Pre-SNES XI: The Pieces

SKILORD

Insurgent
Joined
Jan 14, 2002
Messages
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Location
Behind you!
The Game Thread has Launched.


This is a pre thread. Before the Game launched it served as a place to sign up or discuss the mechanics of faction creation. Since the thread has been launched I am simply intending to use this thread to hold all of the posts about the rules and mechanics of the game. This keeps the game thread from being cluttered with these things, so that you can easily get to your stats and also easily find the rules. If you want to discuss how specific mechanics work, this is still the place to do it.

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The Rafiki began as a simple, simian, space horde. Conquering planets willy nilly, looting every resource and scavenging any technology and then moving on. Life was good. Two thousand years ago, following the noble resistance of the proud Puumon’s, the Rafiki began assimilating the conquered people into its horde. They found that the diversity of skills and genetic predispositions made the process significantly more efficient. In fact, soon they were able to obliterate the political and military institutions of a planet and suck the whole thing dry in less than what we would think of as eight months.

Then they came to Earth.

Their technology was vastly superior, and very soon most of the highly populated cities had been reduced to rubble, few nation states retained any sort of control of their borders, mass panic ruled the first few weeks.

The Americans responded by launching nuclear missiles at orbiting command centers, a particularly ballsy strategy that, while not insurmountable, posed the first major threat to the invasion. Soon Russian hackers were sending entire squadrons of troop shuttles to the bottom of the Pacific by overriding their navigation systems. The ground war in Africa became a quagmire of unbelievable proportions and Aliens technology proved no better than human when it came to the caves and mountains of Afghanistan. Emboldened by the Americans Pakistan fired nuclear missiles at some of the larger hovering ships, which had much more significant environmental impact but which was also much more effective than firing the missiles against well defended and distant orbital stations.

The coding community took on the challenge with renewed vigor after the Russian’s success and were soon able to target the crashes on specific groups of the aliens, trying to sow dissent and break down what they could already tell, a month and a half into the invasion, was a conglomerate of different species.

Their plan worked better than they had hoped, identifying a race’s ships and codes became simple and when their navigational computers accidentally charted them on intersecting courses on frequent and unexplained occasion the aliens of the Rafiki Conglomerate shot at each other as much as they shot at humans.

By three months in, the invasion was a total bust, and the races who were used to quick and easy victory had either fled the system or settled into vicious infighting. The last faster than light ship in the system was destroyed by a series of American missile strikes that overwhelmed its countermeasures.

Fresh start map. I'm now using this nifty map.

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This is the template.

Name:
Species:
Role/Organizational Structure:
Population:
Economy: 3/3
Corruption: 0
Reputation:
Fuel: 0
Technologies:
Troops/Encampments:

Name: Leader Name / Group's Name

Species: Are you a human? If not, please elaborate.

Organizational Structure/Role: For Humans your organizational structure will fall into one of two camps, either a Nation State or an Independent Organization. As far as starting territory is concerned there will not be a considerable difference. If you are not a human put your Role here. The Rafiki specialized the species of their horde. What role did you serve in the invasion force. You have three options: [Land Troops, Pilots, Command Structure]
Spoiler :

As a Nation State you are a surviving group of the chain of command who seeks to reunite a traditionally defined nation. Your reputation will be high, especially among those who seek to regain their nationhood, you will also have access to even the most advanced human technologies and their bunkers from the start, although all of your telecommunications have been destroyed by the assault. There will, however, be problems with corruption. (More on corruption later).

As an Independent Organization you are not accountable to anyone and your reputation lives and dies by your actions. Anonymous, the Mafia, Wal Mart or lulzsec are good examples of independent organizations. One such organization has hijacked a group of telecommunications satellites that provide all of these groups with unregulated internet and telephone access, you also start with one building in your first encampment (Not a Factory). Your organization is highly vetted, and the command structure is small and efficient so corruption is less of a problem. You may need to do Research and Development, as well as break into secured bunkers, for some advanced human technology.

What is Role about? As an Alien you are already familiar with a great deal of alien hardware and will be saved R&D costs, but some technology may still require research and development for you. Land troops won’t need to learn how death ray cannons work, but they will need to do a little work before they feel confident at the helm of a small class fighter. Trying to use human technology will also incur some R&D costs although they will not be large.


Population: The higher your population the larger your economy, also the more corruption you accumulate. The corruption factor exists mostly to provide a disincentive to starting with too large of a population. A good reputation will cause your population to grow as people join your cause, and once your population reaches certain points it will cause spontaneous economic growth until the economy is big enough to encompass your total population. Population is never required for economic growth, but if a player’s reputation is high enough population is sure to grow.

