Rules Changes and Proposals

  1. Lord of Cats
    Lord of Cats
    If anyone has any proposals for some new rules, or the changing of any existing ones, post it here. Anyone and everyone in the group can chip in if they like, and please don't be frightened to propose a rule!
  2. Lord of Cats
    Lord of Cats
    ANNOUNCEMENT

    There are new rules concerning army movement and space sectors. Please read “Armies and Invasions” and “Fleets and Space Travel” sections, respectively, for details. This also means there are two new technologies concerning moving armies through owned space sectors (not on a fleet). These rules will allow you to move your armies around quicker, make space sectors more strategic, and make the game go a little faster.

    Also, the victory requirements have been changed. They are now: control 50 star-systems, own 75 space sectors, obtain 105 prestige, and possess the most fleets.

    Thanks to Rogue General for inspiring me. Cheers! Cats
  3. ✠Ikaroqx✠
    ✠Ikaroqx✠
    Perhaps new star systems could appear on the map gradually, so it looks like a dynamic, adapting map. For example every couple of turns, between 1-3 star systems would appear. Occasionally, like every 3 turns, one would disappear.

    It would some more flexibility to the map and challenge as players would risk moving to a certain star system incase it disappears.
  4. Lord of Cats
    Lord of Cats
    It takes millions of years for a star system with planets to form, so that doesn't make much sense. But perhaps I could introduce a "terraform" feature where a player can pick an empty space sector that has a random star that his faction will then change the planets of or build orbitals around. Essentially this would allow players to "build" star systems. Whoah! o_0 Far out, man! Every time someone mentions something my brain starts to go a mile-a-minute and thinks of new things I hadn't though of before. Amazing! Anyway... what do you think of this?

    PS: I was just thinking about destroying star systems, but that might make the game unwinnable since you need at least 50 star systems to win. Perhaps a cap on the amount of star systems that can be destroyed will solve that?
  5. Lord of Cats
    Lord of Cats
    Ok, I have three proposals. They are:
    Creation of Star Systems


    Many planets found around stars are desolate, barren and inhospitable to life. However a faction with Colonization Technology can terraform these worlds and essentially create a new habitable star system. In any empty space sector that you own you can build a star system. It takes 12 production points to complete a star-system. The GM will roll dice to determine how many points are acquired.
    Results of Star System Creation:
    [0]: Fail – No points are generated.
    [1]: Tiny Success – 1 point is generated.
    [2]: Small Success – 2 points are generated.
    [3]: Meager Success – 3 points are generated.
    [4]: Success – 4 points are generated.
    [5]: Good Success – 5 points are generated. +1 bonus point on 1 move.
    [6]: Great Success – 6 points are generated. +1 bonus point on 2 moves.
    [7]: Epic Success – 7 points are generated. +1 bonus point on 3 moves.
    [8]: Beyond Epic Success – 8 points are generated. +1 bonus point on 4 moves.
    Completing a star system development will give you +3 prestige points.

    The new systems do not come with any development; you will have to spend 12 more production points to develop it. The new star system is automatically controlled by the faction that built it.


    Revised Tech Tree

    A Research Star System generates 1 Research Point per turn. The more research systems you have, the more research points you’ll generate. There are 21 different technologies your faction can obtain by spending research points on them. They are:

    Colonization Technology. Cost – 15 rp. Benefits: can build a star-system in any empty space sector that you own.

    Army Assembly Technology Level 1. Cost – 5 rp. Benefits: +1 bonus when building armies. ----> Army Assembly Technology Level 2. Cost – 10 rp. Benefits: +2 bonus when building armies.

    Jump-gate Technology Level 1. Cost – 5 rp. Benefits: +1 bonus when moving armies. ----> Jump-gate Technology Level 2 (requires Hyperspace Travel Level 1). Cost – 10 rp. Benefits: +2 bonus when moving armies.

    Planetary Defense Technology. Cost – 10 rp. Benefits: -1 penalty when enemy armies attempt to invade your star systems. Fortress systems give a -2 penalty to enemy attacks on it.

