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Conquest v1

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  1. +~---------------------~+
  2. {       Conquest        }
  3. +~---------------------~+
  5. ~+ A Table That May Contain Traces of Contents +~
  6. =-=-------------------------------------------=-=
  8. I. A Short but Sweet Introduction
  9. II. A Brief History of Events
  10.         -=- A. Playable Factions and Races
  11.                 i. Terrans
  12.                 ii. Martians
  13.                 iii. Carmanathii
  14.                 iv. Wengu
  15.         -=- B. NPC Factions and Races
  16.                 i. Maur'kan
  17.                 ii. Shofenti
  18.                 iii. Kriggara
  19.                 iv. Patoelian
  20.         -=- C. Vague Overview
  21.                 i. Human History
  22.                 ii. Carmanathii History
  23.                 iii. Wengu History
  24.         -=- D. Vague Timeline
  25. III. Rules
  26.         -=- A. Tech Tree
  27.                 i. The Tech Tree Itself
  28.                 ii. Superscience
  29.                 iii. Australium
  30.         -=- B. Workers
  31.                 i. Robots and Slaves: The Black Market
  32.         -=- C. Soldiers and Combat Units
  33.         -=- D. Fleets
  34.         -=- E. Bases and Colonies
  35.                 i. Resources and Materials
  36.                 ii. Worker Production
  37.                 iii. Combat Unit Production
  38.                 iv. Fleet Production
  39.                 v. Economy and Trade
  40.                 vi. Buildings
  41.         -=- F. Units
  42.                 i. Infantry
  43.                 ii. Armor
  44.                 iii. Air
  45.                 iv. Navy
  46.         -=- G. Combat
  47.                 i. Ground/Planetary Combat
  48.                 ii. Fleet Combat
  49.                 iii. The Combat Screen
  50.         -=- H. Planetary/Universal Exploration
  51.                 i. The Rim
  52.                 ii. Discovering a New Planet
  53.                 iii. First Contact
  54.                 iv. Colonization
  55.         -=- I. Terrain
  56.                 i. Grassy/Hilly/Rocky
  57.                 ii. Trees/Foliage
  58.                 iii. Mountainous
  59.                 iv. Bodies of Liquid or Ice
  60.                 v. Desert/Beach
  61.         -=- J. Morale
  62.         -=- K. NPC Relations
  63.         -=- L. Tables/Lists/Appendices
  64.                 i. Australium Production Bonus Rates (per Sample Use)
  66. ~+ A Short but Sweet Introduction +~
  67. =-=------------------------------=-=
  69.         Oi. Obviously if you're reading this, you know me, so I'll skip the niceties and get straight to the point. You're here and reading
  70. this because you want to commandeer a faction and explore the stars, yes? If not, turn your sorry arse around and stop reading.
  72.         Still with me? Good. A'right, here's the deal. This game is a sort of molded mashup of a retro-styled space exploration game, a
  73. Roleplaying game, and a Brikwars forum game, an epic scale Space Drama played out by a few bold players (possibly you) and a Storyteller
  74. (probably me). Your Storyteller directs all of the action, and has the final say over rules debates and questions, while the bold Players
  75. make most of the magic happen. Here's where you come in. As a player, you take the reigns of an intergalactic race, complete with a home
  76. planet and all. From there, you PM your Storyteller, who then executes your orders and posts them along with everyone else's, as well as
  77. any random events and the consequences of your actions. In the end, most everything that happens in-game is based on your decision...
  79.         ... So the question is: who will you be?
  81. ~+ A Brief History of Events +~
  82. =-=-------------------------=-=
  84.         ~-+-~ Playable Factions and Races
  86.                 -+ Terran
  88.                         The Terrans are a proud race, grounded in tradition and the legacy of space exploration brought on by Louis
  89. Armstrong and the like. On Earth, they have formed an elitist multi-national government that encompasses North and South America and
  90. the majority of Europe and Eastern Asia called the Terran Alliance of Nations (TAN). Their inherent dislike of the Martians is such
  91. because they go against the "pattern." While not entirely dictatorial, there are a great many personal liberties that are frowned upon,
  92. if not outright illegal. It hasn't yet reached Orwellian proportions... but it might. Still, the standard of living is high, and the
  93. standards of space exploration have been steadily growing for the Terrans over the past decade.
  95.                 -+ Martian
  97.                         The Martians are Terrans that defected from the Terran Alliance of Nations some forty years ago, to create
  98. a new sovereign nation on Mars, called the Martian Conglomerate. This new nation was very strictly tied to the foundations of democracy; the
  99. main reason for ther defection from Terra was the growing sense of dictatorship. While still a new nation, much of their technology has
  100. drastically changed over the course of the last four decades. Martians tend to be paler and slightly smaller than your average Terran, due
  101. to life on a full-blown colony; cramped, unsafe, and generally sunless due to the gaseous atmosphere.
