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  3. The Enclave

    The Enclave Origins: The Enclave are a mysterious faction believed to hail from a parallel universe. As a result of experimentation with alien technology the Enclave managed to open a rift into an alternate reality to escape the nuclear holocaust of their world. There is much speculation as to their nature but many believe they are remnants of the US government fielding highly advanced weapons and high tech powered infantry armor far beyond what was available to the public. Leader: The Enclave is led by the enigmatic figure known only as John Henry Eden. Most members of the faction have never seen him, only heard his orders passed down by his many generals, who themselves receive his orders through Colonel Augustus Autumn, Who is the only figure to ever speak to Eden in person: The reason for the secrecy is because Eden is not human; He is a self aware ZAX series supercomputer that was programmed to function as president in the face of complete government collapse. Operating Procedures: The Enclave is an extremely authoritarian organization known for their zero tolerance policy against dissidents. Freedom of speech does not exist and an errant word can quickly put agitators in the sights of the Enclave's kill squads, who roam the streets burning people alive for even small infractions. On occupied worlds the Enclave conducts horrific experiments with biological weapons and conducts live fire tests on civilian targets to ascertain the effectiveness of new weapon systems. With the ultimate goal being a complete purge of the planets population. Diplomacy: The Enclave is generally open to diplomacy, Eden always enjoys a good chat, But they do not partake in slavery or trading; The former being seen as too easy of a fate for dissidents and the latter they are generally to preoccupied for. However they are always looking for new technologies.
  4. The Ottoman Empire History/Factbook

    Sultan: Mehmed VII History: 1453 May 29: Mehmed the Conqueror captures Constantinople. It is here that reaches the final and only undestroyed tomb of geass rumored to grant wishes to those who are great leaders and conquerors. The larger the city that is conquered the more powerful the wish. It is here that Mehmed sees a vision of the end of the Ottoman Empire and wishes for it to be saved. While granted, the spirit is also awakened. 1561: Mustafa is summoned to meet his father Suleiman the Great who plans to kill his son. However, during the scuffle between the guards and Mustafa the spirit shows Suleiman the grief and fallout caused by this. Just a few moments before he is killed Suleiman collapses and backs down asking for forgiveness. He tells his son the treason of the Pashas and forces Mustafa to flee to Hijaz. He continues his lineage but out of the eyes of those who wish to remove him. WW1: Mehmed Vi knows that rather than joining the Central Powers during the War to end all Wars the Ottoman Empire should remain netural and instead of taking sides to use the influence from both sides to modernize their military in case they are attacked. He is successful and begins a rebirth for the Empire. It was also during this time that Mustafa's lineage was allowed back in Constantinople to have their children study as the old sultans had before them. 1918 - 1939: A few years following the end of WW1 saw no territory changes to the Ottomans, rather they were preoccupied with modernizing and rebellions within the Empire. The final accomplishment of Mehmed VI was securing the Suez and the Empire before passing his thrown over to Abdulmejid II after his death in 1924. However, Abdulmejid II would die two years later and the sultans would reign for short periods of time before passing. WW2: Ahmed IV was the Sultan at the time of WW2 in which he was able to keep his Empire mostly out of the conflict due to the recovering the Ottoman Empire was still undergoing. Besides minor battles against the Axis no major changed occurred. Rather the Empire was stuck in a position of nowhere that would continue into the Cold War. The beginning of the end was seen once again as while modern, the Empire was unable to stand against the world powers. Post WW2: In 1954 when Ahmed IV died and the successions continued the Ottoman Empire took a stance against communism and was used as a pawn by the great powers. It was only in the late 1990s that the death began to show once more. It wasn't until in 2009 that when Bayezid III was assumed to take the throne that the Pashas conspired and murdered him. The wish materialized and ended with his death and his adopted son and decedent of Mustafa watched and was forced to become a puppet for the Pashas until he was 18. He was used as a pawn while civil strife gripped the nation between nationalists and the Pashas. It was on his 18th birthday on December 7 that a woman approached him. Using the wish granted so long ago the power of Geass was granted to the young sultan who eventually conquered the world around him. The dream of Osman I of a tree encompassing the world was complete. And now it was time for the rest of the worlds to follow.
  5. No. of planets: 236 No. of moons: 296 No of stars: 50 No of systems: 32 Av. no. of planets per system: 7.38 Av. no of moons per system: 9.25 Av. no. of stars per system: 1.56 No. of garden worlds: 53 No. of hostile worlds: 48 No. of asteroid belts: 16 No. of ocean worlds: 35 No. of ice worlds: 123 No. of rock worlds: 101 No. of hadean worlds: 75 No. of gas giants: 81 No. of factions with ‘uncreative:’ 6 No. of factions with ‘creative:’ 0 No. of factions with of ‘anarchy:’ 2 No. of factions with ‘feudal:’ 0 No. of factions with ‘dictatorship:’ 7 No. of factions with ‘democracy:’ 2 No. of factions with ‘unification:’ 0 No. of factions with ‘low-G homeworld:’ 2 No. of factions with ‘high-G homeworld:’ 1 No. of factions with ‘aquatic homeworld:’ 0 No. of factions with ‘subterranean:’ 1 No. of factions with ‘synthetic:’ 2 No. of factions with ‘lithovore:’ 0 No. of factions with ‘tolerant:’ 3 No. of factions with ‘telepathic:’ 2 No. of factions with 'research-oriented:' 2 No. of factions with 'profit-oriented:' 1 No. of factions with 'growth-oriented:' 0 No. of factions with 'homogeneous:' 1 No. of factions with 'marauders:' 1
  6. The Al'tyl

    A soldier Al'tyl Description The Al'tyl can also be referred to as driders, but they find the term to be rather insulting. They can easily be spotted with their humanoid upper bodies although the term humanoid can be used loosely as even up close - either male or female - they appear bestial. Their lower halves are those of spiders. Warrior Al'tyl are usually larger both in the upper and lower extremities and have vicious maws believed to originally have injected poisons into their opponents while fighting, but such ducts appear to only be empty. Those who do not have a more bestial appearance are believed to have mixed heritage from slaves that the Al'tyl have captured or residue from their ancestors early experimentation. An Al'tyl's coloring can range from brown to gray with some even being snow white. History The Al'tyl say they come from bipedal race who were known for conducting unorthodox experiments on themselves to find the best form that will allow them to survive. The current form they have was deemed to be the best and slowly the "drider" form was bred. This did not end the Al'tyl's desire for continued research in perfecting their form; however, their newer forms were stronger and harder to control and such revolts by those enslaved for experimentation were common. It resulted in the Council having to reform their slaves laws - reserving it for punishment of criminals or those who cannot positively contribute - and having to start investing in buying slaves from third parties. Society The Al'tyl are considered a democracy with the Council holding up to two hundred members supposedly representing the people's interest although intrigue and backstabbing that result in blood is an open secret. Military service is required for a minimum of five years and desertion or refusal to reserve can result in harsh punishments. Everyday life for the Al'tyl can be seen as normal - wake up, go to work, etc. Slavery is legal on Al'tyl worlds although a majority of those bought are usually resold to the Al'tyl Scientific Division for a hefty sum where they will become subjects for their various experiments. Those who aren't basically lab rats are usually simple house workers or pack mules.
