System Type - (HOMEWORLD, Binary System, Single Star, Starless Nebula, Anomaly, Trinary System, Starless Nexus)
Use the following table
1-10
Anomaly
11-20
Starless Nexus
21-30
Starless Nebula
31-60
Single Star
61-65
Single Star with Nebula
66-90
Binary System
91-95
Binary Nebula
96-100
Trinary System
Anomaly - self explanatory Y/N, might delete
Anomaly Type - (Only used if anomaly system) (See Anomaly Table)
Special Features - (N/A for HOMEWORLD, all other lists number of INHABITABLE planets, with Super Terra worlds (habitable and larger than normal) noted. Each system has 8 potential planets per star if star type permits habitable planets. Roll 1d100 per slot, 51-85 Indicates a Type T planet, 86-100 an ST
In addition, lists type of nebula, special properties of anomalies, etc.
To determine if there are habitable planets in a system, first roll 1d100, on a 30+ there will be 8 potentially habitable planets per star in system.
Number of WP
WP Connects (Will be revealed to players as they explore)
System Max POP - (1000 POP for HOMEWORLD, 100 POP per habitable planet, 200 per ST)
Growth Modifier - (Generated with 1d3) Used to determine how quickly a system grows once the first POP is settled via colonization and is a divisor for how long initial colonization takes
Wealth Modifier - (Multiplier for MC generation. HOMEWORLD is 5, all other worlds determined by 1d10)
Habitability - (Generated with 1d10 for each planet, ST count twice, take MEDIAN) HOMEWORLD default is 0, Can colonize systems with a HI of HOMEWORLD Rating +EL+TERRAFORMING SL
Racial Determination – a measurement of how stubborn and determined a race is in the face of adversity. Also how committed a race is to the overall success of the race.
Racial Chauvinism – a measurement of the pride a race takes in itself and its history, also affects how a race views ‘alien’ races. In addition, is a rough measurement of how resistant a race is to foreign influence and how loyal the race is to the leadership
Racial Militancy – a measurement of how aggressive a race is both internally and externally.
Racial characteristics can have a value of either 33 or 66 and are primarily used vis-à-vis non-player races. Player races have complete control over their interactions with other player races and these statistics should only be considered RP guidelines in PC to PC interactions.
That being said, there are game system affects for the various values as seen in the following table.
RD
33 - -1 POP growth, -1 System Wealth Modifier, -1 HI
66 – Default
RC
33 – 5% chance per system per turn of 2d100 POP going into revolt for 1d4 turns (reduces MC income by this amount times system WM until the revolt is settled)
66 – Default
RM
33 – Default
66 – 50% discount on military installations and ships
There are several arrays of racial characteristics available
Default (66,66,33)
66,33,66
33,66,66
66,33,33 1 Race Bonus Point (see below)
33,66,33 1 Race Bonus Point
33,33,66 1 Race Bonus Point
33,33,33 2 Race Bonus Points
Racial Bonuses
All races start with 1 Race Bonus Point to spend
Additional points can either be purchased with Racial Disadvantages or by taking certain racial characteristic arrays
As it has 22 HS, it will take the starting 10 SY shipyard 1 turn to complete 5 of these ships (Maximum yard capacity of 120, building 5 takes up 108 capacity)
There are three distinct phases of exploration. Probing the entry warp point, basic system scan, and detailed system scan.
To probe a warp point requires a vessel equipped with System Survey Instruments (X) to spend 1 turn directly scanning the warp point in question.
Once this is complete the survey ship is able to transit the warp point.
A basic system scan will reveal the most basic information about the planet, namely the type of system and number of habitable planets.
This scan requires System Survey Instruments (X) and takes (20-(X rating))
In the event of a starless nexus or nebula, this step autocompletes upon transit.
In the event of an anomaly, the anomalies rules will apply
A detailed system scan will reveal all relevant details of a system, including discovering all findable warp point, the System Growth Modifier, the system Wealth Modifier, and the Habitability Index.
