IC-ThreadSo after going over the Mandate Ruleset again and again, reordering pieces here and there throwing out others and at one time replacing the whole system with a Babylon 5 Style Game, i have returned to Same Old: Welcome to Houses of the Rising Suns III.
This will be in a new Universe since What happened in two didn't leave much of the Homeworlds intact or useable.
So what is this here?
Houses of the Rising Suns is a 4X/Strategy/Diplomacy Game where players take the Roles of various Races, Empires or Factions vying for Power in the Galaxy.
Each of the 5 Players takes the Helm of a Major Faction in the Galaxy with several minor ones being about which can be integrated, ignored or destroyed.
The Map will be divided in Sectors, each Sector may contain up to five Worlds.
Each Player starts with 5 General Worlds. However during the game one may specialize his Worlds further:
A Planet has several important Stats and Resources:
Population Bonus: Each Planet has obviously a Population. Population Bonus determines the Growth Factor. To Achieve Growth Players have to invest surplus Food into a Colony. a General World for Example has a Population Bonus of 2. For each Food over per turn over the Current Planetary Population the Planets Population grows by 2. You can at most invest Two Food per turn surplus into a planet to achieve population growth. HOWEVER as stated further below you may also or instead immigrate an infinite amount of populace.
Example: Narn has a Pop of 3. This turn 4 Food are invested into it. Narns population grows by 2 to 5.
Food Modifier: Determines the Effectiveness of Growing Food on a Planet. The Modifier is multiplied with the Population assigned to the Agricultural Sector. Food can be stored (to a limit)
Example: Narn has a Food Modifier of 2. With 3 Population all working in the Agri Sector, 6 Food per turn are produced.
Production Modifier: Determines the Industry of the Planet. The Modifier is multiplied with the Population assigned to the Industrial Sector. Production cannot be stored. However surplus Production may be turned into Trade Goods. Production is used to produce Ships, Buildings, Troops and Warheads.
Influence Modifier: Determines the Effectiveness of Culture, Espionage, Religion and similiar Things. Influence is a catch all Term refering to the Players capability to Influence other Players or Minor Factions without resorting to Military Means. It will be explained later more thoroughly. The Modifier works as Production and cannot be saved, nor can it be turned into something else.
Taxation Modifier: Regardless of which Sector Population is assigned to, it will always pay Taxes, the Taxation Modifier determines how much exactly it pays.
There are several different kinds of Worlds:
Frontier Worlds Pop Bonus: 1, Production Modifier: 0.5 , Food Modifier: 2, Tax Modifier: 0.5, Influence Modifier: 0.5
Freshly established Colonies. Frontier Worlds will grow until they reach their Population Limit and will then turn into General Worlds.
General Worlds Pop Bonus: 2, Production Modifier: 2, Food Modifier: 2, Tax Modifier: 1, Influence Modifier: 2
Worlds who have not been specialized. They may be turned into Specialist Worlds. However a Specialist World takes 5 turns to be turned back into a General World.
Forgeworlds Pop Bonus: 1, Production Modifier: 5, Food Modifier: 0, Tax Modifier: 2, Influence Modifier: 1
Worlds covered in Industrial Complexes, Forgeworlds can produce entire Fleets at a mere Handwave. They rely however heavily on imported Food.
It costs 10 Production and 10 Credits to turn a General World into a Forgeworld.
Agri Worlds Pop Bonus: 1, Production Modifier: 0,5, Food Modifier: 5, Tax Modifier: 0,5, Influence Modifier: 2
Breadbaskets of the Galaxy, Agri Worlds are covered in farms, hydroponic gardens and similiar things, producing incredible amounts of food, but little else of value.
It costs 10 Credits and 10 Food to turn a World into a Agri-World.
Administrative World Pop Bonus: 1, Production Modifier: 1, Food Modifier: 1, Tax Modifier: 3, Influence Modifier: 3
There are two things no one can avoid, Death and Taxes. As Races hit the Galactic Stage and everything Grows so does the Bureaucracy. Bringing in Tax Payers money through Legal Cases, DUI, FUI and Speeding they produce good amounts of Money not to mention the Propaganda Centers and Intelligence Services do a splendid Job at keeping a Regime in place. It costs 20 Credits to turn a General World into an Administrative World.