Economy: Everyone’s economy is going to start at 3. If your population is big enough for spontaneous growth then that won’t happen until after the first turn. But spontaneous growth is not the norm. It costs 3 points of economy to expand the economy by one. For players starting in South America it only costs 2 to expand their economy, in the Middle East it costs 4. After an economy has reached 5 the player will have to establish exclusive control over some form of reliable power source. There are still some remaining power plants and wind farms around here somewhere aren’t there? Low Efficiency, MacGuyvered facilities can be built, although they may be less reliable. To proceed beyond 15 Economic Points a turn requires a reputation above 20.

Corruption: Corruption is subtracted from your economy. I want to list it separately for the sake of complete upfront records, but the total amount you have to spend will be the first number in your Economy. When your population starts growing, and your economy is reaching fruition, it’s something you might have to worry about. But at the start of the game it won’t be too much trouble. Let’s say you decide to play as a colonel and his division claiming the right to reunite Liberia. Nation States receive extra corruption, as do players who start in Africa. On the first turn this double whammy would amount to probably 1 Corruption. That number would grow, yes, and having 1 corruption on the first turn is not the norm, unless your population starts very high.

Reputation:

Your reputation is a statistic that determines how outsiders treat your group. A high reputation will draw civilians into your group, who will grow your economy slowly, but without any direct effort on your part. A low reputation number will mean that your convoys encounter frequent resistance when exploring and scavenging. Everything you do affects your reputation in some way or another, but you have to have a well developed reputation to have an economy larger than 15. A well developed reputation can either be over 20, at which point rogue groups respect you enough not to attack your encampments, or under -20. Dealing with civilians outside of your headquarters zone, they subtract 5 from your reputation.

Technologies: (Don’t worry too much here, but for your information) Just because you start with the capability of using a technology does not mean that you have access to those weapons or transports.

Spoiler :

All Humans Start with:

Automobiles, Personal Electronics, Firearms,

Advanced Human Technology:
(Nation States start with all of these, Independent Organizations may chose one.)
Jets, Satellites, Heavy Ordinance, Naval Operation, Rocketry

All Aliens Start with:

Laser Armaments, ET Utility Tools, Teleporter Operation, ET Armored Vehicles

Land Troop Aliens also start with:

Heavy Death Ray Ordinance, Plasma Weapons

Pilot Aliens also start with:

ET Fighter Piloting, Large Craft Piloting,

Command Structure Aliens also start with:

Mind Control Ray, Plasma Weapons


Troops/Encampments: Where are your population centers, and how many troops do you have at your disposal? You will start with one Encampment wherever you choose.

Troops:
Spoiler :
Militia cost 1 Economic Point. Poorly Disciplined troops prone to retreat, good for prolonged guerilla combat since retreating never costs any fuel for them. Drawn to Independent Organizations. Can only use basic technologies of their species. (The ones given to all aliens or to all humans depending)

Soldiers cost 2 Economic Points. Can be trained to use any technology you have done the Research and Development for. Better discipline and training.

Horses cost 1 Economic Point. 1 Team of Horses can carry three other units to increase their range. 2 Teams of Horses will cost 1 upkeep.

Every 6 Units (other than horses) will cost 1 Economic Point in upkeep, per encampment. 2 encampments pay no upkeep on their first 11 troops, 3 encampments pay no upkeep on their first 17.

Armament available will primarily determine what your troops do, not the specific type of soldier. Most of your armaments will be looted, although you will start with some. If you want to see what sort of armaments there are going to be look at the technology. If you want to upgrade your militias to soldiers for 1 EP (the cost difference) I have no problem with that.


Encampments: Encampments do not have to be continuous, in fact for many organizations, such as nation state organizations centered in military bases, and internet based independent organizations they probably won't be. But your encampments are where your population resides and where you construct buildings.

Spoiler :
Farm: Level 1-8, adds population. Each upgrade costs 2 Economic Points.
Fuel Depot: Required to store more than 5 Fuel. Costs 2 Economic Points.
Low Efficiency Plant: If you cannot locate a working power plant, a Low Efficiency plant can be constructed for 7 Economic points. A source of electricity is required to produce more than 5 Economic Points a turn. Low Efficiency Plants require 2 Fuel a turn for maintenance.
Factory: If you produce more than 7 Economic Points a turn you may buy Factories for 4 Economic Points, they add 2 Economic Points a Turn.
Laboratory: Adds 1 Research and Development point towards the goal every turn whenever Research and Development is available. Cost 6 Economic Points.
Courthouse: Removes 1 Corruption. Cost 4 Economic Points.
Walls: If you are defending an encampment with walls they will add 1 to whatever number the defending troops generate. Cost 2 Economic Points.

Every 4 Buildings in a single encampment costs 1 Economic Point in upkeep. This permits you to dodge maintenance costs if your encampments are specialized.


