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Unread 14 Aug 2004, 19:49   #1
Crazyboy
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Join Date: May 2001
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Planet Wars: Redux

…and so it beings.

In the early 21st century, a series of unpredicted scientific breakthroughs coupled with an ever-worsening world population problem, the latter compounded by earth's natural resources being rapidly exhausted, led to the major governments of the world looking skywards in the hope of salvation. An international, UN-sponsored effort backed by NASA, the Chinese military's space program and Russia successfully returns explorers to Mars by 2032, and within a year several key sites have been cleared for the construction of the first off world cities - gigantic, enclosed structures that came to be known as 'colony hubs'. However, even as a newly-founded UN Space Administration Body begins picking out the first colonists from around the world, signs of strain in the international effort are beginning to show. China countenances immediate and rapid expansion of the colonization effort on Mars, whilst the USA stands firm in its belief that the existing colonies should be improved before additional ones are constructed. By 2038, shortly after the completion of a fifth colony hub on Mars, China and NASA both state that they are not willing to partake in any further international space efforts, and instead turn to their own nationally-funded colonization projects. However, with Mars colonized and the remaining planets of the system seeming far more difficult and less profitable to conquer, the question on the minds of many is where the national expansions will go. Before the UN can intervene, China, the USA and Russia have all claimed vast swathes of the Martian landscape not occupied by international colonies, and by 2042 each nation has founded at least one of its own colonies on the red planet. Subsequently, another new UN body is set up to ratify additional claims on Martian territory, according to the ability of the applicant nation to developed the land it claims. Space on Mars is rapidly running out, with all the nations involved demanding considerable territorial buffers between their cities and those of other nations, in order to guarantee enough resources to make the venture profitable. Once more, it looks like over-rapid expansion is going to cause humanity's downfall...

Then, in 2049, the Japanese space agency makes a breakthrough, sending a probe equipped with a prototype interstellar drive - dubbed the 'hyperdrive' - to Alpha Centauri. The probe returns as programmed just twelve days later, having gathered a considerable amount of data on humanity's neighboring system. The data revels, to the surprise of many, that the Alpha Centauri binary star system contains two planets. One a gas giant slightly smaller than Saturn, another, a rocky world roughly the same size as Earth, and with its own atmosphere. After being petitioned by all three of the major space-faring nations, the UN forces Japan to make the hyperdrive technology readily available to any space agency that requests the information, supplying the population growth problem as grounds for universal access to the Centauri system to be required. Once again, Russia, China and the United States send forth colonization vessels - but this time they are accompanied by colonization efforts from other nations. India, Brazil, Japan and the European Union - now an integrated nation revolving around Germany, France and Italy - also found colonies on the new planet, simply referred to as 'Alpha Centauri I', or, more commonly 'Alpha Centauri'. With the stars now unlocked to mankind, emphasis for all of the nations involved switches to exploration and discovery of new planetary star systems as much as colonizing the remainder of the two already-known systems. The location of newly-found star systems becomes a closely guarded secret. In 2054 a new and potentially powerful space program enters the scene, as the United Kingdom, the Netherlands, Norway, Sweden, Denmark and Finland - nations that had either withdrawn from or never joined the European Union - along with Canada establish the Combined Atlantic Space Program which, despite the name, is later joined by Australia and New Zealand as well. As planetary star systems near to earth are discovered and colonized more and more rapidly, many space agencies begin to lay claim to entire planets or even systems rather than just areas of planets. Shortly after the Cetan Crises of 2063, where the United States refuted China's claim on the Tau Ceta system on the grounds that the nation had made no effort to colonise them, and subsequently founded a colony of its own on the fertile second planet of the system, China unveils mankind's first space warship, inviting delegates from all of the other major space agencies to the vessel's first combat exercises held in the asteroid field of the Sol system. The first warship is crude, unwieldy and ugly, armed only with missile launchers (with the missiles themselves engineered for use in a 0-G vacuum) and a couple of heavy, high-velocity chainguns as armament, but with the vessel equipping a hyperdrive, the threat is clear. It becomes obvious to all of the nations flaunting out-of-system colonies that interstellar warships of their own will become necessary in order to defend their claims from the expansionist policies of their rivals. Throughout the next decade, space militaries as the major space powers find themselves locked in an ever-escalating arms race, each one vying for some form of supremacy over the others. Japan exhibits the first laser-based weapons as the CASP nations exhibit the capabilities of the first dedicated offworld troop corps. Russia showcases its new orbital-to-planet missile weaponry as the United States Space Military showcases the first primitive carrier vessel able transporting short-range fighter craft between systems. With the UN now powerless to stop the escalation and nuclear warheads being ferried out into the stars, the people of earth and the colonies hold their breath, waiting for the inevitable...

The inevitable happens in 2075, when a USAF offworld strike fighter aircraft strays into Chinese territory on Alpha Centauri I due to faulty navigation equipment, and is subsequently shot down by Chinese troops equipped with shoulder-launched AA missiles. The pilot escapes but is tracked down and imprisoned by Chinese troops. An outraged US Space Military demands the release of the pilot while China demands an apology for the unwarranted intrusion on its territory. After 24 hours of deadlock, the USSM dispatches a team of marines to secure the downed pilot. The operation goes wrong, and results with the marines limping home with the pilot, but without eight of their comrades. Around sixteen Chinese soldiers are also killed. Almost immediately, the conflict spreads. By late 2075 all of the major space-faring nations are involved, with the conflict being waged on earth as well as among the stars. It is not long before the first nuclear stones are thrown, with the Brazilian colony of Nuevo Aeries in the Escaban system being completely obliterated by fusion warheads from a warship of still-unknown nationality at a loss of twenty million souls, and similar atrocities soon following. The war continues for another decade, an endless march of attrition as each nation or coalition of nations gradually exhausts its resources and manpower. Finally, in 2092, it is clear that none of the governments involved have any capability with which to continue to wage war on the others. The war is finally concluded in the Peace of Dubai, where the remaining governments of the world all agree to disband immediately, granting autonomy to the colonies and turning over all their remaining resources to them. The one guideline set out to the newly independent colonies is that a new international body - the League of Planets- be established, in an effort to preserve the noble goals laid out by the UN. The League of Planets' first united effort is to terraform earth back to the point where it can be inhabited - for years of protracted warfare have transformed it into a scorched, barren hellhole, where winds laden heavy with radioactive dust wash over glassed earth. By 2095, earth is returned to its former state, with cloned plant life having been re-introduced to some sections of the planet's surface. Earth is granted independence from League administration a few years later. With the League having banned the development of nuclear weaponry as well as chemical and biological agents, and with any surviving nuclear warheads found having been destroyed, mankind looks set to enter a new age of peace and prosperity. However, there are dark clouds lurking on the horizon. The social and political differences between the old nations have been preserved in the societies and governments of the independent planets spawned from their ex-colonies. With the planets now beginning to found colonies of their own, and with disputes beginning to arise from the radically different ideologies of a few planets, it is perhaps only a matter of time before new and even more destructive wars are fought...

The age of the nationstate is over, but the age of the planet state is just beginning...

- - - - - - - - - - - - - - - - - -

Rules of Planet Wars Redux
Below are the rules of Planet Wars, they must be followed at all times.

General
1. Read the rules fully before posting. Listing the rules like this saved me a hell of a lot of trouble in DE and as such it's going to save me a hell of a lot of trouble here.
1.a. I bloody well mean it. Read all of the damned rules before you post.
1.a.i. No, seriously, read them all.

2. This is Crazy's thread which he has re-made with my help and permission.
2.a. As such, both of us have DMing roles relating to the thread.
2.a.i. Note that since Crazy is playing the game, any secret plans that need approving or questions relating to delicate political or diplomatic matters that need answering should be directed to me, not him.
2.b. Crazy is the economic DM, and handles all matters relating to budgets, the economy and industry.
2.b.i. I am the DM responsible for war moderation, diplomatic moderation, the handling of all NPC planets and their attitudes/actions, the running and moderation of random events and the DMing of high politics. I also handle research, but that's not as important or as impressive-sounding.
2.c. Any issues relating to my conduct as a DM should be directed to Crazy. Any issues relating to Crazy's conduct as a DM should be directed to me.

3. Be civil and courteous to eachother at all times. In character smack talk is heartily condoned, ooc bickering is not.

4. Planet Wars is a science fiction strategy thread. To start with, you must choose a planet from the list (see the next post). Once you have chosen your planet, you can get around to the economic aspect of its management (see the Economic section of the rules).

Economic
1. There are three resources in PW. P, "population", representing your planet's manpower; RM, "raw materials", representing your planet's mineral wealth and level of industrial capability; and $, "currency", representing your planet's financial wealth.
1.a. The path to economic success involves developing all three of these resources.
1.b. RP, or "research points" are another resource, but they are covered in the Research section of the rules.

2. Every RL day is one in-game month. A "turn" occurs every six in-game months. As such you are required to budget once every six RL days. This may change to seven at times (such as when Crazy is away at college) to make DMing easier. Regardless of how many RL days a turn takes, it will always be six in-game months.

3. RM or raw materials is the first resource of PW. It is calculated as follows:
3.a. (RM Formula): [planet type base RM rate]*[planet size]*[Industrial Base]
3.a.i. [planet type] and [planet size] factors are explained in the Planets sections of the rules.
3.b. [Industrial Base] is your planet's level of industrial developement. Increasing industrial base represents the construction of factories, etc, which boosts your industrial capabilities.
3.b.i. You must increase your Industrial Base to increase industrial capabily. The cost of upgrading IB is paid entirely in RM, and is calculated as follows:
3.b.ii. (Industrial Base Formula:) ([Base RM] * [Planet Size] * [Industrial Base]) / 5
3.b.iii. Industrial Base upgrades take one turn. If I order an IB upgrade one week it will be complete the next week, and I will recieve the additional income from it.
3.b.iv. Each IB upgrade increases its value by 0.5. While this might not seem like much, it will bring a more substantial increase than you might think.
3.b.v. You can gain additional RM income from units such as mining vessels.
3.b.vi. Communist and socialist worlds, where a radically different society promotes good work effic, recieve a 20% discount on Industrial Base upgrades.
3.c. Workers are needed to sustain industry. Employing these workers in government jobs will lead to a loss of industrial capability, which can be disastrous.
3.c.i. Your industrial worker population is calculated as follows:
3.c.ii. (Industrial Workers Formula:) [Industrial Base]*10,000
3.d. RM can be "sold" in non player-to-player transactions. This represents the sale of raw materials and heavy equipment in exchange for currency ($$$). You recieve $10 for every unit of RM sold in this way.
3.e. RM must be transported to a planet to be used there if it is produced elsewhere.

4. $$$ or currency is the second resource of PW. The formula for calculating your currency income is very complicated and will not be listed here.
4.a. At the start of each turn, Crazy will calculate your planet's income and report any changes.
4.b. Your financial income is taken from three sources: taxation, port fees and "other"..
4.c. Port fees are taken from trade ships that pay for permission to dock at your planet and conduct trade. Your port fee revenue is determined by two factors: the quality of your port facilities and the number of merchant ships wishing to dock at your planet.
4.c.i. To increase the amount you charge in port fees, increase the quality of your port facilities (e.g. by constructing the "commerical docks" structure).
4.c.ii. Constructing the "docking guild" structure increases the number of merchants in your system, as does constructing civilian orbital facilities.
4.c.iii. The number of merchant vessels passing through your system mainly depends on how many systems it is linked to by trade lanes (the maximum is four) and how large these systems are. Note that if trade lanes connecting your system are afflicted by piracy or warfare, the number of trading vessels will fall.
4.c.iv. It is possible to "blockade" a trade lane if you have enough ships. This halts all merchant shipping along that lane, severely damaging the target planet's income. Note that it will also damage the income of other planets in that system as well as those in the system that the blockaded lane connects to.
4.c.v. The League can impose economic sanctions, i.e. trade embargoes, that ban all shipping from member states to a particular planet. Non-League organisations can also impose these, though they will be far less effective.
4.d. Taxation is by far the largest share of your income, and comes from taxing your populace. You must set a tax rate value of 1 (low) to 5 (high). Income thereafter is dependent on the number of people on your planet and their standard of living. High taxation will damage morale over time, though it is considered acceptable for short periods of trouble.
4.d.i. To increase taxation income, either raise the tax rate, raise the number of people on your planet or raise the standard of living on your planet. For more income on standard of living, see the Society section of the rules.
4.e. "Other" comprises income from player-to-player transactions (for example, sale of technology or sale of arms) and income from selling RM (see the rules on industry). It also includes government-operated trade.
4.f. Lakhim, you cannot take out loans.
4.g. Lakhim, you cannot take out loans.
4.h. Lakhim, you cannot take out loans. (a little joke for the veterans of the first thread, there)
4.i. Finally, you do require P to support the private (financial) sector of your planet's economy. 20% of the population is required at all times to support the private sector.

5. P or population is the third and final economic resource of PW.
5.a. P is very simple to manage. Each planet type has a P Rate, and each turn your planet's population grows by the P rate of its type.
5.b. Note that while you can "move" P from one planet to another, this must be done with passenger vessels and such.

6. Commodities are one of the more abstract resources in PW. Some planets have special, unique or near-unique resources, such as Septan Ice Whales. Commodities are produced and traded in "units".
6.a. Commodities come in the low-profit (many units, not much money), medium-profit (reasonable number of units, reasonable amount of money), and high-profit (few units, much money) categories.
6.b. Commodities increase the standard of living on the planet they circulate. As a result if you buy 4 units of Septan Ice Whales each turn, expect a happy populace.
6.c. Planets that produce commodities can trade them out to other planets using trade/cargo vessels. You can sell them to NPCs or to other RPers in exchange for RM, other commodities or cold, hard cash.
6.d. Some commodities, such as Uranium have other, more interesting uses than trading.
6.d.i. Some commodities, such as Uranium, are illegal and banned by the League.
6.e. If you want to increase the quantity of commodity you produce, throw currency at the production methods.

7. Concerning back-ordering from missed turns. You cannot do it. If you missed a turn, tough, you can't build anything in it. However, you do get the resources from the missed turn to spend in your next one.

Military
1. Before conducting any military action, be sure to bear the League in mind.

2. PW features two main kinds of battle, the space battle and the planetary battle.
2.i. Surprisingly, space battles are fought in space and planetary battles on the surface of planets.
2.ii. Space battles are fought between starships and planetary battles between ground troops. You will need to invest in both if you plan to achieve any form of military success.

3. PW features a unique system (unique in strategy threads from these forums, anyway) where you pay the money for a ship hull or tank squadron, then equip it/them. As such, while some ship chasis are better at doing some things than others (frigates, for example, are faster and more manouevreable than cruisers but have less HP, and so are best suited to attacking light vessels), you can take virtually any ship chasis and engineer it via its armament toward whichever role you need.
3.a. Note that not all of the ship hulls will be available to you untill near the end of Tier 3.
3.b. Each ship hull has a number of light, medium, heavy and AS slots as well as small and large equipment slots. Different kinds of weaponry and equipment fit different kinds of slot, so don't try and fit an Ion Cannon onto a light weapon slot or similar.

4. Admirals and Generals (collectively referred to as Officers) are characters who can be placed in command of fleets or armies. A good Officer improves the performance of troops under his command. A bad one does not.
4.a. I'll give you new Officers from time to time. To improve the quality of new Officers, build the training facilities for them.
4.b. All Officers have a little written description telling you how :cool: they are at their job and what kind of things they're good at.
4.c. You'll also get better Officers by putting points toward the Leadership national advantage.

5. Of course, all the flash equipment and ships that you buy will be for nothing if your crews and troops are poorly trained or have low morale. Low morale can stem from a lack of culture, from dislike of the cause or leader they are fighting for, from previous failures in battle, etc. Poor training stems from a lack of experience of combat in the military.
5.a. To remedy low morale, make sure that everyone on your planet likes you.
5.b. To remedy poor training, build training facilities.
5.c. Again, both can be improved by putting points toward the relevant national advantages.

6. Troops need to be transported from place to place in starships. For troop transports the capacity is stated in units, but you can also but infantry into passenger pods and vehicles into cargo pods according to capacity in P/cargo units.
6.a. Fighters must also be transported from place to place in starships. For carriers, the capacity is stated in squadrons (Each squadron is 5 fighters). Fighters can also be put into small or large hanger bays (see equipment).
6.b. Fighters have to be either stationed on a ship, station or planet, in a hanger bay, or at an airbase. Any fighter squadron that is built, without somewhere for it to be stationed (ship/orbital facility/etc,) will be considered unusable until somewhere for them to be stationed is constructed or becomes available.
6.c. The same applys to Recon Vehicles/IFVs/Tanks. They're must be room at a Tank Depot for them to be stored and stationed at, or more cannot be built.


7. Fleets or ships conducting operations more than three hexes (see map) from a home system will be unable to return to that system for supplies as it is too far away. To be resupplied, they must instead dock with "friendly" ports (i.e. the planets or stations of allies, or of neutrals that you have obtained docking permission from through diplomatic actions).
7.a. Fleets operating at range in this way can also be supplied by sending along cargo ships to act as fleet tenders. One small cargo ship will be able to supply up to seven capital ships operating at range, a large cargo ship up to twelve.

8. The League Warfare Convention emerged from discussions between representatives from all early member states with one fantastically important rule: the Universal Registration Law. All starships, military, private or civilian, carry registration numbers that identify their home planet and owner.
8.b. It is as such impossible to impersonate the forces of other planets or keep your own forces unidentified using legally-built ships.
8.c. You can build ships without registration numbers if you specify (PM me to keep it secret), but if they are found to be yours, you are going to be deep in proverbial shit.

9. It is impossible to Hyperspace Jump into star systems. Don't even try it.

Politics
1. All of your planets have specified government types. Your planet's government type can affect any number of things. In time, a list of government types and their effects will be provided by myself.
1.a. These effects can be negative as well as well as positive.
1.b. New government types will become available to you in the form of Civic Technologies.
1.c. Changing government types is trickier now, but in a more defined way. Changing from some forms to some other forms (for example, Monarchy to Aristocracy or vice-versa) is comparatively easy as the two are similar. Changing from some types to other types (for example, Monarchy to Communism or vice-versa) is far more difficult and will require little short of civil war.
1.c.i. Note that your government type can change against your will if you break one of the restrictions on your current government type. If you act too authoritarian as a socialist planet, for example, you shit on Marx's vision and revert to Communism.

