Angelscotboi
Emperor
Ok im going to start my own little Galactic NES, much like sheeps but not quite so, well crappy...
This is based around the game by THQ called, ironically Pax Imperia II: Eminent Domain.
I would link to a website for you but there isnt one for it anymore, at least not one that I am aware of anyway.
Also this appears to be a Board Game NES, which is unusual for me, but id like a bit of story in it as well for those of you who can be buggered submitting it.
Game Rules
Ill tweak these rules as we go, and if anyone finds them confusing and can offer a better one.
I will update every 2 to 3 days depending on events in my life of course. If something comes up I will try to give you all advance warning, and ill try to tay regular with updates.
Playing---
Colonisation and Control
Home Systems=
Each Home system generates 4 Tax Credits per turn. Each species automatically begins with rulership over a home star system, and can only rule one of these systems. Home systems have a say in Governing and have the highes degree of freedom in the nation, therefore revolts in these systems are rare.
Member Systems=
Systems which have grown into a high population and therefore generate 3 tax credits per turn. These systems are created by colonising the system 4 times with transports, or over a period of 10 turns. Member systems are full members of your Empire and usually need a high degree of say in the Empires Governance; if they do not then rebellions are far more likely.
Colony Systems=
Systems which are of a low population and therefore only yield one tax credit per turn. Colonies have no say in Imperial Governance, therefore revolts can occur frequently; therefore it is usually wise to expand a colony into a full member system.
To colonise a new system one must spend the cost of 4 credits building a transport fleet, and another 2 credits supplying the fleet for the journey and initial building materials.
The colonisation success rate is subject to a dice roll, 1-5 successful and 6 it has failed for various reasons; also a colonisation attempt may fail due to a random event.
To expand a colony into a member world, four colonisation fleets are required over a period of 4 turns; in other words one each turn the first to establish it and the subsequent 3 to expand it.
Credit System=
The Credit is what you use to buy stuff, to colonise, and to research. Credits are essential.
Credits are only generated through Tax and Trade.
Trade=
To generate credits from trade you must have a trade agreement with another empire, only one route can exist between empires, and only lasts for 10 turns. Each trade route generates 1 credit.
Armed Forces= Attack---Defense---Cost---Special
Scouts--------------1--------1--------1----Discovers New Systems
Destroyers---------2--------1--------3
Transports---------0--------0--------4----Colonises Planets
Cruisers------------4--------2--------6
Carriers------------8--------4--------8----Ferrys Fighters into battle
BattleShips-------10-------6--------10
Scouts are special cases, they can fight but are generally used to scout only. They are easily destroyed, and are not suited for fighting.
Transports do not fight, and the only time they will be in operation is during a colony mission.
Combat=
Combat works like any other Story-Board NES, your Warfleets defend and attack for you.
As follows- Empire A attacks Empire B.
A's 2 Destroyer Fleets at Diamond Age = 2 attack per fleet is 4 total attack power.
B's 3 Destroyer Fleets and 1 Scout fleet at Diamond Age = 1 defense per fleet is 4 defense power.
Results in a stale mate which will be decided by dice roll 1 & 2 is attack defeated and loss of one fleet, 3 & 4 is Stalemate and loss of a fleet each, 5 & 6 is attacker wins and defender looses one fleet.
Minor Races=
From time to time you will encounter a minor race during an exploration mission. This is subject to role of the dice if you find one or not.
These are very special finds, also very rare subject to 16 to 20 for success and 1 to 15 for a fail.
Minor Races can be encountered in any of the following Pre-Light Ages...
Ancient Ages (1 Defense Point)
Middle Ages (2 defense points)
Renaissance Age (3 defense points)
Industrial Age (4 defense points)
Modern Age (6 defense points)
Genetic Age (8 defense points)
A species of any age may of course be conquered by you, and the difficulty in conquering said race is displayed by their "Defense Points" which denotes how hard they can and will resist invasion.
If the invasion is successful then it will become a Conquered World.
Light Ages
Diamond Age- The Age of Discovery. Allows Scouts, Destroyers, & Transports. Allows colonisation. Allows planetary seige. Gives no bonus to ships attack and defense. Allows Small Empires(3 star systems).
Spatial Dark Age- Age of wars. Allows Growth of member worlds. Allows planetary assaults. Gives +1 attack and defense to ships. Allows Medium Empires(5 star systems).
Neo Renaissance- A new flowering of culture. Allows planetary bombardment. Allows Cruisers. Gives +2 attack and defense to ships. Allows Large Empires(8 star systems).
Fusion Age- Discovery of Fusion. Allows Carriers. Gives +3 attack and defense to ships. Allows Very Large Empires(10 star systems).
Age of Star Empires- Age of great Spatial Empires. Allows battleships. Gives +4 attack and defense to ships. Allows Huge Empires(12 star systems).
