Galaxy Nation Builder
Aug 31, 2013 0:17:07 GMT
Post by kenwiel on Aug 31, 2013 0:17:07 GMT
kenwiel's GALAXY NATION BUILDER
How to Play:
The players starts out with one Territory at the start of the game. Each round they send in four Actions regarding what they want to do with their empire. These can range from exploring the area to building additional ships to wage war with the other players. I will roll dice to determine the success of the different actions and update the Galaxy Map accordingly. The chance of success can be increased by spending E.G. Research to boost the result of the diceroll on "I want to research better Engines for my ships".
Race and Culture:
The two charts here are used to represent a rough way to categorise your nation and work out your starting stats. Don’t let it limit your imagination, you can place fire breathing space dragons using reptile if you so wish.
The stats the Race and Culture give determine your starting resources and how much of each you gain in the following turns.
Stats and Wealth:
Stats represent the body of your nation. The only way to improve them is to acquire new territory with suitable bonuses, or to improve your owned territory with a project.
Territory * Economy = Credits per Turn
Territory * Industry = Resources per Turn
Territory + Research = Tech per Turn
Territory + Military = Troops per Turn
Territory:
How physically large your nation is. It generates no wealth on its own but is used to calculate how much wealth you earn for other stats. Even nomadic cultures have territory.
Economy and Credit:
Is how rich your markets, taxes and trade routes are. You can spend 10 credit to boost any action roll result by 1. So spend 1000 and you get a +100 to your roll. It is also spend in the upkeep of units
Industry and Resources:
How efficient your farms, factories and mines are. You can spend 5 resources to boost the result any action involving the building of something by 1. So spend 500 and get a +100 to your roll. But ONLY if that action involves building. It is also used to build and upkeep certain units.
Research and Tech:
How quickly you learn new things. You can spend 5 tech to boost the result of any action that involves research by 1. So Spend 500 and get a +100 to your roll. But ONLY if that action involves researching something. It is also used in the upkeep of certain units.
Military and Troops:
The backbone of your armed forces. You can spend troops to boost the result of any combat action involving your fleets 1 to 1. In addition you can spend 10 to boost any action roll that might involve active troops by 1, such as spending 1000 to get a +100 to a riot suppression action roll.
Actions, Boni and Projects:
Actions:
Actions can be used to do anything in the game. You can use them to spy on your enemy using an espionage bonus, build immense fortifications to generate a defence bonus you can use in your war rolls, or create portals to make contact with ancient gods. There’s no real limit. However to because of the scale of some actions you might have to take several turns to complete it. This is called a project.
Bonuses:
Due to the scope of the game there is no set list of what bonuses are available and what they can and cannot do. Suffice to say as you progress the GM will award them on the fly based on how you fluffed your action, and you will be expected to use them appropriately. So you can argue that you can use your sensor bonus to boost a roll to find a cloaked ship for example. You can’t argue that your sensor bonus will help you make the best damn pizza in the galaxy.
Projects:
Sometimes a turn isn’t enough to do what you want to do. For that theres projects. Each time you undertake a project the GM will give you target goal to reach. For example 100 to build a pyramid shaped planet. Each turn you can use an action to get closer to the project, if successful the GM will award an amount of points based on the total result.
Projects can be large sweeping changes to the game, like building new units. Or they can be something dangerously game breaking like creating a new super weapon, summoning a god, or creating a plague of Zombies. There’s no limit, so be creative!
Units:
Military Units:
Defence Fleets:
These can be used in combat to block an invasion or raid etc. Alternatively you can declare you are sacrificing a defence fleet to prevent an enemy fleet from succeeding in its mission. This is 1 for 1, so sacrificing 12 defence fleets can prevent 12 combat fleets taking territory automatically. This works against any military fleet including stealth fleets.
Combat Fleets:
Just like defence fleets these can be used in combat to attack enemy ships, not just a home but also abroad. Alternatively you can declare that a Combat fleet is capturing enemy territory. While doing this it is vulnerable to attack by fleets as it does not count to the war roll total. If the war roll is successful the player gains 10 territory for each combat fleet doing an invasion action.
Bombard Fleets:
Just like defence fleets bombard fleets can be used in combat to add to the total war roll. Alternatively bombard fleets can attack enemy bonuses and wealth. Each bombard fleet rolls 1d100+ any appropriate bonuses. The total is how much damage the enemy receives. They can choose to take this from either one of their forms of wealth or from their bonuses. Note defending players can reduce bombard damage with any defensive bonuses (such as shields, flak turrets, fortifications etc) 1 for 1.
Stealth Fleets:
Like defence fleets, Stealth fleets can be used to add to the total of the war roll. Alternatively they can steal enemy wealth or copy enemy bonuses. When doing so 1d100+ any stealth related bonuses is rolled. The total result is how much wealth of your choice is stolen. If you fail in any way you are revealed, so beware!
Civilian Units and Trade/Resource/Academic Wars:
Each civilian unit has a special action which it can use to generate 1d10 of wealth. You can add any appropriate bonuses to these rolls. On a natural 1 the unit dies.
You can also engage in conflicts against other players for the wealth these units generate by engaging in a Trade/Resource/Academic war. If you do this the results of your 1d10+ Bonus rolls are compared. If successful you take half of the wealth your opponent would have generated. If defeated you give half the wealth you would have generated to your opponent. This can be done as an allied group with the allied totals added together and then spoils divided equally amongst players in the alliance (or any way the players agree to elsewise).
