Post by Pitman on May 3, 2015 1:58:56 GMT -6
Like past RPGs generic Rules are same as before. Differences between this and last is all technology is available but must be unlocked in other words you need to use up your make up a unit. As Well payment is not weekly like the past but instead paid for participating in events. No Production lines are required for units creation but instead require cash to be bought and then placed at corresponding base. Planets will not require cash to be injected instead you can choose what to develop it with. Fortress Planets have less cash revenue but increased defenses, well commercial planets or some form of planet of importance will instead inject your cash flow. But more be explained in full detail below.
First Players can choose a NPC faction to join or create their own.
List of NPC Faction to Choose.
The Aldarsi Eternal Empire: Also known as The Eternal Empire, Eternal Empire of Aldarsi, or to the Lorns The 2nd Eternal Empire or Usurper Empire.
Krotosi Horde: A nation of coalition of warlords called Chieftains, ruled by The Prophets and considered a Theocracy.
Lorns Federation: The Descendants of the original rulers of the Galaxy, The Ancients. Successor to The Ancient Eternal Empire also known as The 1st Eternal Empire or The Original Empire. To humans they are nicknamed The Grey.
Independent Tribes of Val: A group of Val who is recognized as the Successor State to the Tribal State of Val. Though most Val are in hiding some have formed this secret coalition.
Sepen Conglomerates Council: Various corporations of Sepen who created a council to govern rules set by the various Sepen companies in selling whatever goods they sell.
Independent States: Name given to any nations, organizations, or any form of group that is not apart any of the above faction.
List of Current Player Factions (Can be increased)
Terran Alliance: A military coalition founded 40 years prior with The Treaty of Coalition to Defeat Krotosi Kind. Made up of many nations and Space arks. Currently known are New American Federation, New Russian Empire, Kingdom of Shangri La, Holy States of Afroca, Cosmo-Britannia, etc
If creating your own faction one must keep in mind there will be four sets of type of Factions you simply put your under three of the 4.
Faction Types:
Galactic Super Power: Only one in the Galaxy has this type and that is the Aldarsi Eternal Empire; being the center of the Galaxy it has a vast armada of ships, planets, and political strength.
Galactic Major Power: Given to the Galaxies strongest Nations, they simply are strong but can still be beaten by Moderate and Minor Powers.
Galactic Moderate Power: The current most common level of nations of the galaxy, they are not the greatest but strong enough to give anyone pause.
Galactic Minor Power/Mobile Power: Small Feeble powers which simply client states or even small enough to not be noticed.
When Deciding your type then you can choose what is your starting region which will be done by dice roll. There is 4 Quadrants to start from with many Gates within For now I have determined 6 Major Gates per Quadrant and 12 Minor Gates. A Faction could have capability of travel without the gate just very dangerous.
To Determine starting zone for you first dice roll a 1-4 Dice which the number corresponds to the specific region of the galaxy. Then you will roll a 12 sided dice to determine your starting gate. Once picked your then to roll once more to determine if you got abundant resources or few. Though the three major powers may start with an initial cash to purchase units, resources will be paramount to secure. resources will determine the extra cash flow you will receive, one simply needs to control a star system with of the three types. 1-2 Feeble, 3-4 Moderate, 5-6 Abundant.
Feeble Resources: 10,000 Imperial Shards Per System
Moderate Resources: 50,000 Imperial Shards Per System
Abundant Resources: 100,000 Imperial Shards per System
Though the resources are set, once after an 'Major Event' one can try to find resources through searching specific parts of the galaxy using exploration ships or anything really. The Roll will be low and one must get the right number to find.
Dice Roll to Find Resource.
Roll 6 sided roll Once one must get a 6 to pick up a source.
Then Roll again and get a 1 which then means found a resource.
If Found one then simply rolls to determine feeble (1-2), moderate(3-4), or abundant(5-6).