2. All of you start with an Authoritarian-Libertarian Scale Value. This shows how your government acts. A Communist planet with an A-L Scale value of 10 (most authoritarian) for example might appear Stalinist while a Communist planet with an A-L Scale value of 1 (most libertarian) might be more idyllic.
2.a. A high A-L Scalr Value gives you a lot of control over what goes on on your planet, but lowers the standard of living, which makes people unhappy, and this has a knock-on effect of damaging your economy.
2.b. Your A-L Scale Value will change according to your response to whatever events I throw at you.
2.b.i. If, for example, I were to event a massive series of strikes on Phang's planet, Tau Ceta Septus, he would probably give them whatever they wanted to get them back to work, because he is a communist and loves the proletariat. This is libertarian and would lower his A-L Scale Value.
2.b.ii. Likewise, if I were to event a massive series of strikes on Badger's planet, Earth, he would probably burn them all to death with napalm, because he is an evil facist and hates poor people. This is authoritarian and would raise his A-L Scale Value.

3. Note that in some kinds of government (such as Constitutional Monarchy and Democratic Republic) you get these pesky things called legislative bodies. Legislative bodies usually comprise elected officials (ministers, senators, etc) who are responsible for representing their constituents on matters of state by voting on acts of state proposed by the executive branch (president, prime minsiter, etc, or in constitutional monarchy the monarch).
3.a. Legislative branches can vote against such moves by the executive branch, preventing them from happening. If you don't like it, launch a civil war or something. Bear in mind though that democratically-elected officials will (tend to) represent the views of their voters...

"High" Politics and the League
1. Planetary politics are one thing, but there's also galactic politics to think about.

2. The League of Planets is a United Nations-style organisation that includes all of the planets except for those on the farthest fringe within its ranks. The League is described in more detail in subsequent posts.
2.a. The League should feature in all of your plans, because if it is provoked into action, it is an extremely powerful.
2.b. You all start off with one League Seat and this entitles you all to one vote on League issues. Note that while any member planet can bring an issue to the table, only the President of the League can call a vote on that issue.
2.c. Learning how to manouevre within the League and slave it to your own Machievellian schemes is an important part of being successful in PW, but I'm not going to tell you how to do it.

3. The League loves to ban stuff. There are many "hidden" branches of the tech tree that you cannot access because the technologies in question are banned by League convention. Controversial new techs may be called to vote by League Presidents, and may subsequently be banned.
3.i. By random event or discovery or such, you may have the option of beginning research on banned technologies. If you do this and the League finds out (you may get random evented for inspection by League Enforcers), or if you do this and another player planet finds out via esionage and rats you in to the League, expect all hell to break loose.

Diplomacy
1. You can conduct diplomatic discussions / enter diplomatic agreements with any colonised planet in PW, just bear in mind that the vast majority won't want to unless their own interests are served by it, and that agreements with planets on the other side of the known galaxy are somewhat pointless.

2. Gigantic alliances such as the "Democratic Alliance" or the "Communist Coalition" which I for some reason spawned in previous threads are not going to happen this time round.

Colonisation
1. Expanding your territory in PW is key; it gets you more resources, more cash, more P and increases the chance of you getting commodities. You can do this through military conquest, but it's safer to do it through colonisation.

2. To colonise a planet, you must build Colony Ships. Colony Ships are very large, unarmed, one-use vessels designed to transport colonists to a new world and then provide them with everything they need to establish a colony.
2.a. There are different sizes of Colony Ship. The fewest colonists that you can establish a new colony with is 1,000 P. There is no upper limit.
2.b. When selecting a planet for colonisation, bear in mind not only its type and size but also its location. If you select a planet on the other side of the known galaxy, defending it properly splits your forces, and exchanging resources between them is difficult.
2.c. Speaking of defending your colonies: this is absolutely vital. Young colonies are utterly defenseless on their own and will become pirate fodder unless you defend them with ships and troops.

3. Once your Colony Ship(s) reaches a planet, it takes one turn to establish a workable colony. This colony's sole building is the Colony Hub, which provides basic facilities for all. You are advised to build structures and begin developing the colony asap.
3.a. The colony is treated as a second planet with its own economy, industry, etcetera.

4. You will see that most systems on the map at the start of the thread are already inhabited. To fine new uninhabited systems, you must conduct exploration missions into uncharted territory. Note that sending out exploration missions is dangerous; you risk losing the ship(s) sent out completely. Equipment such as advanced sensors enormously helps exploration attempts.

5. The League Guild of Stellar Cartography demands that exploration data be shared universally.
5.b. It's impossivle to get around this rule as it's there solely to keep me from having to take care of about twenty different maps for twenty different players.

Society and Civics
1. Standard of Living is the major factor determining how happy your populace is. Civic structures such as schools, parks, etc, all help to raise Standard of Living. Some like Entertainment Complexes raise morale.

2. The morale of your populace is crucial. A population with high morale is loyal and strong, a population with low morale is disloyal and torn by internal strife.

3. Religion can be something to worry about. There are four different religions in PW. A religious populace may choose to put their god before their ruler unless you satisfy their needs (religious facilities etc), and fanatic or fundamentalist members of a religion my turn objection to your ruling into action against the state.

4. If your populace loves you and respects you as a leader, they will more readily accept change in government.

Planets
1. There are many different kinds of planet in PW, each with their own P rates and base RM rates, which can be found in a list in a subsequent post to this one.
1.a. Perhaps new planet types will be found as the thread progresses...

2. Getting the right planet type is crucial in engineering a colony toward a specific role (such as producing P to be shipped off to your hideous industrial hell world or something).

3. A planet's Size Factor tells you how large it is. 1 is the smallest world, equivelant perhaps to Mercury in size. 5 is the largest range of world, equivelant in size perhaps to Jupiter.
3.a. Moons have a Size Factor of 1/2.

4. You can change a planet's type via terraforming, but terraforming ships are expensive, and the planet must be terraformed in stages (it is impossible, for example, to transform a Barren World to an Earth World in one step).
4.a. You can try to terraform moons, but it probably isn't advisable. KoL knows why.

Research
1. You all produce RP or research points via educational buildings such as schools and libraries.
1.a. Get roughly the right ratio of schools / libraries / colleges to the population as a whole and you'll get bonus points. Too many schools and you lose points, too few and you don't get as many points. This stops you from just building tens of thousands of schools and getting loads and loads of RP.
1.b. All technologies have a cost in RP attributed to them on the tech tree. You could in theory research the entire contents of one tier of the tech tree if you had enough RP to do so.
1.c. The cost of technologies will rise with each new tier of the tech tree entered.

2. Research facilities produce more RP than the educational facilities but you will recieve no bonus points from them.

3. A Science vessel contributes 2 RP in itself (no bonus), and has a chance of earning you bonus technologies by observing new things in the galaxy (send it travelling a lot).

4. The exchange of technology in player-to-player (or player-to-NPC) transactions is permitted but ill-advised. You'll lose all the advantages of having a Death Star if you trade the technology out and find next turn that everyone has one.

5. Technology can be stolen from you through espionage.
__________________
--==THE INSANE ONE==--

Quote:
Zen Master Ellis says:
I admit defeat...

Ghetto Master Ellis says:
Heil Crazy!

Last edited by Crazyboy; 20 Aug 2004 at 19:38.
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Unread 14 Aug 2004, 19:50   #2
Crazyboy
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Re: Planet Wars: Redux

The Planets

System [1] - Alpha Centauri
CENTAURI PRIME: Jungle World, Large, 1 moon, no commodity (Terra)
Government: Democratic Republic (A-L Scale 5)
Information: Centauri Prime was the site of the first extra-solar colonies, and was colonised by a number of different nations. As such, it was scene to a series of bloody ground campaigns, and over the system were fought a number of starship engagements. All of the original colony cities were by the end of the war in an almost total state of ruin, and by the time it had been re-colonised on a large scale, the planet was largely covered in the genofixed plantlife that had been sown there, with climate change having resulted in a uniformly warm and lush biosphere. Centauri Prime is a straight democratic republic, which sits largely in the centre of the authoritarian-libertarian scale. The planet's main advantage is its position; it is in the nearest system to Sol and is near-central to the sphere of colonised worlds, making it a potentially lucrative trading planet in the right hands.

NOVA CENTAURI: Ocean World, Small, 1 moon, low-profit commodity (Wo2)
Government: Communist (A-L Scale 7)
Information: Nova Centauri was originally colonised by Russian settlers some time after the founding of the Alpha Centauri colonies, being as it was the smallest planet of the Centauri system, and at the time one without any important resources. Due to its minor and somewhat insignificent status the colony was never nuked and control of it changed hands only twice - from Russia to China and then from China to the USA. Having survived with 80% of its population in tact, the colony continued to grow after the war. By this time the planet's predominant native species - a form of primitive plant life dubbed Novan Kelp that grows on the barely-submerged sand banks surrounding many of its islands - had achieved the status of culinary delicasy on some of the richer worlds, and so a low-profit commodity trade began to develope. The planet's position (central) is an advantage. The planet is currently under the control of a borderline Stalinist regime, with freedom of expression denied and the government a dictatorship.

System [2] - Eastern Cloud System
SANCHEAN: Desert World, Large, 2 moons, no commodity (Lakhim)
Government: Communist (A-L Scale 4)
Information: The Eastern Cloud System is very near to the Eastern Cloud Nebula, a gigantic bank of gas that inhibits sensors and conventional communications arrays and has, thus far, acted as a barrier to eastward expansion. Sanchean is a recent colony on which a libertarian communist regime currently rules. It has no commodity at present, but with the strong industry naturally resulting from communism being properly cultivated, prospects for colonisation will be good as soon as the cloud is bypassed. The planet of Sanchean clashes ideologically with New Tokyo, and tensions between the two have been rising for sometime.

NEW TOKYO Earth-type World, Small, 1 moon, no commodity (KoL)
Government: Corporate Republic (A-L Scale 4)
Information: New Tokyo is a small and rather unremarkable colony that is notable for just two things; its government and its climate (ideal for humans, the planet has been covered in genofized plantlife). The planet was originally a Japanese colony, but was glassed by Russian forces during the war. Following the war, the League was faced with overwhelming reconstruction costs, and concentrated its own funds on the redevlopement of the largely devastated inner worlds. With New Tokyo being at that time on the farthest frontier, it was one of the many worlds where the League contracted corporations to handle reconstruction - in this case contracting the Masaki Corporation. The Masaki Corporation had within two years got the colony self-sufficient again and had also made itself massive profits on the side. The following year, the Corporation bought out the fledgling small businesses that were sustaining the planet, subjugating them to its own management, and moved its corporation headquarters there. New Tokyo runs a free market. The Masaki Corporation, despite its morally debateable genesis, nonetheless governs a free and libertarian state.

System [3] - Karlak
TEIAN POINT Rocky World, Tiny, 2 moons, low-profit commodity (Hewitt)
Government: Frontier (A-L Scale N/A)
Information: Tel-An-Point was uninhabited throughout the war save for a minor United Atlantic Alliance military base during the war, which was abandoned at its end, with its crew disbanding and seeking fortune on Elyssium. The planet has recently been colonised by an independent League-supported effort to relieve growing population pressure on a number of worlds with limited resources. Its government is currently in Frontier mode, and the planet has yet to show any sign of leaning toward a specific government type. The planet, currently comprising a mix of first-generation migrants and without any perceptible separate culture or government, will have to work hard to find itself a sense of identity in the future. However, with the planet being rich in resources (if small), and also a source of Semi-Rare Ore ((a broad commodity type covering a variety of metals)), it has the potential to become very influtential planet in the hands of a good ruler.

ELYSSIUM: Earth-type World, Medium, 2 moons, low-profit commodity (CRAZY)
Government: Constitutional Monarchy (A-L Scale 5)
Information: A UAA colony, Elyssium was the enduring symbol of a successful and prosperous out-system colony during the war. At that time on the near-frontier, Elyssium was heavily defended as the jewel of the UAA's crown and only four nuclear devices were detonated on its surface. Despite this, it was nonetheless in a poor state immediately following the war. However, with the strong leadership resulting from the establishment of a monarch and through the efforts of a patriotic populace, Elyssium is now on the rise again.

System [4] - Sestelle
CIENELLE: Desert World, Medium, 2 moons, low-profit commodity (Bakan)
Government: Democratic Republic (A-L Scale 5)
Information: Established by European Federation settlers , Sestelle was beyond the frontier during the war and was never bombarded nor occupied, though it was attacked several times by pirate forces operating in the area. After the war, democracy endured and with the planet being little damaged from the war it emerged in a relatively strong position. It seconomy has continued to grow for the years since the war. Cienelle is now in a reasonably strong position. Sestelle System is nearer to the frontier than it is to the centre, but this position will nonetheless allow for both reasonably easy expansion and for trading.

FREILAND: Jungle World, Large, no moon, medium-profit commodity (INSPECTRE)
Government: Military Junta (A-L Scale 5)
Information: Freiland was established some time before Cienelle, also by European Federation efforts. Freiland was warm and, with the soil found to be rich in nitrogen and other elements, the planet was originally listed as a possible agricultural world. With militarism on the rise, however, the European Federation Military took over the planet as a naval base shortly after the first genofixed plant samples had arrived. Planting continued nonetheless. During the war, Freiland was nuked several times, and efforts to control the size of the plantations failed. Within years, the planet was literally covered in thick, inhospitable jungle. Surprisingly, the native herbivores turned out to prosper in this vegetarian paradise, and so too did the local carnivores - dominated by a genus of large, predatorial lizards. The colony was half-ruined from the war and, with this hazardous environment all around them, Freilander citizens earned themselves a reputation for hardiness. Continued battles with pirates attacking the system on and off in the years following the war left Freiland with a strong military, which became politically active and staunchly opposed socialist reforms pushed through the planet's democratic government. These rising tensions boiled over last year when the military's top generals and admirals staged a coup and overthrew the democratic regime. A military junta comprising 13 admirals and generals has been ruling the country since. To the surprise of many, the military seems to be preserving political and social freedoms, though it shows no signs of releasing control of the planet.

System [5] - High Reach
STYGIS Rocky World, Small, 3 moons, no commodity (Disruptor)
Government: Monarchy (A-L Scale 7)
Information: Stygis was founded before the war and, like Ios, had a frontier government throughout. Following the war's end, like Ios, a strong leader during the time of the frontier was appointed monarch of a new line. Unlike Ios, however, this monarch did not rule with the interests of the nation at heart, and within two years he had had the parliament disbanded and the prominent representatives rounded up and executed for treason. The King of Stygis is not limited in his power or actions by any law nor legislative body and is free to do as he pleases. The authoritarian streak apparent in him from his early days has become more and more visible, with a secret police organisation now rooting out suspected parliament loyalists, and with such people often being executed
without trial.

IOS: Desert World, Huge, 3 moons, no commodity (FLUFFIE)
Government: Constitutional Monarchy (A-L Scale 5)
Information: A backwater frontier world throughout the war, Ios only came to be notable following it, when, with its people having successfully managed to drill to the aquifer at several key points to create artificial rivers, it began to produce enough food to sustain a far larfer population, and thus became a target for League refugee-settling efforts. The frontier government had a clear leader, who was eventually made the first King of Ios, sharing power with a (partly) democratically elected, representative partliament. Ios is still relatively close to the Frontier. Pirate atacks are a problem, and the planet has in the past earned League money from attacking and neutralising organised pirates in the area. The planet is in a good position for outward expansion, but does not get on well with Stygis, the other planet in its system.

System [6] - Westward Fringe
MANCONAR: Ocean World, Small, 5 moons, no commodity (OPEN)
Government: Democratic Republic (A-L Scale 3)
Information: A gem of paradise shining out from the in-between area situated on the line between the Inner Sphere Worlds and the Fringe Worlds, Manconar's democratic government takes a highly libertarian approach to governance which has helped the planet become a major tourism hotspot. Consisting largely of chains of sunny, sandy atolls warmed to tropical temperatures and occupied by a few genofixed palm-variety plants, people flood from the less-hospitable worlds to Manconer every year for vacations. The planet's populace allows the government's easy-going stance by themselves abiding to the few laws that do exist. While the economy is strong, the government's refusal to impose fair-trade restrictions and etcetera has led to a rise of large corporations that are beignning to noticeably dominate commerce and industry.

TARNAM: Desert World, Large, 1 moon, no commodity (OPEN)
Government: Communist (A-L Scale: 5)
Information: Tarnam was a frontier colony during the war, originally founded by a European Federation effort. The colony had not achieved a full level of self-sufficiency by the war's end, and so in the years following it the planet suffered from massive poverty and an appalling standard of living. A military-backed communist revolt deposed the frontier government and installed a new administration, which set about abolishing private property and improving industry. Within two years, an acceptable standard of living had been achieved. Tarnam's government enforces communist society, but so far has not been overly authoritarian in its actions. The people in turn largely support the government although a few political dissidents are countenancing a return to free market economics now that the resources crisis is over.

System [7] - Sol
EARTH: Earth-type World, Medium, 1 moon, Gold medium-profit commodity (IB)
Government: Democratic Republic (A-L Scale: 5)
Information: Earth was completely devastated by the war, and afterwards the vast majority of the survivors were relocated to the Outer Colonies by League refugee efforts. The remaining survivors started rebuilding their planet, recieving only slight help from the League (which deemed the planet something of a lost cause). At the start of the thread, things on Earth are just starting to normalise again. The government is democratic and the current regime has done nothing to infringe on civil and social liberties, but there is a strong streak of right-wing nationalism running through the people, who feel they have been spurned by the League. Earth is one of inhabited worlds with sizeable gold deposits, and with gold being important to a number of modern alloys and ship components, trading the commodity out could be very profitable. Being central to the Known Galaxy, Earth is in an excellent trading position, though outward expansion could be difficult (with colonised worlds stretching out for some distance on every side).

MARS: Mars-type World, Small, no moons, no commodity (OPEN)
Government: Socialist (A-L Scale 3)
Information: One of the few truly socialist worlds in existence, Mars is a left-wing utopia. The government barely exerts any control over the people, other than laws and a few restrictions on the economy placed with the intention of preserving the planet's society as it is, and these are becoming less and less each year. Mars has a strong economy and a strong industry and a happy populace, but its military is virtually non-existant, and its people pacifistic. Mars could come to risk from militaristic or expansionist worlds seeking to add it to their collection in the later turns of the game. Its position is central to the Known Sphere and as such outward expansion could become difficult, although trading prospects are excellent.