Starting Zones: Your first encampment will determine where you start, there will be bonuses and also negatives. Dealing with civilians outside of your headquarters zone, they subtract 5 from your reputation.
Spoiler :

Middle East: Between Iraq and Calcutta there is a great deal of fallout from the Pakistani solution to alien invasion. This will slow down your economy, but also increase your reputation with the people who all need desperately to be rescued.

Africa: Disparate groups who managed to unite against the aliens have resumed fighting each other. Corruption is exaggerated but captured alien soldiers reduce 1 from R&D costs.

Europe: Europe did not come through this well, their hackers do efficient R&D but their reputations have all been diminished by their embarrassing performance in the war of the worlds.

Asia: Everyone who starts in Asia north of the Himalayas will not have their statistics changed by environment. Asia’s still in alright shape, although much of the political leadership and population centers are dead in craters and rogue aliens are still wandering much of the land.

N. America: Reduced fuel collection, +5 reputation. Everyone knows that you helped stop the invasion, but they have already looted most of the gasoline and it will be difficult to get around, especially in those big cars.

S. America: +1 to R&D costs, -1 to Economic growth costs. South America lost its share of cities, but few aliens landed there or were shot down in South America. On the other hand it is also one of the more intact parts of the map so the economies are ready to boom.

Australia: Increased fuel collection, +1 to R&D costs. Australia lost most of its Universities in the war, but there are large stockpiles of fuel to compensate for how far in the middle of nowhere Australia is.


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To Summarize briefly the advantages and disadvantages of the different combinations:

Nation States:
High Reputation
High Corruption
Normal Research and Development costs
Advanced Human Technology from start
No access to telecommunications at the start
Generally start with more weapons than soldiers

Independent Organizations:
Normal Reputation
Low Corruption
Normal Research and Development costs
1 Advanced Human Technology from start
Access to telecommunications at the start
May have 1 building in their first encampment from the start (Not a Factory).
Starting equipment based on the nature of the organization.

Alien Races:
Low Reputation
Normal Corruption
Low Research and Development costs
Some Alien Technology from start
Access to telecommunications at the start
Start with more soldiers than weapons


NPC Factions:

I will be adding NPC’s in the first update.

The statistics for NPC Factios will be simplified. NPC’s don’t have reputation, corruption, or an economy larger than 2. They only have one encampment. The name of that encampment is the name of the NPC. NPC’s do not have strong political leadership, what leaders they have are shady and anonymous figures. They can attack you, although with only 1 or 2 Economy they won’t be very effective. They can only use standard human technology or standard alien technology. If your faction is NPCed because of absence it will not be limited by these rules.

You can invade and conquer their capitals; it is one way to deal with NPC’s. On the other hand, with a high enough reputation and a good relationship these factions may elect to join you of their own free will. In some events the differences will not be surmountable, anti-alien militias are unlikely to voluntarily join an alien faction and belligerently anti-state organizations may be reluctant to join a nation state.

Name:
Population:
Economy: 1/1
Fuel: 0
Troops/Encampments: 1 Militia / 1 Firearms / 1 Computer
 
General Mechanics

Exploration:

Spoiler :
Exploration is done for two reasons, to scavenge goods or to find new places to set up encampments. The former requires a physical presence to gather the loot, but the latter can be done using the internet or telephones if the player has access to telecommunications. Internet access both allows players to scout locations to scavenge by accessing security cameras, and to communicate with civilians who may want to join the group and set up a new encampment for them.

In the case of physical scavenging there is no carry limit for the troops, but in order to travel long distances those using human vehicles will require fuel or at least horses. ET Small Fighters and Jets cannot carry scavenge. 1 unit of fuel will move a unit of automobiles 500 miles, round trip. I have access to google maps and I’ll check. 1 unit of fuel will move a unit of tanks 250 miles round trip. 1 unit of fuel will move a jet anywhere on the continent. ET Craft do not use fuel. ET Land Units can make it 6,000 miles round trip in a turn.

The primary use of Computers and ET Uplinks is to do remote scouting, to try to find good places to look for salvage. Name the city in your orders and your civilians will start trying to find working cameras and information on that location. With more computers you can get more precise information and scan larger areas.


Combat Calculations:

Combat is done with a random number generator. So don’t blame me. In the event of a tie both units are destroyed and the advantage goes to the defender. Walls and Mind Control Rays are ineffective against aircraft.

Spoiler :
Now, the complicated stuff. If you are wondering about the in depth mechanics of combat calculation you might consider reading this but otherwise, well, don’t bother.

I imagine that some of you are considering building large armies with multiple units in them and using them to attack. Obviously larger forces should have some sort of advantage, but at the same time the quality of the troops also must be a factor. I hope to provide an example to explain how it works.

