choosing your nation size and starting worlds

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 CHOOSING YOUR NATION SIZE AND BU YING YOUR STARTING WORLDS

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Page 1: Choosing Your Nation Size and Starting Worlds

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C H O O S IN G Y O U R N A T I O N S IZ E

A N D B UY I N G Y O U R S T AR T I N G W O R L D S

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CONTENTS

DECIDING ON THE SIZE OF YOUR NATION ................................................................................................ ............................................ 3 COLONISATION.................................................................................................................................................................................................... 4 

PICKING YOUR PLANETS ................................................................................................ ........................................................................... 5 PICKING YOUR COLONY TYPES................................................................................................................................ ............................... 6 

SHARED” COLONY TYPES ..................................................................................................................................................................... 6 NATION SPECIFIC COLONY TYPES .................................................................................................................................... ............... 7 

NOMADS AND THE WORLDSHIP FLEET ................................................................................................ .................................................. 8 

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DECIDING ON THE SIZE OF YOUR NATION

The size of your nation is an important factor in the universe of the Stellar Empires. The effects of just yournations size can be far-reaching and painfully obvious. These can range from the “Tiny” nations relative

unimportance and well shielded from the larger galactic events that are attracted to the louder and more

powerful nations, with the downside of being militarily weaker and prone to bullying by larger nations whohave more power projection ability. Though the smaller nations find it easier to make friends and bring them tothe table with their military than the larger nation might.

Conversely a Large or Huge nation has massive amounts of territory and martial power projection ability. But they are magnets for unforseen events attracted to their “big and loud” ways. More importantly they arefrequently arrogant and self serving and fail to recognise the threat posed to them by alliances of smallernations.

But each and every decision has its impact even if you don’t know what it is at the time, or how it might effect you. The worlds you choose, the efforts put into your choices of solar systems, all matters. Some, even ‘much’ of 

these effects won’t be seen until the next batch of rules are introduced. But to the sizes and their effects, at least the ones that I am going to tell you.

Size: Average Solar Systems: ‘Empire’ Points:Tiny: 1-2: Solar Systems 50: Empire Points

Small: 2-5: Solar Systems 200: Empire Points

Medium-Small: 5-10: Solar Systems 300: Empire Points

Medium: 10-15: Solar Systems 400: Empire Points

Medium-Large: 15-20: Solar Systems 500: Empire Points

Large: 20-25: Solar Systems 600: Empire Points

Huge: 25-40: Solar Systems 800: Empire Points

Now certain nations have size restrictions, minimum or maximum size limits. These are pointed out 

below.

Warlord: Minimum Size: Medium

Despoiler: No Restriction:

Pacifist : Maximum Size: Medium

Scientist : No Restriction:

Economist : Minimum Size: Medium

Industrialist : Minimum Size: Medium-Large

Hunter: Maximum Size: Medium

Destroyer: Minimum Size: Medium-Large

Environmentalist : Maximum Size: Medium-Large

Isolationist : Maximum Size: Medium-SmallSpymaster: Maximum Size: Small

Bio-Technocracy: No Restriction

Psychic Hive: No Restriction

Theocracy: No Restriction

 Artificial Empire: Maximum Size: Medium-Large

Cyberneticists: No Restriction

The Culture: No Restriction

Enslavers: Maximum Size: Medium

Crimeocracy: Maximum Size: Small

The Unforgiven: Minimum Size: Medium

Empire of Light : Maximum Size: Large

Nomads Special

The Nomads do not get any Solar Systems.Otherwise: No Restriction.

SPECIAL NOTE:The Insectoid and Vermin Races have a minimum size restriction of Medium-Large unless their nation type saysotherwise. Nation Type OVERRIDES this if it is different.

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COLONISATION

Now, as people will have noticed in the original rules provided each nation type is limited in the types of colonies that it can establish. Now this is important as it creates diversity. But more importantly. It is anindicator of a nations capabilities. Below are the rules for “purchasing” worlds, moons and other items of interest as well as a short introduction on the Solar Systems.After this section will be a “Library” that will describe the effects and purpose of the worlds. It should be noted

that the sections contain information that will only become relevant with the next set of rules to be released.

But as a quick explanation.

RP = Resource Points. These will be used to purchase ships, ground forces and space stations.NOTE: The Nomads will be dealt with in a section of their own.