More ages later...
Research=
To research a tech you need to spend 2 turns and the specified credits; if you research more than one at a time it will take you longer to get them all. You will be notified when you have researched the pre-requisite for age advancement.
Diamond Age---
Planetary Core Tap=First Attempts at clean energy. - 1 credit.
Planetary Exchange=Establishes the first planet wide stock exchange. 1 credit.
Cerametal=A stronger metal composite than the old Composite alloys. 2 credits.
Meta-Field Stabliser=Works out the kinks of the Meta-Field type star drive. 3 credits.
Class one Fighters/Bombers=Forays into creating the first Aerospace Fighters/Bombers. 1 credit.
Radiogenic Theory=A field of theories on the creation of energy screens capable of absorbing energy weapons. 2 credits.
These techs dont actually DO anything, except get you to the next age.
I may add to them.
If theres anything ive missed tell me and ill post it.
Major Races=
These are the Major races of the NES which can be selected.
Solian Humans-
Solian Humanity is a versatile, highly adaptable species, widely known for not having any specific or cultural weakness. They consider themselves to be the "True" and "High" Humans, being of pure blood, and as such tend to have very hostile relations with the other branches of their race.
Terran Humans-
The hardy, and peaceful Terrans really know how to build things to last. They were the first interstellar colony to be founded by the Solian Humans, and after a bloody war of independence against, as they viewed them, the arrogant and corrupt Solians they were able to gain their Independence.
The Race of Gissian(Lesser Humans)-
Disallusioned with Solian policy and ways of Governance, which culminated in the Terran War of Independence, the great Solian General Gissian led a group of disgruntled malcontents, from all walks of life on Earth, on board a fleet of sub-light ships away from the Solians to a life of "freedom amongst the stars"; or a nomadic life.
Kar'Tsoran-
The Kar'Tsoran are an insectoid species hailing from the Achenar system; their almost frightening and foreboding appearance is a complete contradiction to their outgoing and friendly nature.
Having a shrewd eye for Economic interests, and trade, they are naturally a merchantile species; they do not like war but in their long history their hated enemies the Kybus have forced them into such a position.
Gorak-
The Gorak are the Galaxys only known intelligent amphibious humanoid species which has attained light technology. Evolving on a very hot, and largely aquatic word orbiting the red giant of Solaris, has given them a natural predatory instinct; making them frightening warriors. This species is good for those of you who are warmongerors
.
Yssla-
Hailing from the Pollox star system, and a warm desert type planet, the Yssla are an unremarkable reptilian species; at first glance that is, upon closer inspection, if you are actually able to get close to them for they are naturally secretive and suspicious, it is found that the Yssla wield powerful Psychic abilities that make them natural spies for not many can resist a Yssla "Inquiry".
Tekari-
The Tekari, hailing from the Ice world of Dregin in the Eta Cassiopia system; they as expected are a large burly humaniod type species covered from head to toe in fur.
Their giant bear-ish appearance masks a great intelligence and an innate curiousity about the universe. They have no real desire to venture beyond their beautiful homeworld, save to simply see what is out there...
Schreki-
Much like the Race of Gissian, the Schreki are highly nomadic race of insects which wanders the galaxy searching for Nirvala; their mythical "perfect" world, a rotten irony for their unique biology means that the Schreki could take just about any planet in the universe to be their home for they breathe no atmosphere, and are not seriously affected by temperature extremes, save for the hottest and coldest worlds.
D'Naren-
A cybernetic humanoid type race, the D'naren are from a now "city" world of Denarus in the Heraklea system. They strive ever to build greater things, seeking to advance to that they build the better home, or the better ship, or even the better empire. They are highly competitive, and will be most annoyed at any race which manages to get an edge over them in any way, especially in asthetics.
Kybus-
Hailing also from Achenar, the Kybus are the mortal enemies of the peaceful trader race, the Kar'Tsoran. Like the Kar'Tsoran they are an insectoid species; after all they evolved on the same homeworld; however they are a very warlike race, a stark contrast to the Kar'Tsoran. This race lives for the destruction of the Kar'Tsoran, as such relations between these races will always be low.
Tearans-
Not much is known about this race except that they evolved on a world much like Earth, in the Vega system. It is known that they possess at least some latent Psi abilities, and are aggressive, but not overtly so like the Kybus or Gorak. NPCed until further notice.
Governments=
Empire- A Centralised Despotic Type of Government.
Federation- A union of Federal states, ie USA, led by an elected Assembly and Leader.
Centralised Republic- A federal type Union, but more centralised. Led by elected senate and the Life long Consul.
Constitutional Monarchy- Led by a High Monarch, supplemented by an elected assembly.
Corporate State- A nation led by a few "Boardmembers" of the overall "Corporation". Led by the President who is appointed by the Board.