This scan requires both System Survey Instruments (X) and Planetary Survey Instruments (Xp) and takes (40-(X rating)-(Xp rating)). Rounding up.
Capital X combines X and Xp into one platform and in addition is capable of combining basic and detailed scans into a single comprehensive scan. This will require 30-(Xc rating) turns to complete.
IMPORTANT NOTES
No data is revealed until the survey ship returns from the survey, unless a second vessel serves as a courier vessel or courier drones have been developed.
As Survey Instrument technology improves it might prove worthwhile to have so-equipped survey vessels redo detailed system scans on already surveyed systems. There might be more things to find.
There are two logistics pools that players are required to maintain
Construction Pool
Fleet Trains
These pools are defined by either the total number of freighters dedicated to the pool (Construction) or the total cargo value of the freighters attached to the given fleet trains.
Construction Pool
This represents the total freight capacity of the Empire dedicated solely to Imperial projects. This pool is abstracted by purchasing generic ‘freighters’ with MC. These freighters do not take up SY or SYM, nor do they have a build time.
The Construction Pool Requirement is calculated as follows.
1 Freighter per 100 PU
1 Freighter per SY or SYM
1 Freighter for every 5 MS
1 Freighter per active colonization effort (this freighter is expended once colonization is complete, being broken down to parts to form initial space infrastructure for the colony)
Construction Pool freighters cost 500 MC each
Failure to maintain a sufficient Construction Pool will have the following effects
Any SY, SYM, or MS that is not matched to a freighter from the Pool ceases operation until such time as a freighter is available
Any block of 100 PU that is not matched to a freighter from the Pool contributes no MC that turn and the planet/planets said block is located at will not grow that turn.
Freighters in the Construction Pool can be both targeted and escorted by military forces.
Escort can be accomplished by specifying a fleet to perform escort duties Empire wide with Standing Orders to engage in freighter escort
Convoy orders double the effectiveness of the Escort fleet, but increase required freighters in the pool by 25%
Attack can either be through fleets given raid orders, or via special operations via the espionage rules
Fleet Trains
All ships may operate indefinitely in colonized space without need of a dedicated train. Any fleet that is not stationed in a colonized system requires one to operate.
EXCEPTION, Scout Vessels using Ic (commercial drives) and possessing 10 H may operate independently without benefit of a train
The Explorer (EX) hull type may be developed to also permit independent exploration without need of a train providing they have at least ONE (1) Hs.
Logistics vessels for the fleet train are designed like all other Large Craft.
Logistics vessels using I (military) drives count their HS towards the required cargo capacity for fleet operations
Logistics vessels using Ic (commercial) drives count one quarter their HS towards the required cargo capacity for fleet operations.
Logistics vessels must be specialized to the role
All logistics ships are required to possess at least ONE (1) Bsa and at least ONE (1) Hb
Any weapons equipped are normally for self-defense and will not factor into normal fleet battles.
Logistics vessels CAN be assigned to Construction Pool escort as Q-Ships
Failure to maintain required logistics capacity in the fleet train has the following effect
The ratio Available Cargo Capacity/Required Cargo Capacity is taken and that amount of damage is applied to the fleet.
Note that this damage is immediately repaired once logistics capacity is restored to full. This is quasi-temporary damage in that it represents crews running out of food/water, spare parts, and fuel rather than physical damage to the ships.
Any ships that are in fleets which are out of supply which rely on weapons that require Mg or Mgs lose all associated offensive value, as the supply vessels will be prioritizing essentials like food, water, etc.
These installations are built using MC and do not take up SY, SYM or MS space
Science Centers
Cost is (10000*(EL+1)*(Total Number of Science Centers).
Upgrade cost is (10000*(EL+1)*(Total Number of Science Centers)-(10000*(Current Center Rating))
All Imperial Science Centers must be upgraded to (Current EL+1) before any research into increasing EL can occur
No more than one (1) Science Center per system
Science Centers represent the aggregate pure research and science assets of the system, comprising multiple labs, think tanks, and facilities spread through the inhabitable volume of the system. The more Science Centers an empire possesses the more difficult it is to fully staff them due to the specialized requirements for personnel.
