Interstellar ExplorationA big part of Frontier: The Void its systems around exploring the Sector. Frontier: The Void uses a 30x30 Hex Map detailing the playable sector.
FTL and Planet GenerationWhen a Civilization goes to explore a system, the amount of Hexes they can move is determined by their civilizations FTL Rating. By default all civilizations start at Class 1 FTL and must work their way up from there. The Classes are defined as such.
Class 1 FTL - 1Hex/6 Days
Class 2 FTL - 2Hex/6 Days
Class 3 FTL - 3Hex/6 Days
Class 4 FTL - 4Hex/6 Days
Class 5 FTL - 5Hex/6 Days
Class 6 FTL - 6Hex/6 Days
..and so on
When a civilization goes to explore a system for the first time, there is one of two rolls they must do
- If they are an explorer, they can roll a 2d100 ([roll.]2d100[./roll])
- If they are not an explorer, they must roll a 1d100 ([roll.]1d100[./roll])
In addition, if the system hasn't been explored by any other civilization, they must also roll a 2d20 ([roll.]2d20[./roll]) Planet Generation to generate the planets and content in the system. If the system has already been discovered by another civilization, no additional rolls must be made.
Lastly, if the Civilization has already discovered this system, they do not need to roll any dice to travel to the system, and will only have to calculate the time it takes to travel to the system according to their FTL Drive Classification.
Spoiler for Sample FTL/Planet Generation:
ExplorerJump to Hex: X,Y
This dice roll has been tampered with!Rolled 2d100 : 95, 18, total 113
This dice roll has been tampered with!Rolled 2d20 : 17, 11, total 28
Non-ExplorerJump to Hex: X,Y
This dice roll has been tampered with!Rolled 1d100 : 65, total 65
This dice roll has been tampered with!Rolled 2d20 : 19, 2, total 21
WormholesAlong your Journey into space, you may come across fist-sized Celestial-Objects in the Void known as wormholes. Wormholes are almost impossible to pick up on regular scanners, requiring Advanced Scanners to detect. If you dont have Advanced Scanners and wish to try and detect a wormhole, roll a 1d100 with anything above 20 being a failed roll. That said, even if you dont detect it, it is still possible to fly into it so be careful.
If a ship comes across a Wormhole and wishes to traverse it, they have two events which could happen. If said ship is rated for Wormhole travel, they will be able to cross it with no problem to them. If said ship is not rated for wormhole travel, the ship will roll a 1d100 with the result deciding the amount of damage your ship, or fleet of ships takes.
0-9 No damage at all
10-39 Moderate Damage - The Ship takes light to moderate damage to the Ships Systems. As determined by the GM
40-79 Severe Damage - Most of the ships systems are offline or heavily damaged.
80-100 Ship is Destroyed
To guarantee a safe crossing through a wormhole, a ship must be rated to travel through the Wormhole through Research into "Wormhole Traversal" and Construction to upgrade any ships you wish to upgrade.
EconomyFrontier: The Void will use a basic economic system based on a currency unit called Resource Points (RP). Resource Points will be gained through colonization and trade. Every world will have a base value between 1-5 except in unique circumstances. The base value will represent both the amount of RP earned per research turn as well as the base research/construction rate. Tied into the economic system as well will be a system of Planetary Development.
Colonial Development:
Colonial Development is based off of the Tier of the world, a simple 1-5 ratio which determines how long it will take to colonize your world. When Colonizing a world, a Civilization starts off with only 3 Colony Development Slots. If a civilization wants more, they must upgrade their existing infrastructure through Construction.
To Colonize a world, the Civilization in question requires one of two things. A Colony ship, or a Military Carrier-classed ship, second rate or higher. If a Civilization utilizes a Colony Ship, the colony ship is dismantled in the process of forming the colony and thus can not be returned. If a Player chooses to use a Carrier-classed ship, that ship is for the extent of the colonization effort completely immobilized and unable to be called upon for an attack. Said Carrier is still able to attack, but must be able to do so without moving.
-Colony Ship: One Time Use.
-Carrier: Can not be used during the time it takes to Colonize the world.
