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DESTINIES AMONGST THE COSMOS
Welcome to Destinies Amongst the Cosmos, a re-imagining of the tried-and-tested Masters of the Galaxy format that focuses on the big picture and epic scale sci-fi empires. The game universe is purely crafted by the players, and revolves around diplomatic and political intrigue, as well as good old fashioned space battles, and is extremely roleplay heavy.
Contents
Prologue - A New Age
DESTINIES AMONGST THE COSMOS
Welcome to Destinies Amongst the Cosmos, a re-imagining of the tried-and-tested Masters of the Galaxy format that focuses on the big picture and epic scale sci-fi empires. The game universe is purely crafted by the players, and revolves around diplomatic and political intrigue, as well as good old fashioned space battles, and is extremely roleplay heavy.
Contents
Prologue - A New Age
Game Rules
THE MOST IMPORTANT RULE IS NO SHITPOSTING. THIS IS A KICKABLE OFFENSE.
Polities and Orders
Polities are the major political factions within the DAtC universe, which were created and chosen before this thread was posted. If you're playing a polity, you probably already know who you are.
Each polity submits 3 orders a turn to me via PM (plus any bonus orders they might have), which are the in game actions a polity will take. This can range from building ships, colonizing a sector, researching new tech, attempting to sabotage a neighbor, to other actions. The only criteria they have to fulfil is, 1) Be associated with an ingame stat or mechanic, and 2) Does not violate the reasonable suspension of disbelief for other players.
Orders should follow this format:
Order 1: Flavour text about order (no more than four lines for each, please). (Description of ingame effect)
At the end of the turn everyone's orders are rolled, either with a D6 or whatever RNG is needed for that action, and then the results are posted in the update.
Each polity submits 3 orders a turn to me via PM (plus any bonus orders they might have), which are the in game actions a polity will take. This can range from building ships, colonizing a sector, researching new tech, attempting to sabotage a neighbor, to other actions. The only criteria they have to fulfil is, 1) Be associated with an ingame stat or mechanic, and 2) Does not violate the reasonable suspension of disbelief for other players.
Orders should follow this format:
Order 1: Flavour text about order (no more than four lines for each, please). (Description of ingame effect)
At the end of the turn everyone's orders are rolled, either with a D6 or whatever RNG is needed for that action, and then the results are posted in the update.
Secondary Players
While there is a max of 9 polities, there can be any number of secondaries at any time running around. They have two orders and have several unique features.
- They do not have to pay for upkeep.
-They receive +50% revenue from colonial holdings.
- They can rule/command a polity's assets on their behalf, effectively allowing a polity to run their navy for a much lower price, or gain higher revenues from colonies, with the co-operation of another player.
- Unless they are commanding a fleet, there is no limit to how fast they can travel.
A secondary player can play as anything their imagination allows*, from a politician, to a general, to a corporation, to a mercenary group. Their role is to contribute to the depth of the game universe, and upset the status quo (you rascals).
*unless it gets the GM veto
- They do not have to pay for upkeep.
-They receive +50% revenue from colonial holdings.
- They can rule/command a polity's assets on their behalf, effectively allowing a polity to run their navy for a much lower price, or gain higher revenues from colonies, with the co-operation of another player.
- Unless they are commanding a fleet, there is no limit to how fast they can travel.
A secondary player can play as anything their imagination allows*, from a politician, to a general, to a corporation, to a mercenary group. Their role is to contribute to the depth of the game universe, and upset the status quo (you rascals).
*unless it gets the GM veto
Combat and Warfare
There are three classes of ships: Heavy, Medium, and Light. You pay an initial cost to build them, then pay an upkeep every turn to maintain them. While in theory infantry divisions exist as attachments to these ships for IC purposes, they do not exist in terms of stats.
If a fleet moves into a sector with enemy controlled colonies, the polity that owns the fleet will immediately occupy the sector. If there's an enemy fleet, they'll engage in combat, which is calculated using my own combat calculator (which I will not reveal because I know you rascals will immediately start min-maxing). If the attacking fleet wins, they take the sector and the defending fleet retreats, if they lose, the attackers retreat into the sector the attack originated from. In case of a draw, both fleets will remain in the sector for another round of combat or until one of the fleets withdraws.
In the case of a fleet occupying a core sector, things work differently. If there is no fleet to defend the core sector, a countdown of sorts begins. Every turn their core is being occupied, the defender's stability drops by 2. Once the defender's stability reaches 0, they are forced to unconditionally surrender to the attacker - meaning the attacker may impose whatever terms they wish on their defeated foe.
However, pushing for an unconditional surrender has it's own penalties, as continuing a war when the enemy has already given fair conditions of surrender will cause economy and stability penalties for the aggressor.
If a fleet moves into a sector with enemy controlled colonies, the polity that owns the fleet will immediately occupy the sector. If there's an enemy fleet, they'll engage in combat, which is calculated using my own combat calculator (which I will not reveal because I know you rascals will immediately start min-maxing). If the attacking fleet wins, they take the sector and the defending fleet retreats, if they lose, the attackers retreat into the sector the attack originated from. In case of a draw, both fleets will remain in the sector for another round of combat or until one of the fleets withdraws.
In the case of a fleet occupying a core sector, things work differently. If there is no fleet to defend the core sector, a countdown of sorts begins. Every turn their core is being occupied, the defender's stability drops by 2. Once the defender's stability reaches 0, they are forced to unconditionally surrender to the attacker - meaning the attacker may impose whatever terms they wish on their defeated foe.
However, pushing for an unconditional surrender has it's own penalties, as continuing a war when the enemy has already given fair conditions of surrender will cause economy and stability penalties for the aggressor.
