SKILORD
Insurgent
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.
-
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.
-
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]
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.
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:
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.
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.
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.
-
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
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.
-
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.
-
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.
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.
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.
-
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