Polyblank
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SPACEIOT: THE INTERSTELLAR AGE
The non - specific IOT rules are known pretty much to everyone here: Keep it civil, no powergaming, no spamming, and most of all, have fun.
The Setting
The date is 2150 in Earthling years. The humanoids there have created their first FTL prototype spaceships, and are ready to reach out into the stars. Meanwhile, in other solar systems, alien empires are rising and failling.Joining the game
If you decide to be a human union, provide the information that you will see on the example posts if you keep reading (or more if you want). If you are an alien polity, do the same.
As this will be a semi - serious IOT in some aspects, I am accepting polities from TV Shows, and I am also accepting polities with magified science. However, the Hitler Personality Cult from the Andromeda Galaxy is not acceptable. I will allow some Earth references.
The Map
For an alien empire, you will place yourself on the map. For earth nations, the GM will place somewhere randomly the Earth.
Below are the two examples; one for a human polity and for an alien polity.
Here is the example for the human polity:
Spoiler :
THE EUROPEAN UNION

The European Union is an amalgamation of different states serving one goal; the spread of democracy all over the universe.
( A short introduction to get a general and complete idea about your polity. If you wish, you can skip this. )
Government: Democratic Federation ( Elections Every 4 Years )
( Self Explanatory )
Factions: The Humanists ( 270 Seats - Majority Government )
The Planetary Socialists ( 190 Seats - Opposition )
The Anti - Xeno Party ( 140 Seats )
(There must be atleast 3 factions, unless you are a collective or a hivemind. These will play a major role in many areas, such as politics, events and administration.)
Positive Traits:
Powerful Industries
Dedicated Scientific Sectors
Negative Traits:
Large bureaucracy
Undisciplined Southern States
( You can suggest as many positive traits as you wish, but you need to have an equal amount of negatives. The GM will decide which of these positive and negative traits will be enacted during the game, and the bonuses/penalties they provide.)
Combat Points Modification: ( Shall be explained in combat )
Spaceship Points Modification:
History: Self Explanatory
And the alien polity:
Spoiler :
THE GOA'ULD SYSTEM LORDS

We are the Goa'uld, the Children of Gods, and those who are destined to rule all other inferior races as their deities. Let no one stand in our way
Coordinates: The coordinates for your empire on the map. You can either give the coordinates of your capital and let the GM handle the rest, or you can give co - ordinates for every planet.
Government: Loose Alliance between various lords.
Factions: Anubis' Faction ( Strongest )
Baal's Faction ( Subordinate )
The Jaffa ( Slave/Warrior Caste with separatist tendencies )
Inhabited Planets: Dakara, the capital of the new Goa’uld alliance.
( This is your whole galactic empire. There is a possibility however, that you can be a single - planet nation or many unions in another planet similar to Earth. Military bases and colonies count too as inhabited planets.)
Positive Traits:
Undeniable Loyalty
Scavenged Technologies
Cunning Military Officials
Parasitic Species
Negative Traits:
Lack of Innovation
Arrogant
Greedy
Backstabbers
Combat Points Modification: ( Shall be explained in combat )
Spaceships Points Modification: ( Same as above )
History: ( You get the idea )
STATS:
Stats in SpaceIOT are going to be divided in two categories: Polity Stats and Planetary Stats. Human polities on Earth are going to have only the former at start, while alien polities will probably have both from start.An example of Polity stats:
The European Union/Polyblank
Spoiler :
Government: Democratic Federation (Elections in 4 turns)
Governing Faction: The Humanists
Faction Strength:
The Humanists ( 470 Seats - Majority Government )
The Planetary Socialists ( 190 Seats - Opposition )
The Anti - Xeno Party ( 140 Seats )
Number of Planetary Regiments: 25 (Combat Stats go here)
Space Fleet:
20 Transporters (Combat Stats go here) (Raiding Goa'uld trading lines between Dakara and Planet X)
5 “Federation” class Warships (Garrison Duties on Earth)
3 Scouts (Currently in the Oort Cloud)
1 Mothership
And an example of Planetary Stats:
The Goa’uld System Lords/Polyblank
Spoiler :
Dakara:
Population: 20 billion
Local Government: Anubis’ Faction
Local Faction Strength: The Jaffa are restless.