Hive Worlds Pop Bonus: 5, Production Modifier 2, Food Modifier: 0, Tax Modifier: 2, Influence Modifier: 0
Cities that defy any and all mortal comprehension of size, Hiveworlds are Planets covered in one massive (or several) City. Totally reliant on Food Imports, these absolute detestable uncontrollable Eyesores are nonetheless useful in cultivating the Resource Man(or Alien). General Worlds who reach their Population Limit and grow beyond it turn into Hive Worlds.
Hub Worlds Pop Bonus: 2, Production Modifier 0, Food Modifier:0, Tax Modifier 2, Influence Modifier 5
Ah Hub Worlds. Tourist Planets, Noble Pleasure Worlds, or Trade Hubs all fall into this Category. They all have one in common, they produce money and are shining beacons of pleasure shown to the low masses just out of grasp. Here you can find anything and hire anyone. Although nobody contributes anything useful at all...Through the Appliance of 10 Influence and 10 Credits a Hub World may be created.
Worldships Pop Bonus: 0.5, Production Mod: 3, Food Mod: 3, Tax Mod: 3, Influence Mod: 3 (Strength 20)
Worldships are basically manouverable planets. No not that extreme but a Worldship is a truly magnificent sight to see, a sight only High Technology can achieve. Self-Contained and Sufficient Worldships allow its populace to roam freely among the stars.
Trade Fleets and their uses
Trade Fleets are basically flotillas of ships which carry all kinds of resources either to trade or to transport. Once you created a Trade Fleet (3 Production, 3 Money, No Upkeep), you can assign it to a Route on which it transports things: Food, Trade Goods or Strategic and Luxury Resources.
a Trade Route will travel a fixed route and may be ambushed by Pirates (other players buy them), piracy will be explained further down. They can also be held up by Planetary Blockades or destroyed by trying to break through them.
Trade Goods
Trade Goods are produced with Spare Production and can only be sent to foreign Nations. If sold to a Planet they will double the amount of resources one population unit produces for one turn.
Example: On Narn 1 Pop produces 2 Influence. They get sent one Trade Good which is then used on the Populace producing Influence. For one turn the Populace produces 4 Influence. If they get a continual Supply of Trade Goods they will of course continue to produce 4 instead of 2 Influence.
It is entirely possible to sent one another Trade Goods back and Forth to Produce more Trade Goods, to produce more Trade Goods to produce.....
Population Growth, Food Transport, Migration
The Population of a Planet cannot grow by more than two per turn, however it is entirely possible to transfer Population from one Planet to another. Migration costs 1 Money and allows the Transportation of One Unit of Populace to another Planet. Of course one can transport as many units of populace as one wants. However one needs to use Trade Fleets to transport the people and of course they can be ambushed by pirates.
Luxury and Strategic Resources
Special Resources may be found throughout the Galaxy. A Strategic or Luxury Resource is infinitely available and is only restricted by the amount of Populace that tries to extract it. Thus a Planet with 10 Population can produce up to 10 Units of that Resource. Luxury Resources may have various different effects but always work for the populace of an entire planet.
Research works quite simple: Players choose a Tech Tree and a Research Project ( don't worry there is a formalized Tech Tree) and if they don't invest anything they have a standard 1 in 1000 chance to discover something every round. Every Credit invested will increase the Chance by one (so: 1 in 1000, 2 in 1000, 3 in 1000, 4 in 1000 etc.).
Tech Trees are as follows:
Naval Research (Naval Tactics(Special Abilities for Ships), Ship Construction(unlocking of Ship Classes))
Ground Research (Weapons Research (New Types of Military Units), Defense Doctrines (unlocks Ground Defenses))
Civic Research (Bio-Engineering (Population Growth and Limits), Resource Management (Handling Of Trade and Resources))
Special Division( Intelligence Services (Espionage and Counterintelligence), Weapons of Mass Destruction, Unique Faction Techs))
Military
Generally there are two Types of Units which can be created:
Space Ships
Ground Troops
How they look what class they are and whether they are Tanks,Infantry or War-Titans i leave open to your intepretation.
