STORY:
You are a planet that has been blessed with discovering faster then light speed. You have minimal resources to start with, but you must build your space fleet and go to war to gain power and colonize. Go and conquer the galaxy during this great galactic struggle.
RULES:
The rules are based on EQs very own warlord NESes.
FACTION CREATION:
Set up your Faction like this:
Faction Name:
Race Name:
Race Trait:
Government:
Space Fleet: 20 Exploration Craft
# of Systems/Income: 1/3
Researched:
Home Planet. Give it a name and post a map showing where it is.
IMPORTANT: Please provide background information with your faction: ideals, goals, foundation, type of members, etc.
-Types of Ships-
Exploration Craft: small and weak, but can be created in large numbers. Good for quickly claiming uninhabited worlds and scouting. 20 created per 1 GC.
Frigates: small and fast. These are light combat ships. Good vs fighters. 10 per 1 GC
Cruiser: a medium size ship. Good for support roles. 5 per 1 GC
Battleship: A large size ship. Powerful and controlling, good vs other ships. 2 per 1 GC
Dreadnaught: A super ship capable of destroying a planets surface. 1 per 1 GC.
Carrier: The only way to bring a fighter corps into battle. Carries 5 fighter squadrons each. 1 per 2 GC.
Fighters: Only in the Carrier. Good against larger ships, highly maneuverable.
-Types of Planets-
It costs 5 GC to upgrade a system.
Uninhabited: A small dot on the map. Most of the galaxy consists of this. Will contribute +1 GC per turn.
Colonized: A small square. Minor Population, an agricultural system. Contributes 2 GC per turn.
Industrialized: A large dot. A sprawling system with space docks etc. Contributes 3 GC per turn.(starting planet)
City-World: A large square. A planet with an entire city spanning the surface. Contributes +5 GC per turn.
-Conquest-
When you first explore a system it could be any of the above 4 types. If it is uninhabited a simple exploration craft can claim it for you. If it is any other however a sizable fleet may be required to conquer it. During war, you only need to defeat the enemies fleet(if any) to gain control of the system. There are no armies etc.
-Doomsday Weapons-
There are 4 versions of the doomsday weapons, each more costly then the last.
Biological Contagion: A deadly virus. Will lower type of system by 1 level. Cost: 4 GC
Neutron Weapon: A radioactive bomb. Will lower the type of system by 2 levels. 7 GC.
Supernova Bomb: destroys the star. Will lower the type of system 3 levels. 11 GC.
Controlled Black Hole: A temporary rift in time and space. Will completely destroy the system. 15 GC.
-DEFENSES-
Defenses can be bought to protect a system.
Orbital Batteries: Light defense structures. Good against fighters and small ships. 1 GC (small dot next to system)
Heavy Platforms: Stronger defense structure. Good against light ships. 2 GC (2 small dots)
Outposts: Medium defense structure. Good agaisnt medium ships. 3 GC (larger dot)
Starbases: Heavy defensive structure. Good agaisnt heavy ships. 4 GC (2 larger dots)
-SPYS-
All spy missions cost 1 GC
Espionage: Weakens defese efforts. 75% sucess
Sabatoge: Destroys 1-3 GC worth of defenses/ships. 50% sucess.
Bribery: Brings over 1-3 GC worth of ships. 25% sucess
Dissent:A planet switches sides. 10% sucess.
Counter-espionage: Will protect 2 planets from any spy missions.
-Governments-
There are 5 governmnets, each with different bonuses. It costs 5 gc to switch governemnts.
Hive: Every person is linked to the hive. No personal autonomy.
Pro: Rebellion and dissent is impossible
Con: Switching governments can lead to disaster
Imperial: A dictator controls all. No planetary autonomy
Pro: decreased military costs(10%)
Con: Rebellion more likely
Federation: The planets are tightly united into one body. little planetary autonomy
Pro: Increased Loyalty(enemy spies -10%)
Con: Get a form of war warriness (income -15% during war)
Republic: The planets are joined through a senate. moderate planetary autonomy
Pro: increased Income(10%)
Con: Increased military costs(10%)
Commonwealth: The Planets are merely joined through a close alliance. heavy planetary autonomy
Pro: Better spies(+10% in all fields)
Con: Systems may try to leave whenver they feel like it.
-Traits-
Scientific: Research 10% less
Militaristic: Better in combat
Commercial: Industrial/City-World produce +1 GC
Religious: uninhabited/Colonized produce +1 GC
Industrious: Produce 10% more ships.
Expansionist: Colonized systems will join you without fights.
Diplomatic: Better relations with NPCs
-RELICS-
An ancient race was once said to have ruled the entire galaxy(long before any of player mentioned empires ). Relics left over from the past may be found on planets. These will range from technolgoy, to ships, to superweapons etc.
-Grey Lands-
In what are known as the grey lands, faster then light speed is impossible for unknown reasons. Your ships can not cross these lands under any circumstances.
-Research-
note: for each nation that researches a technology, its cost increases by 5.
Better Shields(20 GC): Your ships will be better on defense then before.
Better lasers(25 GC): Your ships will better on attack then before.
Holographics(25 GC): All spy missions 5% more successful.
Advanced Robotics(30 GC): Defensive structures more powerful.
Support Craft(35 GC): Your Exploration Craft will become Support Craft, as strong as 2 fighters each(unlike 1 now)
Advanced Alloys(40 GC): All defenses(ships and structures) are increased.
Secrets of Grey lands(80 GC): Once learned, it will allow your ships to travel through these lands.
You are a planet that has been blessed with discovering faster then light speed. You have minimal resources to start with, but you must build your space fleet and go to war to gain power and colonize. Go and conquer the galaxy during this great galactic struggle.
RULES:
The rules are based on EQs very own warlord NESes.
FACTION CREATION:
Set up your Faction like this:
Faction Name:
Race Name:
Race Trait:
Government:
Space Fleet: 20 Exploration Craft
# of Systems/Income: 1/3
Researched:
Home Planet. Give it a name and post a map showing where it is.
IMPORTANT: Please provide background information with your faction: ideals, goals, foundation, type of members, etc.
-Types of Ships-
Exploration Craft: small and weak, but can be created in large numbers. Good for quickly claiming uninhabited worlds and scouting. 20 created per 1 GC.
Frigates: small and fast. These are light combat ships. Good vs fighters. 10 per 1 GC
Cruiser: a medium size ship. Good for support roles. 5 per 1 GC
Battleship: A large size ship. Powerful and controlling, good vs other ships. 2 per 1 GC
Dreadnaught: A super ship capable of destroying a planets surface. 1 per 1 GC.
Carrier: The only way to bring a fighter corps into battle. Carries 5 fighter squadrons each. 1 per 2 GC.
Fighters: Only in the Carrier. Good against larger ships, highly maneuverable.
-Types of Planets-
It costs 5 GC to upgrade a system.
Uninhabited: A small dot on the map. Most of the galaxy consists of this. Will contribute +1 GC per turn.
Colonized: A small square. Minor Population, an agricultural system. Contributes 2 GC per turn.
Industrialized: A large dot. A sprawling system with space docks etc. Contributes 3 GC per turn.(starting planet)
City-World: A large square. A planet with an entire city spanning the surface. Contributes +5 GC per turn.
-Conquest-
When you first explore a system it could be any of the above 4 types. If it is uninhabited a simple exploration craft can claim it for you. If it is any other however a sizable fleet may be required to conquer it. During war, you only need to defeat the enemies fleet(if any) to gain control of the system. There are no armies etc.
-Doomsday Weapons-
There are 4 versions of the doomsday weapons, each more costly then the last.
Biological Contagion: A deadly virus. Will lower type of system by 1 level. Cost: 4 GC
Neutron Weapon: A radioactive bomb. Will lower the type of system by 2 levels. 7 GC.
Supernova Bomb: destroys the star. Will lower the type of system 3 levels. 11 GC.
Controlled Black Hole: A temporary rift in time and space. Will completely destroy the system. 15 GC.
-DEFENSES-
Defenses can be bought to protect a system.
Orbital Batteries: Light defense structures. Good against fighters and small ships. 1 GC (small dot next to system)
Heavy Platforms: Stronger defense structure. Good against light ships. 2 GC (2 small dots)
Outposts: Medium defense structure. Good agaisnt medium ships. 3 GC (larger dot)
Starbases: Heavy defensive structure. Good agaisnt heavy ships. 4 GC (2 larger dots)
-SPYS-
All spy missions cost 1 GC
Espionage: Weakens defese efforts. 75% sucess
Sabatoge: Destroys 1-3 GC worth of defenses/ships. 50% sucess.
Bribery: Brings over 1-3 GC worth of ships. 25% sucess
Dissent:A planet switches sides. 10% sucess.
Counter-espionage: Will protect 2 planets from any spy missions.
-Governments-
There are 5 governmnets, each with different bonuses. It costs 5 gc to switch governemnts.
Hive: Every person is linked to the hive. No personal autonomy.
Pro: Rebellion and dissent is impossible
Con: Switching governments can lead to disaster
Imperial: A dictator controls all. No planetary autonomy
Pro: decreased military costs(10%)
Con: Rebellion more likely
Federation: The planets are tightly united into one body. little planetary autonomy
Pro: Increased Loyalty(enemy spies -10%)
Con: Get a form of war warriness (income -15% during war)
Republic: The planets are joined through a senate. moderate planetary autonomy
Pro: increased Income(10%)
Con: Increased military costs(10%)
Commonwealth: The Planets are merely joined through a close alliance. heavy planetary autonomy
Pro: Better spies(+10% in all fields)
Con: Systems may try to leave whenver they feel like it.
-Traits-
Scientific: Research 10% less
Militaristic: Better in combat
Commercial: Industrial/City-World produce +1 GC
Religious: uninhabited/Colonized produce +1 GC
Industrious: Produce 10% more ships.
Expansionist: Colonized systems will join you without fights.
Diplomatic: Better relations with NPCs
-RELICS-
An ancient race was once said to have ruled the entire galaxy(long before any of player mentioned empires ). Relics left over from the past may be found on planets. These will range from technolgoy, to ships, to superweapons etc.
-Grey Lands-
In what are known as the grey lands, faster then light speed is impossible for unknown reasons. Your ships can not cross these lands under any circumstances.
-Research-
note: for each nation that researches a technology, its cost increases by 5.
Better Shields(20 GC): Your ships will be better on defense then before.
Better lasers(25 GC): Your ships will better on attack then before.
Holographics(25 GC): All spy missions 5% more successful.
Advanced Robotics(30 GC): Defensive structures more powerful.
Support Craft(35 GC): Your Exploration Craft will become Support Craft, as strong as 2 fighters each(unlike 1 now)
Advanced Alloys(40 GC): All defenses(ships and structures) are increased.
Secrets of Grey lands(80 GC): Once learned, it will allow your ships to travel through these lands.