Science Centers require 100*EL*(Total Number of Science Centers) MC per turn in maintenance
Research and Development Centers
There are two types of R&D Centers
Generic
Dedicated
Generic R&D Centers
Cost is 2000*(Tech Tree SL^2)
Upgrade cost is (Cost for a new Generic R&D Center of desired SL)-(Cost of current Generic R&D Center)
Generic R&D Centers require 100*SL MC per turn in maintenance
Dedicated R&D Centers
Cost is (1000*(Tech Tree SL+1)*Tech Tree Modifier)
Tech Tree Modifiers are listed in the Tech Tree table
Upgrade cost is (cost for new Dedicated R&D Center of desired SL)-(Cost of current Dedicated R&D Center)
Dedicated R&D Centers are built for specific tech trees and can only research equipment belonging to that tree.
Dedicated R&D Centers require 100*SL MC per turn in maintenance
Each system may have 1 of each type of R&D Center
This means 1 Generic and 1 Dedicated, not 1 Dedicated of each tech tree
R&D Centers must match the SL of the technology implementation being developed
R&D Centers of both types represent the aggregate engineering and development assets of a given system, comprising multiple facilities spread throughout the habitable volume of the system.
Planetary Defense Centers
Planetary Defense Centers (PDC) come in three varieties
Standard
Concealed Missile Silos
Concealed Ground Bases
Standard PDC are massive fortress installations that house command and control facilities for entire systems and serve as system HQs
Each habitable planet in a system can have a Standard PDC
Standard PDC act as a CIC for all friendly units in system but not for defending units in warp point assaults
Each habitable planet in a system gets a basic Standard PDC free as part of colonization
Standard PDC’s house 100 base points of ground defense forces per planet
Technology modifiers can increase the effective point value of these forces
These forces regenerate at a rate of 10 base points per turn in which no ground combat or orbital bombardment occur
Regeneration rate halves if system is under siege
Regeneration rate halves if planet is under siege
These modifiers stack
Standard PDC’s can be destroyed via orbital bombardment in 20-(Attackers Missile SL) rounds
Concealed Missile Silos are hidden launch silos for missiles, with the range/damage profile of the highest SL missile type available
For civilizations which choose to not start with any missile weapons, Concealed Missile Silos default to SL 1 standard missiles
If a civilization has multiple missile types, the player chooses which type is mounted in the silos
Each CMS costs 1000*(Missile SL)/(EL-1 Minimum 1) and takes 1 turn to build
Each CMS can fire once per turn, and requires one (1) turn to reload
Before firing CMS cannot be targeted by enemy bombardment
After firing CMS can be destroyed by 2 rounds of orbital bombardment
CMS constructed while enemy units are in system are considered revealed if enemy units possess Xp
Concealed Ground Bases are hidden defensive strongpoints and supply caches
Each CGB contained 50 base points of ground defense forces
Each CGB costs 10000*(Ground Troops SL)
CGBs require 10 MC per turn of maintenance in peacetime
CGBs require 20 MC per turn of maintenance in wartime
R&D Centers handle Specific Technology Development
SL/EL Advancement
SL Advancement
Any given Science Center of appropriate rating can research a Tree SL
Science Center must meet or exceed the Tree SL being researched
SL Research costs 1000*SL per turn
SL research takes a minimum of ((SL being researched)*(Tree Research Modifier)*(-Special Modifier))/(Science Center Rating) turns FRU
Minimum time is 1 turn
Each turn after the minimum is reached (including the turn the minimum is reached) there is a cumulative (((Science Center Rating+1)+(Special Modifier))*(1+(Racial research bonus))) percent chance of a breakthrough, completing the research project FRU
The minimum per turn percent chance is a cumulative 1% chance
As an example, researching to advance SL in a tree with Tree Research Modifier of 1, the presence of a Knot (Special Modifier of -10), SL being research of 2, Science Center Rating of 11 and a Creative race.
