Welcome to Master of the Galaxy: Voyage into the Unknown
As you may know this its the fourth game of master of the galaxy!
For this version of the game many things have been improved and refined and game system and mechanics have been added. I sincerely hope everyone of the player enjoy them.
So what is Master of the Galaxy?
Like its predecessors, MGaSO is a space opera simulation game in which you will lead your polity, organization, crew or character to the end of the known galaxy and beyond looking for what uncountable being have seek before, Power, riches, glory or maybe the simple pleasure of adventure. Your actions will decide your fate, be it eternal glory or damnation in the pages of history!.
Before dabbling into rules and mechanics i wish to give a small but heartfelt gratitude to many game creators on these forum, they are: Wir Series by Frymonmon and Stormbringer, the many terrific games by BlackBishop, the very loved but short lived Lion`s Throne by sneakyflaps and the games by XVG.
Nation registration is: pre register nations get preference
Single Player Registration is: Open
Nations: pre-registered 13
Player numbers: unknown
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 beings, Crystaline/Siliconic or gaseous are not permitted.
-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 attributes and traits : 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:
History:
Single-Character Creation:
a)Pick a player made nation to be in and your position on it.
b)Establish a background, contacts and so on to define your character responsibility, stats and abilities etc when game starts.
c)Be creative and have fun you can be whatever your imagination and nation let you be!...and if you found your nation to small then go out of it!
d)You can be whatever you wish to, do you wish to be a great admiral and lead fleets to victory? or a politician wishing for control of the government? maybe an idealistic revolutionary or a free pirate of the dark space. Your imaginations and desire is the only limit.
Rules and procedures
I. Every turn, you the player will submit 3 orders to me the GM as a interstellar polity and 2 orders if a single character player. I will then proceed and write the main updates and Minis.
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.The 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. Some things 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 Rules
Interstellar Polities:
-Every Polity get to send 3 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 2 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 than 3-4 lines and cover no more than 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 are obtained when your nation is in a declared state of war. They are to be utilize in any action which can be taken during war, like recruitment, intelligence, invasions and so on.
Single Character players:
-Single character players obtain 2 orders to do as they wish to. They truly have no limit on what you can do except your resources and positions.
How does the Universe Works
-The objective of the game is for you to guide your polity, character or groups through the turbulent times of space of exploration, colonization and conquest. Your action may guide all to ruin or glory!
-Solar systems are treated as units not as single player basis for stats, actions or events for i am just one man and cannot handle hundreds of planets.
-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 or any known one had reach space. Every polity possesses sub-light speed engines so you move around your systems without troubles.
-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. The ability build them when you reach a certain technological level will be unlocked after some research on it.
The Military
Planetary forces
Planetary forces
1. There are many types of land units you can produce,. There is to be note that each division is composed of one hundred thousand men and woman, and abstractly posses all normal support a division have, air, artillery, tanks and so on. these are:
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 equipped and trained than the standard infantry division , 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. Mechanized units: Your Walking tanks, artillery and so on, basically your giant robot units. The cost is hight for these high end units.
Naval Forces
I. Transport ships: this are the ships used to move your army to invade other system outside your control.
Lightships:
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. Cruisers: Heavier than 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.
IV. Battle-cruisers: Faster and cheaper than battleships, better armed and armored than Cruisers Good for trader nations as they tend to be faster and are able to defend trade lanes better.
Heavy Ships:
VI. Battleship: Big, strong, tough, expensive. Able to dominate any battle they are in. The so called backbone of the naval forces in the galaxy. Battleships have one mission destroy the enemy ship at all cost.
VII. Carrier: Ships dedicated to transport fast attack vessels like fighters and bombers. Weaker than 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.
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 you were 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 extension to 6. Each nation has more specific levels in Hull Level , Weapons , Shields , and Engines .
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.
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, bigger ship and so on.
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 saber. 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 advanced 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. There will be five technological levels.
-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. However be notice that fleets in different galaxies cannot be retrofitted there.
-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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