Author Topic: OOC: Frontier: The Void 2.0  (Read 69627 times)

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Offline Grif101

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OOC: Frontier: The Void 2.0
« on: September 20, 2015, 10:02:36 PM »

Frontier: The Void
This is a Civilization based RP, where those involved will create a space bound civilization and everything involved with building their Empire. For those of you familiar with the other Empires game, this will play similarly, but have a bit more structure involved in how it is played, though not too much to where it becomes too Restricting.

This game will be based around creating interstellar civilizations, your civilization will already be in the beginning stages of interstellar expansion, having already colonized your home system and one extrasolar system as well; from there on out how your civilization progresses depends on you.


The Civilization sheet goes as follows:
Spoiler for Civ Sheet:
Code: [Select]
[i][u][b]Civilization Name[/b][/u][/i]

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[u][b]Leader(s):[/b][/u]

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[b][u]Territory:[/u][/b]

[spoiler=Welcome to Planet **!]
[img][/img]
[/spoiler]
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[b][u]Race:[/u][/b]
[b][u]Race Trait:[/u][/b](Trait Name and Effects)
[u][b]Description of Race:[/b][/u]

[u][b]Civilization Traits:[/b][/u]
( List Three Traits, take into account how these Traits affect one another, if they do.)

[u][b]Population:[/b][/u]

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[u][b]Society:[/b][/u](Civ Traits should be taken into account, a Warmonger can't have a "perfect Society and so on)

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[u][b]Government:[/b][/u](If a Civ Trait Includes a Type Of Government, it must be represented here)
[u][b]Economy:[/b][/u](If a Civ Trait Includes a type of Economy, it must be represented here)

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[u][b]Military:[/b][/u]
[b][u]Defence:[/u][/b]

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[u][b]Technology:[/b][/u](Description to give a feel for your Empires technology and theme)
[u][b]Space Travel:[/b][/u] Within System only, Standard Propulsion

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[u][b]Back Story (Optional):[/b][/u]

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[b][u]Alliances:[/u][/b]

[b][u]Trading Agreement:[/u][/b]

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[u][b]Armed Forces Description:[/b][/u]

One of the interesting things that must be taken into account when creating the Civilization you want is the Trait System. The trait system gives a unique mix to how your empire works and plays in the game. They give negatives and bonuses. A Bonus is a set percentage that goes into calculating your research, as is the negative, a large Bonus gives 5% and a trait with this kind of research bonus always gives a 5% negative somewhere, unless otherwise specified. A medium bonus would be half of that, being 2.5%, and the smallest Bonuses being a 1% bonus.

All bonuses have negatives, so think carefully when choosing.

Spoiler for Civ Traits:
Warmonger- This civilization is highly militarized and tends to be aggressive in actions, it benefits from being always combat ready, and tend to have larger military forces. In attacks they can strike first in an invasion(Defenses that would shoot at them upon arrival are ignored) first turn. However in actions with other races besides war, they suffer penalties, because of reputation, though may be more successful in using fear (-5 influence with all factions). FEAR US! - Can force a surrender on NPC with a Roll, must beat NPC Moral Check. First Strike- Defences are ignored for the first turn in battle, fleets are unharmed in first combat roll. Hated- Peaceful Societies will not associate with you, hostile powers not affected. Scientist 5% Military Research Bonus.

Imperialist- Receives bonuses in naval construction or military research (choice must be made). -5RP and 5% construction bonus in establishing colonies on already populated worlds. Receive +2RP trade bonus within area of influence (between colonies and protectorates). They suffer in relations with non-imperialist civilizations (-1 influence with non-imperialist powers). Are not compatible with Peace-Keepers.  3% Naval Construction Bonus OR 3% Military Research Bonus. Scientist 5% Ship Research Bonus.

Scientist- Receive bonuses in terms of research, however not in all areas. Scientist trait is directly affected by other trait choices. It may only be tied to one trait though. Example, Scientist Warmonger gives bonus to military based Research only, Imperialist gives bonuses to Naval based Research, etc. The Negative is the fact that it does not give research bonuses across the board. 5% bonus to a specific field, field is determined by other trait it is attached to.

Explorer- Receives bonuses related to travel, gets an initial boost to attaining FTL travel. For the dice rolls related to discovery in a system, they may elect for either a Re-roll or moving the roll one option up or down.  They also have some bonuses related to establishing colonies, on worlds without a population.  FTL +15% to Initial Research, 2% Research bonus on Travel Tech. Scientists- 5% Research in communications or Scanning/research equipment.

Peace-Keepers - The good guys (sorta), they are willing to go out and help in other conflicts, for the sake of peace. They get bonuses in NPC interaction, and military or naval research. They can suffer from a degrading reputation as they tend to get involved even when unwanted, however always get temporary bonuses with a faction they help in trade and economics. They are incompatible with Imperialists. Military Colonial Development 3% OR Naval research 3%. Suffer in reputation with Galactic Community when they get involved in outside matters (-5 influence with neutral powers). Temporary bonuses with assisted factions, though only minor and only if the faction is actually helped (+3RP to trade income for 2 pages with assisted faction). Scientist 5% Military Research Bonus

Theocratic- Stronger Moral and society based on a Religious doctrine. They have bonuses when attempting to convert another society to their religion. Can be Militarized or Peaceful, if militarized it gets military research bonuses but suffers in its reputation, if Peaceful get bonuses in interactions and civilian research. Cultural Conversion Trait - roll of a die determines successful conversion of NPC civilization, however they have a chance to resist.  Militarized- 3% research bonus in Military Research. Loses influence with NPC factions of differing beliefs, harder to convert or gain political relations with (-10 influence with non-believer factions). Peaceful- 3% bonus to Civilian Research; I.E. Improved living standards and available tech.  Scientist- 5% Religious Cultural Research bonus.

Philosophical-Much like Theocratic, but more that they are defined by a certain doctrine and not a Religious Deity. They are capable of Cultural Subversion, to convert a people to a certain Ideal. They however suffer in Military research and Construction. They gain Bonuses in interactions and diplomacy, typically having well educated rulers (+10 influence with neutral factions). They may be seen as naive though by others, being fairly philosophical and not always practical. Cultural Subversion Trait - roll of a die Determines successful conversion of NPC civilization, however they have a chance to resist. 4% Bonus in Civilian Colonial Development; Especially in regards to building places for education. 4% reduction from Military Colonial Development. Scientist- 5% Cultural Research bonus.

Corporate- Bonuses economically, and trade (+2RP bonus to trade agreements). Depending on the type of corporation, they may choose an area of expertise, but only one, which they receive a bonus in. Suffers in reputation, especially with Communists (-10 influence with Communists).  3% bonus in Research and Colonial Development, in one area of expertise, I.E. military research, civilian colonial development etc.. Communists instantly unfriendly. Bonus with Capitalists or other Corporations (+5 influence, +3RP to trade income). Scientist 5% bonus in Research related to area of Expertise (Net 8% Bonus).

Communist - Receives bonuses to construction across all types, especially military construction. Trade suffers, as does economy, unless with another Communist Society (-1RP with trade with non-communist powers, +2RP bonus to trade with other Communists). Reputation is lower with all races that have capitalist functions (-5 influence with capitalist powers).  4% Colonial Development bonus across all categories. Capitalists unfriendly. Research  -1% across the board. Scientist - 5% Colonial Development Bonus (net 9% Colonial Development bonus).

Capitalist - Bonuses in trade (+1RP to trade agreements, +2RP to trade with other Capitalists), gets research bonuses regarding military research.  Capitalists tend to have better relations with others of the same economic type (+5 influence with capitalist powers). Suffer in relations with Communists (-5 influence with communist powers). Military research bonus 3%, Civilian Colonial Development -1% (starts with first trade agreement). Communists unfriendly. Scientist 5% Economic Research/Colonial Development.

Another thing to consider for traits, is a singular one you will make, that has its own rules. It will be called the Racial Trait, a trait specifically related to the species you create or choose. This trait will be up to vote by the Group as to if it gives to many benefits or not, or if it could be game breaking.



Game Wiki: http://www.killerrin.com/wikis/fotv/index.php?title=Main_Page


Player Civilizations
Spoiler for Iko Republic; Played by Tobbs:
Iko Republic

Leader(s):
The Republic Senate

Territory:Homeworld of San Mondi, colonies Ano Ngorani and Harzun.
Spoiler for Welcome to Planet San Mondi!:

Welcome to San Mondi - a relatively small world covered in dense jungles, vast forests and mighty roaming beasts. Due to the incredibly high amounts of oxygen in its atmosphere, both the flora and fauna of this world has grown to great sizes, earning the little planet the ironic title of "The World of Giants".

Race: Iko
Race Trait: The Children of San Mondi: +2 health and increased healing capabilities on ground units due to genetic superiority, but cannot colonize T1 planets and T2-3 colonies develop at half rate due to high oxygen demand.
Description of Race:
Spoiler for Appearance:


A powerful race, the Iko are strong, agile, quick, and intelligent, more so than most individuals found in the galaxy. Though they carry a somewhat reptilian resemblance, the Iko are in fact mammals, with female anatomy in many ways resembling that of Humans. On the back of their necks grow long, thick manes, and on their muscular tails, thick brushes of hair, varying in colour from black, brown, blonde, silver and white. Their homeworld - San Mondi - is unusually small and has an atmosphere extremely rich in oxygen, allowing the Iko to grow almost twice the size of other species, their strength and intellect growing with them. This also brought with it a world predominantly covered in jungles and vast forests stalked by enormous predators. It also caused the planet's atmosphere to be filled with microorganisms which hold symbiotic relationships with the various plants and animals around them. This has sunken into the very anatomy of the Iko, for the bright blue tone of their blood is caused by several dozen species of microorganisms which live in their bloodstream. "Redblood" is a common term for colony-born Iko who has never had a colony of these microorganisms settle in their blood, causing it to have the far more common colour red. Conditioned by their harsh homeworld, the Iko evolved into natural survivors, their physical prowess allowing them to leap great lengths, climb all sorts of imaginable terrain, effectively heal greater wounds than most species, among other things. However, this all came at a dependency for high amounts of oxygen supplied at a constant rate. With oxygen supplies deemed sufficient and even normal by other species, the Iko are left tired, fatigued, and with children running a high risk of brain damage while in the womb.

