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19:04, 2nd May 2024 (GMT+0)

ANNOUNCEMENTS.

Posted by The Creator GMFor group 0
Thanos GM
GM, 31 posts
Mon 21 Jan 2013
at 03:27
  • msg #67

Game 6 Officially Started

All races have been given their starting location(s).

You will note that there are no 'X' locations on the Galaxy Map. Its the Dark Ages, your astronomers have located the most likely places that might support life and you have already colonized them. The rest of space is open to exploration by your fleets which have recently been outfitted with jump drives. You will no longer have to create giant generational colony ships or send your people into cryo-freeze while on their way to a new potential world. No longer will your people be consigned to death if that potential world is not habitable.

If all players submit a turn sheet for Cycle 1 I will process them on Thursday Night.
Thanos GM
GM, 36 posts
Sat 26 Jan 2013
at 00:13
  • msg #68

Re: Game 6 Officially Started

Update:

Mercenaries, as a random exploration event, will not go away if you do not buy them. They will also keep you from building space stations if they occupy a sector.


Please make your locations like this (X##) or something like A15 or G06.

I do not want dashes (-) in the numbers this game. Thank you.
This message was last edited by the GM at 00:17, Sat 26 Jan 2013.
Zontan GM
GM, 862 posts
Mon 7 Oct 2013
at 01:11
  • msg #69

Game 7 Changes

Alright, so I've made a whole bunch of changes to stuff you may have previously taken for granted. So you don't have to scan the entire rules document for stuff that's unfamiliar, here's a big list of everything that's different for Game 7:

POINT-BUY CHANGES:
The cost of buying a planet has been increased to 9 points.
Starting points has been increased to 15.
A level 1 and a level 2 Racial Tech are granted to everyone for free.
Everyone starts with Warp Gates again this game.
Starting with no Warp Gate has been removed as a disadvantage.

RULE CHANGES:
Turns will processed once a week, and are due Friday at 10PM Pacific time.
X’s have been removed from the map. In exchange, a standard planet scanning tech has been added.
Details on Shielding and Piracy techs have been removed from the main game rules, as they were redundant there.
Espionage units no longer reveal their owner when they fail a mission. A tech line has been added to identify spies utilized against you. Another has been added to counteract this identification.
Spying chance of success has been increased to 70%.
Privileged Info chance of success has been increased to 70%.
Wire Taps chance of success has been increased to 40%.
Store House Bribes chance of success has been increased to 70%.
The Military Coup Espionage action can now be used defensively without a tech.
The Theft Espionage action has been improved to steal more resources and its chance of success has been increased to 40%.
The UA has been restored, and details about their functioning is now in the main rules thread.
When a player or Federation is in the process of subduing enough planets to claim victory, this fact will be broadcast to the rest of the galaxy that turn.
A Wonder victory possibility has been added. The Wonder tech line has been added to the standard techs.

TECH CHANGES:
Improved Construction has been increased to level 4.
5% combat bonus techs have been improved to 10% techs.
Frenzy has been increased to level 3. [Keyword] Tactics has been increased to level 4.
Dampening Fields has been increased to level 3. Dampening Fields has been changed to only function if you have at least half as many units as your opponent.
Raiding has been substantially changed. It now steals resources directly from the opposing player, and does not have additional levels.
Pirate Base is now level 2.
Privateers can now explore normally.
Privateer Anonymity added as a standard tech.
2-Hit-Battleship has been reworked to require pre-activation. In exchange, ships gain +1 MG before being hit, rather than losing one afterward.
Espionage improvement techs now increase effectiveness by 10% each rather than 5%.
Zontan GM
GM, 889 posts
Fri 18 Oct 2013
at 19:27
  • msg #70

Re: Game 7 Changes

So, a thing which I thought I made clear but apparently forgot to mention:

-Racial techs CANNOT be keyworded. Racial techs are already race-specific and free, they cannot start you off with two keyword technologies right off the bat. Sorry, folks.

Sorry, this is my bad - I had always intended for this to be the case but apparently left it off my big 'this is how racial techs work' spiel.

