Conflicting Factions: RotNE (Come Play or Else!)
Posted: Thu Nov 29, 2007 10:03 am
Sigh, all these new upstarts, grabbing at a chance to rule... Back in my day we had one emperor, one political party, but no, I suppose the people just can't have that...
What? Who am I? Well I suppose I should introduce myself. I'm the former high adviser for Emperor Leo XXI. I literally held influence on the most powerful empire in the universe, yet now I lay here, dying in a nondescript hospital in the middle of nowhere...
What happened you ask? I'll tell you what happened. Leo XXI never picked an heir. That's what happened. Now that he's dead and I'm dying, the empire will soon fracture into many different factions, all hell-bent on claiming the throne...
What? You've come to me for help? You wish to 'impose yourself' upon this universe? Such a young fool... But I suppose I could never turn down helping someone...
This is Conflicting Factions: Rise of the New Empire. A cross-breed between Spacefarers and Universe Wars, with my own twist thrown in.
What you get is an SRPG: Strategic Role-Playing Game.
As the title so implicitly implies, you control one of the factions of an empire, fractured...
So, what's your name? I see. What would you say are your qualities? Ah yes, interesting indeed. What political party did you belong to? Oh come on, you could've done better, but I suppose I have no right to control your opinions...
So, what class of society are you from? I see, that'll do.
To join this game, please supply the following fields:
Name of Your Faction:
Chosen Trait:
Leader Bio:
Class:
Major Political Ideology:
Minor Political Ideologies:
The name is simple enough. Just note that you are not playing a unified empire or race, but simply a small faction in an all out war for the throne.
You can choose one of the following traits:
Industrious - Increased Productivity
Scientific - Increased Tangible Abilities*
Charismatic - Increased Intangible Abilities*
Aggressive - Increased Initiative
Defensive - Increased Morale
Corporate - Increased Trade Power
*Scientific provides upgrades for all the things you could "touch", so you'll get better ships and weaponry, but not in combat or morale, and vice versa.
None of the traits are "set in stone". Those represent more of roleplaying traits.
Leader Bio is a description of your leader, including name, history, etc...
Class is what your leader's class was before the rise to power. The classes are:
Nobles - Those with "pure" blood-lines, tracing back to the formation of the empire.
Warriors - People like Generals or other High-Ranking Officers, or those who weren't Nobles but still had much power.
Merchants - Those who performed "soft" labor, such as office work or management.
Peasants - Those who performed "hard" labor.
Exiles - Those who were shunned by society for one reason or another.
Yes, it's based slightly off the Indian Caste system, but I find it very interesting and well-based. Not that I would like to live under it, but it's had to have survived three thousand years for some reason. It serves the purpose of determining your starting holdings. No, I won't tell you them!
You choose one major political ideology and two minor ones. The ideologies are as follows:
Pacifist - Uh, duh?
War Monger - Duh again?
War Hawk - Like a War Monger, except for patriotic reasons rather than none at all.
Mercantile - State-controlled trade.
Xenophobe - Fear of other cultures, and subsequent anger at.
Transcendent - Belief that high science and culture is the key.
Industrialist - Heavy Industry supporter.
Corporate - Business supporter.
Miner - Mining supporter.
Warrior - High pride in military. Not the same as War Monger.
Please pick ideologies that suit yourself, so it'll be easier to roleplay. These ideologies will also influence your starting holdings. No I won't tell you those either!
Ah, so you think you're ready? Well, no you're not. Let me explain this strange universe we live in.
We've developed hyper-drive. Distance is negligible. But we never got terraforming down. There are very few habitable planets around. We are good at geoengineering, so those planets will never suffer environmental problems. But terraforming just never worked...
Speaking of science, you will not be partaking in any scientific research or pursuits. You don't develop new weapons in a matter of days. You've already got enough high tech toys, why not be satisfied with them?
Ah yes, other topics... Economy, Sociology, and Military. I suppose you'll want to know those...
