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- +~---------------------~+
- { Conquest }
- +~---------------------~+
- ~+ A Table That May Contain Traces of Contents +~
- =-=-------------------------------------------=-=
- I. A Short but Sweet Introduction
- II. A Brief History of Events
- -=- A. Playable Factions and Races
- i. Terrans
- ii. Martians
- iii. Carmanathii
- iv. Wengu
- -=- B. NPC Factions and Races
- i. Maur'kan
- ii. Shofenti
- iii. Kriggara
- iv. Patoelian
- -=- C. Vague Overview
- -=- D. Vague Timeline
- III. Rules
- -=- A. Tech Tree
- i. The Tech Tree Itself
- ii. Superscience
- iii. Australium
- -=- B. Workers
- i. Robots and Slaves: The Black Market
- -=- C. Soldiers and Combat Units
- -=- D. Fleets
- -=- E. Bases and Colonies
- i. Resources and Materials
- ii. Worker Production
- iii. Combat Unit Production
- iv. Fleet Production
- v. Economy and Trade
- vi. Buildings
- -=- F. Units
- i. Infantry
- ii. Armor
- iii. Air
- iv. Navy
- -=- G. Combat
- i. Ground/Planetary Combat
- ii. Fleet Combat
- iii. The Combat Screen
- -=- H. Planetary/Universal Exploration
- i. The Rim
- ii. Discovering a New Planet
- iii. First Contact
- iv. Colonization
- -=- I. Terrain
- i. Grassy/Hilly/Rocky
- ii. Trees/Foliage
- iii. Mountainous
- iv. Bodies of Liquid or Ice
- v. Desert/Beach
- -=- J. Morale
- -=- K. NPC Relations
- -=- L. Tables/Lists/Appendices
- i. Australium Production Bonus Rates (per Sample Use)
- ~+ A Short but Sweet Introduction +~
- =-=------------------------------=-=
- 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
- this because you want to commandeer a faction and explore the stars, yes? If not, turn your sorry arse around and stop reading.
- 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
- Roleplaying game, and a Brikwars forum game, an epic scale Space Drama played out by a few bold players (possibly you) and a Storyteller
- (probably me). Your Storyteller directs all of the action, and has the final say over rules debates and questions, while the bold Players
- 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
- 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
- any random events and the consequences of your actions. In the end, most everything that happens in-game is based on your decision...
- ... So the question is: who will you be?
- ~+ A Brief History of Events +~
- =-=-------------------------=-=
- ~-+-~ Playable Factions and Races
- -+ Terran
- The Terrans are a proud race, grounded in tradition and the legacy of space exploration brought on by Louis
- Armstrong and the like. On Earth, they have formed an elitist multi-national government that encompasses North and South America and
- the majority of Europe and Eastern Asia called the Terran Alliance of Nations (TAN). Their inherent dislike of the Martians is such
- because they go against the "pattern." While not entirely dictatorial, there are a great many personal liberties that are frowned upon,
- if not outright illegal. It hasn't yet reached Orwellian proportions... but it might. Still, the standard of living is high, and the
- standards of space exploration have been steadily growing for the Terrans over the past decade.
- -+ Martian
- The Martians are Terrans that defected from the Terran Alliance of Nations some forty years ago, to create
- a new sovereign nation on Mars, called the Martian Conglomerate. This new nation was very strictly tied to the foundations of democracy; the
- main reason for ther defection from Terra was the growing sense of dictatorship. While still a new nation, much of their technology has
- drastically changed over the course of the last four decades. Martians tend to be paler and slightly smaller than your average Terran, due
- to life on a full-blown colony; cramped, unsafe, and generally sunless due to the gaseous atmosphere.
- -+ Carmanathii
- The Carmanathii are a young race of long, slender extraterrestrials who recently fought for and won their freedom
- from the shackles of slavery under the Kriggara. Their technology and advancements are just beginning to bud, and most of their current
- technology is almost directly derived from Kriggaran slave ships. Still, they are an incredibly clever race of beings, and one that has
- survived hardily through nearly a century of harsh slavery.
- -+ Wengu
- The Wengu are a relatively primitive race of sentient plant-like beings that has existed for nearly 2 billion years.
- They are acclimated to cold, harsh environments, and can survive for an incredible amount of time in a vaccuum. They are more traditional
- than they are new age, and many of their combat tactics and army-based units are unconventional in modern terms, but surprisingly effective.