Civilization Traits:
Scientist
Explorer
Peace-Keeper

Population: 10,3 Billion


Society: Whereas other civilizations would pride themselves on their scientific knowledge or military power, the Iko instead put emphasis on culture and the fine arts. Sculptors, painters, artisans and architects are regarded as geniuses and held in the highest regard. As a result, their cities are lavishly decorated with monuments, statues, tapestries and all manner of art imaginable. Likewise goes for the people - exquisite clothing, tattoos, jewelry and hair-styling being incredibly common. Other than art and culture, the Iko also highly prize science, freedom, democracy and tolerance. They can also be considered a peace-loving people, though they are more than prepared to crush any potential threats to their way of life.


Government: The Iko Republic is a senatorial democracy, with government made up on the Republican Senate - an institution of 251 representatives from the different regions of the republic, which does not include those of the colonies, who discuss national affairs and decide most things through voting. Every senator is part of one of the many political parties of the republic, and is appointed onto the senate by their individual party. How many senators a party may appoint is decided on how many votes they get in each national election. Though there are many different political parties in the republic, there is no leader of any of them, no one to take on the role of Head of State. The Iko are unfamiliar with this concept. This, along with extreme amounts of bureaucracy and corruption, causes the republic to very often slow down or downright stagnate in all sorts of decision-making. As a result, politicians are generally seen as one of the least trustworthy kinds of people in existence by the Iko.
Economy: Free-market capitalism.


Military: Iko military is mainly focused on defense, but is also prepared to deal out preemptive strikes against any potential threat. Trading quantity for quality, the Iko army and navy is relatively small, but exceptionally well-trained and well-equipped. In combat, they sacrifice protection for speed and agility, with soldiers wearing very little armour, and almost completely lacking any true heavy vehicles. Instead, the Iko use personal and vehicular shielding to make up for the lost protection that armour would have provided, while their strategy focuses on outmaneuvering the enemy with quick, agile movements.
Defense: The Republic Navy is the first and foremost line of defense the Iko have in protecting their worlds. Other than that, the world of San Mondi also has countless ground-to-orbit guns and missile silos ready to provide extra firepower against an invading enemy, just in case.


Technology: A very technologically advanced species, the Iko have developed energy shields and weaponry for personal and vehicular use. The favor of speed over strength is seen in every part of their military. Armour is greatly neglected, both soldiers and vehicles instead relying on their shields, their speed and their agility to keep them alive. Other than that, they are on quite equal terms with the other species of the galaxy.
Space Travel: FTL Rank 1


Back Story: The Iko Republic is the result of a process that took place over many centuries. With the invention of nuclear weapons, San Mondi, quickly sunk into a stalemate as most nations no longer dared go to war with one another. The world entered a period of relative peace. Economic unions started forming and rapidly growing, soon also becoming unions in a political aspect. These unions soon melded together and formed a single enormous union of states which slowly but surely came to envelop the whole planet. Then over the course of centuries, this union became more and more centralized until it had undeniably become a single unified sovereign state, at which the announcement of the Iko Republic was little more than a formality. During this time, nationalistic senses had slowly faded away, and the Iko became more united as a single species. They had also developed a deep tradition in democracy during this time, and for hundreds of years the idea of democracy was completely obvious to them. Now, however, the old republic has sunk into turmoil. There are now more political parties than ever before, and they all share the senate like never before, resulting in the government devolving into a cesspool of corruption, bureaucracy and opposing ideologies. It is said the Republic has endured worse times in its past, but no one is truly sure how this tangled mess will ever be solved.


Alliances: None

Trading Agreement: None


Armed Forces Description: -pending-
Spoiler for The Vis Dominion; Played by Ragez:
The Vis Dominion


Leader(s): The 40th Xiphial, Ziren


Territory: Several worlds in the Aur System, alongside the home world Visei

Spoiler for Welcome to Planet Visei!:


Race: The Vis
Race Trait: Energy-Based Lifeforms
Description of Race: Vis bodies are made almost entirely out of energy, the sole exception being their techno-organic crystal core. Due to this, the Vis do not require food, water, or oxygen; but do require a daily supply of energy to survive, which makes living difficult on uncivilised worlds very difficult. All wounds with the exception of wounds to the crystal (which are often times either fatal or debilitating) can be regenerated provided an external energy source is available for larger wounds, but pain is still inflicted on all wounds and can render a Vis unconscious. The energy bodies of the Vis are also resistant to energy weapons, but are even weaker to ballistic weapons than human bodies. All Vis take 15 years of gestating in crystal form to become adult crystals, and parents can only give birth to one crystal during that period.

Civilization Traits:
Scientist
Peace-Keepers
Philosophical

Population: 20 Billion


Society: All Vis are treated equally in the Vis Dominion, but a capitalistic approach of 'the greater the deed, the greater the award' is in place. There is a sole religion among the Vis, the belief in a singular omnipotent God who created the universe who has many names, but the philosophy of the Vis in taking over other races is not religious in nature. Rather, it is their philosophical belief that to unify with all willing (and often unwilling) races and expand the Vis Dominion will result in an eventual utopia; through either reason, or in rare cases force.


Government: Absolute Monarchy, ruled by the Xiphial; the holder of the hereditary Xiphial Crystal.
Economy: Mixed Economy, backed by Energy.


Military: Fairly high, as the Vis see a great need for military supremacy both in defence and in expanding their empire. Research tends to favor military advantages over civilian advantages, and focus is put on expanding influence in space. Mainly defensive in nature.
Defence: Relatively small orbital satellites capable of firing coilguns exist, alongside system-wide scanners and a single defensive naval station orbiting Visei; this is due to the constant fear of alien invasion due to past events.


Technology: Futuristic, heavily energy reliant.
Space Travel: System-Wide Standard Propulsion.


Back Story (Optional): The Vis were created 1200 years ago by a race named the Aedir, a moderately advanced race who were only particularly advanced in the field of techno-organic engineering. They created the Vis as an experiment to discover the perfect balance between organics and machines, fashioning energy bodies from their techno-organic crystal cores and creating a new race to live alongside them. One day, however, a mysterious and highly deadly plague began afflicting the Aedir; reducing their civilisation to shambles. The Vis attempted their best to restore order, being immune to disease, and nearly succeeded in doing so.

But the plague was soon revealed to be part of the machinations of a warmongering alien race, who then underwent a campaign of extermination on the planet to rid it of both the Aedir and the Vis. The Vis were unable to save the Aedir, but after a highly costly war succeeded in driving the aliens back thanks to the wise leadership of the Xiphial. The new Vis society, devoid of the Aedir, began building up and restoring their lost society; always keeping their creators in mind as they moved forward onto the future.

The Vis have succeeded in eventually re-obtaining most of the Aedir technology (which was never especially advanced in the first place) with the exception of advanced techno-organic engineering, which was lost forever. But are still in the process of reverse engineering the strange technology of the alien race which invaded them from their ships; however there are little to no remaining intact ships, and the language of the aliens is entirely incomprehensible, which complicates matters. What little could be understood has advanced Vis society alongside their own impressive advancements in the years, but they still have a long way to go.


Alliances: None

Trading Agreement: The Vis are very open to trade with most non-aggressive nations, but will often seek to economically dominate trading partners.


Infantry Description:
Vis infantry are strong, specialized units with combat armor. Due to their relatively small number (in response to the low birth rate of the Vis), the army is well trained and well equipped. Spec-Ops units exist, in the form of the elite Valion Storm Warriors and the shadowy Seirei Ghost Warriors.

Mechanized Divisions Description:
MBTs, artillery and light tanks use coilgun and in rare occasions plasma weaponry. Humanoid Mechs are, however, a rapidly encroaching battle aid; but are relatively rare and are unlikely to ever truly replace tanks.

Airforce Description:
The Vis airforce is fairly advanced, depending mainly on the V-50 Aion Air Superiority Fighter and the V-45 Zayin Multirole Fighter alongside bomber fleets and ground support aircraft to deliver a decisive military edge.

Naval Description:
The Vis space navy is small, but there is a great desire to expand into a larger military force. Current efforts are focusing on reverse engineering crashed alien ships in an attempt to produce war-worthy vessels, but it's a slow process.
Spoiler for Coalition States of Earth; Played by Grif101:
Coalition States of Earth


Leader(s): Coalition Security Council

 - The Coalition Security Council is made up of eight representatives, two per member-state belonging to the United States, the New Commonwealth, the European Union and the Eurasian Union. The Coalition Security Council is chaired by a Director of the Coalition Security Council, who presides over sessions of the council and helps set general policy directives, as well  act as the official spokesman and representative to the public and media. The Director however does not hold executive powers, those being invested in the council as a whole. Decision making is similar to that of cabinets of national governments, where the council must present a united front in public, however behind closed doors decisions are made by majority vote and any dissent is handled during sessions.

Territory: Sol, Epsilon Eridani and Gliese 832

 - Sol: Earth, Luna, Mars, Phobos, Deimos, Titan, Io, Europa, Asteroid Belt, Ceres, Ganymede, Callisto, Kuiper Belt, L1 and L2 lagrange points.

 - Epsilon Eridani: Victoria, The Rock, New Singapore, Harvard Belt

 - Gliese 832: Terra Nova, Lexington and Concord, New Hengsha, Rus, New Vladivostok

Spoiler for Welcome to Planet Earth!:


Race: Human

Race Trait: See GM Powers

Description of Race: Humans are highly evolved bipedal primates. They range from 1.5 to 2.5 m tall with skin colors ranging from pale white to dark brown. Eyes can be brown, blue, green, hazel or gray. Other colors are sometimes encountered. Hair colors are usually brown or black, natural blondes being extremely rare as the regional cosmetic differences become less pronounced.