Each Unit has a Strength Value, which not only represents its Value in a Battle but also works as it's Health Meter.
Ship and Ground Strength can range from 1 to 10.
If we talk Ships, 1 would represent either a Small Corvette or a Fighter Wing, While 10 represents Battleship or Carrier with Planet-Levelling Capabilities
Generally you pay ships for Strength:
A Strength 1 Ship costs you 1 Credit and has 1 Credit Upkeep.
A Strength 10 Ship costs you 10 Credits and has 10 Credits Upkeep.
A Strength 1 Ground Unit costs you 0.1 Credits and has 0.1 Credits Upkeep
A Strength 10 Ground Unit costs you 1 Credit and has 1 Credit Upkeep
Military Infrastructure
Through certain Civic and Military Researches Military Infrastructure is unlocked which can drastically change Ground Assaults and Orbital Bombardement.
I will only give a shrot summary of them to give you an idea what they do.
Fortresses protect your Regiments. In case of an Enemy Assault all incoming damage will be carried by the Fortress which will be reduced by one level for each Assault borne by the Fortifications. They also protect your troops from Orbital Bombardement.
Planetary Defense Networks will attack enemy Fleets in Orbit. They will damage them for each Action they perform iny our Orbit, be it bombardements or the landing of troops.
Automatic Defenses will attack enemy Landing troops. They will damage each incoming Assault Wave when they try to land.
Space Battles
Space Battles function vastly different from Ground Battles.
Each Ship Battle has Three Phases, after which one Fleet either Stands Down or Flees.
Usually a battle is handled the following way.
The summed up Fleet Strengths of Both Fleets are compared. The Difference in Strength is then added as damage to the weaker fleet. thus ends the Phase.
This would be a bland System, however Players also pm Battle Actions for their fleets before a Battle. battle Actions all have a certain Type and block another Type of Action. Battle Actions can vastly influence any battle and allow weaker fleets to obliterate vastly superior enemies if properly played.
At the beginning there are only three battle Actions available, however with Research and Stronger Ships more Actions become available:
Magnetic Field, is a Defense Type Action, which blocks Offense Type Actions. If it is successfully played the usual Strength vs. Strength goes on, however should your Fleet prove weaker you will recieve no damage.
Weapon Overclock is an Offensive Type Action, which blocks Tactical Actions, If it is successfully played you may add +1d10 to your Total Fleet Strength. If you have a Stregnth 2 Ship in your fleet you may add +2d10 and so on up to a maximum of +10d10 in case of a Strength 10 Ship.
Retreat, is an unblockable Action, it allows you to retreat out of the System or hide your fleet in it however the Enemy gain to SvS comparisons in which only you may recieve Damage.
TO make things clearer an Example battle:
Ardas and Azthors Fleets clash in the Orbit over Terra. Ardas has a Fleet Strength of 23 with 1 Strength 3 Ship and 20 Strength 1 Ships. Azthor only has a Fleet Strength of 10 with 7 Strength 1 Ships and 1 Strength 3 Ship.
For the First Phase Ardas had chosen the Level 3 Ability "Adaptive Strategy". Azthor chooses the Offensive Action "Weapon Overclock". Since Weapon Overclock blocks Tactic Actions, Ardas Fleet may not fire at all, instead his fleet recieves one volley of Azthors Fleet (10 Damage) plus the damage of 1d10. Azthor rolls a 1, thus Ardas Fleet recieves 11 Damage. His level 3 Ship absorbs two damage and 8 of his Level One Ships are Destroyed.
In the Second Phase Ardas Fleet Strength is dramatically lower with 13 containing 12 Level One Ships and one (1/3) Level 3 Ship. Azthor still has his 10 Strength. For the second phase Ardas had chosen Magnetic Field, while Azthor has chosen the same. Both Actions are played out. Since for both enemy Damage is ignored, nobody harms anyone.
In the Third Phase Ardas uses Adaptive Strategy again same as Azthor. this time Ardas does 3 Damage all of which hit the Level 3 Ship of Azthor and destroy it, thanks to the Adaptive Strategy Bonus.