Multiple people did this, which is why I'm making this an announcement rather than a turn sheet note. It'll be a turn sheet note later if you don't fix it. =)
Zontan GM
GM, 907 posts
Sun 10 Nov 2013
at 21:37
  • msg #71

Re: Game 7 Changes

So, just because it's coming up every now and again, and I want to make it clear now so it does not become an issue later:

-Do not, under any circumstances, edit your turn submission after results have been returned. Ideally, you shouldn't be editing your submission at any point after the time when it is due, as I might not use the correct version if that is the case. But editing after results are in just can't be done. Your turn sheets are a log of the things that have happened in the game, and I refer to that log to make sure everything stays consistent. Editing turn sheets afterward will make that log inconsistent with what has happened, and I will be unable to tell what the original sheet said - or even what was changed. Ignoring the obvious fact that this could be used in an attempt to cheat (which I don't think any of you would do) it does mean that if a discrepancy came up later, any sheet which had been later edited could not be taken as valid, and any ruling that might have to be made would be made against you.

If there are issues with your sheet that I point out, fix them in your next submission, or talk to me about them in your Comms thread. Don't try to go back and fix them in the turn already past.
Zontan GM
GM, 942 posts
Sun 12 Jan 2014
at 19:22
  • msg #72

Astral Mapping Range

So because I've seen some indication that there is confusion over this, do keep in mind that Astral Mapping does take into account the fact that diagonal movement costs 1.5 sectors. As such, it does not map perfect square regions. The ranges look like this:


Astral Mapping I:

  X
X O X
  X

Astral Mapping II:

    X
  X X X
X X O X X
  X X X
    X

Astral Mapping III:

      X
  X X X X X
  X X X X X
X X X O X X X
  X X X X X
  X X X X X
      X

Astral Mapping IV:

        X
    X X X X X
  X X X X X X X
  X X X X X X X
X X X X O X X X X
  X X X X X X X
  X X X X X X X
    X X X X X
        X

Astral Mapping V:

          X
      X X X X X
    X X X X X X X
  X X X X X X X X X
  X X X X X X X X X
X X X X X O X X X X X
  X X X X X X X X X
  X X X X X X X X X
    X X X X X X X
      X X X X X
          X


Because these areas get very big very quickly, I'm not going to give you a negative result for every single sector you scanned, because that would take forever. Just keep this in mind when marking down where you've looked for your own records.
Zontan GM
GM, 968 posts
Sun 9 Feb 2014
at 18:38
  • msg #73

Important Note about Mercenaries

So just as a heads up, if you are going to hire mercenaries that you have encountered, you must make a note of it in your turn summary at the top of your sheet, and you must include where you are hiring them from. Because mercenaries stick around if not hired, I need this info clearly visible so I can remove them from my master map. Simply doing the calculations for the payment and adding them to your list of troops is not sufficient.
Zontan GM
GM, 1031 posts
Sun 30 Mar 2014
at 06:18
  • msg #74

Skipping a turn

So this is a formal note that I have a very cool job prospect coming up, and the interview process for said job is to spend the next week making a game. As such, I will be super busy if I want to make this thing look good, and I can't really afford the 8+ hours it will take to run turns.

As such, I am pushing this turn back a week. So turns will not be due until next Sunday (the 6th).
Godzfirefly
GM, 1092 posts
Mon 6 Oct 2014
at 06:56
  • msg #75

New Game!!!

So, Game 8 is now about to begin.  I'll be posting the Game 8 Rules Thread, the Game 8 Approved Tech Thread, and a Catalog of Changes thread to let you know how Game 8 is going to work.  Warning:  There are a lot of changes!  Look over those threads carefully.

Turn 0 is officially starting now and will last about two weeks, ending at 10pm PT, October 19th.  What is due by then is your Race's Starting Stats, your Point Buy decisions, any pre-game flavor-text you might want to offer that will let me write better plot-summations for you, and any new technologies (including racial techs) that you want to propose.

Questions about the rules are encouraged, and this would be the time to suggest changes if you think they'd be appropriate.  It is a lot easier to change things before Turn 1 starts than afterward.

