Cashdash25
The Proletariat Robot
"A galaxy's worth of life, trillions upon trillions of lives, spread across a hundred trillion worlds, oh to rule them all."
There exists approximately two hundred billion galaxies in the observable universe, this is the story of just one of these expanses. Players will be creating their own spacefaring nation to guide and rule over on a galactic scale. The game will be fairly mechanics light, it's pointless to try to measure and track things like population numbers and resource totals when a given player controls a few million planets or more. Instead players will focus on the strategizing, the diplomacy and politicking of the galactic community, managing research focuses and prioritizing foes.
Nation sheet;
Name: The name of your nation.
Color: A color to identify your nation by on the map.
Race(s): The race/races that make up the nation.
Government type: Democracy? Republic? Fascist Dictatorship?
History: A brief history of your nation and race, up until they discovered/invented FTL technology will do.
Military: A brief analysis of your nation's military, doesn't have to be too in depth but you can go as deep as you want.
Pros and Cons: These are a series of things about your particular faction that separates them from others in game mechanic terms. For example perhaps your race has something that allows them to research new technology faster or they require more of a particular resource type. There is no particular limit on these, however these must be balanced against themselves, so if you want to take a really powerful Pro you'll also have to take some Cons, and taking like 20 of them is just bad form.
Mechanics;
The galaxy: The galaxy is broken up into 1,200 zones, zones are arranged into 48 5x5 squares called sectors. Control over zones is measured by a simple percentage, if you have 30% control over a zone that means you hold approximately 30% of the planets in that zone, the more zones you control the more control you have over that sector.
Planets: There are countless types of planets in the known galaxy, for our purposes they are split into only a few however. The main two will be Resource Worlds and Industrial Worlds, Resource Worlds are worlds dedicated to producing resources, such as food, ores and fuel. While Industrial Worlds are worlds dedicated to production, for example factory worlds or shipyards. The standard ratio is 60% Resource Worlds to 40% Industrial Worlds.
The other major worlds are the Faction, Sector and Zone capitals. These are extremely important worlds that will be heavily defended, for good reason, the loss of any such world will be a major blow to that Faction, Sector or Zone.
Some factions may have special classifications of worlds.
Turns: Each turn will represent approximately 1 Standard Year, every turn players will lay out what their plan for that turn is, expanding into neighboring zones, warring or negotiating with their neighbors, setting their research goals, etc. Your advisors(Read: The GM)may provide some advice and feedback.
The pre-turn: Before the game proper starts there will be a turn that represents a much longer period of time, this is essentially the time in which your faction was building up to its position, making its first forays into FTL travel and expanding into nearby areas. Players will have reduced control over this period, however if something important comes up, such as contact with another race or something along those lines the players will be allowed to decide how to proceed.
Research: Research is represented by a sliding percentage scale of resources you can devote towards different research projects, for example you could split it 50/50 between Improved Kinetic Shielding and Advanced Railguns, or you could split it into 10 different research projects or anything in between. The results of this will be determined by a few different factors, you might get what you wanted, you might not, you might get something totally unexpected. Research topics will generally be a bit vague and open ended, but you will be allowed to describe essentially what it is you're trying to invent to give you more agency over your results.
War: Wars are fought on a sector wide scale, it would be pointless to focus on individual battles as entire planets will be turned into warzones while in the skies above fleets engage each other from thousands of kilometers away. As such battles will be viewed more from a campaign wide assessment, allowing players to plan and redirect assets as they see fit.
Starting location: Players will be allowed to choose their starting zone by PMing me which zone they would like to start in. This will allow for a fairly random distribution of factions.
NPC example faction;
Name: United Human Systems
Color: White
Race: Humans
Government: Multi-Planetary Representative Democracy.
History: The United Human Systems trace their history to an alliance of nine nations on their native planet of Terra known as the United Terran Confederacy. Formed with the intention of establishing a stable, one world government to unite their fractured race, the UTC spent decades slowly coming to control their home planet through diplomacy and force of arms. After solidifying their control over Terra they turned their attention to space, launching colonization efforts across their home system. The invention of the Plasmic Fusion Drive allowed UTC ships to travel at near FTL speeds, allowing the first Human extra-systemic colonization effort. Following the successful establishment of a colony outside their home system the United Terran Confederacy was reformed into the United Human Systems, a Representative Democracy run by officials elected from each planet within the Union.
Military: The armed forces of the UHS consist of a large standing military of professional volunteers supplemented by an emergency draft. The UHSDF emphasizes tactical and strategic flexibility, giving unit commanders and ship captains freedom to pursue their orders in a manner they deem best suited to the current situation.
This flexibility extends to force compositions, with everything from a standard infantry platoon to a flotilla of warships bringing a wide variety of organic firepower. Caseless ammunition ballistic weapons are the norm for their ground forces, while their main starship grade weapons are powerful railcannons.
Pros and Cons: The UHS has no special advantages or disadvantages.
