After the defeat of the Interstellar Union at the hands of the Grand Coalition, the races of the Union Systems were forced into flight. With the entire upper section of the Government dead or missing, the remainder of the Capital fleet made the decision to take all refugee fleets that remained with them and make the journey to the Scorpia Nebula, where the Reserve fleet have gathered in the hope of a counter attack against the Coalition forces.
Poorly equipped, and with only enough supplies to make 8 of the 11 FTL jumps required to make the journey, the flotilla faces poor prospects. The multitude of different races had differences even in the best of times, but now as the IU's very existence, and indeed the lives of the refugees, looks bleak. In the hope of coordinating the difficult road ahead, the civilian and military fleets call a meeting at the remaining Flagship, the IUS Guardian. A Parliament of civilian representatives, along with the highest military staff, must make the most difficult choices in the Interstellar Union's history.
Stay strong, remain calm, and keep flying.
Table of Contents
Gameplay
Flotilla is very much similar to the other Political-type games, but with one key difference; you have a very limited number of turns, rather than the near infinite span that other games have.
Each fleet represents a political or military unit within the Flotilla, whom must either defend it or attempt to survive the journey to the Scorpia Nebula. All fleets have a bio something like this at the beginning of the game, with the former sections being civilian and the latter military:
Fleet: Refugees of Coralonia / 31st Fighter Squadron "Blue Steel"
Commander: Zoidberg Squidlion / Cpt. Zoe Saffron
Supplies: 80%
Population: 10,000/1,000
Morale/Efficiency: 50%
Parliament/Combat Power: 5,000/500
Everybody begins with 80% supplies, which represents the food, fuel, oxygen, and everything else needed to survive in space. Every turn, this number gets reduced by 10%, and once you reach 0% your fleet is "dead in the water", and left behind. Essentially, a game over. Supplies are gained by the Flotilla every turn in varying quantities, and Civilian Parliament decides how much supplies are to be handed out throughout the Flotilla. As you may have noticed, you will not start with enough supplies to survive the journey - the core of gameplay is ensuring that you make it to the end.
Population is, as you would expect, the amount of your race on board your fleet. Since this is the portion of your fleet consuming supply, reducing your population will result in less supplies being consumed. At 10,000/1,000, you consume at 10% rate, but at 8,000/800, this is consumed at 8%. Supply loss is calculated to the nearest 1,000/100. Population also contributes to your power in parliament or your combat ability.
Morale and efficiency starts at 50%, and approaches your supply percentage by 5% every turn. For civilians it represents the willingness of your refugee fleet to continue on it's path and obey it's commander - as a result their power in Parliament will be significantly hindered in low morale. Combat fleets have efficiency, which represents how, well, efficient that unit is. This doesn't affect gameplay directly, but influences the final stat.
Parliamentary and Combat power is the population times morale/efficiency. Parliamentary power is how much your vote counts for, Combat power represents your ability in combat.
While this seems complicated, most of the maths will be handled by me. And by me, I mean Excel spreadsheets.
Parliament
The Interstellar Union Parliament is the main decision making body of the Flotilla. Each civilian fleet sends Representatives, shown in the form of Parliamentary Power, to make decisions on the course of the Flotilla, the allocation of supplies, new laws and other civilian issues. They have authority over the military fleets, but whether they obey is entirely up to them.
Whichever option gains the most votes succeeds, even if no overall majority is reached. Due to the state of emergency, there are no constitutional tricks or loopholes that can delay an option. The Fleet Admiral may veto a decision by Parliament if they feel it is a danger to the flotilla, but may not veto supply allocations. Political factions may be formed, though any sort of Party will be in name only, rather than a formal organisation.
If no explicit supply allocation is made by the Civilian Parliament in a turn, supplies will be handed out equally to each fleet, regardless of population or significance.
As this is the last remnant of the Interstellar Union's government, the military are expected to protect it at all costs.
Bold your vote along with your Parliamentary Power to make it official.
Interstellar Navy
The military fleets are far less democratic. At the beginning of the game, one military player will be selected by myself as the Fleet Admiral, who has the power of veto, may give orders to subordinates and form battle plans.
While all combat units in the flotilla are obliged to obey to Fleet Admiral, if an order is less than acceptable combat fleets may mutiny. If a majority of the combat fleets support the mutiny, the Fleet Admiral will be replaced. If it doesn't succeed, the mutineers will be tried and punished appropriately.
Due to the state of emergency, the military also has certain liberties it can take. A unit can draft any number of civilian conscripts from another fleet, at a cost of 1 efficiency for every 10 conscripts, should it find itself lacking numbers. Military units are less bound to the laws of Parliament, and can outright refuse to follow orders from anyone except the Admiral. Civilian fleets can also be raided for supplies, should the situation warrant it, however casualties will be taken.
The military fleets are expected to protect parliament at all costs, and will be expected to participate in the final counter attack after linking up with the Reserves in the Scorpia Nebula.
Any orders must be Bolded and made on the thread to make them official. Plans may be discussed in secret first, but must be executed publically.
Joining
To join, simply make a post with this application:
Fleet Name: (note that a fleet can be anything from a single, giant battleship, to a group of small transports, or even a swarm of fighters)
Commander:
Commander Bio:
Fleet Type: Military / Civilian
Race:
Race Bio: (skip if race is human)
Want to join after the game has started? Don't worry, joining in later turns is allowed. Statwise, you'll start with the same stats as normal, but with your supplies reduced by the number of turns.
Good luck, and have fun!
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