Game Rules

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Das BOOT (literally)
Staff Member
This is a placeholder for the game rules.

Current status
Race creation rules complete
Economy rules complete
Research and Development rules complete
Colonization rules complete
Exploration rules ongoing
Construction rules ongoing
Combat rules ongoing
Diplomacy rules ongoing
Espionage rules complete

Construction and combat rules are about 75% complete
Exploration rules~50% complete
Diplomacy rules are in concept phase now (and will only apply to non-player races)
This is a placeholder for the game rules.

Current status
Race creation rules complete
Economy rules complete
Research and Development rules complete
Colonization rules complete
Exploration rules ongoing
Construction rules ongoing
Combat rules ongoing
Diplomacy rules ongoing
Espionage rules complete

Construction and combat rules are about 75% complete
Exploration rules~50% complete
Diplomacy rules are in concept phase now (and will only apply to non-player races)

System Creation rules 100% complete and tested, system catalog under construction. For each player there will be 25 systems in their starting cluster, with each cluster connecting to a core of 100 systems. Any new players after game start will get their own 25 system cluster
All player clusters will, for game balance, be the same with only the 'exit' system differing, this is both to ensure a balanced start and to keep any one player from having an advantage merely due to GM die rolls in map creation, but also to reduce the workload on system generation. The player cluster has been completed, it consists of 25 systems for each player.

Player 1 will have System Index 1-25
Player 2 will have System Index 26-50

There will be 100 systems in the core that will be the eventual battleground for the player empires. Entry points will be 'closed' WPs to prevent a player who gets into the core early from prematurely discovering another player who may not be ready to enter the core, and to protect new players who join after initial game start.

Each cluster will have 1 randomly generated Non-Player Race located within it to provide opportunities for conflict and diplomacy. There will be no NPRs located within 1 WP of a player HOMEWORLD.

While there are no shipkiller anomalies in the player clusters, such can occur in the core. Consider this to be fair warning that it is possible for their to be WPs leading to a black hole. In previous Starfire games it has not been unknown for players to send massive fleets in on warp point assaults on black holes that have been eating their survey ships, since sadistic SMs will tend to simply inform players of the loss of the survey vessels or assault force, not *why*. Consider this to be fair warning.
System Creation Rules
System Creation
  • System Record Sheets contain the following fields
    • System ID
    • System Type - (HOMEWORLD, Binary System, Single Star, Starless Nebula, Anomaly, Trinary System, Starless Nexus)
      Use the following table

      • 1-10
      • Anomaly
      • 11-20
      • Starless Nexus
      • 21-30
      • Starless Nebula
      • 31-60
      • Single Star
      • 61-65
      • Single Star with Nebula
      • 66-90
      • Binary System
      • 91-95
      • Binary Nebula
      • 96-100
      • Trinary System
    • Anomaly - self explanatory Y/N, might delete
    • Anomaly Type - (Only used if anomaly system) (See Anomaly Table)
    • Special Features - (N/A for HOMEWORLD, all other lists number of INHABITABLE planets, with Super Terra worlds (habitable and larger than normal) noted. Each system has 8 potential planets per star if star type permits habitable planets. Roll 1d100 per slot, 51-85 Indicates a Type T planet, 86-100 an ST
      In addition, lists type of nebula, special properties of anomalies, etc.
      To determine if there are habitable planets in a system, first roll 1d100, on a 30+ there will be 8 potentially habitable planets per star in system.
    • Number of WP
    • WP Connects (Will be revealed to players as they explore)
    • System Max POP - (1000 POP for HOMEWORLD, 100 POP per habitable planet, 200 per ST)
    • Growth Modifier - (Generated with 1d3) Used to determine how quickly a system grows once the first POP is settled via colonization and is a divisor for how long initial colonization takes
    • Wealth Modifier - (Multiplier for MC generation. HOMEWORLD is 5, all other worlds determined by 1d10)
    • Habitability - (Generated with 1d10 for each planet, ST count twice, take MEDIAN) HOMEWORLD default is 0, Can colonize systems with a HI of HOMEWORLD Rating +EL+TERRAFORMING SL
Race Creation Rules
  • Race Creation
    • Race Record Sheet contains the following fields
      • Race Name
      • Racial Statistics
        • There are three racial statistics
          • Racial Determination – a measurement of how stubborn and determined a race is in the face of adversity. Also how committed a race is to the overall success of the race.
          • Racial Chauvinism – a measurement of the pride a race takes in itself and its history, also affects how a race views ‘alien’ races. In addition, is a rough measurement of how resistant a race is to foreign influence and how loyal the race is to the leadership
          • Racial Militancy – a measurement of how aggressive a race is both internally and externally.
        • Racial characteristics can have a value of either 33 or 66 and are primarily used vis-à-vis non-player races. Player races have complete control over their interactions with other player races and these statistics should only be considered RP guidelines in PC to PC interactions.
        • That being said, there are game system affects for the various values as seen in the following table.
  • RD33 - -1 POP growth, -1 System Wealth Modifier, -1 HI66 – Default
    RC33 – 5% chance per system per turn of 2d100 POP going into revolt for 1d4 turns (reduces MC income by this amount times system WM until the revolt is settled)66 – Default
    RM33 – Default66 – 50% discount on military installations and ships
    • There are several arrays of racial characteristics available
      • Default (66,66,33)
      • 66,33,66
      • 33,66,66
      • 66,33,33 1 Race Bonus Point (see below)
      • 33,66,33 1 Race Bonus Point
      • 33,33,66 1 Race Bonus Point
      • 33,33,33 2 Race Bonus Points
    • Racial Bonuses
      • All races start with 1 Race Bonus Point to spend
      • Additional points can either be purchased with Racial Disadvantages or by taking certain racial characteristic arrays
      • See Racial Advantage and Disadvantage Table
    • Race Homeworld System ID
    • Colonized Planets (by System ID)
    • Claimed Systems (by System ID)
Racial Advantages/Disadvantages Tables
Racial Advantages
Wealthy1+2 Global Wealth Modifier
Adaptable1+1 Habitability Range
Prolific1+1 Global Growth Modifier
Creative1+5% research bonus
Warrior Culture1+5% Global Combat Modifier
Industrialist1-5% Ship Cost