System [8] - Lonestar
HARN'S WORLD: Ocean World, Large, 1 moon, Harn's World Red Salmon low-profit commodity (Ryon)
Government: Democratic Republic (A-L Scale: 4)
Information: Harn's World was nearly destroyed during the war, and the conflict as a whole left a lasting impression on its people, who are now largely pacifist. The government is liberal and entirely democratic. Commerce has prospered with the help of the planet's near-central position (Lonestar is almost adjacent to Sol) and due to the planet's commodity, Harn's World Red Salmon, a genofixed variety of the once common Earth fish. Harn's World has excellent prospects as a trading centre, and will certainly have the manpower for outward expansion, though it may have difficulty locating uncolonised worlds.

NEW ROMA: Earth-type World, Small, 2 moons, Religious Items low-profit commodity (Zappa)
Government: Theocracy (A-L Scale: 6)
Information: New Roma was originally colonised by the European Federation, and unlike Harn's World remained relatively in-tact during the war, despite changing hands several times. Due to the planet's fairly undamaged state, after the war the Catholic Church moved its headquarters off of a shattered Earth and to this young colony. Although the planet's government was originally democratic, the Catholic Church has been steadily gaining power, and now holds majority in the senate in such a way that the remnants of the political parties, even united, would be unable to stop any measure it wanted passed. The Church has over the past few years become steadily more authoritarian, outlawing abortion, gay marriage and poised on the brink of outlawing the use of contraceptives. The government has made itself some commercial earnings in recent years by exporting Church-ordained Catholic paraphenalia to predominantly-Christian planets.

System [9] - Low Reach
SULPHOS: Volcanic World, Medium, 1 moon, no commodity (Flaag)
Government: Despotic (A-L Scale: 8)
Information: Sulphos was nicknamed "the Hell World" by the unfortunate Russian exploration teams given the task of settling it, and this name is if anything more true today. The planet was still ruled by a frontier arrangement after the war, and its population exploded with an influx of refugees. Sulphos was over-settled, and resources were stretched. In the mass discontent that followed, a military general stages a coup and siezed control of the colony. Unlike other worlds whose government came about in this way, such as Freiland, this general's first action was to have the other senior-ranking officers in the army executed, the lower ranks being almost completely supportive of him. Following two years of purges, the planet is now a firm dictatorship. An efficient secret police system roots out suspected dissidents with ease, these suspects are almost always executed without trial. The self-styled Emperor of Sulphos' rule is absolute. The military is fanatically loyal to him, and under massive indoctrination and propaganda efforts, the populace is beginning to lose its identity, instead embracing their totalitarian ruler with entire dedication. Sulphosan attempts at outward expansion into the rest of the system have been thus far blocked by New Sparta, though it is perhaps only a matter of time before it manages to break out, given the resources of this mineral-rich world at the tyrant's dispoal.

NEW SPARTA: Mars-type World, Medium, 2 moons, no commodity (OPEN)
Government: Communist Military Junta (A-L Scale: 6)
Information: New Sparta, being on the fringe throughout the war, suffere continuous attacks from pirates operating out of nearby unsettled systems. The more organised pirate clans attempted to sieze control of the planet several times by landing troops. In one such assault half of the planet's capital city (at that time the only settlement) was occupied by pirate troops for a month, with the planetary militia taking another two months to drive their enemies offworld alltogether. After the war and with the pirates driven back by concerted League efforts, the planet's fledgling democratic government established in the wake of the destruction quickly fell apart. The people, with those of voting age, both male and female, having almost all served with the conscripted militia during the pirate landings, backed the military and anything that it's twenty-or-so senior officers countenanced, and so these twenty became the de-facto ruling body of the planet within months. With resources being limited and half the planet in ruins from protracted on-off urban warfare, the "Ruling Council" hit out with planned economics (it has since become more liberal in terms of restrictions on the economy) and abolition of private property. The junta refused to tolerate political dissidents, with the penalty being death, though it should be noted that all trials were carried out fairly. New Sparta is fringeward, in a good position for expansion, but should be wary of the threat posed by Sulphos, and will need to do something about its lack of manpower.

System [10] - Tau Ceti
TAU CETI PRIME: Desert World, Large, 1 moon, no commodity (PlanetKillerII)
Government: Corporate Republic (A-L Scale: 4)
Information: Tau Ceti was the first planet to be claimed wholely by one nation, that nation being the USA. NASA made good on its promises and by the start of the war Tau Ceti was flourishing, with over a hundred thousand settled. Unfortunatly, despite the best efforts of the US Space Navy during the war, the planet was nuked several times by Chinese forces. Thanks to forward planning by the colonial governor, however, around ten thousand people and a good number of soldiers were preserved in the warren of reinforced tunnels and bunkers running below the planet's surface. The planet never changed hands, though by the end of the war everything the colonists had worked toward since its founding had been destroyed. Nonetheless, the people perservered, and within two years (with the help of League funding) Tau Ceti was on its feet again. A liberal government combined with free-market economics lead to the rise of huge corporations that, between them, controlled virtually all industry and commerce. Eventually, the three leading corporations merged, and as such their combined Board of Executives became the de-facto planetary government. The Corporation, fortunatly seeing sense, has continued to pursue the liberal governmental and economical policies of its predescessor democratic regime. Ceti Prime is in an excellent trading position (Tau Ceti being adjacent to Sol),
but may have trouble expanding due to its central position.

TAU CETI SEPTUS: Ice World, Large, 1 moon, Septan Ice Whales medium-profit commodity (Phang)
Government: Frontier (A-L Scale: N/A)
Information: Simultaneously claimed by both China and Russia, the planet was divided half-and-half between the two nations in a UN-brokered deal before the war. The planet was one of the relatively few that saw long, protracted ground combat rather than simple orbital nuking, and as neither nation wished to risk destroying the planet's environment, each intending to possess it wholesale by the end of the war, Septus remained for the most part unsullied by mushroom clouds, though the human cost was still massive. The burmed-out hulks of destroyed tanks little the ice fields on the former battlegrounds, and a gigantic hole in the ice layer near to the planet's equator still remains from where a disabled Russian capital ship ploughed into the planet's surface. Tau Ceti Septus is noteable as the first planet on which developed native life was found. The Septan Ice Whales, gigantic creatures that only come to the planet's frigid surface to breathe in once ever eight hours, and spend most of their time consuming the clouds of primitive microscopic creatures dwelling in perpetual darkness around warmth of the volcanic vents on the floor of the planet's ocean. After the war, with most of the cities devastated despite the lack of nuclear bombardment and the planet being naturally inhospitable without the artificial addition of amenities, the League resettled almost all of the planet's people, with only a few of the original colonists opting to remain in order to hunt the Ice Whales. Whaling turned out to be a highly profitable business, with almost every part of the (frequently) 200 metre-long beasts being useable. Further bands of enterprising individuals began to trickle onto the planet in order to take advantage of the whaling industry's profitability. The result was a scattering of tiny whaling communities stretched out across the planet's icy surface. Only two years ago did the various whaling companies begin to band together and co-operate, pooling their considerable financial wealth in order to bring the planet up to colony status. A sizeable city now forms the centre of the planet's population, home to the whalers' families and to the whalers when they are not away on the job, as well as to a fledgling commercial and sector. Tau Ceti Septus has yet to select a final mode of government, being as it is currently still in a primitive frontier arrangement, and so a wise ruler ought to be able to make something good out of the planet.

The Map:

is Here


Planet Types:

Barren World - Barren World-Dry and lifeless, though not necessarily hot. Barren worlds are good for just about nothing, as the surface is flat and indistinctive, lacking rocks and therefore minerals. Barren worlds are often product of a catastrophic natural disaster. Barren worlds frequently lack any atmosphere. –
RM Rate: 50
Population Rate: 600P

Arctic World-Very cold, very wet, though all surface water is frozen as ice or snow. ice worlds can easily support life, though sometimes suffer because people don't like living there. Ice worlds are difficult to mine as surface rocks are covered in snow, and lack raw materials.

Population Rate: 3,000
Raw Materials: 300

Rock World - A planet the surface of which is composed almost entirely of rock. Rock worlds are reasonably inhospitable to humans, as there is little opportunity for food, though naturally they are abundant in raw materials.

Population Rate: 3,000
Raw Materials: 800

Earth World - A planet similar to Earth. Very hospitable to humans, consisting of around 2/3 surface water and 1/3 surface land. The land is invariably covered in fauna of some description.

Population rate: 6,000
Raw Materials: 400

Mars World - A planet similar in properties to Mars of the Sol system. The world's surface is halfway between desert and rocky, with massive mountain range stretching across parts of it, and seemingly endless deserts in others. The atmosphere is thin and the planet cold and lifeless. Storms and other unusual weather types make this planet extremely inhospitable, however, the blend of rock and desert makes construction and mining very easy.

Population Rate: 2,000
Raw Materials: 600

Jungle World - Similar to Earth worlds, except hotter and more humid, giving way to more fauna and a rainforest-type environment. Usually they are reasonably hospitable towards humans.

Population Rate: 4,500
Raw Materials: 450

Ocean World - The surface consists entirely of water and ocean. Ocean Worlds are usually abundant in native life, and thus food and water is not a problem. The main problems come from building and mining raw materials.

Population Rate: 5,500
Raw Materials: 300

Volcanic World - Usually young planets, these are covered in volcanoes and are rich in geological activity. They are highly inhospitable to humans, as the gasses from these eruptions poison the atmosphere, but the volcanic and geological activity presents unique opportunities in mining.

Population Rate: 2,000
Raw Materials: 750

Desert World - Hot and dry, inhospitable to humans because of lack fo water. However, desert worlds often contain a reasonable concentration of raw materials.

Population Rate: 3,000
Raw Materials: 500

Gas World - A planet composed entirely of gas, like Jupiter. Some speculation indicates that the gas may condense to liquid toward the core, but as of yet no craft can withstand the pressure to see. Gas worlds are difficult to build on as everything has to be orbital, but high concentration of gas is a boon to raw materials.

Population Rate: 2,000
Raw Materials: 700

Swamp World - Similar to Earth worlds, but wetter and slightly warmer. Swamp worlds are less hospitable to humans as they yield less food and are hard to build on and move through.

Population Rate: 4,000
Raw Materials: 300

Systems:

System 1, Alpha Centuari
7 Planet System.
Planet 1: Medium Swamp World.
Planet 2: Huge Jungle World
Planet 3: Large Swamp World
Planet 4: Small Mars World
[asteroid belt]
Planet 5: Alpha Centuari
Planet 6: Nova Centuari
Planet 7: Medium Volcanic World

System 2, Eastern Cloud System
6 Planet System.
Planet 1: Sanchean
Planet 2: Medium Ocean World
Planet 3: Medium Jungle World
Planet 4: New Tokyo
Planet 5: Huge Swamp World
Plaent 6: Small Ice World

System 3, Karlak
13 Planet System
Planet 1: Large Desert World
Planet 2: Medium Mars World
Planet 3: Teian Point
[asteroid belt]
Planet 4: Medium Jungle World
Planet 5: Large Swamp World
Planet 6: Elyssium
Planet 7: Large Rock World
Planet 8: Medium Jungle World
Planet 9: Large Jungle World
[asteroid belt]
Planet 10: Small Ocean World
Planet 11: Tiny Ocean World
Planet 12: Large Gas Planet
Planet 13: Medium Ice World

System 4, Sestelle
13 Planet System.
Planet 1: Large Barren World
Planet 2: Small Desert World
Planet 3: Cienelle
[asteroid belt]
Planet 4: Medium Desert World
Planet 5: Large Rock World
Planet 6: Frieland
[asteroid belt]
Planet 7: Medium Earth World
Planet 8: Huge Ocean Wolrd
Planet 9: Large Earth World
Planet 10: Large Gas Planet
Planet 11: Medium Ocean World
Planet 12: Huge Ice World
Planet 13: Tiny Ice World

System 5, High Reach
6 Planet System
Planet 1: Ios
Planet 2: Huge Swamp World
Planet 3: Medium Jungle World
[asteroid belt]
Planet 4: Medium Earth World
Planet 5: Stygis
Planet 6: Large Volcanic World

System 6, Westward Fringe
10 Planet System.
Planet 1: Tarnam
Planet 2: Medium Barren World
Planet 3: Large Earth World
[asteroid belt]
Planet 4: Medium Earth World
Planet 5: Manconar
Planet 6: Medium Ice World
Planet 7: Medium Ice World
Planet 8: Large Ocean World
Planet 9: Medium Ice World
Planet 10: Large Ice World

System 7, Sol
1 - Barren World, Tiny, no moons
2 - Rocky World, Medium, no moons
3 - Earth World, Medium, 1 moon, medium profit commodity (Earth)
4 - Mars World, Small, 2 moons, no commodity (Mars)
[asteroid belt]
5 - Gas Giant, Huge, some absurd number of moons, no commodity
6 - Gas Giant, Large, some absurd number of moons, no commodity
7 - Rocky World, Large, some absurd number of moons, no commodity (Uranus - NPC)
8 - Gas Giant, Large, some absurd number of moons, no commodity
9 - Barren World, tiny

System 8, Lone Star
1 - Jungle World, Large, no moons
2 - Ocean World, Large, 3 moons, medium profit commodity (Harn's World)
[asteroid belt]
3 - Earth World, Small, 1 moon (New Roma)
4 - Swamp World, Large, no moons

System 9, Low Reach
1 - Desert World, Large, 3 moons, medium profit commodity
2 - Mars World, Medium, 1 moon (New Sparta)
3 - Volcanic World, Medium, 3 moons (Sulphos)
4 - Jungle World, Medium, 1 moon
[A fair bit of empty space]
5 - Ice World, Medium, 5 moons, low profit commodity

System 10, Tau Ceti
1 - Desert World, Medium, 3 moons
2 - Desert World, Large, 3 moons (Tau Ceti Prime)
3 - Jungle World - Medium, 1 moon
4 - Desert World, Huge, 2 moons
5 - Swamp World, Large, 2 moons, low profit commodity
6 - Earth World, Large, 4 moons
7 - Earth World, Medium, 5 moons
8 - Ice World, Large, 1 moon, medium profit commodity (Tau Ceti Septus)
[Asteroid belt]
9 - Gas Giant, Large, 1 moon
__________________
--==THE INSANE ONE==--

Quote:
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I admit defeat...

Ghetto Master Ellis says:
Heil Crazy!

Last edited by Crazyboy; 16 Aug 2004 at 18:36.
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Re: Planet Wars: Redux

Buildings:

Military Buildings:

Barracks – 800RM, $50,000, 500 P – This is the basic training center for your ground troops. This allows you get train Light, Heavy and Advanced Infantry. It can train 10 units of infantry per turn. Each barracks can support upto 50 Infantry units.
Requires: Nothing

Marine Barracks - 1,200RM, $75,000, 700 P – This building allows you to train the specialized Marine Troops, who are used for spearheading planetary assaults and capturing enemy ships. It can train 5 units of Marines per turn. Each Marine Barracks supports upto 2,000 Marines (or 20 Marine Units)
Requires: Planetary Assault Doctrine

Tank Factory - 1,000RM, $75,000, 1,200P – This building allows you to construct tanks for planetary defence and attack. A tank factory can produce upto 20 tank units per turn.
Requires: Light Armour

Tank Depot - 300RM, $20,000, 50P – This building supports and houses up to 40 Tank Units.
Requires: Tank Factory

Aircraft Factory - 1,200RM. $80,000, 2,000 P – This building allows you to construct atmospheric fighters and gunships.
Requires: Atmospheric Aircraft

Airbase - 400RM, $30,000, 200P – Airbases support up to 20 aircraft squadrons.
Requires: Aircraft Factory:

Bunker - 400RM, $40,000, -P – The Bunker is capable of housing 2 units of vehicles and 2 units of infantry or 400 P. In the event of orbital bombardment, the specified units will be protected from the effects of enemy fire.
Requires: Basic Planetary Defences

Minigun Turrets - 100RM, $8,000, 10P - small, simple minigun turrets capable of basic AA defense, and with a chance of destroying enemy missiles striking the vicinity.
Requires: Basic Planetary Defences.

Basic Shipyard - 2,000RM, $140,000, 2000P - Can build 4 Class 2 and 6 Class 1 ships per turn.
Requires: Nothing.

Advanced Shipyard - 3000RM, $180,000, 4,000P - Can build 4 Class 3, 4 Class 2, and 10 Class 1 ships per turn.
Requires: Advanced Industrial Manufacture

Basic Sensor Array - 200RM, $30,000, 60P - a simple sensor array that gives sensor data covering the approach to the planet and its orbit.
Requires: Nothing

Advanced Sensor Array - 250RM, $60,000, 100P - a more powerful sensor array that gives sensor data covering most if not all of the system.
Requires: Advanced Sensor Waves, Basic Sensor Array


Civic Buildings

Hospital - 600RM, $80,000, 600P - boosts SoL, reduces effects of some random events (e.g Plague Event), can heal wounded soldiers/ship crews bought to it.
Requires: Nothing

Police Station - 350RM, $40,000, 600P boosts SoL, reduces crime and reduces internal unrest, slightly increases internal security (i.e. planet's resistance to espionage).
Requires: Nothing

Fire Station - 300RM, $30,000, 400P- boosts SoL, helps to reduce damage sustained to buildings in orbital bombardment/after random events.
Requires: Nothing

Small Park - 100RM, $20,000, 10P - boosts SoL, raises population morale. Consists of a small biodome containing Earth-native plant life.
Requires: Basic Biodomes

Park - 200RM, $42,000, 50P - as above, except larger.
Requires: Basic Biodomes

School - 200RM, $25,000, 100P - boosts SoL, improves education of the young (thus leading to increase in research potential twelve-or-so years down the line).
Requires: Nothing

Library - 200RM, $40,000, 125P boosts SoL, supplements education of all ages, boosts planet's sense of culture. Leads to slight increase in research potential.
Requires: Nothing

College - 800RM, $80,000, 750P - boost SoL, improves education of the young adult. Leads to increase in research potential a year or so later.
Requires: Nothing

Research Facility - 1,200RM, $150,000, 2000P - raises research potential.
Requires: Research Facilities

Entertainment Complex - 1,200RM, $120,000, 450P - boosts SoL, raises population morale, increases planet's sense of culture. Comprises a large collection of buildings that include cinemas etc.
Requires: Recreational Facilities

Small Religious Building - 400RM, $40,000, 80P - boosts SoL, provides worship needs for the followers of one religion (you must specify).
Requires: Religious Facilities

Economic Buildings

Robotics Center - 1,000RM, $180,000, 1000P - boosts SoL, slightly increases research potential.
Requires: Advanced Robotics

Commercial Docks - 2,000RM, $200,000, 500P - Allows the planet or station it is build on to charge high Port Fees
Requires: Interstellar Trade Management


Orbital Structures

Orbital Station - 800RM, $100,000, 500P - A small orbital station intended mainly for military use.
Has 4 light weapon slots and 5 small equipment slots.
Requires: Nothing

- - - - - - - - - - - - - - - - - -

Planet Wars: Bases – Rules
A "Base", for the purpose of PW, is any structure or facility built by a Construction Team. The following are rules governing the construction and management of these Bases.