Minimum research time is ((2)*(1)*(10))/(11) or 2 turns
Per turn chance of breakthrough is ((12-10)*(1+.05)) or 2.1%
This is cumulative, on the second turn the breakthrough chance is 4.2% etc
EL Advancement
Before starting EL advancement one must have (Desired EL)+1 Science Centers of maximum tier for current EL available for the project
All centers dedicated to this project are unavailable for any other work
EL Research costs (1000*(current EL)*(.5*(EL being researched))) per turn
EL Research takes 12 turns per desired EL level being researched. For each Science Center over the minimum dedicated to the project reduce this time by 2 turns.
As an example, going from EL 1 to EL 2 will require 2 Tier 2 Science Centers
Cost will be (1000*1*(.5*2))=1000 MC per turn
Research will take 12 turns
If a third appropriate tier Science Center is devoted to the research time will be 10 turns
There is a minimum cooldown of 36 turns between initiating EL advancement projects
Specific Technology Development
Once the appropriate SL in a given tree is unlocked via Science Centers the associated technologies within that SL are available for research
Note, not all technologies will appear, as some require multiple trees to be unlocked, and a small number require certain events to trigger to become available
New ship hull types are an exception to these rules. Once the appropriate EL for the hull type is reached one of two things will happen, either you simply will need to build a prototype hull to ‘unlock’ the hull type for production, or at specific tiers you will need a knot breakthrough. Details will be in the hull type listings
Each R&D Center can work on one project at a time
R&D projects must be developed in order
For example, if you are SL2 in a tree and have not developed the SL1 version of a particular technology, you cannot research the SL2 version yet
It is possible to obtain technologies from 3rd parties, either through conquest, trade, espionage, or gift. In such cases, all previous tiers of the technology in question are treated as having been researched.
Certain events may modify this rule
R&D Cost is (1000*SL*(Tree Research Modifier)*(-Special Modifier) per turn
R&D Minimum Development Time is ((SL of technology being researched)/(Number of R&D centers researching))+(Tree Research Modifier)-(Special Modifier)
Minimum time is 1 turn
Each turn after the minimum is reached (including the turn it is reached) there is a cumulative (1+((Average R&D Center Rating involved)+(Special Modifier)))*(1+(Racial Research Bonus))
As an example, researching a technology with SL of 1, with 1 rating 11 R&D center involved, with a Tree Modifier of 1 and is a knot for a modifier of -10 for a creative race
R&D Cost will be 1000*1*1*10, or 10000 MC per turn
Minimum time will be (1/1)+1+10=12 turns
Per turn cumulative breakthrough will be (1+(11-10))*(1+.05)=2.1% per turn
List of Special Modifiers
Knot
A particularly difficult/complicated SL or R&D target
A straight -10 Special Modifier
Hard Knot
An extremely difficult/complicated SL or R&D target
Imperial Income is determined in the following steps (in order)
Determine Gross Income
Determine Pre Event Net Income
Roll for Economic Events
Determine Post Event Net Income
Add PENI to Imperial Treasury
Add GTN Dividends to Imperial Treasury
Add/Subtract Trade Income
Subtract purchases
Invest in GTN
The formula for Gross Income is as follows
Each System Income = ((Total PU)*(System WM)*(Empire EL))+(Global Wealth Modifier)
Total all System incomes together to get Empire Income
Once Gross Income is determined
Subtract all upkeep costs
This will generate your per turn Empire Income
This can be modified depending on events
Add the Empire Income to the Imperial Treasury
Add dividend payments from the GTN to the Imperial Treasury
Add any trade income for that turn
Subtract any trade payments for that turn
Spend MC
R&D Costs
New ship construction
New installation construction
Colonial Assistance
The Imperial Treasury must under all circumstances remain positive
PU, WM and EL already abstract within themselves things like loans and debt
The Imperial Budget is assumed for the purposes of the game to always be managed in the most competent manner possible, what default/bankruptcy means in this game is that the faith and credit of the government is wholly exhausted and the entire economy collapses
