?

Log in

No account? Create an account

A Distant Star

Thursday, August 5, 2004

7:12AM - how to make the rolls

go to
http://www.irony.com/mailroll.html

[Error: Irreparable invalid markup ('<snip/paste>') in entry. Owner must fix manually. Raw contents below.]

go to
http://www.irony.com/mailroll.html

<snip/paste>
Describe this roll:
How many dice would you like to roll? (select #1)
How many sides are on each die? (select 100)
Should anything be added or subtracted from the total roll? (No)
You can drop either the highest or lowest die roll (or both.)

Drop the highest roll.
Drop the lowest roll.

(make sure these two are not clicked)

--------------------------------------------------------------------------------
The entire roll can be repeated; how many times? (Select 20)


Mailing Information:
The subject of the mail note:
Say what this roll is for: my (empire name) rolls)

Enter this correctly or your roll will get lost!
Type in your e-mail address: (your email)

Optional:
Also e-mail the results to: what_you_see@hotmail.com

To roll the dice, press:
To reset the form, press this button: .

6:39AM - how to make the rolls

go to http://www.irony.com/mailroll.html

[Error: Irreparable invalid markup ('<snip/paste>') in entry. Owner must fix manually. Raw contents below.]

go to http://www.irony.com/mailroll.html

<snip/paste>
Describe this roll:
How many dice would you like to roll? (select #1)
How many sides are on each die? (select 100)
Should anything be added or subtracted from the total roll? (No)
You can drop either the highest or lowest die roll (or both.)

Drop the highest roll.
Drop the lowest roll.

(make sure these two are not clicked)

--------------------------------------------------------------------------------
The entire roll can be repeated; how many times? (Select 20)


Mailing Information:
The subject of the mail note:
Say what this roll is for: my (empire name) rolls)

Enter this correctly or your roll will get lost!
Type in your e-mail address: (your email)

Optional:
Also e-mail the results to: what_you_see@hotmail.com

To roll the dice, press:
To reset the form, press this button: .

Sunday, August 1, 2004

4:02PM - The empire sheet Email to me What_you_see@hotmail.com (do not post!)

Copy paste and send it to the above email.
Name of Empire_______________________
race______
home world type___
total mp accumulated___
total bp spent____
total bp spent____

your Email
*****************************************
What you are spending on each of these this turn
Asteroid Mining:
Combat Science:
Counter Intelligence Community:
Counter Seti:
Hearts and Minds:
Industry:
Intelligence community:
Mining:
Politics and Diplomacy:
Planetary Defense:
Population Base:
Research and Development:
Ship Speed:
Shipyards:
Standard of Living and Education:
Seti:
Tactics:
Traders:
Worm Hole Technology:
**************************************
What your emipre is building
Ship type Points to build/Turns to build
Fighters 1/ 1/
(Not worm hole capable)
Scouts 3/ 1/
Frigates 4/ 2/
Destroyers 5/ 4/
Cruisers 10/ 6/
(Can carry fighters: 10 each)
Battleship 20/ 10/
Dreadnaught 100/ 20/
(Can carry fighters: 20 each)
Orbit Dry-dock 500/ 24/
(Houses fighters: 100 each)
(a dry-dock can only build up to 100 bp at anyone time)
(limit of 1 at any one world)
Planetary Def 4/ 5/
System boat lt10/ 4/
(Not worm hole capable)
System bt hvy 30/ 8/
(not worm hole capable)
Mines 5/ 1/
(these add to the system defense)
Mine sweeper 5/ 3/

What you are spending on each of these this turn to use a special action
and what special action you are trying to accomplish
Counter Intelligence Community:
Hearts and Minds:
Industry:
Intelligence community:
Politics and Diplomacy:
Planetary Defense:
Shipyards:
Traders:


List Allies

other notes

3:28PM - The planets

CHOOSE ONE
Heavy gravity world
Your race comes from a higher gravity world
Pros
+1 defense (thicker alloys)
+5% first shot (reaction time)
+5% industry
Cons
-5% all things on light gravity worlds
All Ships cost +2 bp more
_________________________________________________________________________
Light gravity world
Pros
-1 to bp (min of 1)
ship speed +10%