Take half of the defending force, rounded down in the event of an fraction. Let’s say that 6 Soldiers with firearms are attacking 3 Soldiers with lasers and 1 Tank (Heavy Ordinance). The smaller force has 4 units of troops in it. Half of 4 is 2, so 2 soldiers with lasers will face off against 2 soldiers with firearms, the numbers they generate will be added together. Let’s say that the laser equipped soldiers win, they then move on to the next 2 firearm soldiers and calculate again against them. Weaker units attack first, individual militia can still retreat.

Let’s say that the firearm troops win this time, they then move on to calculating against the Heavy Ordinance and the remaining laser equipped soldier. After a unit has won three fights in a battle they are considered at half strength and their random number is halved. Other than this half strength consideration there is no such thing as a damaged unit, and you will never see a unit at half strength during an update, it all happens in individual battles and that is recovered by the update. For real, I hope you aren’t more confused for reading that, like I said, you shouldn’t have bothered.


Individual Combat Calculations
Spoiler :

Militia – generate a number between 1 and 3. If they generate a 1 then they retreat to your nearest encampment with no fuel costs or damage. Militia may only equip firearms or lasers (depending on their species) and though they must be armed their armaments don’t make a significant difference to the generation. Even alien militias with lasers are limited to 3.

Soldier – Soldiers can be armed with any sort of weapon. Below are maximum numbers they can generate with any given weapon.
-Firearms: 4 (Rifles)
-Lasers: 5 (Laser weapons are the standard issue of the Rafiki horde)
-Plasma Weapons: 7 (Plasma weapons were reserved for high caliber problems by the Rafiki)
-Heavy Ordinance: 6 (Tanks, Artillery)
-ET Armored Vehicles: 7 (Hovertanks)
-Jets: 7 (Jets) (Soldiers in Jets may retreat)
-ET Small Fighter Craft: 8 (Soldiers in Small Fighters may retreat)
-High Caliber Death Ray: 10

1 unit of soldiers is however many soldiers, but the size of these groups is broadly equivalent. 1 unit of any given weapon is enough to equip 1 unit of soldiers with a full compliment of those weapons.


Population:

Population, as a statistic, is going to have to develop throughout the game. At the beginning of the game your faction represents a small group of survivors from the apocalyptic alien invasion that destroyed most of modern civilization. This means that these groups really shouldn’t be expected to have populations over 200, if your group is larger than 200 on turn one it will generate one corruption. That threshold will double on turn two, to 400, which will double on turn three to 800 and so forth until the populations can be legitimately nation sized without attracting a great deal of corruption. The economic requirements of a population will not change.

Population Chart:
Spoiler :
300 population: will develop a level 4 Economy without any investment
900 population: will develop a level 5 Economy without any investment
2,000 population *with a source of electricity: will develop a level 6 Economy without any investment
4,000 population *with a source of electricity: will develop a level 7 Economy without any investment
10,000 population *with a source of electricity: will develop a level 8 Economy without any investment
20,000 population *with a source of electricity: will develop a level 9 Economy without any investment
50,000 population *with a source of electricity: will develop a level 10 Economy without any investment
250,000 population *with a source of electricity and a trading partner: will develop a level 11 Economy without any investment
500,000 population *with a source of electricity and a trading partner: will develop a level 12 Economy without any investment
1,000,000 population *with a source of electricity and a trading partner: will develop a level 12 Economy without any investment
1,500,000 population *with a source of electricity and a trading partner: will develop a level 13 Economy without any investment
2,000,000 population *with a source of electricity and a trading partner: will develop a level 14 Economy without any investment
3,000,000 population *with a source of electricity and a trading partner: will develop a level 15 Economy without any investment


Population is not required to grow your economy, but if your population grows your economy will.

Corruption:

Corruption can be a consequence of oversized populations, but it can also be just part of doing business. Nation States generate 1 corruption for every 5 Economic levels no matter how those levels were gained. Alien races generate 1 corruption for every 6 Economic levels. Independent Organizations generate 1 Corruption every 7 Economic levels. Both corruption from oversized population and corruption from organizational structures can be remedied by building a courthouse in one (or several) of your encampments.

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Buildings:

Investing in infrastructure is a great way to deal with any number of problems. These buildings can be constructed in any of your encampments. An encampment will require 1 upkeep for every four buildings that are built in it.
Spoiler :

Farm: Level 1-8, adds population. Each upgrade costs 2 Economic Points.
The only upgradable building, a Farm allows you to offer food, a proven draw for civilians. Primarily helpful if your reputation is too low to attract new population.
Level 1: +10 population a turn
Level 2: +25 population a turn
Level 3: +50 population a turn
Level 4: +100 population a turn
Level 5: +150 population a turn
Level 7: +200 population a turn
Level 8: +500 population a turn

Fuel Depot: Required to store more than 5 Fuel. Costs 2 Economic Points.
Good news for people outside of North America, this is going to be pretty attractive from the start.