The Battle is over and Azthor could now either flee the Sector, stand down and hope for Ardas to not attack again or attack himself. Now however since his only Strength 3 Ship is gone his fleet can only use the two level one abilities of magnetic Field and Weapon Overclock.
Ground and Boarding Battles.
Azthors fleet is on the run, and Ardas Fleet is now in Orbit. He Decides to plop down his troops immediately to take Terra. Ground Troops attack in Waves. Each Wave is compromised of 5 Units.
Similiar to Space Battles Defenders and Attackers will compare Strength Values, however both sides get an additional +1d10 roll to their attacks.
Generally once you Invade a Planet you first have to deal with any Defenders not squatting in a Fortress in an even Field Battle. Both players openly post(or pm) their Retreat Thresholds.
A Retreat Threshold determines at which point your troops turn around and go running. The Winner has One Extra Firing Turn on the retreating enemies (of course SvS not a full strength attack).
Defenders can only retreat from Open Field Battles if there are still Fortresses defended by your own men.
Once Ardas has beaten Azthors Defenders on the Field, he moves on to the Fortresses. He can freely decide which Fortresses he wants to take. Since Planetary and Automatic Defenses are Build upon Fortresses it may be prudent to attack those first to allow your Ships easier Space Support.
Defenders defending a Fortress are in a far more superior Position. All Damage they would recieve is instead absorbed by the Fortress, which loses a Level in doing so. This may cause defenders to suddenly find themselves without any fortifications to hide behind anymore. If those troops are not currently busy fighting for their dear lives they may choose to retreat.
inbetween Assault Waves a Defender aswell as an Attacker may cycle The Order in which His troops defend or attack. Troops may however not be cycled in or out of fortresses.
So Things start to look bleak and Azthor wants to rescue his Ground Troops before they all get themselves killed. If he still has a fleet in Orbit (which Ardas didn't attack, concentrating on taking Terra instead) he can send it down to evacuate his Troops. Evacuating a Planet is a long task and a Defender may only evacuate Units which count as Retreated. Units in Fortresses will hold out regardless.
For Each Assault Wave won or lost or for each level a fortress is reduced, Azthor may evacuate five of his Units. This makes Fortresses invaluable for last Stands. They buy you the time you need to evacuate your men. So what happens if he has no more Fortresses? A d6 is rolled for each retreated Unit and it is decided whether that Unit still has the will to fight to the end (4+) or whether it surrenders. However as long as a Fortress Stands he may retreat his units and send them back to the front as often as he wishes.
However to evacuate the Troops, Azthors fleet is getting far too close to the enemy fleet and has to sustain heavy Fire during the Evacuation process. For Every 5 Units evacuated the fleet sustains 1D5 Damage, if the invading Player wishes to engage the Evacuating Fleet.
Captured Units are turned into POWs, which can be released for a one time Influence Bonus or be sold into Slavery on the Black Market.
Finally, Boarding Battles. Since in the Game Ships double as Troop transports, starting at a certain size, it is possible to board enemy Ships as a Battle Action. Boarding Actions work similiar to Ground Battles, except that its One Unit against One Unit. If no Ground Units are on-board of a Ship, The Crew defends itself at a -2 Malus. If the Boarder is successfull the Ship is captured.
Once you control the Space or Ground of a planet you have a wide Range of Options to do as you please with your Victims
Controlling the Space of a Planet
Embargo allows you to Block any Luxury Resources, Migrants and Military Units from entering or leaving the Planet.
Raid Initiates a One Phase Combat Turn. Each of your Raiding Units engage one Random Enemy Unit, Strengths are compared and 1d5 added. If the Raider wins the exchange he can Plunder for one Turn, not necessarily destroying the Defending Unit. Look at Plunder for further Information.
Drop Invasion Troops see Ground Battle
Orbital Bombardement if you have High Enough Tech and a big enough Ship you can initiate this. Depending on what Kind of OB-weapons you carry with you, you can target Military Units, Civilians, Fortresses, Garrisons and even the Planet itself.