Cons
-1 defense
-10% mining
_________________________________________________________________________
Standard Gravity world
normal across the board
_________________________________________________________________________
_________________________________________________________________________
CHOOSE ONE
Alternative atmosphere world type A
pros
Any other race not from this type of enviroment must use breather filters (-5% SL&E and Population base)
Cons
You must use breather filters for any other atmosphere (-5% other atmosphere)
_____________________________________________________________________________
Alternative Atmosphere world type B
Pros
Any other race must use enviromental suits to inhabit this world (-25% SL&E and -30% population base)
Cons
You must use enviromental suits for any other atmosphere (-25% other atmosphere same as con)
________________________________________________________________________________
Alternative Atmosphere world type C
Pros
Any other race must use enviromental armored suits to inhabit this world (-40% SL&E and -60% population base, -30% mp)
Cons
You must use enviromental suits to inhabit any other world (-30% SL&E and -30% population base)
________________________________________________________________________________
CHOOSE ONE
Normal earth type world

Water world: Underwater or surface floating cities (-20% mining, -10% mp)

Dysion sphere: Inside a metal construct (+30% R&D first 2 level, limited to 200 mp from home world, after that is used up homeworld is depleted, begin with 50 bp worth of ships including the 3 starting scouts.)

Ring World: +5% R&D, +30% planetary defense.

Hollow world: +5% mining, every 1 mp generates 1.5 bp, surface can appear lifeless and explorers could colonize surface unknowingly.

Pocket interface: One worm hole in/out +20% defense, +20% tactics

3:22PM - The races

Base type
Android: mix of Humanoid and Electronic Spare parts (modeled from the borg)

Pros
+15% R&D
+5% planetary defenses
Can assimilate other empires to gain +20% of total population points spent
After a battle can assimilate +5% of combat science, tactics, Ship Speed, Worm Hole tech.

Cons
-10% Politics and Diplomacy
Cannot ally
Cannot use Intelligence Community field
Cannot use Hearts and Minds Field
Cannot use Traders fields
Cannot put own points into Population base after level 4, must assimilate other empires
Cannot put own points into SL&E after level 4
___________________________________________________________________________
Amorphic (blobs)
Pros
Ship speed +10%
Asteroid mining +5%
Population base +20%

Cons
-10% politics
-20% tactics
-10% Industry
____________________________________________________________________________
Arachnids
Friendly/not so friendly spiders
Pros
Ship speed +5%
Industry +10%
Trade +5%
Population base +15%

Cons
-5% politics
Cannot ally with burrower race, must attack
-10% SL&E
-10% worm hole tech
-15 intelligence community
__________________________________________________________________________
Burrower race (live underground)
Pros
Mining +15%
Asteroid mining +10%
Counter intelligence +5%
Industry +5%

cons
-35% tactics
-20% population base
- 5% SL&E
_______________________________________________________________________
Canine (Dog soldiers)
Pros
Intelligence community +10%
Population base +10%
Trade +5%
Tactics +10%

Cons
-5% SL&E
-10% R&D
_____________________________________________________________________________
Crabs (No! I mean the lobster kind)
Pros
+5% counter intelligence
+20% planetary defense
+2 defense (ships)

Cons
-5% intelligence
-5% worm hole tech
-10 asteriod mining
______________________________________________________________________________
Draconians (Lizardmen/dragonsmen)
Pros
+5% tactics
100 free fighter craft
industry +5%
Seti +15%

Cons
Will not ally with a weaker empire
Must work to over throw stronger ally
Mining -10%
Asteroid mining -15%
Destroys all traders it comes into contact with
-15% politics
-5 SL&E
______________________________________________________________________________
Felines (caitons, aslan or kizinti)
Pros
Ship speed +20%
Tactics +10%
Population base +5%
R&D +5%
SL&E +5%
Politics +5%
Will ally with human empire

Cons
Hate (automatically attack) canine empires
Will never ally with robotic, crab, amorphic, draconian or arachnid empires.
Industry -10%
-10% counter seti
-5% counter intelligence
-15% planetary defenses
______________________________________________________________________________
Humans

Pros
+5% to the following areas Industry, Intelligence community, counter intelligence, hearts and minds, shipyard, Planetary defense, trade, mining, asteroid mining, Seti, Population base
+10% to tactics, R&D

Cons
Cannot use counter seti
-5% SL&E
Cannot ally with Draconians or arachnids
_____________________________________________________________________________
Robotic
Pros
Attack twice in a combat round
+15% industry
+5 tactics
Cons
Cannot use SL&E, politics, hearts and minds, traders.

