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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. Combat
  39.                 i. Ground/Planetary Combat
  40.                 ii. Fleet Combat
  41.                 iii. Victoly/Defeat
  42.         -=- G. Planetary/Universal Exploration
  43.                 i. The Rim
  44.                 ii. Discovering a New Planet
  45.                 iii. First Contact
  46.                 iv. Colonization
  47.         -=- H. Terrain
  48.                 i. Grassy/Hilly/Rocky
  49.                 ii. Trees/Foliage
  50.                 iii. Mountainous
  51.                 iv. Bodies of Liquid or Ice
  52.                 v. Desert/Beach
  53.         -=- I. Morale
  54.         -=- J. NPC Relations
  55.         -=- K. Tables/Lists/Appendices
  56.                 i. Australium Production Bonus Rates (per Sample Use)
  57.  
  58. ~+ A Short but Sweet Introduction +~
  59. =-=------------------------------=-=
  60.  
  61.         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
  62. this because you want to commandeer a faction and explore the stars, yes? If not, turn your sorry arse around and stop reading.
  63.  
  64.         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
  65. Roleplaying game, and a Brikwars forum game, an epic scale Space Drama played out by a few bold players (possibly you) and a Storyteller
  66. (probably me). Your Storyteller directs all of the action, and has the final say over rules debates and questions, while the bold Players
  67. 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
  68. 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
  69. any random events and the consequences of your actions. In the end, most everything that happens in-game is based on your decision...
  70.  
  71.         ... So the question is: who will you be?
  72.  
  73. ~+ A Brief History of Events +~
  74. =-=-------------------------=-=
  75.  
  76.         ~-+-~ Playable Factions and Races
  77.  
  78.                 -+ Terran
  79.  
  80.                         The Terrans are a proud race, grounded in tradition and the legacy of space exploration brought on by Louis
  81. Armstrong and the like. On Earth, they have formed an elitist multi-national government that encompasses North and South America and
  82. the majority of Europe and Eastern Asia called the Terran Alliance of Nations (TAN). Their inherent dislike of the Martians is such
  83. because they go against the "pattern." While not entirely dictatorial, there are a great many personal liberties that are frowned upon,
  84. if not outright illegal. It hasn't yet reached Orwellian proportions... but it might. Still, the standard of living is high, and the
  85. standards of space exploration have been steadily growing for the Terrans over the past decade.
  86.  
  87.                 -+ Martian
  88.                        
  89.                         The Martians are Terrans that defected from the Terran Alliance of Nations some forty years ago, to create
  90. a new sovereign nation on Mars, called the Martian Conglomerate. This new nation was very strictly tied to the foundations of democracy; the
  91. main reason for ther defection from Terra was the growing sense of dictatorship. While still a new nation, much of their technology has
  92. drastically changed over the course of the last four decades. Martians tend to be paler and slightly smaller than your average Terran, due
  93. to life on a full-blown colony; cramped, unsafe, and generally sunless due to the gaseous atmosphere.
  94.  
  95.                 -+ Carmanathii
  96.  
  97.                         The Carmanathii are a young race of long, slender extraterrestrials who recently fought for and won their freedom
  98. from the shackles of slavery under the Kriggara. Their technology and advancements are just beginning to bud, and most of their current
  99. technology is almost directly derived from Kriggaran slave ships. Still, they are an incredibly clever race of beings, and once that has
  100. survived hardily through nearly a century of harsh slavery.
  101.  
  102.                 -+ Wengu
  103.                         The Wengu are a relatively primitive race of sentient plant-like beings that has existed for nearly 2 billion years.
  104. They are acclimated to cold, harsh environments, and can survive for an incredible amount of time in a vaccuum. They are more traditional
  105. than they are new age, and many of their combat tactics and army-based units are unconventional in modern terms, but surprisingly effective.
  106.  
  107.         ~-+-~ NPC Races and Factions
  108.  
  109.                 -+ Maur'kan
  110.                         The Maur'kan are a race evolved directly from insects,
  111.  
  112.                 -+ Shofenti
  113.  
  114.                 -+ Kriggara
  115.  
  116.                 -+ Patoelian
  117.  
  118.         ~-+-~ Vague Overview
  119.  
  120.         ~-+-~ Vague Timeline
  121.  
