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Conquest v1

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  1.  
  2. +~---------------------~+
  3. {       Conquest        }
  4. +~---------------------~+
  5.  
  6. ~+ A Table That May Contain Traces of Contents +~
  7. =-=-------------------------------------------=-=
  8.  
  9. I. A Short but Sweet Introduction
  10. II. A Brief History of Events
  11.         -=- A. Playable Factions and Races
  12.                 i. Terrans
  13.                 ii. Martians
  14.                 iii. Carmanathii
  15.                 iv. Wengu
  16.         -=- B. NPC Factions and Races
  17.                 i. Maur'kan
  18.                 ii. Shofenti
  19.                 iii. Kriggara
  20.                 iv. Patoelian
  21.         -=- C. Vague Overview
  22.         -=- D. Vague Timeline
  23. III. Rules
  24.         -=- A. Tech Tree
  25.                 i. The Tech Tree Itself
  26.                 ii. Superscience
  27.                 iii. Australium
  28.         -=- B. Workers
  29.                 i. Robots and Slaves: The Black Market
  30.         -=- C. Soldiers and Combat Units
  31.         -=- D. Fleets
  32.         -=- E. Bases and Colonies
  33.                 i. Resources and Materials
  34.                 ii. Worker Production
  35.                 iii. Combat Unit Production
  36.                 iv. Fleet Production
  37.                 v. Economy and Trade
  38.         -=- F. Units
  39.                 i. Infantry
  40.                 ii. Armor
  41.                 iii. Air
  42.                 iv. Navy
  43.         -=- G. Combat
  44.                 i. Ground/Planetary Combat
  45.                 ii. Fleet Combat
  46.                 iii. The Combat Screen
  47.         -=- H. Planetary/Universal Exploration
  48.                 i. The Rim
  49.                 ii. Discovering a New Planet
  50.                 iii. First Contact
  51.                 iv. Colonization
  52.         -=- I. Terrain
  53.                 i. Grassy/Hilly/Rocky
  54.                 ii. Trees/Foliage
  55.                 iii. Mountainous
  56.                 iv. Bodies of Liquid or Ice
  57.                 v. Desert/Beach
  58.         -=- J. Morale
  59.         -=- K. NPC Relations
  60.         -=- L. Tables/Lists/Appendices
  61.                 i. Australium Production Bonus Rates (per Sample Use)
  62.  
  63. ~+ A Short but Sweet Introduction +~
  64. =-=------------------------------=-=
  65.  
  66.         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
  67. this because you want to commandeer a faction and explore the stars, yes? If not, turn your sorry arse around and stop reading.
  68.  
  69.         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
  70. Roleplaying game, and a Brikwars forum game, an epic scale Space Drama played out by a few bold players (possibly you) and a Storyteller
  71. (probably me). Your Storyteller directs all of the action, and has the final say over rules debates and questions, while the bold Players
  72. 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
  73. 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
  74. any random events and the consequences of your actions. In the end, most everything that happens in-game is based on your decision...
  75.  
  76.         ... So the question is: who will you be?
  77.  
  78. ~+ A Brief History of Events +~
  79. =-=-------------------------=-=
  80.  
  81.         ~-+-~ Playable Factions and Races
  82.  
  83.                 -+ Terran
  84.  
  85.                         The Terrans are a proud race, grounded in tradition and the legacy of space exploration brought on by Louis
  86. Armstrong and the like. On Earth, they have formed an elitist multi-national government that encompasses North and South America and
  87. the majority of Europe and Eastern Asia called the Terran Alliance of Nations (TAN). Their inherent dislike of the Martians is such
  88. because they go against the "pattern." While not entirely dictatorial, there are a great many personal liberties that are frowned upon,
  89. if not outright illegal. It hasn't yet reached Orwellian proportions... but it might. Still, the standard of living is high, and the
  90. standards of space exploration have been steadily growing for the Terrans over the past decade.
  91.  
  92.                 -+ Martian
  93.                        
  94.                         The Martians are Terrans that defected from the Terran Alliance of Nations some forty years ago, to create
  95. a new sovereign nation on Mars, called the Martian Conglomerate. This new nation was very strictly tied to the foundations of democracy; the
  96. main reason for ther defection from Terra was the growing sense of dictatorship. While still a new nation, much of their technology has
  97. drastically changed over the course of the last four decades. Martians tend to be paler and slightly smaller than your average Terran, due
  98. to life on a full-blown colony; cramped, unsafe, and generally sunless due to the gaseous atmosphere.
  99.  
  100.                 -+ Carmanathii
  101.  
  102.                         The Carmanathii are a young race of long, slender extraterrestrials who recently fought for and won their freedom
  103. from the shackles of slavery under the Kriggara. Their technology and advancements are just beginning to bud, and most of their current
  104. technology is almost directly derived from Kriggaran slave ships. Still, they are an incredibly clever race of beings, and once that has
  105. survived hardily through nearly a century of harsh slavery.
  106.  
  107.                 -+ Wengu
  108.                         The Wengu are a relatively primitive race of sentient plant-like beings that has existed for nearly 2 billion years.
  109. They are acclimated to cold, harsh environments, and can survive for an incredible amount of time in a vaccuum. They are more traditional
  110. than they are new age, and many of their combat tactics and army-based units are unconventional in modern terms, but surprisingly effective.
  111.  
  112.         ~-+-~ NPC Races and Factions
  113.  
  114.                 -+ Maur'kan
  115.                         The Maur'kan are a race evolved directly from insects. They developed on a temperate tropical planet, and hold very
  116. active and short lives. They are incredibly productive during their 8-10 year lifespan, however, and with the advent of technology their
  117. empire greew quite quickly, outproducing many of the known third-world empires in a matter of a few years.