  7. We are currently on turn 3. Orders for that turn can be submitted until 7:pm EST on May 23rd, at which point we will begin turn 4.
  8. The Broken

    Overview And History The Broken are a collection of many different species that have all lost their place in the universe. Some of these people were once slaves, some were once from noble families, and some were simply abandoned at birth. The de-facto leader of The Broken is a women named Emilia, she was once part of the royal family of a system of planets that was nearly killed off by rebels that took power, she lost her home, she lost her family, and she lost any connection she once had with her home planet. She created The Broken to save those like herself, those in need, those with nowhere else to go. The Broken follow a motto that has been taught to all of them time and time again Money Is Power The Broken will do almost anything for the right price. Some believe this makes them some of the least trustworthy groups in the universe, but they like to think of it a different way; if you have enough money to outbid your competition, they are the most trustworthy people of all, since they don't care about politics, they only care about money, and what money can give them. The Broken hierarchy is simple, several distinguished individuals are given control over operations in certain systems, usually being restricted to dealings with certain factions, and they all answer to Emilia should something occur that requires multiple groups to work together.
  9. Updated to the end of turn 3
  10. These mineral values are applicable from the beginning of turn 1 until the end of turn 10 Resources Gold - 200 per level Platinum - 300 per level Titanium - 600 per level Uranium - 300 per level Plutonium - 600 per level Iridium - 400 per level Palladium - 600 per level Cobalt - 500 per level Polonium - 400 per level Lithium - 400 per level Thorium - 500 per level Beryllium - 100 per level Helium - 200 per level Hydrogen - 200 per level
  11. Round VII Changelog

    Slaving Emporium Types Max one mine, trade or slave emporium per planet or moon Max three trading emporiums per faction per system Class I: Small Slave Emporium Maximum slave ship capacity: 3 Construction time: 2 turns Cost to construct: 2.5 billion Maintenance costs: 125 million per turn Class II: Medium Slave Emporium Maximum slave ship capacity: 6 Construction time: 4 turns Cost to construct: 5 billion Maintenance costs: 250 million per turn Slaving Slave ships can ‘target’ colonies and harvest slaves from the population of the planet by raiding isolated settlements, intercepting civilian transports and seizing vulnerable individuals as the opportunity presents itself. To do so, a slaver must begin its turn in orbit of the planet containing the targeted colony and perform no other action that turn. Colonies targeted by slave ships remain under the control of the faction that currently owns them. When a colony is harvested for slaves, the faction performing the harvest gains its complement of slaves at the beginning of the next turn. So if a slave ship was assigned to raid a colony on turn 1, the faction controlling the slave ship would acquire 100,000 slaves at the beginning of turn 2. A slave ship must begin its turn at a Slaving Emporium with sufficient capacity to offload its cargo, a process that takes the entire turn. Selling slaves provides a base profit of $3b per slave ship for both the faction selling the slaves and the faction that controls the emporium the slaves are sold on (unless the faction selling the slaves controls the emporium in question, in which case only $3b is gained). As with mine raids, when a colony is harvested the faction that controls it will be informed that the harvest has occurred, although it will only be informed of the identity of the faction controlling the slaver(s) if they successfully detect the ships(s) engaged in the harvest. More than one slave ship may harvest or sell slaves at the same colony or emporium in a given turn, although factions cannot harvest citizens from colonies under their control. Slave raids have several ramifications for all parties involved: Factions that allow slaves to be sold at their emporiums (whether they own the slave ships or simply allow another faction to sell slaves at their emporium) gain a +1 modifier to their next economic and agricultural checks, but a -2 modifier on their next unrest check Factions that allow slaves to be harvested from their colony worlds (knowingly or not) gain a -1 modifier per harvest on their next unrest check, up to a maximum of -2. Factions that allow slaves to be harvested from their colony worlds (knowingly or not) gain a -1 modifier per harvest on their next economic and agricultural check, up to a maximum of -2. Slaves cannot be sold at an emporium controlled by another faction without the permission of the controlling faction. If a slave ship is disabled after successfully harvesting a colony and is captured by the faction whose colony it harvested, the slaves may be returned to the colony unharmed. If this occurs, the faction gains a +2 modifier to its next unrest roll and suffers no negative modifiers from the attempted harvest.