Low Efficiency Plant: If you cannot locate a working power plant, a Low Efficiency plant can be constructed for 7 Economic points. A source of electricity is required to produce more than 5 Economic Points a turn. Low Efficiency Plants use 2 Fuel every turn.

Factory: If you produce more than 7 Economic Points a turn you may buy Factories for 4 Economic Points, they add 2 Economic Points a Turn.

Laboratory: Adds 1 Research and Development point towards the goal every turn whenever Research and Development is available. Cost 6 Economic Points.

Courthouse: Removes 1 Corruption. Cost 4 Economic Points.

Walls: Any units defending an encampment with walls will have 1 added to any numbers they generate. Cost 2 Economic Points.

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Research and development:

While scavenging you will often find things that you don’t know how to use, whether they are advanced human tech or some alien technology. If your species is alien then you will reduce any R&D costs by 2. You can pay these costs with your economy, you can write stories on the research for a limited number of points, or you can construct a laboratory that will generate 1 point of R&D a turn.
Spoiler :

Automobiles: 4
Personal Electronics: 4
Firearms: 3
Jets: 5
Satellites: 7
Heavy Ordinance: 4
Naval Operation: 4
Rocketry: 5
Laser Armaments: 3
ET Utility Tools: 3
Teleporter Operation: 9
ET Armored Vehicles: 6
Heavy Death Ray Ordinance: 8 -
Plasma Weapons: 7
ET Fighter Piloting: 7
Large Craft Piloting: 8
Mind Control Ray: 10


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Special Scavenge:

The question you are asking right now is "cool that I got that, but what the hell does it do?" This section seeks to answer that question.

Spoiler :
Mind Control Rays – are a strange bit of alien technology that, frankly, isn’t just going to be lying around anywhere. They turn one unit of enemy soldiers into a unit of your own soldiers for the duration of a battle. The effect is temporary and a resistance can form. These rays can also be overcome if soldiers are properly equipped.

Tinfoil Hats - Consider your soldiers properly equipped to deal with mind control rays.

Rockets – On occasion rockets can be scavenged. They cannot be moved, unless they are found in a naval craft, so you will have to build an encampment at the rocket base. Rockets can destroy one building in an enemy encampment. A rocket has a 100% chance to hit a target within 250 miles. For every 250 miles beyond that the likelihood of success is reduced by one percent.

Satellites – The new internet is a dangerous place, especially the International Organizations version which is plagued with sentient viruses, some of which have distinctly Rafiki coding. These viruses can destroy your computers. If you launch your own satellite you will be considerably safer using your electronics. You can only loot satellites, and they cost 2 Economic Points and 2 Fuel to launch.

Computers – Computers can only be scavenged although most groups will start with at least 1, they are required for internet access, the more computers you have the more effectively you will be able to scout locations remotely.

ET Uplinks - Work the same as computers. But slightly more resistant to viruses.

Teleporter - Moves 1 unit of troops a turn. Those troops can move from the Teleporter to anywhere in the world, or from anywhere in the world to the Teleporter.

Homing Beacon - Calls ET Craft to it's location for two turns. Will they be occupied? Maybe.


Hyperspanner - It does everything.

Naval Craft – Sometimes you will scavenge a large naval vessel that has survived the war. These ships require 1 fuel every turn for upkeep, but their movement is not limited. They can transport 3 units of troops and many come equipped with a rocket or two.

ET Large Craft – ET Large Craft can transport 3 units of troops anywhere in range safely. Slower than fighters and with less range, but more transport capability and no impact on combat. Can carry scavenged loot, can be hit by rockets. May only cross the Equator or the Prime Meridian once in a turn.


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Buying Weapons:

Now, obviously you can buy buildings and soldiers, but much of this other stuff doesn’t say that it can only be looted, and those things you can make on your own. Don’t let this list hold you back, if you have any particularly creative ideas then send them my way.

You must have an economy larger than 5 and an understanding of the technology to build anything on your own.
Spoiler :

Firearms: 2
Computer Virus: 2 - Requires Laboratory
Lasers: 3
Plasma Weapons: 5
Heavy Ordinance: 7 - Requires Factory
Jets: 10 - Requires Factory
ET Small Fighters: 12 - Requires Factory


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Hyperspanner Repairs and You

A Hyperspanner may repair 2 things in a turn. If it repairs 2 Computers broken by viruses then you get 1 Computer back, if it repairs 2 ET Uplinks you get 2 ET uplinks.

