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Curufinwe

Round VII Changelog

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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.

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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

 

 

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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)

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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     

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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.
 

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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.

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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.
 

 

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