  12. Round VII Changelog

    Updated: Ark Ship Crew: 2000 Weapons: none Armor: Heavy Carrying capacity: Up to 1,000,000 civilian passengers Weight: 250,000 metric tons Range: 3 turns Construction Time: 8 turns Combat Value: 2500 points (0 points Offence/2500 points Defence) Cost: 20 billion Upkeep: 2 billion per turn Mercenary, corporate and pirate groups cannot build Ark ships. Unique Trait (Civilian transport): Ark ships can transport civilian passengers between colonies owed by any faction, although they cannot land civilians on a colony owned by another faction without the permission of that faction. Ark ships cannot land passengers on a planet or moon if a colony is not present. Updated: Class V: Massive Corporate Franchise Personnel capacity: Up to 25,000 personnel Equipment capacity: Up to 2,500 tons of equipment Maximum military leader capacity: 1 Maximum colonial administrator capacity: 1 Maximum spy capacity: 1 Refueling capacity: Up to 30,000 tons Research modifier: +5 Construction time: 10 turns Cost to construct: 30 billion Maintenance costs: 1.5 billion per turn Class V: Massive Pirate Stronghold Personnel capacity: Up to 25,000 personnel Equipment capacity: Up to 2,500 tons of equipment Maximum military leader capacity: 1 Maximum colonial administrator capacity: 1 Maximum spy capacity: 1 Maximum building capacity (at any one time): 50,000 metric tons Refueling capacity: Up to 30,000 tons Detection modifier: +2 Research modifier: +4 Construction time: 10 turns Cost to construct: 30 billion Maintenance costs: 1.5 billion per turn Class V: Massive Mercenary Barracks Personnel capacity: Up to 50,000 personnel Equipment capacity: Up to 5,000 tons of equipment Maximum military leader capacity: 1 Maximum colonial administrator capacity: 1 Maximum spy capacity: 2 Refueling capacity: Up to 25,000 tons Research modifier: +4 Construction time: 10 turns Cost to construct: 30 billion Maintenance costs: 1.5 billion per turn Ancient Ruins Types Max one ancient ruins per planet or moon Ancient Ruins Construction time: N/A Cost to construct: N/A Maintenance costs: N/A Unique Trait (ancient artifact): Ancient ruins can be searched for artifacts that, when discovered, can be examined to unlock system- or faction-wide bonuses. Artifact Weapons: None Armour: None Transport weight: 250 metric tons each Range: Planetary (unless transported elsewhere via spacecraft) Construction Time: N/A Combat value: None Cost: N/A Upkeep: N/A Artifacts Artifacts are the technological remnants of a spacefaring civilization that abruptly collapsed 50,000 years ago. Scientific experts are still divided over the question of how and why this event occurred, but one consequence of their disappearance is the existence of ancient ruins scattered across the galaxy. Ancient ruins can be discovered by conducting a planetary scan and, once this has occurred, the faction that has identified the ancient ruins can deploy soldiers to search the ruins for intact artifacts. When this occurs, a roll is made to determine whether any artifacts are found: Roll 1d8 Result 1-6 No artifacts are found 7 A minor artifact is found 8 A major artifact is found Searching an ancient ruin for an artifact takes an entire turn and when multiple factions search the same ruin on the same turn, a separate roll is made for each faction. A minimum of 500 soldiers are required to search an ancient ruin. Only one artifact can be found in each ancient ruin, although if a faction fails to locate an artifact during its turn, additional attempts can be made to try to locate it on subsequent turns. Once the artifact within an ancient ruin has been discovered, any additional attempts to uncover an artifact with the ruin will automatically fail. When a faction has uncovered an artifact, it gains control of an artifact unit that can be loaded, moved and unloaded by any spacecraft with sufficient carrying capacity. In order to decipher the information contained within the artifact, it must be transported to a planet or moon with a Research Colony or Class V Corporate, Mercenary or Pirate outpost controlled by its faction. A roll is then made every turn that the artifact remains on the surface of the planet or moon to determine whether researchers have successfully unlocked the alien technology within: Roll 1d6 Result 1-4 No progress is made 5 or 6 The artifact is unlocked Unlocked artifacts have the following powers: Roll 1d10 Type Result 1 Bioengineered plague All population growth in the system where the artifact is located (or in one adjoining system chosen by the faction controlling the artifact) is reduced by 50 percent after modifiers (minor) or by 100 percent after modifiers (major) 2 Medical nanotechnology All population growth in the system where the artifact is located (or in one adjoining system chosen by the faction controlling the artifact) is increased by 50 percent (minor) or by 100 percent (major) 3 Rampant AI All RCs and outposts in the system where the artifact is located (or in one adjoining system chosen by the faction controlling the artifact) generate 50 percent fewer research points (minor) or 100 percent fewer research points (major) 4 Stable AI All RCs and outposts in the system where the artifact is located (or in one adjoining system chosen by the faction controlling the artifact) generate 50 percent more research points (minor) or 100 percent more research points (major) 5 Advanced combat technology I All ground and orbital forces belonging to one faction (chosen by the faction controlling the artifact) in the system where the artifact is located (or in one adjoining system chosen by the faction controlling the artifact) gains a minus 1 modifier (minor) or a minus 2 modifier (major) to all combat that occurs in that system 6 Advanced combat technology II All ground and orbital forces belonging to one faction (chosen by the faction controlling the artifact) in the system where the artifact is located (or in one adjoining system chosen by the faction controlling the artifact) gain a plus 1 modifier (minor) or a plus 2 modifier (major) to all combat that occurs in that system 7 Synthetic pestilence All factions with colonies or homeworlds in the system where the artifact is located (or in one adjoining system chosen by the faction controlling the artifact) gain a minus 2 modifier (minor) or a minus 4 modifier (major) to their next agricultural check 8 Genetically enhanced crops All factions with colonies or homeworlds in the system where the artifact is located (or in one adjoining system chosen by the faction controlling the artifact) gain a plus 2 modifier (minor) or a plus 4 modifier (major) to their next agricultural check 9 Malicious nanomachine code All factions with colonies or homeworlds in the system where the artifact is located (or in one adjoining system chosen by the faction controlling the artifact) gain a minus 2 modifier (minor) or a minus 4 modifier (major) to their next economic check 10 Nanomachine micro assemblers All factions with colonies or homeworlds in the system where the artifact is located (or in one adjoining system chosen by the faction controlling the artifact) gain a plus 2 modifier (minor) or a plus 4 modifier (major) to their next economic check In order for the powers of an artifact to take effect, it must begin its turn on the surface of a planet or moon and perform no other action that turn. In addition, the faction controlling the artifact may decide whether or not to activate the artifact that turn, as well as the system where the artifact’s powers will take effect. Once an artifact is activated it will continue to have its listed effect until the faction controlling states otherwise or it is captured, disabled or destroyed. Artifacts can be detected through orbital scans but cannot be activated on a spacecraft, although the can be transported like any other unit after it has been unlocked. Factions that are experiencing an effect as a result of an artifact’s activation will be informed that an artifact is the source of the effect but will have to perform additional operations in order to determine its location and owner. Artifacts can be transferred between factions like any other unit both before and after they have been unlocked. An artifact can be destroyed by a successful espionage operation or if the spacecraft carrying it is destroyed. An artifact can be captured if the buildings on the planet or moon where it is located are captured by another faction and if any ground forces belonging to the faction that controls it are destroyed. It can also be captured if the spacecraft carrying it is captured by another faction. If the planet or moon where an artifact is located is blockaded, its effect are limited to the surface its planet or moon and faction-wide effects (such as a positive or negative modifiers for economic or agricultural checks) do not occur. Artifacts cannot be targeted by orbital bombardments or special tactics. New ops: Identify artifacts Reveals location and type of all artifacts controlled by target faction********* Immediate Hard 2 spies Disable artifact Artifact is disabled but still under the control of target faction 1d4 turns Hard 2 spies or 50 soldiers Destroy artifact Artifact is destroyed Immediate Very Hard 4 spies or 100 soldiers ********* Can only be carried out on homeworlds and/or planets or moons where a Research Colony or a Class V Mercenary, Pirate or Corporate Outpost is present.