Controlling the Ground
Plunder Depending on the Wishes of the Raider, he may either Enslave one Population, steal one Unit of Stocked Trade Goods and/or Food or loot the Planet, taking one Credit (or Food or Trade Good) and reduces a random (or chosen) Statistic of the Planet by One.
Example: Ghazkull raids Narn with his troops. He has 2 Strength 5 Units and all successfully broke through the enemies defenses he decides to Loot Narns Agricultural Sector. the First unit will reduce the Food Modifier to 1, the second reduces it to 0.
A Planet can in this way be turned into a burning useless Ashland. It takes One Imported Trade Good and/or one Imported Food(in case of Agricultural) to restore the Statistic by one again.
Enslaving of the Population or Stealing stocked Trade Good or Food do not lower the Planets Statistics.
Occupy Militarily Occupy the Planet for whatever reason. Unit Production cannot happen without your permission on that Planet. Colony Income still goes to the Original Owner.
Protectorate Occupy the Planet. All Colony Income goes to the Original Owner. Military only happens with your permission. Trade Goods and Luxury Resources aswell as any surplus Food Stocks or Trade Stocks go to you.
Vassalize Occupy the Planet. All Influence, Trade Goods and Resources aswell as any Stocks go to you. Military only happens with your permission. Colony Income (Taxes) still go to the Owning Player.
Annexation Take Control of the Planet Completely.
Influence is a perishable Resource, it means that if you assign 10 Populace to it permanently you will get each turn 10 Influence. It will not rise above that. You can use the 10 Influence and next turn you will have the same amount.
Influence is used for Espionage and to Influence other Nations.
Espionage
Espionage is now a bit more complex:
First of all you select what you want to do Espionage wise. Each Action is divided into Espionage Phases and depending on hte action might become more and more complex and involve more and more expensive. This change will hopefully make Espionage more seldom more easy to defend against but also far more rewarding if you suceed.
To explain how it works now lets say we want to assassinate a Head of State (note that the numbers used in this example are not the actual in game numbers, which however will be posted a bit further down):
A Umodified Assassination consists of 4 Phases: Insertion ,Preparation ,Assassination and Escape. To activate each of these phases you need to invest 1 Influence. You could also just invest two Influence for the Preparation and the Assassination which will lead to your Assassin being definetly caught and the enemy getting an advance warning that somebody is oging to assassinate his Head of State, both things which you propably want to avoid. On the other hand you can make the Assassination mroe complex by adding more phases. You want to blame it on somebody else? Add a fifth phase. Contingency Plans? Sixth phase and upwards.
For each phase 1d10 will be rolled. on a 1 you suceed in all other cases the Phase fails. But wait, you can improve your chances by investing more influence into the respective phases. Note respective Phases. You have to invest for each phase extra. The Defender however only needs to invest point into Counterespionage. what will happen if both of you is the following:
Lets say Ghaz invest 10 Point to have Taricus Head of State assassinated and Taricus invests 5 point into Counterintelligence the 1d10 will turn into a 1d15 and anything from 10 and below will count as a success for the Phasse.
In other words with each point of influence invested into a Phase you will get one more chance at succeeding on the roll. Counterintelligence Influence increases the number on the (imaginary) dice you have to roll.
So you failed your Phase? What now? That depends on the next roll. A 1d6 will be rolled with various results depending on your failure. If you fail at insertion the worst that can happen is getting your spy caught, the best that can happen is that you just didnt get your assassin infiltrated and that gamewise you will have it harder on the next phases. Thus partial successes or partial failures can be achieved: Failing the Assassination but suceeding on the Obfuscation Phase would basically make the Head of State survive but cause the blame for the Assassination Attempt to fall on somebody else. This may lead to lots and lots of different results for a Espionage Action. Now onwards to the Specifics, several of them were removed and integrated into others, expanding them.
Note that Espionage Research will increase chances at success...or decrease it for your opponents.
Infiltrate Government
Minimum Number of Phases: Insertion, Infiltration
Possible Phases (just suggestions, i will customize these depending on what you want to do): Probing, Uncovering the Dirt
Effect: Not only allows you to Simply infiltrate Influence for future use (basically save it like on a bank account).