1:57PM - rules

Turns represent a month, a year is 12 months


Each sector is a parsec (3.25 light years). A sector contains a solar system and most of the time a weakened fabric of space known as a worm hole. The technology to detect worm holes is a given.

Each player will start with one planet, three scout ships a random amount of Material Points and three warp points leading to who knows where.

Planets discovered will in the first phase of discovery contain additional amounts of material points. 1-20, after the initial harvesting the remaining amount per quarter will be as listed on the chart below.

1:55PM - The worlds in which you thrive

Home worlds produce 20 material points per quarter
Major worlds 15 material points
Minor worlds 10 material points
Misc worlds 5 material points

Worlds will carry this type of identifier
World ###: _/_/_/_/_/
• Type of planet 1=Home world, 2=Major 3=Minor, 4=Misc, 5=Rock, Special (Dyson sphere, Ring world, Hollow, Hydrogen, etc)
• Gravity A=high more then 1 g, B=1 g, C=less then 1 gravity
Atmosphere A (same as your home world), B (almost the same as your home world), C (poisonous to your race), D (Corrosive to your race)
• Population in billions ___
• Hostile 1=yes war, 2=Ally, 3=Below science, 4=Will trade(neutral) 5=self destructed/destroyed (variable chance of finding advance technology)
• Warp points detected #

So in the above list a world will be described as:
World #123: 2/b/a/12/2/3
This works out to: World # 123 is a Major world 1 g gravity, same atmosphere as your race is used too,12 billion people, they like you and allied with you, 3 warp points including the one you came in through.

1:54PM - Ship yard info

Each Player starts with three scout ships, players can build as they accumulate points, ship building/purchasing can also be done over time with a min of 1 point per quarter being spent on each unit being built. Any modification to the build points of these ships that would bring them down to below 1 point would default them to 1 point (no less)

Each has the following stats and requirements:
Ship type Speed / Offense / Defense / Points to build/Turns to build/Detect Base%
Fighters 5/ 1/ 1/ 1/ 1/ /5%
(Not worm hole capable)
Scouts 3/ 1/ 1/ 3/ 1/ /10%
Frigates 2/ 2/ 1/ 4/ 2/ /20%
Destroyers 2/ 3/ 2/ 5/ 4/ /35%
Cruisers 2/ 6/ 4/ 10/ 6/ /45%
(Can carry fighters: 10 each)
Battleship 1/ 10/ 8/ 20/ 10/ /60%
Dreadnaught 1/ 20/ 15/ 100/ 20/ /80%
(Can carry fighters: 20 each)
Orbit Dry-dock0/ 1/ 1/ 500/ 24/ /70%
(Houses fighters: 100 each)
(a dry-dock can only build up to 100 bp at anyone time)
(limit of 1 at any one world)
Planetary Def 0/ 6/ 20/ 4/ 5/ /10%
System boat lt 2/ 4/ 4/ 10/ 4/ /20%
(Not worm hole capable)
System bt hvy 1/ 15/ 4/ 30 8/ /80%
(not worm hole capable)
Mines 0/ 10/ 0/ 5/ 1/ /05%
(these add to the system defense)
Mine sweeper 1/ 1/ 5/ 5/ 3/ /20%

All other vessels, Transports, colony ships, science vessels are a given. They do not participate in combat, but they may be part of scenarios.

1:49PM - Fields of Expansion part 2

Intelligence community
Is affected by
Counter Intelligence
SL&E
Trade
Seti

This only comes in to play when your empire has met another or more empires; it provides you with answers to questions about other entities.
You may build up this field; however it still costs one material point each to send each your spies out to ferret out what you want to know.