For Mobile Nations they must find resources as they continue on. Unlike the normal nations who are more fixed these have more chances of finding things, For one a Mobile Faction has daily roll to find resources well others are set up to major events. List as it goes here.
Feeble Resources: 3,000 Imperial Shards Worth of Resources
Moderate Resources: 7,000 Imperial Shards Worth of Resources
Abundant Resources: 10,000 Imperial Shards Worth of Resources
Just like the previous steps you follow same system differences is the value of the rolls.
If you Roll a 4, 5, or 6 you pick up a source.
Then roll to get a 1,2, or 3 to see if its a valuable resource.
If Found then follow same guideline of feeble (1-2), moderate(3-4), or abundant(5-6).
Next is if a starting faction one must now determine how much they have. Please note the Galaxy only accepts Imperial Shards as a currency for the Galactic trade. Anything else must be converted into Imperial Shards which are shiny little jewels which are in fact act like a debit card/credit card. If you want it renamed simply overthrow the Empire and put a new Galactic Currency.
Major Powers: Start off with 10 Million Imperial Shards to use.
Moderate Powers: Start off with 5 Million Imperial Shards to use.
Minor Powers: Starts off with 1 Million Imperial Shards to use.
Once done now to create your starting places. There is no limit it can be planet or a Space Ark. As long as its considered under the national regions.
Starting region is automatically free and valued at 100k Imperial Shards.
Each area up afterward is valued at 50k each and must be bought. No set limits on how many you wish.
Once you have that the value is that of you bought and automatically once a week real time increases value by 3% as a passive increase.
Trade itself will be available to trade with NPC trading nations belonging to the Empire or other nations. To keep it simple you simply purchase a route and to what place. The Cost of a Trade Route depending how big gives its cost.
Minor Route: 5,000 Imperial Shards
Moderate Route: 7,500 Imperial Shards
Major Route: 10,000 Imperial Shards
There is no set limit how many you can have and unlike the resources or passive trade routes are more immediately felt.
Other things like defenses, bases, space ships, Mobile suits, ground units etc. All must be purchased either if massive shield to a fleet of ships. Due to the vast differences of technological levels the actual prices will vary between players and will be moderated by everyone. Because of this and make it very simple to manage the pricing will be self regulated with all participating players suggest lower or high price to keep it balance.
Major Events, which are events that could change the face of the galaxy, from major battles that could change a theater of war to a new discovery. These events do not need to be participated by everyone, when once passes it would be notable history. Well those who do participate will get some rewards due to they participated. With that done the next to discuss is travel.
Travel by Space Gate
Though travel without a Gate is possible it is in fact quite dangerous unless you do your math in world right. Most interstellar species use the Space Gate way of travel to cut travel time massively. Though shorter forms of travel can be done without a Gate its best to use one. There is 6 Major Gates and 12 Minor Gates in terms of travel. Though there can be small temporary gates for battles or even as stated earlier shorter jumps. The way the jumping works and Gate works is that using what is called Distorted Space within the AEU Universe. A Ship creates a bubble and enters the gate to go faster then light travel by skipping over real space and using Distorted Space. Battles can occur in Distorted Space as well which Ships would do a Space Bubble Merge to battle within a single bubble. The Problem of such combat as the more mass enters the slower the ships travels in Distorted Space. Thus best to have ships in Squadrons when battling in Distorted Space. Space Battles in Regular Space is the usual what we seen before. As well Space Gates can have multiple routes and even off the beat long forgotten routes due to how old the system is, it predates the Eternal Empire and created by an unknown species.
To Travel through a Gate takes 10 Turns, to reinforce, battle... whatever.
Space, an endless void of eternal strife and survival. For many eons the galaxy has grown from a small place into large cluster of stars. For a time mankind dreamed... oh mankind explored... mankind died. It is a place of suffering and tragic ends as the means to survive space is harsh. To continue its race the longest night ever to record of mankind ever witness, The Great Blight. Earth was lost forever and Human Race was scattered to the Four Winds of the Galaxy. Not even the Empire that has Eternally ruled the Galaxy was able to stop it. Now the Galaxy is at a new chapter in its history, with bitter rivalries continue a new day is about to begin. Thus in the Endless Sea of Stars The Children of the Lost Star begins a New Dawn.