Lastly, your current characters will exist until the end of Turn 0.  After Turn 0 ends, I will delete all Characters from previous games.  So, save any notes that you want to from those characters.  If you haven't gathered everything you wanted by then, that is not the fault of the GM.
Godzfirefly
GM, 1137 posts
Thu 16 Oct 2014
at 18:38
  • msg #76

Re: New Game!!!

Quick Announcement about a change to one of the Standard Techs.  First Strike will now read as follows:

First Strike, Lv1+
Benefit: You cannot lose ships in the first round of combat.
-Improvements on the tech line increase the number of rounds by a number equal to the level of the tech.
-If two fleets with First Strike are on opposite sides of combat, then rounds where both sides are indestructible will be skipped and will not count towards techs that count the round number.

(Emphasis on the relevant change.)
Godzfirefly
GM, 1146 posts
Fri 17 Oct 2014
at 23:23
  • msg #77

Re: New Game!!!

I added three economic technologies to the Standard Technology thread.  These are techs that have been (more-or-less) in use for the past 3-4 games.


Luxury Markets; Lv1
You may convert 2 Luxury into 10 credits.


Improved Taxation; Lv3
Pre-req: Any Level 2 Production Tech.
Spend 1M1L to build a tax assessor’s office on a planet (not a station). Your planet produces .5 credits per factory in place there (rounded down.)  This tech cannot be upgraded.


Trade Station Expansion; Lv 1
Spend 1M1L to build a Trade Station on a Space Station (limit one per Space Station). This Trade Station adds .5 Credit to each Trade Route (The total is rounded up).
-Add +.5 credits to each Trade Route per tech increase.
Godzfirefly
GM, 1166 posts
Wed 22 Oct 2014
at 00:01
  • msg #78

Re: New Game!!!

Okay, I'm going to explain in more detail how you guys are able to set up direct trades and (by association) how trading scouting details works on Turn Sheets.


Step 1: Find a race you trust.  (You all know how to do this, even if you have different thresholds for trust.)

Step 2: Ensure you both have a Warp Gate at a location you control.  (You all have this now, but for various reasons this could theoretically be troublesome.)

Step 3: Ensure the location of your Warp Gate is on the map of your trade partner and vice versa.  You can do this manually, but that might take a while if you're far away.  So, you might want to give your Scouting data to your trade partner.  There are two easy ways to do this.  A) Put the Scouting Data for the location in the trade section of your Turn Sheet.  When you do, I'll update the map for that Turn's Results.  B) Make an official off-turn request in the same way you make an official off-turn request for Detailed Scouting.  In this case, I'll update last turn's map for your trade partner, and you can begin trading immediately.

[Step 3 Note: Like all trades, this part is a matter of trust.  I am under no obligation to undo the sending of Scouting data any more than I am under an obligation to undo sending techs over a direct trade.  If your trade partner is not trustworthy, you might find you are sending them your location (or other trade goods) and getting nothing in return.  Remember, location data allows Detailed Scouting, Spy/Saboteur actions, and (in the case of sectors with Warp Gates) military invasions.]

Step 4: On all direct trades, mark the Warp Gate location you are sending from and the Warp Gate location you are sending to.  (The good news here is that trades take place before movement in the Turn, so even if you lose the Warp Gate due to third party attack you will still receive your goods.)
Godzfirefly
GM, 1211 posts
Fri 31 Oct 2014
at 18:07
  • msg #79

Re: New Game!!!

Quick reminder.  Scouting happens before movement.  As a result, fleets count from their pre-movement location when measuring your scouting range.
Godzfirefly
GM, 1219 posts
Wed 5 Nov 2014
at 04:42
  • msg #80

G8 FAQ1

Okay, I'm going to do a quick FAQ post to cover questions asked by at least two players thus far.  Some of these may be important to the next few cycles, so try not to skim over them all.  And, as always, these answers assume no techs exist to change the answer.

Q) Are warp gates necessary for trade?
A) Yes.  You must have some claim over a Warp Gate (even if it's just ships in an otherwise unclaimed sector) to trade with other players.  Also, if another player allows, you can use their Warp Gate as long as you have ships at the location of that Warp Gate.