Planet TiersA planets tier determines how fast the colony develops and is rated based off of the planets composition and atmosphere. In some cases, a planet may have a type of landscape which would favour your specific species, as such you may be able to negotiate a higher Tier with the GM. All decisions will be ultimately up to the GM though.
T1: Barren Rock with a nonexistent atmosphere, Colony Develops at 6%/Page. A Stage 2 Mining Colony on this world receives a +2 to Base Value.
T2: Barren Rock with little atmosphere, Colony Develops at 8%/Page. A Stage 2 Mining Colony on this world receives a +1 to Base Value.
T3: Bare Minimum Garden World, mainly barrens, shrubs, Colony Develops at 10%/Page
T4: Earth-like Planet, Colony Develops at 12%/Page. +1RP Due to Tourism.
T5: Paradise, Colony Develops at 14%/Page. A Stage 2 Colony on this world receives +2RP due to Tourism.
TerraformingA Player can Terraform a world to improve its Tier. To terraform a world, a player must spend a Colonial Development slot and 20RP to go up to the next tier. By doing so they will allow themselves to speed up Colony development times and even occur bonus'. Depending on the type of colony you wish you develop, you may be required to terraform the world to support it
Colony StagesStage 1 Development: Basic development of your colony. Your colony will mainly be made up of civilian contractors, security forces and their families. A small city is made as the first stage colonists prepare the colonial infrastructure for the main wave. Cost - 5RP
Stage 2 Development: Primary wave of colonists arrive, the small city expands as the colonists begin to settle in. This is the stage that your colony begins to turn a profit, based on its base resource value.
- General Population Colony: 10RP. Instead of specializing, the Colony becomes a General Population Colony. This colony isn't allowed to specialize any further and takes on a single Civ Trait
- Specialization Cost: 15RP. Gives the Colony a Specialization listed below
-Minor Mining Colony. +2 to resource value
-Minor Cultural Colony. +2 Influence to surrounding Colonies
-Minor Commercial Colony. Trade Value increases by 2 (Capitalist makes this 3). Improves the effectiveness of the Corporation stationed on this world
-Minor Military Base. -2RP reduction in training cost, 3% increase in naval construction speed (5% for Warmongers, 4% for Peacekeepers) and -3RP cost for military construction.
-Minor Research Base. All Military and civilian research rate increased by 2% on that world (Scientists get 3%). For one project at a time, you can convert RP from that world into research and further increase the research rate by half the RP value (Ex. Value of 8RP can be converted to 4% research rate increase).
-Minor Industrial Centre. Construction projects on that colony are 5RP cheaper +2% to Construction Rate
Stage 3 Development: The colonial population and infrastructure expands even further as more people immigrate and colonial children are born. This is when your colony become a major population center of your colonial empire. At this stage you decide if this colony becomes a Major in its specification or a Hybrid.
- Hybrid Cost: 25RP. Allows the colony to pick a secondary Minor Specification. In addition, the colony also gets either a +1 bonus to both specifications or a +2 bonus to one.
- Major Cost: 35RP. Upgrades the Minor Specification of the Colony to a Major one which provides greater benefits.
-Major Mining Colony: +5 to resource value from base
-Major Cultural Colony: +5 Influence to surrounding Colonies
-Major Commercial Colony. Trade Value increases by 3 (Capitalist makes this 5). Improves the effectiveness of the Corporation stationed on this world
-Major Military Base: Ship construction and unit training cost reduced by 10RP. Base construction/training time speed increased by 12% from base value (Warmongers get 18% and Peacekeepers 14%). Military construction cost reduced by 11RP.
-Major Research Base: Military and civilian research rate increased by 6% on that world (Scientists get 7%).
In addition, you can either chose to use a Spend Bonus of 2 projects at 2RP for 1+ Bonus, or 1 Project at a 1RP for 1+ Bonus. (See Minor Research Base for example)
-Major Industrial Centre: Construction projects on that colony are 7RP cheaper, +10% to Construction Rate
Hubs: A Hub World is the Be-all, End-all of colonies. Hub Worlds effect not only the planet they are on, but also all the planets within 2 jump points of the Hub World. Cost: 50RP, Has a Restriction of 1 Hub for every 5 colonies.
