Conquest v1

a guest Oct 28th, 2010 16 Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  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.         -=- 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)
  63. ~+ A Short but Sweet Introduction +~
  64. =-=------------------------------=-=
  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.
  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...
  76.         ... So the question is: who will you be?
  78. ~+ A Brief History of Events +~
  79. =-=-------------------------=-=
  81.         ~-+-~ Playable Factions and Races
  83.                 -+ Terran
  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.
  92.                 -+ Martian
  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.
  100.                 -+ Carmanathii
  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.
  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.
  112.         ~-+-~ NPC Races and Factions
  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.
  119.                 -+ Shofenti
  122.                 -+ Kriggara
  125.                 -+ Patoelian
  127.         ~-+-~ Vague Overview
  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.
  153.                 -+
  155.                 -+
  157.         ~-+-~ Vague Timeline
  159. ~+ Rules and Other Such Minutiae +~
  160. =-=-----------------------------=-=
  162.         ~-+-~ Tech Tree
  164.                 -+ The Tech Tree Itself
  167.                 -+ Superscience
  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).
  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.
  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!
  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.
  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.
  194.         ~-+-~ Bases and Colonies
  196.                 -+ Resources and Materials
  197.                         As a base, your means of production and maintenance are trifold; Power, Resources, and Food.
  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.
  202.                         Resources are the generic building components, used across the board for production of buildings, units, ships, etc.
  203. Resources are collected through mines.
  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).
  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.
  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).
  216.                 -+ Fleet Production
  217.                         Fleets are produced at Shipyards.
  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.
  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.
  229.         ~-+-~ Units
  231.                 -+ Infantry
  232.                         Infantry units are generally cheap and all-purpose units, but not terribly good at any one thing.
  234.                 -+ Armor
  235.                         Armored units are slightly expensive, heavy, and slower than Infantry units, but can pack a big punch against most
  236. things.
  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.
  242.                 -+ Navy
  243.                         Take Armored units. Put them on water. ??? Profit.
  246.         ~-+-~ Combat
  248.                 -+ Ground/Planetary Combat
  249.                         Ground combat in Star Conquest is based on three basic stats: Armor, Power, and Strength.
  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).
  254.                         Power is how high the unit's attack is, again calculated in relation to unit archetypes.
  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".
  258.                 -+ Fleet Combat
  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.
  266.         ~-+-~ Planetary/Universal Exploration
  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.
  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.
  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.
  284.                 -+ Colonization
  285.                         On the occasion that one finds a new, reasonably hospitable planet, one can colonize it for a resource boost.
  287.         -=- H. Terrain
  289.                 -+ Grassy/Hilly/Rocky
  290.                         This "tile" of terrain grants no bonuses or penalties.
  292.                 -+ Trees/Foliage
  293.                         This terrain grants bonuses to ground defense, but penalties to attack.
  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.
  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.
  303.                 -+ Desert/Beach
  304.                         Ground units take penalties to attack and defense on this terrain.
  306.                 -+ Buildings
  307.                         Buildings always grant at least a small bonus to defense.
  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).
  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.
  320.         -=- K. Tables/Lists/Appendices
  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.                         +-------------------------------+
RAW Paste Data