- Starting Map
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Constructions You may construct a Territory Defense Array in any region that has no TDA or other fleets in it. You may not construct a TDA in any region that has another TDA. You may not construct a TDA in the same turn that you have destroyed an enemy TDA. TDAs take one turn to finish and act as a buffer to prevent the region from being captured without giving you time to respond, as well as giving you control of the region. You may only launch an attack on a TDA when there are no enemy fleets in the region and no intact and completed constructions in the region. If you attack a TDA and an enemy fleet shows up in the region on the same turn, the enemy fleet has their combat values increased by 50% of their original combat values. TDAs cost 20 cash to build.
You may construct a Mining Tower in any region in which you have a TDA. Towers take two turns to finish and let you build fleets and defense fleets in that region, in addition to giving a +5 cash per turn bonus and a +1 technetium bonus per turn. Towers cost 25 cash to build.
You may construct a Capital Ship Assembly Array in any region in which you have a tower. CSAAs take three turns to finish and let you build capital ship fleets in that region. CSAAs cost 50 cash to build.
You may launch an attack on a construction if you have a fleet in the region. If you launch an attack on a construction and your enemy does not send fleets to defend it, it is destroyed unless the construction is a TDA.
If an enemy does send fleets to defend a construction that you are attacking, it is treated as a fleet battle.
The Yulai Core is a special construction that you cannot construct. It cannot be destroyed. If you have a tower and TDA in the same region as the Yulai Core, your income is doubled for as long as you have a tower and TDA in the region.
Fleets Fleets are now unified fleets instead of the assorted ships in Space Empires 1.
A regular fleet costs 5 cash to create and gives a +10 combat value modifier.
A defense fleet costs 10 cash to create and gives a +25 combat value modifier, but it cannot move.
A capital ship fleet costs 50 cash and 1 technetium to create and gives a +120 combat value modifier.
Only one fleet of each type can be created at each region per turn.
Fleets may not be used the same turn they are created.
Movement & Combat
To move your ships, simply say that you wish to move. For example: "Move 1 regular fleet from Paradis to North Delve, move 1 capital ship fleet from Insmother to Scalding Pass." You may not move across Jump Nodes if there is an enemy fleet in the same system as the Jump node unless you are also moving a capital ship fleet or are granted permission to move.
You may not move fleets more than one region per turn, and you may only move fleets to adjacent regions. Regions connected by jump nodes, such as Venal to Paragon are considered adjacent.
To conduct an attack, simply say that you wish to conduct an attack. You may only attack if both your fleet(s) and the thing you want to attack are in the same region. For example: "Launch an attack against The Fleet's TDA in Period Basis".
Every time a battle starts, I roll a dice to determine which side has "Advantage". The side with advantage has their combat value multiplied by 10% of their original combat value.
You may move a fleet and attack on the same turn. When moving a fleet into a region where there is a battle going on this turn, you must specify whether or not you want the fleet being moved to join in on the battle.
In battles, losses are calculated... weirdly.
For the losing side, a minimum of 50% of their fleet is destroyed. In addition to the minimum 50% lost, I flip a coin to determine if the fleet is destroyed entirerly or is able to retreat. If the fleet is able to retreat, I will move the fleet into a random adjacent region and roll a dice to determine how much of the fleet is destroyed as well.
For the winning side, I simply calculate the amount of non-modified combat value the losing side has and remove that much combat value worth of ships from the winning side.
In the event of anything giving an uneven result, I always round down. Always.
Cash & Tech You automatically gain +5 income per turn no matter what as a sort of base income level. To increase your income, you can do the following:
Rent out a region: You can rent out a region, denying you access to any constructions there, and disallowing you from moving any fleets there, but the region gives a +5 per turn plus a +5 if there is a tower there, and a +5 if there is a CSAA there. You may unrent a region at any time. Sell Technetium: Each unit of Technetium is worth 5 cash in the market if sold. You cannot buy Tech except from other players. Build towers: See constructions.
- Starting Statblock
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The Federation: Purple Player: Nedben Regions controlled: 6 Mining towers controlled: 1 in Oasa CSAAs controlled: 0 Fleets: 1 in Paragon, 1 in Providence Defense Fleets: 0 Capital Ship Fleets: 0 Income: +10 (+5 base, +5 Tower in Oasa) Cash: 25 Technetium income: +1 (+1 Tower in Oasa) Technetium: 0
The Empire: Blue Player: Infect Regions controlled: 6 CSAAs controlled: 0 Mining towers controlled: 1 in Paradis Fleets: 1 in North Delve, 1 in Period Basis Defense Fleets: 0 Capital Ship Fleets: 0 Income: +10 (+5 base, +5 Tower in Paradis) Cash: 25 Technetium income: +1 (+1 Tower in Paradis) Technetium: 0
The Coalition: Green Player: Deceleration Regions controlled: 6 CSAAs controlled: 0 Mining towers controlled: 1 in Dekelein Fleets: 1 in Tenal, 1 in Venal Defense Fleets: 0 Capital Ship Fleets: 0 Income: +10 (+5 base, +5 Tower in Dekelein) Cash: 25 Technetium income: +1 (+1 Tower in Dekelein) Technetium: 0
The Alliance: Gold Player: Robert Joe Regions controlled: 6 CSAAs controlled: 0 Mining towers controlled: 1 in Insmother Fleets: 1 in Geminate, 1 in Scalding Pass Defense Fleets: 0 Capital Ship Fleets: 0 Income: +10 (+5 base, +5 Tower in Insmother) Cash: 25 Technetium income: +1 (+1 Tower in Insmother) Technetium: 0
The Swarm: Light Blue Player: Ion496 Regions controlled: 6 CSAAs controlled: 0 Mining towers controlled: 1 in Syndicate Fleets: 1 in Cache, 1 in Fountain Defense Fleets: 0 Capital Ship Fleets: 0 Income: +10 (+5 base, +5 Tower in Syndicate) Cash: 25 Technetium income: +1 (+1 Tower in Syndicate) Technetium: 0
The Fleet: Red Player: Morgiana Regions controlled: 6 CSAAs controlled: 0 Mining towers controlled: 1 in Feyth Fleets: 1 in Paragon, 1 in Providence Defense Fleets: 0 Capital Ship Fleets: 0 Income: +10 (+5 base, +5 Tower in Feyth) Cash: 25 Technetium income: +1 (+1 Tower in Feyth) Technetium: 0
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