    Advanced Dropship Flight. Cost – 10 rp. Benefits: +1 bonus when invading star system with armies.

    Advanced Ground Weapons (requires Army Assembly Tech. Level 1). Cost – 15 rp. Benefits: +1 to all attack/defense rolls in ground battles.

    Advanced Ship Manufacturing Level 1. Cost – 5 rp. Benefits: +1 bonus when building fleets. ----> Advanced Ship Manufacturing Level 2. Cost – 10 rp. Benefits: +2 bonus when building fleets.

    Hyperspace Travel Level 1. Cost – 5 rp. Benefits: fleets can move 2 space sectors with 1 move (if it succeeds). ----> Hyperspace Travel Level 2. Cost – 10 rp. Benefits: fleets can move 3 space sectors with 1 move (if it succeeds).

    Wormhole Travel. Cost – 10 rp. Benefits: fleets can travel through wormholes with 1 move (if it succeeds).

    Advanced Navigation Computers Level 1. Cost – 5 rp. Benefits: +1 bonus when moving fleets. ----> Advanced Navigation Computers Level 2. Cost – 10 rp. Benefits: +2 bonus when moving fleets. ----> Advanced Navigation Computers Level 3. Cost – 15 rp. Benefits: +2 bonus when moving fleets and +1 bonus when intercepting an enemy fleet.

    Advanced Ship Shielding (requires Advanced Ship Manufacturing Level 1). Cost – 5 rp. Benefits: +1 bonus to all defense rolls in space battles. ----> Advanced Ship Weapons (requires Advanced Ship Manufacturing Level 2). Cost – 10 rp. Benefits: +1 bonus to all attack rolls in space battles.

    Advanced Data-Collecting. Cost – 10 rp. Benefits: +1 bonus to all spy missions and -1 penalty to all attempted enemy spy missions.

    Mind-control Technology. Cost – 10 rp. Benefits: +1 bonus to all insurgent missions and -1 penalty to all attempted enemy insurgent missions.

    Personal Stealth Shielding. Cost – 10 rp. Benefits: +1 bonus to all assassin missions and -1 penalty to all attempted enemy assassin missions.

    To obtain a technology, a player’s faction must have accumulated enough research points for it. During a turn, the player announces which tech they wish to get. The required research points are subtracted from the faction’s total and the player can use the abilities of the tech next turn. Obtaining a technology gives your faction +5 Prestige. You can gain 105 Prestige if you obtain every single technology.


    Hegemonising Swarms


    “We are the Hegemonising Swarm. Your biological and technological distinctiveness will be added to our own; prepare to be assimilated. Resistance is futile.”

    On Turn 50, four hegemonising swarms will appear at the corners of the map. The GM will first roll for how many fleets are in each swarm. 1-2 means 1 fleet. 3-4 means 2 fleets. 5-6 means 3 fleets. Then the GM will roll for how large the fleets are. 1-2 means the swarm has medium-size (6 ships) fleets. 3-4 means the swarm has large-size (9 ships) fleets. 5-6 means the swarm has magnificent-size (13 ships) fleets.

    Movement of the fleet will be determined by dice rolls as well. The GM will roll for each swarm on each turn to determine which direction from its hexagon it goes. 1: to top left. 2: to top right. 3: to left. 4: to right. 5: to bottom left. 6: to bottom right.

    These swarms are at war with everyone since they want to assimilate all races into a “perfect order.” They will attack any faction they come in contact with. They have the ability to “destroy” star systems since they will strip the worlds they encounter of all their biology and metals. Their victory requirement is simple: assimilate (destroy) all star systems.

    It would be in your best interest to work with other factions to wipe them out.
  6. fredtrotter
    fredtrotter
    Those 3 proposals look great. I especially like the last one however the odds are that the fleets will go nowhere and be a nuisance rather than a threat. Perhaps a better system would be for them to appear at a random point on the map then to move towards the nearest star system.
  7. ♞Rogue General♞
    ♞Rogue General♞
    I like these proposals.
    Especially the Creation of Star Systems. It will allow players that would like to remain peaceful still have a chance at winning the game.
  8. Lord of Cats
    Lord of Cats
    These rules have been added to the Game Rules in the OP of the Game Thread.