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Trading:
Spoiler :

Maybe you have more Fuel than you know what to do with, or maybe you have a large stockpile of plasma weapons, a good understanding of their R&D or just the security codes to every secured bunker in North America. Maybe you have a bunch of computer viruses ready to be deployed for the right price.

These things can all be traded, and once you start trading with people then you have a trading partner. You don’t need to secure any trade routes either, caravans of 747’s with ET Fighter craft on their wings deliver any goods that can’t be transmitted over the internet and make good money doing it, from someone, but they don’t charge you upkeep. It would be best if your trading partners were friendly, since some large loads might take multiple turns to deliver or explain, but if you really want to give your prized R&D to your most feared rivals I won’t stop you.

If you chose to trade through stories, say you send your opium to Sweden, or have a factory to produce hypothetical goods that get sold to hypothetical consumers in hypothetical other countries. With a few stories on the subject it could be possible to generate a trading partner.

You will have Trading Partner Status for 3 Turns, at which point you will need to trade again with someone to maintain economic requirements.



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Using Computers/Uplinks

Spoiler :
So you got your Hardware and you've figured out how to remote view loot or scout out turf, it's been cool. But maybe you're wondering, what else can I make these things do?

This is the Advanced Section for Hardware utilization. It was not included up front because it was not written yet. As the game progressed and people started using computers in certain ways I developed methods of determining success that I feel can now be codified so we can all understand them.

These actions have a probability for success or failure based on how much hardware is put to the task and what the task is. Low risk tasks include getting information, planting false information, and spreading propaganda these will generate between a 1 and a 5 with a more gradual understanding of success than the others, meaning that if you generate a 1 and devoted 1 computer to it instead of abject failure you would learn very little. Medium risk tasks, like temporarily shutting down a transport or jamming an NPC's communications will generate between a 1 and a 10. High risk tasks include taking remote control of an encampment or stopping the electronic elements of an enemy's attack in defense and will generate between a 1 and 20.

Now I take the maximum number for the task at hand, let's say you want to take remote control of an enemy's encampment, as a high risk task that will generate up to a 20. I subtract the amount of hardware you devoted to this task, say you put 2 Computers and 5 ET Uplinks towards it I subtract 7 from 20 and get 13. In order to succeed, when I generate the random number between 1 and 20 you must get a number higher than 13.

But let's say that you are on the other end of this unhappy situation, someone is trying to take control of MY City you may say, outraged, and without even sending proper soldiers! If you suspect your enemies would resort to this craven ploy (especially dangerous for cities with a large amount of electronics) then you can devote your own computers to defending against these things. Let's say you saw the player from the first example coming and put 4 of your own computers to the task of running interference on cyberattacks. I add that 4 to his 13 and all of the sudden he has to generate a number over 17 to pull it off.

Creating Viruses: Viruses can be purchased for 2 EP, but they then require a number of computers to be devoted to them to increase their offensive power, these are designed to either attack groups of your opponent's hardware (10, gradual returns) or to attack some of their more military hardware while it is still safe at home (20, absolute success/failure).

Anything damaged by cyberattacks can be repaired with a Hyperspanner. This means that if someone has taken remote control of a city that you occupy with people they can reclaim their city pretty easily unless the cyberattack is followed up with more force.


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Stories:

I encourage you to write stories. These stories will be categorized in one of two ways. They will be either a Research and Development story or a Cultural story. A story cannot be both, a cultural story about scientists is a Cultural story, if it involves some breakthrough or research then it is a Research and Development story.

Spoiler :

Research and Development stories can generate up to two Research and Development for your current project. If you write multiple stories I’ll look at all of them and determine if you got one or two points for them, multiple stories can help you get that second point, but it is still never a sure thing, if you get it consider yourself congratulated.

Each Cultural story will be assigned a number between one and four, based on how great it is. Again, fours aren’t going to be that common. This number is added to your reputation. Since this gets added on for each story though, multiple stories are highly rewarding, three separate one paragraph long stories can easily generate 6 or more reputation for you.