  103.                 -+ Carmanathii
  105.                         The Carmanathii are a young race of long, slender extraterrestrials who recently fought for and won their freedom
  106. from the shackles of slavery under the Kriggara. Their technology and advancements are just beginning to bud, and most of their current
  107. technology is almost directly derived from Kriggaran slave ships. Still, they are an incredibly clever race of beings, and one that has
  108. survived hardily through nearly a century of harsh slavery.
  110.                 -+ Wengu
  111.                         The Wengu are a relatively primitive race of sentient plant-like beings that has existed for nearly 2 billion years.
  112. They are acclimated to cold, harsh environments, and can survive for an incredible amount of time in a vaccuum. They are more traditional
  113. than they are new age, and many of their combat tactics and army-based units are unconventional in modern terms, but surprisingly effective.
  115.         ~-+-~ NPC Races and Factions
  117.                 -+ Maur'kan
  118.                         The Maur'kan are a race evolved directly from insects. They developed on a temperate tropical planet, and hold very
  119. active and short lives. They are incredibly productive during their 8-10 year lifespan, however, and with the advent of technology their
  120. empire greew quite quickly, outproducing many of the known third-world empires in a matter of a few years.
  122.                 -+ Shofenti
  125.                 -+ Kriggara
  128.                 -+ Patoelian
  130.         ~-+-~ Vague Overview
  132.                 -+ Human History
  133.                         Up to the year 2034, Human history had been a fairly predictable affair, with the exception of various minutiae.
  134. Technology progressed steadily, the flow of resources decreased, and the population multiplied like rabbits. In 2034, several major
  135. events took place. First and foremost, war exploded between all of the nations, stretched tensions sparked by the lack of global resources
  136. and the ridiculous population levels. World War III had begun.
  137.                         Some dozen years later, the war ended with a total wipeout, leaving nothing but the Canadian government standing on
  138. splintered stilts due to a monopoly over fresh spring water. In light of this, the previously major European, Asian, and North and South
  139. American governments formed the Human Alliance of Nations (H.A.N.) in order to maintain world order and to carefully rebuild what was lost during
  140. the Third World War.
  141.                         Space travel had a limited scope at this point, but the H.A.N. immediately made a push; funding the first major
  142. project to put a colony on the most hospitable planet available. Over the next two or three years, Mars became a hotspot of human activity.
  143. Unfortunately, this idealized dream wasn't so quick to please. Civil unrest broke into riots in the Martian Colonies, due to a combination
  144. of squalid conditions and unfair treatises and laws from the H.A.N. on Earth. Within a matter of months, the colonists on Mars had formally
  145. detached themselves of the "Earthers"and formed a sovereign nation in space. The H.A.N. adjusted its name accordingly; they became the
  146. Terran Alliance of Nations. Martians refer to themselves with a smug sense of pride, but the governmental system is barely holding itself
  147. aloft. The population is just small enough and the technology advanced that the Martians could feasibly enstate a true Democracy; each
  148. Martian citizen gets an individual vote on matters of federal importance. On Earth, the newly christened T.A.N. had created a haphazard
  149. mish-mash of world governments in order to appease all those involved and prevent any one nation from abceding from the Alliance, and thus
  150. personal freedoms had mostly been overturned in favor of what they called a "Democratic Dictatorship," a system in which qualified citizens
  151. have the right to vote every decade on a new Alliance Catalyst, the term given to the powerful figure in place at the top of the federal
  152. food chain.
  153.                         Both Terrans and Martians are struggling fledgling world-nations, and both are just now coming to the realization-
  154. nearly a decade since the split (current stardate 2062)- that working together would be beneficial to both.
  156.                 -+ Carmanathii History
  157.                         The Carmanathii, in the period before their slavery, were relatively primitive. Their technology was equivalent to
  158. Victorian Era steam and coal powered machinery in Earth's history, but they led a happy and perfectly undisturbed history. The Kriggara,
  159. using their technological superiority, ended this. Massive fleets of slaveships came on an almost weekly basis to the Carmanathii homeworld,
  160. dragging thousands away to slavery while those left could do nothing but watch helplessly. Over the next century, the Carmanathii suffered
  161. a terrible existance. Those that had been hauled to Kriggara often died of exhaustion or of rampant diseases that contact with the foreign
  162. Kriggaran planet had given them, while those that had managed to avoid the slave ships or escape from Kriggaran custody suffered immense
  163. poverty and often violent ends far from their homeworld, seeking refuge. They only became known by the mainstream races once they had come
  164. under slavery, and thus any of the mainstream planets would not risk taking the refugees in, for fear of starting a war.