  122. ~+ Rules and Other Such Minutiae +~
  123. =-=-----------------------------=-=
  124.  
  125.         ~-+-~ Tech Tree
  126.  
  127.                 -+ The Tech Tree Itself
  128.                        
  129.  
  130.                 -+ Superscience
  131.                        
  132.  
  133.                 -+ Australium
  134.                         Finding Australium during mining operations or on intercepted trade ships or whatnot means great things for your
  135. global resource. Not only do production rates go up 25%, your resource harvest rate across the board increase 50% for 1-3 rounds (based
  136. on the size of the Australium sample you uncovered).
  137.  
  138.         ~-+-~ Workers
  139.                         Workers (or Colonists) are the workforce of your bases and fleets. They come in groups of 40, and up tofive of them
  140. may remain in a single square at once (effectively providing a unit of 200 workers in that space). Most buildings require a certain amount
  141. of Workers to be garrisoned within them in order to provide their bonuses, productive capabilities, or research.
  142.  
  143.                 -+ Robots and Slaves: The Black Market
  144.  
  145.         ~-+-~ Soldiers and Combat Units
  146.                         As we saw with Workers, ground units are divided into groups of 40, and combat units are no different. Up to five
  147. units may occupy any given square.
  148.  
  149.         ~-+-~ Fleets
  150.  
  151.         ~-+-~ Bases and Colonies
  152.  
  153.                 -+ Resources and Materials
  154.                         As a base, your means of production and maintenance are trifold; Power, Resources, and Food.
  155.  
  156.                         Power is a neccessity to run most buildings. If you don't have enough power, random buildings may shut down until
  157. the sufficient power is restored.
  158.  
  159.                         Resources are the generic building components, used across the board for production of buildings, units, ships, etc.
  160. Resources are collected through mines.
  161.  
  162.                         Food is needed to keep your workers and combat units going. Each turn, a unit (worker or combat) uses up 1 unit of
  163. Food, unless otherwsie statedby the unit (robotic workers, for example, do not require food).
  164.  
  165.                 -+ Worker Production
  166.  
  167.                 -+ Combat Unit Production
  168.  
  169.                 -+ Fleet Production
  170.  
  171.                 -+ Economy and Trade
  172.                        
  173.                 -+ Buildings
  174.  
  175.         ~-+-~ Combat
  176.  
  177.                 -+ Ground/Planetary Combat
  178.  
  179.                 -+ Fleet Combat
  180.  
  181.                 -+ Victoly/Defeat
  182.  
  183.         ~-+-~ Planetary/Universal Exploration
  184.  
  185.                 -+ The Rim
  186.  
  187.                 -+ Discovering a New Planet
  188.  
  189.                 -+ First Contact
  190.  
  191.                 -+ Colonization
  192.  
  193.         -=- H. Terrain
  194.  
  195.                 -+ Grassy/Hilly/Rocky
  196.                         This "tile" of terrain grants on bonuses or penalties.
  197.  
  198.                 -+ Trees/Foliage
  199.                         This terrain grants bonuses to ground defense, but penalties to attack.
  200.  
  201.                 -+ Mountainous
  202.                         This terrain grants a slight penalty to defense, but a bonus to attack. Impassable to buildings and non-infantry
  203. ground units.
  204.  
  205.                 -+ Bodies of Liquid or Ice
  206.                         These are impassable for all ground units, but for units that can go into and under water, it counts as normal
  207. ground.
  208.  
  209.                 -+ Desert/Beach
  210.                         Ground units take penalties to attack and defense on this terrain.
  211.  
  212.                 -+ Buildings
  213.                         Buildings always grant at least a small bonus to defense.
  214.  
  215.         -=- I. Morale
  216.  
  217.         -=- J. NPC Relations
  218.  
  219.         -=- K. Tables/Lists/Appendices
  220.  
  221.                 -+ Australium Production Bonus Rates (per Sample Use)
  222.                         +-------------------------------+
  223.                         |As. Sample |  Bonus Rounds     |
  224.                         +-------------------------------+
  225.                         |10 kl      |    1 round        |
  226.                         +-------------------------------+
  227.                         |50 kl      |    2 rounds       |
  228.                         +-------------------------------+
  229.                         |100 kl     |    3 rounds       |
  230.                         +-------------------------------+
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