SOLAR SYSTEMS

Solar Systems are an impor tant aspect of choice. Without a Solar System you don’t have anywhere to have planets! There are several Solar System types that are colonisable. Three to be exact. The Single-Star System, the Binary System and the Trinary.

Single-Star: A normal Solar System, the effects of the star will be based on “Colour” but this information will

not be made available to players but is in fact a GM element. It is unlikely that this will matter. The Colour of theStar will be chosen simply by its place on the map.

Binary System: Risky systems to colonise, they typically have only a handful of worthwhile worlds, though you

won’t get any major colonies there unless you want to bathe them in radiation and searing heat periodically.However there is a chance that there will be something very much worth it if you look hard enough... not a largechance... but a chance nonetheless.

Trinary System: Mineral rich and definitely valuable. It is unfortunately a highly lethal environment. Theradiation bathing anything in the system is considerable and not to be doubted or ignored. Colonise these

systems at your own risk. But remember they DO make good sites for well shielded military outposts, researchfacilities and the mining opportunities are endless.

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PICKING YOUR PLANETS

Choosing your planets carefully is a VERY important aspect. The type of planets you purchase can have a trulysignificant impact. And in fact many colony types require a specific planet type! The types of worlds you choosecan have a severe effect on what colony types you choose, just don’t neglect agriculture unless you want your

people to eventually go hungry. The information about what types of colony each planet, moon or asteroid canhave is detailed later in the document.

The costs of each planet/asteroid/moon/object type is listed below. Remember you need to buy your colonytoo! So don’t spend too many points on planets so that you can’t afford to actually colonize them!

ASTEROIDS

Vulcanian: 2 Points

Silicaceous: 1 Point 

Sideritic: 3 Points

Carbonaceous: 2 Points

PLANETOIDS

Hadean: 5 Points

Cerean: 3 Points

Vestian: 5 Points

Kuiperian: 4 Points

PLANETS

Ferrinian: 9 Points

 Arean: 5 Points

Gaian: 10 Points

 Arean-Lacustric: 8 Points

Gaian-Tundral: 6 Points

Pelagic: 7Points

GAS GIANTSCryo-Jovian: 8 Points

Sub-Jovian: 9 Points

Eu-Jovian: 10 Points

Macro-Jovian: 11 Points

Epi-Stellar Jovian: 12 Points

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PICKING YOUR COLONY TYPES

Bear in mind what types of colonies your worlds can support before you start spending on your colonies. Allplayers may select a single “Free” Primary World which from that moment on will represent their capitolplanet. Choosing your colonies can be important, very important. Will you have enough food? Will you have the

industrial capacity to compete with your contemporaries, or grow to compete with bigger powers?

SHARED” COLONY TYPES 

You will NOT have access to every colony type on this list. Be sure to check your nation type for the types of colonies it can found before purchase.

Pastoral World: 4 Points

Colonial World: 2 Points

Industrial World: 10 Points

Fringe World: 1 Point 

Research Station: 3 Points

Ecumenopolis: 5 Points

Penal World: 1 Point Resource Colony: 4 Points

Nature Preserve: 3 Points

Pleasure World: 6 Points

Fortress World: 12 Points

Primary World: 20 Points

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NATION SPECIFIC COLONY TYPES

It shouldn’t take a genius to guess that in many cases nation-specific colony types will in fact be more expensivethan “normal” colonies. Nation specific colonies may only ever be placed on true Planets. (As defined underPlanets above.) However not all Nation Specific Colonies are Colonies. Where this is the case it will be specified

after their cost.

Warlord: Bulwark World : 20 Points

Despoiler: Toxic Wasteland : 6 PointsPacifist : The Embassy : 10 Points

Economist : Marketworld : 15 Points

Industrialist : Forgeworld : 30 Points

Hunter: The Preserve: 10 Points

Destroyer: Testing Grounds: 6 Points

Environmentalist : Gaia World : 20 Points

Isolationist : Shield World : 30 Points

Spymaster: The Monitor : 25 Points

Bio-Technocracy: Living World : 10 Points

Psychic Hive: Psychic Hub: 8 Points

May be taken as Capitol instead of Primary World.Theocracy: Shrineworld : 20 Points

May be taken as Capitol instead of Primary World.

 Artificial Empire: Artificial World : 50 Points Effectively Space Station.May be taken as Capitol instead of Primary World.

Cyberneticists: Cybernetic Hive: 20 PointsMay be taken as Capitol instead of Primary World.