  13. Earlier
  14. Alright, so we're going to go with a slightly downgraded version of the accelerated start, meaning that people will start with a bit extra but not quite as much as last time. I think that the last accelerated start was a good innovation, in that it allowed things to heat up a bit more quickly, so we'll be doing a variation of that again. But yeah, here's the plan: 1) For Govs; - A fully surveyed home system, meaning every planet and moon in your HS is already surveyed and ready to be mined (you can build said mines or trading emporiums with your starting monies) - A free medium tech of your choice - 300b in starting monies for units and buildings - One colony with a starting population of 26m inhabitants in your HS If someone would prefer to forgo the colony then they can instead select an additional medium tech to start with. 2) For non-Govs - Outposts in 5 systems to start with, rather than 3 - A free medium tech of your choice - 45b in starting monies for units and buildings - One colony with a starting population of 26m inhabitants in a system in which you have an outpost (it can't be in another players' HS) If someone would prefer to forgo the colony then they can instead select an additional medium tech to start with.
  15. So many choices (well four choices anyways).
  16. Round VII Changelog

    Updated: Both an industrial complex and a colonial military command building is required to build armour and aircraft on a colony world, while only an industrial complex is required to build armour and aircraft on a homeworld or outpost. Unique units Unique units come in five variants: Generals, Admirals, Colonial Administrators, Trade Envoys and Spies. Each unit can only be built at its associated building type (CMC or Class IV or V outposts for Generals and Admirals, CAOs for Colonial Administrators, Consulates for Trade Envoys and CIFs/Class IV or V outposts for spies) and the number of a particular unique unit type can never exceed the combined capacity of its associated building type. This means that if a faction controls 4 Class IV CIFs, it can have no more than 16 spies at any given time or if it controls 3 Class CMCs it can have no more than 6 generals or admirals at any given time. Unique units that are built on a planet can be moved to another planet, but the capacity limit for its unit type still applies faction wide. Generals, admirals, trade envoys and colonial administrators move as normal infantry units, in that they must be transported to a different planet or moon by a spacecraft with sufficient carrying capacity. Spies, on the other hand, can move freely between consulates or Class IV or V outposts and colonies, homeworlds or Class IV or V outposts controlled by their faction in the same or adjoining systems without requiring transport by a spacecraft. Spies may only move the equivalent of one system per turn by this method and cannot be detected by planetary scanning upon their arrival. Spies may move between consulates or Class IV or V outposts and colonies, homeworlds or Class IV or V outposts controlled by another faction, provided that they have obtained permission to do so from the faction that controls the exit and entry point they intend to use. In order for a colonial administrator or trade envoy to grant its bonuses during its turn, they must begin their turn on a colony or consulate under the control of their faction and perform no other action that turn. In order for a general to provide combat bonuses for ground forces under the control of its faction, it must participate in ground combat that is taking place on the surface of the planet or moon where it starts its turn. An admiral provides combat bonuses to all spacecraft in orbit of the same planet or moon when it starts its turn onboard a ship that is engaging in combat that turn. Generals, admirals, colonial administrators and trade envoys can be killed by espionage operations performed by SFs, while spies can be captured when they fail to successfully carry out an espionage operation. Generals can also be killed when the military forces they are commanding are wiped out, while admirals are killed in combat when the ship transporting them is disabled, captured or destroyed. Colonial administrators and trade envoys are killed when all troops and buildings controlled by their faction on the planet where they are stationed are captured or destroyed. Any unique units being transported by spacecraft are killed when those spacecraft are captured, disabled or destroyed. Unique units cannot be targeted by specific tactics, except in the sense that the spacecraft carrying a unique unit can be targeted and destroyed, resulting in the death of any unique unit on board. If a faction loses control of the buildings associated with a unique unit type and that results in the numbers of that unit type exceeding the faction-wide capacity, unique units of that type must be disbanded the following turn down to a number equal to or below the new unit type capacity.
  17. Round VII Changelog

    Updated modifiers: The target has at least as many SFs as the faction conducting the op assigned to counterintelligence operations on the planet or spacecraft being targeted (does not apply to operations carried out by spies) -3 The target has at least as many spies as the faction conducting the op assigned to counterintelligence operations on the planet or spacecraft being targets (does not applies to operations carried out by SFs) -3 Operation is carried out by a spy +3 Units used to conduct the operation are exclusively ‘elite’ soldiers with special forces training +3 Operation is carried out by forces or spies owned by a mercenary group +1 If an operation is a success, the outcome will be applied at the beginning of the next turn, except when a spacecraft is hijacked or disabled, in which case the effect is immediate. If the operation is a failure, the result varies. If the operation was carried out by SFs, any SFs involved will be killed and the identity of the faction that made the espionage attempt will be revealed to the intended victim. If the operation was carried out by a spy, the spy is captured by the faction it attempted to conduct the operation against. Once a spy is captured, an attempt can be made to interrogate by the faction that has captured. If an interrogation takes place, a die roll is made to determine the results: Roll 1d6 Result 1 The spy dies without revealing any information 2 to 4 The spy does not reveal any information 5 or 6 The spy reveals that faction that controls them and the means by which they reached the planet where the operation took place. Regardless of whether it succeeds or not, an interrogation takes an entire turn to conduct. If they are not interrogated, captured spies can be moved like a normal ground unit, including being loaded aboard a spacecraft and transported to another planet or moon. If more than one spy is captured during an operation, one roll is made for the group regardless of how many are interrogated. Special Forces (SFs) or spies that are not actively engaged in combat will automatically be assigned to counterintelligence operations on a planet or spacecraft during their turn. Doing so provides a -3 modifier to attempted espionage against the target that the SFs or spies are protecting if the number of troops or spies engaged in counterintelligence are equal to or greater than the number of enemy SFs engaged in the operation. Only SFs or spies can conduct counterintelligence operations and only against units of the same type. Espionage Guide The purpose of this list is to provide a guideline for espionage and outline the system used to cost different operations (as well as the