Q) If Scouting happens before movement, can I send ships into/through a sector I'm scouting in the same turn?
A) No.  The sector must have been on the map at the beginning of the turn to count as passable.

Q) If I want to destroy a Warp Gate, can I do so before ships move?
A) No.  Destroying a Warp Gate is an attack action, which occurs after ships move.  Also, it requires control of the sector to perform, so any battles will happen first.

Q) Do I need to have military at the place I'm building a station/colonizing a planet for the whole time?  Or just when I start the project?
A) You need military present the whole time.  If you don't have military there, the project is cancelled.

Q) Can I start colonizing a planet/building a station in the turn my military arrives there?
A) Yes.  But, if another fleet arrives at the same time and for the same purpose, it may delay your attempt until the conflict is resolved.

Q) If I see a planet/Resource Cache/Other on my map, is it possible for a monster to be there too?
A) No.  If a Monster is in a sector, you will see it.

Q) I want to trade racial techs because [Insert IC reason here].  Can I?
A) No.

Q) I have a tech approved as a racial tech.  Could I consider it automatically approved as a normal tech instead?
A) No.  I might approve it as a normal tech as-is, but I'll be just as likely to make some minor change before approving it as a non-racial tech.  So, ask first.

Q) Can I just assume a trade will be okay with the UA and put it on my trade sheet?
A) No.  If you do that, there is at least a chance that either I'll not understand what you expect of the UA and end up sending you nothing or the UA won't have what you want in the entirety and I end up sending you nothing.  Either way, if you want to be sure to get what you are asking for from the UA, you need to ask them first.

Q) Can I move troops to a Warp Gate and through with a single Turn's move action?
A) No, warp gates require a full turn's move action to use.  A Worm Hole, on the other hand, can be used without spending any sectors of movement.  (Just remember the Worm Hole is 1-way without the appropriate tech.)

Q) Can I negotiate with non-UA NPCs?
A) That depends on the NPC.
-Monsters attack on sight, so cannot be negotiated with.
-Mercenaries prefer to set their own contracts, so are challenging to talk into alternate options, but they can be negotiated with.  (Just remember...mercenaries can be quite mercenary.)
-Resource Cache NPCs are one-shots, not intended to be NPCs with anything to offer more than the Resources they give you.  If you want to RP with them, though, I am game for that.

Q) What can and can't a player do during a Dead Turn?
A) While you have a dead turn, you can't scan, train/recruit characters, earn resources beyond those needed to maintain troops, continue researching anything (this is on hold 1 Turn, not cancelled,) or continue colonizing anything (this is on hold 1 Turn, not cancelled.) You can still trade (including with the UA,) move troops, convert Slaves into other units, etc.

Q) Can I move mercenaries in the same turn I hire them?
A) Yes, you can.
Godzfirefly
GM, 1234 posts
Fri 14 Nov 2014
at 05:19
  • msg #81

Trading Scouting Data

Okay, I need to make a change to the way trading of Scouting Data works.

Previously, I told you that I'd let you trade Scouting Data between Turns (before the Turn Sheet was due) and I'd update your map in time for the player you're giving the data to to use that data in the upcoming Turn Sheet.  All I asked was that you tell me in advance in some fashion where I'd see it.

The problem is, several of you are just telling other people coordinates in player-to-player PMs, and then assuming everything will work out...without telling me the other player should have that data in any way.  Not in the GM Comm, not in Turn Sheets, not in a UA PM/thread.
1) As a GM, I can't just assume that information given in player-to-player PMs are intended to be truthful, even if the coordinates are accurate.  Because every player currently in this game has at some point acted deceitfully towards someone in this games and someone in every previous game they've played in (yes, every one of you, admit it or not) I can't know what is intended to be honest and what isn't.  My default, to prevent accidentally giving information when it isn't intended, is to assume everything said in player-to-player PMs is a deception until I'm told otherwise in an official thread.
2) I can't keep up with reading every PM in detail.  There are too many, and the posts come too frequently.  I will miss things there.  Probably almost everything, actually.