Level of one field, (If tactics then gain a one time bonus +30 against that empire to be used as needed)
Number of ships in empire,
Number of solar systems discovered,
Number of build points earned per quarter,
What is currently being built
What systems contain shipyards
What systems contain dry docks
Where task forces currently are
If they have an alliance and with whom
What was this empire last three spending plans
Steal information randomly (abstracted as random points, ½ is added to that field and ½ is added to R&D)

Level 1 Base 10% to discover one of the above (choose one)
Level 2 Base 15% to discover one of the above (choose one)
Level 3 Base 20% to discover one of two of the above (choose two)
Level 4 Base 30% to discover two of the above (choose three)
Level 5 Base 35% to discover two of the above (choose four)
Level 6 Base 40% to discover three of the above (choose five)
Level 7 Base 45% to discover three of the above (choose six)
Level 8 Base 50% to discover four of the above (choose six)
Level 9 Base 55% to discover four of the above (choose Seven)
Level 10 base 60% to discover five of the above (choose Seven)
__________________________________________________________________________-
Mining
Is affected by
R&D
Industry

Additional MP per quarter
Level 1 1
Level 2 1d4 provides trading mp for traders
Level 3 1d4+1 special machinery can also work with Asteroid mining +5%
Level 4 1d6
Level 5 1d6+1
Level 6 1d8
Level 7 1d8+1 special machinery can also work with Asteroid mining +10%
Level 8 1d10
Level 9 1d10+1
Level 10 1d20
__________________________________________________________________________________
Politics and Diplomacy
Is affected by
Counter Intelligence
SL&E
Hearts and Minds
Shipyards (No ship yards = no movement of Diplomat)

This comes into play at any time. You must spend a material point to exercise the ability from the level you current have or below. Blocking another’s diplomat in your sector is automatic and costs 1 material point, blocking them in another’s sector cost in advance 1 mp.
Level 1 Pass a one time resolution to earn an extra 100% bp
Level 2 Pass a continuing trade pact to garnish an additional 10% from trade routes
Level 3 Steal technology 30% chance/block another’s diplomat 20%, reduce another empires counter intelligence by 20%, push resolution in another’s empire to allow free traders
Level 4 disrupt another’s alliance 30%/ block another’s diplomat 30%, aid a hearts and mind attack +10%
Level 5 Cause another’s empire to pass outrageous bills causing -20% bp /block 50%
Level 6 Steal technology 50% chance/block 50% stop a war 20%, reduce another empires counter intelligence by 30%
Level 7 disrupt another’s alliance 40%/block 55%, aid a hearts and mind attack +10%
Level 8 Cause another’s empire to pass outrageous bills causing -30% bp/block 60%
Level 9 Disrupt another empires government one time creating zero bp’s/block 65%
Level 10 stop a war 50%
_____________________________________________________________________________
Planetary Defense
Is affected by
R&D
Adds to the detection of incoming hostiles, the defense and offense in system when another race attacks, note: gravity wells do not benefit these installations. This bonus is added to the ships currently in orbit (an inherent part of tactics)

Level 1 Detection ability +20% Off +0/Def +0
Level 2 Detection ability +22% Off +1/Def +2
Level 3 Detection ability +24% Off +2/Def +3
Level 4 Detection ability +26% Off +2/Def +4
Level 5 Detection ability +28% Off +3/Def +4
Level 6 Detection ability +30% Off +3/Def +5
Level 7 Detection ability +32% Off +4/Def +6
Level 8 Detection ability +35% Off +4/Def +6
Level 9 Detection ability +40% Off +5/Def +6
Level 10 Detection ability +45% Off +5/Def +7
________________________________________________________________________________
Population Base
Is affected by
Trade
SL&E
Industry
Each level of Population base generates a +.5% bonus to Combat Science
If the population base drops below the number of ships it can support or more ships are produced then can be supported these ships are idle unit the population base increases or enough ships are destroyed to warrant bringing those extra ships on line.
Level 1 can support 10 ships
Level 2 can support 20 ships
Level 3 can support 40 ships, consumes 2 mp per q
Level 4 can support 80 ships, consumes 4 mp
Level 5 can support 120 ships, consumes 8 mp
Level 6 can support 140 ships, consumes 20 mp
Level 7 can support 180 ships, consumes 40 mp
Level 8 can support 220 ships, consumes, 80 mp
Level 9 can support 300 ships, consumes, 110 mp
Level 10 can support unlimited ships, consumes 150 mp
____________________________________________________________________________
Research and Development
Is affected by
Counter Intelligence
Intelligence community
SL&E

This field generates increases in field development and random off the cuff advances for star ships.