Local Garrison:
5 Planetary Regiments
10 Transporters
25 Ha’tak class warships
Defence: 15
Industrial Output:
30 IP 10 HIP (-10% for Jaffa rebelliousness)
Space stations, like other significant constructs, are mentioned in the planetary stats. They also have the same stats as spaceships (except for warp speed and orbital bombarding), and as such can be manned.
POLITICS AND FACTIONS
Politics and Factions:
Politics are an important part of the game. Generally, your form of government and the party/faction that is in power shapes your RP and your perspective, but also can possibly give you some temporary bonuses and penalties. Neural Networks, Collectives, Hiveminds and all sorts of similar governments do not start with any factions, but that does not necessarily mean they won't get any in the future depending on the player's actions or events that might happen.
Factions, depending on their strength and their disposition towards the player/strongest faction affect the events that might transpire during the passing of a turn. So in our example for the human polity, if the Anti - Xeno Party becomes popular with the army and/or the people, they might attempt a coup and as such directly affect the country.
If the player's faction is thrown out of power, like in the aforementioned coup, the player will be asked if he wants to continue, but I expect a change in RP and politics that makes sense given the previous actions of the faction.
Elections:
For democratic polities, you are most likely going to face elections every now and then. The way elections will be done is a mix between logic and RNG, so expect every now and then a shake - up regarding your political life. Luckily, the GM does the elections for the players.Revolutions:
In case a coup fails, or is not tried in the first place, a revolution can occur. Its size and strength is determined by the popularity of the faction, the form of government, and who supports the faction. However, I believe that explaining Revolutions is dull and needless, as I suspect we will be seeing many of them in this IOT.Diplomacy deserves a special mention. I am not going to put any restrictions besides logic in diplomacy, so that is between the players. However, there is no such thing as a magical universal translator. In order to understand a language, a party has to invest 10 IP in doing so.
Economy:
Economy is probably the simplest stat in the game. It is divided in Industry Points and Heavy Industry Points. Research and other actions are often given in the former, while space – related constructions are usually given in the latter. One can use Industry Points as Heavy Industry Points and vice versa. Remember: 1HIP = 4IP.In order to raise your IP in a planet, you will have to pay 5 IP. In order to raise your HIP in a planet, you have to pay 20 IP or 5 HIP.
Resources:
Some planets might hold precious resources or artefacts. These will help you and give you planetary bonuses, while others might allow you to create new technologies with lower costs. However, you have to actively search for them, as sensors can only give you so much information about a planet. Manning an expedition to search for such resources will cost 5 IP for uninhabited or controlled planets, while foreign planets are going to have costs that rise the more advanced the society inhabiting it is.COMBAT
Combat Stats and Costs
Combat, like politics, is one of the main focus of the game. Generally, the GM will not disclose the exact way of doing battles as to avoid min – maxing the system.Warfare is separated into two broad categories, that in some cases are not separated from each other: Space Warfare and Planetary Warfare.
Both work with the same concept: Both Spaceships of all kinds and Planetary Regiments have stats which affect the battle.
Example of Spaceship Stats:
Transporter: (10/1/1/1/1/1/1/0.5/0.25)
The first stat is the Health of a Transporter unit, or how much damage it can take.
The three after that are Kinetic Weapons, Explosives and Energy weapons respectively.
The three after the armaments are their respective defensive counterparts, so Hull, Deflectors and Energy Shields
The stat with the value of 0.5 is the orbital bombardment capability.
The final stat is maximum warp speed. This affects the maximum space distance a spaceship can cover in a turn.
All spaceships are capable of transporting planetary regiments. The number of regiments it can transport is the health number.
Example of Planetary Regiment Stats:
Jaffa Regiment (100/5/3)
The first stat is the health, which will be sometimes used as the number of soldiers in a regiment, while the next two are attack and defence respectively.
The points in the Combat Points and Spaceship Points Modification are exactly that. You only get 1 point which you can invest into either of these. 1 point in health raises it by 10 points, 1 point in orbital bombardment raises it by 0.5, 1 point in maximum warp speed raises it by 0.25 and all the rest are raised by 1 with one point. This must be done in the application.
You can also improve these through technologies that you will research or discover along the way.
Here are the basic stats for human and alien polities. These are the ones you will be improving in your application post (you can name them whatever you want):
Human Planetary Regiments and Spaceships:
Spoiler :
Planetary Regiment (100/1/1)
Transporter (15/1/1/1/1/1/1/0.5/0.25)
Warship (50/3/3/3/3/3/3/1/0.25)
Alien Planetary Regiments and Spaceships:
Spoiler :
Planetary Regiment (100/2/2)
Transporter (30/2/2/2/2/2/2/0.5/0.5)
Warship (60/4/4/4/4/4/4/1/0.5)
The improvement in these stats are limited by the health stat. Your highest stat other than it can be the one third of it. So, the highest energy weapon stat for a human transporter can be 5 if they do not develop their health stat.