effect they have). It is not meant to be exhaustive – players are welcome to design custom operations that will be integrated into the existing list as appropriate. Type Effect Duration Difficulty Soldiers or spies Required Spread Unrest (Occupied Colony) -1 modifier to Unrest die roll Until next unrest check Small 1 spy Spread Unrest (Occupied Colony) -2 modifier to Unrest die roll Until next unrest check Medium 1 spy Spread Unrest (Occupied Colony) -3 modifier to Unrest die roll Until next unrest check Hard 2 spies Spread Unrest (Occupied Colony) -4 modifier to Unrest die roll Until next unrest check Very Hard 2 spies Spread Unrest (Faction-wide) +1 modifier to Unrest die roll* Until next unrest check Hard 3 spies Spread Unrest (Faction-wide) +2 modifier to Unrest die roll* Until next unrest check Very Hard 4 spies Inspect current research Reveals type and progress of tech(s) currently being researched by target faction Immediate Small 1 spy Inspect all research Reveals all tech researched by target faction Immediate Medium 1 spy Sabotage research Removes 2d4+2 points from all tech(s) currently being researched by target faction** Immediate Hard 2 spies Steal research Gain 1 to 2 small techs researched by target faction** Immediate Very Hard 2 spies Identify all colonies Reveals location of all colonies owned by target faction Immediate Medium 1 spy Identify colony types Reveals location and type (shield, trade, manufacturing, research or none) of all colonies owned by target faction Immediate Hard 2 spies Identify colony defences Reveals location of and ground forces present on all colonies owned by target faction*** Immediate Very Hard 2 spies Inspect finances Reveals cash reserves held by target faction Immediate Medium 1 spy Sabotage finances Removes 2d6+2 billion from cash reserves held by target faction**** Immediate Hard 2 spies Inspect construction Reveals buildings and units under construction by target faction at that location Immediate Medium 1 spy Inspect construction (faction-wide)******** Reveals all buildings and units under construction by target faction Immediate Hard 2 spies Sabotage construction Delays selected unit or building under construction by target faction***** 1d4 turns Hard 2 spies Assassinate military leadership (general) Targeted general is killed Immediate Hard 50 soldiers Assassinate military leadership (space) Targeted admiral is killed Immediate Hard 50 soldiers Assassinate colonial administrator Targeted colonial administrator is killed Immediate Hard 50 soldiers Assassinate trade envoy Targeted trade envoy is killed Immediate Medium 25 soldiers Disable spacecraft Target spacecraft is disabled but still under the control of target faction 1d4 turns Hard Soldiers equal to at least 25% of spacecraft crew Capture spacecraft Target spacecraft is captured******* Immediate Very Hard Soldiers equal to at least 25% of spacecraft crew Destroy spacecraft Target spacecraft is destroyed Immediate Very Hard Soldiers equal to at least 25% of spacecraft crew Disable building Target building is disabled but still under the control of target faction Immediate Hard 50 soldiers per level of building Destroy building Target building is destroyed Immediate Very Hard 50 soldiers per level of building False Flag Operation Target faction receives a notification implicating a third party in an unsuccessful espionage operation against it Immediate Hard 50 soldiers or 2 spies Locate captured spy Reveals location and status of captured spies held by target faction is revealed Immediate Hard 2 spies Assassinate captured spy Captured spy is killed Immediate Hard 25 soldiers or 3 spies Recover captured spy Captured spy is freed and returns to the control of its original faction Immediate Very Hard 50 soldiers or 4 spies Identify uniques units Reveals location and type of all generals, admirals, trade envoys and colonial administrators owned by target faction******** Immediate Medium 1 spy * Can only be carried out on homeworlds. ** Can only be carried out on homeworlds and/or planets or moons where a Research Colony or Class IV or larger Mercenary, Pirate or Corporate Outpost is present. Maximum one operation against target faction per turn. *** Can only be carried out on homeworlds and/or planets or moons where a Shield Colony is present. **** Can only be carried out on homeworlds and/or planets or moons where a Trade Colony or Class IV or larger Mercenary, Pirate or Corporate Outpost is present. Maximum one operation against target faction per turn. ***** Can only be carried out on planets or moons where the building or units are currently under construction. ****** If target spacecraft are transporting 1,000 or more soldiers if is automatically destroyed (rather than captured) if the operation is a success. Space fighters cannot be hijacked or destroyed through espionage. ******* Can only be carried out on homeworlds and/or planets or moons where a Manufacturing Colony or Class IV or larger Mercenary, Pirate or Corporate Outpost is present. ******** Can only be carried out on homeworlds, colony and/or planets or moons where a Class IV or larger Mercenary, Pirate or Corporate Outpost is present. Updated: Class V: Massive Corporate Franchise Personnel capacity: Up to 25,000 personnel Equipment capacity: Up to 2,500 tons of equipment Maximum military leader capacity: 1 Maximum spy capacity: 1 Refueling capacity: Up to 30,000 tons Research modifier: +5 Construction time: 10 turns Cost to construct: 30 billion Maintenance costs: 1.5 billion per turn Class IV: Very Large Pirate Stronghold Personnel capacity: Up to 15,000 personnel Equipment capacity: Up to 1,500 tons of equipment Maximum building capacity (at any one time): 30,000 metric tons Maximum military leader capacity: 1 Maximum spy capacity: 1 Refueling capacity: Up to 30,000 tons Detection modifier: +0 Research modifier: +3 Construction time: 8 turns Cost to construct: 15 billion Maintenance costs: 750 million per turn Class V: Massive Pirate Stronghold Personnel capacity: Up to 25,000 personnel Equipment capacity: Up to 2,500 tons of equipment Maximum military leader capacity: 1 Maximum spy capacity: 2 Maximum building capacity (at any one time): 50,000 metric tons Refueling capacity: Up to 30,000 tons Detection modifier: +2 Research modifier: +4 Construction time: 10 turns Cost to construct: 30 billion Maintenance costs: 1.5 billion per turn Class IV: Very Large Mercenary Barracks Personnel capacity: Up to 25,000 personnel Equipment capacity: Up to 2,500 tons of equipment Maximum military leader capacity: 1 Maximum spy capacity: 1 Refueling capacity: Up to 25,000 tons Research modifier: +3 Construction time: 8 turns Cost to construct: 15 billion Maintenance costs: 750 million per turn Class V: Massive Mercenary Barracks Personnel capacity: Up to 50,000 personnel Equipment capacity: Up to 5,000 tons of equipment Maximum military leader capacity: 1 Maximum spy capacity: 2 Refueling capacity: Up to 25,000 tons Research modifier: +4 Construction time: 10 turns Cost to construct: 30 billion Maintenance costs: 1.5 billion per turn
  18. Round VII Changelog