So, starting at Turn 6, (this is Turn 4, next week is Turn 5,) I'll only accept trading of coordinates in Turn Sheets.  If it's not there, you missed your chance.  If that means your ally can't trade with you, join you in a military attack, or help defend your location...well, that's no one's fault but your own.

I'm giving you a full Turn to get any quick-trading of scan data taken care of up-front and negotiated in advance.  If that isn't enough time, then I don't really know what to say.
Godzfirefly
GM, 1238 posts
Mon 17 Nov 2014
at 01:56
  • msg #82

Re: Trading Scouting Data

Okay, I am going to make an executive decision here.  I'm changing the deadline for this Turn (and every other Turn) from Sunday at 10pm PST to Tuesday at 5pm PST.  If you've already got your Turn in, great!  If not, you have a bit more time.

I am doing this for two reasons.  Reason 1) 10pm PST is midnight my time...if I want to get a Turn done the night it's due, I end up needing to stay up pretty late to get it done.  An earlier deadline helps out.  Reason 2) I think that if we start the Turn on Wednesday, I'll be better about getting UA and GM responses in a timely fashion.

I'm sorry for the late notice about this change, but I just decided on it now.
Godzfirefly
GM, 1245 posts
Fri 21 Nov 2014
at 17:17
  • msg #83

Re: Trading Scouting Data

FYI:  Next week's Thursday (November 27th) is American Thanksgiving.  I have enough players (and 1 GM) in the US that I'm going to make the Turn with that holiday in it into a two-week turn.  So, Turn 5 will still be due on November 25th, but Turn 6 won't be due until December 9th.  Just FYI.
Godzfirefly
GM, 1271 posts
Thu 11 Dec 2014
at 18:25
  • msg #84

Re: Trading Scouting Data

I might have done this anyway, but my delays have pushed me over the edge into a decision.

The next Turn is going to be due on the 23rd rather than the 16th.  This will give y'all plenty of time to get your decisions done with the holidays approaching.  Remember though, just because that's the due date doesn't mean you can't submit your turns in advance.  For this turn, if everyone agrees to sent their turn in early, I'll be able to start work on returns early too.  Otherwise, I'll be doing it over the holiday itself...which will certainly delay things.

Either way, the Turn after that will not be due until the second Tuesday in January, so that everyone can have free time to handle holiday stuff.  That is January 12th, for those who like the date written down.

Happy Holidays!
Godzfirefly
GM, 1285 posts
Sat 20 Dec 2014
at 17:25
  • msg #85

Re: Trading Scouting Data

Okay, things are getting a bit heated in PMs and out.  I think the stress of the holidays is making an emotional game more so.  So, to help relieve some of that steam, I'm going to push the Turn's due date back to next year.  I'm sorry to people that have already been rushing to get the turn done, but I don't think it's working well this way.  Honestly, I was probably foolish to have tried pushing the turns through so quickly this holiday season.  So, kick back and have some holiday-drink-of-choice (it's apple cider for me.)  And, don't let Empirium ruin your holiday.

Practical Info:
Current Turn's new due date: Tuesday, January 13th.
After that, Turns resume at normal pace, unless we hear players asking for another pace.
Have a happy holiday season!
Zontan
GM, 1159 posts
Wed 24 Oct 2018
at 19:45
  • msg #86

Re: Trading Scouting Data

As a general reminder to everyone, just to make sure we're all on the same page: Turn 2 is due at the standard time of Saturday Morning, 10 AM. That's the 27th. I have a holiday party that evening, and I'd rather not push it back a day unless I have to, so we can go into turn 3 with a full week ahead of us.
Zontan
GM, 1160 posts
Wed 24 Oct 2018
at 19:58
  • msg #87

Re: G8 FAQ1

Godzfirefly:
Okay, I'm going to do a quick FAQ post to cover questions asked by at least two players thus far.  Some of these may be important to the next few cycles, so try not to skim over them all.  And, as always, these answers assume no techs exist to change the answer.