Varieties of base
Bases come in many different shapes and sizes, to fulfill many different roles. The various different kinds of Base are listed below with an summary detailing their role, requirements and restrictions.

Airbase - the smallest kind of base is basically a semi-permanent fighter base. It can house 2 squadrons of any fighter or bomber (thus 10 FTL Fighters or Bombers), along with their pilots and ground crews. Requires 30 P to staff. Obviously, an Airbase must be built on an asteroid in order for it to be able to house non-atmospheric fighters. Cost: 100 RM, Requires: 1 Construction Team, 1 turn.

Sensor Outpost - the sensor outpost is a small base with two Small Equipment slots only. It requires just 20 P to staff the base, not including the extra P needed to staff whatever equipment you put in the slots (presumably sensor arrays, since that's what it's for). Sensor Outpost docking facilities are only sufficient for ships of corvette size or below. Sensor Outposts cannot house any troops. They have no weapon slots. Ships cannot resupply from a Sensor Outpost. Cost: 200 RM, Requires: 1 Construction Team, 1 turn.

Troop Outpost - the Troop Outpost, while sharing outpost status with the Sensor Outpost, is really quite a lot bigger. Comprising a small complex, it requires 100 P just to staff. Troop Outposts are designed as a mixture of forward barracks (though they can't produce troops) and forward supply post. They can house 4 units of infantry and 2 units of vehicles, and have docking facilities sufficient for ships of frigate size or smaller (this includes small cargo vessels). Ships can resupply from Troop Outposts. Troop Outposts have 2 small equipment slots. Cost: 500 RM, Requires: 2 Construction Teams, 1 turn.

Resupply Post - larger than the Troop Outpost, the Resupply Post nonetheless requires only 50 P to staff it, most of its space being taken up by supply stores.The Resupply Post is designed solely with the intention of resupply ships, and has docking facilities capable of recieving ships of destroyer size or below (though obviously this isn't an option for fleet destroyers unless the Base is built into an asteroid or moon). Ships can resupply from Resupply Posts. Resupply Posts have 1 Small Equipment slot only and can house 1 unit of troops. Cost: 500 RM, Requires: 2 Construction Teams, 1 turn.

Minor Base - the Minor Base is the smallest kind of Base capable of housing building constructs. It has room for 2 buildings. A complex of considerable size, it requires 200 P to staff it without buildings. Its docking facilities can accept ships of up to and including fleet destroyer in size. It can resupply ships. Minor Bases have no slots other than their builds. They can house 2 units of infantry and 2 units of vehicles. Cost: 1,000 RM, Requires: 2 Construction Teams, 2 turns.

Medium Base - the Medium Base is like the Minor Base except bigger. It can house 4 building constructs. It requires 350 P to staff it, and can house 4 units of infantry and 4 units of vehicles. They have no slots other than their build slots. Medium Bases can resupply ships, and can accept ships of up to and including cruiser in size. Cost: 1,500 RM, Requires: 4 Construction Teams, 1 turn.

Major Base - the Major Base is one of the largest kind of Base. It houses 6 building constructs and requires 400 P to staff, it can house 6 units of infantry and 6 units of vehicles. It has 1 Large Equipment slot. Major Bases can accept ships of up to and including Battleship size (as such, the only ship they cannot accept is the Fleet Carrier). They can resupply ships.Cost: 2,200 RM, Requires: 4 Construction Teams, 2 turns.

Constructing your Base
All required Construction Teams and Raw Materials must be present at the site of the construction in order for the construction to begin. Construction Teams and Raw Materials must be transported to the site of the construction. Bases can be built on planets, moons and asteroids. Bear in mind when you are choosing a location for your Base that ships of fleet destroyer size and above are incapable of entering a planet's atmosphere. As such if you want Cruisers to be able to dock with your base, it must be situated on a moon or an asteroid.

Management of your Base
Bases do not experience population growth. Residents of a Base cannot be taxed, but a Base can receive trade ships and charge them fees if trade docks are built on it. Bases cannot produce RM through Industrial Base. Bases can produce vehicles/aircraft/ships/troops etc with the right buildings, but bear in mind that all RM and P requirements of the new units must be transported to the base in order for this to happen. A Shipyard built on an asteroid Base does count as a 0-G shipyard, and thus an Advanced Shipyard built on an asteroid Base is capable of producing and repairing the super-capital vessels (save for Fleet Carriers, which are too large).

Secret Bases
Doubling the cost of your Base results in it being classified as a Secret Base - one that is invisible to other players. The locations of these bases will be PMed to Dachi. Note that Secret Bases can be discovered if a ship equipped with sensor upgrades scans the planet/moon/asteroid they are on, and also that they can be discovered through enemy Espionage actions.
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Re: Planet Wars: Redux

Ships:

Support Craft (Class 1 Ships)

Probe – 20RM, 0P, $1,000
Requires: Nothing
(A small, unmanned probe with a Hyperspace Drive and primitive scanner equipment. A good way to scout out uncharted space, probes have a range of ten hexes on the map)

Fighter Squadron – 100RM, 5P, $5,000 - 5 Light Weapon Mounts (1 Per Fighter)
Requires: Nothing
(A squadron of five fighters. These are strike craft and have no FTL drive. They are fast and manouevreable, but virtually unarmoured)

Advanced Fighter Squadron – 150RM, 5P, $8,500 - 10 Light Weapon Mounts (2 Per Fighter)
Requires: Improved Space Fighter Vessels
(Superior versions of the normal space fighters, these advanced fighters are more heavily armed, faster and more manouvreable)

Bomber Squadron – 100RM, 10P, $5,500 - 5 Medium Weapon Mounts (1 Per Bomber). Can only carry missile weapons.
Requires: Space Bombers
(These two-man bomber craft equip heavier weaponry than normal strike craft, and are designed for use against capital ships such as destroyers. Dangerous in large numbers)

Assault Shuttle Squadron – 200RM, 10P, $18,000 - 5 Light Weapon Mounts. Each shuttle can carry 20 Infantrymen.
Requires: Planetary Assault Doctrine, Atmospheric Aircraft
(These are fast, armoured shuttles designed to deploy troops to the surface of planets, though they are also capable of docking with enemy vessels. A unit of Assault Shuttles can carry one unit of infantry)

Capital Ships:

Class 2 Ships:
Gun Corvette – 250RM, 20P, $20,000 - 2 Light and 2 Medium weapon mounts. 1 Small Equipment slot.
Requires: Nothing
(The smallest class of capital ship, gun corvettes are multi-role vessels that make good stand-in escorts, and can be effective in fleet engagements where operating in groups)

Strike Corvette – 300RM, 20P, $25,000 - 4 Medium weapon mounts. 1 Small equipment slot.
Requires: Nothing
(The strike corvette is an adaptation of the gun corvette's design that gears it toward taking on larger ships such as gunboats and frigates)

Gunboat – 600RM, 100P, $50,000 - 2 Light and 6 Medium Weapon Mounts. 2 Small Equipment slots.
Requires: Nothing
(Gunboats are fast, well-armed ships that make good multi-purpose vessels for work on the extremities of your territory. Make good ground troop supports, somewhat vunerable to strike craft, less durable than a frigate)

Frigate – 1,000RM, 200P, $80,000 - 4 Light and 6 Medium Weapon Mounts. 2 Small Equipment Slots.
Requires: Nothing
(Frigates are fast, reasonably well-armed ships that make excellent escorts. They are designed for use against small capital ships and strike craft. They are manouevreable, but armour will quickly be blasted away by heavy weaponry)


Class 3 Ships:
Escort Destroyer – 3,000RM, 450P, $280,000 - 6 Light, 4 Medium and 2 Heavy Weapon Slots. 4 Small and 2 Large Equipment Slots.
Requires: Enlarged Capital Ship Chassis Design
(Escort destroyers are the best all-round escort ship available, and also make reasonable multi-role vessels. Generous equipment slots allow for adanced auxilliary equipment that can greatly supplement the ship's capabilities)

Fleet Destroyer – 3,800RM, 650P, $350,000 - 4 Light, 4 Medium, 2 Heavy and 2 AS Weapon Slots. 2 Small and 1 Large equipment slots.
Requires: Enlarged Capital Ship Chassis Design
(A jack-of-all-trades vessel that forms the backbone of most small fleets, the fleet destroyer is equipped to do virtually anything in the right circumstances. Somewhat vunerable to attack by strike craft)

Transport Ships:
Small Colonization Ship – 1,000RM, -P, $100,000 (Carries 1,000P)
Requires: Nothing
(The smallest kind of colonisation ship can carry 1,000 P to a new world. Class 2 Ship.)

Medium Colonization Ship – 2,000RM, $185,000 -P (Carries 2,000P)
Requires: Double Hulled Ships
(A larger colonisation ship capable of carrying more people. Class 3 ship.)

Small Transport – 500RM, 20P, $40,000 (Carries 800P. Class 2 ship.)
Requires: Interstellar Passenger Industry
(A primitive transport vessel that is basically a cargo ship for people. Can carry 800 P between the stars in conditions that aren't exactly comfortable)

Starliner – 1,200RM, 100P, $140,000 (Carries 1,600P. Class 3 ship.)
Requires: Interstellar Liner Industry
(A more advanced transport vessel that can carry 1,600 P in far more comfortable conditions)

Freighter – 600RM, 10P, $50,000 (Carries 800CU’s. Class 2 ship.)
Requires: Trading Ships
(A small cargo vessel capable of transporting a decent load of cargo between systems and planets)

Misc Vessels:
Science Ship – 1,200RM, 250P, $200,000
(A small, frigate-sized vessel loaded with advanced scientific equipment designed to enable the researchers on board to identify and analyse objects of interest, possibly yielding bonus technology. Class 2 ship.)

Small Terraforming Vessel – 1,000 RM, 50P, $120,000
(A small terraforming vessel equipped with all the necessary effectors to drastically alter the characteristics of target planets. 4 small terraforming vessels are needed to do anything, and will take 1 turn to terraform per size factor of the planet. Class 2 ship.)

Small Mining Ship – 800RM, 20P, $100,000
Requires: Mining Ships
(A small mining ship that is unarmed but reasonably durable. Small mining ships are capable of gathering up to 500 RM per trip, and can be used to mine asteroids and moons. They cannot locate new resource deposites, only exploit existing ones. Class 2 ship)

Weapons:

20mm Minigun – 25RM, $500, 1 Light Weapon Slot
Requires: Nothing
(Light minigun that can inflict light damage to unarmoured or lightly armoured vessels and can also fulfill a primitive point defense role)

40mm Minigun – 40RM, $750, 1 Light Weapon Slot
Requires: Nothing
(Heavier minigun capable of inflicting more damage, but with a slower rate of fire. Better at shooting down strike craft than the 20mm but inferior as point defense)

HE Missile – 100RM, $1,000, 1 Light/Medium/Heavy Weapon Slot
Requires: Basic 0-G Missile Weaponry
(A zero-G missile with a high explosive warhead that is effective against small capital ships such as corvettes and frigates)

AP Missile – 100RM, $2,000, 1 Light/Medium Weapon Slot
Requires: Adapted 0-G Missile Weaponry
(A zero-G missile with an armour piercing warhead that is effective against larger capital ships such as destroyers and cruisers)

Cluster Missile – 125RM, $2,500, 1 Light/Medium Weapon Slot
Requires: Adapted 0-G Missile Weaponry
(A zero-G missile that splits into five smaller missiles near impact. Effective against strike craft, and can be damaging to corvettes)

ECM Chaff Missile - 50RM, $1,000, 1 Light Weapon Slot
Requires: Defensive Missile Weaponry
(A missile that reaches a target point in space and then explodes, releasing a cloud of chaff particles that confuse sensors and missile guidance systems. Designed to help capital ships evade chasing missile weaponry)

ECM Decoy Missile – 50RM, $1,000, 1 Light Weapon Slot
Requires: Defensive Missile Weaponry
(A missile that draws off missile weaponry from the ship that fires it by releasing a great amount of heat and light)

381mm Railgun – 100RM, $1,000, 1 Medium Weapon Slot
Requires: Nothing
(A light railgun that is highly effective against small capital ships such as corvettes)

508mm Railgun – 125RM, $2,000, 2 Medium Weapon Slots
Requires: Heavier Mass Drivers
(A heavier railgun with a lower rate of fire, it is more effective against larger capital ships such as frigates and destroyers)

Point-Defence Laser – 100RM, $5,000, 1 Light Weapon Slot
Requires: Nothing
(A rapid fire laser designed to shoot down incoming missile weaponry, it can also be used against fighters. Cannot fire for a sustained length of time or it will overheat)

Bomb Rack - 80 RM, $1,000, 1 Medium Weapon Slot (can only be fitted on bombers)
Requires: Space Bomber technology
(A rack of twenty high explosive bombers designed for use by space bomber strike vessels. These bombs can inflict heavy damage on capital ships)

Equipment:

Small Equipment:

Hanger Bay (carries 2 fighter squadrons, can be fitted on Gunboat-size hulls and above) 200 RM, 10 P, $20,000
Requires: Nothing
(A small hangar bay designed to house two fighter squadrons and their crews. If damaged or destroyed in battle, the pilots will be forced to ditch their fighters)

Small Transport Pod (2 units infantry/2 units vehicles), 150 RM, 10 P, $10,000
Requires: Nothing
(A small transport pod that can house 2 units of infantry or 2 units of vehicles and their crews in somewhat uncomfortable conditions)

Small Cargo Holds (carry 100 CU), 150 RM, 5 P, $6,000
Requires: Nothing
(A small auxilliary cargo hold that can house a small amount of cargo)

P Transport Pod (carries 200 P), 150 RM, 0 P, $8,000
Requires: Nothing
(A small transport pod designed for civilian use, it can house 200 P)

Advanced Sensor Array (boosts sensor strength) 100 RM, 5 P, $12,000
Requires: Advanced Sensor Waves
(A more powerful sensor array with increased range that returns more information on the targets)

Drop Pod (rapidly deploys troops planetside, can deploy 1 unit) 100 RM, $8,000, 5 P
Requires: Planetary Assault Doctrine
(This equipment mount fires a swarm of small, ten-man reinforced metal pods through the atmosphere onto planets. These pods are unproppelled and unlikely to be shot down, but can mis-drop. The troops deployed in this way will be stranded unless they are picked up by shuttles/ships. Ideal for the initial assault on a planet)

Assault Pod (rapidly deploys troops in boarding actions, can deploy 1 unit) 100 RM, $8,000, 5 P
Requires: Planetary Assault Doctrine
(Adaptations of the drop pod, assault pods latch onto ship hulls using powerful electromagnets, then breach them, allowing the marines within to enter and attempt to capture the ship. Assault pods are one-way tickets; the target ship must dock with a friendly vessel for the marines to be returned)

Basic ECM Chaff Pod (deploys chaff that interferes with missile lock-ons) 100 RM, $10,000, 5 P
Requires: Defensive Missile Weaponry

Extra Armour Plating (slightly increases armour strength on all sides) 200 RM, 0 P, $10,000
Requires: Nothing

Reinforced Hull Armour (increases the strength of your armour on all sides) 300RM, $15,000, 0P
Requires: Reinforced Hull Armour (research)


Ground Units:

Light Infantry - 50RM, $5,000, 100P
Basic infantrymen equipped with rudimentary body armour, assault rifles and grenades. Most useful when used against other infantry, they have a chance of destroying tanks in close quarters fighting (such as in a city).
Requires: Barracks

Heavy Infantry - 75RM, $7,500, 100P
Heavier infantry equipped with anti tank and heavy anti infantry weaponry. They are particularly good against enemy tanks when deployed defensively. They are slow moving and vunerable to being outmanouevred by lighter infantry. They have basic anti air capability, but only basic.
Requires: Barracks

Advanced Infantry - 100RM, $10,000, 100P
Advanced infantry are equipped with fully-enclosed light body armour and advanced assault rifles with underslung grenade launchers. As such they can fight in 0-G, and can defend against armour, posing an active threat to it in close quarters. Advanced Infantry have basic training in boarding and planetary assault actions but are nowhere near as good at it as marines are.
Requires: Barracks

Marines - 100RM, $15,000, 100P
Marines are well-trained troops equipped with armoured, fully-enclosed suits and assault rifle/grenade launcher weapons. They are a cut above normal infantry, and recieve extensive training in boarding actions and planetary assaults as well as in fighting on the ground. Ideal for capturing enemy ships or for forming the initial wave of an assault on a planet.
Requires: Marine Barracks

Military Engineers - 150RM, $20,000, 100P
Military engineers are versatile fellows who are armoured and equipped with light anti infantry weapons. Their main advantage is in their ability to plant minefields (and remove them), to prepare basic fortifications (trenches, gun emplacements etc), to lay explosives to demolish buildings and such. Very useful troops to have around, they can greatly increase the capabilities of an infantry force.
Requires: Barracks

Special Ops Team - 200RM, $25,000, 40P
Special Ops Teams come in groups of 40. They are equipped with advanced kit that enables them to perform a wide selection of black ops missions. Actually deploying them to a planet in secret is difficult, but once there they are capable of being difficult to detect. They are not frontline combat troops, and if you put them in a large battle they will get cut down.
Requires: Commando Barracks

Military Construction Team - 150RM, $20,000, 40P
Non combatants, come in units of 40. Military construction teams are purpose-built units for constructing military facilities away from home. They are needed to build Bases (see the buildings section). In a long-term planetary fight, military construction teams can build facilities to give you the vital edge.
Requires: Barracks

Recon Vehicle - 50RM, $7,500, 6P
Fast, lightly-armoured vehicles that are designed to perform scouting actions, but can also be useful against infantry caught in the open. Come in units of 2. 1 Light weapon slot
Requires: Tank Factory

Armoured Fighting Vehicle - 100RM, $15,000, 15P
A personnel carrier with a turret mount, a unit of armoured fighting vehicles can transport one unit of infantry quickly and in relative safety, and can provide heavy firepower in support. Supplement the abilities of infantry; on their own they are inferior light tanks. Come in units of 5 AFV's. 1 Light weapon slot.
Requires: Tank Factory

Light Tank - 175RM, $20,000, 20P
Fast tracked vehicles that can pack quite a punch. Light tanks are used to destroy enemy vehicles and to outmanouevre infantry. They will be swept aside by MBTs, and destroyed by entrenched heavy infantry. Come in units of 5 tanks. 1 Light and 1 Heavy weapon slots.
Requires: Tank Factory

Main Battle Tank - 250RM, $30,000, 25P
Large, heavily armoured, slow vehicle that is only really vunerable to attack by air, or if it gets bogged down in urban warfare. Main Battle Tanks are designed to seek out and destroy enemy armour. 1 Light and 1 Heavy weapon slots.
Requires: Tank Factory

Jet Fighter - 175RM, $15,000, 5P
Fast, agile fighter aircraft equipped with AA missiles and a nose-mounted minigun. Mainly used as an interceptor, it can also strafe ground targets.
Requires: Aircraft Factroy

Jet Bomber - 225RM, $20,000, 10P
Larger, slower aircraft with air-to-surface missiles and bombs. Designed for use against ground targets, it has no air-to-air capability, but can inflict heavy damage on troops without AA support.
Requires: Aircraft Factory

Helicoptor Gunship - 200RM, $17,500, 10P
A low-altitude aircraft heavily loaded with missiles, rockets and nose-mounted autocannon. Helicopter gunships can bring devastating amounts of firepower to bear on enemy vehicles and infantry, but are vunerable when faced with interceptors or anti air.
Requires: Aircraft Factory

Ground Weapons:

All weapons take 1 weapon slot, either light or heavy.