  165.                         Only recently have the Carmanathii returned to freedom, having rebelled  forcefully enough and with enough elements
  166. of surprise to kill the Kirggaran Chancellor. Their return to their homeworld was a bleak one; in their absence, the world had become a
  167. savage, unhospitable place, and with their lack of technology they feared they would not be able to survive. They turned the fleet around,
  168. and after several years traveling, barely supporting themselves, they found a planet able to support them. It is here that the Carmanathii
  169. have begun anew, just as a Phoenix rises from the ashes of its corpse.
  171.                 -+ Wengu History
  172.                         The Wengu have led a small, secluded empire for centuries near the southeastern rim of the Milky Way, and were
  173. only just recently discovered by the Humans (within the past 10 years). The relationship between the Wengu and the other races has yet to
  174. flourish, as they are still mostly attempting to seclude themselves; the most they've managed to do is engage in minor trade deals, and even
  175. these are not permanent affairs. Before their discovery, they led a relatively peaceful existance, advancing through their various eras
  176. through technological progress. Their technology is a mystery to many of the other races, for it seems to run on practically nothing. Those
  177. few Wengu artifacts the Humans have managed to get their hands on have baffled scientists completely, and this has only driven them to push
  178. relations further... in turn, driving the Wengu further into solitude.
  180.         ~-+-~ Vague Timeline
  182. ~+ Rules and Other Such Minutiae +~
  183. =-=-----------------------------=-=
  185.         ~-+-~ Tech Tree
  187.                 -+ The Tech Tree Itself
  190.                 -+ Superscience
  193.                 -+ Australium
  194.                         Finding Australium during mining operations or on intercepted trade ships or whatnot means great things for your
  195. global resource. Not only do production rates go up 25%, your resource harvest rate across the board increase 50% for 1-3 rounds (based
  196. on the size of the Australium sample you uncovered).
  198.         ~-+-~ Workers
  199.                         Workers (or Colonists) are the workforce of your bases and fleets. They come in groups of 40, and up tofive of them
  200. may remain in a single square at once (effectively providing a unit of 200 workers in that space). Most buildings require a certain amount
  201. of Workers to be garrisoned within them in order to provide their bonuses, productive capabilities, or research.
  203.                 -+ Robots and Slaves: The Black Market
  204.                         There are alternate versions of workers available in the game if you unlock the tech/find the Black Market. Robot
  205. workers take no food,but are prone to break down during Power shortages. Slaves take food, but if morale is low they may rebel, shutting
  206. down or even destroying key buildings in your colony. Be careful!
  208.         ~-+-~ Soldiers and Combat Units
  209.                         As we saw with Workers, ground units are divided into groups of 40, and combat units are no different. Up to five
  210. units may occupy any given square.
  212.         ~-+-~ Fleets
  213.                         Fleets are the backbone of your space capabilities. Fleets provide army transport between worlds/moons, heavy
  214. firepower, and a way to explore the stars. Maintaining a fleet is highly expensive process, but depending on your motives can be well worth
  215. the resource drain.
  217.         ~-+-~ Bases and Colonies
  219.                 -+ Resources and Materials
  220.                         As a base, your means of production and maintenance are trifold; Power, Resources, and Food.
  222.                         Power is a neccessity to run most buildings. If you don't have enough power, random buildings may shut down until
  223. the sufficient power is restored.
  225.                         Resources are the generic building components, used across the board for production of buildings, units, ships, etc.
  226. Resources are collected through mines.
  228.                         Food is needed to keep your workers and combat units going. Each turn, a unit (worker or combat) uses up 1 unit of
  229. Food, unless otherwsie statedby the unit (robotic workers, for example, do not require food).
  231.                 -+ Worker Production
  232.                         Workers are produced through your Colony Base. There is only one variety of Worker available, at least until you
  233. unlock the Robotics path on the Tech Tree or engage in trade on the Black Market.
  235.                 -+ Combat Unit Production
  236.                         Combat units are produced at a variety of buildings, usually tailored to that unit's type (a Manufactory produces
  237. Armored Units, while a Barracks produces Infantry, for example).
  239.                 -+ Fleet Production
  240.                         Fleets are produced at Shipyards.
  242.                 -+ Economy and Trade
  243.                         You can boost your economy through trade with NPC and Player races, and the terms are negotiated between the players
  244. or the NPC race in question.
  246.                 -+ Buildings
  247.                         Buildings are your main resource in Star Conquest. They produce your units, provide the three Resources in the game,
  248. and introduce bonuses and certain tracks along the tech tree.