First Players can choose a NPC faction to join or create their own.
List of NPC Faction to Choose.
The Aldarsi Eternal Empire: Also known as The Eternal Empire, Eternal Empire of Aldarsi, or to the Lorns The 2nd Eternal Empire or Usurper Empire.
Krotosi Horde: A nation of coalition of warlords called Chieftains, ruled by The Prophets and considered a Theocracy.
Lorns Federation: The Descendants of the original rulers of the Galaxy, The Ancients. Successor to The Ancient Eternal Empire also known as The 1st Eternal Empire or The Original Empire. To humans they are nicknamed The Grey.
Independent Tribes of Val: A group of Val who is recognized as the Successor State to the Tribal State of Val. Though most Val are in hiding some have formed this secret coalition.
Sepen Conglomerates Council: Various corporations of Sepen who created a council to govern rules set by the various Sepen companies in selling whatever goods they sell.
Independent States: Name given to any nations, organizations, or any form of group that is not apart any of the above faction.
List of Current Player Factions (Can be increased)
Terran Alliance: A military coalition founded 40 years prior with The Treaty of Coalition to Defeat Krotosi Kind. Made up of many nations and Space arks. Currently known are New American Federation, New Russian Empire, Kingdom of Shangri La, Holy States of Afroca, Cosmo-Britannia, etc
If creating your own faction one must keep in mind there will be four sets of type of Factions you simply put your under three of the 4.
Faction Types:
Galactic Super Power: Only one in the Galaxy has this type and that is the Aldarsi Eternal Empire; being the center of the Galaxy it has a vast armada of ships, planets, and political strength.
Galactic Major Power: Given to the Galaxies strongest Nations, they simply are strong but can still be beaten by Moderate and Minor Powers.
Galactic Moderate Power: The current most common level of nations of the galaxy, they are not the greatest but strong enough to give anyone pause.
Galactic Minor Power/Mobile Power: Small Feeble powers which simply client states or even small enough to not be noticed.
When Deciding your type then you can choose what is your starting region which will be done by dice roll. There is 4 Quadrants to start from with many Gates within For now I have determined 6 Major Gates per Quadrant and 12 Minor Gates. A Faction could have capability of travel without the gate just very dangerous.
To Determine starting zone for you first dice roll a 1-4 Dice which the number corresponds to the specific region of the galaxy. Then you will roll a 12 sided dice to determine your starting gate. Once picked your then to roll once more to determine if you got abundant resources or few. Though the three major powers may start with an initial cash to purchase units, resources will be paramount to secure. resources will determine the extra cash flow you will receive, one simply needs to control a star system with of the three types. 1-2 Feeble, 3-4 Moderate, 5-6 Abundant.
Feeble Resources: 10,000 Imperial Shards Per System
Moderate Resources: 50,000 Imperial Shards Per System
Abundant Resources: 100,000 Imperial Shards per System
Though the resources are set, once after an 'Major Event' one can try to find resources through searching specific parts of the galaxy using exploration ships or anything really. The Roll will be low and one must get the right number to find.
Dice Roll to Find Resource.
Roll 6 sided roll Once one must get a 6 to pick up a source.
Then Roll again and get a 1 which then means found a resource.
If Found one then simply rolls to determine feeble (1-2), moderate(3-4), or abundant(5-6).
For Mobile Nations they must find resources as they continue on. Unlike the normal nations who are more fixed these have more chances of finding things, For one a Mobile Faction has daily roll to find resources well others are set up to major events. List as it goes here.
Feeble Resources: 3,000 Imperial Shards Worth of Resources
Moderate Resources: 7,000 Imperial Shards Worth of Resources
Abundant Resources: 10,000 Imperial Shards Worth of Resources
Just like the previous steps you follow same system differences is the value of the rolls.