Insertion Phase
has no practical effect for the Agressor but if you fail a 1d6 will be rolled
1 Agent caught and enemy gets information about one of your recent Influence investments and can monitor to where that Influence goes if you move it to another action.
2,3 Agent caught your identity revealed
4,5,6 Insertion Phase fails, double the number on all other phases you have to roll on ( if it was 1d10 its now 1d20, 1d30 now 1d60 etc.)
Infiltration
For each 5 Influence you wish to infiltrate you have to roll once more. ( so for 5 1d10, for 10 two 1d10 seperatly and so on not that no matter how often you roll the full CE of the Defender will be added)
Failure:
1 Agent caught, identity revealed all influence so far infiltrated(in this action) will instead be given to the victim which infiltrates it into your government
2,3 Agent caught, your identity revealed,
4,5 Agent escapes but the action stops right were you left off ( so if two rolls were successfull you will have the 10 Infiltrated Influence) victim will be informed
6 Phase fails but you can continue with the next roll, Victim will not be informed
Probing
Basically discovering what exactly the enemy has in Counterintelligence and what he has on you. Failure only means that the Enemy will be informed that he has been probed by someone
Uncovering the Dirt
Basically get information on all the Victims Espionage Stuff so far.
Faiilure:
1 Agent Caught, all former phases fail and all Influence infiltrated is lost. Additionally the enemy will recieve what you tried to achieve
2,3 Agent caught, your identity revealed, all former phases fail and all Influence infiltrated is lost.
4,5 Agent caught, your identity revealed.
6 Phase fails.
Sabotage
Minimum Number of Phases: Insertion, Preparation, Sabotage
Possible Phases: Escape, Diplomatic Incident
Insertion
same as before
Preparation
similiar to Insertion but with different results if you fail:
1 Agent caught, Identity revealed and future Sabotage Actions will always have +5 on the Roll ( instead of 1d10, 1d15) this effect is cumultative
2,3 Agent caught your identity revealed
4,5,6 Preparation Phase fails, your identity will be revealed at the end of the Espionage Action. IF you chose Diplomatic Accident(and it was successfull), the Enemy will recieve something along the lines of: "Either House A or House B was responsible for this)
Sabotage
Sabotage Ships, Troops, Fortresses, Planetary Defenses...for each 10 Hitpoints(ships,troops), Fortress Levels or Planetary Defenses roll 1d10.
Failure:
1 Agent caught, Identity revealed and future Sabotage Actions will always have +10 on the ROll
2,3 Agent caught, your identity revealed
4,5 Agent escapes
6 Phase fails, continue with the rest of your actions (aka if you prepared 4 phases of bombing and you fail in phase 3 continue on to phase 4)
Diplomatic Incident
Blame it all on somebody else
Failure:
1 Agent caught, Identity revealed, both sides will be informed of your Actions, Diplomatic Incident phases involving these two Factions will in the future have +5 to the roll
2,3 Agent caught, Identity revealed both sides of course informed
4,5 Agent escapes, both sides informed of Diplomatic Incident attempt
6 Phase fails
Steal Research:
Minimum Number of Phases: Insertion, Theft
Possible Phases: Escape
Effect: Steal someones Research you don't have yet.
Insertion
as above
Theft
steal the research
Failure:
1 Agent caught, Identity revealed, enemy gets some advances on one of his research projects or one of your techs depending on how much farther than you he is advanced.
2,3 Agent caught, Identity reavealed
4,5,6 Agent escapes
Escape
As above
Terrorism:
Minimum Number of Phases: Insertion, Preparation, Terrorism
Possible Phases: Escape, Diplomatic Incident
Effect: Ah Good Old Terrorism, nothing better to cause chaos in the enemies ranks than to blow up his Industry or sterilizing the Populace by poisoning the Water Supplies. A Succeeded Terrorist Action will (opposed to the raid Action, which adds the looted tag) destroy a modifier, costing 5 resources (Trade Goods, Food, Production, Money) in an combination, to repair it.
