cost: 1 EP for 4, 2 IP for each (1 EP, 8 IP for 4)
Claiming
Claiming is not a set in stone x planets per turn in this game. Instead, inspired by iron and Blood, you can either choose to invest EP into certain planets, signifying that you are investing in corporations there, encouraging your own companies to move in and monopolize, etc. This could lead to them joining you, or they may resist, and possibly even become hostile.
The second option involves going to war with the planet. bear in mind that for the most part, many planets have only small space fleets, and most of their ground forces will be militia, making them easy to capture, but partisan groups may make them difficult to hold. Different planets will have different levels of forces and resistance, and some may even surrender at the first sight of your fleet, especially if you send in the big guns.
Unique Units
These are relatively free flowing. It will be sort of like the system that Lighthearter used in RAFOE, in that you will have to invest EP into it as a project and give a general direction you want the unit to go in. This general direction will determine its stats, as well as the amount of money you put into it, the class that you choose for the UU, as well as what generation ship it is. You must also choose a major shipyard planet for it to be contracted to, both the development of the design, and the construction of it. This shipyard does not have to be under your control, although if the owner of the shipyard is denying you its use, then you must choose another. This makes it imperative to own your own major shipyards, as if somebody else owns it, or even if it is captured later on, the person who controls the planet the shipyard is on will be able to create that UU as well as yourself, and if it is a neutral shipyard (say, a one planet NPC centered on that shipyard, which I promise will happen at some points in the game) then that shipyard may or may not auction off the designs for your UU, unless you pay them enough to prevent them from doing so. Even then, they will auction it off at a later date.
Unique Units are your way to gain an edge over your opponents in a battle. Often, they will have slightly modified stats from their generic ship of their class, and if you manage to instigate a jump from one generation of ships to another, then you will dominate the battlefield.
However, Unique Units are not the only way to advance ship technology, and it is important to recognize this. You may put forward research in a project towards a generic class, and this may result in ships of that class under your control receiving a boost to a certain stat, or maybe even instigate a jump in the generic generation if you invest enough and you are close enough in tech. Bear in mind that after 2 turns this knowledge, whether it be a new generation of ships in a class, or just a simple upgrade to an existing ship, will become public knowledge.
The Exchange
The Exchange is a Crime Syndicate that spans the galaxy. Having a presence on almost every planet that has a major population center, as well as most major planets that dont, they can just as easily be contracted by governments as by the average street thug. You can post a bounty on a person or ship across the galaxy, a great way to create trouble for your enemies, especially if you post a price so high it would be impossible to ignore. If you fail to pay up when the bounty has been achieved though, and grave consequences could appear for crossing the Exchange.
They will also have a black market available, with items ranging from stolen starships, to designs of brand new star technology of other nations, to battle plans of warring nations, to dirt on the political figures of the day. However, be careful what you buy. It might just be a paid deception by the said nation/politician, or even a planted design with a secret flaw. You have been warned.
Not only that, but they have a thriving Merc business under their belt, and these mercs are a great way to get some fast manpower without dipping into your own reserves, if you have the money to hire them, because I can assure you, they are NOT cheap. At all. In fact you might be better off enlisting every man in your nation before you let these mercs rob your treasury, but each to his own.