Light Weapons
30mm Chaingun - 10RM, $500
40mm Chaingun - 30RM, $750
20mm Mini-gun - 15RM, $500
40mm Mini-gun - 45RM, $750
Twin-Linked 20mm Mini-guns - 50RM, $1,000

Sensor Turret - 100RM, $10,000
Missile Rack (HE/AP/Cluster) - 100RM, $1,200
Missile Rack (Intercept/Countermeasure/AA) - 125RM, $1,000

Heavy Weapons
104mm Cannon - 25RM, $1,000
130mm Cannon - 40RM, $1,250
156mm Cannon - 50RM, $1,500
182mm Cannon - 75RM, $1,750

Rifled 130mm Cannon - 75RM, $2,000
Rifled 156mm Cannon - 125RM, $2,250

Laser Cannon - 200RM, $50,000
Howitzer Cannon - 150RM, $5,000

Command Turret - 150RM, $15,000

Dual Missile Rack (HE/AP/C) - 250RM, $2,000
Dual Missile Rack (Intercept/Countermeasure/AA) - 275RM, $2,000
Missile Rack (Artillery) - 150RM, $1,500
Rocket Pod (Artillery) - 125RM, $1,750
__________________
--==THE INSANE ONE==--

Quote:
Zen Master Ellis says:
I admit defeat...

Ghetto Master Ellis says:
Heil Crazy!

Last edited by Crazyboy; 16 Aug 2004 at 19:33.
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Re: Planet Wars: Redux

Tech Tree:

PW Tech Tree - 1st tier
Technology in PW is divided into four categories:

Warfare - technology applied to warfare, including new weaponry and new ship hulls.
Economic - technology applied to improving the economy, including mining vessels and productivity increases.
Science - advances in pure science, these technologies rarely give anything in themselves, but rather lead to practical applications in the other fields.
Civic - advances in society and your management of it, includes new forms of government, civic structures.


----------

Warfare Technology - 1st tier

Heavier Mass Drivers - 2 RP
Advances in electromagnet design have allowed military researchers to come up with larger, more powerful mass drivers that can operate without creating too much of a drain on power.
Gives: 508mm Railgun weapon
Requires: Superpowered Electromagnets


Basic 0-G Missile Weaponry - 2 RP
Recognising the need for heavy firepower in space, military engineers have adapted missile technology for use in space. The result is a simple, guided missile with a high explosive warhead that is effective against corvette and frigate-class ships.
Gives: high explosive missile weapon
Requires: (nothing)


Adapted 0-G Missile Weaponry - 2 RP
Building on the missile weapon's capability to mount a variety of different warheads, military researchers have invented new missile weapons designed for use against a wider variety of targets.
Gives: cluster missile weapon, Armour Piercing Missile weapon
Requires: Basic 0-G Missile Weaponry


Defensive Missile Weaponry - 1 RP
Military researches have designed a range of defensive missiles that divert or interfere with enemy munitions.
Gives: ECM chaff missile, ECM decoy missile
Needs: Basic 0-G Missile Weaponry


Double-Hulled Ships - 3 RP
With the need for larger, more powerful ships on the horizon, the chance of collision and the cost of human life in the event of a ship being lost is going to increase with size. As such, your military has invested money in developing double-hulled ships. Even if the armoured outer hull is breached, the ship is still perfectly operational. This allows ships to be built larger than previous possible.
Gives: medium colony ship vessel
Requires: (nothing)


Enlarged Capital Ship Chasis Design - 3 RP
Recognising the need for larger hulls to support a larger number of more powerful weapons in order to gain superiority in firepower over the enemy, your military has invested funds in desiging larger warship hulls. Engineers have come up with two new hulls, christened the escort destroyer and the fleet destroyer.
Gives: escort destroyer hull, fleet destroyer hull
Requires: Double Hulled Ships technologu


Reinforced Hull Armour - 1 RP
Your military has invested its research money in coming up with new and stronger armour compounds in order to improve the durability of your ship hulls. Scientists have made a breakthrough, and this new, stronger armour can now be fitted to your ships via equipment slots.
Gives: reinforced hull armour equipment construct
Requires: (nothing)


Improved Space Fighter Vessels - 3 RP
Military researchers, recognizing potential for improval on current space fighter chasis, have designed these new advanced fighters, which are capable of better all-round performance than their predescessors, and can carry heavier armament.
Gives: Advanced Fighter hull
Requires: Advanced Computer Systems technology


Space Bombers - 3 RP
Military designed have recognised the potential for fighter-class vessels carrying heavy, anti-ship armament and have come up with new "space bomber" vessels. These strike craftcan equip heavier weaponry than fighters, enabling them to successfully attack capital ships.
Gives: Bomber hulls
Requires: Advanced Computer Systems technology


Atmospheric Aircraft - 3 RP
Military researchers, recognising the need for air support in planetary battles, have come up with new fighter designs that return combat aircraft to planetary atmospheres.
Gives: Atmospheric Fighter unit
Requires: (none)


Planetary Assault Doctrine - 3 RP
Leading tactical theorists have come up with a series of works outlining the optimal use of "amphibious" infantry in modern interplanetary warfare. This had led to the conception of new infantry units capable of fighting effectively both on the ground and in ship-to-ship boarding actions. Further developement of the doctrine governing their use may be needed to optimise performance.
Gives: Marine Infantry unit, Assault Pods equipment, Drop Pods equipment
Requires: (none)


Light Armour - 3 RP
With the territory of the established colonies ever outwards-expanding, the need for mobile firepower on a planetside-level is returning. Military researchers have designed new armoured vehicles to support ground troops in planetary battles.
Gives: Light Tanks unit, Armoured Fighting Vehicles unit
Requires: (none)


Basic Planetary Defenses - 2 RP
Where before planets were forced to helplessly anticipate enemy orbital bombardment, military researchers have now adapted on existing advanced sensor array technology (which enables early warning of impending enemy attack) to design a few basic planetary defense structures, designed to aid defense against orbital bombardment.
Gives: Bunker structure, Minigun Turrets structure
Requires: Advanced Sensor Waves technology


Economic Technology - 1st tier

Interstellar Trade Management - 2 RP
Advanced in economic thinking pave the way for full immersion into the interstellar economy, allowing for the construction of more profitable, more efficient "Commercial Trade Docks".
Gives: commercial trade docks construct
Requires: (nothing)


Trading Ships - 1 RP
With the quantity of resources needing to pass through the expanses of void separating the colonies growing larger with each year, traders have recognised the need for dedicated, purposefully-designed trading vessels with large cargo loads. This had led to the design of a series of "pure" trading vessels.
Gives: small cargo ship
Requires: Interstellar Trade Management technology


Advanced Industrial Manufacture - 3 RP
Advances in manufacturing techniques and in worker management allow for more efficient construction or larger objects - in particular, larger starships.
Gives: advanced shipyard construct
Requires: Advanced Robotics technology


Mining Ships - 2 RP
Advances in the field of computer systems and robotics, as well as the developement of double-hulled ships that boast dramatically improved safety for a crew operating in a hazardous environment, have led to the development of new mining vessels. These ships are capable of operating far afield from planets to gather valuable resources from isolated locations.
Gives: small mining ship vessels
Requires: Advanced Robotics technology, Double-Hulled Ships technology


Interstellar Passenger Industry - 2 RP
With a wide range of exotic worlds now colonised, demand for organised interstellar passenger services is on the rise. No longer satisfied with hitching rides on warships with transport pods, interstellar travellers are now voicing demand for dedicated passenger vessels, demand which the new interstellar passenger industry is answering.
Gives: Small P Transport vessel
Requires: Interstellar Trade Management technology


Interstellar Liner Industry - 3 RP
With the number of colonies ever increasing, and exotic, desirable worlds such as Manconar entering the outwardly-expanding "civilized fringe" of relatively safe planets, the interstellar passenger industry is booming. The desire to transport large numbers of people quickly and profitably in relative comfort has led to the developement of Starliners - large passenger vessels with room for hundreds of people to stay aboard them for days at a time.
Gives: Starliner hull
Requires: Interstellar Passenger Ships technology


Science Technology - 1st tier

Advanced Computer Systems - 2 RP
Researchers have refined and developed on existing computer systems to produce new, advanced computer systens, capable of processing data and performing calculations many times faster than their predescessors, opening up a wide range of exciting possibilities in other fields and bringing computer technology up to the verge of artificial intelligence.
Gives: Advanced Robotics, Research Facilities Research
Requires: (nothing)


Advanced Robotics - 3 RP
Leading on from recent advances in the field of computer systems, engineers have now been able to design a wide range of previously impossible robotic constructs, capable of carrying out a practical role in day-to-day life.
Gives: robotics centre construct
Requires: Advanced Computer Systems technology


Superpowered Electromagnets - 2 RP
Engineers have refined the design and manufacture of electromagnets, allowing far more powerful versions to be operated with far less power than before. The developement of these new electromagnets gives no advantage in itself, but it does have applications in other fields.
Gives: (nothing)
Requires: (nothing)


Advanced Fusion Drives - 3 RP
Recent advances in electromagnet design have allowed for easier manipulation of the charges plasma resulting from fusion reactions, allowing for the design of more powerful, more efficient fusion reactors.
Gives: Fusion Drive MkII
Requires: Superpowered Electromagnets


Advanced Sensor Waves - 3 RP
Scientists researching new scanner wave frequencies have made a breakthrough. The new "advanced scanner" models return a greater deal of information more quickly than their predescessors, allowing them to cover a greater range than before efficiently.
Gives: Advanced Sensor Array structure, Advanced Sensor Array equipment
Requires: (none)


TRANSITION ADVANCE - Final Silicon Computer Systems (35 RP)
With the military, the commerical sector and scientific researchers all clamouring for faster and more efficient computer systems, engineers have managed to squeeze the last possible increases in power and processing strength out of the conventional silicon chip technology. The resulting computer systems are faster than any seen before, and have been dubbed "Final Silicon Computers" - for there is no faster computer system that can be built conventionally. The new systems are incredibly fast, and open up a range of possibilities in other fields.
Gives: ADVANCE TO TIER 2
Requires: Enlarged Capital Ship Chasis technology, Interstellar Liner Industry technology, Advanced Industrial Manufacture technology, Research Facilities technology


Civic Technology - 1st Tier

Technocratic Government - 3 RP
Advances in social theory have led to the creation of rules governing a workable form of technocracy, a new form of government type that favours technological advance over all else.
Gives: Technocracy government type
Requires: (nothing)


Research Facilities - 2 RP
Recent advances in the field of computer technology have enabled an exciting range of possibilities for new research equipment. Designed have come up with this planned research facility containing all of the latest equipment, which should be a boon to technological developement.
Gives: research facility structure
Requires: Advanced Computer Systems technology


Basic Biodomes - 1 RP
Architects have designed new biodomes, larger than ever before, that allow plant and animal life to be raised within a breathable Earth-atmosphere even on alien planets, albeit in a small area. These new "parks" will provide recreational oppurtunities to distract colonists from the harsh conditions of their own adoptive world.
Gives: Small Park structure, Park structure
Requires: (none)


Recreational Facilities - 3 RP
Entertainment industry chiefs and architects have banded together to produce this new structure, a complex which incorporates a variety of entertainment buildings that will give a major boost to the morale of the populace.
Gives: recreational facility structure
Requires: Advanced Computer Systems technology, Advanced Robotics technology


Religious Facilities - 2 RP
Architects have finalised the plans for new "small religious buildings", which will provide a basic place of worship for followers of a particular religion, keeping them happy.
Gives: small religious building structure
Requires: (nothing)


Advanced Colonial Administration (6 RP)
With the need for outward expansion in order to reap greater resources for your planet ever increasing, the government has been forced to develope advanced colonial management techniques in order to sustain its control over the economies of more colonies. This tech allows you to have up to 3 colonies.
Gives: (raises colony limit to 3)
Requires: Interstellar Trade Management technology, Interstellar Passenger Industry technology, 2 colonies


Not Yet Available:
High-Powered Sensors (not currently available)
Scientists aboard a New Tokyoan science vessel made a breakthrough in sensor wave research while attempting to find some way to pierce the Eastern Cloud Nebula. The resulting sensors, christened "high-powered sensors" are capable of providing normal basic sensor coverage within the Nebula. Outside of it, they cover an entire hex in terms of area. At close range they return a great deal more information than basic sensors can.
[i]Gives: High-Powered Sensor Array structure
Requires: Advanced Sensor Wave technology, Final Silicon Computer Systems technology
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Unread 14 Aug 2004, 19:55   #6
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Re: Planet Wars: Redux

Planet Advantages:

Planetary Advantages
These work the same way as in Dawning Empires; you attribute PA Points (you get five to start with) to these categories and then reap the rewards. You'll get the oppurtunity to earn more as the thread goes on. Note that you gain advantages in fields in "stages". It costs one point to upgrade a field to Stage 1 Advantage, then with each successive Stage, the cost in points doubles. Say for example I wanted 1337 troops. A stage 1 ground troops advantage would cost me 1 point, a stage 2 ground troops advantage would then cost me 2 points, the next one four points, and so on.

Military Advantages

- Ground Troops - increases the performance of your ground forces
- Strike Craft - increases the performance of your strike craft vessels
- Capital Ships - increases the performance of your capital ships
- Morale - increases the morale of your forces slightly.
- Improved Training Methods (Gives better quality troops and crews)
- Leadership (Gives better Admirals, Generals and Politicians)
- Defence Contractors (Improves all military hardware slightly)

Economic Advantages

- Economic Growth (Bonus to $$$ Growth)
- Economic Resilience (Economy less likely to suffer negative effects from war and other negative economic effects)
- Commerce Skill - increases the number of trade ships docking at your planet
- Commodities - increases your chances of finding a commodity on a new planet
- Industry - decreases cost of Industrial Base upgrades by 5%.
- Mining Craft – increase the efficiency of mining craft, increasing their income.

Scientific Advantages

- Research-Minded - increases the amount of RP you generate slightly.
- Observers - increases the chance of science vessels gaining bonus tech through observing anomalies.
- Improved Education – slightly increases the amount of RP you generate and increases the chance of getting a bonus.

Civic Advantages

- Resilience - effect on morale of orbital bombardment / negative events is reduce, populace more willing to accept government change.
- Cultural Identity - increases your peoples' sense of culture, making them more resistant to enemy conquest/propaganda/etc and more ready to help the state in times of need.
- Patriotism (More loyal populous and crew/troops. Higher moral for populous, crew and troops)
- Hardy Populous (Low SoL is less damaging)

More advantages may open up over time (as we think them up etc.)
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Unread 14 Aug 2004, 20:43   #7
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Re: Planet Wars: Redux

Government types
Below is a list of the various government types currently known to one or more players in PW. At the moment there are only two. I will fill in the others over time.

Aristocracy
Subtely different from both monarchies and constitutional monarchies, an aristocracy is a government whereby heridtary members of an elite ruling class control the state and its affairs. A monarch acts as head of state, and handles some of the matters relating to the state, while a "cabinet" taking care of the rest of the roles of government is assembled from members of the elite class. Aristocracies are often seen as unjust and unrepresentative, but while an aristocratic government is naturally unrepresentative, it can also rule justly and for the good of the people. Unfortunatly, with the elite class holding a high propotion of wealth and privelage to the other classes, in times of difficulty the people will inevitably come to view the ruling class with disdain. While an aristocratic government gives the head of state (you) a good degree of control, it can also suffer from ministerial incompetence should there be a lack of capable candidates for government in the ruling class. The aristocracy itself, the ruling class, when evolved within the course game will usually originally comprise those who are already in positions of power - owners of large corporations, military generals, etc - and as such is reasonably stable, since the populace will find it difficult to operate without the aristocracy as a controlling entity.

Rules
-Aristocratic socieities are reasonably stable and are less likely to suffer economic penalties as a result of internal unrest than other forms of government.
-Aristocratic societies must have an A-L Scale value of higher than 4 and up to (and including) 7. Any lower will result in the populace rising up against the privelaged ruling class and a subsequent descent into Anarchy. Any higher will result in a small body within the ruling class siezing control, and the government becoming monarchic or despotic in nature.
-Aristocratic heads of state (you) will have a good degree of control, especially if they rule in favour of the ruling class, as there is no meddlesome parliament preventing you from doing things that you don't want to.
-Aristocratic states naturally suffer from low morale in the populace, who see the elite class's hold on wealth as unjust.
-Aristocratic states often have strong cultures, which will impress the populace of other planets.
-Aristocratic states can suffer from leadership problems (less likely to get capable Admirals/Generals outside of wartime).
-Can evolve from the following government types: monarchy, constitutional monarchy, corporate republic, oligarchy.

Plutocracy
A plutocracy is a form of government where political power is held by those powerful in terms of wealth. As such, it can naturally evolve from a corporate republic, where the highly-paid executives control the corporation that runs the planet, but also from a wide range of other socieities, including aristocracies and democracies. In fact, virtually the only basic government types that cannot evolve into plutocracies are Marxist (communist/socialist) and frontier types, the former for their ideological opposition to a ruling class and the latter for lack of infrastructure, resulting in the inability of one section of the populace to mass enough wealth to control the rest.