Level 1 all advances in place already
Level 2 10% increase in one field
Level 3 12% increase in two fields
Level 4 14% increase in three fields
Level 5 20% increase in three fields
Level 6 25% increase in one field &10% in two others
Level 7 30% increase in one field & 15% increase in three others
Level 8 35% increase in one field, 20% increase in another, 10% in two more.
Level 9 35% increase in one field, 20% increase in another, 15% in two more.
Level 10 40% increase in one field, 25% increase in another, 20% in two more.
________________________________________________________________________________
Research and Development

Ship Speed
Is affected by
Each level of Ship Speed gives Combat Science and Tactics a 1.5% bonus

Base speed is what is needed to overcome planetary gravity wells. Since we are using worm hole tech. The Meanings of the speed numbers work out to: Real Speed=number of base speed modifier x 2% of the speed of light. So at level 3 base speed of a fighter is 5+2=7x2= 14% of the speed of light at level 10 a fighters speed would be 5+12=17x2=34% of the speed of light so a fighter would still take over 3 years 11 months to reach Alpha Centauri if it wanted too. However its supplies would run out well before then, a Scout at level 10 would have a speed of 12+3=15x5=30% of the speed of light. 3 years to get there, anything larger then a Cruiser would take over 3 yrs to get to this close star from earth.

Level 1 SS base speed is as listed on construction chart allows defense +2%, chance for first shot 5%
Level 2 SS Base speed +1 allows D +4%, FS 8%
Level 3 SS Base speed +2 allows D+6%, FS 12%
Level 4 SS Base speed +3 allows D+8%, FS 14%
Level 5 SS Base speed +4 allows D+10%, FS 16%
Level 6 SS Base speed +6 allows D+12%, FS 18%
Level 7 SS Base speed +7 allows D+14%, FS 30%
Level 8 SS Base speed +8 Allows D+16%, FS 35%
Level 9 SS Base speed +9 Allows D+18%, FS 40%
Level 10 SS Base Speed +12 allows D+20%, FS 50%
__________________________________________________________________________-
Shipyards
Each Player starts with one shipyard on their home planet. It costs twice the amount of the largest ship you want to build there to be able to produce all ship classes up to the largest class you want to build there. For example: If you wish to build frigates at world 223 then you must spend 8 points takes 12 turns (one year) and you then can build any size vessel up a frigate at that location. The beginning Shipyard can build any size vessel up to 100 points. Worlds cannot have multiple shipyards but can have 1 dry dock and 1 ship yard.
Is affected by
Population Base
Standard of living and Education
Industry
Research and Development
Level 1 allows building of starships & free traders 1 bp = 10 free traders (not under your control but will hamper other fields if not built.)
Level 2 10% reduction in time to build
Level 3 14% reduction in time to build free traders 1 bp = 20 free traders (not under your control but will hamper other fields if not built.)
Level 4 16% reduction in time to build, space pods for asteroid mining +5% to that fields mp production.
Level 5 10% reduction in cost to build ships free traders 1 bp = 50 free traders (not under your control but will hamper other fields if not built.)
Level 6 15% reduction in cost to build ships space pods for asteroid mining +10% to that fields mp production.
Level 7 +1 to defense of all Starships, +17% reductions in build time, +16% reductions in build cost.
Level 8 +2 defense, 18% /17%
Level 9 +3 defense, 19% /18%
Level10 +4 defense 20%/19%
_____________________________________________________________________________
Standard of Living and Education
Is affected by
Research and Development
Hearts and Minds (negatively)
Shipyards
Planetary defense/offense
Intelligence community
Each Level of SL&E gives Intelligence Community and Seti a +1% bonus
Each Level of SL&E gives combat science +3% bonuses from the discovery of games
Note: The bonus’s in the below chart are based on the current spending on this field, if you have an accumulated point expenditure of 40 points then at Second level Industry gets 4 points, R & D gets 4 points, etc etc. all % are rounded up btw.