- ~-+-~ NPC Races and Factions
- -+ Maur'kan
- The Maur'kan are a race evolved directly from insects. They developed on a temperate tropical planet, and hold very
- active and short lives. They are incredibly productive during their 8-10 year lifespan, however, and with the advent of technology their
- empire greew quite quickly, outproducing many of the known third-world empires in a matter of a few years.
- -+ Shofenti
- -+ Kriggara
- -+ Patoelian
- ~-+-~ Vague Overview
- -+ Human History
- Up to the year 2034, Human history had been a fairly predictable affair, with the exception of various minutiae.
- Technology progressed steadily, the flow of resources decreased, and the population multiplied like rabbits. In 2034, several major
- events took place. First and foremost, war exploded between all of the nations, stretched tensions sparked by the lack of global resources
- and the ridiculous population levels. World War III had begun.
- Some dozen years later, the war ended with a total wipeout, leaving nothing but the Canadian government standing on
- splintered stilts due to a monopoly over fresh spring water. In light of this, the previously major European, Asian, and North and South
- 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
- the Third World War.
- Space travel had a limited scope at this point, but the H.A.N. immediately made a push; funding the first major
- 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.
- Unfortunately, this idealized dream wasn't so quick to please. Civil unrest broke into riots in the Martian Colonies, due to a combination
- 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
- detached themselves of the "Earthers"and formed a sovereign nation in space. The H.A.N. adjusted its name accordingly; they became the
- Terran Alliance of Nations. Martians refer to themselves with a smug sense of pride, but the governmental system is barely holding itself
- aloft. The population is just small enough and the technology advanced that the Martians could feasibly enstate a true Democracy; each
- Martian citizen gets an individual vote on matters of federal importance. On Earth, the newly christened T.A.N. had created a haphazard
- mish-mash of world governments in order to appease all those involved and prevent any one nation from abceding from the Alliance, and thus
- personal freedoms had mostly been overturned in favor of what they called a "Democratic Dictatorship," a system in which qualified citizens
- 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
- food chain.
- Both Terrans and Martians are struggling fledgling world-nations, and both are just now coming to the realization-
- nearly a decade since the split (current stardate 2062)- that working together would be beneficial to both.
- -+
- -+
- ~-+-~ Vague Timeline
- ~+ Rules and Other Such Minutiae +~
- =-=-----------------------------=-=
- ~-+-~ Tech Tree
- -+ The Tech Tree Itself
- -+ Superscience
- -+ Australium
- Finding Australium during mining operations or on intercepted trade ships or whatnot means great things for your
- global resource. Not only do production rates go up 25%, your resource harvest rate across the board increase 50% for 1-3 rounds (based
- on the size of the Australium sample you uncovered).
- ~-+-~ Workers
- Workers (or Colonists) are the workforce of your bases and fleets. They come in groups of 40, and up tofive of them
- may remain in a single square at once (effectively providing a unit of 200 workers in that space). Most buildings require a certain amount
- of Workers to be garrisoned within them in order to provide their bonuses, productive capabilities, or research.
- -+ Robots and Slaves: The Black Market
- There are alternate versions of workers available in the game if you unlock the tech/find the Black Market. Robot
- 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
- down or even destroying key buildings in your colony. Be careful!
- ~-+-~ Soldiers and Combat Units
- As we saw with Workers, ground units are divided into groups of 40, and combat units are no different. Up to five
- units may occupy any given square.
- ~-+-~ Fleets
- Fleets are the backbone of your space capabilities. Fleets provide army transport between worlds/moons, heavy
- firepower, and a way to explore the stars. Maintaining a fleet is highly expensive process, but depending on your motives can be well worth
- the resource drain.
- ~-+-~ Bases and Colonies
- -+ Resources and Materials
- As a base, your means of production and maintenance are trifold; Power, Resources, and Food.
- Power is a neccessity to run most buildings. If you don't have enough power, random buildings may shut down until
- the sufficient power is restored.
- Resources are the generic building components, used across the board for production of buildings, units, ships, etc.
- Resources are collected through mines.
- Food is needed to keep your workers and combat units going. Each turn, a unit (worker or combat) uses up 1 unit of
- Food, unless otherwsie statedby the unit (robotic workers, for example, do not require food).