Q) Are warp gates necessary for trade?
A) Yes.  You must have some claim over a Warp Gate (even if it's just ships in an otherwise unclaimed sector) to trade with other players.  Also, if another player allows, you can use their Warp Gate as long as you have ships at the location of that Warp Gate.

Q) If Scouting happens before movement, can I send ships into/through a sector I'm scouting in the same turn?
A) No.  The sector must have been on the map at the beginning of the turn to count as passable.

Q) If I want to destroy a Warp Gate, can I do so before ships move?
A) No.  Destroying a Warp Gate is an attack action, which occurs after ships move.  Also, it requires control of the sector to perform, so any battles will happen first.

Q) Do I need to have military at the place I'm building a station/colonizing a planet for the whole time?  Or just when I start the project?
A) You need military present the whole time.  If you don't have military there, the project is cancelled.

Q) Can I start colonizing a planet/building a station in the turn my military arrives there?
A) Yes.  But, if another fleet arrives at the same time and for the same purpose, it may delay your attempt until the conflict is resolved.

Q) If I see a planet/Resource Cache/Other on my map, is it possible for a monster to be there too?
A) No.  If a Monster is in a sector, you will see it.

Q) I want to trade racial techs because [Insert IC reason here].  Can I?
A) No.

Q) I have a tech approved as a racial tech.  Could I consider it automatically approved as a normal tech instead?
A) No.  I might approve it as a normal tech as-is, but I'll be just as likely to make some minor change before approving it as a non-racial tech.  So, ask first.

Q) Can I just assume a trade will be okay with the UA and put it on my trade sheet?
A) No.  If you do that, there is at least a chance that either I'll not understand what you expect of the UA and end up sending you nothing or the UA won't have what you want in the entirety and I end up sending you nothing.  Either way, if you want to be sure to get what you are asking for from the UA, you need to ask them first.

Q) Can I move troops to a Warp Gate and through with a single Turn's move action?
A) No, warp gates require a full turn's move action to use.  A Worm Hole, on the other hand, can be used without spending any sectors of movement.  (Just remember the Worm Hole is 1-way without the appropriate tech.)

Q) Can I negotiate with non-UA NPCs?
A) That depends on the NPC.
-Monsters attack on sight, so cannot be negotiated with.
-Mercenaries prefer to set their own contracts, so are challenging to talk into alternate options, but they can be negotiated with.  (Just remember...mercenaries can be quite mercenary.)
-Resource Cache NPCs are one-shots, not intended to be NPCs with anything to offer more than the Resources they give you.  If you want to RP with them, though, I am game for that.

Q) What can and can't a player do during a Dead Turn?
A) While you have a dead turn, you can't scan, train/recruit characters, earn resources beyond those needed to maintain troops, continue researching anything (this is on hold 1 Turn, not cancelled,) or continue colonizing anything (this is on hold 1 Turn, not cancelled.) You can still trade (including with the UA,) move troops, convert Slaves into other units, etc.

Q) Can I move mercenaries in the same turn I hire them?
A) Yes, you can.


Just because it's still useful information for this game, here's an FAQ that Godz posted for game 8. Note that some answers have changed for game 9 and the way I run things. They are copied below:

Q) Do I need to have military at the place I'm building a station/colonizing a planet for the whole time?  Or just when I start the project?
A) You only need military present during the first turn of colonization. After that, the project will maintain itself. However, if any other force capable of claiming a sector moves in (including allied military units), their claim will supersede yours if you have no units there, and cancel the project. Leave at your own risk.

Q) If I see a planet/Resource Cache/Other on my map, is it possible for a monster to be there too?
A) For resource caches, no (if a monster and a resource cache are both present, you will see a monster). For planets, yes. Planets will prevent you from seeing monsters that may be guarding that planet. However, detailed scouting will always tell you whether or not a monster is present.
This message was last edited by the GM at 19:58, Wed 24 Oct 2018.
Zontan
GM, 1193 posts
Sat 17 Nov 2018
at 22:52
  • msg #88

Re: G8 FAQ1

As a reminder, there will be no turn next weekend (11/24) due to Thanksgiving. The next turn will be due 10 AM on December 1st.
Zontan
GM, 1195 posts
Sun 18 Nov 2018
at 21:04
  • msg #89

Re: Treaties

I've seen several questions regarding this, so I'd like to clarify what constitutes an Open Treaty (as referred to in the rules) and what constitutes a UA-Enforced Treaty, because they are separate categorizations.