The economy is probably the only factor in this game set in stone. It's based off of millions of credits (e.g. Monopoly .NET edition)
Income for planet = Size factor of Planet x Stability factor x Income Factor of Planet x 3
There are 5 sizes of planet:
Tiny - 4 Size Factor
Small - 5 Size Factor
Medium - 6 Size Factor
Large -7 Size Factor
Huge - 8 Size Factor
Also, each planet can be one of the following types:
Population Center - 2 Income Factor, Large population that doesn't really have specific occupations/specializations.
Industrial Capital - 1.5 Income Factor, Semi-Large population that focuses on Heavy Industry.
Corporate Capital - 3 Income Factor, Medium population with large corporations.
Manufacturing Center - 2 Income Factor, Medium population that focuses on Medium/Light Industry.
Agricultural Center - 0.75 Income Factor, Small farming-based population.
Cultural Center - 1 Income Factor, Medium population with high exchange rates of culture, as well as artisanship.
Mining Capital - 0.75 Income Factor, Medium-Small population based on mining.
Military Center - 0.5 Income Factor, Medium population devoted to military production, etc...
Each planet type, in addition to increasing/decreasing income, also can produce/may consume differing resources. Resources you say?
Basically resources can be traded, refined, used up, etc... These are an integral part of your empire, as much as credits economy-wise.
Which planets produce what resource? Here's a list.
Population Center - None
Industrial Capital - Alloys, [Ship] Engineering (e.g. Engines, Generators, Shields, etc...)
Corporate Capital - None
Manufacturing Center - Composites, [Ship] Electronics, Consumer Goods
Agricultural Center - Food, Supplies
Cultural Center - Consumer Goods
Mining Capital - Ores
Military Center - Supplies*
So, you must be wondering, what exactly are the resources? Here they are:
-Selenite (Ore) - A conductive metal
-Adamanite (Ore) - A quite useless metal unrefined...
-Duranite (Ore) - The "do-all" of metals.
-Food - I wonder...
-Supplies - Temporary food relief. Can be stockpiled.
-Adamantium (Alloy) - Very, very, very strong metal.
-Solincium (Alloy) - Highly flexible conductive metal.
-Composites - Light, yet strong.
-Heavy Engineering - Pretty Self-Explanatory
-Light Engineering - See above
-Electronics - See above
-Consumer Goods - Consumed for morale boost.
How do you make all these different resources? Well here's the conversions.
10 Adamanite = 1 Adamantium
5 Selenite + 1 Duranite = 1 Solincium
1 Duranite = 1 Composites
2 Food = 1 Supplies
2 Adamantium + 6 Duranite = 1 Heavy Engineering
4 Composites + 6 Duranite = 1 Light Engineering
4 Selenite + 1 Solincium = 2 Electronics
2 Supplies + 1 Duranite = 1 Consumer Goods
For the raw materials, maximum production per turn is (multiply the given value by the size factor of the planet):
Ores - 4 units (As in 4 units max, not 4 units each)
Food - 2 units
Supplies - 3 units
Alloys - 1 unit (See Ores)
Composites - 4 units
Engineering - 1 unit
Consumer Goods - 3 units
However, since it's simpler to have state-owned business, it costs money to have production runs. The cost is 4 million credits multiplied by the size factor, plus 1 million for every three units of goods involved rounded up (e.g. turning food into supplies, 2 food and one supply involved, so an extra cost of one million per supply made, or for adamantium production, it's 10 adamanite and 1 adamantium involved, so an extra cost of 3 million per adamantium made. Does not apply to raw materials: Food and Ores). Don't forget "1" credit of income is actually 1 million credits. Not rounded.
*Note that the Military Center can produce supplies without the use of food. However, you need to add an extra 7 million credits per 2 units produced, rounded up. It's expensive to go on long road trips you know!
So, having a production run of 18 units of supply on a medium planet will cost 42 Million Credits.
Having a production run of 15 ores on a small planet will cost 20 Million Credits. (No, no discount for not completely utilizing production!)