If you Roll a 4, 5, or 6 you pick up a source.
Then roll to get a 1,2, or 3 to see if its a valuable resource.
If Found then follow same guideline of feeble (1-2), moderate(3-4), or abundant(5-6).
Next is if a starting faction one must now determine how much they have. Please note the Galaxy only accepts Imperial Shards as a currency for the Galactic trade. Anything else must be converted into Imperial Shards which are shiny little jewels which are in fact act like a debit card/credit card. If you want it renamed simply overthrow the Empire and put a new Galactic Currency.
Major Powers: Start off with 10 Million Imperial Shards to use.
Moderate Powers: Start off with 5 Million Imperial Shards to use.
Minor Powers: Starts off with 1 Million Imperial Shards to use.
Once done now to create your starting places. There is no limit it can be planet or a Space Ark. As long as its considered under the national regions.
Starting region is automatically free and valued at 100k Imperial Shards.
Each area up afterward is valued at 50k each and must be bought. No set limits on how many you wish.
Once you have that the value is that of you bought and automatically once a week real time increases value by 3% as a passive increase.
Trade itself will be available to trade with NPC trading nations belonging to the Empire or other nations. To keep it simple you simply purchase a route and to what place. The Cost of a Trade Route depending how big gives its cost.
Minor Route: 5,000 Imperial Shards
Moderate Route: 7,500 Imperial Shards
Major Route: 10,000 Imperial Shards
There is no set limit how many you can have and unlike the resources or passive trade routes are more immediately felt.
Other things like defenses, bases, space ships, Mobile suits, ground units etc. All must be purchased either if massive shield to a fleet of ships. Due to the vast differences of technological levels the actual prices will vary between players and will be moderated by everyone. Because of this and make it very simple to manage the pricing will be self regulated with all participating players suggest lower or high price to keep it balance.
Major Events, which are events that could change the face of the galaxy, from major battles that could change a theater of war to a new discovery. These events do not need to be participated by everyone, when once passes it would be notable history. Well those who do participate will get some rewards due to they participated. With that done the next to discuss is travel.
Travel by Space Gate
Though travel without a Gate is possible it is in fact quite dangerous unless you do your math in world right. Most interstellar species use the Space Gate way of travel to cut travel time massively. Though shorter forms of travel can be done without a Gate its best to use one. There is 6 Major Gates and 12 Minor Gates in terms of travel. Though there can be small temporary gates for battles or even as stated earlier shorter jumps. The way the jumping works and Gate works is that using what is called Distorted Space within the AEU Universe. A Ship creates a bubble and enters the gate to go faster then light travel by skipping over real space and using Distorted Space. Battles can occur in Distorted Space as well which Ships would do a Space Bubble Merge to battle within a single bubble. The Problem of such combat as the more mass enters the slower the ships travels in Distorted Space. Thus best to have ships in Squadrons when battling in Distorted Space. Space Battles in Regular Space is the usual what we seen before. As well Space Gates can have multiple routes and even off the beat long forgotten routes due to how old the system is, it predates the Eternal Empire and created by an unknown species.
To Travel through a Gate takes 10 Turns, to reinforce, battle... whatever.
Space, an endless void of eternal strife and survival. For many eons the galaxy has grown from a small place into large cluster of stars. For a time mankind dreamed... oh mankind explored... mankind died. It is a place of suffering and tragic ends as the means to survive space is harsh. To continue its race the longest night ever to record of mankind ever witness, The Great Blight. Earth was lost forever and Human Race was scattered to the Four Winds of the Galaxy. Not even the Empire that has Eternally ruled the Galaxy was able to stop it. Now the Galaxy is at a new chapter in its history, with bitter rivalries continue a new day is about to begin. Thus in the Endless Sea of Stars The Children of the Lost Star begins a New Dawn.