  252.         ~-+-~ Units
  254.                 -+ Infantry
  255.                         Infantry units are generally cheap and all-purpose units, but not terribly good at any one thing.
  257.                 -+ Armor
  258.                         Armored units are slightly expensive, heavy, and slower than Infantry units, but can pack a big punch against most
  259. things.
  261.                 -+ Air
  262.                         Air units are highly expensive, but are incredibly good at taking on both Infantry and Armor with little worry of
  263. effective retaliation.
  265.                 -+ Navy
  266.                         Take Armored units. Put them on water. ??? Profit.
  269.         ~-+-~ Combat
  271.                 -+ Ground/Planetary Combat
  272.                         Ground combat in Star Conquest is based on three basic stats: Armor, Power, and Strength.
  274.                         Armor is how protected the unit is. This value is calculated in relation to other unit archetypes (a unit can have
  275. high armor against air vehicles, but low armor against infatry, for example).
  277.                         Power is how high the unit's attack is, again calculated in relation to unit archetypes.
  279.                         Strength is how large the unit is, from a minimum of 5 to a total of 200. This acts as the unit's "health".
  281.                 -+ Fleet Combat
  284.                 -+ The Combat Screen
  285.                         The combat screen is a simple way of seeing the outcome of your combats. It is displayed with the fighting units
  286. on either side, and compares the Unit Strength before and after on both sides. It then declares the victor, and any morale adjustments
  287. that take place because of the fight.
  289.         ~-+-~ Planetary/Universal Exploration
  291.                 -+ The Rim
  292.                         The Outer Rim is really a generalized area that signifies the edge of the Milky Way galaxy. It is a wide, unexplored
  293. belt of space that denotes the true limits of current space travel technology. While technology has advanced far enough for people to be
  294. able to see these planets, they are still unexplorable without incredible monetary expenses.
  296.                 -+ Discovering a New Planet
  297.                         New planets are discovered all the time, by all the races... however almost none of them are visited, whether due to
  298. a lack of funds or interest. The ability to explore is an aspect of the game that's very wide and unkown. Anything can be found. The
  299. Storyteller of any given game is encouraged to have a list of unexplored planets and their properties, and to randomly choose one to detail
  300. whenever one of the players touches down on it.
  302.                 -+ First Contact
  303.                         This scenario of racial relationship is a double-edged blade; it could spark a trade relationship that leads you
  304. into your golden age as a player, or it could signify the death of your empire. These are tedious occasions, and have a history of causing
  305. both war and peace.
  307.                 -+ Colonization
  308.                         On the occasion that one finds a new, reasonably hospitable planet, one can colonize it for a resource boost.
  310.         -=- H. Terrain
  312.                 -+ Grassy/Hilly/Rocky
  313.                         This "tile" of terrain grants no bonuses or penalties.
  315.                 -+ Trees/Foliage
  316.                         This terrain grants bonuses to ground defense, but penalties to attack.
  318.                 -+ Mountainous
  319.                         This terrain grants a slight penalty to defense, but a bonus to attack. Impassable to buildings and non-infantry
  320. ground units.
  322.                 -+ Bodies of Liquid or Ice
  323.                         These are impassable for all ground units, but for units that can go into and under water, it counts as normal
  324. ground.
  326.                 -+ Desert/Beach
  327.                         Ground units take penalties to attack and defense on this terrain.
  329.                 -+ Buildings
  330.                         Buildings always grant at least a small bonus to defense.
  332.         -=- I. Morale
  333.                 Morale is an important part of the way your colonies function. High morale has chances to increase your production rates
  334. for short periods, and even your unit's Power in combat. Low morale can cause penalties to the same, and workers may even revolt against
  335. you, shutting down or damaging key productive facilities in your colony (slaves are more prone to this than workers, but it is not beyond
  336. reason). It's a good idea to keep a close eye on your morale in-game (it can be found in the menu tray at the top of the game screen).
  338.         -=- J. NPC Relations
  339.                 NPCs in the gameworld can provide excess trade relations, but keep in mind that each functions just a sovereign alien
  340. nation would; some are untrustworthy and others are totally reliable and nonhostile, and it will almost never be as it seems on the surface.
  341. Any foreign relations should be carefully treaded.
  343.         -=- K. Tables/Lists/Appendices
  345.                 -+ Australium Production Bonus Rates (per Sample Use)
  346.                         +-------------------------------+
  347.                         |As. Sample |  Bonus Rounds     |
  348.                         +-------------------------------+
  349.                         |10 kl      |    1 round        |
  350.                         +-------------------------------+
  351.                         |50 kl      |    2 rounds       |
  352.                         +-------------------------------+
  353.                         |100 kl     |    3 rounds       |
  354.                         +-------------------------------+