Having a production run of 6 Adamantium on a huge planet (not at full capacity) will cost 50 Million Credits.
Feel free to set the prices of any of your goods to any price you want.
Sociology:
Basically, this is extremely simple, as to keep it extremely simple.
Morale is very subjective and is not set in stone. It simply reacts to how good people are feeling. There is no given value for this.
Stability is how... stable your faction is. Goes down from anything "out of the norm", goes up for anything "in the norm". Ranges from -3 to +3.
At -3, the income factor is 0.5. At -2 it's 0.75. At -1 it's 0.9. At 0 It's 1. At 1 it's 1.1. At 2 it's 1.25. At 3 it's 1.5.
Consumer Goods increase stability and morale (It's much more stable to have your neighborhood mega-mart then if there were many small competing shops out there).
Also, Propaganda. This is for capturing planets, whether or not they're neutral, enemy, as well as bettering the morale of your people. It takes a long time to convert a planet by propaganda (sieging is so much faster, especially when you have a few heavy dreadnoughts), but it doesn't tarnish your interstellar reputation and there's no risk (unless the faction whose planets you just put some propaganda to doesn't like it).
Military:
Bet this is the part you've all been waiting for.
Here are the different ships and their respective costs.
Frigate (25 million credits) - Small, agile craft.
Destroyer Escort (40 million credits) - Useful for escorting quick, defenseless craft.
Destroyer (60 million credits) - Useful for hunting down smaller craft.
Cruiser (150 million credits) - Fast, useful for getting the bigger craft.
Battlecruiser (250 million credits) - Great for hunting capital ships.
Battleship (375 million credits) - Big, bad, and useful.
Dreadnought (600 million credits) - Bigger, badder, but inflexible.
Carrier Escort (120 million credits) - I wonder... Cost of fighters negligible.
Carrier (320 million credits) - Hrmm... This guy's impossible!
Freighter (90 million credits) - Carries stuff, up to 20 units of anything per freighter.
So, you're probably wondering what engineering and electronics are for. Well there are "upgraded" ships. How do those work?
Take the cost. Divide it by 30 million (or just 30), then round to the nearest million (one). That's the upgrade multiplier.
Simply take the original cost of the ship and halve that (no rounding), and add a certain amount (the upgrade multiplier) of light/heavy engineering / electronics for the wanted upgrade. You can also build ships upgraded.
"Advanced" - Use Electronics, better tracking, etc...
"Light" - Use Light Engineering, 'lighter'. Incompatible with heavy upgrade.
"Heavy" - Use Heavy Engineering, 'heavier'. Incompatible with light upgrade.
Basically, you can have an "Advanced Heavy Battleship (750 million credits, 13 Heavy Engineering and 13 Electronics)", or a "Light Cruiser (225 million credits, 5 Light Engineering", etc...
Once again, it has no set-in-stone value.
Also, you can invade planets. This requires you to siege the planet however. This will be fought out through a variety of unknown factors I will make up along the way.
Finally, on the topic of movement:
Yes, hyper-space drives are invented, but that doesn't mean they don't have their limitations. Hyper-Space is a straight line, and if a ship comes in contact to another ship blocking hyper-space, it gets thrown into normal space.
Also, it takes one supply for a fleet to move through a planet. I will organize your planets into a single line (yes, it loops around, but that doesn't necessarily mean you'll be able to get through). All fleets have a "basic" storage of 6 units of supplies, and each ship above Cruiser (not including cruiser) can carry an extra unit of supply. Freighters can carry up to 20 units of supply (so long as they're not busy say... Bringing your empire's goods everywhere).
This allows for blockades and tariffs, since if you block access for trade, then people can't trade or have to go around the other way, being incredibly expensive due to the amount of supplies used.
Finally, any planet can produce a ship, which is automatically transported to any place (under your control) you choose. Ships only take one day, and you can build unlimited ships per day.