-Cultural Hub: The planet the hub is on is now impossible to lose through cultural assimilation. In addition, a Cultural Hub would provide less Civil Unrest to colonies around it. If said colony belongs to another Empire, they receive a +10 Influence culturally making them more easy to take over though means of culture or negotiation.
-Commercial Hub: Trade value increases by 5 (Capitalist Trait makes this 7). A Commercial Hub turns into the stationed corporations' Corporate HQ, or SubHQ, unlocking discounts and very high quality services.
-Military Hub (Requires Major Military Base): +5% Build Rate for all Military Units. In addition, planet receives a Deployment Bonus on itself and all planets within 2 Jump Points of the planet (FTL travel time is cut in half for military forces). +5 Influence and negotiation bonus to Allies and -5 Influence and Negotiation Bonus to Non-Allies.
-Industrial Hub (Requires Major Industrial Center): Construction Projects are 10RP Cheaper, +10% to Construction Rate, surrounding colonies get a +5% to Construction Rate
Colonial UpgradesIn System DefencesA colony is precious to every civilization. They represent homes, resources and power. To help protect these assets, it is vital to build defences to help defend a colony from any potential aggressors.
When building System Defences, you can build a defensive structure for your system of choice, it can either add attack value or point value. Attack Value comes into play if the planet is attacked, fleet or no fleet, initial defences have an AV of 10, with a additional 5 for every upgrade or new addition. Alternatively (or additionally) you can also build defences that intercept enemy fire or add health to your colony, interception starts with a 10-sided die and increases by five for every upgrade or addition, or you can reinforce your colony's infrastructure and add 10 health for every project. Your homeworld gets five defensive slots initially, but can be upgraded to a maximum of ten, but each slot must be individually built. Colonies start with three, military bases can be upgraded to six slots and civilian colonies five.
Additionally if you want to garrison ships at a colony, you must build a naval base first, shipyards double as a naval base. However fleet shipyards can now only be built over your homeworld and colonial bases, civilian colonies can have civilian shipyards however. Shipyards are now 20RP and Naval Bases 15RP. You can have a maximum of three shipyards over your homeworld, three over minor military bases, four over major bases and six over military hubs. Don't worry if you're currently building a shipyard, the original price will remain unchanged, however afterwards new prices will be enforced.
Early Warning SystemsRP Cost per Upgrade - 20
+5 Colonial Influence over all Colonies
Early Warning Systems are an upgradable build for a Civilization and gets placed in the entirety of a Civilizations owned territory. Once the systems are in place the Civilization in question gains free Hex of Movements equivalent to the Empires FTL Rating to reposition troops in the event of an attack or unauthorized entry into the Empires Territory. Early Warning Systems are also equipped with a basic communicator to communicate with traffic in the system should it be needed.
Mk I
- 1 Free Hex Movement equivalent to the Empires FTL Rating
- Early Warning and Direction of Movement
Mk II
- 2 Free Hex Movement equivalent to the Empires FTL Rating
- Early Warning and Direction of Movement
- Number of Ships
Mk III
- 3 Free Hex Movement equivalent to the Empires FTL Rating
- Early Warning and Direction of Movement
- Number of Ships
- Class of Ships
Each Upgrade allows you extra warning time in the event of unauthorized entry into your territory.
As you can see developing your colonies will lead to major economic rewards for you and your allies. If done right, you can see your civilization thrive to become a Galactic Superpower... if you flounder, you may find yourself at risk of being enslaved or being turned into just another ruin to be discovered.
TradeAs mentioned earlier trade will also be a factor in play which can be used to improve the wealth and production value of your empire.
Basic Trade Agreement=5RP per page (50 Influence and Embassy Required)
Free Trade Agreement=+1RP to base trade agreement (60 Influence Required)
Common Market=+2RP additional to current trade agreement (70 Influence Required)
Economic Union=+5RP additional to previous trade agreement (80 Influence Required)
Currency Union=All RP of participating factions combined into a common treasury. RP from trade and colonies equally shared with members. (90+ Influence Required)