Level 1 all bonuses’s applied already
Level 2 bonus to Industry +10%, R & D+10%, Counter Intelligence +10%, Politics +10%, Shipyards +10%, Hearts and Minds -10%, Worm Hole Tech +10%, Mining and Asteroid Mining +10%, Tactics +10%, Population Base +10%
Level 3 bonus to R & D+15%, Politics +16%, Hearts and Minds -15%, Population Base +12%
Level 4 bonus to Industry +14%, R & D+13%, Counter Intelligence +12%, Politics +18%, Shipyards +12%, Mining and Asteroid Mining +15%, Population Base +15%
Level 5 bonus to R & D+18%, Shipyards +14%, Hearts and Minds -18%, Worm hole tech +15%, Tactics +12%, Population base +16%
Level 6 bonus to Industry +20%, Counter Intelligence +14%, Politics +19%, Worm hole Tech +20%, Mining and Asteroid Mining +23%, Population Base +18%
Level 7 bonus to Industry +24%, R & D+21%, Counter Intelligence +15%, Shipyards +15%, Hearts and Minds -24%, Worm Hole Tech +25%, Mining and Asteroid Mining +24%, Tactics +18%, Population base +22%
Level 8 bonus to Industry +28%, R & D 26% Counter Intelligence +26%, Politics +24%, Shipyards +18% Hearts and Minds -25%, Worm Hole Tech +31%, Mining and Asteroid Mining +28%, Tactics +20%, Population base +24%
Level 9 bonus to Industry +29%, R & D+27%, Counter Intelligence +27%, Politics +28%, shipyards +19% hearts and Minds -26%, Worm Hole Tech +32%, Mining and Asteroid Mining +29%, tactics +24%, population base +25%
Level 10 bonus to Industry +30%, R & D+28%, Counter Intelligence +28%, Politics +29%, Shipyards +20%, Hearts and Minds -27%, Worm Hole Tech +33%, Mining and Asteroid Mining +30%, Tactics +25%, population base +26%
Level 11 bonus to Industry +31%, R & D+29%, Counter Intelligence +29%, Politics +30, Shipyards +21% Hearts and Minds -28%, Worm Hole Tech +34%, Mining and Asteroid Mining +31%, Tactics +26%, Population base +27%
Level 12+ ? Could be good could be bad
________________________________________________________________________________
Seti
Is affected by
R&D
SL&E
Used to discover the direction another empire or race with technology may lay
Each level of Seti gives the Intelligence community a +1% bonus
Level 1 5% per yr
Level 2 10% per yr
Level 3 15% per yr
Level 4 18% per yr
Level 5 22% per yr
Level 6 25% per yr
Level 7 27% per yr
Level 8 30% per yr
Level 9 32% per yr
Level 10 35% per yr
_________________________________________________________________
Tactics
Ship to ship tactics, or ship to planet tactics
Is affected by
Ship Speed
Intelligence community
SL&E
Planetary Defenses
R&D
Counter Intelligence
Note 1 Each level of tactics gives combat science a 2% bonus to development points

Level 1 surprise chance 10% /bonus off 0 /bonus def 0 escape 5%
Level 2 surprise chance 12%/bonus off 1 /bonus def 0 escape 6%
Level 3 surprise chance 14% /bonus off 1/bonus def 0 escape 7%
Level 4 surprise chance 16% /bonus off 1/bonus def 1 escape 8%
Level 5 surprise chance 18% /bonus off +2 /bonus def 2 escape 9%
Level 6 surprise chance 20 %/bonus off 2 /bonus def 2 escape 10%
Level 7 surprise chance 22%/bonus off 2 /bonus def 2 escape 11%
Level 8 surprise chance 24 %/bonus off 2 /bonus def 3 escape 12%
Level 9 surprise chance 26%/bonus off 2 /bonus def 3 escape 13%
Level 10 surprise chance 30% /bonus off 2/bonus def 3 escape 14%
_________________________________________________________________________________
Traders
Is affected by
Mining
Warm Hole tech
Industry
Shipyards (if no free traders are built then no bonus from this field, other fields are affected, if free traders are destroyed then you must build more)
Counter Intelligence
Politics and Diplomacy
R&D
Asteroid mining