So, do you think you've got it? Yes? Good. Just remember to never lose sight of your goal... Become Emperor. Whether you do that through clever alliances and assimilation, conquering all who oppose you, or forcing those to concede to you, is entirely up to you.
What? Who am I? Well I suppose I should introduce myself. I'm the former high adviser for Emperor Leo XXI. I literally held influence on the most powerful empire in the universe, yet now I lay here, dying in a nondescript hospital in the middle of nowhere...
What happened you ask? I'll tell you what happened. Leo XXI never picked an heir. That's what happened. Now that he's dead and I'm dying, the empire will soon fracture into many different factions, all hell-bent on claiming the throne...
What? You've come to me for help? You wish to 'impose yourself' upon this universe? Such a young fool... But I suppose I could never turn down helping someone...
This is Conflicting Factions: Rise of the New Empire. A cross-breed between Spacefarers and Universe Wars, with my own twist thrown in.
What you get is an SRPG: Strategic Role-Playing Game.
As the title so implicitly implies, you control one of the factions of an empire, fractured...
So, what's your name? I see. What would you say are your qualities? Ah yes, interesting indeed. What political party did you belong to? Oh come on, you could've done better, but I suppose I have no right to control your opinions...
So, what class of society are you from? I see, that'll do.
To join this game, please supply the following fields:
Name of Your Faction:
Chosen Trait:
Leader Bio:
Class:
Major Political Ideology:
Minor Political Ideologies:
The name is simple enough. Just note that you are not playing a unified empire or race, but simply a small faction in an all out war for the throne.
You can choose one of the following traits:
Industrious - Increased Productivity
Scientific - Increased Tangible Abilities*
Charismatic - Increased Intangible Abilities*
Aggressive - Increased Initiative
Defensive - Increased Morale
Corporate - Increased Trade Power
*Scientific provides upgrades for all the things you could "touch", so you'll get better ships and weaponry, but not in combat or morale, and vice versa.
None of the traits are "set in stone". Those represent more of roleplaying traits.
Leader Bio is a description of your leader, including name, history, etc...
Class is what your leader's class was before the rise to power. The classes are:
Nobles - Those with "pure" blood-lines, tracing back to the formation of the empire.
Warriors - People like Generals or other High-Ranking Officers, or those who weren't Nobles but still had much power.
Merchants - Those who performed "soft" labor, such as office work or management.
Peasants - Those who performed "hard" labor.
Exiles - Those who were shunned by society for one reason or another.
Yes, it's based slightly off the Indian Caste system, but I find it very interesting and well-based. Not that I would like to live under it, but it's had to have survived three thousand years for some reason. It serves the purpose of determining your starting holdings. No, I won't tell you them!
You choose one major political ideology and two minor ones. The ideologies are as follows:
Pacifist - Uh, duh?
War Monger - Duh again?
War Hawk - Like a War Monger, except for patriotic reasons rather than none at all.
Mercantile - State-controlled trade.
Xenophobe - Fear of other cultures, and subsequent anger at.
Transcendent - Belief that high science and culture is the key.
Industrialist - Heavy Industry supporter.
Corporate - Business supporter.
Miner - Mining supporter.
Warrior - High pride in military. Not the same as War Monger.
Please pick ideologies that suit yourself, so it'll be easier to roleplay. These ideologies will also influence your starting holdings. No I won't tell you those either!
Ah, so you think you're ready? Well, no you're not. Let me explain this strange universe we live in.
We've developed hyper-drive. Distance is negligible. But we never got terraforming down. There are very few habitable planets around. We are good at geoengineering, so those planets will never suffer environmental problems. But terraforming just never worked...
Speaking of science, you will not be partaking in any scientific research or pursuits. You don't develop new weapons in a matter of days. You've already got enough high tech toys, why not be satisfied with them?
Ah yes, other topics... Economy, Sociology, and Military. I suppose you'll want to know those...