Imperium- Constitutional type Government led by High Emperor, aided by an elected assembly and appointed clergy.

This is based around the game by THQ called, ironically Pax Imperia II: Eminent Domain.
I would link to a website for you but there isnt one for it anymore, at least not one that I am aware of anyway.
Also this appears to be a Board Game NES, which is unusual for me, but id like a bit of story in it as well for those of you who can be buggered submitting it.

Game Rules
Ill tweak these rules as we go, and if anyone finds them confusing and can offer a better one.
I will update every 2 to 3 days depending on events in my life of course. If something comes up I will try to give you all advance warning, and ill try to tay regular with updates.
Playing---
Colonisation and Control
Home Systems=
Each Home system generates 4 Tax Credits per turn. Each species automatically begins with rulership over a home star system, and can only rule one of these systems. Home systems have a say in Governing and have the highes degree of freedom in the nation, therefore revolts in these systems are rare.
Member Systems=
Systems which have grown into a high population and therefore generate 3 tax credits per turn. These systems are created by colonising the system 4 times with transports, or over a period of 10 turns. Member systems are full members of your Empire and usually need a high degree of say in the Empires Governance; if they do not then rebellions are far more likely.
Colony Systems=
Systems which are of a low population and therefore only yield one tax credit per turn. Colonies have no say in Imperial Governance, therefore revolts can occur frequently; therefore it is usually wise to expand a colony into a full member system.
To colonise a new system one must spend the cost of 4 credits building a transport fleet, and another 2 credits supplying the fleet for the journey and initial building materials.
The colonisation success rate is subject to a dice roll, 1-5 successful and 6 it has failed for various reasons; also a colonisation attempt may fail due to a random event.
To expand a colony into a member world, four colonisation fleets are required over a period of 4 turns; in other words one each turn the first to establish it and the subsequent 3 to expand it.
Credit System=
The Credit is what you use to buy stuff, to colonise, and to research. Credits are essential.

Credits are only generated through Tax and Trade.
Trade=
To generate credits from trade you must have a trade agreement with another empire, only one route can exist between empires, and only lasts for 10 turns. Each trade route generates 1 credit.
Armed Forces= Attack---Defense---Cost---Special
Scouts--------------1--------1--------1----Discovers New Systems
Destroyers---------2--------1--------3
Transports---------0--------0--------4----Colonises Planets
Cruisers------------4--------2--------6
Carriers------------8--------4--------8----Ferrys Fighters into battle
BattleShips-------10-------6--------10
Scouts are special cases, they can fight but are generally used to scout only. They are easily destroyed, and are not suited for fighting.
Transports do not fight, and the only time they will be in operation is during a colony mission.
Combat=
Combat works like any other Story-Board NES, your Warfleets defend and attack for you.
As follows- Empire A attacks Empire B.
A's 2 Destroyer Fleets at Diamond Age = 2 attack per fleet is 4 total attack power.
B's 3 Destroyer Fleets and 1 Scout fleet at Diamond Age = 1 defense per fleet is 4 defense power.
Results in a stale mate which will be decided by dice roll 1 & 2 is attack defeated and loss of one fleet, 3 & 4 is Stalemate and loss of a fleet each, 5 & 6 is attacker wins and defender looses one fleet.
Minor Races=
From time to time you will encounter a minor race during an exploration mission. This is subject to role of the dice if you find one or not.
These are very special finds, also very rare subject to 16 to 20 for success and 1 to 15 for a fail.
Minor Races can be encountered in any of the following Pre-Light Ages...
Ancient Ages (1 Defense Point)
Middle Ages (2 defense points)
Renaissance Age (3 defense points)
Industrial Age (4 defense points)
Modern Age (6 defense points)
Genetic Age (8 defense points)
A species of any age may of course be conquered by you, and the difficulty in conquering said race is displayed by their "Defense Points" which denotes how hard they can and will resist invasion.
If the invasion is successful then it will become a Conquered World.
Light Ages
Diamond Age- The Age of Discovery. Allows Scouts, Destroyers, & Transports. Allows colonisation. Allows planetary seige. Gives no bonus to ships attack and defense. Allows Small Empires(3 star systems).
Spatial Dark Age- Age of wars. Allows Growth of member worlds. Allows planetary assaults. Gives +1 attack and defense to ships. Allows Medium Empires(5 star systems).
Neo Renaissance- A new flowering of culture. Allows planetary bombardment. Allows Cruisers. Gives +2 attack and defense to ships. Allows Large Empires(8 star systems).
Fusion Age- Discovery of Fusion. Allows Carriers. Gives +3 attack and defense to ships. Allows Very Large Empires(10 star systems).
Age of Star Empires- Age of great Spatial Empires. Allows battleships. Gives +4 attack and defense to ships. Allows Huge Empires(12 star systems).
More ages later...