  118.  
  119.                 -+ Shofenti
  120.                        
  121.  
  122.                 -+ Kriggara
  123.  
  124.                 -+ Patoelian
  125.  
  126.         ~-+-~ Vague Overview
  127.  
  128.         ~-+-~ Vague Timeline
  129.  
  130. ~+ Rules and Other Such Minutiae +~
  131. =-=-----------------------------=-=
  132.  
  133.         ~-+-~ Tech Tree
  134.  
  135.                 -+ The Tech Tree Itself
  136.                        
  137.  
  138.                 -+ Superscience
  139.                        
  140.  
  141.                 -+ Australium
  142.                         Finding Australium during mining operations or on intercepted trade ships or whatnot means great things for your
  143. global resource. Not only do production rates go up 25%, your resource harvest rate across the board increase 50% for 1-3 rounds (based
  144. on the size of the Australium sample you uncovered).
  145.  
  146.         ~-+-~ Workers
  147.                         Workers (or Colonists) are the workforce of your bases and fleets. They come in groups of 40, and up tofive of them
  148. may remain in a single square at once (effectively providing a unit of 200 workers in that space). Most buildings require a certain amount
  149. of Workers to be garrisoned within them in order to provide their bonuses, productive capabilities, or research.
  150.  
  151.                 -+ Robots and Slaves: The Black Market
  152.                         There are alternate versions of workers available in the game if you unlock the tech/find the Black Market. Robot
  153. 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
  154. down or even destroying key buildings in your colony. Be careful!
  155.  
  156.         ~-+-~ Soldiers and Combat Units
  157.                         As we saw with Workers, ground units are divided into groups of 40, and combat units are no different. Up to five
  158. units may occupy any given square.
  159.  
  160.         ~-+-~ Fleets
  161.  
  162.         ~-+-~ Bases and Colonies
  163.  
  164.                 -+ Resources and Materials
  165.                         As a base, your means of production and maintenance are trifold; Power, Resources, and Food.
  166.  
  167.                         Power is a neccessity to run most buildings. If you don't have enough power, random buildings may shut down until
  168. the sufficient power is restored.
  169.  
  170.                         Resources are the generic building components, used across the board for production of buildings, units, ships, etc.
  171. Resources are collected through mines.
  172.  
  173.                         Food is needed to keep your workers and combat units going. Each turn, a unit (worker or combat) uses up 1 unit of
  174. Food, unless otherwsie statedby the unit (robotic workers, for example, do not require food).
  175.  
  176.                 -+ Worker Production
  177.  
  178.                 -+ Combat Unit Production
  179.  
  180.                 -+ Fleet Production
  181.  
  182.                 -+ Economy and Trade
  183.                        
  184.                 -+ Buildings
  185.  
  186.         ~-+-~ Combat
  187.  
  188.                 -+ Ground/Planetary Combat
  189.                         Ground combat in Star Conquest is based on three basic stats: Armor, Power, and Strength.
  190.  
  191.                         Armor is how protected the unit is. This value is calculated in relation to other unit archetypes (a unit can have
  192. high armor against air vehicles, but low armor against infatry, for example).
  193.  
  194.                         Power is how high the unit's attack is, again calculated in relation to unit archetypes.
  195.  
  196.                         Strength is how large the unit is, from a minimum of 5 to a total of 200. This acts as the unit's "health".
  197.  
  198.                 -+ Fleet Combat
  199.  
  200.                 -+ The Combat Screen
  201.                         The combat screen is a simple way of seeing the outcome of your combats. It is displayed with the fighting units
  202. on either side, and compares the Unit Strength before and after on both sides. It then declares the victor, and any morale adjustments
  203. that take place because of the fight.
  204.  
  205.         ~-+-~ Planetary/Universal Exploration
  206.  
  207.                 -+ The Rim
  208.  
  209.                 -+ Discovering a New Planet
  210.  
  211.                 -+ First Contact
  212.  
  213.                 -+ Colonization
  214.  
  215.         -=- H. Terrain
  216.  
  217.                 -+ Grassy/Hilly/Rocky
  218.                         This "tile" of terrain grants on bonuses or penalties.
  219.  
  220.                 -+ Trees/Foliage
  221.                         This terrain grants bonuses to ground defense, but penalties to attack.
  222.  
  223.                 -+ Mountainous
  224.                         This terrain grants a slight penalty to defense, but a bonus to attack. Impassable to buildings and non-infantry
  225. ground units.
  226.  
  227.                 -+ Bodies of Liquid or Ice
  228.                         These are impassable for all ground units, but for units that can go into and under water, it counts as normal
  229. ground.
  230.  
  231.                 -+ Desert/Beach
  232.                         Ground units take penalties to attack and defense on this terrain.
  233.  
  234.                 -+ Buildings
  235.                         Buildings always grant at least a small bonus to defense.
  236.  
  237.         -=- I. Morale
  238.                 Morale is an important part of the way your colonies function. High morale has chances to increase your production rates
  239. 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
  240. you, shutting down or damaging key productive facilities in your colony (slaves are more prone to this than workers, but it is not beyond
  241. 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).
  242.  
  243.         -=- J. NPC Relations
  244.  
  245.         -=- K. Tables/Lists/Appendices
  246.  
  247.                 -+ Australium Production Bonus Rates (per Sample Use)
  248.                         +-------------------------------+
  249.                         |As. Sample |  Bonus Rounds     |
  250.                         +-------------------------------+
  251.                         |10 kl      |    1 round        |
  252.                         +-------------------------------+
  253.                         |50 kl      |    2 rounds       |
  254.                         +-------------------------------+
  255.                         |100 kl     |    3 rounds       |
  256.                         +-------------------------------+
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