Sample Statistics:

Spoiler :


Name: Major Dan Black / US Missile Command
Species: Human
Role/Organizational Structure: Nation State
Population: 85
Economy: 3/3
Corruption: 0
Reputation: 10
Fuel: 0
Technologies:
Automobiles, Personal Electronics, Firearms, Jets, Satellites, Heavy Ordinance, Naval Operation, Rocketry
Troops/Encampments: 2 Soldiers, 10 Firearms, 3 Computers
Classified Base in Rock Springs Wyoming
-No Buildings

Name: Al Zawahiri / Al Qaeda
Species: Human
Role/Organizational Structure: Independent Organization
Population: 40
Economy: 3/3
Corruption: 0
Reputation: 5
Fuel: 0
Technologies:
Automobiles, Personal Electronics, Firearms, Heavy Ordinance
Troops/Encampments: 3 Militia, 6 Firearms
Secret Cave in Abottabad Pakistan
-Farm (1)

Name: Mufatata / Rafiki Outcasts
Species: Rafiki (Tall thin simians, core of the invasion horde)
Role/Organizational Structure: Command Structure
Population: 55
Economy: 3/3
Corruption: 0
Reputation: -15
Fuel: 0
Technologies:
Laser Armaments, ET Utility Tools, Teleporter Operation, ET Armored Vehicles, Mind Control Ray, Plasma Weapons
Troops/Encampments: 4 Soldiers, 2 Plasma Weapons, 1 ET Uplink
Unidentified Crash Site outside of Paris, France
-No Buildings
 
Yay a NES I can finally get involved in! Am already creating the ultimate race...!
 
Name: Emperor Guillaume Bonaparte / 3rd French Empire
Species: Human
Role/Organizational Structure: Nation State
Population: ???
Economy: 0/3
Corruption: ???
Reputation: ???
Fuel: ???
Technologies:
Automobiles, Personal Electronics, Firearms, Jets, Satellites, Heavy Ordinance, Naval Operation, Rocketry
Troops/Encampments: ???
City of Caen
 
Name: General Nedim "Paddy" Kahrimanović / Red Faction
Species: Human
Role/Organizational Structure: Independent Organization
Population: ????
Economy: 0/3
Corruption: ????
Reputation: ????
Fuel: ????
Technologies: ????
Automobiles, Personal Electronics, Firearms, Heavy Ordinance
Troops/Encampments: ?????
Doboj, BiH
 
Hey,

I'm in if you'll have me.

Name: "Black Jet" Finnagin / The Yankee Suns
Species: Human
Role/Organizational Structure: Independent Organization
Population: ???
Economy: 0/3
Corruption: ???
Reputation: ???
Fuel: ???
Technologies:
Automobiles, Personal Electronics, Firearms, Jets
Troops/Encampments: ? / Laboratory
Location: Kadena Air Base, City of Okinawa


Blaze Injun
 
Name: Qarînah/ Lilin
Species: Succubi (Humanoid, Produce pheromones that cause them to appear impossibly beautiful to those near them.)
Role/Organizational Structure: Land Troops (Intelligence)
Population: ???
Economy: 0/3
Corruption: ???
Reputation: ???
Fuel: ???
Technologies:
Laser Armaments, ET Utility Tools, Teleporter Operation, ET Armored Vehicles, Heavy Death Ray Ordinance, Plasma Weapons
Troops/Encampments:???
Location: Deep in the Amazon Rainforest (Established themselves as gods to the local population?)
 
Name: Cecil Rhodes III / deBeers
Species: Human
Role/Organizational Structure: Independent Organization
Population: ???
Economy: 0/3
Corruption: ???
Reputation: ???
Fuel: ???
Technologies:
Automobiles, Personal Electronics, Firearms, Heavy Ordinance
Troops/Encampments: ???/Low Efficiency Plant
The Big Hole, Kimberley, South Africa
 
Name: Vanguard/Shock Troopers
Species: Nitros (Born and raised by the Rafikians to be shock troops. Avian in nature, usually 7 feet tall. Naturally strong and quick)
Role/Organizational Structure: Land Troops
Population: ???
Economy: 0/3
Corruption: ???
Reputation: ???
Fuel: ???
Technologies:
Laser Armaments, ET Utility Tools, Teleporter Operation, ET Armored Vehicles, Heavy Death Ray Ordnance, Plasma Weapons
Troops/Encampments:???
Location: Mexico (Watching. Silently)
 
Uh, yeah, whoops :p. I meant to change that when I copied it.
 
Name: Leader: Colonel Simfasa – Faction: Fighter Squadron Epsilon
Species: Nalese: The Nalese are a bipedal feline species who love to hunt in the fashion of their ancestors. They are most comfortable on an open plain or in the control seat of any craft. The home planet of the Nalese, Nala, was conquered by the Rafiki horde at the beginning of the last century. A strong willed and independent people they never fully accepted the control of the horde over them but have been content to be ‘good kitties’ and wait for their opportunity to seek revenge. Millions of Nalese were drafted into the Rafiki military because of their extraordinary reflexes and unmatched skill at piloting.
Role/Organizational Structure: The Nalese made up more than 80 percent of the Pilots for the Rafiki invasion force of Earth. It wasn’t long after the first Rafiki ship was destroyed by humans that the Nalese saw their long awaited chance for vengeance. Thousands of Nalese pilots valiantly sacrificed their lives to destroy millions of Rafiki soldiers.
Population:
Economy: 3/3
Corruption:
Reputation:
Fuel:
Technologies: Laser Armaments, ET Utility Tools, Teleporter Operation, ET Armored Vehicles, ET Fighter Piloting, Large Craft Piloting.
Troops/Encampments: The Nalese of Fighter Squadron Epsilon turned their small fighters on the ‘Makuna Hatata’, a Rafiki mother ship, in the last days of the war.