Plutocracies in Planet Wars have some advantages and some disadvantages. The ruling class will rule in a way so that the state, and therefore they themselves, will have more money. As such plutocratic planets recieve a bonus to their $$$ income. Decadence within the ruling class is rife, and many of its members will come to care little for the downtrodden populace, living as they do their privelaged lives among the other privelaged people. Naturally, the populace will come to resent the disproportion of wealth. Plutocracies suffer from low morale and, unless tight reign is kept over the populace, they will revolt. How exactly the ruling elite governs depends on the A-L Scale value assumed. At the lowest, 5, the members of the plutocratic class govern democratically within themselves, electing people from their own number to ministerial and executive positions. At 7, the high end, government will mainly be handled by one or two "ruling families", and enforced by the other members of the plutocratic class, all of whom are contained within a strict heirarchy.

Rules
-Plutocratic societies recieve a 25% bonus to $$$ income, as the ruling class governs in favour of wealth.
-Plutocratic governments must reside within A-L Scale values of 5 to 7. Lower than this and the people revolt, throwing the planet into anarchy; higher than this and one or a small number of people will assume control of the government completely, turning it ro monarchy or despotism.
-The head of state (you) has a good degree of control at A-L 7, and at A-L 5, though the latter relies on the head of state returning good economic growth.
-Plutocratic socieities suffer from low morale in the populace and in the military.
-Plutocratic are succeptible to corruption and bribery, as the people spend most of their time wishing they could live as comfortable a lifestyle as the ruling class, and will do unscrupulous things to get there. Spies are more likely to succede in missions carried out against oligarchic planets.
-Plutocratic planets' people are succeptible to propaganda from communist or socialist planets.
-Plutocratic can evolve from the following government types: democratic republic, republic, corporate republic, technocracy, meritocracy, monarchy, constitutional monarchy, aristocracy, theocracy.

Anarchy
Anarchy is what follows the collapse of a government, be it through revolution or a simple loss of power. Anarchy is not a government type so much as a term describing the total chaos that ensues. A planet playing host to anarchy has no central authority or administration managing its affairs or its people; it's every man for himself. Anarchy is immensely damaging for your planet. You can expect to lose a lot of P permanently, either fleeing their stricken world or dead at the hands of vagrant gangs. You won't recieve any income from RM or $$$ while your planet is in a state of Anarchy, because there is no central authority to recieve it. You will have no control over your military or over your people. The only thing you will be able to do in Anarchy is specify what kind of government you want to emerge from it. After one turn or more, this government will indeed emerge, albeit to a world that is somewhat worse for wear.

Anarchy is as such a highly undesirable way of switching government types. It is the only way to get from ideological opposite to ideological opposite in one step, however. Even revolution or civil war cannot change government type as quickly as descent and subsequent ascent from Anarchy will do.

Rules
-A planet in Anarchy has no A-L scale value.
-A planet in Anarchy recieves no income either in RM or in $$$.
-A planet in Anarchy can expect to suffer consdierable loss of population.
-A player whose planet is in Anarchy has no control over any aspect of his state, save for being able to specify what kind of government will sieze control and bring the planet out of Anarchy.
-A planet in Anarchy risks losing contact with and control over its colonies.
-Anarchy evolves automatically when a government collapses and no clear authority emerges in control of the planet.

Theocracy
A theocratic government is one where the leaders of the state are also the leaders of the state's dominant religion. As such, the laws of that state tend to coincide with the laws governing the dominant religion. A theocracy in PW can be of any one of the four religions present in the game. The only known theocracy at the start of the game is New Roma, the planet's head of state being the Pope. Theocracies in PW are difficult to define in terms of advantages and disadvantages, because these traits tend to reflect on the religion that the government is based around. New Roma's government for example is inherently distrustful of all things unnatural and ungodly and thus adverse to research. No such problems would be experienced by a theocratic Buddhist state, and indeed I'm not sure that the latter even exist. As such, I've been forced to generalise somewhat.

Like most government types, a theocracy has advantages and disadvantages, but in theocracies these are more decided than in most government types. Theocracy gives the RPer an unprecedented level of control over the populace that is perhaps only rivalled by despotism; you are, after all, one of God's representatives on earth. The people will obey your word as they would the word of God. This also results in potentially fanatic loyalty to the state, to the cause and to you, that can be exploited to great gain in times of war. As a religious leader, you even hold influence over religious citizens of other planets. Unfortunatly, theocracies also suffer drawbacks. Almost all religions discourage things such as drinking, gambling etcetera. As such, theocracies suffer from loss of trade and commerce. Religious leaders also tend to view the leading edge of science with distrust, which can lead to scientific paralysis. You will also be expected to govern according to the rules of the religion you represent. Theocracies also have the advantage of being inherently stable. People will be compelled to obey and submit to the authority of the ruler by their sense of religious duty as well as by their sense of duty to state, making it far more difficult for political dissent to gather the force and momentum required for revolution.

Rules
-Theocracies must have an A-L Scale value of 4 or higher. Any lower and the people will become corrupted by outside influences, and the system of belief on which your government is based will collapse. There is no upper limit to a theocracy's A-L Scale rating.
-Theocracies suffer a 5% penalty to currency income and a loss of trade ship numbers.
-Theocracies suffer a 10% penalty to RP production/
-Theocracies have a very high level of control over the population and the military.
-Theocracies have very loyal subjects and militaries.
-Military and civilian morale in theocratic planets is always very high during times of war.
-As religious leaders, theocratic heads of state also hold some level of influence over followers of their religion living outside of their territory.
-Theocratic heads of state are expected to govern according to the beliefs of their religion.
-Theocratic governments can evolve from the following government types: democratic republic, monarchy, constitutional monarchy, despotism, oligarchy, corporate republic but only if 50% or more of the populace follows the religion around which the theocratic government is to be based.

Frontier
A Frontier government is a primitive form of society that manages the early days of an independent colony's life. It consists of little more than a skeletal central administration handling matters of resource management. The independent colony at this stage does not take an active hand in foreign affairs or such and rarely has a constiution or legal system set up, so other government posts are seldom required. A Frontier government provides the people with the absolute minimum level of management that they need to survive. Since the government exercises no control over the people beyond managing the colony's limited resources, a value on the Authoritarian-Libertarian Scale cannot be attributed to it.

Frontier governments can evolve into virtually any kind of basic government once the requirements for that government in terms of infrastructure, political-social developement, economic developement etcetera. Once this happens, the colony ceases to be a collection of settlers working for the survivial of the colony, and becomes a genuine state in which the people work for whatever ideology is settled on. Once this threshold is passed and the people have entered into what certain Swiss political theorists would refer to as the Social Contract, it cannot be retreated behind unless society collapses alltogether; there is no way short of a total collapse of igovernment and subsequently infrastructure that you can return your planet to a state of frontier government, so whichever political evolution path you choose to embark on, make sure you choose carefully, as any changes from one path to the other will be more and more difficult as time goes on.

Rules
-A frontier government solely comprises a stand-in administrative body handling resource management in young independent colonies. A frontier government has no A-L Scale value.
-Players with planets that start in a state of frontier government are advised to switch out as quickly as possible.
-Frontier governed planets generate currency and RP at 80% the normal rate.
-Frontier governments cannot support offworld colonies.
-Frontier governments cannot evolve from any other form of government save for a protracted period of Anarchy.
-Frontier governments can evolve into any of the following government types: democratic republic, aristocracy, theocracy (with 50% or more of pop in dominant religion), communism, socialism, despotism.

Corporate Republic
A corporate republic is a planet where a single private enterprise corporation controls the planet and its government. Corporate republics can naturally only evolve in capitalist socieites, and do so via the stepping stone of Corporatocracy, where multiple powerful corporations influence the government into passing measures in their favour. A corporate republic evolves either when these corporations merge or when one gains a decided advantage in terms of influence or power over the others and forces them into submission, and effectively takes control of the country as a result. The corporate republic is somewhat democratic, but not in a representative way. The corporation, even once it has siezed control of the country, will still be controlled itself by its shareholders, and it cannot rid itself of these bonds without defaulting to inferior forms of government such as aristocracy or despotism. The corporate republic government can effectively be split into an executive body comprising the board of executices and the CEO and a legilsative body comprising the shareholders. The board of executives handles desicisons relating to foreign policy and such, while the legiislative body of shareholders is required to vote collectively in referendum-like arrangements on important issues such as declarations of war. The ruler of a corporate republic, the CEO, is thus far from unencumbered in his actions.

Corporate republics in PW have their advantages and their disadvantages. As has already been outlined, the ruler of a corporate republic will often find his hands tied by the board and the shareholders, but as long as he is leading the corporation into profit (i.e. performing actions that will directly or indirectly increase the income in resources of the planet or empire that the corporation controls), the shareholders are likely to trust him to carry on doing so and support him in any votes that ensue. Corporate republics recieve the same 110% $$$ generation rate that Corporatocracies do, but they also recieve a bonus in the number of trade ships docking with their planets, which at present is a unique advantage. This bonus in trade is due to a united corporation working for itself providing a more attractive trading partner to independent merchants, both large and small, than a series of rival corporation competing for control of the country as in Corporatocracy. Although a corporate republic creates a naturally compettive work environment with promotion in the ranks of the corporation translating as promotion in terms of power and influence as well as income, it can also lead to low morale in the populace, as the people are forced to work like slaves for their corporate masters or else risk losing it all. Corporate republics recieve no penalties to RM production or to research. A relatively high standard of living is expected by ciizens of a corporate republic. Perhaps the only other major disadvantage of this form of government is that the military will often feel hemmed in by the dominant corporation, which will lead to frustrated Officers, and that morale within the military is often slightly below average,

Rules
-A corporate republic must reside within A-L Scale values of 4 to 6. Any lower will lead to the unprivelaged, unskilled workers rising up and turning the state to Anarchy. Any higher will lead to the board of executives siezing undue control, leading to aristocracy, plutocracy or even despotism depending on context,
-Corporate republics recieve a 110% bonus to $$$ generation.
-Corporate republics recieve a bonus to the number of trade ships docking at their planet.
-Corporate rulers are expected to govern in a way that brings profit to the corporation (that increases the planet's resource income)
-Corporate republics suffer from low morale in the populace, particularly in the industrial worker, for whom promotional prospects and thus the prospect of influencing the government's desicisons are bleak. This low morale spills over into the military, but its effect here is less decided.
-Corporate republics recieve a slight penalty to leadership ability in Officers, as Officers will often feel hemmed in by the corporation's power.
-Corporate republics can only evolve from corporatocracies.

Communism
An all together different form of society rather than a mere change in government, communism was originally enivisioned by the great political theorist Karl Marx. Marx saw communism as a necessary evil, an authoritarian transitional phase between capitalism and socialism, which he believed was the ultimately just society. After a violent revolution (which Marx believed was the only way to transcend to the next stage of society), the communist regime would forcefully re-distribute wealth to the proletariat and demand equality, allowing a further evolution to socialism later on. Communism and democracy are not mutually exclusive, and it is fully possible that the administration of a communist planet will be democratically elected. Communism rewards the workers, and they feel compelled and motivated to work harder, leading to discounts in industrial base upgrades. Skilled workers will, however, often feel undervalued and unrewarded for their work, for they will recieve only as much as their unskilled (or indeed lazy) comrades.

Communist planets in PW generally have strong industries because of their industrial base discounts. However, they also tend to have comparatively weaker financial growth, as strongly planned economics don't leave a lot of room for economic expansion. The majority of the populace of any communist planet, namely the industrial workers, will bask in high morale and loyalty to the government, while the more skilled workers (represented by the 20% who would normally be "privately employed") will feel undervalued, and will not be so loyal to the government. The military will have high morale, particularly if fighting in defense of their ideology. Communist planets can expect shaky loyalty for a while after regime change, but a generation into communist society and they ought to have a reasonably loyal populace.

Rules
-Communist societies recieve a 20% discount on industrial base upgrades.
-Communist socieities recieve a 15% penalty to $$$ income.
-The industrial worker section of the populace has high morale and high loyalty. The same applies for the military.
-Communist socieities can reside anywhere above 3 on the A-L Scale.
-Communist societies are ideologically polarised and tend to not get along well with a number of other government types, most notably plutocracy, corporate republic and monarchy/monarchy derivatives.
-Propaganda from communist governments aimed at workers in less economically fair worlds is particularly effective.
-Communist societies can only evolve peacefully from social democracies and frontier governments. They can evolve from any other government type if you instigate a strongly-supported revolution.

Social Democracy
I don't think this is really a proper government type, but in Planet Wars this term refers to a variation of the democratic republic. Social democracies are indeed democratic republics, with a governmental strructure identical to that of a normal democratic republic. The difference is more in society and its values rather than in the way the state is governed. Social democracies represent democracies that are ruled by the moderate left-wing. Traits of such a society would be very high levels of income tax, strong restrictions on commerce and the economy to promote fair trade and etcetera, public rather than privatised services. As such, social democracy in PW is basically the normal democratic republic but wearing its left wing values on its sleeve.

Social democracy combines the freedom of a democratic government with the various morale and infrastructural bonuses brought on by helping the disadvantaged proletariat. Social democracies recieve a slight penalty to $$$ generation, which results from high income tax removing the incentive to work hard in the still material-minded white collar workers. Social democracies are also strongly restricted in terms of possible A-L Scale values. Social democracies get the same advantage in terms of industrial base upgrades as do communist societies, due to high morale and efficiency in the industrial workers. The head of state (you) suffers from the same relative lack of control over the populace as does the head of state of a normal, standard democratic republic.

Rules
-Social democracies recieve a 5% penalty to $$$ generation. They recieve the full 20% discount on industrial base upgrades.
-Social democracies are just democracies with socialist values; you as the head of state is just as subject to the whims of the populace as is the leader of a normal democratic republic.
-Social democracies must reside within A-L Scale values of 4 or 5. Any lower and inability to impose restrictions on the economy leads to a normal capitalist democratic republic. Any higher and overly tight restrictions on the economy lead to communism.
-Morale in the industrial workers of social democracies tends to be high as they benefit from high income tax and strong social welfare programs.
-Morale in white collar workers tends to be somewhat lower as a result of much of their income being taken away in tax, but as long as the government provides a decent standard of living they'll be perfectly happy.
-As the left-wing state controls most public services, you'll be expected to provide a decent standard of living. Failure to do so will lead to discontent in the government.
-Social democracies can only peacefully evolve from the democratic republic government type.

Fascism
Fascism occupies the same place on the capitalist side of the political spectrum as communism does on the Marxist side. That is to say that a fascist government promotes economical freedom while using extremely authoritarian measures to control the state and the people. Fascist governments are far right-wing authoritarian states that will usually display nationalist or ethnocentrist (racist) tendencies. Living under a facist government can be a hideous experience, but it can also be passable if you perform your "duty" to the satisfaction of the state, and are of the favoured nationality/ethnicity. Or, at any rate, you won't notice if you are living a horrific nightmare of a life, because the government keeps tight reign over what information you have access to using propaganda and such.

The main overriding disadvantage of being a fascist society in PW is that other planets, both player and NPC, will naturally distrust you. You will be hard put to find allies, since you will be nationalistic and militaristic. Fascist planets also suffer a slight loss of trade, because merchants tend not to feel entirely comfortable when docked at a planet whose government could at any moment impound their ship and imprison them in a death camp. Fascist heads of state have a virtually unrivalled level of control over the people and over the state. You have the power to teach your people whatever they like. If the children in your state grow up thinking you are God, they will do whatever you say when they become adults. Fascist societies will have high morale in the populace (given one or two generations for propaganda and control of the education system to really pay off) and in the military, for very much the same reason. Fascist societies are strongly advised to keep their military strong and well equipped. The troops of fascist societies recieve slight bonuses across the board, because fascist societies often focus on the military.

Rules
-Fascist governments are unpopular and will be hard put to find allies or indeed earn the trust of NPC planets.
-Fascist governments must have an A-L Scale value of higher than 7.
-Fascist governments are naturally nationalistic. Whether or not you practise ethnocentrism is up to you.
-Fascist governments recieve reduced levels of trade due to merchant anxiety.
-Fascist governments have high morale among their own people (this will not extend to the people of planets you conquer/assimilate for several generations), and also in their military.
-Fascist governments are strongly advised to maintain a strong military. The military will perform slightly better than most in war by default.
-Fascist governments are antisocialist. You will not get along well with Marxist planets. You won't get along well with most planets for that matter, but you'll get along even worse with Marxist planets.
-Facist governments can evolve from the following government types: democratic republic, monarchy, theocracy, despotism.

Future Government types
This list contains advanced forms of government which are only available through Civic research.

Technocracy
A technocracy is a society in which desicion-makers are selected according to their knowledge of a particular field. While in the real world a technocracy could be governed by economists or by environmentalists or such, for PW the term alludes to a form of government where the desicion-makers are selected according to their expertise in the field of science.

A technocracy has its good sides, and then it has its bad sides. On the positive side, those selected for the role of desicion-maker will be almost always be intelligent, well-informed and rational people. The government is not subject to the whims of the ignorant masses, as its members are not democratically-elected. This lack of democracy will inevitably lead to accusations of injustice practised by your government. Since the government comprises knowledgeable scientists, a technocratic state will reap excellent research gains, but at the cost of expert practitioners of other fields feeling undervalued, and of the government seeming unfeelingly cold and rational in relation to some issues.

Rules
-Technocratic planets in PW recieve 125% RP rates, reflecting on the government's natural favour toward research and the advance of knowledge.
-Technocratic societies must reside within A-L Scale valus of 4, 5 or 6. Any lower will lead to a descent into Anarchy, while any higher will lead to a form of Aristocracy, where positions within the government are inherited rather than earned through expertise.
-Technocratic planets suffer somewhat from low morale, which is reflected both in military engagements and in how the civilian populace behaves.
-Technocratic governments can be viewed as unjust and unrepresentative, and almost always are by the religious populace. A technocratic government can lead to sections of a religious populace becoming Fanatical, which can in turn lead to social unrest.
-Technocratic societies naturally favour the free-flow of information, and as such are vunerable to attacks from enemy Spies. Spies operating against technocratic societies are more likely to succede in their missions, particularly in stealing technology.
-Can evolve from the following government types: democratic republic, republic, corporate republic, meritocracy. One can only evolve a technocracy once one has researched the Technocratic Government technology.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville

Last edited by No Dachi; 28 Aug 2004 at 15:36.
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Unread 15 Aug 2004, 15:58   #8
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Re: Planet Wars: Redux

All

And we're ready to being

All planets start with a School, Police Station, Fire Station, Hospital, Shipyard and Barracks.
You also get 12,000RM, $1,200,000, and 1 research of your choice. You get to spend this money in anyway you see fit in the beginning, buying either buildings, ships or ground units, or upgrading your industrial base (which you can only do ONCE). Starting planets being with a population of 20,000.