The Culture: The Hollywood : 20 Points

Enslavers: Slave World : 5 Points

Crimeocracy: Black Market Ring: Is Free with Trait Is Space Station

  The Unforgiven:The World of their Crime: Free

  Empire of Light : The Luminescent Heart: 20 Points

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NOMADS AND THE WORLD SHIP FLE ET

The Nomads have the unique challenge of not having planets but a fleet of “Worldships” which serve that purpose. In most, if not all, cases the Worldships are quite frankly not as “beneficial” as a world is straight up.However a Worldship has the benefit of being mobile and very well defended by default. Below each isexplained as well as its effects and costs.NOTE: For later construction a new worldship costs one hundred thousand times its cost in Planet-Points to

build in RP. It will take a year per point in cost (Planet Point cost.) This represents the colossal investment a

new Worldship entails and the strain it puts upon the Worldship fleet’s resources.  

Medical WorldshipCost: 1 Point 

This Worldship takes care of all the medical needs of the Worldship fleet. It is also a “Quarantine Zone” forforeign dignitaries and visitors where the people of the Worldship fleet can safely interact with them, thusserving as an impromptu location for diplomatic contact.

Civilian WorldshipCost: 5 Points

Effects: Generates 20’000 RP

The Civilian Worldships are the homes of most of the fleets population and has many shuttle bays formoving experienced crew from ship to ship through this “hub” of social activities. It has some small industrialoutput. The primary feature of this Worldship is the massive numbers of people crammed into its halls.

 Agricultural WorldshipCost: 2 Points

Effects: Provides food for 20 Points worth of Worldships.

There are two types of Agricultural Worldship, the “Pure” Worldship and the “Recycling Barge” the mottoof the latter “Reduce, Reuse, Recycle” being a mantra most Worldship fleet citizens refuse to consider tooclosely. The Recylcing vessels only provide half the food of a “Pure” Agri-Worldship but they are required toprocess the fleets waste. Do not forget them.

NOTE: Spend an extra 1 Point to upgrade to “Pure” Agricultural worldship that can supply 40 points worthof Worldships.

Mining WorldshipCost: 6 Points

Effects: Provides 60’000 RP when in a Neutral Solar System. Provides 5’000 RP in an owned Solar Systemwith a chance of causing hostilities.

The Mining Worldships are colossal mobile refineries and are very good at what they do, they can enter asystem and begin providing resources almost immediately upon finding a suitable resource-rich asteroid orplanetoid. However their practice of doing so without asking permission can get them in very big trouble.

Factory Worldship

Cost: 20 Points, Requires 2 Mining Worldships to supply it.Effects: Provides 160’000 RP.

The Factory Worldships produce new ships for the fleet, its defences and serve other needs of theWorldship fleet’s people these are generally very well protected worldships. Most Worldship fleets wouldrather scuttle than lose one of these precious resources.

Laboratory WorldshipCost: 6 Points

Effects: Provides 8’000 RP.

These vessels are important in protecting and producing new technology for the Worldship fleet, so long asthe fleet has one of these craft it can insure the safety of its fleets technology in the memories of its people and

development of new technologies.

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Trade WorldshipCost: 5 Points

Effects: Provides 40’000 RP

The Trade Worldships are rare in that they are quite small (for a Worldship) and do not spend much timewith the fleet but are out trading for as much as they can get their hands on. The resources gained this way are

important to the continuation of the fleet.

General Worldship

Cost: 4 PointsEffects: Provides 12’000 RP

The General Worldships are generic vessels that can do everything and excel at nothing. They often makeup the bulk of a Worldship Fleet.

Command and Control WorldshipCost: 30 Points

Effects: Serves as Command and Control Vessel for Worldship Fleet Defence

This is an important vessel with the most powerful sensors available to the Worldship fleet used to protect themselves from cloaked and disguised craft as well as direct military assets.

Defence WorldshipCost: 50 Points

Effects: Colossal Firepower and Defence.

The Defence Worldship is enough to give a Mauler pause. These are extremely expensive vessels and noWorldship fleet is likely to have more than a few, their job is simply to protect the fleet in a rearguard action if the Worldship fleet needs to flee a hostile fleet.

Limit: 2

The FlagshipCost: 60 Points

Effects: Combined Command and Control Worldship and Defence Worldship

The Flagship is THE most powerful vessel in the Worldship fleet. Combining the power of the DefenceWorldship and the C&C Worldship it is a force to be reckoned with.

Limit: 1