Racial Disadvantages
DisadvantageBonus PointsEffect
Poor1-2 Global Wealth Modifier
Specialized1-1 Habitability Range
Slow Growth1-1 Global Growth Modifier
Stolid1-5% research penalty
Pacifist Culture1-5% Global Combat Modifier
Agriculturalist1+5% Ship Cost
Starting Technologies and Facilities
  • Starting Technology and Facilities
    • Starting Economic Level (EL) is 1
    • Starting Science Level (SL) is 1
    • All starting technologies start out at Generation 1
    • All player races start with the following technologies
      • Construction Tree
        • Shipyard (SY)
        • Mobile Shipyard (SYM)
        • Holds (H, Hs)
        • Cargo Hangar Bay (Hb)
        • Ground Troops (Qt, Qtc)
        • Planetary Defense Center (PDC)
        • Hidden Ground Bases and Silo Missiles
        • Following hulls prototyped
          • Standard Destroyer - DD
          • Fast Frigate - FGf (which gives Frigate - FG)
          • Size 2 Starbase - BS2
          • Size 4 Freighter - FT4
      • Small Craft Tree
        • Gig
        • Shuttle (st)
        • Small Craft Bay(Bsa)
      • Life Support Tree
        • Quarters – Q1
      • Electronics Tree
        • Multiplex Targeting - M1
        • Combat Information Center - CIC1
        • Maser Nebula Emitter – MNE (absorbs 1st point of damage each turn from maser nebulas)
      • Sensors Tree
        • Combat Sensors (Y1)
      • Science Instruments Tree
        • Planetary Survey Instruments (Xp)
        • System Survey Instruments (X1)
      • Armor Tree
        • Armor – A1
      • Shield Tree
        • Shields – S1
      • Engine Tree
        • Inertia less Drive (I1)
        • Commercial Drive (Ic1)
      • Tractor Beams
        • Tractor Beam (T1)
    • All Player Races will select ONE (1) each of the following two categories
      • Short Range Weapons – Select ONE (1)
        • Laser Beams (L1)
        • Energy Beams (E1)
        • Force Beams (F1)
        • Sprint Missiles (G)
          • Magazine (Mg)
          • Small Magazine (Mgs)
        • X-Ray Lasers (Lj1)
          • Magazine (Mg)
          • Small Magazine (Mgs)
      • Long-Range Weapons – Select ONE (1)
        • Missiles (R1)
          • Magazine (Mg)
          • Small Magazine (Mgs)
        • Plasma Torpedoes (Pt1)
          • Magazine (Mg)
          • Small Magazine (Mgs)
        • Kinetic Weapons (K1)
    • All Player Races start with ONE (1) Science Academy and ONE (1) R&D Center
    • All Player Races start with ONE (1) Shipyard with the following configuration
      • ([0] {(SY)×10} [0/0])
        • That is, 10 standard Shipyard Modules in an unarmored, unshielded, and stationary space station with no other systems
Large Unit Construction
  • Large Unit Design
    • A Large Unit is any Starbase (Bs) or Starship that operates in space.
      • Large Units are primarily defined by the following attributes
        • Required EL
        • Hull Space Range
        • Hull cost per space
        • Hull Generation
        • Maximum Speed
        • Engine Power – how many engine rooms are required for each point of speed
        • Components
          • This includes the following
            • Weapons
            • Armor
            • Shields
            • Crew Quarters
            • Holds
            • Electronics
            • Sensors
            • Hangars/Launch Bays
      • An example of Large Unit Construction is as follows
        • Concept - A Fast Frigate using Sprint Missile SRW and Kinetic LRW
          • As a Frigate the space range is 17-22 at Generation 1
          • Required EL is 1, normally the ‘Fast’ designation would result in +1 EL, but that is waived for FGf1 by rule
          • Maximum speed of a FGf1 is 6 (5 for FG, +1 for f)
          • Engine Power is 2 drive rooms for every 3 speed
          • Hull cost is 4.55 MC per HS
        • We will have 1 Kinetic (K) and 1 Sprint Missiles (G) plus 1 Magazine (Mg) This will take up a total of 11 HS out of 22
        • For Speed 6 we will require 4 Drive Rooms, taking up 4 HS out of 22
          • Our running total is now 15/22 HS
        • We will add combat sensors (Y1) which take up 1 HS
          • Our running total is now 16/22
        • For a frigate we require 2 Life Support/Crew Quarters, which take up 2 HS
          • Our running total is now 18/22
        • We will add a single shuttle bay able to accommodate 1 shuttle, which takes up 1 HS
          • Our running total is now 19/22
        • We will add 2 Armor (A) for 2 HS
          • Our running total is now 21/22
        • Finally we will add 1 Shield (S) for 1 HS
          • Our final total is 22/22
      • We will now write up the ship design as below.