Terrorism
Roll 1d10 for each Modifier you wnat to blow ter bits
Failure:
1 Agent caught, Identity Revealed, Unrest on YOUR Colonies: Xd100 Regiments will rise up in rebellion all over your empire (X being your total population in your empire...yes this is supposed to hurt that bad)
2,3 Agent caught, Identity Revealed, Unrest on YOUR Colonies: xd10 Regiments will rise up ( if you are asking why, well would you follow a government that is supporting terrorism?)
4,5,6 Agent escapes
Unrest and Rebellion:
Minimum Number of Phases: Insertion, Preparation, Inciting Unrest
Possible Phases: Escape, Diplomatic Incident
Effect: Causes in the Targeted Planets an Open Rebellion for a New Government. Where this is not possible (aka Hive Minds) a Simple Coup D'Etat will take place. In any case all planets which are successfully turned will join the Revolutionary Government and fight against the Original until one side is defeated, then the new government takes over. The Victim player will still be able to continue even if his government fell and can attempt to do a Peaceful Counterrevolution (see Diplomatic Actions).
Inciting Unrest
Add one Minimum Influence for each population you want to Incite unrest upon and 1 more for each extra dice you want to throw.
That means for each Unit of Population you want to incite you have to roll an extra 1d10 and the number of Rebels are determined by 1d10x (x being the number of influence you wanted invested in that). You can invest up to a maximum of 1d100 Groundtroops if you invest more influence you will get ships and stronger Troops add infinitum.
Failure:
1 Identity revealed the enemy infiltrates X Units into your Empire which he can raise at any point he chooses (X is replaced by a certain number of Insurgents he managed to smuggle into your lands instead. the number depends largerly on what you tried to infiltrate into his lands. so 1d100 Ground troops you tried would turn into 1d50 he will now infiltrate and so on and so forth)
2,3 Identity revealed, Agent caught, entire uprising is prevented
4,5 Agent escapes, so far succeeded rebels will rise anyway
6 Phase fails, Other units will continue.
Assassinate Head of State:
Minimum Number of Phases: Insertion, Preparation, Assassination
Possible Phases: Escape, Diplomatic Incident
Effect: Effects may vary between the form of Government and may go from Simple inactivity of military and government actions due to reelections up to a full blown Civil War between Successors and Claimants. (effects will be described on a case to case basis)
Assassination
yeah basically killing whoever is in charge. Shoot the King, Disrupt the hivemind, Explode the Senate...whatever topples the Head(s) of a Government
Failure:
1 Agent caught, Identity Revealed, future assassinations add +1d10 (this one not modified by counterintelligence) to succeed (represents increased security)
2,3 Agent caught, Identity Revealed
4,5,6 Agent escapes
Diplomacy
Influence can also be used in a more legal and obvious manner.
Influence Minor Government
Cost: 10 Influence per Planet per Stage ( so 10, then 20, 30 etc.)
Increases the Opinion of a Minor Government for Alliance and Assimiliation purposes. All invested Influence will be saved towards the next stage. So if you cant invest 10 Influence at once you can invest 5 and then next turn another 5.
Declaration of Friendship
Cost: Needs Friendly Minor Government, 10 Influence per Planet
The Minor Government officially declares you a friend of the State and you both sign a Defensive Pact, in case one of you are attacked you will declare on the aggressor.
Alliance
Cost: Needs Cordial Minor government+DoF, 20 Influence per Planet
The Minor Government signs an Alliance with you and will support you in Aggressive and Defensive Wars. Both your Intelligence Services will cooperate.
Federation
Cost: Needs Close Minor Government+DoF+Alliance, 30 Influence per Planet
The Minor government grants you control over their military and Influence.
Decrease Relationship between Nations
Cost: You need more Influence than the other Player over the Minor Government, Half the Cost of Increasing the Relationship.
You tell vile lies (or hard truths) about another government thus reducing their relationship with another nation.
Since Trade can become so lucrative Piracy can become even more so.
To become a Pirate you have to invest Influence to conceal your ships. Your ships can potentially pirate across the entire sector since they can freely pillage along the way.
You need to Invest One Point of Influence per Shipstrength used in the Pirate Action.