Civilization Traits:
Imperialist
Capitalist
Warmonger

Population:

Sol: 20,250,000,000

Epsilon Eridani: 50,000,000

Gliese 832: 60,000,000

Total: 20,360,000,000


Society: Society on Earth has been heavily influenced by the rise of multinational megacorporations, with a near fully free market economy taking shape, replacing all other economic systems by the 22nd Century. As such many of the megacorporations have risen in power, outmatching many national governments in economic and military power, as well as political influence. In space the abundance of resources and significant investment in colonial infrastructure has led to many Earth governments outsourcing industry, security and even governance to some of the most powerful corporations, such as Belltower Associates and the Eurasian Resources and Development Administration, leading to an unprecedented fusion of the private and public sector in the development of space. Huge advances in technology, medicine and science have led to advances such as  commercial augmentation, elimination of most major diseases, longer life spans, fully automated industrialization and a  fully-developed space industry. However this has not led to the utopian society some hoped for, as the divide between rich and poor has grown in size, generally divided between the haves of the Coalition, the middle ground of the Coalition's allies or otherwise developed states, and the have-nots of the nations economically dependent on the Coalition.

Discrimination has also expanded to include those that are augmented or synthetic. Many governments, especially those of the Coalition States, have taken on increasingly authoritarian aspects, with heavy surveillance of the populace along with militarized police forces being the norm, though for the most part citizens of the wealthy nations and power blocs rarely feel or notice the authoritarian nature of the government, with most of them leading normal lives with a high happiness index.

Government: The Coalition States of Earth is a supranational union of four of Earth's most powerful power blocs, the United
States, the New Commonwealth, the European Union and the Eurasian Union. Officially the Coalition States of Earth is not a world government, legally only claiming jurisdiction over its member-states and their colonies; though unofficially the Coalition exercises complete hegemony over the Earth and her various colonies, outmatching every independent nation and corporation in military and economic power, effectively allowing the Coalition to run the affairs of mankind as it sees fit. While this complete monopoly of power has allowed a coordinated and effective expansion into space, many people and governments outside the Coalition have become dissatisfied and angry with the state of affairs, chafing under the long and heavy handed reach of the Coalition and megacorporations. Outside of Earth amongst the colonies in the Solar System, Epsilon Eridani and Gliese 832, the member-states govern their own colonies under their respective laws and customs, though they remain under the protection of the Coalition as a whole. A few colonies are even governed by either wealthy independent states or by the various megacorporations, usually freeports and asteroid colonies, though these organizations have a defence pact with the Coalition in the case of any common external threat.

Economy: The economy of the Coalition States of Earth follows the concept of free market capitalism, allowing the private sector and market to compete freely with almost no government interference. As such many economic industries such as finance, trade and especially the space industry has come under the control of multinational megacorporations, allowing an unprecedented economic boom and expansion from the private development of space, leading to what many have dubbed a "Golden Age".

Military: The military of the Coalition States of Earth is organized under a two-tier system, with the first tier made up of the Coalition Rapid Reaction Forces (CRRF) and the Unified Coalition Naval Service (UCNS), while the second tier is made up of the national military forces of the member-states. The CRRF is an all volunteer, professional multinational force made up of volunteers from member-state militaries, created to act as the name suggests as a rapid reaction force able to respond quickly to threats or attacks against the Coalition or its member-states, though in reality it has evolved to become effectively a standing army for the Coalition, supported and supplemented by the national militaries of the member-states.

The UCNS is a seperate service from the CRRF, though the two organizations cooperate closely, composed of the space naval forces of the member-states brought together under one umbrella organization. Though the ships and crews are still officially serving members of their respective navies, they are effectively under the control of the CSC and its Department of Global Defence/Coalition Command, the member-states in a treaty agreeing to surrender control of their space assets to the Coalition to allow the effective coordination and defence of their shared interests in space and the colonies.

Defence: The Coalition States and its colonies' first line of defence lies with the fleet, garrisoned in strategic locations within Sol, Epsilon Eridani and Gliese 832 and capable of responding to threats within hours or days. Other defences include orbital and planetary railgun batteries, along with camouflaged nuclear batteries strewn throughout the planet and nearby orbital bodies, as well as planetary garrisons to defend against invasion or insurgency.

Technology:The Coalition States of Earth is a very technologically advanced civilization, having mastered most major diseases, the fields of robotics, AI, neuroscience, biotechnology, genetics and nanotechnology to name a few. The Coalition has access to powerful ship drives, interstellar travel, synthetic androids, advanced ship, crew-mounted and personal railgun weaponry as well as commercial and military mechs.

Space Travel: Basic Interstellar

Back Story: The Coalition States of Earth came into being from the natural progression of globalization, the need for a stable and well-funded foundation for the rush to space, the need to effectively defend newly acquired colonies and assets in space as well as an after effect of the Third World War. When manned travel within the Solar System became possible with the advent of fusion power and advances in ship technology, the over-abundance of Sol's resources became open which started the first "Space Rush" amongst the Earth's governments and corporations. This led to a new era of Cold War tensions among the major power blocs as each alliance vied for a favourable position in space, excaberating already simmering disputes and disagreements on Earth. Eventually after a series of unrelated skirmishes, a terrorist attack on the United States led to the mobilization of global forces and the eventual outbreak of war, lasting two years and nearly leading to a major nuclear exchange. Eventually the major powers agreed to a peace treaty, the war having opened the way for corporate interests and rival governments to take advantage of the situation and begin entrenching themselves in the Solar System. Eventually after fifteen years of recuperation and foundation building, the United States, the New Commonwealth, the European Union and the Eurasian Union formed the Coalition States of Earth to counteract the growing influence of Earth's megacorporations and rogue governments in the Solar System, establishing a common economic and military front to expand and protect their common interests in space and on Earth. Ten years after the formation of the Coalition tensions in the Solar System between the Coalition and indendependent governments escalated into the first Space War, which saw the first use of space-based warships and the first deployment of the CRRF to colonial warzones. After the first and later second Space War the Coalition firmly established its dominence in the Solar System, directly controlling most of the Solar System's colonies or otherwise exercising hegemonic influence over the rest. Not long after, the Coalition launched its first extasolar expedition to the Gliese 832 System, followed by an expedition to Epsilon Eridani, establishing colonies in both systems.

Alliances: None

Trading Agreement: The Coalition will trade with most powers

Armed Forces Description: The combined military might of the Coalition and its member-states is monolithic in size, composition and equipment. Fully-funded and kept up-to-date the various military organizations are well-equipped to handle any situation that comes their way, whether it be in space or on the ground. Having recently come out of the second Space War and the Vox Populi Insurgency victorious, the militaries of the Coalition have a core of professional battle-hardened soldiers to draw upon, as well as a heavily armed and recently expanded fleet to support them as well as spearhead other operations.
Spoiler for Kaveni Empire; Played by wisekill:
Kaveni Empire


Leader(s): Emperor Zalu Tau


Territory:Tawe System

Spoiler for Welcome to planet Hoa!:


Race:Kaveni
Race Trait: Imperial loyalty + 10 Colonial influence on every colony.
Description of Race: The Kaveni race is currently the only race in the Kaveni Empire, they come from the world of Hoa. They are bipedal and humanoid, the female is slightly shorter than the male but weight slightly more average weight for an adult Kaveni is 170-180 kilograms. Kaveni also have the remains of a tail, while it has become shorter since it lost its initial purpose. The average Kaveni can reach the age of 300 before dying of old age.
The transition of their head to the body is seamless, while this makes it harder to look around they have no weak spot in their neck. Their skin is made up of many hard scales and they are hard to penetrate with most hand weapons except the Sonia blade which is specifically designed for that purpose. But their natural armor is far from perfect, it offers little protection against the guns used in this age and they have weak spots on their abdomen; under their armpit and the backside of their legs.
The most common colors of the Kaveni scales are brown; dark red or dark green and the unscaled surface of their body is always in a slightly lighter tint of that color.

Civilization Traits:
Explorer
Philosophical
Imperialist (Naval construction focus)

Population: 17 Billion


Society: Life on Hoa has been peaceful in recent years, while Kaveni history is filled with thousands of wars the people have been content to live in peace under imperial rule. While living conditions are decent for nearly all Kaveni there is a big difference between the average middle class citizen or someone born into one of the old noble families.


Government: The emperor is the head of the Kaveni empire but a council of 40 appointed and elected members handle most of the everyday decisions. The council can only overrule the emperor if at least 70 of the 80 members voted in favor of the action, in reality this power has rarely been used.
Economy: Open market capitalism

Military: The military of the Kaveni empire is a very professional organization, during peace it consists entirely of professional volunteer soldiers but during war a large part of the population can be conscripted into the army.
Defense: While the navy provides the first line of defense the Kaveni standing army is quite large, large amounts of funds have been set apart to make sure every colony has an army of it's own.


Technology: With cold fusion reactors providing most of the energy needs of the Kaveni empire the Kaveni people enjoy living in a high tech society.
Space Travel: Basic Interstellar


Back Story (Optional): The emperors of the Tau dynasty have over the course of several generations conquered the largest part the Kaveni homeworld of Hoa. While some parts of the planet do not fall under the rule of Emperor most regions have joined the empire, either through force or peaceful annexation. With their homeworld firmly under their control the people of the Kaveni empire look to the stars for a new challenge.


Alliances:None yet

Trading Agreement:None yet
Spoiler for Arcadonian Empire; played by Killerrin:
Civilization Name Arcadonian Empire

Leader(s): Arcio Macello

Territory:
Aquaris System, Homeworld of Hydros, Terraformed world of Vargas
Spoiler for Welcome to Planet Hydros!:

A Planet with only a single mega-continent on the equator. The rest of the planet is covered in Ocean filled with small islands and ice-caps at the poles

Race: Ki'Jan
Race Trait:
The Ki'Jan are completely incompatible with arid environments and require wetsuits when going to these places. The reason for this is that it can be considered extremely dangerous and in most cases lethal for a Ki'Kan to have its body dry up completely.

Description of Race:
http://killerrin.com/wikis/eot-iv/index.php?title=Ki%27Jan
The Ki'jan is the main species of the Arcadonian Empire. They take the look of amphibious humanoid beings which are able to breathe both above and below the water. Due to the habitat on their home planet, their characteristics make them take the look and feel of a rubbery creature ranging between the colors of green, blue, and purple. The hands and feet of the Ki'Jan are webbed to allow for easeful navigation on both land and sea. The average lifespan of a Ki'jan is between 130 years.

