Galactic Conquest
Dec 1, 2013 6:36:45 GMT
Post by eruletho on Dec 1, 2013 6:36:45 GMT
SO, I'm in the process of creating a new galaxy conquest game, that primarily focuses on taking over the galaxy, but which will include some diplomacy with third-party races and other events. I have some basic stuff so far, borrowing heavily from Ken's game, but wanted some input on the rules. I'm trying to make it so that all players can play, and so that there needs not be a moderator, but I am not having much luck with territory placement in that regard. Here's what I have thus far:
Galaxy Map:
Territories
There are three types of territory in the game: Uninhabitable, Unterraformed, and Terraformed
Uninhabitable are marked in black on the map, and can not be colonized
Unterraformed count solely as territory for the purposes of multiplication, but do not count as planets for the purposes of adding stats or basing fleets
Terraformed systems are given a trait (Economic, Industrial, Scientific, or Military) that adds to the multiplicative values from your starting stats. They also count as territory for multiplicative purposes
Stats and Wealth:
Stats represent the body of your nation. The only way to improve them is to discover 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.
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.
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 research new technologies. 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.
Military and Troops:
The backbone of your armed forces. You can spend troops to boost the result of any combat action involving your fleets 5 to 1. But ONLY if that action involves combat with something.
Great Leaders (Diplomats; Economic, Scientific, or Military leaders) and Assassins
Diplomats
-Apply their level to the roll to establish a trade route with a minor empire
Others leaders are assigned to a research project, construction project, or combat fleet, and increase the rolls of assigned thing by level
Assassins can be sent after any leader of any empire, and have a 5% chance per level to kill their target
Each leader gains a level for every turn it survives, and an additional level every time they successfully complete an action.
On their 45th turn, all leaders begin to roll 1d100 at the end of each turn. When their roll + their level = 125, they die of old age
All leaders and assassins (except the head of state) require a payment equal to their level in credits each turn. if that is not met, they will quit, starting with the lowest level until all leaders and assassins can be paid
Each nation may choose a Head of State from among their leaders, who applies 1/2 of his level to all actions you take each turn
-Nations begin the game with a level 2 Diplomatic Head of State
-Heads of State can still be assigned duties as normal leaders of their type, and still provide 1/2 their level as a bonus regardless of their assignment
-If/When this leader dies, the nation will go 1 turn without the leader bonus, and on that turn must spend 1 action point to elect/choose a new head of state. Nations can elect a new head of state at any time on their own to avoid the turn without the bonus if they feel their head of state is in danger (or for any other reason, really)
Types of ships:
Each ship will be assigned to a fleet, which may or may not have a leader assigned.
Each ship requires upkeep in resources each turn. If that upkeep can not be paid, then ships will be taken out of commission, starting with frigates and moving onto more expensive ships in the following order:
Frigates - Cruisers - Dreadnaughts - Starbases
All fighters and bombers must be assigned to a ship or starbase
-Fighters/Bombers assigned to a ship or starbase that is taken out of commission will also be taken out of commission
Ships taken out of commission will be returned to a fighting status the turn after their upkeeps are paid again
Dreadnaught
-200 spent on credits/resources to build
-Hull and Damage Multiplier = 5
1d100 + 75
Can carry 30 fighters/bombers
Crusier
-Hull and Damage Multiplier = 3
-150 spent on credits/resources to build
1d100 + 50
Can carry 20 fighters/bombers
Frigate
-Hull and Damage Multiplier = 2
-100 spent on credits/resources to build
1d100 + 25
Can carry 10 fighters/bombers
Fighter / Bomber
-Hull and Damage Multiplier = 1
-20 spent on credits/resources to build
1d20
Requires a larger ship to carry outside of 5 spaces from nearest planet / starbase
Starbase
-Hull and Damage Multiplier = 4
-stationed in a territory, designated by a period in the hex, not assigned to a fleet
-100 spent on credits/resources to build
1d100 + 50
Can carry 50 fighters/bombers
Galaxy Map:
Territories
There are three types of territory in the game: Uninhabitable, Unterraformed, and Terraformed
Uninhabitable are marked in black on the map, and can not be colonized
Unterraformed count solely as territory for the purposes of multiplication, but do not count as planets for the purposes of adding stats or basing fleets
Terraformed systems are given a trait (Economic, Industrial, Scientific, or Military) that adds to the multiplicative values from your starting stats. They also count as territory for multiplicative purposes
Stats and Wealth:
Stats represent the body of your nation. The only way to improve them is to discover 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.
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.
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 research new technologies. 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.
Military and Troops:
The backbone of your armed forces. You can spend troops to boost the result of any combat action involving your fleets 5 to 1. But ONLY if that action involves combat with something.
Great Leaders (Diplomats; Economic, Scientific, or Military leaders) and Assassins
Diplomats
-Apply their level to the roll to establish a trade route with a minor empire
Others leaders are assigned to a research project, construction project, or combat fleet, and increase the rolls of assigned thing by level
Assassins can be sent after any leader of any empire, and have a 5% chance per level to kill their target
Each leader gains a level for every turn it survives, and an additional level every time they successfully complete an action.
On their 45th turn, all leaders begin to roll 1d100 at the end of each turn. When their roll + their level = 125, they die of old age
All leaders and assassins (except the head of state) require a payment equal to their level in credits each turn. if that is not met, they will quit, starting with the lowest level until all leaders and assassins can be paid
Each nation may choose a Head of State from among their leaders, who applies 1/2 of his level to all actions you take each turn
-Nations begin the game with a level 2 Diplomatic Head of State
-Heads of State can still be assigned duties as normal leaders of their type, and still provide 1/2 their level as a bonus regardless of their assignment
-If/When this leader dies, the nation will go 1 turn without the leader bonus, and on that turn must spend 1 action point to elect/choose a new head of state. Nations can elect a new head of state at any time on their own to avoid the turn without the bonus if they feel their head of state is in danger (or for any other reason, really)
Types of ships:
Each ship will be assigned to a fleet, which may or may not have a leader assigned.
Each ship requires upkeep in resources each turn. If that upkeep can not be paid, then ships will be taken out of commission, starting with frigates and moving onto more expensive ships in the following order:
Frigates - Cruisers - Dreadnaughts - Starbases
All fighters and bombers must be assigned to a ship or starbase
-Fighters/Bombers assigned to a ship or starbase that is taken out of commission will also be taken out of commission
Ships taken out of commission will be returned to a fighting status the turn after their upkeeps are paid again
Dreadnaught
-200 spent on credits/resources to build
-Hull and Damage Multiplier = 5
1d100 + 75
Can carry 30 fighters/bombers
Crusier
-Hull and Damage Multiplier = 3
-150 spent on credits/resources to build
1d100 + 50
Can carry 20 fighters/bombers
Frigate
-Hull and Damage Multiplier = 2
-100 spent on credits/resources to build
1d100 + 25
Can carry 10 fighters/bombers
Fighter / Bomber
-Hull and Damage Multiplier = 1
-20 spent on credits/resources to build
1d20
Requires a larger ship to carry outside of 5 spaces from nearest planet / starbase
Starbase
-Hull and Damage Multiplier = 4
-stationed in a territory, designated by a period in the hex, not assigned to a fleet
-100 spent on credits/resources to build
1d100 + 50
Can carry 50 fighters/bombers