Research=
To research a tech you need to spend 2 turns and the specified credits; if you research more than one at a time it will take you longer to get them all. You will be notified when you have researched the pre-requisite for age advancement.
Diamond Age---
Planetary Core Tap=First Attempts at clean energy. - 1 credit.
Planetary Exchange=Establishes the first planet wide stock exchange. 1 credit.
Cerametal=A stronger metal composite than the old Composite alloys. 2 credits.
Meta-Field Stabliser=Works out the kinks of the Meta-Field type star drive. 3 credits.
Class one Fighters/Bombers=Forays into creating the first Aerospace Fighters/Bombers. 1 credit.
Radiogenic Theory=A field of theories on the creation of energy screens capable of absorbing energy weapons. 2 credits.
These techs dont actually DO anything, except get you to the next age.
I may add to them.
If theres anything ive missed tell me and ill post it.
Major Races=
These are the Major races of the NES which can be selected.
Solian Humans-
Solian Humanity is a versatile, highly adaptable species, widely known for not having any specific or cultural weakness. They consider themselves to be the "True" and "High" Humans, being of pure blood, and as such tend to have very hostile relations with the other branches of their race.
Terran Humans-
The hardy, and peaceful Terrans really know how to build things to last. They were the first interstellar colony to be founded by the Solian Humans, and after a bloody war of independence against, as they viewed them, the arrogant and corrupt Solians they were able to gain their Independence.
The Race of Gissian(Lesser Humans)-
Disallusioned with Solian policy and ways of Governance, which culminated in the Terran War of Independence, the great Solian General Gissian led a group of disgruntled malcontents, from all walks of life on Earth, on board a fleet of sub-light ships away from the Solians to a life of "freedom amongst the stars"; or a nomadic life.
Kar'Tsoran-
The Kar'Tsoran are an insectoid species hailing from the Achenar system; their almost frightening and foreboding appearance is a complete contradiction to their outgoing and friendly nature.
Having a shrewd eye for Economic interests, and trade, they are naturally a merchantile species; they do not like war but in their long history their hated enemies the Kybus have forced them into such a position.
Gorak-
The Gorak are the Galaxys only known intelligent amphibious humanoid species which has attained light technology. Evolving on a very hot, and largely aquatic word orbiting the red giant of Solaris, has given them a natural predatory instinct; making them frightening warriors. This species is good for those of you who are warmongerors

Yssla-
Hailing from the Pollox star system, and a warm desert type planet, the Yssla are an unremarkable reptilian species; at first glance that is, upon closer inspection, if you are actually able to get close to them for they are naturally secretive and suspicious, it is found that the Yssla wield powerful Psychic abilities that make them natural spies for not many can resist a Yssla "Inquiry".
Tekari-
The Tekari, hailing from the Ice world of Dregin in the Eta Cassiopia system; they as expected are a large burly humaniod type species covered from head to toe in fur.
Their giant bear-ish appearance masks a great intelligence and an innate curiousity about the universe. They have no real desire to venture beyond their beautiful homeworld, save to simply see what is out there...
Schreki-
Much like the Race of Gissian, the Schreki are highly nomadic race of insects which wanders the galaxy searching for Nirvala; their mythical "perfect" world, a rotten irony for their unique biology means that the Schreki could take just about any planet in the universe to be their home for they breathe no atmosphere, and are not seriously affected by temperature extremes, save for the hottest and coldest worlds.
D'Naren-
A cybernetic humanoid type race, the D'naren are from a now "city" world of Denarus in the Heraklea system. They strive ever to build greater things, seeking to advance to that they build the better home, or the better ship, or even the better empire. They are highly competitive, and will be most annoyed at any race which manages to get an edge over them in any way, especially in asthetics.
Kybus-
Hailing also from Achenar, the Kybus are the mortal enemies of the peaceful trader race, the Kar'Tsoran. Like the Kar'Tsoran they are an insectoid species; after all they evolved on the same homeworld; however they are a very warlike race, a stark contrast to the Kar'Tsoran. This race lives for the destruction of the Kar'Tsoran, as such relations between these races will always be low.
Tearans-
Not much is known about this race except that they evolved on a world much like Earth, in the Vega system. It is known that they possess at least some latent Psi abilities, and are aggressive, but not overtly so like the Kybus or Gorak. NPCed until further notice.
Governments=
Empire- A Centralised Despotic Type of Government.
Federation- A union of Federal states, ie USA, led by an elected Assembly and Leader.
Centralised Republic- A federal type Union, but more centralised. Led by elected senate and the Life long Consul.
Constitutional Monarchy- Led by a High Monarch, supplemented by an elected assembly.
Corporate State- A nation led by a few "Boardmembers" of the overall "Corporation". Led by the President who is appointed by the Board.
Imperium- Constitutional type Government led by High Emperor, aided by an elected assembly and appointed clergy.