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| [Galactic Empires] Rules of Regulations | |
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| Tweet Topic Started: Jan 22 2009, 05:15 PM (185 Views) | |
| Firelizard | Jan 22 2009, 05:15 PM Post #1 |
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Entropic Duke
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![]() Hello Galactic Empires Hopeful, this is the fantastic Mosaic Earth-esque strategy game called Star Wars - Galactic Empire. It is where you forge an empire through Friendship, Diplomacy, and war, and all the while, not getting killed doing it. "The war between the Empire and the Rebel Alliance damaged many hundreds of planets that were once paradises. Though the war had been won, the leadership of the Rebel Alliance had been killed in the final battle for Corsuscant. This left a gap in leadership which many leaders failed to fulfill. With both sides of the force reduced to crazed cults, no heroes, or even so called villains could come to the rescue of the galaxy. Many planets were disgruntled by their cut in the war, and the remaining Imperial planets had revenge on their minds. It all became too much, and in an amazing display, the hot headed Corellians left the Republic with a break off faction. A costly war ensued and left the galaxy more splintered than ever. The Republic, now a mere name with no power has struggled to hold the galaxy together diplomatically, and the Senate is the only source of real power in the known galaxy at the moment. Now, 5 years later and trillions of credits later, the universe has finally recovered from the onslaught of the Imperials. Planets have much much more power to wield than in former years, and many share an ambition of forging their own empires." Well, you're asking "How do I join?" Just read the rest of the rules and regulations and post what planet you want in the Signup Thread Table of Contents Planet Warfare & Generic Units Planet Diplomacy Planetary Affairs Intelligence Agency Research & Development Planet Threads Edited by Firelizard, Jan 24 2009, 12:34 PM.
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| Firelizard | Jan 23 2009, 05:41 PM Post #2 |
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Entropic Duke
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Planet Warfare & Generic Units Warfare is a major part of Star Wars - Galactic Empires. You don't forge an empire by being a little goody two shoes. You forge an empire by destroying and invading every little planet you can get your little grubby hands on. Invasion When you are contemplating attacking a planet, take in mind its population, size, and possible strength. You may utilize your Intelligence Agent to spy or sabotage a possible planet you wish to invade, or to simply discover the planet's true military strength before you attack. If you plan on invading a planet, PM me and I will set up the Invasion Thread. Frequency of Invasions Whether you are successful or not, there is a limit to the amount of invasions in a certain time limit. Invasion Cap Tier 1 - 4 Days Tier 2 - 6 Days Tier 3 - 8 Days Tier 4 - 10 Days The PM In your PM to myself, include the following 1. The planet you are attacking 2. What forces you plan on using (this is critical so we know how to play the NPC's or how to moderate any other battles between planets) 3. A Reason (even if its because I'm bored I am curious as to why the imperialism) Defeated If your planet is defeated, your planet thread will be scrapped as will your embassy. You may as a player re-sign up and get a new planet on cue. Like respawning in Call of Duty... ![]() Admirals Admirals are military commanders that can be researched and produced for your Space Fleet. Keep in mind no one just STARTS with them, they have to be "made". Remember, you have to keep the Admiral to his specific Fleet. Fleets without Admirals leading them are significantly weaker. However, Admirals can be killed in battle if their Fleet is significantly destroyed. Each Fleet can only have one Admiral, and Admirals can gain experience points with every victory their particular Fleet wins (I'll announce your experience point gains in Planet Invasion threads) One star Admirals, Fleet's overall power increased. Two star Admirals, Fleet's overall discipline increased Three star Admirals, Fleet's overall power doubled. Four star Admirals, Fleet's has the ability to summon instant, but partial reinforcements every turn. Five star Admirals, Chance of enemy fleets disbanding and fleeing theater or war.A Admiral's information is to be stored within your Nation threads and will hold this general template-
Generals Generals are the ground forces equivalent of an Admiral. They are generally researched to take control of your numerous amount of Ground Corps. Just keep in mind that like Admirals, they must be made, no one just starts with them. Remember, you have to keep a General to his or her specific Corps. Ground Corps without Generals leading them are significantly weaker. However, Generals can be killed in battle if their Corps is significantly destroyed. Each Corps can only have one General, and Generals can gain experience points with every victory their particular Corps wins (I'll announce your experience point gains in Planet Invasion threads) One star Generals, Corps overall power increased. Two star Generals, Corps overall movement increased. Three star Generals, Corps overall power doubled. Four star Generals, Corps has the ability to summon Mercenaries alongside them every turn, where feasible. Five star Generals, Chance of enemy Corps disbanding and fleeing theater or war.A General's information is to be stored within your Nation threads and will hold this general template-