The economy is probably the only factor in this game set in stone. It's based off of millions of credits (e.g. Monopoly .NET edition)
Income for planet = Size factor of Planet x Stability factor x Income Factor of Planet x 3
There are 5 sizes of planet:
Tiny - 4 Size Factor
Small - 5 Size Factor
Medium - 6 Size Factor
Large -7 Size Factor
Huge - 8 Size Factor
Also, each planet can be one of the following types:
Population Center - 2 Income Factor, Large population that doesn't really have specific occupations/specializations.
Industrial Capital - 1.5 Income Factor, Semi-Large population that focuses on Heavy Industry.
Corporate Capital - 3 Income Factor, Medium population with large corporations.
Manufacturing Center - 2 Income Factor, Medium population that focuses on Medium/Light Industry.
Agricultural Center - 0.75 Income Factor, Small farming-based population.
Cultural Center - 1 Income Factor, Medium population with high exchange rates of culture, as well as artisanship.
Mining Capital - 0.75 Income Factor, Medium-Small population based on mining.
Military Center - 0.5 Income Factor, Medium population devoted to military production, etc...
Each planet type, in addition to increasing/decreasing income, also can produce/may consume differing resources. Resources you say?
Basically resources can be traded, refined, used up, etc... These are an integral part of your empire, as much as credits economy-wise.
Which planets produce what resource? Here's a list.
Population Center - None
Industrial Capital - Alloys, [Ship] Engineering (e.g. Engines, Generators, Shields, etc...)
Corporate Capital - None
Manufacturing Center - Composites, [Ship] Electronics, Consumer Goods
Agricultural Center - Food, Supplies
Cultural Center - Consumer Goods
Mining Capital - Ores
Military Center - Supplies*
So, you must be wondering, what exactly are the resources? Here they are:
-Selenite (Ore) - A conductive metal
-Adamanite (Ore) - A quite useless metal unrefined...
-Duranite (Ore) - The "do-all" of metals.
-Food - I wonder...
-Supplies - Temporary food relief. Can be stockpiled.
-Adamantium (Alloy) - Very, very, very strong metal.
-Solincium (Alloy) - Highly flexible conductive metal.
-Composites - Light, yet strong.
-Heavy Engineering - Pretty Self-Explanatory
-Light Engineering - See above
-Electronics - See above
-Consumer Goods - Consumed for morale boost.
How do you make all these different resources? Well here's the conversions.
10 Adamanite = 1 Adamantium
5 Selenite + 1 Duranite = 1 Solincium
1 Duranite = 1 Composites
2 Food = 1 Supplies
2 Adamantium + 6 Duranite = 1 Heavy Engineering
4 Composites + 6 Duranite = 1 Light Engineering
4 Selenite + 1 Solincium = 2 Electronics
2 Supplies + 1 Duranite = 1 Consumer Goods
For the raw materials, maximum production per turn is (multiply the given value by the size factor of the planet):
Ores - 4 units (As in 4 units max, not 4 units each)
Food - 2 units
Supplies - 3 units
Alloys - 1 unit (See Ores)
Composites - 4 units
Engineering - 1 unit
Consumer Goods - 3 units
However, since it's simpler to have state-owned business, it costs money to have production runs. The cost is 4 million credits multiplied by the size factor, plus 1 million for every three units of goods involved rounded up (e.g. turning food into supplies, 2 food and one supply involved, so an extra cost of one million per supply made, or for adamantium production, it's 10 adamanite and 1 adamantium involved, so an extra cost of 3 million per adamantium made. Does not apply to raw materials: Food and Ores). Don't forget "1" credit of income is actually 1 million credits. Not rounded.
*Note that the Military Center can produce supplies without the use of food. However, you need to add an extra 7 million credits per 2 units produced, rounded up. It's expensive to go on long road trips you know!
So, having a production run of 18 units of supply on a medium planet will cost 42 Million Credits.
Having a production run of 15 ores on a small planet will cost 20 Million Credits. (No, no discount for not completely utilizing production!)
Having a production run of 6 Adamantium on a huge planet (not at full capacity) will cost 50 Million Credits.