Colonel Simfasa switched on his radio, and spoke to his pilots “Squadron Epsilon initiate attack pattern ‘Ball of Yarn’ on my mark” the sleek fighters streaked away from the mother ship and charged their powerful laser cannons. Through their radios came the Colonel’s voice, “Mark.”

The Fighter’s turned sharply as a unit, performing a 180 degree turn at impossible speeds and accelerating even faster towards the ship from which they had launched.

“This is the Makuna Hatata to Rafiki Fighter Squadron Epsilon, cease you’re…” the voice was cut short as the fighter’s jammed the mother ships transmissions with interference.

Slowly the huge ship started to turn, attempting to aim its super powerful death ray towards the oncoming mass of small fighters. But the Makuna Hatata was large and slow and the fighters were small and fast. The fighters overloaded the power grid on the mother ship quickly barraging the precise areas which would be most effective.

Suddenly the squadron of fighters broke apart and, swarming in a thousand directions opened fire on the Makuna Hatata. Targeting the life support systems and air locks with precision that no pitiful simian of the Rafiki horde could hope to match the fighters had soon turned the huge ship into a ghost ship.

When it was all over Colonel Smifasa switched on his transmitter and signaled the squadron. “Squadron Epsilon that was purrrrfect.”


The Nalase of Squadron Epsilon used their fighters to land the ship ‘Makuna Hatata’ on the northern coast of a lonely southern continent. The ship had sustained heavy damage in the battle and would need heavy repairs to ever fly again.

The Makuna Hatata settled in the dust near the large lake and the fighters came to rest beside it.

A Kangaroo looked in confusion at this strange new sight which had appeared near his favorite watering hole.
 
@Nedim and hbar: you two get a building of your choice that isn't a factory in your first camp.

@freeman: very elaborate.

-

This is a list on some of the higher end scavenge. There are still surprises if you do read this, but I am going to spoiler it so that people who are not interested in haggling about the balance of them don't have to worry about it. Some of these units, such as satellites, can offer some insight into how the game operates.

Spoiler :
Special Scavenge:

Mind Control Rays – are a strange bit of alien technology that, frankly, isn’t just going to be lying around anywhere. They turn one unit of enemy soldiers into a unit of your own soldiers for the duration of a battle. The effect is temporary and a resistance can form. These rays can also be overcome if soldiers are properly equipped.

Rockets – On occasion rockets can be scavenged. They cannot be moved, unless they are found in a naval craft, so you will have to build an encampment at the rocket base. Rockets can destroy one building in an enemy encampment. A rocket has a 100% chance to hit a target within 250 miles. For every 250 miles beyond that the likelihood of success is reduced by one percent.

Satellites – The new internet is a dangerous place, especially the International Organizations version which is plagued with sentient viruses, some of which have distinctly Rafiki coding. These viruses can destroy your computers. If you launch your own satellite you will be considerably safer using your electronics. You can only loot satellites, and they cost 2 Economic Points and 2 Fuel to launch.

Computers – Computers can only be scavenged although most groups will start with at least 1, they are required for internet access, the more computers you have the more effectively you will be able to scout locations remotely.

Naval Craft – Sometimes you will scavenge a large naval vessel that has survived the war. These ships require 1 fuel every turn for upkeep, but their movement is not limited. They can transport 2 units of troops and many come equipped with a rocket or two.

ET Large Craft – ET Large Craft can transport 3 units of troops anywhere on the continent safely. Slower than fighters and with less range, but more transport capability and no impact on combat. Can carry scavenged loot, can be hit by rockets.
 
Hey,

What are the rules on Fuel? Can't seem to find them. :blush:



Blaze Injun

After a little more thought, I think I can give you a better answer. Being on Okinawa you're going to be pretty dependent on Fuel. Naval Craft require Fuel Upkeep and you are likely to find a few Jets as well, but you can't just march around Okinawa and maintain a growing economy.

Fuel is going to be pretty easy to come by, it is only a superficial limitation designed to keep land travel a little slower than flight or sea travel. You will often find Fuel with other things, in addition to whatever it is you scavenge out of a site. Unless you're in North America. But you aren't, so don't worry, there will likely be fuel on the base somewhere if you look for it, but everyone starts with 0 Fuel.
 
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