The Backstory;
For the past 200 years, since the Human-year 2115, expansion has been slowly grinding down. Through many battles, over many tables, through countless communication links, and endless jumps, your nation has grown to what it is today. Capable of inter-stellar travel, and powerful enough to be even acknowledged by those who walk the stars. Through unknown circumstances, the previous leader has fallen. Perhaps an election occurred, or they were irreversibly killed, or another event happened. That doesn't matter. What does, is that you are now in a prime position in your empire for control, for further ventures.
How you do that is up to you.
RULES;
No GodModding (Except me). It isn't fair to control another empire's actions. I will do so, on occasion, to do some tasks which may need coherence or for plot devices.
No Overpowering. Every nation has their capabilities. Stay within them, or suffer the consequences if you don't.
No Omnipotence- You shouldn't know anything, empire wise, that is not public knowledge or otherwise known to you. So no acting on private messages, unless reasonably intercepted, or on other kinds of information.
CONCEPTS
Strengths- Each nation has a strength value in each of the 6 categories. Instead of a fixed value for each, they will have a starting value, and a theoretical maximum value. Let's run it down one by one;
Economy: Your economical strength. Runs from 0 (Complete economical destruction) to 100 (Economy paradise, perfect system). Economy is one of the factors that determines your capabilities as a nation. This is not advanced by you, specifically, but your actions will decide how much it goes up or down. Remember, Karma.
Civilian: Your civilian infrastructure and social well-being. Runs from 0 (Complete dystopia, perpetual misery), to 100 (Utopia, everyone happy). This is the second factor that determines your nation's capabilities. Advanced just as economy, Karma system.
Political: Your government's overall structure and efficiency. Runs from 0 (Complete corruption, nothing gets done), to 100 (Perfect decision making, no corruption). Third factor for capabilities, advances in Karma system.
Military: Your military strength, size, funding. Runs from 0 (No military, pacifistic state), to 100 (Military government, everyone's a soldier). Used as a capabilities factor, as well as for conflict.
Size- The empire's size. An independent factor, but determines certain events, resource availability, etc. Every point is 1 star. Currently no limit, but it may change. Remember, bigger isn't necessarily better.
Random Events; Every so often, I will select a nation(s) to experience a random, uncontrollable event. This is not going to be something like, say, Asteroid blows up planet. It will be something you can react too. Instead of saying a planet was decimated by a virus, I will say a new virus with high lethality has appeared. You decide, through your actions, the outcome.
Karma; This will be in. Similar to random events, except it is directly tied into your actions. It's a reaction-based system. For example, say you neglect funding on biological research and prevention. Soon after, that super-virus Rapt0r pops up. These are things that are directly caused by your actions and avoidable. Think of your action's consequences.
So, the application!
- Empire Name:
New Leader:
Government Type:
Sector: (Which of the four sectors you are in- 1 is upper right, 2 upper left, 3 lower left, 4 lower right)
Capital:
Currency: (Include conversion to Galactic Credit)
Strength Index (Adds up to 240 or less)
Economy:
Civilian:
Political:
Military:
Size:
Short Backstory:
BATTLE RULES
Each participant spoilers a tactic he wants to adopt for his fleet (obv the others are not supposed to read the spoilers), and you play the battle out. On critical moments you can stop the battle and allow the others to pick tactics again and so it will be a game of predicting the other's tactics like real strategy. You can also spoiler any other action you don't want the other players to know about. Be warned though that the amount of spoilers you can use is limited by the number of SpecOps points you have.The SpecOps points will regen over pages added to the thread (Which can be a good relative way to measure time in this RP).
On the other hand players can also open the contents of the spoiler and what is inside using an intel point. Their number is also limited and it regenerates as well.
Iv has the encoder on page 6-7 of this thread. I have the decoder, so I will look at those and decide.
FOR ALL BATTLES- After selecting a tactic, you are to post the size of the fleet and armaments, mainly the ships, classes, and what they are carrying. No numbers required for these (Except ship numbers). I will decide what is feasible and what is not, as well as decide what the outcomes are.
Another Note- Me, Prototype (If he accepts this position), and Commander Error (If he accepts) will serve as the GM's, essentially deciding how the Karma system affects people, random events, etc etc. Listen to us, and we might make modifications.
And please, PLEASE offer any suggestions to make this better. It would be much appreciated.
FACTION LIST
- The NeoRoman Dominion- Sector 1
COMPLETELY DESTROYED
Intel points: 0
SpecOps points: 0
______________________
Eggman Empire- Sector 1
Economy: 60
Civilian: 57
Political: 57
Military: 60
Size: 8
Intel points: 3
SpecOps points: 6
_________________________
Cuuytl Vyr Republic- Sector 3
Economy: 40
Civilian: 65
Political: 35
Military: 55
Size: 23
Intel points: 3
SpecOps points: 3
___________________________________
The Commonwealth of Systems- Sector 2
Economy: 45
Civilian: 50
Political: 80
Military: 40
Size: 20
Intel points: 3
SpecOps points: 6
____________________________
New Valyrian Dominion- Sector 4
Economy: 27
Civilian: 5
Political: 70
Military: 82
Size: 2
Intel points: 3
SpecOps points: 6
_________________________
Obsidian Syndicate- Sector 4
Economy: 45
Civilian: 50
Political: 30
Military: 100
Size: 10
Intel points: 3
SpecOps points: 6
_________________________________
NCSD and Skytherian Colonies- Sector 1
Economy: 45
Civilian: 30
Political: 50
Military: 80
Size: 1
Intel points: 3
SpecOps points: 6
_______________________
Hexalan Colonies- Sector 2
Economy: 91
Civilian: 0
Political: 25
Military: 104
Size: 15
Intel points: 3
SpecOps points: 5
_______________________
Croatoan Empire- Sector 2
BANNED FROM RP
________________________
The Cavnin Nation- Sector 1
Economy: 51
Civilian: 55
Political: 57
Military: 64
Size: 8
Intel points: 3
SpecOps points: 6
_________________________
Planetary Dominion- Sector 1
Economy: 5
Civilian: 14
Political: 100
Military: 100
Size: 1
Intel points: 3
SpecOps points: 6
__________________________
Orion Confederation- Sector 3
Economy: 45
Civilian: 60
Political: 28
Military: 106
Size: 2
Intel points: 3
SpecOps points: 5
___________________________
United Terran Alliance- Sector 1
Economy - 40
Civilian - 82
Political - 35
Military - 89
Size - 15
Intel points: 1
SpecOps points: 3
______________________
Batiss Combine- Sector 4
Economy: 35
Civilian: 50
Political: 50
Military: 60
Size: 40
Intel points: 3
SpecOps points: 6
__________________
Darkstar Corporation - sector 4
Economy:64
Civilian:50
Political:60
Military: 42
Size: 30
Intel points: 3
SpecOps points: 6
__________________
Destonia - sector 2
Economy:60
Civilian:30
Political:50
Military:65
Size:25
Intel points: 3
SpecOps points: 6
__________________
The Vendetta Order - sector 3
Economy: 75
Civilian: 20
Political: 50
Military: 85
Size: 2
Intel points: 3
SpecOps points: 6
_____________________________________________________
Unknown Empire
Economy- UNKNOWN
Civilian- UNKNOWN
Political- UNKNOWN
Military- 100
Size- 1
Intel Points- UNKNOWN +1 (?)
SpecOps Points- UNKNOWN +2 (?)