All Ki'Jan's possess the power of Telepathy, something which allows them to communicate with each other or read the minds of other alive beings.

The Ki'Jan have also shown some ability to control Electromagnetic Manipulation to a small degree, although this power is only available to the upper echelons of society and is due to a genetic mutation which hasn't been assimilated to the general public due to still being in the early stages of being researched.

Civilization Traits:
Imperialist | 3% Naval Construction Bonus
Scientist | 5% Scanning/Research Equipment
Explorer | 15%+ FTL Bonus, 2% Travel Tech

Population: 20 Billion

Society:
In the Arcadonian Empire they put a heavy emphasis on the scientific fields, the society wanting to advance as fast as possible so they can travel to the stars and colonize other worlds with completely different ocean ecosystems. Being a society who was born in the waters, the Ki'Jan are a society which does everything possible to ensure that the oceans are safe and clean for use. If they find an ocean being treated poorly, the society tends to get angry and will do everything in their attempt to help the ocean, even if it means declaring war.

Government: Unified Imperial Government running under a Democratic Socialism system.
Economy: Free Market Capitalism with heavy regulation. Government provides essential services


Military:
Compared to other imperialistic Societies, The Arcadonian Empire maintains a larger than average military. The main reason for this is to allow them to fulfill their nations goal of colonizing and protecting the oceans of the galaxy. Although the second most reason is to protect the water on their planets since large amounts free-standing liquid water is a rarity in the galaxy and since their species requires it to live, they feel they must protect it at all costs.

Defence:
Defence is provided by the navy. The Arcadonian Empire utilize Ground-to-Orbit and Orbital Cannons to protect themselves


Technology:
The Arcadonian Empire only uses "Green" Renewable energy sources
High Emphasis on Telepathic based technology
Have technology which allows them to completely purify water with ease
Spoiler for Odekkan Dynasty; Played by LordNecross:
Odekkan Dynasty

Wiki: http://www.killerrin.com/wikis/fotv/index.php?title=Odekkan_Dynasty


Leader(s): Grand-Chief Berrdock Odekkan, High-Shaman Vevenn Odekkan


Territory: Home Planet Dior, Odekk Colony, Gurdoor Colony

Spoiler for Welcome to Dior:


Race:Kurgesha
Race Trait:Honorable Extremophiles- Capable of Colonizing T2 worlds as easily as T4 worlds, has neutral standing with civilizations at the cost of losing the “Fear Us” Warmonger ability

Description of Race: Kurgesha, also referred to as Kurgs, are a Bipedal Mammalian Race that evolved on  the high gravity world of Dior.

Height Dispersion: 6.5ft to 9ft or 1.98 meters to 2.74 meters (This is the average among both genders, however there are outliers like in any bell curve)
Average Adult Weight Dispersion( At 1G, Compared with Height Dispersion): 450lbs to 850lbs or 204kg to 385kg (These is Average Male Weight, Female can be assumed to weigh slightly less at the same height)

Anatomical/biological Description: Anatomically on a skeletal level, they resemble humans except for the fact that the bones are denser and far stronger, and that they have additional limbs in the form of an extra set of arms, having a total of six limbs meaning two legs and four arms, the hands each having five digits as well as the feet. The bones are capable of resisting high amounts of shock and withstanding damage that would easily shatter human bone, this is due to the fact that Kurgesha developed on a high gravity world, totalling to 3 times standard earth gravity. Muscularly the biological development is inline with the skeletal structure, it is far denser and stronger pound for pound than a human’s allowing the Kurg to perform as if they 3g gravity was no different than 1g gravity and even then they outperform peak humans under such conditions. The sheer amount of strain and danger of the volatile ecosystems of their homeworld led their species down the evolutionary path of a powerful survivalist, and in an environment that pushes one to the limit they developed redundant organ systems to handle environmental dangers, meaning they have two hearts, a double set of lungs, livers and other major organs, with the exception of the brain and parts of the digestive tract(The intestines, etc.), and reproductive organs. On top of this, Kurgesha heal quickly and are capable of regrowing limbs organs, and vital tissues. Vital tissues like brain cells as well can regenerate given time, however anything lost in terms of knowledge and memory are irrecoverable, in some extreme circumstances Kurgesha have survived heavy damage to the brain, as long as parts of the brain that manage organ function remain undamaged, in this state Kurgesha become bestial and enter into a mindless rage and rely on primordial instinct until killed by taking too much damage and/or succumbing to injuries, or being sedated and restrained for treatment. Such cases cause drastic personality changes, and can be to the point where the original personality is gone entirely, along with memories and skills. In terms of reproduction, Kurgesha have litters of 4-10 children which are nursed and raised by all clan members leading to very rapid breeding in the Kurg peoples. Differences between Males and females, besides the obvious Breasts, or different genitalia and associated organs, is the presence of Tusks. Both genders have mouth tusks, which look like large canine teeth coming from the lower jaw behind the lower lip(Think orcs from Skyrim), however Males have an additional set of tusks that jut out from behind their lower jaw and extend out along the jaw line, these are far larger than the mouth tusks and are one of the defining male traits. Male facial tusks vary in size and if they are straight, curved or even spiral, depending on the culture it is a defining trait of masculinity.

Skin Types: Skin on Kurgs is tough and  very damage resistant, but appears and feel not too different from human skin. In terms of colors, Kurg skin is warm and earthen in color, ranging from earthy clay yellows to deep reds, however they also have ashier colors of whitish grey to deep dark greys only shades away from black. Color patterns are common and range from gradients along a color spectrum, camo like blotching, stripes, having different colored stomach/chest and inner arms and thighs from the rest of the skin. These variations depend on the clan and region. Another feature is the appearance of bony studs or spikes on the shoulders, forearms, and sometimes knuckles, whether a kurg has these completely depends on genetics.

Hair: Hair comes in a variety of colors, but this tends to be black, browns, greys and whites as well as reds through yellow. Males can have facial hair, such as beards and the like, and body hair on males can grow on forearms, legs, and the chest. Some cultures however practice full body shaving, and it is rather common. Females tend to have little noticeable body hair, but it does grow on the legs and forearms .

Eyes: Eye colors are far more diverse than any other color traits Kurg’s have, browns, yellows, blues, reds, and all mixes and variations of them can be found depending on genetics and certain colors run in a clan or certain bloodlines within a clan. Another thing to note is the Sclera(Whites of the eye, not always in the case of the Kurgesha) can be either white, or near-black depending on genetics.

Civilization Traits:
Warmonger
 Scientist(Warmonger)
Capitalist

Population: 23.5 Billion


Society: Kurgesha Society is not easily defined as a single cohesive thing, however certain aspects transcend the many differing cultures of the Kurgesha people, specifically a Warrior mindset and a respect of strength, honesty and prowess in both combat and non-combat. The Ruling Dynasty though is Shamanistic and has its own set ways and customs, but this is not enforced on the population at large. Kurgeshan People are overall a clan based culture, with the division of nations dictated by ruling clans. The concept of the clan and loyalty to it is central to Kurg culture, and the clan is viewed as being one’s family as there is no real concept of the close knit family simply due to the fact Kurg reproduce in litters and children are reared by the whole clan. With such a rapid growing population and a focus on strength and skill, there is a ritual known as the culling in which Kurgesha children are trained in survival skills and then abandoned in the extremely deadly wilds of their homeworld, and after a one year period the survivors reintegrate into their clans. The nature of these Cullings differs from clan to clan in terms of preparation and where they are released. Despite ethical dilemmas it is seen as necessary to keep the species strong and keep the growth from being too rapid.


Government:Oligarchy Republic- The government is clan based instead of nation based, Clans are organized into Grand-Clans and their Patron clans. Patron clans themselves have Subordinate clans which are the smallest type of clan and governmental entity. Each of the Grand-Clans has a Chief that is on the High Council that governs the entirety of the Kurgesha people across their growing empire. The High Council has a single leader called The Grand-Chief which is elected or becomes Grand-Chief by force or show of force and their Grand-Clan then becomes the Ruling Dynasty. The Oligarichal High Council is kept in check though by a Senate that has representative members from Patron clans. The Senate helps to pass laws as well as make or dispute them, while the High Council decides on overall policies, such as foreign policies, economics, declaring war and so on. The Grand-Chief directs the High Council and can overrule or overturn policies and laws that the Grand -Chief dictates to be unnecessary or wrong, as well as being the Grand-Warlord of the Military. Religion is entirely separate from the government, and Kurgeshan clans have many different faiths and practices, and under the current dynasty religious freedom is a key tenet.

Economy: Capitalist for the most part, however strict guidelines of honor and High Council policies help to keep businesses in check, it is not uncommon to see corrupt CEO’s or other figures executed publicly for breaking codes of honor and respect.


Military: The Dynasty’s Military is composed of  only the most battle hardened kurgs, and even then they undergo training that makes use of their planet’s extreme environments, making Kurgs well prepared and adaptable to changing situations in a battle, especially when taking into account their strength and survivability. The ground forces are expansive and well trained in survival as well as combat of all types, Kurgs having such deep roots in war throughout their history. The ground forces also make use of less conventional warfare, such as melee combat, making use of their great physique when clashing with the enemy and displaying martial skill. The Ground forces are supported by an expansive armored divisions, having powerful and massive tanks that make use of thick armor and high caliber weaponry to devastate enemy vehicles and ground forces, and these are supported by lighter armored vehicles for reconnaissance and raiding grounds for quick strikes. The Air Force is designed to work with the armored divisions to provide air support and tie up enemy fighters, Kurg FIghter craft tend to be jacks of all trades, preferring good survivability and weapon selection to sheer speed, however this is not to say any failing can’t be compensated for by the skill of a pilot. The air force also has heavy hitters as well, the Kurgs having developed airships for providing heavy fire from above from a durable weapons platform, the largest Airships are capable of housing some fighter craft for defence and providing air support. The Naval Spacecraft follow along the same lines of the Ground forces, being heavily armed and armored to deal with threats.
Defence: Planetary defences and tactics are situational, typically Kurgs live in places most species would find utterly inhospitable, with vicious fauna and even plant life as well as intense gravity, intense weather, radiation as well as atmospheres other races might find difficult to breath or even toxic. This combined with the use of defense structures, chokepoints, fortifications can make a ground war difficult if not impossible for many species. However if they find they cannot hold a location they will leave it and use the environment and rely on guerilla warfare, which comes as second nature due to their survival skills and biology, allowing them to turn key points captured by the enemy into death traps.