    Before: Airborne Early Warning Weapons: none Armor: Light Transport weight: 150 metric tons each Range: Planetary (unless transported elsewhere via spacecraft) Construction Time: 3 turns Combat value: 250 points Cost: 300 million Upkeep: 30 million per turn Unique Trait (air support): The combat value of all friendly air units is increased by 50 percent when fighting alongside an AEW. If the AEW is damaged or destroyed this bonus no longer applies. After: Airborne Early Warning Weapons: none Armor: Light Transport weight: 150 metric tons each Range: Planetary (unless transported elsewhere via spacecraft) Construction Time: 3 turns Combat value: 250 points Cost: 300 million Upkeep: 30 million per turn Unique Trait (air support): The combat value of all friendly air units is increased by 25 percent when fighting alongside an AEW. If the AEW is damaged or destroyed this bonus no longer applies. Colonial Administrative Office Types Max one colonial administrative office per homeworld Colonial administrative offices cannot be built by corporate, mercenary and pirate factions Class I: Small Colonial Administrative Office Maximum colonial administrator capacity: 3 Construction time: 3 turns Cost to construct: 5 billion Maintenance costs: 250 million per turn Class II: Medium Colonial Administrative Office Maximum colonial administrator capacity: 6 Construction time: 6 turns Cost to construct: 10 billion Maintenance costs: 500 million per turn Class III: Large Colonial Administrative Office Maximum colonial administrator capacity: 12 Construction time: 9 turns Cost to construct: 20 billion Maintenance costs: 1 billion per turn Consulate Types Max one consulate per colonized planet or moon Consulates can only be built by a faction that does not control the colony on which they are built Consulates cannot be built by corporate, mercenary and pirate factions Class I: Consulate Maximum trade envoy capacity: 1 Construction time: 3 turns Cost to construct: 5 billion Maintenance costs: 250 million per turn Unique Trait (diplomatic immunity): Spies can move freely between consulates and colonies, homeworlds or Class IV or larger outposts controlled by their faction in the same or adjoining systems without requiring transport by a spacecraft (this process takes the spy’s entire turn). Spies belonging to factions other than the faction that owns the consulate can move in this fashion with the permission of the faction that owns the consulate. Unique units General Weapons: Light Armour: Light Transport weight: 0.5 metric tons each Range: Planetary (unless transported elsewhere via spacecraft) Construction Time: 6 turns Combat value: None Cost: 2.5b Upkeep: 250 million per turn Unique Trait (leadership): A general increases the total CV of all ground units belonging to its faction by 25 percent in any ground combat in which it participates. A faction that has a general participating in a ground combat also does not receive any penalty for using specialized tactics in that battle that turn. Only one general can grant bonuses per ground combat and those bonuses only apply to forces participating in combat on the surface of the planet where the general is stationed. Admiral Weapons: Light Armour: Light Transport weight: 0.5 metric tons each Range: Planetary (unless transported elsewhere via spacecraft) Construction Time: 6 turns Combat value: None Cost: 2.5b Upkeep: 250 million per turn Unique Trait (leadership): An admiral increases the total CV of all spacecraft belonging to its faction by 25 percent in any orbital combat in which it participates. In order to participate in an orbital combat, an admiral must be on board one the spacecraft participating in the battle. A faction that has an admiral participating in an orbital combat also does not receive any penalty for using specialized tactics in that battle that turn. Only one admiral can grant bonuses per orbital combat and those bonuses only apply to forces participating in combat in orbit of the planet where the admiral is stationed. Colonial Administrator Weapons: None Armour: None Transport weight: 0.5 metric tons each Range: Planetary (unless transported elsewhere via spacecraft) Construction Time: 6 turns Combat value: None Cost: 2.5b Upkeep: 250 million per turn Unique Trait (administration): When it spends its entire turn on a colony controlled by its faction, a colonial administrator provides an additional plus 25 percent population growth and plus 25 percent tax revenue for the colony that turn. Only one colonial administrator can grant this bonus per colony per turn and this bonus cannot be provided to tax revenue or population growth on homeworlds. Trade Envoy Weapons:None Armour: None Transport weight: 0.5 metric tons each Range: Planetary (unless transported elsewhere via spacecraft) Construction Time: 4 turns Combat value: None Cost: 1.5b Upkeep: 150 million per turn Unique Trait (Trade contracts): When it spends its entire turn at a consulate on a colony or homeworld belonging to another faction, a trade envoy generates 3b per turn in income for both the faction that owns the consulate and the faction that hosts it. Only one trade envoy can grant this bonus per consulate per turn. Spy Weapons: Light Armour: None Transport weight: 0.5 metric tons each Range: Planetary (unless transported elsewhere via spacecraft) Construction Time: 4 turns Combat value: None Cost: 1.5b Upkeep: 150 million per turn Unique Trait (espionage): Spies can perform certain espionage operations when they begin their turn on the surface or in orbit of a planet or moon. Spies cannot be detected by orbital scans but can be captured and interrogated if they fail in an espionage operation. Updated: All governments begin with the following resources: A Class IV Shipyard, a Class V Dock and a Class I Colonial Administrative Centre Updated: In addition, mercenaries receive the following permanent bonuses in addition to their faction traits: +1 research modifier and a per-turn income bonus of 0.5b for every different faction that hosts a mercenary outpost on a colony or homeworld that they control (up to a maximum of +10 research modifier and 5b per turn). This is in addition to any bonuses granted by the mercenary outpost themselves. The faction hosting the mercenary outpost also receives an income bonus of 0.5b per turn (maximum 2.5b per turn) Updated: +1 research modifier and a per-turn income bonus of 0.5b for every different faction that hosts a corporate outpost on a colony or homeworld that they control (up to a maximum of +10 research modifier and 5b per turn). This is in addition to any bonuses granted by the corporate outpost themselves. The faction hosting the corporate outpost also receives an income bonus of 0.5b per turn (maximum 2.5b per turn)
  19. Round VII Changelog

    1) Colonial Military Command Types Max one colonial military command per colonized planet or moon A colonial military command can only be constructed on a colony world and is required by government factions to build soldiers, armour and aircraft. Corporate, Mercenary and Pirate groups use the relevant outpost statistics when building soldiers unless they own the colony in question, in which case a colonial military command is required to build soldiers past the capacity of any outposts that are present. A colonial military command is not required to raise soldiers on a homeworld and troops and equipment that are removed or landed on a colony world do not count toward the personnel cap of the building, although if the number of troops on a colony exceeds the capacity of the colonial military command, additional troops cannot be raised until the total is lower than the CMC capacity. Class I: Small Colonial Military Command Personnel capacity: Up to 100,000 personnel Equipment capacity: Up to 10,000 tons of equipment Maximum military leaders capacity: 1 Construction time: 4 turns Cost to construct: 5 billion Maintenance costs: 250 million per turn Class II: Medium Colonial Military Command Personnel capacity: Up to 200,000 personnel Equipment capacity: Up to 20,000 tons of equipment Maximum military leaders capacity: 1 Construction time: 6 turns Cost to construct: 10 billion Maintenance costs: 500 million per turn Class III: Large Colonial Military Command Personnel capacity: Up to 400,000 personnel Equipment