Unrest
All polities have a stability score from 5 to 0. At five stability, everything is fine and dandy, and at zero the commoners/angry aristocracy/rowdy plants are storming the gates. Polities lose stability if they get the lowest possible value in a roll (so 1 on a D6), they take a stability hit in a random event (this will be explained later), default on their loans, or as a result of espionage by another polity. Every 2 turns, a polity will regain 1 stability if it has lost any.
At 5, 4, and 3 stability, there will be no stat penalties, but at 3 far off colonies may begin to defect or declare independence.
At 2, income will be halved due to unrest and the cost of keeping order.
At 1, you will gain no income, and you will get an uprising event unique to your polity.
At 0, you will be demoted to a secondary and will need to win a civil war/counter revolution to regain control.
In a civil war, parts of your own armed forces will turn on each other, as well as sections of your colonial empire. Other secondary characters can take advantage of your unrest and become a figure to rally around and potentially take control if they win, or can support the regime in return for rewards or greater personal power.
A possible idea for those who have a negative stability trait is that they have a maximum of 4 stability, instead of 5.
At 5, 4, and 3 stability, there will be no stat penalties, but at 3 far off colonies may begin to defect or declare independence.
At 2, income will be halved due to unrest and the cost of keeping order.
At 1, you will gain no income, and you will get an uprising event unique to your polity.
At 0, you will be demoted to a secondary and will need to win a civil war/counter revolution to regain control.
In a civil war, parts of your own armed forces will turn on each other, as well as sections of your colonial empire. Other secondary characters can take advantage of your unrest and become a figure to rally around and potentially take control if they win, or can support the regime in return for rewards or greater personal power.
A possible idea for those who have a negative stability trait is that they have a maximum of 4 stability, instead of 5.
Economy and Colonization
As with any nation state, the bread and butter of polities are their economies. Each polity starts with a core region with a set GDP, of which you receive 10% as tax every turn. This GDP can be increased through an economy boost order or a random event. At the beginning of the game, this is your only income.
Colonization is, in the early game at least, the quickest way to expand income. In a colonisation order a polity targets a region, a random number is rolled between 0-30, and the result is added to the selected region as Colonial Assets. The potential amount that can be colonized improves with higher levels of civilian tech.
Several polities can colonize a single region, and a polity's colonization is recorded as a percentage. Every galactic region has a possible total income, which is shared out between polities depending on how much Colonial Assests they have in that region. For example, if a region has a possible income of 100bn, and Polity A has 45% and Polity B has 35% Colonial Assets, then A gets 45bn income and B gets 35bn. A polity can colonize a region so long as it is next to their core region, or has a neighboring region where they have at least 40% Colonial Assets.
It is possible to run a polity's treasury into debt - this is not a bad thing in itself. However, if a polity's debt is above 100% of GDP for more than three turns they will default on their loans and go into austerity mode - which has a stability drop and blocks the polity from spending any more money until debt drops below 20% of GDP.
As a final note, in some regions there will be unique resources which unlock higher levels of tech to research, and confer an additional bonus (which can range from colonial speed bonuses to military upgrades). For every 33% of a resource-containing region colonized, a polity will get one instance of that resource. While having multiple instances of the same resource does not stack bonuses, spare resources can be traded to another polity.
Colonization is, in the early game at least, the quickest way to expand income. In a colonisation order a polity targets a region, a random number is rolled between 0-30, and the result is added to the selected region as Colonial Assets. The potential amount that can be colonized improves with higher levels of civilian tech.
Several polities can colonize a single region, and a polity's colonization is recorded as a percentage. Every galactic region has a possible total income, which is shared out between polities depending on how much Colonial Assests they have in that region. For example, if a region has a possible income of 100bn, and Polity A has 45% and Polity B has 35% Colonial Assets, then A gets 45bn income and B gets 35bn. A polity can colonize a region so long as it is next to their core region, or has a neighboring region where they have at least 40% Colonial Assets.
It is possible to run a polity's treasury into debt - this is not a bad thing in itself. However, if a polity's debt is above 100% of GDP for more than three turns they will default on their loans and go into austerity mode - which has a stability drop and blocks the polity from spending any more money until debt drops below 20% of GDP.
As a final note, in some regions there will be unique resources which unlock higher levels of tech to research, and confer an additional bonus (which can range from colonial speed bonuses to military upgrades). For every 33% of a resource-containing region colonized, a polity will get one instance of that resource. While having multiple instances of the same resource does not stack bonuses, spare resources can be traded to another polity.
Research
Research has been totally overhauled and condensed. Instead of several different branches of weaponry to research, they are all combined into a single tech progression. There are two researchable tech areas:
Civilian Technology: Each level increases colonisation speed, research speed, and adds 10% to core GDP.
Military Technology: Each level increases fleet efficiency, allows fleets to jump +1 tile in a single turn, and gives an extra combat order during wartime.
Being more advanced technologically is intentionally overpowered to increase demand for vital research resources, and to make arms races a bigger deal.
Whenever a research order is made in one of the two areas 0-50 research points are added, and once 100 RPs are reached the polity advances the next technological level in that area. Civilian tech increases the amount of RPs that can be accumulated in a single order. A polity can invest several orders into researching a single tech area in a single turn if they so wish.
Civilian Technology: Each level increases colonisation speed, research speed, and adds 10% to core GDP.
Military Technology: Each level increases fleet efficiency, allows fleets to jump +1 tile in a single turn, and gives an extra combat order during wartime.
Being more advanced technologically is intentionally overpowered to increase demand for vital research resources, and to make arms races a bigger deal.
Whenever a research order is made in one of the two areas 0-50 research points are added, and once 100 RPs are reached the polity advances the next technological level in that area. Civilian tech increases the amount of RPs that can be accumulated in a single order. A polity can invest several orders into researching a single tech area in a single turn if they so wish.
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