Technology:Kurgeshan Technology is advanced, as they are rightfully a space faring species, however compared to most other species their tech may seem simplistic on the surface, especially in terms of weapon technology. In terms of Energy production, Nuclear Fusion and Fission have long been the norm, despite only having become space faring in the past 200 years, fossil fuels stopped being used long ago due to high amounts of rare and radioactive materials on the Kurgeshan homeworld and colonies. Kurgs have invested heavily in their fusion and fission tech, making it so commonplace and safe by their standards that civilian vehicles even rely on nuclear generators for power. Computing is where it would be expected to be of a space faring species, however it could be considered not as powerful as most but more than sufficient to accomplish what they need, in terms of communications, running calculations and simulations, targeting and ect. The Kurgs are expert armorers, having  generations of experience in perfecting the use of armor in personnel, vehicles, and spacecraft. This was born out of necessity as Kurgesha have yet to discover any form of shielding technology and so to compensate their armoring techniques make use of advanced alloys and super dense and hard rare metals, like depleted uranium, coupled with ceramics and reactive armor. Kurg weapons can be considered their most ‘Crude’, as their are typically very robust and make use of very large shell sizes that no other race could hope to wield without powerful mechanical assistance or heavy genetic modification. Also due to abundant rare metal, nuclear payloads are common even at infantry level, and one of the most weapon techs is inventing smaller and more efficient nuclear payloads for use in any combat scenario. Larger weapons, specifically in spacecraft, rely on larger caliber munitions propelled with magnetics, the only weapons in the kurg arsenal to do so are the spacecraft cannons, and these typically contain nuclear payloads to assist with penetration and damage to enemy armor. Kurg Ships rely on advanced armoring as well as heavy firepower to make up for a lack of shielding or use of energy weapons, and many kurg ships are very effective brawlers and many have very potent ramming capabilities. Another thing to note is due to cultural focuses on honor, respect, and martial prowess , melee weapons are used in combat as well. Melee weapons used advanced metals and forging techniques to keep them viable on the battlefield, their only drawback is that they require close range and so they are only used under such circumstances.
Space Travel: Standard Propulsion


Alliances: Outside of Inter-Clan Agreements, none.

Trading Agreement: Outside of Inter-Clan/Colonial Agreements, none.


Inactive
Spoiler for Taurgit Collective; played by Mikethor007:

Taurgit Collective (T.C)


Leader(s): Sonta F'Ratha


Territory: Klemunt System

Spoiler for Welcome to Planet Ishanoth!:


Race: Taurgit
Race Trait:(No idea as of yet.)
Description of Race:
Taurgit are bipedal humanoids that resemble all sorts of felines, and commonly sport leonine manes. A Taurgit's usual height is around 2 meters.

Taurgit warriors are capable of dead-lifting 700kg overhead. Also, all taurgit have natural weapons in their claws and teeth, with a single claw being able to cleanly severe a human spine in the abscence of armor or cybernetic implants.

Civilization Traits:
Explorer
Scientist (Explorer focus)
Imperialist (Naval focus)

Population: 9 billion


Society:
The Collective is basically an assortment of clans (presided by an emperor), each with its own area of technological expertise. Certain clans are deemed more important, either due to personal fortunes, glory or amassed knowledge, and therefore have better positions of power. There is no slavery in the collective of clans, as every hand was needed for the Taurgit to survive their exile. Certain clans might choose to be clients(vassals) of bigger clans, with these respresenting the smaller ones on government matters.
Taking into account that Taurgit society as a whole places more value (as of now) in exploration, clans with technological knowledge pertaining to this area (spaceship building, engines, armor, sensors, comms, etc.) naturally have the most power in the collective.

Government: Highest authority is held by an Emperor, in this case one that comes from the clan responsible for developing tech for spaceship drives. There is also a sizeable council comprised of representatives from each clan.
Economy: Capitalism.


Military: Standard, highly trained, voluntary professional army. Drafts are possible, but one hasn't been issued in ages.
Defence: Sensor emplacements throughout the system. They're mostly for scientific purposes, but nevertheless able to detect invading fleets. Basic weapon emplacements on the home planet capable of hitting orbit.


Technology: Current technology has three main focuses: efficient and powerful ship drives, which could eventually evolve into drives capable of FTL, forcefields, which aren't capable of much as of yet and particle accelerators.
Space Travel: Within System only, Standard Propulsion


Back Story:
The Taurgit were once a strong spacefaring race, which had a good number of star systems under their influence. But due to their expansion, they settled onto a world which was slated to be terraformed by another empire. An empire that was overly territorial and exceedingly violent. The resulting war went badly for the Taurgit, which had almost all of their colonies taken or flat out destroyed from orbit. They were forced to evacuate thousands of their populace to cryo sleeper ships and then migrate to the farthest reaches of the galaxy rim they could find a livable planet in. The voyage took its toll on their ships, and they were forced to land on a nondescript desert planet which, luckily, was habitable. The damage to the ships was so extensive that they had to scrap most of their technology and scramble to save the survivors from cryo sleep. In the following years, the Taurgit had to rebuild their civilization back from the bronze age.

Alliances: None.

Trading Agreement: None.



Infantry Description: The main forces are armed with basic particle accelerator rifles and pistols. Standard body armor tends to be heavy due to the phisical strength of the Taurgit. Specialist weaponry varies according to the engagement.

Mechanized Divisions Description: Armor divisions have a varied mix of vehicles for different situations. There are the standard light tanks, heavy tanks and artillery. There is the eventual goal of transitioning all tanks (and analogous vehicles) from tracks to hover suspensions. Research is under way to repurpose mobile construction platforms (walkers) into more militarized designs.

Airforce Description: Comprised of fighter craft of the recon, light and heavy variety. The most recent variants of each type of craft are all spaceworthy. Bombers do exist, though the ones that are used in space tend to favor "torpedo" loadouts instead of plain old bombs.

Naval Description: The Taurgit navy makes use of a large number of different types of spacecraft. Including corvettes for recon and exploration work, frigates for armed patrols of dangerous areas, carriers, cruisers, destroyers and battleships, though they're not large.
« Last Edit: January 25, 2017, 04:49:31 AM by killer rin »
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Offline Grif101

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Re: OOC: Frontier: The Void 2.0
« Reply #1 on: September 20, 2015, 10:06:54 PM »
FTL and Exploration


Exploration
As an improvement over V1, The Sector has now been automatically pre-generated with the GMs having the sector secured on our hard drives. With that said, we have new rules in place for FTL Travel.

Saying the hex you are jumping to is mandatory. In addition you get an FTL roll and an Event Roll.

Event Roll
Explorer 2d100, best roll gets chosen
Everyone else 1d100

Event Roll
1d20

Example
Spoiler for FTL & Event:
Jump to Hex: 6, 5
This dice roll has been tampered with!
Rolled 1d100 : 59, total 59
This dice roll has been tampered with!
Rolled 1d20 : 12, total 12

FTL Rating
Frontier, the Void uses an FTL Rating system to determine how fast your ships can move around the sector. All players start at Tier 1 and must work their way up by researching the required tech.

FTL Rank 1 - 6 Days to travel 1 hex - Default
FTL Rank 2 - 5 Days to travel 1 hex
FTL Rank 3 - 4 Days to travel 1 hex
FTL Rank 4 - 3 Days to travel 1 hex
FTL Rank 5 - 2 Days to travel 1 hex
FTL Rank 6 - 1 Days to travel 1 hex
The Cost to upgrade your FTL Ranting is 100RP and takes up a Research Slot for the duration of the research



Exploration Ships
Exploration ships are the only ones that can chart new systems. Any ship can jump to a system and detect celestial bodies, but only an exploration ship can ascertain their worth. For example a military ship can jump to a new system and detect a T3 world, but it couldn't ascertain if there are any bonuses or penalties or its RP value, an exploration ship could though.

For information on building Exploration Ships and more, check out "Research and Development"
« Last Edit: February 16, 2016, 07:03:07 AM by killer rin »
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Offline Grif101

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Re: OOC: Frontier: The Void 2.0
« Reply #2 on: September 20, 2015, 10:07:20 PM »
Empire Development

Planet Tiers
A 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.

Spoiler for Tiers:
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.
T3: Bare Minimum Garden World, mainly barrens, shrubs, Colony Develops at 10%/Page
T4: Earth-like Planet, Colony Develops at 12%/Page.
T5: Paradise, Colony Develops at 14%/Page.

Terraforming
A 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. Only moons and full-sized planets can be terraformed to T4 level. Proto-planets can only be terraformed up to T3. Asteroids are not capable of being terraformed.

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 exploration ship to chart out the system being explored. Any ship can discover and explore a system, but only an exploration ship can determine value and habitability.

Spoiler for Colony Stages:
Spoiler for Stage 1 Colony: Scaffolding:
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


Spoiler for Stage 2 Colony : Minor:
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.

Income per Turn: 1RP/Page (+ Listed bonuses)

Cost
  • 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 and random bonus or penalty
  • Specialization Cost: 15RP. Gives the Colony a Specialization listed below

Types
  • Minor Mining Colony. +2 to resource value
  • Minor Cultural Colony. +2 Influence to surrounding Colonies (Only moons and full-sized planets)
  • 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 (Only moons and full-sized planets)


Spoiler for Stage 3 Colony: Major:
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. Only moons or full-sized planets can reach this stage. Asteroids, space stations and proto-planets cannot develop into Stage 3 or higher.

Income per Turn: 3RP/Page (+ Listed bonuses)

Cost
  • 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.

Types
  • 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

Spoiler for Stage 4 Colony: 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.

Income per Turn: 5RP/Page (+ Listed bonuses)

Types
  • 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 (Requires Major Commercial Centre): 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

Homeworld
The Homeworld is the heart of your civilization, and in most cases the birthplace of your species. Homeworlds can not be built, but if a civilizations homeworld is taken, a new planet can be redesignated as homeworld until the original homeworld has been reclaimed. Homeworlds have all the traits of Cultural Hubs, with the additional advantage of being able to manufacture military ships.