Private, Unenforced Treaty:
You can agree to anything you like with any other race in your private communications. Regardless of whether that's a formal treaty, or just a trade agreement, these agreements have zero legal or mechanical weight behind them. There is no penalty for breaking them besides the social ones that occur naturally. They have no enforcement whatsoever.

Private, UA-Enforced Treaty:
You can make any treaty you like enforced by the UA. To do this, all parties involved must state their agreement in a PM to the UA, and pay whatever the UA deems is a reasonable enforcement fee. No public record of a treaty needs to exist for the UA to enforce it, but it must be sent to the UA - stating it in your PMs to each other or in your GM comms is not good enough. If either party informs the UA of a breach, they will investigate to the best of their ability and apply sanctions if they deem it necessary. Even if these treaties constitute an NAP or allyship, they DO NOT count for the purposes of becoming a Federation, because they are not Open.

Public, Unenforced Treaty:
You can make any treaty you like public, simply by announcing its existence in the UA Grand Council Hall. If the treaty is an NAP or clear statement of allyship, this will allow you to Federate with the other race after four cycles. Only one party needs to announce the treaty, as silence is assumed to be agreement in this instance. However, any dissent by the other party will render the Open Alliance null. Unenforced treaties carry no penalties for breach, beyond the standard social ones.

Public, UA-Enforced Treaty:
You can go through the process of getting a treaty UA-Enforced, and of making it public. In this case it gains the benefit of being Open (counting towards a Federation) and the benefit of UA enforcement in the event of a breach by either party.

Any agreement of Non-Aggression, no matter what type it falls under, should also be listed on your Turn Sheet for as long as it is in effect. This has the additional benefit of making your ships not default to attacking the other party in question if they run into each other. If an NAP is not listed on your turn sheet, your ships may attack the other party even if your treaty is open, though I may double-check with you if I remember.
This message was last edited by the GM at 21:06, Sun 18 Nov 2018.
Zontan
GM, 1229 posts
Sun 16 Dec 2018
at 18:38
  • msg #90

Some Rules Clarifications

I've updated the mercenary rules slightly to make them clearer and consistent with my rulings this game:

Rules:
Mercenaries: Mercenaries will join the army of the first person who pays them.  You need a military presence to make contact with them (detailed scouting is insufficient), but once you have done so, you may hire them at any future time without returning to their location. Their cost is a one-time fee, and afterwards they require Luxury upkeep instead of Life Support. You may move mercenaries to a new location on the turn you hire them, and must pay their upkeep on that turn as well. They benefit from all your combat tech EXCEPT Military Grade - they remain the same grade they started at forever, regardless of your upgrades. If not bought, they will remain in the sector and prevent construction.


In addition, I'd like to highlight a rule that many players seem to have missed:

Rules:
L.2 Basic Scouting
  Scouting is a special action that can be performed once a turn for each planet you control.  When you scout, you select a sector within 6 sectors of a planet, space station, or fleet you control.  When your Turn is processed, your map will be updated with the selected sector and all adjacent sectors revealed.  Once a sector is revealed you will see what is in that sector for the rest of the game, including changes like the movement of fleets, planet ownership, space station construction, monsters, and other interesting features of the galactic landscape.  This means you will NEVER need to scout those sectors again, since they will stay revealed and updated for the remainder of the game!


Any planet may scout any location within six sectors of any sector you control, regardless of where that planet is. Note that in the case of fleets, this distance is calculated from their location before they move, so you cannot move a fleet and then scout from its new location in the same turn.
Zontan
GM, 1237 posts
Fri 28 Dec 2018
at 20:26
  • msg #91

Holidays

Based on what I've heard from people, and my own schedule, and my own lack of finishing detailed scans because I've been busy over the holidays, there will be NO TURN this weekend. Turn 10 sheets are due Saturday the 5th.
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