Army Size Laws • Obviously one cannot have a planet with a population of 300,000 and realistically wield an army of 10,000,000. So therefore I have determined rules regarding the relative size of armies versus the population of the planet. • The size of a standing army may not go beyond 10% of the planets total population. • It is recommended that the relative size stays below 10%, however, it is tolerable and acceptable for the size of an army to exceed 10%. • The above rule may only be used until the total army size reaches 15% of the total population. Once that landmark is reached, any further army size increase must be attributed to the conscription of women, children, and every rock and lizard under it. You will be frowned upon as an idiot ready and willing to be invaded by every rink-a-dink emperor with a brain and a laser. • Your population cannot rebound in a a day. This is to say that after fighting a major war in which 10% of your population was killed, you cannot leave that war and start one immediately after with the same size population and army. • Finally, an example of these rules: • You are the Forest Planet of Endor. Your population numbers 500,000. You may have a standing army of 50,000 or 10% of your population. You declare war on Coruscant. In the ensuing melee of unrealistic attacks, patriotism reaches all time highs in your planet. Your military can be at most 75,000. Congratulations. 50,000=10% + 25,000=5% = 75,000=15%. This vast army size may remain at such numbers for at most a year. Then it must go back down. • Infantry Corps are generally limited to a maximum of 500,000 troops each, whereas Space Fleets are limited to 2 capital ships, 10 Cruisers, 3 Carriers, and the fighters and bombers each ship is able to carry. Generic Units Ground Units - Infantry - Standard armored ground infantry units. Armored Transport - A large vehicle designed to help troops move across the battlefield with added protection. Artillery - A weapons system designed for long range bombardment. Tank - Heavily armored vehicle that moves around with repulsorlifts. Space Units Capital Ship - Huge ships that are over 100 meters long. They are usually used as flag ships in battle. Can usually carry up to 50 fighters and 20 bombers. Cruiser - Cruisers make up the bulk of a fleet. They are usually used for patrol and cannon fodder. Fighter - A small yet maneuverable spacecraft designed for military combat. Bomber - Starfighters designed for use against large or immobile targets Space Carrier - Space Carriers are specifically designed to project a planet's starfighter capabilities into far off worlds. They can hold up to 150 fighters and 50 bombers. Are vulnerable to attack and need heavy amounts of protection. Transport - Very large landing craft designed for interplanetary travel. Can hold up to 40,000 Ground Troops, 200 Artillery, and 250 tanks. Planetary Defense Orbital Battle Station - A large battle platform, usually 1 to 2 kilometers in length. This is a true test to planet military power, seeing as how it could defend from a large fleet attacking the planet. Shield Generator - Large recievers mounted at key parts of the planet, and when activated generate a large energy shield that can protect from bombardment and landing forces. Heavy Turret - Large turrets mounted planet side. Are usually used to defend against landing ships and can project fire into space helping friendly forces. Light Turret - The smaller cousins of the Heavy Turret, Light Turrets fulfill the same job, but cannot fire on objects outside of a planet's atmosphere. Edited by Firelizard, Jan 24 2009, 12:48 PM.
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| Firelizard | Jan 23 2009, 05:58 PM Post #3 |
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Entropic Duke
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Planet Diplomacy Diplomacy is a vital element of Galactic Empires, as the Senate can have a great deal of potential power. The Senate is where all planet's Delegates/Ambassadors come in to discuss matters of intergalactic importance and law. They can also propose resolutions, which then, if voted on, are sent to the Council of 15 to be voted on or possible vetoed by one of the member states. These resolutions to be proposed by any member planet and voted on by the General Assembly and then reviewed by the Council of 15 include but aren't limited to: Senate military deployments to assist planets being unfairly or illegally invaded Trade embargoes or sanctions where the Assembly outlaws any planet forming trade routes or agreements with a particular planet Official denouncements of a planet or planet's actions Aid in the form of dollars to impoverished systems or planets in need that apply for it within the General Assembly Each planet will make an Ambassador Profile and make their own Embassy threads to communicate and receive foreign diplomats. In the Embassy thread, just write a short (or however long you wish) description of the Embassy compounds, what goes on inside, and who your Ambassador is. Basically the Embassy is the homebase of your Ambassador. From there he can venture to other Embassies to have dialogues with foreign Ambassadors, offering Free Trade Agreements, Alliances, discussing political situations, etc. He/She also has the role of being your delegate in the Senate Council, and may enter and exit it whenever to announce your planet's decision on a vote or general opinion regarding something. See the Diplomacy Subforum for more information. Edited by Firelizard, Jan 24 2009, 12:21 PM.