Each level of trade generates a +1% bonus to Population base
This field generates additional random income
Level 1 1d4 extra MP per quarter
Level 2 1d4+1, information on one nearby star sector
Level 3 1d6, information on two nearby star sector, pay 2 mp and have traders provide false info at next opportunity
Level 4 2d6, information on three nearby sectors
Level 5 3d6, 4 near by sectors
Level 6 2d8+2, info/contact on prev unknown empire, +10% to Counter Intelligence.
Level 7 2d10, info/contact on two prev unknown empire and info 5 nearby sectors
Level 8 3d10, one unk empire 6 sectors
Level 9 2d20, one unk empire, 7 sectors
Level 10 1d100, all prev unknown empires, map of universe.
______________________________________________________________________________
Worm Hole Technology
Is affected by
Research and Development
Standard of living and Education

It takes one turn to move to and thru a warp point; the next turn is when you exit the warp hole.
At start of game the Technological level (1) of the worm hole science allows up to 30 build points worth of ship to use a worm hole per turn. For example: you have a task force that has 8 scouts, 4 frigates, 2 destroyers and one battle ship this equals to 70 points worth of ships (you could also call this an abstract of tonnage) less then half the task force could traverse the worm hole per turn.

Level 2 worm hole science allows 45 bp (build points), free traders can use
Level 3 worm hole science allows 70 bp
Level 4 worm hole science allows 105 bp
Level 5 worm hole science allows 160 bp
Level 6 allows 320 bp and finds hidden worm holes previously unk if any, +20% to combat science for surprise attacks
Level 7 allows 640 bp allows viewing through worm holes
Level 8 allows 1000 bp allows detection of use of worm holes
Level 9 allows 2000 bp allows shutting down of worm holes
Level 10 allows 5000 bp allows changing destination of worm holes
Level 11 = ?

1:46PM - Fields part one

Asteroid Mining
Generates additional MP Per quarter
Affected by
Mining
R & D
Industry
Shipyards
Standard of living and Education

Level 1 1, provides trading MP for traders
Level 2 1d4-1
Level 3 1d4+1 ancient space artifact discover chance 10%
Level 4 1d6-1
Level 5 1d6+1 10%
Level 6 1d8+1
Level 7 2d8
Level 8 3d8 10%
Level 9 4d8
Level 10 5d8 10%
____________________________________________________________
Combat Science
Is affected by
Tactics
Worm hole technology
Ship speed
Standard of living and education
Population base

Level 1 Combat Science gives +5% damage per combat round
Level 2 CS gives +10% damage and reduces Damage Received by 5%
Level 3 CS gives +15% damage and reduces DR by 10%
Level 4 CS gives +20% damage and reduces DR by 15%
Level 5 CS gives +25% damage and reduces DR by 20%
Level 6 CS gives +25% damage and reduces DR by 25%
Level 7 CS gives +25% damage and reduces DR by 30%
Level 8 CS gives +30% damage and reduces DR by 35%
Level 9 CS gives +50% damage and reduces DR by 50%
Level 10 CS gives +75% damage and reduces DR by 60%
Level 11=?
_____________________________________________________________________
Counter Intelligence Community
Is affected by
R&D
SL&E
Politics & Diplomacy
Trade
Note 1: Upon conversion of a spy earn a 1 time 10% increase in points to Intelligence community and R&D.
Note 2: This only comes in to play when your empire has met another or more empires; it provides you with answers to questions about other entities.
You may build up this field; however it still costs one material point each to send each of your spies out to ferret out what you want to know.
Note 3: Each level of CI gives a +.5 bonus to politics and Diplomacy
Note 4: Upon conversion of a spy earn a 1 time -20% to tactics against that empire

Level 1 Base 10% to discover spies from another empire
Level 2 Base 15% to discover spies and 5% to convert spy to your empire (expressed as abstracted transference of points from enemy empire to your empire) 5% to slip false info
Level 3 Base 17% to find spies & 8% to convert spy, 10% to slip false info. Negate one Hearts and Minds attack automatically
Level 4 Base 19% to find spies & 12% to convert spy, 11% to slip false info.
Level 5 Base 21% to find spies & 15% to convert spy, 12% to slip false info.
Level 6 Base 25% to find spies & 19% to convert spy, 13% to slip false info. Negate two Hearts and Minds attack automatically
Level 7 Base 27% to find spies & 20% to convert spy, 14% to slip false info.
Level 8 Base 29% to find spies & 22% to convert spy, 15% to slip false info.
Level 9 Base 31% to find spies & 25% to convert spy, 16% to slip false info.
Level 10 Base 35% to find spies & 29% to convert spy, 17% to slip false info
_____________________________________________________________________________
Counter Seti
Affected by
R&D
Used to reduce the chance of another empire learning of your direction or existence before you wish them too.