Income per Turn: 5RP/Page
Limit: 1 Per Civilization. Captured Homeworlds are converted into a Cultural Hub

Spoiler for Infrastructure:
In addition to Colonies, players can choose to develop Infrastructure that will allow them to increase the RP gathered from a given system while improving the quality of life of your citizens to make them more loyal to your civilization. Infrastructure is an important part of building out and maintaining your empire and can not be neglected for long.

You do not need to have a colony in a system to build infrastructure in it.

Spoiler for Resource Extraction:
Mining
A Planetary or Orbital Mine and processing facility which will extract 2RP of resources from a system every page

Cost: 15RP
Health: 5HP

Planetary Farming
Generates 1RP/Page, +1 Influence over planet

Cost: 15RP
Health: 5HP

Spoiler for Civilian:
Civilian Research Facility
Adds a Civilian Research Slot associated to the system/planet it is built on.

Cost: 15RP
Health: 5HP

University/Schools
Adds a Civilian Unit Training Slot associated to the system/planet it is built on.

Cost: 15RP
Health: 5HP

Shipyard
Adds a Ship Construction Slot associated to the system/planet it is built on. Ship Construction Slot can be either Military or Civilian

Restriction(s): Military Shipyards can only be built in a system with a military colony

Cost: 15RP Civilian/20RP Military
Health: 5HP Civilian/10HP Military

Administration Office
Adds a Planetary Development Slot associated to the system/planet it is built on.

Cost: 15RP
Health: 5HP

Cultural Monument
+1 Influence to your civilization

Cost: 30RP
Health: 5HP

Spoiler for Military:
Barracks
Houses 100,000 soldiers on the planet, must train/garrison soldiers separately

Cost: 20RP
Health: 10HP

Military Academy
Adds a Military Unit Training Slot associated to the system/planet it is built on

Cost: 15RP
Health: 5HP

Military Research Facility
Adds a Military Research Slot associated to the system/planet it is built on

Cost: 15RP
Health: 10HP

Spoiler for Colonial Defences:
Surface-Orbit/Orbital Weaponry
Allows a colony to fight back should it come under attack

Cost: 20RP
Health: 10HP
Attack: 10

Hangar Bay
Stores up to 100 Fighters/Strike Fighters which can be rolled out when needed.

Cost (Without Fighters): 20RP
Cost (With Fighters): 60RP
Health: 10HP

Evacuation Centre
Contains enough ships to evacuate 20% of a planets populace at a moments notice.

Cost: 15RP
Health: 10HP

Colonial Shelter
Allows the population to take shelter should the planet come under siege from orbital assault

Cost: 15RP
Health: 10HP

Naval Base
Allows you to garrison up to 15 ships outside a Shipyard

Cost: 20RP
Health: 15HP

Spoiler for Interstellar Travel:
One-way Jump Gate
Allows one-way instantaneous travel to the system the Jump Gate is connected to. Provides +1 RP and Influence to connected systems

Prerequisite Research: Wormhole Travel, Jump Gate Technology

Restriction(s): Can only be built within your own territory

Cost: 50RP
Health: 25HP

Two-way Jump Gate
Allows two-way instantaneous travel between connected systems. Provides +3 RP and Influence to connected systems

Prerequisite Research: Wormhole Travel, Jump Gate Technology

Restriction(s): Can only be built within your own territory, unless an agreement is made between two civilizations to connect each others' territory

Cost: 100RP
Health: 50HP

If an Infrastructure Improvement that you want to build doesn't exist in this list, simply tell any of the GMs what it does and we will create a Cost, HP and Attack for you

Empire-Wide Development
Spoiler for Early Warning Systems:
Cost per Upgrade - 20RP
+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.

Retooling Factories
To Retool a Factory, it costs 7RP and takes 2 Pages to complete. A Factory can only be retooled to a Military Factory during Wartime. Outside of wartime, factories can only be retooled to Civilian.

Factories have two states of existence. Either they are tooled for Military purposes, or they are tooled for Civilian Purposes. If needed, a Factory can re-tool itself to allow itself the ability to build items across lines. Once a Factory has been retooled, depending on where it was retooled there is an additional set of rules attached to it.

- Retooled factories on Military Colonies are given the full range of construction with no restrictions.
- Retooled Factories on Non-Military Colonies are restricted to building Fourth Rates, Fighters and Support Ships. If the Player is a Warmonger, they also get access to build Third Rates.
« Last Edit: April 10, 2016, 06:02:02 AM by Grif101 »
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Offline Grif101

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Re: OOC: Frontier: The Void 2.0
« Reply #3 on: September 20, 2015, 10:07:57 PM »
Research and Development

FoTV utilizes a page based Research and Development system to improve your empire. Whether it is researching new technology to give yourself an edge, building new ships or even improving your colonies to allow you to gain the approval of your people, Research and Development is a vital part of the game. R&D is split between two separate fields. Military and Civilian, and as the name suggests gives you the ability to focus on both aspects of your empire at once.

By default, a player has 150RP to spend with 15RP per turn gained between their Homeworld and other systems. To increase that amount, the player must begin to upgrade their colonies

A standard R&D Sheet will look similar to this with each section broken down below.

Code: [Select]
[spoiler=R&C]
[b]Research[/b]
*Name*: Research Item 0% (RP Cost, Description)
*Name*: Research Item 0% (RP Cost, Description)
 
[b]Unit Training[/b]
*Name* Military:
*Name* Civilian:
 
[b]Ship Construction[/b]
*Name* Military: x% #Built - Construction Item (RP Cost)
*Name* Civilian: x% #Built - Construction Item (RP Cost)

[b]Colonial Development[/b]
Slot 1: *Name* (Effect , -RP Cost)
Slot 2: *Name* (Effect, -RP Cost)
Slot 3: *Name* (Effect, -RP Cost)

[spoiler= 150RP | 15RP per Page]
[b]System/Major Planet Name[/b] - Maximum RP: xRP
xxx (Homeworld) - 5RP
xxx (Minor Colony Type) - 5RP
xxx (Minor Colony Type) - 5RP

[/spoiler]
[/spoiler]



Spoiler for Research:
RP Cost per Item: 20RP

Research is what is used to develop new technologies or look into aspects of the Sector which you have come across in your travels which you would like to know about.

Spoiler for Unit Training:
Develops at 50%/Page

Spoiler for Military:
Spoiler for Militia:
Militia Battalion (Light):
- Point Value of 1/Attack Power 1
- Cost: 1RP

Militia Battalion (Mechanized):
- Point Value of 3/Attack Power 3
- Cost: 2RP

Militia Battalion (Armoured):
- Point Value of 4.5/Attack Power 5
- Cost: 3RP

Spoiler for Conscript:
Conscript Battalion (Light):
- Point Value of 2/Attack Power 2
- Cost: 2RP or Conscripted

Conscript Battalion (Mechanized):
- Point Value of 4/Attack Power 4
- Cost: 3RP or Conscripted

Conscript Battalion (Armoured):
- Point Value of 5.5/Attack Power 6
- Cost: 4RP or Conscripted

All Conscript Trained forces raised through conscription will be disbanded at the end of hostilities.

Spoiler for Regular:
Regular Battalion (Light):
- Point Value of 4/Attack Power 4
- Cost: 3RP

Regular Battalion (Mechanized):
- Point Value of 6/Attack Power 7
- Cost: 4RP

Regular Battalion (Armoured):
- Point Value of 7.5/Attack Power 9
- Cost: 5RP

Spoiler for Professional:
Professional Battalion (Light):
- Point Value of 5/Attack Power 5
- Cost: 5RP

Professional Battalion (Mechanized):
- Point Value of 7/Attack Power 9
- Cost: 6RP

Professional Battalion (Armoured):
- Point Value of 8.5/Attack Power 11
- Cost: 7RP

Spoiler for Elite:
Elite Battalion (Light):
- Point Value of 6/Attack Power 7
- Cost: 6RP

Elite Battalion (Mechanized):
- Point Value of 8/Attack Power 10
- Cost: 7RP

Elite Battalion (Armoured):
- Point Value of 9.5/Attack Power 11
- Cost: 8RP

NOTE: While you can build more than a battalion at a time, the larger unit cost will be determined by how many battalions it is composed of. For example a brigade has five battalions, so it will cost the same as five battalions. It is not advised you try to build anything bigger than a division.

Spoiler for Civilian:
All Civilians are a One Time Use unless stated otherwise

Scientist Prodogy
+2% Research on a single project
-Cost: 20RP
-Quantity: 4

Colonial Contractor
+2% Colonial Development on a single project
-Cost: 20RP
-Quantity: 4

Master Shipwright
+5% Ship Construction on a single project
-Cost: 20RP
-Quantity: 4


Spoiler for Ship Construction:
Shipyard Limits
  • Military, Can build all types of military ships.
  • Civilian, Can only build civilian ships. If the civilization is under Wartime, they may expand this to build Fourth Rates (minus Frigates), Fighters, and Support Ships (minus Electronic Warfare Ships)

Ship Cost and Statistics
Spoiler for Military:
Warships will be divided into five Ratings based on strength and role. Warships will also be given a health and attack value to determine strength.

Spoiler for Ultra Rates:
Ultra Rates:
Supercarrier: Health Value 40/Attack Value 30. Maximum of twelve slots for fighter/strike fighter squadrons. Can carry three brigades and four gunship/heavy gunship squadrons.
- RP Cost: 115
- No. built at a time: 1

Battle Carrier: Health Value 50/Attack Value 40. Maximum of six slots for fighter/strike fighter squadrons. Can carry two brigades and three gunship/heavy gunships squadrons.
- RP Cost: 100
- No. built at a time: 1

Super-Dreadnought: Health Value 60/Attack Value 65.
- RP Cost: 115
- No. built at a time: 1

An Ultra Rate can be designated as a Flagship. Must have an Admiral.

Ultra Rates are extremely powerful warships and as such each faction can only have four. Factions with the Warmonger Trait can build six.

All Ultra Rates build at a base rate of 5% plus bonuses or negatives.