        • [S1(AA)0][Q1][Y1][Q1][(KKKKKKK)1][Bsa1][(GGG)1][Mg][(II)1(II)1]
      • This ship will cost 326.1 MC to build
      • As it has 22 HS, it will take the starting 10 SY shipyard 1 turn to complete 5 of these ships (Maximum yard capacity of 120, building 5 takes up 108 capacity)
Exploration Rules
  • Exploration
    • There are three distinct phases of exploration. Probing the entry warp point, basic system scan, and detailed system scan.
      • To probe a warp point requires a vessel equipped with System Survey Instruments (X) to spend 1 turn directly scanning the warp point in question.
        • Once this is complete the survey ship is able to transit the warp point.
      • A basic system scan will reveal the most basic information about the planet, namely the type of system and number of habitable planets.
        • This scan requires System Survey Instruments (X) and takes (20-(X rating))
        • In the event of a starless nexus or nebula, this step autocompletes upon transit.
        • In the event of an anomaly, the anomalies rules will apply
      • A detailed system scan will reveal all relevant details of a system, including discovering all findable warp point, the System Growth Modifier, the system Wealth Modifier, and the Habitability Index.
        • This scan requires both System Survey Instruments (X) and Planetary Survey Instruments (Xp) and takes (40-(X rating)-(Xp rating)). Rounding up.
      • Capital X combines X and Xp into one platform and in addition is capable of combining basic and detailed scans into a single comprehensive scan. This will require 30-(Xc rating) turns to complete.
      • No data is revealed until the survey ship returns from the survey, unless a second vessel serves as a courier vessel or courier drones have been developed.
      • As Survey Instrument technology improves it might prove worthwhile to have so-equipped survey vessels redo detailed system scans on already surveyed systems. There might be more things to find.
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Logistics Rules
  • There are two logistics pools that players are required to maintain
    • Construction Pool
    • Fleet Trains
  • These pools are defined by either the total number of freighters dedicated to the pool (Construction) or the total cargo value of the freighters attached to the given fleet trains.
  • Construction Pool
    • This represents the total freight capacity of the Empire dedicated solely to Imperial projects. This pool is abstracted by purchasing generic ‘freighters’ with MC. These freighters do not take up SY or SYM, nor do they have a build time.
  • The Construction Pool Requirement is calculated as follows.
    • 1 Freighter per 100 PU
    • 1 Freighter per SY or SYM
    • 1 Freighter for every 5 MS
    • 1 Freighter per active colonization effort (this freighter is expended once colonization is complete, being broken down to parts to form initial space infrastructure for the colony)
  • Construction Pool freighters cost 500 MC each
  • Failure to maintain a sufficient Construction Pool will have the following effects
    • Any SY, SYM, or MS that is not matched to a freighter from the Pool ceases operation until such time as a freighter is available
    • Any block of 100 PU that is not matched to a freighter from the Pool contributes no MC that turn and the planet/planets said block is located at will not grow that turn.
  • Freighters in the Construction Pool can be both targeted and escorted by military forces.
    • Escort can be accomplished by specifying a fleet to perform escort duties Empire wide with Standing Orders to engage in freighter escort
    • Convoy orders double the effectiveness of the Escort fleet, but increase required freighters in the pool by 25%
    • Attack can either be through fleets given raid orders, or via special operations via the espionage rules
  • Fleet Trains
    • All ships may operate indefinitely in colonized space without need of a dedicated train. Any fleet that is not stationed in a colonized system requires one to operate.
      • EXCEPTION, Scout Vessels using Ic (commercial drives) and possessing 10 H may operate independently without benefit of a train
      • The Explorer (EX) hull type may be developed to also permit independent exploration without need of a train providing they have at least ONE (1) Hs.
    • Logistics vessels for the fleet train are designed like all other Large Craft.
      • Logistics vessels using I (military) drives count their HS towards the required cargo capacity for fleet operations
      • Logistics vessels using Ic (commercial) drives count one quarter their HS towards the required cargo capacity for fleet operations.