Level 1 -0%
Level 2 -5%
Level 3 -10%
Level 4 -15%
Level 5 -17%
Level 6 -21%
Level 7 -30%
Level 8 -35%
Level 9 -40%
Level 10 -50%
__________________________________________________________________________
Hearts and Minds
Affected by
Counter Intelligence
Politics and Diplomacy
SL&E

This only comes in to play when your empire has met another or more empires; it provides you with options that are not combat related to other entities.
You may build up this field; however it still costs one material point each to send each your teams out to accomplish what you want to do. Each one of these has a variable % chance of success not including what each empire safe guards are. Some are much more difficult then others

Options
Affect one field (halt growth)
Sabotage field (reduce field by 2d20)
Disrupt ship orders
Assassinate diplomat (reduce Politics by 30% each time)
Disrupt alliance
Change bp usage
Steal ship (additional cost) %=( 2 x mp)-bp
Cause 1 minor Planet to change allegiance
Cause 1 major Planet to change allegiance

Level 1 choose one from the above 10% base success
Level 2 choose one from the above 30% base success
Level 3 choose one from the above 40% base success
Level 4 choose two from the above 50% base success for one, 25% for second.
Level 5 choose two from the above 60%/40% base success
Level 6 choose two from the above 70%/50% base success
Level 7 choose three from the above 60%/40%/10% base success
Level 8 choose three from the above 70%/50% /20% base success
Level 9 choose three from the above 80%/60%/30% base success
Level 10 choose three from the above 90%/70%/40% base success
_____________________________________________________________________________
Industry
Is affected by
Research and Development
Standard of living and Education
Each Level of industry generates a +1% to Population base
Level 1 Industry generates 1 BP for 1 Material point
Level 2 Creation of space pods docking: earn Mp per turn from asteroid mining when/if shipyards start designing space pods
Level 3 Industry generates 2 bp for each MP (and 1 free bp for traders)
Level 5 Industry generates 3 bp for each MP and allows Terra-forming of one planet by one letter movement (I.E. from C to B or B to A see atmosphere types) in 10 turns
Level 7 Industry generates 4 bp for each MP, terra forming in 5 turns, two planets.
Level 8 Industry generates 5 bp for each MP, terra-forming in 4 turns; two letter Types, 4 planets in 4 turns
Level 9 Industry generates 6 Bp for each MP allows Terra-forming of unlimited number of planets per turn
Level 10 Industry allows changing a planet from misc to minor (5 turns) and minor to major (10 turns)
Level 11 Industry =?

1:42PM - Exspansion Requirements

Frontiers of Expansion
The following Fields are parts of each empire, you will be required to spend points are you so choose. Each will affect your empire in one way or many ways. Each turn you put Material points into a field, a d100 will be rolled: all modifiers added into the total, if the combined total exceeds a breakpoint number, Your empires tech base for that field has increased by 1 all empires start with a tech base of 1 in each field. You will only get the bonus points from a field if you put at least 1 point (MP) into it. No points applied no current bonus.
Level 2 requires a 100 breakpoint
Level 3 requires 150
Level 4 requires 250
Level 5 requires 375
Level 6 requires 500
Level 7 requires 600
Level 8 requires 800
Level 9 requires 950
Level 10 requires 1500
Level 11 requires 2500
Level 12 requires 5000
Level 13 requires 7500
Level 14 requires 10000
Level 15 requires 20000 and the first person to reach this in ½ of the fields of science becomes the Automatic ruler of the known universe

Thursday, July 29, 2004

7:16AM - What will happen here

I am planning to run a play by liveJournal science fiction stratagy game (not roleplaying) I have the rules almost finished and will post them here. More then likely tonight.

The game is open to anyone.

I will post your turns to the journal, the private info will be locked to that player and I.
Public info as it occurs will be posted to this journal.

this could be fun!

Post here if you want to join in.
Please provide your contact email. I will delete your posting once I have recorded your email.
I will assign or will discuss in email your empires name.
Do not post in the request to join posting, an empire name.
I prefer that others not know who you are at this time.