The game will start as soon as I feel we have gathered enough players and I am able to go through the pre-turn. Any questions?
There exists approximately two hundred billion galaxies in the observable universe, this is the story of just one of these expanses. Players will be creating their own spacefaring nation to guide and rule over on a galactic scale. The game will be fairly mechanics light, it's pointless to try to measure and track things like population numbers and resource totals when a given player controls a few million planets or more. Instead players will focus on the strategizing, the diplomacy and politicking of the galactic community, managing research focuses and prioritizing foes.
Nation sheet;
Name: The name of your nation.
Color: A color to identify your nation by on the map.
Race(s): The race/races that make up the nation.
Government type: Democracy? Republic? Fascist Dictatorship?
History: A brief history of your nation and race, up until they discovered/invented FTL technology will do.
Military: A brief analysis of your nation's military, doesn't have to be too in depth but you can go as deep as you want.
Pros and Cons: These are a series of things about your particular faction that separates them from others in game mechanic terms. For example perhaps your race has something that allows them to research new technology faster or they require more of a particular resource type. There is no particular limit on these, however these must be balanced against themselves, so if you want to take a really powerful Pro you'll also have to take some Cons, and taking like 20 of them is just bad form.
Mechanics;
The galaxy: The galaxy is broken up into 1,200 zones, zones are arranged into 48 5x5 squares called sectors. Control over zones is measured by a simple percentage, if you have 30% control over a zone that means you hold approximately 30% of the planets in that zone, the more zones you control the more control you have over that sector.
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Planets: There are countless types of planets in the known galaxy, for our purposes they are split into only a few however. The main two will be Resource Worlds and Industrial Worlds, Resource Worlds are worlds dedicated to producing resources, such as food, ores and fuel. While Industrial Worlds are worlds dedicated to production, for example factory worlds or shipyards. The standard ratio is 60% Resource Worlds to 40% Industrial Worlds.
The other major worlds are the Faction, Sector and Zone capitals. These are extremely important worlds that will be heavily defended, for good reason, the loss of any such world will be a major blow to that Faction, Sector or Zone.
Some factions may have special classifications of worlds.
Turns: Each turn will represent approximately 1 Standard Year, every turn players will lay out what their plan for that turn is, expanding into neighboring zones, warring or negotiating with their neighbors, setting their research goals, etc. Your advisors(Read: The GM)may provide some advice and feedback.
The pre-turn: Before the game proper starts there will be a turn that represents a much longer period of time, this is essentially the time in which your faction was building up to its position, making its first forays into FTL travel and expanding into nearby areas. Players will have reduced control over this period, however if something important comes up, such as contact with another race or something along those lines the players will be allowed to decide how to proceed.
Research: Research is represented by a sliding percentage scale of resources you can devote towards different research projects, for example you could split it 50/50 between Improved Kinetic Shielding and Advanced Railguns, or you could split it into 10 different research projects or anything in between. The results of this will be determined by a few different factors, you might get what you wanted, you might not, you might get something totally unexpected. Research topics will generally be a bit vague and open ended, but you will be allowed to describe essentially what it is you're trying to invent to give you more agency over your results.
War: Wars are fought on a sector wide scale, it would be pointless to focus on individual battles as entire planets will be turned into warzones while in the skies above fleets engage each other from thousands of kilometers away. As such battles will be viewed more from a campaign wide assessment, allowing players to plan and redirect assets as they see fit.
Starting location: Players will be allowed to choose their starting zone by PMing me which zone they would like to start in. This will allow for a fairly random distribution of factions.
NPC example faction;
Name: United Human Systems
Color: White
Race: Humans
Government: Multi-Planetary Representative Democracy.
History: The United Human Systems trace their history to an alliance of nine nations on their native planet of Terra known as the United Terran Confederacy. Formed with the intention of establishing a stable, one world government to unite their fractured race, the UTC spent decades slowly coming to control their home planet through diplomacy and force of arms. After solidifying their control over Terra they turned their attention to space, launching colonization efforts across their home system. The invention of the Plasmic Fusion Drive allowed UTC ships to travel at near FTL speeds, allowing the first Human extra-systemic colonization effort. Following the successful establishment of a colony outside their home system the United Terran Confederacy was reformed into the United Human Systems, a Representative Democracy run by officials elected from each planet within the Union.
Military: The armed forces of the UHS consist of a large standing military of professional volunteers supplemented by an emergency draft. The UHSDF emphasizes tactical and strategic flexibility, giving unit commanders and ship captains freedom to pursue their orders in a manner they deem best suited to the current situation.
This flexibility extends to force compositions, with everything from a standard infantry platoon to a flotilla of warships bringing a wide variety of organic firepower. Caseless ammunition ballistic weapons are the norm for their ground forces, while their main starship grade weapons are powerful railcannons.
Pros and Cons: The UHS has no special advantages or disadvantages.
The game will start as soon as I feel we have gathered enough players and I am able to go through the pre-turn. Any questions?
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