Well, good day to you. I welcome you to "Dark Horizons 2.0". This game has been worked out by myself, with help and advice from many helpful people present on these very forums. The influence of Frymonmon's World in Revolutions especially should be noticeable, even more so than in the original Dark Horizons. Though this game might seem complicated to some, for you the player it is everything but.
This game is run by me, Dyranum, and Co-GM MastahCheef117.
State Application is: CLOSED
EDIT: This game has started, but people can still join.
It is the year 2552, one hundred years after the collapse of the Imperium of Manx. The chaotic fall of the Imperium lead to devastation on an interstellar scale. Whole systems were rendered barren or abandoned. Many of the multitude of different species and human states were reduced to the immediate surroundings of their homeworld. Despite all this, the myriad states managed to survive and re-establish communications with each other. As of the present, they are all fully capable of throwing themselves out into the new wilderness that the collapse has generated.
The Imperium of Manx itself still exists, albeit in shattered remnants. However, the most powerful of the Imperial remnants, based out of the human homeworld and Imperial Capitol of Earth, in the Sol System, remains a great threat to the myriad of sovereign states emerging from the ashes of the old Imperium.
The Game and State Application:
The basic idea is that you come up with your own space-faring state which you then play. You are to simulate your country as its head of government. You may pass laws, direct your military, as well as a great many other things. However, if you manage your state badly or without care to your people, then you might very well face a revolution.
To apply for a state, choose a colour and a starting system. You should also choose how to spend your "development points" (I will get to what those are later on). Then create a backstory for it which fits in with the overall backstory of the game. It makes it easier for me to understand what your state is all about.
Additionally, the strongest remnant of the Imperium of Manx (known by that name) is playable. The player playing as the Imperium of Manx will start out with the Sol System, which starts out with a higher development level than other systems. If nobody picks the Imperium of Manx, then it will be an NPC. (EDIT: Manx has been claimed)
The Western Remnant of the Imperium of Manx is also available - based out of the original capital of the Imperium: the Manx System - though it will not appear on the map as an NPC if not taken unless deemed necessary.
Excepting the Imperium of Manx, your starting position is customisable with the use of so-called "development points". You are alloted two of these.
With a development point you can add one of these things to your starting roster: 1 development level to one of your systems, 1 additional starting system, 1 additional space technology level, 1 Heavy Ship, 2 Medium Ships, 6 Light Ships, or 1 additional stability.
Here is an example sheet for your convenience (this is simply an example and your application sheet does not actually have to look like this):
Name: The Western Imperium (Imperium of Manx)
Capital System: Manx
System of Government: Absolute Monarchy, Empire
Leader: Emperor Valentinian II
Development points used for: 1 development level to homesystem, 1 additional space technology level
Backstory: The Western Remnant of the great Imperium, based out of the original capital of Manx. The Western Imperium is a formidable challenger to the Sol-based Manx for the title of "Imperium of Manx".
Rules & Procedures
The rules are quite simple. You send the orders you wish to do to me, Dyranum. What you want to do is only limited by your imagination and what is feasible in this sci-fi premise. For example, you can make an order about building a gigantic banana statue and that would go by fine (provided that your dice rolls were good), but if you want to build a galaxy-destroying superweapon then that's not going to happen. Keep in mind that you can trade with other states, create secret treaties, etcetera.
Each turn constitutes one year. No more and no less.
The main goal of this game is simply to have fun and guide your own state through this new and turbulent era. Conquest of the whole map is not the absolute goal, nor will such a goal garner you any allies. You can shape your state any way you want, provided that you have the support to do so.
If you are going to post something Out Of Character in the thread, then tag your post with "OOC:".
A state shall submit their orders to me (Dyranum) or MastahCheef117, depending on which sector the state is in, via Private Message. The title of this message must have the name of your state and the date which the orders are for. For example, an order for the Imperium of Manx in 2440 would read: "DH – Imperium of Manx, 2440".
There are two kinds of orders. Regular Orders and War Orders. You are allotted five Regular Orders for each turn. They can be used for pretty much anything. Be it building units, destabilising an enemy, signing a treaty with another state, spying, or concocting an evil plan of creating genetically-altered gorillas to release on an enemy world. What is and what is not possible is limited by reason and technology. You cannot, for example, order the construction of a giant gun which can shoot across the whole map to blow up systems of your choosing.
War Orders are limited to 4. These orders concern the movement of ships et al and are only available when you are in some sort of conflict. In these orders you can order your fleet to move to attack the enemy, occupy territory, etcetera.
NOTE: You can only revise your orders once. Preferably none, though.
NOTE2: Some treaties do not need an order to be signed. These includes: peace treaties, as well as cease-fire treaties. Non-aggression treaties are not really counted either. Cease-fire treaties are not counted since they don't actually have any effect. You simply have to tell your units to not engage whoever you are fighting. The reasoning for peace treaties is obvious. Non-aggression treaties have a similar reason to cease-fire treaties.
As for Peace treaties, you must include a signing of one in your orders, but it does not actually occupy an order.
NOTE3: Orders should be as short and concise as possible. Preferably under 2 lines. Unnecessarily long orders WILL be ignored.
