View difference between Paste ID: tQWUjNq6 and
SHOW:
|
|
- or go back to the newest paste.
1 | - | |
1 | + | +~---------------------~+ |
2 | { Conquest } | |
3 | +~---------------------~+ | |
4 | ||
5 | ~+ A Table That May Contain Traces of Contents +~ | |
6 | =-=-------------------------------------------=-= | |
7 | ||
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 | -=- D. Vague Timeline | |
22 | III. Rules | |
23 | -=- A. Tech Tree | |
24 | i. The Tech Tree Itself | |
25 | ii. Superscience | |
26 | iii. Australium | |
27 | -=- B. Workers | |
28 | i. Robots and Slaves: The Black Market | |
29 | -=- C. Soldiers and Combat Units | |
30 | -=- D. Fleets | |
31 | -=- E. Bases and Colonies | |
32 | i. Resources and Materials | |
33 | ii. Worker Production | |
34 | iii. Combat Unit Production | |
35 | iv. Fleet Production | |
36 | v. Economy and Trade | |
37 | vi. Buildings | |
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 one 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 | ||
125 | -+ Patoelian | |
126 | ||
127 | ~-+-~ Vague Overview | |
128 | ||
129 | -+ Human History | |
130 | Up to the year 2034, Human history had been a fairly predictable affair, with the exception of various minutiae. | |
131 | Technology progressed steadily, the flow of resources decreased, and the population multiplied like rabbits. In 2034, several major | |
132 | events took place. First and foremost, war exploded between all of the nations, stretched tensions sparked by the lack of global resources | |
133 | and the ridiculous population levels. World War III had begun. | |
134 | Some dozen years later, the war ended with a total wipeout, leaving nothing but the Canadian government standing on | |
135 | splintered stilts due to a monopoly over fresh spring water. In light of this, the previously major European, Asian, and North and South | |
136 | 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 | |
137 | the Third World War. | |
138 | Space travel had a limited scope at this point, but the H.A.N. immediately made a push; funding the first major | |
139 | 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. | |
140 | Unfortunately, this idealized dream wasn't so quick to please. Civil unrest broke into riots in the Martian Colonies, due to a combination | |
141 | 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 | |
142 | detached themselves of the "Earthers"and formed a sovereign nation in space. The H.A.N. adjusted its name accordingly; they became the | |
143 | Terran Alliance of Nations. Martians refer to themselves with a smug sense of pride, but the governmental system is barely holding itself | |
144 | aloft. The population is just small enough and the technology advanced that the Martians could feasibly enstate a true Democracy; each | |
145 | Martian citizen gets an individual vote on matters of federal importance. On Earth, the newly christened T.A.N. had created a haphazard | |
146 | mish-mash of world governments in order to appease all those involved and prevent any one nation from abceding from the Alliance, and thus | |
147 | personal freedoms had mostly been overturned in favor of what they called a "Democratic Dictatorship," a system in which qualified citizens | |
148 | 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 | |
149 | food chain. | |
150 | Both Terrans and Martians are struggling fledgling world-nations, and both are just now coming to the realization- | |
151 | nearly a decade since the split (current stardate 2062)- that working together would be beneficial to both. | |
152 | ||
153 | -+ | |
154 | ||
155 | -+ | |
156 | ||
157 | ~-+-~ Vague Timeline | |
158 | ||
159 | ~+ Rules and Other Such Minutiae +~ | |
160 | =-=-----------------------------=-= | |
161 | ||
162 | ~-+-~ Tech Tree | |
163 | ||
164 | -+ The Tech Tree Itself | |
165 | ||
166 | ||
167 | -+ Superscience | |
168 | ||
169 | ||
170 | -+ Australium | |
171 | Finding Australium during mining operations or on intercepted trade ships or whatnot means great things for your | |
172 | global resource. Not only do production rates go up 25%, your resource harvest rate across the board increase 50% for 1-3 rounds (based | |