- -+ Worker Production
- Workers are produced through your Colony Base. There is only one variety of Worker available, at least until you
- unlock the Robotics path on the Tech Tree or engage in trade on the Black Market.
- -+ Combat Unit Production
- Combat units are produced at a variety of buildings, usually tailored to that unit's type (a Manufactory produces
- Armored Units, while a Barracks produces Infantry, for example).
- -+ Fleet Production
- Fleets are produced at Shipyards.
- -+ Economy and Trade
- You can boost your economy through trade with NPC and Player races, and the terms are negotiated between the players
- or the NPC race in question.
- -+ Buildings
- Buildings are your main resource in Star Conquest. They produce your units, provide the three Resources in the game,
- and introduce bonuses and certain tracks along the tech tree.
- ~-+-~ Units
- -+ Infantry
- Infantry units are generally cheap and all-purpose units, but not terribly good at any one thing.
- -+ Armor
- Armored units are slightly expensive, heavy, and slower than Infantry units, but can pack a big punch against most
- things.
- -+ Air
- Air units are highly expensive, but are incredibly good at taking on both Infantry and Armor with little worry of
- effective retaliation.
- -+ Navy
- Take Armored units. Put them on water. ??? Profit.
- ~-+-~ Combat
- -+ Ground/Planetary Combat
- Ground combat in Star Conquest is based on three basic stats: Armor, Power, and Strength.
- Armor is how protected the unit is. This value is calculated in relation to other unit archetypes (a unit can have
- high armor against air vehicles, but low armor against infatry, for example).
- Power is how high the unit's attack is, again calculated in relation to unit archetypes.
- Strength is how large the unit is, from a minimum of 5 to a total of 200. This acts as the unit's "health".
- -+ Fleet Combat
- -+ The Combat Screen
- The combat screen is a simple way of seeing the outcome of your combats. It is displayed with the fighting units
- on either side, and compares the Unit Strength before and after on both sides. It then declares the victor, and any morale adjustments
- that take place because of the fight.
- ~-+-~ Planetary/Universal Exploration
- -+ The Rim
- The Outer Rim is really a generalized area that signifies the edge of the Milky Way galaxy. It is a wide, unexplored
- belt of space that denotes the true limits of current space travel technology. While technology has advanced far enough for people to be
- able to see these planets, they are still unexplorable without incredible monetary expenses.
- -+ Discovering a New Planet
- New planets are discovered all the time, by all the races... however almost none of them are visited, whether due to
- 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
- Storyteller of any given game is encouraged to have a list of unexplored planets and their properties, and to randomly choose one to detail
- whenever one of the players touches down on it.
- -+ First Contact
- This scenario of racial relationship is a double-edged blade; it could spark a trade relationship that leads you
- 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
- both war and peace.
- -+ Colonization
- On the occasion that one finds a new, reasonably hospitable planet, one can colonize it for a resource boost.
- -=- H. Terrain
- -+ Grassy/Hilly/Rocky
- This "tile" of terrain grants no bonuses or penalties.
- -+ Trees/Foliage
- This terrain grants bonuses to ground defense, but penalties to attack.
- -+ Mountainous
- This terrain grants a slight penalty to defense, but a bonus to attack. Impassable to buildings and non-infantry
- ground units.
- -+ Bodies of Liquid or Ice
- These are impassable for all ground units, but for units that can go into and under water, it counts as normal
- ground.
- -+ Desert/Beach
- Ground units take penalties to attack and defense on this terrain.
- -+ Buildings
- Buildings always grant at least a small bonus to defense.
- -=- I. Morale
- Morale is an important part of the way your colonies function. High morale has chances to increase your production rates
- 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
- you, shutting down or damaging key productive facilities in your colony (slaves are more prone to this than workers, but it is not beyond
- 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).
- -=- J. NPC Relations
- NPCs in the gameworld can provide excess trade relations, but keep in mind that each functions just a sovereign alien
- nation would; some are untrustworthy and others are totally reliable and nonhostile, and it will almost never be as it seems on the surface.
- Any foreign relations should be carefully treaded.
- -=- K. Tables/Lists/Appendices
- -+ Australium Production Bonus Rates (per Sample Use)
- +-------------------------------+
- |As. Sample | Bonus Rounds |
- +-------------------------------+
- |10 kl | 1 round |
- +-------------------------------+
- |50 kl | 2 rounds |
- +-------------------------------+
- |100 kl | 3 rounds |
- +-------------------------------+
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