In the beginning and ONLY in the beginning (before turn 1) you can buy P for your planet. This costs 1 RM for 2 P (e.g. 1,000RM will get you 2,000P)
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Unread 15 Aug 2004, 16:27   #9
No Dachi
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Re: Planet Wars: Redux

All
Note that while you can feel free to sell eachother P in player-to-player transactions this would qualify as slavery which is banned by the League; expect crippling economic sanctions if you're found out.
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`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 15 Aug 2004, 16:39   #10
Lakhim
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Re: Planet Wars: Redux

*drools*

ND and Crazy = Gods

First turn to be edited in when I get back from lunch
Turn 0
PA allocation:

Economic Advantages
- Economic Growth: 1
- Commerce Skill: 1

Scientific Advantages
- Research-Minded: 1

Civic Advantages
- Cultural Identity: 1
- Patriotism: 1

SANCHEAN: Desert World [RM:500, P: 3,000], Large [planet size: 4], 2 moons
Government: Communist (A-L Scale 4)


RM: 12,000
RM production: 2000 rm (500*4*1)
$: 1,200,000
Taxation Rate: 2
$ production: (Crazy)
P: 20,000
P growth: 3,000
P in use: 10,000 (1*10,000) IB, 4,000 F, 4,200 B

Buildings:
School (-100p)
Police Station (-600p)
Fire Station (-400p)
Hospital (-600p)
Shipyard (-2000p)
Barracks (-500p)

Units:

Orders:
IB upgrade: ([500]*[4]*[1]/5)*.8
-320 RM
-5,000 P

P order:
-3500 RM
+7000 P
2x Military Construction Teams (-300RM, -$40,000, -80P)

8x Heavy Infantry (-600RM, $60000, -800P)

1x Transport (Military) Corvette (-400RM, -30P, -$30,000)
- Small Transport Pod

1x Transport (Civilian) Corvette (-400RM, -20P, -$28,000)
- P Transport Pod

2x Transport Gunboat (-2480RM, -220P, -$160,000)
- 2x Small Cargo Pods
- 2x 40mm Minigun
- 3x 381mm Railgun

1x College (-800RM, -$80,000, -750P)
1x Library (-200RM, -$40,000, -125P)
1x School (-200RM, -$25,000, -100P)
-------------------
-11200 RM, -2375 P, -$463,000
-------------------
End of Turn 0
RM: 800
RM production: 3000 rm (500*4*1.5)
$: 737,000
Taxation Rate: 2
$ production: (Crazy)
P: 27,000
P growth: 3,000
P in use: 15,000 (1*10,000) IB, 5,400 F, 6575 B

Research
In Progress:
Warfare - Heavier Mass Drivers
Economic - Interstellar Trade Management
Science - Advanced Robotics
Civics - Research Facilities

Completed:
Warfare - None
Economic - None
Science - Advanced Computer Systems
Civics - None
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Originally Posted by No Dachi
All
Know how I said I would be event DMing today? Well I was lying and instead decided to take the social life option. You'll get your DMings tomorrow, event-tually. Hohoho.

Last edited by Lakhim; 15 Aug 2004 at 23:04.
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Unread 15 Aug 2004, 17:27   #11
Crazyboy
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Re: Planet Wars: Redux

Base IB is 1. You can upgrade once per turn. You can upgrade as much as you can afford.
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Unread 15 Aug 2004, 17:33   #12
Lakhim
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Re: Planet Wars: Redux

Okay then.

(It also gives research facilities)
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Know how I said I would be event DMing today? Well I was lying and instead decided to take the social life option. You'll get your DMings tomorrow, event-tually. Hohoho.
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Unread 15 Aug 2004, 18:26   #13
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Re: Planet Wars: Redux

Planet Name: Elyssium
Planet Type: Earth World
Planet Size: Medium (3)
Planet Goverment: Consitutional Monarchy

Population: 25,000
Population Rate 6,000
Population in Industry: 10,000 (+5,000)
Population in Private Sector: 5,000 (20%)
Population in Goverment Work: 4,575
Unemployed Population: 425

Base Income: 400RM
Planet Size Factor: 3
Industrial Base: 1
Total RM Income: 1,200RM
Industry Upgrade: 400RM

Tax Rate: 3
System Size: 2
Number of Linked Systems: 4
Size of Linked Systems: 2/2/2/2

Trade Income: N/A
Tax Income: N/A
Total Income: N/A

Stockpiles:
RM: 1,000
$$$: $621,000

Buildings:

Colony Hub
School - 100P
Hospital - 600P
Fire Station - 400P
Police Station - 600P
Barracks - 500P
Basic Shipyard - 2000P

Units:

None

Unit Class:
Acheron Class Gun Corvette (2x Point-Defence Lasers, 2x 381mm Railguns) (650RM, £32,000, 40P)
Achos Class Strike Corvette (4x 381mm Railguns) (700RM, $29,000, 40P)


Procurement: (11,000RM, $579,000)

Industry Upgrade - 400RM, 5,000P
2x Small Colonisation Ship - 2,000RM, $200,000, 2,000P
4x Acheron Gun Corvettes - 2,600RM, $128,000, 80P
4x Achos Strike Corvettes - 2,800RM, $116,000, 80P

Basic Sensor Array - 200RM, $30,000, 60P

5,000 P - 2,500 RM

Military Construction Team - 150RM, $20,000, 40P
Gunboat (600RM, $50,000, 100P), 4x 381mm Railguns (400RM, $4,000) Small Cargo Holds (150RM, $6,000, 5P), Small Transport Pod (150RM, $10,000, 10P) - 900RM, $66,000, 115P

Research

Researching:

Warfare - Basic 0-G Missile Weaponry
Economics - Interstellar Trade Management
Science - Advanced Computer Systems
Civics - Basic Biodomes.

Completed

Warfare - Double Hulled Ships,
Economics -
Science -
Civics -

Race Advantages
Ground Troops - 1
Capital Ships - 1
Leadership - 1
Resillience - 1
Patriotism - 1
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Last edited by Crazyboy; 16 Aug 2004 at 19:06.
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Unread 15 Aug 2004, 18:50   #14
No Dachi
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Re: Planet Wars: Redux

Achtung!
You recieve no income for "turn 0", only the starting resources as outlined by Crazy.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 15 Aug 2004, 19:17   #15
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Re: Planet Wars: Redux

Turn 0
For this turn, the planet’s income has not been counted/used/whatever. Just the recources received, according to “that post”. Couldn’t be arsed to a Procurement thing. like Crazy, for Turn 0, so you’ll have to wait till Turn 1 for that. And stuff. Since Dachi said all my thingies (or at least, these thingies, not the Base and Outpost thingies I wanted) would be complete instantly. And stuff. I think. Don’t hit me



King Fluffie I of Ios

Advantages:
Military:
Leadership (level 1)
Improved Training Methods (level 1)
Ground Troops (level 1)
Economic:
Economic Resilience (level 1)
Cultural:
Cultural Identity (level 1)



Ios
Planet: Ios
System: High Reach
Specifics: Huge Desert World, 3 moons, no commodity
Government: Constitutional Monarchy (A-L Scale 5)

Recources:
Industrial Base: 1.5

RM
Stockpile: 267 RM
Income: 500 * 5 * [Industrial Base (= 1.5)] = 3,750 RM

$
Bank statement: $745,000

Tax level: 3

Income from taxes: $???
Income from port fees: $???
Income from “other”: $0 / $???

Total income: $???

P
Total population: 25,266 P
Population growth: 3,000 P

People needed for Industrial and Commerical Sectors:
([Industrial Base (= 1.5)] * 10,000 P) + (0.2 * [total P (= 20,000)]) = 19,000 P
People used in “Buildings” and “Units”: 6,265 P

Used/total people: 25,265/25,266 P
Available people: 1 P

Buildings:
Military
1 Basic Shipyard (2,000 P)
1 Barracks (500 P)
1 Marine Barracks (700 P)

Civic
1 Police Station (600 P)
1 Fire Station (400 P)
1 Hospital (600 P)
1 School (100 P)
1 Library (125 P)

Units:
Fleet (Military)
2 DP Gunboats (220 P)
2 AP Gunboats (220 P)

Ground Forces (Infantry)
8 Marines (800 P)



Research
To be conducted:
Warfare: Basic 0-G Missile Weaponry
Economic: Interstellar Trade Management
Science: Advanced Sensor Waves
Civic: Basic Biodomes

Completed:
Warfare: Planetary Assault Doctrine
Economic:
Science:
Civic:



Ship Designs:
DP Gunboat (1,600 RM, $82,000, 110 P)
(6 381mm Railguns, 2 Point-Defence Lasers, 2 Drop Pods)

AP Gunboat (1,600 RM, $82,000, 110 P)
(6 381mm Railguns, 2 Point-Defence Lasers, 2 Assault Pods)
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Unread 15 Aug 2004, 19:18   #16
Lakhim
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Re: Planet Wars: Redux

Quote:
Originally Posted by No Dachi
Achtung!
You recieve no income for "turn 0", only the starting resources as outlined by Crazy.
Yah yah yah.
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Quote:
Originally Posted by No Dachi
All
Know how I said I would be event DMing today? Well I was lying and instead decided to take the social life option. You'll get your DMings tomorrow, event-tually. Hohoho.
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Unread 15 Aug 2004, 19:30   #17
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Re: Planet Wars: Redux

All
Feel free to post actual "ships, go here" (or whatever) orders as soon as you've posted your spending sprees.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 15 Aug 2004, 20:15   #18
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Re: Planet Wars: Redux

Iosi events
King Fluffie visits the only unemployed person on his planet, promising the man/woman a job at his court, till new work oppurtunities arrise.

A few days later, the small in number but well equipped and well trained Iosi forces hold a small parade, followed by an exhibition of their skills, free and open to all public. In a speech afterwards by Fluffie, the king speaks of his pride of the Iosi forces and about matters concerning Ios. Near the end of his speech however, the king talks about Stygis and how he feels about the oppressed people there, who he sees as the brethern of Ios, but under the unfair rule of king Disrupter, with his secret police and their very questionable actions.

Around the planet and its immidiate surroundings, the Gunboats patrol. The AP versions carry Marines, the DPs are just there for the extra firepower, should there be hostile encounters. The Marine units aboard the APs rotate, so much time up on active duty, so much time down, training and getting some shoreleave.
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Unread 15 Aug 2004, 21:05   #19
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Re: Planet Wars: Redux

*Eyes strain and bleed at the immense piles of glorious informing information*

Lets see....

Planet: Stygis
Planet Size: Small
Planet Type: Rock
Moons: 3
A-L Scale: 7

Current buildings:
School
Police station
Fire station
Hospital
Shipyard
Barracks

Fleet being built:
2 small colony ships = 2,000 RM $200,000
2 gun corvettes = 500 RM 40 P $40,000
2 strike corvettes = 600 RM 40 P $50,000
2 gunboats = 1,200 Rm 200 P $100,000

Gun corvette gear: (for both)
4x 20mm minigun 100 RM $2,000
4x 381mm rail gun 400 RM $4,000
No extra equipment

Strike corvette gear: (for both)
8x 381mm rail gun 800 RM $8,000
No extra equipment

Gun boat gear: (for both)
4x Point-defense laser 400 RM $20,000
8x 381mm rail gun 800 RM $8,000
No extra equipment

Fleet orders:
One of each of the 8 new ships is to report to either the Earth planet in this system or to the Volcanic planet of this system. No ships are to venture near the asteroid belt. (Fluff is on the other side)

Reasearches:
Warfare: Basic Zero-G Missile Weapons
Economic: Interstellar Trade Management
Science: Advanced Computer Systems
Civic: Basic Biodomes

Completed Reasearch
Warfare: none
Economic: Interstellar Trade Management
Science: none
Civic: none

Buildings to build:
Commerical Docks = 2,000 RM $200,000 500 P
Orbital Station = 800 RM $100,000 500 P

Station Weapons: 4x 381mm rail guns = 400 RM $4,000

Government Issues etc:
PR = 3,000
RM = 800
Monarchy (King Disrupter I)

Resources left:
$468,000
3,000 RM
13,520 P


OOC/ Can someone answer me these questions three?
1. How long due ships take to build?
2. How long due researches take to build?
3. The original statement was the first question, #1 was 2 and so forth
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Unread 15 Aug 2004, 22:12   #20
No Dachi
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Re: Planet Wars: Redux

Disrupter
You seem to have too many guns on almost all of your ships. Mind checking that over for me?

Yes.
Ships take a turn to build, that's universal for all ships.
Researches take one turn to research. You can research as many technologies as you want per turn provided you have enough RP.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 16 Aug 2004, 00:10   #21
Disrupter
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Re: Planet Wars: Redux

No Dachi, you might have missed the note, but the gear for my ships is for all the ships i built. In other words, the times 8 or whatever is because there are 4 on each of the two ships i built

Oh and btw my taxt rate is 2 and my IB is gonna be upped

Tax Rate: 2
IB Current level = 1
IB upgraded to = 1.5
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Unread 16 Aug 2004, 04:05   #22
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Re: Planet Wars: Redux

Ladies and Gentlemen,

In a fit of boredom, I have created a PLANET WARS CALCULATOR, designed to assist you in purchases.

It will have every item, with you being able to type in the number of what you want to buy. A lot of it will be automatic, thus making your life easier.

The price to get this.

Sending me 2500RM, $250,000. Then give me a valid E-mail addy, and I will approve you for access and send you the file.
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Unread 16 Aug 2004, 04:13   #23
Lakhim
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Re: Planet Wars: Redux

Clever, but you aren't getting my e-mail address so you can spam it Bakan!
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Quote:
Originally Posted by No Dachi
All
Know how I said I would be event DMing today? Well I was lying and instead decided to take the social life option. You'll get your DMings tomorrow, event-tually. Hohoho.
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Unread 16 Aug 2004, 04:25   #24
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Re: Planet Wars: Redux

Planet Name: Teian Point
Planet Type: Rock World
Planet Size: Tiny (1)
Planet Goverment: Frontier

Population: 35,260
Population Rate 3,000
Population in Industry: 10,000 (+20,000)
Population in Private Sector: 4,840 (13.73%)
Population in Goverment Work: 4,420
Unemployed Population: 0

Base Income: 800RM
Planet Size Factor: 1
Industrial Base: 1
Total RM Income: 800RM
Industry Upgrade: +1200RM

Industry Base Upgrade Cost
(800*1*1.5) / 5 = 1200/5 = 240 * 75% = 180
(800*1*2)/5 = 1600/5 = 320 * 75% = 240
(800*1*2.5)/5 = 2000/5 = 400 *75% = 300
Total = 720RM

Tax Rate: 3
System Size: 2
Number of Linked Systems: 4
Size of Linked Systems: 2/2/2/2

Trade Income: N/A
Tax Income: N/A
Total Income: N/A

Stockpiles:
RM: 0
$$$: $976,000

Buildings:

Colony Hub
School - 100P
Hospital - 600P
Fire Station - 400P
Police Station - 600P
Barracks - 500P
Basic Shipyard - 2000P

Units:

None

Procurement: (12,000RM, 220P, $224,000)

15,260 P - 7,630 RM
IB Upgrade - 720 RM

Frigate – (2,160RM, 210P, $99,000) - (4x 40mm Miniguns and 6x 381mm Railguns. Hanger Bay, Extra Armour Plating)
With - 2x Fighter Squadrons – 450RM, 10P, $25,000 - 10x 20mm Miniguns (1 Per Fighter)

Small Colonization Ship – (1,000RM, -P, $100,000) - (Carries 1,000P)


Research

Researching:

Warfare - Basic 0-G Missile Weaponry
Economics - Interstellar Trade Management
Science - Advanced Computer Systems
Civics - Basic Biodomes.

Completed

Warfare - Double Hulled Ships,
Economics -
Science -
Civics -

Race Advantages
Industry - 5
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Teian Point


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Unread 16 Aug 2004, 04:30   #25
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Re: Planet Wars: Redux

Attention Crazyboy and Disrupter

According to the description, Basic Shipyards can only build 4 Class 2 vessels, or 6 Class 1 vessels, or I would assume some mix of the above. At this point, unless I've missed something, you both have built too many ships for this turn. (Although building restrictions may have been released due to it being Turn "0", afterall).
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Quote:
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like you in your threads after about a week



ZING!
I love you Phang.
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Unread 16 Aug 2004, 04:54   #26
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Re: Planet Wars: Redux

Quote:
Originally Posted by Lakhim
Clever, but you aren't getting my e-mail address so you can spam it Bakan!
Then give me a IM, MSN, something so you can get it.
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Unread 16 Aug 2004, 05:21   #27
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Re: Planet Wars: Redux

Turn 0


General Info

Planet Name: Freiland
Leader: Grand Admiral Wagner Von Braun
Planet Type: Jungle
Planet Size: Large
Planet Government: Military Junta
Planet Advantages:

- Leadership Level 2 (3 pts.)
- Improved Training Methods Level 1 (1 pt.)
- Capital Ships Level 1 (1 pt.)


Population

Population: 29,000
Population Rate: 4,500
Population in Industry: 10,000
Population in Private Sector (20%): 5,800
Population in Government Work: 4,200
Unemployed Population: 9,000
Unemployment Rate: 31.0%


RM Income

Base Income: 450 RM
Planet Size Factor: 4
Industrial Base: 1
Total RM Income: 1800 RM


Currency

Tax Rate: 3
Trade Income: N/A
Tax Income: N/A
Total Income: N/A


Stockpiles

RM: 90
$$$: 595,000
P: 6,550



Buildings:
Colony Hub
School - 100P
Hospital - 600P
Fire Station - 400P
Police Station - 600P
Barracks - 500P
Basic Shipyard - 2000P


Orders:

None


Procurement:

Buildings

Library: - 200RM, - $40,000, - 125P
Library: - 200RM, - $40,000, - 125P
College: - 800RM, - $80,000, - 750P

Ships

1 x Science Ship: 1,200RM, 250P, $200,000
2 x Gladius-class Strike Corvettes: 1,700RM, 60P, $78,000
1 x Catapult-class Gunboat: 1,650RM, 120P, $97,000
4 x Dagger-class Fighters: 900RM, 20P, $30,000

Troops

2 x Advanced Infantry: 200RM, 200P, $20,000
4 x Light Infantry: 200RM, 400P, $20,000

Miscellaneous

Industrial Base Upgrade: - 360RM, - 5,000P

Research

Researching:

Science – Advanced Computer Systems

Completed

Warfare -
Economics -
Science -
Civics -

Units:

None


Unit Designations

Dagger-class Fighters: 5 x 20mm Miniguns Cost: 225RM, 5P, $7,500
Gladius-class Strike Corvette: 4 x 381mm Railguns, 1 x Small Transport Pod Cost: 850RM, 30P, $39,000
Catapult-class Gunboats: 2 x 20mm Miniguns, 6 x 381mm Railguns, 2 x Hanger Bay Cost: 1,650RM, 120P, $97,000
Honor-class Frigate: 4 x 20mm Miniguns, 6 x 381mm Railguns, 2 x Reinforced Hull Armor Cost: 2,300 RM, 200P, $118,000
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Unread 16 Aug 2004, 05:33   #28
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Re: Planet Wars: Redux

Quote:
Originally Posted by Bakan
Ladies and Gentlemen,

In a fit of boredom, I have created a PLANET WARS CALCULATOR, designed to assist you in purchases.