capacity: Up to 40,000 tons of equipment Maximum military leaders capacity: 2 Construction time: 8 turns Cost to construct: 20 billion Maintenance costs: 1 billion per turn 2) Class IV: Very Large Mercenary Barracks Personnel capacity: Up to 25,000 personnel Equipment capacity: Up to 2,500 tons of equipment Maximum military leaders capacity: 1 Refueling capacity: Up to 25,000 tons Research modifier: +3 Construction time: 8 turns Cost to construct: 15 billion Maintenance costs: 750 million per turn Class V: Massive Mercenary Barracks Personnel capacity: Up to 50,000 personnel Equipment capacity: Up to 5,000 tons of equipment Maximum military leaders capacity: 1 Refueling capacity: Up to 25,000 tons Research modifier: +4 Construction time: 10 turns Cost to construct: 30 billion Maintenance costs: 1.5 billion per turn 3) Class IV: Very Large Pirate Stronghold Personnel capacity: Up to 15,000 personnel Equipment capacity: Up to 1,500 tons of equipment Maximum building capacity (at any one time): 30,000 metric tons Maximum military leaders capacity: 1 Refueling capacity: Up to 30,000 tons Detection modifier: +0 Research modifier: +3 Construction time: 8 turns Cost to construct: 15 billion Maintenance costs: 750 million per turn Class V: Massive Pirate Stronghold Personnel capacity: Up to 25,000 personnel Equipment capacity: Up to 2,500 tons of equipment Maximum military leaders capacity: 1 Maximum building capacity (at any one time): 50,000 metric tons Refueling capacity: Up to 30,000 tons Detection modifier: +2 Research modifier: +4 Construction time: 10 turns Cost to construct: 30 billion Maintenance costs: 1.5 billion per turn 4) Class IV: Very Large Corporate Franchise Personnel capacity: Up to 15,000 personnel Equipment capacity: Up to 1,500 tons of equipment Maximum military leaders capacity: 1 Refueling capacity: Up to 15,000 tons Research modifier: +4 Construction time: 8 turns Cost to construct: 15 billion Maintenance costs: 750 million per turn Class V: Massive Corporate Franchise Personnel capacity: Up to 25,000 personnel Equipment capacity: Up to 2,500 tons of equipment Maximum military leaders capacity: 1 Refueling capacity: Up to 30,000 tons Research modifier: +5 Construction time: 10 turns Cost to construct: 30 billion Maintenance costs: 1.5 billion per turn 5) Class IV: Large Counter Intelligence Facility Maximum spy capacity: 4 Construction time: 8 turns Cost to construct: 20 billion Maintenance costs: 1 billion per turn Modifier: +4 to all friendly espionage attempts on the planet on and around where the facility is located, -4 to all hostile espionage attempts on the planet on and around where the facility is located Class III: Medium Counter Intelligence Facility Maximum spy capacity: 3 Construction time: 6 turns Cost to construct: 15 billion Maintenance costs: 750 million per turn Modifier: +3 to all friendly espionage attempts on the planet on and around where the facility is located, -3 to all hostile espionage attempts on the planet on and around where the facility is located Class II: Small Counter Intelligence Facility Maximum spy capacity: 2 Construction time: 4 turns Cost to construct: 10 billion Maintenance costs: 500 million per turn Modifier: +2 to all friendly espionage attempts on the planet on and around where the facility is located, -2 to all hostile espionage attempts on the planet on and around where the facility is located Class I: Very Small Counter Intelligence Facility Maximum spy capacity: 1 Construction time: 2 turns Cost to construct: 5 billion Maintenance costs: 250 million per turn Modifier: +1 to all friendly espionage attempts on the planet on and around where the facility is located, -1 to all hostile espionage attempts on the planet on and around where the facility is located 6) Max one mine or trading emporium per planet or moon 7) Trade Colony Types Max one trade colony per colonized planet or moon Trade colonies cannot be built on homeworlds Class I: Trade Colony Population modifier: +0% population growth Income modifier: +25% tax revenue Espionage modifier: +1 to espionage against controlling faction Construction time: 2 turns Cost to construct: 10 billion Maintenance costs: 500 million per turn Class II: Trade Colony Population modifier: +25% population growth Income modifier: +50% tax revenue Espionage modifier: +2 to espionage against controlling faction Construction time: 4 turns Cost to construct: 20 billion Maintenance costs: 1 billion per turn Class III: Trade Colony Population modifier: +50% population growth Income modifier: +50% tax revenue Espionage modifier: +3 to espionage against controlling faction Construction time: 6 turns Cost to construct: 30 billion Maintenance costs: 1.5 billion per turn Class IV: Trade Colony Population modifier: +75% population growth Income modifier: +75% tax revenue Espionage modifier: +4 to espionage against controlling faction Construction time: 8 turns Cost to construct: 40 billion Maintenance costs: 2 billion per turn 8) Trading Emporium Types Max one mine or trading emporium per planet or moon Max three trading emporiums per system Class I: Small Trading Emporium Maximum trade ship capacity: 1 Construction time: 2 turns Cost to construct: 2.5 billion Maintenance costs: 125 million per turn Class II: Medium Trading Emporium Maximum trade ship capacity: 2 Construction time: 4 turns Cost to construct: 5 billion Maintenance costs: 250 million per turn
  20. Before: Fighter Crew: 1 Weapons: Light Armor: Light Carrying capacity: N/A Weight: 75 metric tons Range: 1 turn (intra-system only) Construction Time: 2 turns Combat Value: 80 points (60 points Offence/20 points Defence) Cost: 500 million Upkeep: 25 million per turn After: Fighter Crew: 1 Weapons: Light Armor: Light Carrying capacity: N/A Weight: 75 metric tons Range: 1 turn (intra-system only) Construction Time: 2 turns Combat Value: 80 points (60 points Offence/20 points Defence) Cost: 650 million Upkeep: 35 million per turn Unique Trait (target rich environment): When fighters make up 50 percent or more of the total CV of an attacking or defending force, the CV of all fighters in combat is halved. Before: Research-oriented [10 points] All research modifiers granted by outposts are doubled After: Research-oriented [10 points] All research modifiers granted by outposts are increased by 50 percent (rounded down) Revolts: Roll 1d20 Result 0 or less 1d4 colonies revolt 1 1d4-2 colonies revolt (negative numbers are always rounded up to one) 2 1 colony revolts 3 or more No colonies revolt Reverse engineering changes: 1) Reverse engineering can only be attempted once per turn per type of captured spacecraft. 2) If an attempt to reverse engineer is unsuccessful, a roll is made to determine whether the ship is destroyed during the process: Roll 1d6 Result 1-3 The spacecraft is destroyed 4-6 The spacecraft is undamaged If a spacecraft is not destroyed by an unsuccessful reverse engineering attempt, another attempt can be made to reverse engineer its technology on subsequent turns. Tech trading: All technology trades require a base amount to be paid by both the faction providing the tech and the faction receiving it. For medium techs, this cost is 25b for both parties, while large techs cost 50b to trade and very large techs cost 75b. A single faction can voluntarily pay the cost associated with trading for both parties, but the total amount must be allocated on the turn the technology changes hands in order for the trade to take place. This ‘trading fee’ represents the costs associated with adapting the new tech to the existing technology of its new owners and is in addition to any other technology, cash or other inducements that are provided in exchange for the traded tech.