173 | on the size of the Australium sample you uncovered). | |
174 | ||
175 | ~-+-~ Workers | |
176 | Workers (or Colonists) are the workforce of your bases and fleets. They come in groups of 40, and up tofive of them | |
177 | may remain in a single square at once (effectively providing a unit of 200 workers in that space). Most buildings require a certain amount | |
178 | of Workers to be garrisoned within them in order to provide their bonuses, productive capabilities, or research. | |
179 | ||
180 | -+ Robots and Slaves: The Black Market | |
181 | There are alternate versions of workers available in the game if you unlock the tech/find the Black Market. Robot | |
182 | 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 | |
183 | down or even destroying key buildings in your colony. Be careful! | |
184 | ||
185 | ~-+-~ Soldiers and Combat Units | |
186 | As we saw with Workers, ground units are divided into groups of 40, and combat units are no different. Up to five | |
187 | units may occupy any given square. | |
188 | ||
189 | ~-+-~ Fleets | |
190 | Fleets are the backbone of your space capabilities. Fleets provide army transport between worlds/moons, heavy | |
191 | firepower, and a way to explore the stars. Maintaining a fleet is highly expensive process, but depending on your motives can be well worth | |
192 | the resource drain. | |
193 | ||
194 | ~-+-~ Bases and Colonies | |
195 | ||
196 | -+ Resources and Materials | |
197 | As a base, your means of production and maintenance are trifold; Power, Resources, and Food. | |
198 | ||
199 | Power is a neccessity to run most buildings. If you don't have enough power, random buildings may shut down until | |
200 | the sufficient power is restored. | |
201 | ||
202 | Resources are the generic building components, used across the board for production of buildings, units, ships, etc. | |
203 | Resources are collected through mines. | |
204 | ||
205 | Food is needed to keep your workers and combat units going. Each turn, a unit (worker or combat) uses up 1 unit of | |
206 | Food, unless otherwsie statedby the unit (robotic workers, for example, do not require food). | |
207 | ||
208 | -+ Worker Production | |
209 | Workers are produced through your Colony Base. There is only one variety of Worker available, at least until you | |
210 | unlock the Robotics path on the Tech Tree or engage in trade on the Black Market. | |
211 | ||
212 | -+ Combat Unit Production | |
213 | Combat units are produced at a variety of buildings, usually tailored to that unit's type (a Manufactory produces | |
214 | Armored Units, while a Barracks produces Infantry, for example). | |
215 | ||
216 | -+ Fleet Production | |
217 | Fleets are produced at Shipyards. | |
218 | ||
219 | -+ Economy and Trade | |
220 | You can boost your economy through trade with NPC and Player races, and the terms are negotiated between the players | |
221 | or the NPC race in question. | |
222 | ||
223 | -+ Buildings | |
224 | Buildings are your main resource in Star Conquest. They produce your units, provide the three Resources in the game, | |
225 | and introduce bonuses and certain tracks along the tech tree. | |
226 | ||
227 | ||
228 | ||
229 | ~-+-~ Units | |
230 | ||
231 | -+ Infantry | |
232 | Infantry units are generally cheap and all-purpose units, but not terribly good at any one thing. | |
233 | ||
234 | -+ Armor | |
235 | Armored units are slightly expensive, heavy, and slower than Infantry units, but can pack a big punch against most | |
236 | things. | |
237 | ||
238 | -+ Air | |
239 | Air units are highly expensive, but are incredibly good at taking on both Infantry and Armor with little worry of | |
240 | effective retaliation. | |
241 | ||
242 | -+ Navy | |
243 | Take Armored units. Put them on water. ??? Profit. | |
244 | ||
245 | ||
246 | ~-+-~ Combat | |
247 | ||
248 | -+ Ground/Planetary Combat | |
249 | Ground combat in Star Conquest is based on three basic stats: Armor, Power, and Strength. | |
250 | ||
251 | Armor is how protected the unit is. This value is calculated in relation to other unit archetypes (a unit can have | |