Spoiler for First Rates:
First Rates:
Fleet Carrier: Health Value 20/Attack Value 15. Fleet Carriers also have a maximum of six slots for fighter/strike fighter squadrons. See Fighters and Super-Light Weight Ships for more details.
- RP Cost: 40
- No. built at a time: 1

Battlecruisers: Health Value 20/Attack Value 25.
- RP Cost: 45
- No. built at a time: 1

Battleships: Health Value 25/Attack Value 30.
RP Cost: 50
- No. built at a time: 1

Dreadnoughts: Health Value 30/Attack Value 35.
- RP Cost: 55
- No. built at a time: 1

SSBM Hunter-Killer: Health Value 16/Attack Value 18. Stealth capable and is capable of ignoring planetary defences and sensors, can only be detected by Area Defence Destroyers, Hunter-Killers and Advanced Planetary Sensors. If undetected it can destroy a colony with WMD's in the first round. Maximum 1 per battlegroup. Does not require a Supply Ship.
RP Cost: 30
No. built at a time: 1

Any First Rate warship can also be designated as a Flagship which will boost the overall Combat Score. This bonus is determined by the Admiral's score which will be anywhere between 1-5. An Admiral must be assigned to the Fleet/Battle Group for this to take effect however.

All First Rates build at a base rate of 5% plus bonuses or negatives.

Spoiler for Second Rates:
Second Rates:

Cruiser: Health Value 7/Attack Value 7. Has a maximum of two slots for fighter squadrons.
- RP Cost: 15
- No. built at a time: 1

Heavy Cruiser: Health Value 10/Attack Value 10.
- RP Cost: 16
- No. built at a time: 1

Carrier: Health Value 10/Attack Value 10. Has a maximum of four slots for fighter/strike fighter squadrons. Can carry two regiments and a gunship/heavy gunship squadron.
- RP Cost: 17
- No. built at a time: 1

Hunter-Killer: Health Value 14/Attack Value 16. Stealth capable and can only be detected by Area Defence Destroyers or Corvettes. Has a sneak attack bonus of +10 during the first round, provided there are no Area Defence Destroyers or Corvettes nearby. Maximum two per battlegroup. Does not require a Supply Ship.
RP Cost: 20
No. built at a time: 1

Any Second Rate ship can be designated for Command & Control, which will boost the overall Combat Score by 2, for the cost of 5RP

NOTE: If you have a Flagship in your Fleet/Battle Group you cannot designate a Second/Third Rate for C&C

All Second Rates build at a base rate of 10% plus bonuses or negatives.


Spoiler for Third Rates:
Third Rates:

Destroyer: Health Value 5/Attack Value 5.
- RP Cost: 10
- No. built at a time: 3

Heavy Frigate: Health Value 3/Attack Value 3.
- RP Cost: 10
- No. built at a time: 5

Light Cruiser: Health Value 5/Attack Value 7.
- RP Cost: 12
- No. built at a time: 2

Light Carrier: Health Value 8/Attack Value 5. Has a maximum of two slot for fighter/strike fighter squadrons. Can be converted into a Commando Carrier (See below for details).
- RP Cost: 13
- No. built at a time: 1

Any Third Rate can be designated for Command & Control, which will boost the overall Combat Score by 2, for the cost of 5RP

NOTE: If you have a Flagship in your Fleet/Battle Group you cannot designate a Second/Third Rate for C&C

All Third Rates build at a base rate of 15% plus bonuses and negatives.

Spoiler for Fourth Rates:
Fourth Rates:

Corvette: Health Value 1/Attack Value 1. Can detect Hunter-Killers.
- RP Cost: 5
- No. built at a time: 10

Frigate: Health Value 2/Attack Value 2.
- RP Cost: 7
- No. built at a time: 5

Area Defence Destroyer: These destroyers are used to intercept enemy projectiles and fighters. For every one Area Defence Destroyer in a Fleet/Battle Group the player can roll one 5-sided die to mitigate up to five points of the other players' score. Can also detect Hunter-Killers.
- RP Cost: 8
- No. built at a time: 4

All Fourth Rates build at a base rate of 20% plus bonuses and negatives.

Spoiler for Fighters and Super-Light Weight Ships:
Fighters and Super-Light Weight Ships

Fighter Squadron: Point Value 15 (1/Ship) Each Fighter cancels out one of your opponents Fighter classed Ships
- RP Cost: 5
- No. built at a time: 1 Squadron (15 Ships)

Strike Fighter Squadron: Point Value 10 (1/Ship) Attack Value 10 (1/Ship)
- RP Cost: 5
- No. built at a time: 1 Squadron (10 Ships)

Gun Ship Squadron: Health Value of 15 (1/Ship) Attack Value 15 (1/Ship) for use in Planetary Assaults only.
- RP Cost: 5
- No. built at a time: 1 Squadron (15 Ships)

Heavy Gunship Squadron: Health Value 6 (2/ship) Attack Value of 30 (10/ship) for use in Planetary Assaults only.
- RP Cost: 12
- No. built at a time: 1 Squadron (3 ships)

Fighters can not be equipped with FTL and can only be transported between systems with a Carrier.
Fighter Point Value and Attack Value goes down as ships are destroyed
Fighters Build at a 50% Build Rate

Spoiler for Support Ships:
Support Ships:

Supply Ship: Supply Ships are used to keep your fleets supplied and fueled for extended missions. For every fifteen ships you send outside a major base you will need one supply ship.
- RP Cost: 10
- No. built at a time: 2

Assault Ship: Assault Ships are ships specialized for planetary assaults. They are armed for orbital support and can carry two battalions and one gunship squadron. Because of their armament they will be give a Health/Attack Value of 1 but be sure to only use them in space combat as a last resort.
- RP Cost: 5
- No. built at a time: 5

Commando Carrier: Commando Carriers are Light Carriers converted for planetary assault and support. They can carry two brigades, two strike fighter squadrons and two gunship or heavy gunships squadrons. They can also provide orbital support.
- RP Cost: See Light Carrier Above
- No. built at a time: See Light Carrier Above

Troop Transport: Unarmed transport ship capable of transporting three battalions.
- RP Cost: 2
- No. built at a time: 10

Heavy Troop Transport: Unarmed transport ship capable of transporting three brigades.
- RP Cost: 15
- No. built at a time: 1

Electronic Warfare Ship: Allows a battlegroup/fleet to attempt Electronic Warfare during battle.
- RP Cost: 10
- No. built at a time: 2

Exploration Ship: Charts new systems and ascertains RP value of planets. Can detect hidden planetary bonuses. Health Value 7/Attack Value 2.
- RP Cost: 15
- No. built at a time: 1

All Support Ships (except Commando Carrier) build at a base rate of 20% plus bonuses or negatives and are upgradeable.

Spoiler for Civilian:
Exploration Ships
Health Value 7/Attack Value 2.
- RP Cost: 10
- No. built at a time: 2
- 25% per Page

Spoiler for Colonial Development:
RP Cost per Development: See "Empire Development"

Is used for anything that has to do with colonial developments. Whether that be upgrading a mining facility on another world, to putting down a colony, to building something that makes your people happy. It all gets done here. Colonial Development is what allows you to begin to take advantage of your systems and empires resources.

Items built within Colonial Development utilize the Planets Tier for a construction Bonus/Detriment. For a full range up items you can build, check out "Empire Development"
« Last Edit: March 21, 2016, 05:04:52 AM by killer rin »
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Offline Grif101

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Re: OOC: Frontier: The Void 2.0
« Reply #4 on: September 20, 2015, 10:08:25 PM »
Economy

Gaining RP
In Frontier, the Void, players will explore the sector and come across many systems with valuable resources which they will want to gain access to to give them an edge. To get access to these resources, players will have to work the systems they find by building up colonies or infrastructure which will take advantage of the RP pool in a system.

When improving a system with colonies or infrastructure, it is important to keep in mind that each system has an RP value attached to it. This value is the Maximum Value which you can get from the system. This maximum value is calculated by adding up all the Maximum RP values of the Planetary bodies. You can not go past this maximum amount, and as such once you have built up enough infrastructure to take advantage of it all, you have effectively maxed out what the system can give you.

For the Maximum RP Values listed for items within the system (Planets, Moons, Comets) these values are considered soft limits, as such if you go past the limit, its value carries over to the next body within the system. This goes on until it runs up against the cap of the Maximum value listed in the system because once you have used the entirety of a system, there is nothing left to carry over to.

See "Empire Development" for more information on building these up and the income they provide

Calculating and Spending RP Amount
Every turn, players take their income per turn which is calculated by the improvements on a colony, and they add it to their pool.

- If a person has 100RP in their pool, and makes 15RP per turn, they simply add 100+15 and their new total in their pool is 115RP.
- When spending RP, it is a one time cost (unless stated otherwise).

Trade
As 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)

« Last Edit: March 08, 2016, 08:32:05 AM by killer rin »
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Offline Grif101

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Re: OOC: Frontier: The Void 2.0
« Reply #5 on: September 20, 2015, 10:09:02 PM »
Combat Rules
War Rules: Recruitment

Every civilization is allowed a base of 2% Active PiM (Population in Military), and 3% Reserve PiM for a total of 5% total military. civilizations with conscription, however, can have an active PiM of up to 4% with a reserve of up to 4% for a 8% total military. Conscription, however, has penalties: A permanent 1% negative to civilian construction for every active PiM percent, plus lower quality soldiers. Note that having 2% active in your military does not mean that you have 2% to use in your ground forces; at least half of those numbers will be consumed by logistical, naval, and airforce personnel.

(for anybody who thinks the percentages are too small, take note that 2% of a population of 20,000,000,000 is 400,000,000 people; and that the largest active military in the world (China) only has 2,250,000 (0.18% of its population) people in its active military and it suffers to maintain that).

All civilizations can use a Wartime Emergency Boost, which takes over the reserve rate in order to achieve full military readiness; this creates up to a 5% active PiM for civilizations without conscription, and up to a 8% active PiM for those with it. However, as a penalty, civilian construction and research is reduced for every active PiM similar to the conscription negative (1% negative civilian construction per additional military percent, and .50% negative civilian research per additional military percent).