How to Join:
Just respond with the following template
Galaxy Map:
How to Play:
The players starts out with one Territory at the start of the game. Each round they send in four Actions regarding what they want to do with their empire. These can range from exploring the area to building additional ships to wage war with the other players. I will roll dice to determine the success of the different actions and update the Galaxy Map accordingly. The chance of success can be increased by spending E.G. Research to boost the result of the diceroll on "I want to research better Engines for my ships".
Race and Culture:
The two charts here are used to represent a rough way to categorise your nation and work out your starting stats. Don’t let it limit your imagination, you can place fire breathing space dragons using reptile if you so wish.
The stats the Race and Culture give determine your starting resources and how much of each you gain in the following turns.
Stats and Wealth:
Stats represent the body of your nation. The only way to improve them is to acquire new territory with suitable bonuses, or to improve your owned territory with a project.
Territory * Economy = Credits per Turn
Territory * Industry = Resources per Turn
Territory + Research = Tech per Turn
Territory + Military = Troops per Turn
Territory:
How physically large your nation is. It generates no wealth on its own but is used to calculate how much wealth you earn for other stats. Even nomadic cultures have territory.
Economy and Credit:
Is how rich your markets, taxes and trade routes are. You can spend 10 credit to boost any action roll result by 1. So spend 1000 and you get a +100 to your roll. It is also spend in the upkeep of units
Industry and Resources:
How efficient your farms, factories and mines are. You can spend 5 resources to boost the result any action involving the building of something by 1. So spend 500 and get a +100 to your roll. But ONLY if that action involves building. It is also used to build and upkeep certain units.
Research and Tech:
How quickly you learn new things. You can spend 5 tech to boost the result of any action that involves research by 1. So Spend 500 and get a +100 to your roll. But ONLY if that action involves researching something. It is also used in the upkeep of certain units.
Military and Troops:
The backbone of your armed forces. You can spend troops to boost the result of any combat action involving your fleets 1 to 1. In addition you can spend 10 to boost any action roll that might involve active troops by 1, such as spending 1000 to get a +100 to a riot suppression action roll.
Actions, Boni and Projects:
Actions:
Actions can be used to do anything in the game. You can use them to spy on your enemy using an espionage bonus, build immense fortifications to generate a defence bonus you can use in your war rolls, or create portals to make contact with ancient gods. There’s no real limit. However to because of the scale of some actions you might have to take several turns to complete it. This is called a project.
Bonuses:
Due to the scope of the game there is no set list of what bonuses are available and what they can and cannot do. Suffice to say as you progress the GM will award them on the fly based on how you fluffed your action, and you will be expected to use them appropriately. So you can argue that you can use your sensor bonus to boost a roll to find a cloaked ship for example. You can’t argue that your sensor bonus will help you make the best damn pizza in the galaxy.
Projects:
Sometimes a turn isn’t enough to do what you want to do. For that theres projects. Each time you undertake a project the GM will give you target goal to reach. For example 100 to build a pyramid shaped planet. Each turn you can use an action to get closer to the project, if successful the GM will award an amount of points based on the total result.
Projects can be large sweeping changes to the game, like building new units. Or they can be something dangerously game breaking like creating a new super weapon, summoning a god, or creating a plague of Zombies. There’s no limit, so be creative!
Units:
Military Units:
Defence Fleets:
These can be used in combat to block an invasion or raid etc. Alternatively you can declare you are sacrificing a defence fleet to prevent an enemy fleet from succeeding in its mission. This is 1 for 1, so sacrificing 12 defence fleets can prevent 12 combat fleets taking territory automatically. This works against any military fleet including stealth fleets.
Combat Fleets:
Just like defence fleets these can be used in combat to attack enemy ships, not just a home but also abroad. Alternatively you can declare that a Combat fleet is capturing enemy territory. While doing this it is vulnerable to attack by fleets as it does not count to the war roll total. If the war roll is successful the player gains 10 territory for each combat fleet doing an invasion action.
Bombard Fleets:
Just like defence fleets bombard fleets can be used in combat to add to the total war roll. Alternatively bombard fleets can attack enemy bonuses and wealth. Each bombard fleet rolls 1d100+ any appropriate bonuses. The total is how much damage the enemy receives. They can choose to take this from either one of their forms of wealth or from their bonuses. Note defending players can reduce bombard damage with any defensive bonuses (such as shields, flak turrets, fortifications etc) 1 for 1.
Stealth Fleets:
Like defence fleets, Stealth fleets can be used to add to the total of the war roll. Alternatively they can steal enemy wealth or copy enemy bonuses. When doing so 1d100+ any stealth related bonuses is rolled. The total result is how much wealth of your choice is stolen. If you fail in any way you are revealed, so beware!
Civilian Units and Trade/Resource/Academic Wars:
Each civilian unit has a special action which it can use to generate 1d10 of wealth. You can add any appropriate bonuses to these rolls. On a natural 1 the unit dies.
You can also engage in conflicts against other players for the wealth these units generate by engaging in a Trade/Resource/Academic war. If you do this the results of your 1d10+ Bonus rolls are compared. If successful you take half of the wealth your opponent would have generated. If defeated you give half the wealth you would have generated to your opponent. This can be done as an allied group with the allied totals added together and then spoils divided equally amongst players in the alliance (or any way the players agree to elsewise).
How to Join:
Just respond with the following template
Nation Name:
Color on map: Any choice except black or white
Starting location: Anywhere within the galaxy
Traits: Pick one of the racial traits and then one off the cultural ones
Fluff and Background: Info about your nation.
Color on map: Any choice except black or white
Starting location: Anywhere within the galaxy
Traits: Pick one of the racial traits and then one off the cultural ones
Fluff and Background: Info about your nation.
Galaxy Map: