Welcome to Master of the Galaxy: Into the Darkness
As you may know this its the third game of master of the galaxy! this time with many improved and new things, so hop on meanwhile i explain the rules and meachanism!.
Like its predecessors this is a space opera strategy/simulation game in which you will lead your polity to the glory of space exploration, conquest and power. Though beware of your actions or history may condemn you for the damnation of your race.
This game have been inspired by many games including the Wir Series by Frymonmon and Stormbringer. I have taken some core mechanics from previous two versions and added some new ones for this version.
Nation registration is: Always Open
Player numbers: 17
IRC Channel instructions
IRC: #MGaSO
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 #MGaSO
6-You're in and ready to chat
7-Yes, we did infact revive the old #MGaSO page
How to join:
1) Create your polity: You will design your own polity. It can be anything you want; you will decide their history, physical aspect, planet environment, etc. This is your polity so go wild as you like. Beware there are some rules and you will need to follow them when creating your polity.
Rules on polity creation:
a) You can make them humanoid, insect like, or other class living sci-fi-organism. Pure Energy being and Crystaline/Siliconic species are ok too if you really want to. Gaseous species however still remain not a possibility)
-Min requirements:
a) Provide the name of your Polity
b) Provide the type of government system ( this is not a strict real world government system so make your own ideas or take inspiration on sci-fi books etc.)
c) Provide suggestive attributes: to make the creation of your stats and polity more easily and akin to your vision please provide 4 positive attribute and 4 negative attributes;
a) Power gaming is frown upon so be thoughtful.
b) Not all attributes will be approved. I will take them into consideration and roll to see if approved or not a possible bonuses etc, always trying to make a fair game to everyone.
d) Please specify your species racial traits and characteristic: this make a better game and easier for me when making events etc.
Recommended format for you polity creation:
Polity Name:
Government System:
Leader:
R. Positive Traits:
R. Negative Traits:
Species description:
Home world description: (optional)
History: (optional)
Rules and procedures
-The rules for the game are simple:
I. Every turn, you the player will submit 4 orders to me the GM, I will then proceed and write the main updates. As the size of the player nations gets bigger more orders will be allowed.
II. Every turn shall cover the span of an entire year. Sometimes players action and orders for the main update may be used for a mini-update if deem necessary or entertaining enough by me The GM. Getting a mini based on your orders do not always mean you get to send new orders (though usually you will be allowed to).
III. Sometimes during the main updates Events will happen to players unrelated of what they ordered: this events can encompass many things: A meteor getting close to the planet, alien invasion by an NPC, Extra Dimensional monster attack, etc you may get and order to deal with it depending on what is happening, if it is determined you should receive an order you will be contact by about it.
IV. You can correct me if you think something is wrong on your stats, etc. I will check and verify if the complaint is valid or not. But results of your orders are determined by rolls, bonuses, etc. so do not complain because it will not change much even if the complaint is accepted.
V. You are allowed to ask for your rolls if you really want to know them but don’t ask for rolls from many turns ago.(only valid for past turn...i dont keep rolls before that)
VI. Somethings are simply only for GM eyes and will be not share with the players, please understand that is for the good of the game.
Orders:
-Every Polity get to send 4 orders every turn, they can encompass anything. You can use them to expand your military, research new technologies, move fleets between systems, sign treaties with PC and NPC alike, or the invasion of an NPC or PC system. During a war you will gain 4 more orders that relate only to the war effort and cannot be spent domestically or technologically.
-In order for me to remain sane and produce quality updates, every order should be no longer then 3-4 lines and cover no more then one action. If you hand in an order that is two paragraphs long I will likely disregard it. (Picture links do not count toward this unless you spam me with them)
-War orders should be no longer then 4 lines of text.
How does the Universe Works
-The objective of the game is for you to guide your polity through the turbulent times of space exploration, colonization and conquest. Your action may guide it to glory or ruin!
-Your polity its aware that intelligent live its out there apart from your own, but until now no formal contact has been done. Its up to you to meet them, create friendships and establish contacts, or simply kill them all
-Faster than light travel hasn't been achieve by any known polity. All of you will travel by the use of of jump gate long build before your polity of any other known had reach space.