252 | high armor against air vehicles, but low armor against infatry, for example). | |
253 | ||
254 | Power is how high the unit's attack is, again calculated in relation to unit archetypes. | |
255 | ||
256 | Strength is how large the unit is, from a minimum of 5 to a total of 200. This acts as the unit's "health". | |
257 | ||
258 | -+ Fleet Combat | |
259 | ||
260 | ||
261 | -+ The Combat Screen | |
262 | The combat screen is a simple way of seeing the outcome of your combats. It is displayed with the fighting units | |
263 | on either side, and compares the Unit Strength before and after on both sides. It then declares the victor, and any morale adjustments | |
264 | that take place because of the fight. | |
265 | ||
266 | ~-+-~ Planetary/Universal Exploration | |
267 | ||
268 | -+ The Rim | |
269 | The Outer Rim is really a generalized area that signifies the edge of the Milky Way galaxy. It is a wide, unexplored | |
270 | belt of space that denotes the true limits of current space travel technology. While technology has advanced far enough for people to be | |
271 | able to see these planets, they are still unexplorable without incredible monetary expenses. | |
272 | ||
273 | -+ Discovering a New Planet | |
274 | New planets are discovered all the time, by all the races... however almost none of them are visited, whether due to | |
275 | 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 | |
276 | Storyteller of any given game is encouraged to have a list of unexplored planets and their properties, and to randomly choose one to detail | |
277 | whenever one of the players touches down on it. | |
278 | ||
279 | -+ First Contact | |
280 | This scenario of racial relationship is a double-edged blade; it could spark a trade relationship that leads you | |
281 | 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 | |
282 | both war and peace. | |
283 | ||
284 | -+ Colonization | |
285 | On the occasion that one finds a new, reasonably hospitable planet, one can colonize it for a resource boost. | |
286 | ||
287 | -=- H. Terrain | |
288 | ||
289 | -+ Grassy/Hilly/Rocky | |
290 | This "tile" of terrain grants no bonuses or penalties. | |
291 | ||
292 | -+ Trees/Foliage | |
293 | This terrain grants bonuses to ground defense, but penalties to attack. | |
294 | ||
295 | -+ Mountainous | |
296 | This terrain grants a slight penalty to defense, but a bonus to attack. Impassable to buildings and non-infantry | |
297 | ground units. | |
298 | ||
299 | -+ Bodies of Liquid or Ice | |
300 | These are impassable for all ground units, but for units that can go into and under water, it counts as normal | |
301 | ground. | |
302 | ||
303 | -+ Desert/Beach | |
304 | Ground units take penalties to attack and defense on this terrain. | |
305 | ||
306 | -+ Buildings | |
307 | Buildings always grant at least a small bonus to defense. | |
308 | ||
309 | -=- I. Morale | |
310 | Morale is an important part of the way your colonies function. High morale has chances to increase your production rates | |
311 | 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 | |
312 | you, shutting down or damaging key productive facilities in your colony (slaves are more prone to this than workers, but it is not beyond | |
313 | 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). | |
314 | ||
315 | -=- J. NPC Relations | |
316 | NPCs in the gameworld can provide excess trade relations, but keep in mind that each functions just a sovereign alien | |
317 | nation would; some are untrustworthy and others are totally reliable and nonhostile, and it will almost never be as it seems on the surface. | |
318 | Any foreign relations should be carefully treaded. | |
319 | ||
320 | -=- K. Tables/Lists/Appendices | |
321 | ||
322 | -+ Australium Production Bonus Rates (per Sample Use) | |
323 | +-------------------------------+ | |
324 | |As. Sample | Bonus Rounds | | |
325 | +-------------------------------+ | |
326 | |10 kl | 1 round | | |
327 | +-------------------------------+ | |
328 | |50 kl | 2 rounds | | |
329 | +-------------------------------+ | |
330 | |100 kl | 3 rounds | | |
331 | +-------------------------------+ |