If the Imperial Treasury will go negative with a given turns Empire Income expenses will be liquidated in the following order in order to balance the budget
Construction Pool vessels dedicated to SY, SYM or MS are sold for .1*purchase price (or 50 MC each)
Military Vessels are sold at .25*purchase price
If the Imperial Treasury is still in deficit
Ongoing Science Center projects are suspended
Refund the monthly cost of each project to the Treasury
Player chooses what projects to sacrifice
For each month after the first that the project is suspended EITHER 5% is deducted from breakthrough chance OR 1 additional month is added to minimum research time
Ongoing R&D projects are suspended
Refund the monthly cost of each project to the Treasury
Player chooses what projects to sacrifice
For each month after the first that the project is suspended EITHER 10% is deducted from breakthrough chance OR 2 additional months are added to minimum research time
If after all the above the Imperial Treasury is still in deficit
Funds deposited in the Galactic Trade Network are withdrawn at standard withdrawal fee rates
If in contact with other players may make deals to avoid default loss
For example trading unlocked technology for an MC infusion, trading a colony system for an MC infusion, etc
If unsuccessful or not in contact
Game over for player
If in contact with other Player civilizations, other civilizations may bid MC for player assets as the bankrupt civilization dissolves into anarchy and the vultures descend. Cue sad violin music.
If player has not left starting cluster
Cluster is deleted
Player may start again as a new civilization in a fresh starting cluster
Players who are in contact with each other can engage in trade, see Empire Trade section for details.
Galactic Trading Network
Players may invest up to 10% of the Imperial Treasury into Securities administered by the same mysterious (and supposedly witty) robots who operate the Galactic News Network.
These funds accrue ((.01*1d10)-.02)% minimum zero (0) MC in dividend payments per turn
Withdrawals from the Galactic Trading Network cost 10% of the amount withdrawn in fees
Funds deposited in the GTN are immune from certain events
Income is calculated at the end of a given turn
All deficits must be accounted for before the start of the next turn.
Every turn that a system has less than full PU capacity
System will grow by (System Growth Modifier)+(10% Current PU min zero FRD)+((1d6)/2 FRD))+(Global Growth Modifier)+(Special Modifier)
For example, a newly colonized one planet system on its first round of growth with a System Growth Modifier of 1 with a roll of 5 and a Slow Growth race and no Special Modifier
1+0+2-1+0=2 new PU
Certain events can cause Special Modifiers to occur
These events and modifiers are generally system specific
PU growth is not simply birthrates and such, but also represents building infrastructure, economic growth etc
In systems with multiple planets (T or ST) PU growth is distributed evenly among the planets
See Colonization Rules
Once a system reaches maximum PU any excess PU generated in the growth phase is discarded
The J engine, also known as Tactical Engines, operate much the same as I engines. For the advantage of faster tactical speed (and essentially controlling the fighting range), they sacrifice strategic speed, LRW rating, and have a larger blindspot. J engines are military engines.
Abilities and Restrictions
All LRW offensive ratings are multiplied by .9
Engine Blindspot is 120 degrees (180 degrees on Fast or Rapid Hull)
This multiplies Defense rating by .12 (.18 for Fast or Rapid Hull)
The drive-field stabilizer is a device that smooths out the power input and feedback to/from a military drive-field. By placing less stress on the engines, they are, as a group, better able to safely maintain a higher cruising speed.
NOTE – DFS and It CAN operate at the same time, any unit that suffers an engine burnout also burns out the DFS, Safe Cruise speed may never exceed maximum speed
Engine Tuners are a brute force method of increasing speed, at the cost of increased radiation that kills crews after a short period. Engine Tuners may only operate ONCE per encounter, and each usage has a 10% chance to cause a -5% Global Combat Modifier due to loss of personnel and reduced morale.