Then you choose a Trade Lane you want to raid. If your conceal test was successful, you will raid the Trade Lane without incident. If you failed any ships assigned to Escort Duty will engage your Pirate Fleet. If you win you are lucky and can take the Spoils of War: Whatever the Trade Fleet carried and One Unit of Slaves for ever Ship you boarded and captured, plus the Ship itself which you can sell on the black market (if you keep it, people might find out quite quickly who is taking their ships). If you fail the Battle, there is a 50/50 Chance that your Identity will become known.
On the other hand you can go in just like that without any Influence and Intelligence Preparation and just go ahead raiding. The Downsides are twofold: the Player will be warned ahead of your arrival that this Trade Lane will be raided by someone and if you fail there is again the 50/50 Chance that you will become known. However if you should succeed, you will escape with the Spoils and unkown to the Victim.
Defending those Trade Routes
Of course it isn't simply done with having a fleet in a sector, in most cases they will arrive to late or just at the right moment to chase them Pirates off the already burning carcass of a trade ship. thus you need to Assign Ships actively to Escort Duty. These Ships will not be able to do anything else for the turn except to hunt for Pirates. Same as the Pirates since they are not fleet bound anymore they do not need to move in the regular way anymore (one sector per turn).
Alternatively you can hire Mercenary Trade Escorts. Those Cost 1 Credit per (Strength 1) Ship and work the same way as your own fleets assigned to it. Additionally they will not produce slaves when captured.
The Black Market
So you have captured Slaves, Trade Goods and a Gazillion other Things from your venture into the Dark Depths of Piracy...but where do you get it all sold off without anyone noticing? At the Black Market of course. Since Espionage Actions will (except for the really big ones) stay mostly secret, aswell as Piracy Actions and your Government Bank Account (you get that one sent with your Intel Report). You can sell off all your stuff at the Black Market without fear of retribution.
The Black Market Offerings will be sent with the Intel Report. Bids will also be handled via Pm and the Highest Bidder automatically gets the Goods.
Federation Victoy:
Bring all Minor Governments into a Federation with you and at least 4/5 (or 3/4 or 2/3) of the Players. Once such an Federation is achieved there will be a vote every turn on who will become President of the Federation. Everybody gets as many votes as he has planets. Minor Governments will vote for the Player who has the most Influence/the best Relationship with them.
Conquest Victory
Subjugate all other Players and minor governments. You may have however up to two allied subservient players. (you need to annihilate 5 players at least to achieve this victory)
Resistances is Futile Victory
Purge the Galaxy, leave only slaves behind.
So you successfully landed on the planet and the enemy is hiding in the next FOrtress? Well then you may make a pause and actually conquer the PLanet. Planetary Control is possible once Fortresses Exist. Instead of a all or nothing war Fortresses defend the Infrastructure of the Planet on the Defenders side and allow the Aggressor to prepare for longer sieges.
Each Fortress Increases the amount of Resources Defended. So If Player Taricus has 1 Indomitable Fortress ( or one Guard Post, it doesn't matter) on the planet you need to defeat it first before disabling all usefulness of the planet. That is like it was before. However if Taricus has two fortresses things get more interesting. Once Fortress A is destroyed (and if Taricus decides he wants to retreat) Half of the Planets resources go over to the control of the Agressor (lets say in this case adwarf), the rest is still under control of Taricus. The more Fortresses you build the less Resources fall under control of the enemy if he manages to rout you or destroys your fortresses. This allows prolonged sieges and at some point bringing in food for the starving populace may become increasingly important.
Remember the more descriptive the better. Since this is not first come first serve, the best Applications will be taken. 5 Players will be taken, please also note that at maximum only one Nomadic Race can be in the Game, I'd prefer none but if you really REALLY want to play Space Gypsies/Huns/Nomads we can arrange that.
Name of Government Body:
Style Of Government:
Name of the Current Head of State:
History of the Government:
Name(s) of the Race(s) within the Nation:
Description, Physiology and Culture:
Disclaimer: The Current Ruleset is preliminary for now and may be subject to change before the Start of the game. If you find any major inconsistencies or vastly unbalanced things feel free to post it in here...