Here is an example of orders sent in by a player:
DH – Imperium of Manx, 2440
- Improve infrastructure throughout the state.
- Increase stability
- Build 10 Escort Ships.
- Sign a treaty with the Earth Government
- Conduct research into advanced weaponry.
- Move a fleet of 20 Escort Ships and 10 Capital Ships to attack the Terran Ascendancy to the south.
The primary update is the yearly one. This is where the effects of your orders all play out. If I feel the need to do other, smaller updates, then I will do so. However, I will attempt to limit myself to the larger ones.
There are two classes of income. The first is the regular income from your systems, which depends on how developed your systems are. Each system level gives 5 more credits in income. Your homesystem starts out with a development level of 50 by default, but that can be increased with the development points that you start out with. On the map, development levels are represented by numbers on the respective systems.
Note that some systems might start off with a -1 development level. This costs you income, and represents places that are very hazardous. Also do note that some systems might be utterly worthless. These systems do not have a number.
The other class of income is called "Other Income" and includes all other income-sources.
EDIT: It must also be noted that the higher the development level of a system is, the more defences it has. Every level adds what equals to half of a Light Ship in terms of combat capability onto the total defensive capability of a system.
While you can obviously undertake research projects in such things such as biology, the research stat readily visible in the state stats that you are given at start is the Space Technology Level. This determines how advanced your space weaponry and armour is, as well as how good your crews are. The cost for improving this increases along a linear estimate for each level, so research Space Tech Level 10 will be much more expensive than research Space Tech Level 4. However, there is one thing which must be kept in mind: With higher Space Technology Level, the more your spaceships will cost to construct, as the improved equipment and related things do cost.
Here's a brief rundown of the stats of your state in the order that they will be presented on a stats sheet.
Bank: How much credits you have in your treasury. If you have a negative number, then you're in debt. Debt siphons off 50% of the amount that you are in debt from your income. Every turn. So, I suggest that you do not debt-spend.
System Income: Your base income gained from your systems.
Other Income: Any other income sources.
Upkeep: The total cost of maintaining your military forces.
Actual income: Your actual income.
Stability: How stable your government is. Runs on a scale of 0-10. 10 is as stable as one can get, while 0 pretty much means that a collapse is imminent.
Prestige: How prestigeful your state is.
Space Forces Level: This is a measure of how advanced your space weapons and equipment are, as well as how competent and well-trained your ship crews are.
Light Ships: These are the weakest but also fastest and cheapest of your ships. Excellent for screening more valuable ships.
Medium Ships: These are your average jack-of-all-trades.
Heavy Ships: The heavy hitters. Dishes out the most damage and can take the most punishment, but are also the most expensive type of warship available.
Last Notes: to Old Players
This is a thorough reworking of the original Dark Horizons, with the thought in mind of making it bearable to GM. I sincerely apologise for doing this, but I could simply not keep up with the amount of work needed.
Rules Updates: New Order System
IRC Channel for the purpose of OOC chat:
Instructions: 1-Go to coldfront.net
2-Choose if you're using the flash ap or the java app.
3-Create a screenname
4-The page auto adds you to the #coldfront channel, which is displayed at the list on the left side of the screen. Close that
5-In the command box down below type /join #Dark_Horizons
6-You're in and ready to chat
The Imperium of Manx (Spectre17)
The Human-Sandhana Republic (Spitfire5793)
The Tyrion Syndicate (tyriet)
The Jorlyon Empire (MastahCheef117)
The Alkaterian Empire (Thandros)
The Terran Ascendancy (Dyranum)
The Brotherhood of the Stars (Polar Mongoose)
The Intergalactic Space Empire of the Mongols (Shynka)
The Republic of Siltways (StLeibowitz)
Sector 1: 3 NPCs
Union of Central American Nations (Normal country) (region 2)
Kingdom of Komnenia (Aggressive expansionists, not unreasonable) (region 8)
Verlin (trader) (region 7)
Sector 2: 5 NPCs
The Western Imperium/The Imperium of Manx (Western Roman Empire/Frankish Empire/Holy Roman Empire) (region 10)
Empire of Wyoming (Aggressive expansionists, not unreasonable) (region 6)
Arn Consortium (trader) (region 7)
Nitheim Resurgence (militaristic trader) (region 12)
United Councils of Farinenion (neutral) (region 13)
Union of Communes (Permanent Revolution) (region 8)
Sector 3: 2 NPCs
Kjell-Mora Corporation (not quite a trader, KMC) (region 4)
United protectorates (wary neutral) (region 3)
Sector 4: 6 NPCs
Luopica Colonists (trader) (region 5)
Purian Hierarchy (militaristic aliens) (region 6)
Great Tie (Mind your own business!) (region 7)
Crimea Ryvuhr (aggressive expansionists) (region 10)
Galan Rim Union (wary trader) (region 11)
Aluxian Descendants (trader) (region 12)
NPC Nations Overview
The Rise of the Imperium of Manx, by famed historian Juan Alie (abridged)
The Trade Order
The Commune-Nitheimer War (14th February 2554-19th December 2554)
Sectors & Regions Map
Continually Updated Map