Feel free to set the prices of any of your goods to any price you want.
Sociology:
Basically, this is extremely simple, as to keep it extremely simple.
Morale is very subjective and is not set in stone. It simply reacts to how good people are feeling. There is no given value for this.
Stability is how... stable your faction is. Goes down from anything "out of the norm", goes up for anything "in the norm". Ranges from -3 to +3.
At -3, the income factor is 0.5. At -2 it's 0.75. At -1 it's 0.9. At 0 It's 1. At 1 it's 1.1. At 2 it's 1.25. At 3 it's 1.5.
Consumer Goods increase stability and morale (It's much more stable to have your neighborhood mega-mart then if there were many small competing shops out there).
Also, Propaganda. This is for capturing planets, whether or not they're neutral, enemy, as well as bettering the morale of your people. It takes a long time to convert a planet by propaganda (sieging is so much faster, especially when you have a few heavy dreadnoughts), but it doesn't tarnish your interstellar reputation and there's no risk (unless the faction whose planets you just put some propaganda to doesn't like it).
Military:
Bet this is the part you've all been waiting for.
Here are the different ships and their respective costs.
Frigate (25 million credits) - Small, agile craft.
Destroyer Escort (40 million credits) - Useful for escorting quick, defenseless craft.
Destroyer (60 million credits) - Useful for hunting down smaller craft.
Cruiser (150 million credits) - Fast, useful for getting the bigger craft.
Battlecruiser (250 million credits) - Great for hunting capital ships.
Battleship (375 million credits) - Big, bad, and useful.
Dreadnought (600 million credits) - Bigger, badder, but inflexible.
Carrier Escort (120 million credits) - I wonder... Cost of fighters negligible.
Carrier (320 million credits) - Hrmm... This guy's impossible!
Freighter (90 million credits) - Carries stuff, up to 20 units of anything per freighter.
So, you're probably wondering what engineering and electronics are for. Well there are "upgraded" ships. How do those work?
Take the cost. Divide it by 30 million (or just 30), then round to the nearest million (one). That's the upgrade multiplier.
Simply take the original cost of the ship and halve that (no rounding), and add a certain amount (the upgrade multiplier) of light/heavy engineering / electronics for the wanted upgrade. You can also build ships upgraded.
"Advanced" - Use Electronics, better tracking, etc...
"Light" - Use Light Engineering, 'lighter'. Incompatible with heavy upgrade.
"Heavy" - Use Heavy Engineering, 'heavier'. Incompatible with light upgrade.
Basically, you can have an "Advanced Heavy Battleship (750 million credits, 13 Heavy Engineering and 13 Electronics)", or a "Light Cruiser (225 million credits, 5 Light Engineering", etc...
Once again, it has no set-in-stone value.
Also, you can invade planets. This requires you to siege the planet however. This will be fought out through a variety of unknown factors I will make up along the way.
Finally, on the topic of movement:
Yes, hyper-space drives are invented, but that doesn't mean they don't have their limitations. Hyper-Space is a straight line, and if a ship comes in contact to another ship blocking hyper-space, it gets thrown into normal space.
Also, it takes one supply for a fleet to move through a planet. I will organize your planets into a single line (yes, it loops around, but that doesn't necessarily mean you'll be able to get through). All fleets have a "basic" storage of 6 units of supplies, and each ship above Cruiser (not including cruiser) can carry an extra unit of supply. Freighters can carry up to 20 units of supply (so long as they're not busy say... Bringing your empire's goods everywhere).
This allows for blockades and tariffs, since if you block access for trade, then people can't trade or have to go around the other way, being incredibly expensive due to the amount of supplies used.
Finally, any planet can produce a ship, which is automatically transported to any place (under your control) you choose. Ships only take one day, and you can build unlimited ships per day.
So, do you think you've got it? Yes? Good. Just remember to never lose sight of your goal... Become Emperor. Whether you do that through clever alliances and assimilation, conquering all who oppose you, or forcing those to concede to you, is entirely up to you.