The cost of a spaceship or a planetary regiment depends on its stats, and it is one third of the sum of the ship’s or regiment's points in IP points. So an alien basic Warship would cost 28 IP or 7 HIP.
Orbital Bombardment
Only spaceships are capable of orbital bombarding. At first, in order to cause serious damage, the sum of all orbital bombardment must be more than that of the defence stat of a planet. Let us give an example:
The Jaffa are rebelling and they have managed to capture all of Dakara. The Goa’uld Fleet has 10 Transporters and 25 Warships with a 1 stat in bombardment at close proximity. As such, the sum of the fleet’s orbital capability is 30, which overpowers the defences and leaves for another 15 points to be used against a target (or many targets) of the player’s choice. Possible targets are e.g. heavily - populated areas.
Garrisons
All polities should keep space and planetary garrisons in their planets. In a case of a defensive battle near a planet, the planet’s defence stat can be used against enemy ships in the form of one of the combat stats the player chooses. E.g. The Goa’uld could use Dakara’s 15 defence points as Energy weapons against an enemy fleet that engages with the local garrison. Capturing Ships
Sometimes, your captains will try and capture ships. Remember, your captains are not stupid (unless that is a faction trait), and they will always use the optimal strategy for you when in battles. Capturing a ship is a battle between the regiments carried by a ship vs the regiments of those ships trying to capture it.Superweapons
Superweapons will be allowed. These weapons are the space analogy of WMDs that can cause mass destruction against enemy planets. They have 2 stats: Destruction Potential and Defence Penetration. Destruction Potential serves the GM in his calculations. Again, the superweapons can be targeted against a specific target if you wish.
Defence Penetration shows the level of defence it can penetrate. E.g. a superweapon with Defence Penetration of 10 would need the Dakara defence stat to be lowered to 10 because of orbital bombardment before being deployed successfully.
At the start of the IOT, no polities own these.
Invasions:
A polity can’t reliably detect a foreign invasion of its solar systems. Instead, it has to construct dedicated space stations that will serve as huge sensors capable of doing so.
Planetary Invasions are battles between the Planetary Regiments on Garrison Duties and the Invading force. They might or might not take more than one turn, depending on both (or more) involved forces.
Technology
Technology , even if really questionable on a scientific basis, is really important for this game. Technological advancements and costs are affected by everything. Nevertheless, for basic stat improvement a formula will be given, while for special projects you will have to consult me first.
Here is the formula:
N * 2 in IP points. Remember, while that is a lot in IP for large stats, HIP can also be used. N is the value of the point you are trying to upgrade. If you are trying to upgrade your industrial output by say a factor of 1.5, then N is the value of all your IPs with any pre - existing factors.
In case you can’t outright pay for a technology, you can either try and steal it from your enemies or you can break down the costs and invest into it a number of IP or HIP per turn. This will be listed in a project category in the Polity stats (unless you want it to remain secret).
Time travel and dimension travel, as risky and hard as they sound to pull off correctly for both the player and the GM, are allowed, but only with the permission GM.
Events
Events are random or non – random sequences of actions that synergise with each other, causing an effect that needs your attention. Consider taking careful action, as events can become a lot of fun both for the GM and the players. Everything can affect events, including traits.Espionage
Espionage is another big focus of the game. As with diplomacy, in order to conduct espionage, a polity needs to invest 10 IP in understanding the language. After that has been done, a player can invest IP and HIP in another polity in the form of espionage. The same can be done with counterespionage, only difference that the polity invests in itself.
The chance of espionage being passively discovered per update depends on the number of foreign IP and the number of counterespionage IP within a polity. A polity can also order a crackdown on espionage operations, with the chance of succeeding or failing being dependent upon these two things mainly. Events and the general situation of a polity can also affect either chances of espionage or counterespionage succeeding.
A polity that is involved in espionage can organise an operation. That can be pretty much anything, from sabotage to creating/funding a Secret Faction (implies what the name means). Luckily for the players, the GM will alleviate their headaches by not revealing Secret Factions, making them calculate less.
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