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| Firelizard | Jan 24 2009, 12:11 PM Post #4 |
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Entropic Duke
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Planetary Affairs A planet is more than a simple nation trying to find its way in the huge world, but a maze of death, destruction, distension, and other affairs. There are things such as riots, earthquakes, etc. that will stretch your planetary government to new lengths. Each week, the mod will unleash a new set of problems and sometimes even miracles for each planet that is currently playing the game. The results of these events depend on your government's actions and words to the populous. There are four types of events that will occur each week. These are: • Social - Events such as medical disasters or other things that will affect the civilian populace of your planet. • Military - Events such as military upkeep and disasters such as accidentally set off explosives, the loss of live, and dealing with the loved ones of the deceased. • Economic - Events such as the stock market of your planet crashing, a large shipbuilding company tanks and hundreds of thousands of jobs are lost, etc. • Politics - Events such as the leader of your government dies, scandals that put your government on thin ice, etc. There is also time progression this time around in Galactic Empires. The passing of one month real time will result in the passing of one year in Galactic Empires. Edited by Firelizard, Jan 24 2009, 12:22 PM.
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| Firelizard | Jan 24 2009, 12:18 PM Post #5 |
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Entropic Duke
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Intelligence Agency "Intelligence Agency" is a feature in Galactic Empires that utilizes traditional character roleplaying. Each nation will have a special agent, an elite specialist, an Intelligence Agent. Create him/her on the Intelligence Agency Character Thread, using the template here. The way the Agents work is you can (by PMing me) utilize them to sabotage or spy on other planets (primarily ones not controlled by other players, since all players will have Intelligence). They can do major damage to the enemy on the inside, or just get you information. Information is another major use, as they can help gain data on the military strength of other nations. Otherwise one is invading blindly or on possibly obsolete data. Once you deploy a Intelligence Agent, I make a [Quest] thread, wherein you control the Dog of War in an adventure yourself in roleplaying format. Like: "Han Solo sighed as he crouched behind the control panel, making sure the elite response Stormtroopers ran by without noticing anything. He had enough blaster packs to destroy the shield generator controls, though he had used all of his thermal detonators." Edited by Firelizard, Jan 24 2009, 12:23 PM.
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| Firelizard | Jan 24 2009, 12:20 PM Post #6 |
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Entropic Duke
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Research & Development In Star Wars, the skies the limit. You can research battle droids, bio weapons, etc. Though the only restriction I put on this are Super Weapons. The only times these have been built is when you are an empire. But as for the basics (By the way, the research length begins once you announce on your [Planet] thread that you have begun researching the particular technology.) Each planet can build new tech for their planets or allies. From new commando teams to long range turbolasers, the sky's the limit for new battle tech. However, tech times will vary with your economy, and if your planet is in a crisis (at war, drought, etc.), development times will take longer. Edited by Firelizard, Jan 24 2009, 12:23 PM.
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| Firelizard | Jan 24 2009, 12:32 PM Post #7 |
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Entropic Duke
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Planet Threads Once you claim a planet and I approve, you need to make a nation thread. This is where you'll store all the data on your nation and post updates on mobilization, production, announcements, etc. But I repeat, the planet threads are only for these things, not interplanetary communication, that's what embassies are used for. Simply title it (Without the quotes, obviously): "[Nation] Your Planets Name" Within the thread, use this template as the first post. Use Wookieepedia for research.
Of course, you are highly encouraged to add other flavor categories as you please, like national anthems and the name of your leader/main officials, and make this as detailed and as creative as possible. |
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One star Admirals, Fleet's overall power increased.
Two star Admirals, Fleet's overall discipline increased
Three star Admirals, Fleet's overall power doubled.
Four star Admirals, Fleet's has the ability to summon instant, but partial reinforcements every turn.
Five star Admirals, Chance of enemy fleets disbanding and fleeing theater or war.
11:26 AM Jul 11