  21. Stuff and Things

    Okay so I want to start this out with a fairly simple statement....Curu, YOU CANT FORCE PLAYER INTERACTION NO MATTER HOW MUCH YOU WANT TO. Now to elaborate on that it's fairly simple, if a person does not want to deal with other players much, they won't. Anything you try to do game wise to try and force a mechanic is not going to have the desired effect. Even with these super war mechanics we are all talking about will NOT force a player to interact since they can easily just ignore it. I 100% understand why you are trying so hard to force interaction, because we did nothing for like 50 turns, however I would like to point out that in this RP there are 2 roads right now, you either go to war, or you turtle, that's it. The issue this round is that everyone decided to turtle, usually we have some more aggressive people but panzer joined late and I decided to go passive this round, some people will always be more passive, it's just how they are, trying to force them to play a way they don't want to will just make them not join in the first place. Now moving on, I do agree we need some more mechanics, not really for forcing interaction though, it's more for stuff to do. A big issue right now imo is that like I said, it's either war or turtle and do nothing. So we need some more things to do to keep us interested in between wars. Now we have talked about a few things in discord but they are ALL military related, things to try and prod people into war over stuff and let me say that based on what I have seen from players that doing these things will only have the people that already are more aggressive be more aggressive, the people that just want to sit back and chill will do just that, they can live without a good planet or a cool artifact and in the extreme case of the (imo) silly tech resource thing they will just live without certain techs. This goes back to how you just cant force some people to do something they just dont want to do. There is one thing you need to understand with this and all RPs like this....Not everyone plays to fight, and as long as people are enjoying themselves I see no issue with that, the issue is we also need to entertain Curu and keep him invested, and the only way we can do that is through war. Now after that little rant I will move on to the mechanic I personally like the most that we talked about, the artifact. Now I like the artifact WAY more than the planet idea for a few reasons, the first being that taking a planet is very hard and costly if it's well defended, and a treasure world or whatever you want to call it will be well defended, probably to the point that taking it would not even be worth the cost. But an artifact could be taken through military force, or through espionage. Now lets look at some things we could do with these artifacts: Move them around with ships, this would make them more vulnerable to an attack during transportation but would let you move it if you think someone found out where it was or was coming for it. Let people spy to find it's location (if it's on a ship maybe tell where the ship currently is?) Let people then spy at that location to try and steal it If they do steal it make them then need to bring it back giving the other faction a chance to try and get it back Let people just straight up fight openly for it, this would usually be in space since a ground fight is harder but if they want it badly enough they could try and fight on the planet for it As for what they will do I would make them have a system wide effect while on a planet (maybe restrict it to a colony/stronghold(or other non-gov thing) or even maybe an FOB). This way people could not just keep them on a ship, but it would also let people move them around to give different systems different bonuses, like maybe one artifact gives a boost to CV, so you might move that into a system you think is about to get attacked. One gives a bonus to mine income so you move it into your best mining system. The biggest question with these is scale. How many do we want to have? We could have a decent amount but they are all very specific for certain things and not crazy OP or we could have a few, really powerful ones. Personally I think having a few more with more varied effects is better. You could even put them on specific planets at the start of the round, and when people scan/survey the planet they might detect something, then they need to go down and actually look for it. This way people won't know how many there are, and it will just be another thing to do, search for the artifacts. The big concern I have here though is that I don't think they will be contested that much. Spying could have you go undetected, or it could reveal you, and most people don't spy too much because if you get discovered, there is a big chance it will lead to war, thus I am putting forward my 2nd major change...A change to how spys work when discovered. So right now when a spy is discovered you just know who did it, my change is to make the faction that caught the spy do interrogations to find out who they work for. This would be in the form of a dice roll every turn, and every turn the dice roll odds get more and more in favor of success (basically the spy reaching the breaking point). Now the entire reason behind this time gating is to give the other faction the chance to attempt a rescue operation. Now this could go even more in depth by letting the faction doing the interrogation actually move the enemy spy to a different location before beginning, meaning the other faction would need to actually find out where they went, this would mean it takes more time to find out who did it, but also makes it less likely for interference. This would add a whole new level to spying, failure would no longer mean instant discovery and possible war, you would get a chance to fix things, and would give non-govs some more work possibly as well since they could be hired to go rescue the spy in your place, in fact that would be better since if they are discovered while trying the rescue the other person won't know who hired them in the first place. Now along with this I would like to actually add a "Spy" unit, instead of just always using SF for everything, you could even make a new building that lets you build up spies to a cap so people could focus more on that if they wanted, but that might be going to far right now so idk.
  22. Mad Titan's Application [Accepted]

    Congratulations! Your application has been ACCEPTED! You are now an academy student. You will receive a message in your inbox shortly explaining what to do from here, so please keep a lookout for that. In the meantime, you can introduce yourself in this thread if you want.
  23. Nation Name: Atalantis Nation Link: https://politicsandwar.com/nation/id=143117 Previous alliances and Previous Positions: Empire of the moonlit sakura Have you done something to piss someone off in P&W?: no What skills can you offer BK?: i hope that i can contribute to wars and i can also counter for our people if need be We are a military alliance, which means you will be required to stockpile a warchest (stockpile of resources and money) which will cut into your growth, are you okay with this?: yes
  24. Chosen of Eilistraee's Application [Accepted]

    Congratulations! Your application has been ACCEPTED! You are now an academy student. You will receive a message in your inbox shortly explaining what to do from here, so please keep a lookout for that. In the meantime, you can introduce yourself in this thread if you want.
  25. Chosen of Eilistraee's Application [Accepted]

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