Of course, these percentages can be improved or reduced via several factors:

Warmonger: PiM (active and reserve) is boosted to 10% (up to 5% active and 5% reserves) for civilizations with Conscription, and 7% (3.5% active and 3.5% reserve) for civilizations without Conscription, with no penalties for the 2% increase.

Imperialist: Civilian Construction negatives are reduced by 1% for Conscription, and 2% for Wartime Emergency Boost.

Explorer: Every fully colonised outer-system world adds 0.05% to your reserve military, as militiamen of said world.

Peace-Keepers: Reserve PiM is boosted by 1%.

Theocratic: Wartime Emergency Boost civilian construction negatives are reduced to 0.75% per military PiM percent.

Philosophical: Conscription is impossible without an enemy directly attacking your core worlds.

Corporate: Wartime Emergency Boost civilian construction negatives are increased to 1.25% per military PiM percent.

Communist: Conscription civilian construction negatives are reduced by 0.75% per military PiM percent.

Capitalist: Wartime Emergency Boost gives .50% military construction bonus for every civilian construction minus percent point.

Robotic Efficiency: Robotic races can have a greater percentage of ground combat personnel than normal races (a normal race has half of it's military population as logistical/naval/airforce personnel, a robotic race can have only quarter of them as logistical/naval/airforce personnel while keeping three quarters for ground armies).

War Rules: Armies
All armies are based on Recruitment numbers, in that all armies are taken from the pool of active PiM and used for various purposes. Half of all active PiM is used for logistical, naval, airforce, communications, and intel personnel; so only half of an active PiM can be used for ground wars  and the like.

An example: The Vis Dominion has a population of 20,000,000,000, with a military percentage of 2% active and 4% reserve (due to not having a Conscription and having the Peace-Keepers trait). This allows them 400,000,000 active personnel, 200,000,000 of which is used in logistical stuff, with the other 200,000,000 being ground troops.

All armies, no matter how large or bloodthirsty, must also be divided. This is achieved by dividing armies into groups: Theatre Armies are 10,000,000 troops, Army Groups are 1,000,000 troops, Armies are 200,000 troops, Corps are 50,000 troops, Divisions are 10,000 troops, Brigades are 5,000 troops, Regiments are 1,000 troops, Battalions are 500 troops. The names of these divisions are changeable by empire (I, for example, will call my armies Legions and my squads Fireteams), and you may not even need to use some of these divisions, but for the sake of simplicity I highly encourage that nobody changes the numbers themselves.

An example: The Vis Dominion, with it's standing ground army of 200,000,000 troops, will section this into 200 Armies (it is preferable not to use Theatre Armies for this, to allow for greater dispersion).

These Armies are divided into three types: Home Armies (the Armies you have defending your home system), Colonial Armies (the Armies you have defending colonised systems), and Marine Armies (the Armies you have to attack other systems); you may call these armies anything you wish, but their functions must be clear. This rule has the most leniency, as you can divide your Armies however you wish among these types, but it is preferable for you to think wisely on how to allocate your troops lest you be woefully unprepared for a defence or an invasion. Take note that some responsibility for repulsing invasions can be taken by reservist troops, so you don't need to focus too many forces on the Colonial and Home Armies.

A hypothetical example: The 200 Armies of the Vis Dominion, which is in possession of four star systems with six planets to protect (three of them being the core worlds in the home system), are separated thusly: 60 Legions (Armies) in the Home Defence Legions (Home Armies), 100 Legions in the Colonial Legions (Colonial Armies), and 50 Legions in the Fire Legions (Marine Armies).

Ground Forces:

You must build a military base on a colony in order to train ground forces on that world, the more bases you build, the more training slots you receive. You can also only build military bases on military colonies, though on non-military colonies you can build bases that train Militia Battalions, as well as Conscript Battalions if you have the Conscription Trait.

Recovering Ships:
Whether ships fall in combat, or you find yourself vastly overstocked. You are afforded the option to Salvage or Rebuild them given Time and RP.

-If you choose to Salvage the ships, you get the RP Cost of the ship back within 2 Pages.

-If you choose to repair, the amount it takes is double the original building rate and you can rebuild up to 15 ships in a single Shipyard. If you are repairing across multiple Ship Rates, the repair rate is double the average building rate across the entire group.

Ship Formations:

- A full-sized battlegroup/task force is up to 20 ships in size and any battlegroup/taskforce between 10-20 ships requires one Supply Ship outside a Shipyard/Naval Base.

- A formation of 60 ships or more is considered a fleet and requires three Supply Ships when outside of a Shipyard/Naval Base.


Combat (Space/Ground): Space and Ground Combat is now done through an app developed by Killer Rin.


All Rules Subject to Change and revision
« Last Edit: February 16, 2016, 07:06:29 AM by killer rin »
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Offline Grif101

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Re: OOC: Frontier: The Void 2.0
« Reply #6 on: September 20, 2015, 10:10:57 PM »
Okay the OOC for the new Frontier is up, feel free to revise your sheets if you like, otherwise feel free to post here while Rin and I continue to work on getting the game ready.
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Re: OOC: Frontier: The Void 2.0
« Reply #7 on: September 21, 2015, 06:30:43 PM »
Err...why the two threads with the same name?
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Offline Grif101

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Re: OOC: Frontier: The Void 2.0
« Reply #8 on: September 21, 2015, 07:47:40 PM »
Err...why the two threads with the same name?

Oh I got a 504 Gateway Timeout message when I tried to post the thread the first time, so I refreshed the page which meant resending the message, which apparently meant I created two threads by accident.
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Re: OOC: Frontier: The Void 2.0
« Reply #9 on: September 21, 2015, 08:46:04 PM »
Oh I got a 504 Gateway Timeout message when I tried to post the thread the first time, so I refreshed the page which meant resending the message, which apparently meant I created two threads by accident.
Want me to axe the other one?
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Re: OOC: Frontier: The Void 2.0
« Reply #10 on: September 21, 2015, 08:58:06 PM »
Want me to axe the other one?

That sounds splendid, axe away.

Also Rin you will need to update your app again, check the statistics.
« Last Edit: September 21, 2015, 09:07:31 PM by Grif101 »
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Re: OOC: Frontier: The Void 2.0
« Reply #11 on: September 21, 2015, 09:29:38 PM »
That sounds splendid, axe away.

Also Rin you will need to update your app again, check the statistics.
Done.
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Re: OOC: Frontier: The Void 2.0
« Reply #12 on: September 21, 2015, 09:38:18 PM »
Done.

Awesome, I will PM you your new starting fleet numbers, let me know if you wish to make any changes to your sheet.
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Re: OOC: Frontier: The Void 2.0
« Reply #13 on: September 21, 2015, 10:30:03 PM »
That sounds splendid, axe away.

Also Rin you will need to update your app again, check the statistics.
eh? you can edit the statistics in the app yourself. Just click on the Menu bar.

Just make sure you click Save after your done

Offline Grif101

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Re: OOC: Frontier: The Void 2.0
« Reply #14 on: September 22, 2015, 02:14:43 AM »
eh? you can edit the statistics in the app yourself. Just click on the Menu bar.

Just make sure you click Save after your done

Well then, guess I forgot.

Also you did it wrong, the "eh" is supposed to be at the end, us being Canadians after all. :P
I'm back people...


Offline killer rin

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Re: OOC: Frontier: The Void 2.0
« Reply #15 on: September 22, 2015, 02:37:31 AM »
Well then, guess I forgot.

Also you did it wrong, the "eh" is supposed to be at the end, us being Canadians after all. :P

haha :P

Offline mikethor007

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Re: OOC: Frontier: The Void 2.0
« Reply #16 on: September 22, 2015, 11:09:37 PM »
Well then, guess I forgot.

Also you did it wrong, the "eh" is supposed to be at the end, us being Canadians after all. :P
;D ;D :teehee:
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Offline killer rin

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Re: OOC: Frontier: The Void 2.0
« Reply #17 on: September 23, 2015, 04:49:42 PM »
So we're ready to start. Just so everyone knows, The Sector has already been pre-generated so we have new rules in place for FTL Travel.

Saying the hex you are jumping to is mandatory. In addition you get an FTL roll and an Event Roll.

Event Roll
Explorer 2d100, best roll gets chosen
Everyone else 1d100

Event Roll
1d20

Example
Spoiler for FTL & Event:
Jump to Hex: 6, 5
Rolled 1d100 : 59, total 59

Rolled 1d20 : 12, total 12


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Re: OOC: Frontier: The Void 2.0
« Reply #18 on: September 23, 2015, 10:51:22 PM »
Also a reminder, everybody gets one free outer colony, just give me the hex and I'll place it there and Me or Grif will post the hex on the sector

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Re: OOC: Frontier: The Void 2.0
« Reply #19 on: September 28, 2015, 04:44:20 AM »
:(
I'm back people...


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Re: OOC: Frontier: The Void 2.0
« Reply #20 on: September 28, 2015, 05:13:57 AM »
:(
((-- Is personally waiting for Wise or mike before I do mine --))

Offline True Evangelion

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Re: OOC: Frontier: The Void 2.0
« Reply #21 on: October 03, 2015, 07:26:34 PM »
Assuming I'm allowed to post, so doing it now I guess.

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Re: OOC: Frontier: The Void 2.0
« Reply #22 on: October 05, 2015, 04:55:48 AM »
Assuming I'm allowed to post, so doing it now I guess.

Finally!

Okay Rin, your turn.
I'm back people...


Offline Grif101

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Re: OOC: Frontier: The Void 2.0
« Reply #23 on: October 12, 2015, 05:21:10 AM »
I'm sorry people, but the game appears to have died. We tried but I guess Mike lost interest, Wise is busy with school and Rin is nowhere to be found. I'll keep the game up...but well, yeah. Sorry. :(
I'm back people...


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Re: OOC: Frontier: The Void 2.0
« Reply #24 on: October 12, 2015, 05:48:50 AM »
I'm sorry people, but the game appears to have died. We tried but I guess Mike lost interest, Wise is busy with school and Rin is nowhere to be found. I'll keep the game up...but well, yeah. Sorry. :(
I'm still here, I just dont want to get my hopes up and put too much effort into it if its just going to be me and you for several pages :/