Planets & Resources
When you discover a new planet, I randomly generate what type of world you have discovered. You can colonize and harvest resources from these planets and add them to your territory. Over-harvesting a world will eventually kill the biosphere and cripple your population. You determine the rate at which you harvest resources.
Resource Management:
For each planet, tell me the rate at which you wish to harvest resources: Efficiently, Moderately, Aggressively. The default rate is moderately.
Nation Advances
As your nation grows, you can expand your nation's abilities and strengths by researching certain technological, cultural and scientific advances. This is a basic frame for what your nation can achieve. Other Advances may be added later and player generated advances are highly encouraged!
Cultural Advances
Art
Architecture
Archaeology
Exploration (Allows construction of Unmanned Probes)
Economic Advances
Trade (Allows Investing in Economy, Foreign Economies, Generates Wealth)
Diplomacy
Military Advances
Intelligence (Allows construction of Embassies)
Espionage (Allows construction of Agents)
Technological Advances
Colonization (Allows construction of Colony Ships)
Terra-forming (Can build Terraforming Platforms)
Cryogenics (Allows construction of Cruisers)
Mining Efficiency (Allows Aggressive Resource Harvesting)
Units & Structures
Each unit and structure has a Name, Cost, Production, and brief description of how it is used.
Military Units:
Armies
Cost: 2
The meat of your military. Each army represents thousands of soldiers that can be deployed as you wish. You may assign armies to ships to invade other planets, to defend, or to raze a planet. See the Battles section for more info about armies.
Fighters
Cost: 4
Small ships that carry between 50-100 personnel. Fighters provide escort and cover for larger ships, and serve as scouts.
Destroyers
Cost: 6
Massive ships capable of transporting armies from planet to planet. Destroyers have high defense, low attack.
Cruisers
Cost: 12
The largest class of ship with heavy firepower. Cannot land on planets to deploy armies. Often escorted by other ships.
Bombers
Cost: 15
Bombers can also carry armies from planet to planet, but may not bomb a planet the same turn they deploy armies. Capable of orbital surface bombing (effectively razing a planet before it is conquered).
Other Units:
Colony Ship
Cost: 10
Used to spread your people across the galaxy. Carries 1pop per ship.
Unmanned Freighter
Cost: 4
Single destination ships used for quick cash.
Freighter
Cost: 6
The workhorse of the interstellar trade industry, freighters ship resources from planet to planet.
Unmanned Probe
Cost: 1 Prod:
A crude ship used to scout unknown space.
Agent
Cost: 10 Prod:
An agent can be deployed into a known territory to gather information. (Specifying which information to reveal is risky at first, but if the agent manages to maintain secrecy specifics can be identified.
Military Structures:
Outpost
Cost: Prod:
Build Outposts on your borders to keep a look out for invading forces.
Fortified Garrison
Cost Prod:
Build bases to protect your armies on planets you control.
Other Structures:
Embassy
Cost: Prod:
An embassy can be constructed on an allies world.
Terraforming Platform
Cost: Prod:
Can be constructed around any planet you control. When construction is complete, specify which planet type you wish to produce.
Nation Generation
For billions of years, life has evolved in one form or another in distant corners of the galaxy. For thousands of millennium, intelligent life has strived to achieve interstellar travel. You are one of those races.
The dreaded NS:
Nation Name:
Ruler:
Excerpt: Tell us briefly what sort of life form you are. This may be a few paragraph description or a vignette. Be as brief or winded as you please.
Nation Traits
Roll 3d6 for each nation trait. You may assign which score goes where. You may reroll the lowest score. Look up the Trait Modifier on the table below and record the initial roll and its modifier. If all of your trait modifiers are +1 or less, reroll all of them (including your bonus reroll, basically start over).
Culture:
Economy:
Infrastructure:
Technology:
Military:
Stability:
- - - - - -
Wealth: Infrastructure Modifier + Economy Modifier + 4 each turn. Disregard negative modifiers.
Population:
Production: Economy Modifier + Technology Modifier + 2 = Production Rate
Government:
Republic gets +2 Culture, Economy, Technology (score, NOT modifier, adjust modifier as needed)
Dictatorship gets +2 Military, Infrastructure, Stability (score, NOT modifier, adjust modifier as needed)
Anarchy receives -2 to all Trait Scores for 2 turns. (Pick which government you wish after two turns)
Disclosure Notice:
In the spirit of full disclosure (and for easy access), I have referenced the following sites/pages in designing this game:
Hyperiums
Basic d20 PDF (launches PDF)
FUDGE Hack for NRP's
TO DO:
Unit Costs
Unit Production Time
Balance Military Unit Power
Balance Production table
Finish Advancements
Generate map
Design Random planet generator
Generate NPC's