    @fredtrotter: do you have an idea for how the random point on the map for the swarm fleet spawn will be determined? Movement being determined by the nearest star system to attack rather than a random direction is a good idea. I'll add that.
  9. fredtrotter
    fredtrotter
    You could use the rolz.org site to find the numbers randomly. However you would need the first roll to be from 1 to 78 then the second roll to be from 16 to 64 (the dice would show 1 to 49)

    eg.
    Spoiler Alert, click show to read: 
  10. ♞Rogue General♞
    ♞Rogue General♞
    @fred
    I like that idea.


    New proposal:

    Players should be able to upgrade their fleets. It takes a move to attempt an upgrade.

    [1] Upgrading fails
    [2] Upgrading fails
    [3] Upgrading fails. +1 if you attempt to upgrade a fleet next turn.
    [4] Success! The fleet advances 1 level.
    [5] Success! The fleet advances 1 level. +1 if you attempt to upgrade a fleet next turn.
    [6] Success! The fleet advances 2 levels.
    [7] Success! The fleet advances 2 levels. +1 if you attempt to upgrade a fleet next turn.
    [8] Success! The fleet advances 3 levels.

    Edit: I think upgrading fleets would be useful, seeing as armies cannot travel on a fleet unless that particular fleet is large enough.
    Hence, the reason why I am not proposing an a rule for army upgrades. Just for fleets.
  11. Lord of Cats
    Lord of Cats
    Yes, it is a good idea. I fully support.

    Proposed Ability

    If the fleet isn’t big enough to transport your largest armies, you may upgrade it to a larger size. To upgrade a fleet you need Advanced Ship Manufacturing Technology and have the fleet in your sector that has an Industrial System. It takes a move to upgrade a fleet which the GM will roll virtual dice for.
    Results of Fleet Upgrading:
    [0]: Beyond Epic Fail – The fleet isn’t upgraded and you are unable to upgrade a fleet this turn. The fleet drops down 1 level or is destroyed.
    [1]: Epic Fail – The fleet isn’t upgraded and if you attempt to upgrade it again, you’ll get a -1 penalty point. The fleet drops down 1 level or is destroyed.
    [2]: Great Fail – The fleet isn’t upgraded.
    [3]: Fail – The fleet isn’t upgraded, but if you attempt to upgrade it again you’ll get a +1 bonus point.
    [4]: Success – The fleet is upgraded 1 level.
    [5]: Great Success – The fleet is upgraded 1 level. +1 bonus point on 1 move.
    [6]: Epic Success – The fleet is upgraded 2 levels. +1 bonus point on 2 moves.
    [7]: Beyond Epic Success – The fleet is upgraded 2 levels. +1 bonus point on 3 moves.
    [8]: Divine Success – The fleet is upgraded 3 levels. +1 bonus point on 4 moves.

  12. ♞Rogue General♞
    ♞Rogue General♞
    Proposal: 24-hour turns.
  13. Lord of Cats
    Lord of Cats
    There are 10 players. 6 will have to vote yes for that to pass. I vote no due to my schedule and obsession with making sure I haven't missed anything for the EoTRs.
  14. SonofaBooyah
    SonofaBooyah
    Obviously we'd all prefer 24 hour turns, but don't force it upon the GM if they really can't due to whatever RL reason.
  15. ♞Rogue General♞
    ♞Rogue General♞
    If LoC isn't able to because of RL reasons, I retract the proposal.
    I only proposed, because he was the one who advised me earlier to do so.
    Spoiler Alert, click show to read: 
    Quote Originally Posted by Lord of Cats
    You are free to propose a switch to 24 hour turns in the social group. If most of the other players want 1 turn per day, then I will do that. The GM serves the players afterall. Cheers! Cats
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