-Every polity possesses sub-light speed engines so you move around your system easily.
-The possibility of FTL is out there but to achieve such a technological marvel you will need to invest Big time and you will not be able to start the project until you are advance enough. Be warned achieving FTL will be extremely hard and costly, it remains a possibility though.
-All jump gate routes will be established by me the GM before the game in a random way, BUT you will have the ability to build them when you reach a certain tech level and after doing a research program on it.
B) Colonization
-Every polity will have an exploration rate and colonization rate depending on their initial traits and further research done to improve it. To be able to colonize a system you need to have explored the system the previous turn.
a) Example Polity A explored system 1 last turn and now is able to colonize it this turn.
-Colonizing a system will cost you money as the process is not done for free. After establishing the colony you will need to expend some administrative cost on it but it will start producing taxes and you can develop it further to exploit its resources and increase its value.
-Population used on colonies move from your main system to it.
C) Military
1. There are many types of land units you can produce, but at the start you have
I. Infantry divisions: The equivalent of militia and standard units, reasonable at defending planets thanks to their cheap upkeep and large numbers. Can be transported between planets but using them on the attack is not recommended, unless in huge need of soldiers.
II. Marine divisions: Your Marine forces, better equipemed and trained than marines , higher cost. Equipped to fight on most planetary types and capable of attacking most threats. Not as strong as specialist infantry types or heavier equipment but cheap to maintain.
III. Heavy Infantry: The so call Heavy Infantry is basically "power armor troops". Shouldn't be the bulk of your starting forces but used to provide extra oomph. Not good on mountainous, jungle or swamp worlds.
IV. Mechs: Divided in light and Heavy mechs, your Battle mechs XD
Note: Each unit is 100k soldiers
2. Space fleets units: there are many different types of ships you can own:
I. Transport ships: this are the ships used to move your army to invade other system outside your control.
Light Ships:
II. Frigates: The lightest style of ship, ineffective individually but in numbers can be a force to be reckoned with. Usually cheap and good screening ships for larger vessels or transports.
III. Light Cruisers: Heavier then Frigates, and able to dish out more damage. Still relatively cheap and make good heavier screening ships for polities that have the money to afford them, or good frigate leaders for ones that can't afford heavier vessels.
Capital Ships:
IV. Heavy Cruisers: The lightest Capital Ships, still quite capable for their costs. Useful as leaders of light fleets or as flagships for poorer polities.
V. Battle-cruisers: Faster and cheaper then battleships, better armed then heavy cruisers. Good for trader nations as they tend to be faster and are able to defend trade lanes better.
VI. Battleship: Big, strong, tough, expensive. Able to dominate any battle they are in. Few nations will be able to afford more then one (or even one) of these to start, but as the game progresses they are likely going to be become the backbone of many navies.
VII. Carrier: Ships dedicated to transport fast attack vessels light fighters and bombers. Weaker then most other capital ships and indeed light ships but the advantage of their fighters and bombers is not to be underestimated, do not use them all alone...or risk their extermination.
VIII. Command ships: Serve as command and data analysis and collection ship. This ship is what coordinate the battle etc. Provide bonuses to fleet battles.
4. Each Transport ship can carry 1 unit whatever the type
5. Initially one order is needed to move one fleet anywhere (even within your own borders), with certain techs multiple fleets can be moved per order.
a) IF a system under attack then moving in troops is no longer possible and you will need to move the troops there as if where invading a system using your transport ships.
b) If the system is under attack you may need to break the blockade to land (this doesn’t mean defeat the fleets there, it means make a hole to land. I will roll to see if you are successful at making a whole for landing.)
6. Every polity has a Military level that is a generalized representation of a polities total training, equipment, tactics etc. of your country army and fleets, the higher the better.
7. As an extention to 6. Each nation has more specific levels in Hull Level , Weapons , Shields , and Engines . Most of this is related to what you ask to research (if your nation focuses on laser weapons that gives a different advantage to mass driver weapons). T
8. Fleet movements within your own systems are tracked and assembling forces to make a push requires time. (This is space without FTL, moving between systems is hard even with the fastest ships). If say you have 2 fleets over planet X and 1 over planet Y, to launch an attack on a neighbouring system to planet X with all three would require an order to move the fleet from planet Y to planet X and another order to move all three to the planet you plan to attack.
D) Technology Research
-As you may have noticed in reading the text above, you will be able to do personalize research into many fields, for example you could research a new saber to improve hand to hand combat or a planetary shield to reduce damage by orbital bombardment.
Note: anytime you decide to start a new research project is better to consult me first. This is to see if it possible for you to develop it.
i. How does it work: When ordering a new research project you I will roll to see if the start is successful or not. If this is the case your research project will start and I will tell you on the updates how many more successful orders are needed. Every turn you will need to order to go to the next phase and I will roll a dice to decide if you are successful or not. The research project will finalize when you are able to have the required number of successful rolls on it.
Example: Polity A decides to start a project to create a laser sabre. He is successful in starting the project and therefore 1st phase is completed. As this is an easy development it will take him 2 orders to complete it, therefore next turn he orders to proceed to the next phase. If roll successful his project will finalize and his troops will get a bonus determine by the GM.
-Every civilization has a technology level. This represents how advance is your polity as a whole. Increasing this level will have many benefits including more successful and quicker research projects and the ability to research more complex technologies. To increase this level you will need to invest and it will take some time. The higher you are the more costly it will become to do so. Beware these as most things will be rolled, terrible rolls may have unexpected consequences.
-Every time you complete a new research project you will related to improvement on your fleet units you will need to retrofit them. To do so is simple your ships just need to be inside your territory for that turn, this apply if fighting a war inside your territory too. Retrofitting will have a cost too and you will need to do a note in your orders saying you wish to do so, but it will not be an order per se.
-Tech Bursting: The idea of tech bursting is that you can spend multiple orders in the same turn on the same research project. (For example spend all 4 of your orders in a turn on increasing your overall tech level). Well this does give you 4 rolls on the tech and a reasonable chance of finishing the tech in a single turn, it also risks a tech explosion. The more orders used per turn on a single research increases the risk of a tech explosions, and these usually reset all progress on the tech and have catastrophic side effects. Like if your researching deep core mining and tech explode then you badly damage your planetary core, or if you were trying to design a new hull type it crashes down to the planet below.
As you may know this its the third game of master of the galaxy! this time with many improved and new things, so hop on meanwhile i explain the rules and meachanism!.
Like its predecessors this is a space opera strategy/simulation game in which you will lead your polity to the glory of space exploration, conquest and power. Though beware of your actions or history may condemn you for the damnation of your race.
This game have been inspired by many games including the Wir Series by Frymonmon and Stormbringer. I have taken some core mechanics from previous two versions and added some new ones for this version.
Nation registration is: Always Open
Player numbers: 17
IRC Channel instructions
IRC: #MGaSO
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 #MGaSO
6-You're in and ready to chat
7-Yes, we did infact revive the old #MGaSO page
How to join:
1) Create your polity: You will design your own polity. It can be anything you want; you will decide their history, physical aspect, planet environment, etc. This is your polity so go wild as you like. Beware there are some rules and you will need to follow them when creating your polity.
Rules on polity creation:
a) You can make them humanoid, insect like, or other class living sci-fi-organism. Pure Energy being and Crystaline/Siliconic species are ok too if you really want to. Gaseous species however still remain not a possibility)
-Min requirements:
a) Provide the name of your Polity
b) Provide the type of government system ( this is not a strict real world government system so make your own ideas or take inspiration on sci-fi books etc.)
c) Provide suggestive attributes: to make the creation of your stats and polity more easily and akin to your vision please provide 4 positive attribute and 4 negative attributes;
a) Power gaming is frown upon so be thoughtful.
b) Not all attributes will be approved. I will take them into consideration and roll to see if approved or not a possible bonuses etc, always trying to make a fair game to everyone.
d) Please specify your species racial traits and characteristic: this make a better game and easier for me when making events etc.
Recommended format for you polity creation:
Polity Name:
Government System:
Leader:
R. Positive Traits:
R. Negative Traits:
Species description:
Home world description: (optional)
History: (optional)
Rules and procedures
-The rules for the game are simple:
I. Every turn, you the player will submit 4 orders to me the GM, I will then proceed and write the main updates. As the size of the player nations gets bigger more orders will be allowed.
II. Every turn shall cover the span of an entire year. Sometimes players action and orders for the main update may be used for a mini-update if deem necessary or entertaining enough by me The GM. Getting a mini based on your orders do not always mean you get to send new orders (though usually you will be allowed to).
III. Sometimes during the main updates Events will happen to players unrelated of what they ordered: this events can encompass many things: A meteor getting close to the planet, alien invasion by an NPC, Extra Dimensional monster attack, etc you may get and order to deal with it depending on what is happening, if it is determined you should receive an order you will be contact by about it.
IV. You can correct me if you think something is wrong on your stats, etc. I will check and verify if the complaint is valid or not. But results of your orders are determined by rolls, bonuses, etc. so do not complain because it will not change much even if the complaint is accepted.
V. You are allowed to ask for your rolls if you really want to know them but don’t ask for rolls from many turns ago.(only valid for past turn...i dont keep rolls before that)
VI. Somethings are simply only for GM eyes and will be not share with the players, please understand that is for the good of the game.
Orders:
-Every Polity get to send 4 orders every turn, they can encompass anything. You can use them to expand your military, research new technologies, move fleets between systems, sign treaties with PC and NPC alike, or the invasion of an NPC or PC system. During a war you will gain 4 more orders that relate only to the war effort and cannot be spent domestically or technologically.
-In order for me to remain sane and produce quality updates, every order should be no longer then 3-4 lines and cover no more then one action. If you hand in an order that is two paragraphs long I will likely disregard it. (Picture links do not count toward this unless you spam me with them)
-War orders should be no longer then 4 lines of text.
How does the Universe Works
-The objective of the game is for you to guide your polity through the turbulent times of space exploration, colonization and conquest. Your action may guide it to glory or ruin!
-Your polity its aware that intelligent live its out there apart from your own, but until now no formal contact has been done. Its up to you to meet them, create friendships and establish contacts, or simply kill them all
-Faster than light travel hasn't been achieve by any known polity. All of you will travel by the use of of jump gate long build before your polity of any other known had reach space.
-Every polity possesses sub-light speed engines so you move around your system easily.
-The possibility of FTL is out there but to achieve such a technological marvel you will need to invest Big time and you will not be able to start the project until you are advance enough. Be warned achieving FTL will be extremely hard and costly, it remains a possibility though.
-All jump gate routes will be established by me the GM before the game in a random way, BUT you will have the ability to build them when you reach a certain tech level and after doing a research program on it.
B) Colonization
-Every polity will have an exploration rate and colonization rate depending on their initial traits and further research done to improve it. To be able to colonize a system you need to have explored the system the previous turn.
a) Example Polity A explored system 1 last turn and now is able to colonize it this turn.
-Colonizing a system will cost you money as the process is not done for free. After establishing the colony you will need to expend some administrative cost on it but it will start producing taxes and you can develop it further to exploit its resources and increase its value.
-Population used on colonies move from your main system to it.
C) Military
1. There are many types of land units you can produce, but at the start you have
I. Infantry divisions: The equivalent of militia and standard units, reasonable at defending planets thanks to their cheap upkeep and large numbers. Can be transported between planets but using them on the attack is not recommended, unless in huge need of soldiers.
II. Marine divisions: Your Marine forces, better equipemed and trained than marines , higher cost. Equipped to fight on most planetary types and capable of attacking most threats. Not as strong as specialist infantry types or heavier equipment but cheap to maintain.
III. Heavy Infantry: The so call Heavy Infantry is basically "power armor troops". Shouldn't be the bulk of your starting forces but used to provide extra oomph. Not good on mountainous, jungle or swamp worlds.
IV. Mechs: Divided in light and Heavy mechs, your Battle mechs XD
Note: Each unit is 100k soldiers
2. Space fleets units: there are many different types of ships you can own:
I. Transport ships: this are the ships used to move your army to invade other system outside your control.
Light Ships:
II. Frigates: The lightest style of ship, ineffective individually but in numbers can be a force to be reckoned with. Usually cheap and good screening ships for larger vessels or transports.
III. Light Cruisers: Heavier then Frigates, and able to dish out more damage. Still relatively cheap and make good heavier screening ships for polities that have the money to afford them, or good frigate leaders for ones that can't afford heavier vessels.
Capital Ships:
IV. Heavy Cruisers: The lightest Capital Ships, still quite capable for their costs. Useful as leaders of light fleets or as flagships for poorer polities.
V. Battle-cruisers: Faster and cheaper then battleships, better armed then heavy cruisers. Good for trader nations as they tend to be faster and are able to defend trade lanes better.
VI. Battleship: Big, strong, tough, expensive. Able to dominate any battle they are in. Few nations will be able to afford more then one (or even one) of these to start, but as the game progresses they are likely going to be become the backbone of many navies.
VII. Carrier: Ships dedicated to transport fast attack vessels light fighters and bombers. Weaker then most other capital ships and indeed light ships but the advantage of their fighters and bombers is not to be underestimated, do not use them all alone...or risk their extermination.
VIII. Command ships: Serve as command and data analysis and collection ship. This ship is what coordinate the battle etc. Provide bonuses to fleet battles.
4. Each Transport ship can carry 1 unit whatever the type
5. Initially one order is needed to move one fleet anywhere (even within your own borders), with certain techs multiple fleets can be moved per order.
a) IF a system under attack then moving in troops is no longer possible and you will need to move the troops there as if where invading a system using your transport ships.
b) If the system is under attack you may need to break the blockade to land (this doesn’t mean defeat the fleets there, it means make a hole to land. I will roll to see if you are successful at making a whole for landing.)
6. Every polity has a Military level that is a generalized representation of a polities total training, equipment, tactics etc. of your country army and fleets, the higher the better.
7. As an extention to 6. Each nation has more specific levels in Hull Level , Weapons , Shields , and Engines . Most of this is related to what you ask to research (if your nation focuses on laser weapons that gives a different advantage to mass driver weapons). T
8. Fleet movements within your own systems are tracked and assembling forces to make a push requires time. (This is space without FTL, moving between systems is hard even with the fastest ships). If say you have 2 fleets over planet X and 1 over planet Y, to launch an attack on a neighbouring system to planet X with all three would require an order to move the fleet from planet Y to planet X and another order to move all three to the planet you plan to attack.
D) Technology Research
-As you may have noticed in reading the text above, you will be able to do personalize research into many fields, for example you could research a new saber to improve hand to hand combat or a planetary shield to reduce damage by orbital bombardment.
Note: anytime you decide to start a new research project is better to consult me first. This is to see if it possible for you to develop it.
i. How does it work: When ordering a new research project you I will roll to see if the start is successful or not. If this is the case your research project will start and I will tell you on the updates how many more successful orders are needed. Every turn you will need to order to go to the next phase and I will roll a dice to decide if you are successful or not. The research project will finalize when you are able to have the required number of successful rolls on it.
Example: Polity A decides to start a project to create a laser sabre. He is successful in starting the project and therefore 1st phase is completed. As this is an easy development it will take him 2 orders to complete it, therefore next turn he orders to proceed to the next phase. If roll successful his project will finalize and his troops will get a bonus determine by the GM.
-Every civilization has a technology level. This represents how advance is your polity as a whole. Increasing this level will have many benefits including more successful and quicker research projects and the ability to research more complex technologies. To increase this level you will need to invest and it will take some time. The higher you are the more costly it will become to do so. Beware these as most things will be rolled, terrible rolls may have unexpected consequences.
-Every time you complete a new research project you will related to improvement on your fleet units you will need to retrofit them. To do so is simple your ships just need to be inside your territory for that turn, this apply if fighting a war inside your territory too. Retrofitting will have a cost too and you will need to do a note in your orders saying you wish to do so, but it will not be an order per se.
-Tech Bursting: The idea of tech bursting is that you can spend multiple orders in the same turn on the same research project. (For example spend all 4 of your orders in a turn on increasing your overall tech level). Well this does give you 4 rolls on the tech and a reasonable chance of finishing the tech in a single turn, it also risks a tech explosion. The more orders used per turn on a single research increases the risk of a tech explosions, and these usually reset all progress on the tech and have catastrophic side effects. Like if your researching deep core mining and tech explode then you badly damage your planetary core, or if you were trying to design a new hull type it crashes down to the planet below.
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