It will have every item, with you being able to type in the number of what you want to buy. A lot of it will be automatic, thus making your life easier.

The price to get this.

Sending me 2500RM, $250,000. Then give me a valid E-mail addy, and I will approve you for access and send you the file.

AHHAHAHAHAHAHAHAHAHAHAH!
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Unread 16 Aug 2004, 05:54   #29
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Re: Planet Wars: Redux

Quote:
Originally Posted by Inspectre
Attention Crazyboy and Disrupter

According to the description, Basic Shipyards can only build 4 Class 2 vessels, or 6 Class 1 vessels, or I would assume some mix of the above. At this point, unless I've missed something, you both have built too many ships for this turn. (Although building restrictions may have been released due to it being Turn "0", afterall).
Woah you just bitchslapped a demigod. You point those out through PM's....
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Know how I said I would be event DMing today? Well I was lying and instead decided to take the social life option. You'll get your DMings tomorrow, event-tually. Hohoho.
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Unread 16 Aug 2004, 05:55   #30
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Re: Planet Wars: Redux

Quote:
Originally Posted by Bakan
Then give me a IM, MSN, something so you can get it.
I have the same thing though
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Know how I said I would be event DMing today? Well I was lying and instead decided to take the social life option. You'll get your DMings tomorrow, event-tually. Hohoho.
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Unread 16 Aug 2004, 06:19   #31
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Re: Planet Wars: Redux

[ooc]Okay, after completing my calculator for this thread, I noticed a shiload of mistakes in my previous post, thus I deleted it and tam now reposting.[/ooc]

Planetary Advantages
  • 1-Point -> Mining Craft
  • 1-Point -> Resilience
  • 1-Point -> Improved Education
  • 1-Point -> Improved Training Methods
  • 1-Point -> Leadership

Tax Rate: 3

Researching[list][*]Researched -> Advanced Computer Systems[*]Start Research on:
  • Warfare Technology - Heavier Mass Drivers
  • Economic Technology - Interstellar Trade Management
  • Science Technology - Advanced Robotics
  • Civic Technology - Research Facilities

Population Increase
  • 2580 People Increase = 1290 Cost of RM

Inustrial Base Upgrade
  • ([Base RM] * [Planet Size] * [Industrial Base]) / 5
  • 500 * 3 * 1 / 5 = 450RM Spent to Upgrade

Building Purcahses
  • 2x Library (400, 80000, 250)
  • School (200, 25000, 100)
  • College (800RM, $80,000, 750P)
  • Basic Sensor Array (200RM, $30,000, 60P)

Ship Purchases
  • 1x Intrepid Frigate (2850, 151000, 210)
    • 4x Point-Defence Laser
    • 6x 381mm Railgun
    • Extra Armour Plating
    • Hanger Bay
    • 2x Fighter Squadron
      • 5x 20mm Minigun
  • 2x Interceptor Gun Corvette (1300, 64000, 40)
    • 2x Point-Defence Laser
    • 2x 381mm Railgun
    • Extra Armour Plating
  • 2x Defiant Strike Corvette (2200, 98000, 40)
    • 4x 381 Railgun
    • Extra Armour Plating
  • Science Ship (1200, 200000, 250)

Troop Purchases
  • 6x Military Construction Team (150RM, $20,000, 40)
  • 9x Light Infantry (50RM, $5,000, 100)
  • 2x Advance Infantry (100, 10000, 100)

RM Available: 10
$ Available: 287000
Population Breakdown: Total 22580
  • Fiancial Sector (20%): 4516
  • Industry Sector: 15000
  • Government Work: 3050
  • Unemployed: 14
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Last edited by Bakan; 18 Aug 2004 at 03:31.
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Unread 16 Aug 2004, 10:15   #32
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Re: Planet Wars: Redux

Quote:
Originally Posted by Inspectre
Attention Crazyboy and Disrupter

According to the description, Basic Shipyards can only build 4 Class 2 vessels, or 6 Class 1 vessels, or I would assume some mix of the above. At this point, unless I've missed something, you both have built too many ships for this turn. (Although building restrictions may have been released due to it being Turn "0", afterall).
For Turn 0 restrictions don't apply.
You can't build bases though, since they would require the ferrying of Construction Teams and RM somewhere else with a ship - a ship and Teams that would be constructed during Turn 0 and thus only available in Turn 1.

Or something.
Like that.
Dachi always explains things better than me
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Unread 16 Aug 2004, 11:09   #33
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Re: Planet Wars: Redux

you there, no dicki.

start the thread next sunday, i'll be back and able to post and read things by then, hurrah hurrah hurrah.
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Unread 16 Aug 2004, 12:12   #34
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Re: Planet Wars: Redux

Quote:
Originally Posted by Phang
you there, no dicki..
LOLOLOL

Ahem. I'll do a budget post for your planet for Turn 0. You can start normal play next week.

All
Fluffie is correct.

For Turn 0, the build capacity restrictions on all production facilities are removed.
You cannot order bases in your spending spree. What you can do is begin construction of them this turn, provided you can get all of the necessary resources and equipment to the target location.
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Unread 16 Aug 2004, 12:19   #35
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Re: Planet Wars: Redux

Quote:
Originally Posted by Disrupter
No Dachi, you might have missed the note, but the gear for my ships is for all the ships i built. In other words, the times 8 or whatever is because there are 4 on each of the two ships i built

Oh and btw my taxt rate is 2 and my IB is gonna be upped

Tax Rate: 2
IB Current level = 1
IB upgraded to = 2
Industrial Base gets upgraded in increments of 0.5, not increments of 1.

That's a very confusing way of listing your ship designs, and it means I've got no way of knowing how the weapons are distributed.

4x 20mm minigun 100 RM $2,000
4x 381mm rail gun 400 RM $4,000

Is this 2 of each weapon on each ship? Is it one ship with all 20mm miniguns and one ship with all 381mm railguns? It's far easier if you just list ship designs along the following guidelines...

The Class System
You post the design for a ship of a certain Class, give it a name ("Jupiter" Class, "Kenshin" Class, whatever) and then just post ordering X many ships of a given class when you want to buy them. This is probably easiest; you can have as many classes as you want, and I always know that ships of a class that I've already checked are going to be legal, etc.

The Individual System
You list the design of each ship in full when you buy it and give them whatever weapons you want each time.
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Unread 16 Aug 2004, 12:55   #36
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Re: Planet Wars: Redux

Planetary Advantages
  • Cultural Identity - increases your peoples' sense of culture, making them more resistant to enemy conquest/propaganda/etc and more ready to help the state in times of need.
  • Patriotism (More loyal populous and crew/troops. Higher moral for populous, crew and troops)
  • Improved Education – slightly increases the amount of RP you generate and increases the chance of getting a bonus.
  • Improved Education – slightly increases the amount of RP you generate and increases the chance of getting a bonus.

Tax Rate: 3

Researching
  • researched -> Religious Facilities - 2 RP
  • Researching -> Basic Biodomes - 1 RP

Building Purcahses
  • 2x Library (400, 80000, 250)
  • 10 x Small Religious Building - (4000RM, $400,000, 800P)
  • College (800RM, $80,000, 750P)

Defences
  • 5 Whip-class fighter squadrons (5 in each)
    • 4x 20mm
    • empty slot
  • orbital station
    • 20 mm
    • 40 mm
    • empty slot
    • empty slot
    • 4 x extra armour plating
    • Hangar bay

left:
RM: 2735
$: 523750
p: 3605
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Unread 16 Aug 2004, 13:01   #37
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Re: Planet Wars: Redux

Zappa
You've got one race advantage point left over. Also, you've only spent a tiny fraction of your starting cash. Are you editting more orders in later or something?
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Unread 16 Aug 2004, 13:06   #38
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Re: Planet Wars: Redux

yep, as soon as I figure out what I'd need. but I don't have any advantagepoints left. if you'll check, you'll see the last one is doubleposted, so 2 levels up, and the second level costs twice the amount of the first, so that would mean 1 point cultural identity, 1 on patriotism, and 3 on improved education
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Unread 16 Aug 2004, 14:13   #39
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Re: Planet Wars: Redux

Quote:
Originally Posted by Hewitt
Industry Base Upgrade Cost
(800*1*1.5) / 5 = 1200/5 = 240 * 75% = 180
(800*1*2)/5 = 1600/5 = 320 * 75% = 240
(800*1*2.5)/5 = 2000/5 = 400 *75% = 300
Total = 720RM

Race Advantages
Industry - 5
Both of these are wrong. You can only get a maximum of two Industry advantage levels because the cost doubles with each level. So while the first level of Industry advantage costs one point, the next one costs two points, the only after that four, and so on and so forth.

As such your IB upgrades are going to be more expensive. At any rate you were only allowed to get one IB upgrade for "Turn 0".
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That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 16 Aug 2004, 16:22   #40
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Re: Planet Wars: Redux

Quote:
Originally Posted by Crazyboy
System 10, Tau Ceti
1 - Desert World, Medium, 3 moons
2 - Desert World, Large, 3 moons (Tau Ceti Prime)
3 - Jungle World - Medium, 1 moon
4 - Desert World, Huge, 2 moons
5 - Swamp World, Large, 2 moons, low profit commodity
6 - Earth World, Large, 4 moons
7 - Earth World, Medium, 5 moons
8 - Ice World, Large, 1 moon, medium profit commodity (Tau Ceti Septus)
[Asteroid belt]
9 - Gas Giant, Large, 1 moon
Editted for future reference, Crazy edit this list in place of the fake wrong one asap.
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That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
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And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 16 Aug 2004, 16:38   #41
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Re: Planet Wars: Redux

Planet Name: Tau Ceti Prime
Planet Type: Earth World
Planet Size: Large
Planet Goverment: Corporate Republic

Population: 25,266
Population Rate 3,000
Population in Industry: 10000 (+5000)
Population in Private Sector: 4000 (20%)
Population in Goverment Work: 6265
Unemployed Population: 1

Base Income: 500RM
Planet Size Factor: 4
Industrial Base: 1 (+0.5)
Total RM Income: 2000RM (+ First Turn Bonus 12,000RM)
Industry Upgrade: 380RM

Tax Rate: 3
System Size: 3
Number of Linked Systems: 3
Size of Linked Systems: err...

Trade Income: N/A
Tax Income: N/A
Total Income: 1,200,000

Stockpiles:
RM: 7
$$$: 397,000

Buildings:

Colony Hub
School - 100P
Hospital - 600P
Fire Station - 400P
Police Station - 600P
Barracks - 500P
Basic Shipyard - 2000P

Units:

None

Procurement: (10,073RM, $803,000)

Industry Upgrade - 380RM, 5,000P
4x Small Colonization Ship – 4,000RM, $400,000 4000P
Library - 200RM, $40,000, 125P
College - 800RM, $80,000, 750P
Military Construction Team - 150RM, $20,000, 40P
Basic Sensor Array - 200RM, $30,000, 60P


2 x Fighter Squadron – 200RM, 10P, $10,000 - 5 Light Weapon Mounts (1 Per Fighter)
10x 20mm Minigun – 250RM, $5000, 1 Light Weapon Slot

3x Gun Corvette – 750RM, 60P, $60,000 - 2 Light and 2 Medium weapon mounts. 1 Small Equipment slot.
3x Extra Armour Plating (slightly increases armour strength on all sides) 600 RM, 0 P, $30,000
6x 381mm Railgun – 600RM, $6,000
6x 20mm Minigun – 150RM, $3000

Frigate – 1,000RM, 200P, $80,000 - 4 Light and 6 Medium Weapon Mounts. 2 Small Equipment Slots.
6x 381mm Railgun – 600RM, $6,000
4x 40mm Minigun – 160RM, $3000
Hanger Bay (2 squadrons) - 200 RM, 10 P, $20,000
Small Transport Pod (2 units infantry/2 units vehicles) - 150 RM, 10 P, $10,000

Research

Researching:
Economics - Trading Ships


Completed

Warfare - Interstellar Trade Management,
Economics -
Science -
Civics -

Race Advantages
Economic Growth - 1
Commerce Skill - 1
Industry - 1
Research-Minded - 1
Defence Contractors - 1



Classes

'Cobra I' Fighter Squadron – 350RM, 5P, $7,500
5x 20mm Minigun

'Tapir' Gun Corvette – 1150RM, 20P, $33,000
Extra Armour Plating
2x 381mm Railgun
2x 20mm Minigun

'Rhino' Class Frigate – (2,110RM, 220P, $119,000)
6x 381mm Railgun
4x 40mm Minigun
Hanger Bay (2 squadrons)
Small Transport Pod (2 units infantry/2 units vehicles)
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Last edited by Planetkiller II; 16 Aug 2004 at 19:36.
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Unread 16 Aug 2004, 16:56   #42
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Re: Planet Wars: Redux

Small Colony Ship 1 is to go to:

3 - Jungle World - Medium, 1 moon

SCS2:

4 - Desert World, Huge, 2 moons

SCS3:

5 - Swamp World, Large, 2 moons, low profit commodity

SCS4:

6 - Earth World, Large, 4 moons

One corvette will stay to guard each world as the fleet reaches it. The frigate will stay in orbit around world 6.
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Last edited by Planetkiller II; 17 Aug 2004 at 10:05.
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Unread 16 Aug 2004, 18:07   #43
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Re: Planet Wars: Redux

No Dachi: Sorry bout my being a confusing little bastard () but i shall always do that since im lazy. The weapons will also be equally distributed, seeing as how im lazy like that too.

If there are 4 guns and two ships, 2 go to each ship, its easier for me to type like that rather then just repeat typing it over and over
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Unread 16 Aug 2004, 18:22   #44
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Re: Planet Wars: Redux

Quote:
Originally Posted by Disrupter
No Dachi: Sorry bout my being a confusing little bastard () but i shall always do that since im lazy. The weapons will also be equally distributed, seeing as how im lazy like that too.
Which is fine as long as you accept that from time to time I may get confused about your ships' design in battle DMings. Rest assured that I will not postpone a battle DMing for any sizeable length of time in order to consult you with regard to such confusion, and that it could have a negative affect on your ships' performance. You organise your forces clearly for your own benefit, you see, not for mine...
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That damn'd ill-natur'd baneful Vice,
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That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 16 Aug 2004, 18:35   #45
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Re: Planet Wars: Redux

All
Please list weapon load-outs for ships properly and not in bulk like PK and Disrupter are doing. If you've got three corvettes with 2 sets of weapon A and 2 sets of weapon B each, do it like this:

3 X Corvette with 2 weapon A and 2 weapon B each (3 X corvette + 2 weapon A + 2 weapon B = whatever)

See? It's easy and it leaves less room for me to be confused.

Edit: I have since noticed that PK used a hybrid list/class system which works just as well
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`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 16 Aug 2004, 18:41   #46
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Re: Planet Wars: Redux

Quote:
Originally Posted by Hewitt
Population: 35,260
Population Rate 3,000
Population in Industry: 10,000 (+20,000)
Population in Private Sector: 4,840 (13.73%)
Population in Goverment Work: 4,420
Unemployed Population: 0
Also, any purchases made in your initial spending spree are counted as though you start turn 0 with them. As such you'll need to be putting more P than that to the private sector. Above you're not putting the full 20% of 35,260 required.
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`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 16 Aug 2004, 18:52   #47
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Re: Planet Wars: Redux

All
There's a frightening number of bad initial sprees here. This is probably my fault for not stating the restrictions and changes to normal rules clearly enough. Note that I'm not trying to dig at anyone in particular here. A more clear version of the rules for the spending spree are below:

Think of the spending spree as what your planet has been doing before the start of the game. You count as starting with all of the stuff that you buy here. That includes Industrial Base upgrades, ships, buildings, etcetera. As such, you must have all the P needed to support your spending spree purchases at present.

You do not recieve any resources in addition to your starting resources (and any P you buy through exchange of starting RM). Your first load of resource income comes this saturday when turn 0 ticks over into turn 1. Once again, you recieve no RM, $$$, P or RP in addition to your starting resources for the spending spree, unless you exchange RM for P.

You may purchase one Industrial Base upgrade in your spending spree and one only.

All limits on production by facilities are removed for the spending spree. This means that while you can get around the normal shipyard production limits, you cannot get around the Industrial Base limitations.

You all recieve 12,000RM, $1,200,000, 20,000 P and 1 research of your choice to start with.

You all start with a police station, a fire station, a hospital, a basic shipyard, a barracks and a school.

For the spending spree and the spending spree only you are allowed to exchange starting RM for P on a one-for-two basis.
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`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 16 Aug 2004, 18:54   #48
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Re: Planet Wars: Redux

Quote:
Originally Posted by Bakan
Sending me 2500RM, $250,000. Then give me a valid E-mail addy, and I will approve you for access and send you the file.
I'm afraid that I may have to void any such agreement. The exchange of in-character money for out-of-character stuff is a bit iffy.
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`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 16 Aug 2004, 18:58   #49
Inspectre
Dance Puppets Dance
 
Join Date: Dec 2001
Posts: 670
Inspectre is an unknown quantity at this point
Re: Planet Wars: Redux

D*mn you, ND! I was going to start exchanging sexual favors for $1,000.
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like you in your threads after about a week



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Unread 16 Aug 2004, 19:01   #50
No Dachi
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Join Date: Sep 2001
Location: Word
Posts: 1,651
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Re: Planet Wars: Redux

I'm going to make an executive desicion and expressly outlaw prostitution in exchange for in-game money.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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