      • Logistics vessels must be specialized to the role
        • All logistics ships are required to possess at least ONE (1) Bsa and at least ONE (1) Hb
        • Any weapons equipped are normally for self-defense and will not factor into normal fleet battles.
        • Logistics vessels CAN be assigned to Construction Pool escort as Q-Ships
    • Failure to maintain required logistics capacity in the fleet train has the following effect
      • The ratio Available Cargo Capacity/Required Cargo Capacity is taken and that amount of damage is applied to the fleet.
      • Note that this damage is immediately repaired once logistics capacity is restored to full. This is quasi-temporary damage in that it represents crews running out of food/water, spare parts, and fuel rather than physical damage to the ships.
      • Any ships that are in fleets which are out of supply which rely on weapons that require Mg or Mgs lose all associated offensive value, as the supply vessels will be prioritizing essentials like food, water, etc.
Installation Rules
  • There are three types of planetary installations.
    • Science Centers
    • Research and Development Centers
      • Generic
      • Dedicated
    • Planetary Defense Centers
      • Concealed Missile Silos
      • Concealed Ground Bases
  • These installations are built using MC and do not take up SY, SYM or MS space
  • Science Centers
    • Cost is (10000*(EL+1)*(Total Number of Science Centers).
    • Upgrade cost is (10000*(EL+1)*(Total Number of Science Centers)-(10000*(Current Center Rating))
    • All Imperial Science Centers must be upgraded to (Current EL+1) before any research into increasing EL can occur
    • No more than one (1) Science Center per system
    • Science Centers represent the aggregate pure research and science assets of the system, comprising multiple labs, think tanks, and facilities spread through the inhabitable volume of the system. The more Science Centers an empire possesses the more difficult it is to fully staff them due to the specialized requirements for personnel.
    • Science Centers require 100*EL*(Total Number of Science Centers) MC per turn in maintenance
  • Research and Development Centers
    • There are two types of R&D Centers
      • Generic
      • Dedicated
    • Generic R&D Centers
      • Cost is 2000*(Tech Tree SL^2)
      • Upgrade cost is (Cost for a new Generic R&D Center of desired SL)-(Cost of current Generic R&D Center)
      • Generic R&D Centers require 100*SL MC per turn in maintenance
    • Dedicated R&D Centers
      • Cost is (1000*(Tech Tree SL+1)*Tech Tree Modifier)
      • Tech Tree Modifiers are listed in the Tech Tree table
      • Upgrade cost is (cost for new Dedicated R&D Center of desired SL)-(Cost of current Dedicated R&D Center)
      • Dedicated R&D Centers are built for specific tech trees and can only research equipment belonging to that tree.
      • Dedicated R&D Centers require 100*SL MC per turn in maintenance
    • Each system may have 1 of each type of R&D Center
      • This means 1 Generic and 1 Dedicated, not 1 Dedicated of each tech tree
    • R&D Centers must match the SL of the technology implementation being developed
    • R&D Centers of both types represent the aggregate engineering and development assets of a given system, comprising multiple facilities spread throughout the habitable volume of the system.
  • Planetary Defense Centers
    • Planetary Defense Centers (PDC) come in three varieties
      • Standard
      • Concealed Missile Silos
      • Concealed Ground Bases
    • Standard PDC are massive fortress installations that house command and control facilities for entire systems and serve as system HQs
      • Each habitable planet in a system can have a Standard PDC
      • Standard PDC act as a CIC for all friendly units in system but not for defending units in warp point assaults
      • Each habitable planet in a system gets a basic Standard PDC free as part of colonization
      • Standard PDC’s house 100 base points of ground defense forces per planet
      • Technology modifiers can increase the effective point value of these forces
      • These forces regenerate at a rate of 10 base points per turn in which no ground combat or orbital bombardment occur
      • Regeneration rate halves if system is under siege
      • Regeneration rate halves if planet is under siege
        • These modifiers stack
      • Standard PDC’s can be destroyed via orbital bombardment in 20-(Attackers Missile SL) rounds
    • Concealed Missile Silos are hidden launch silos for missiles, with the range/damage profile of the highest SL missile type available
      • For civilizations which choose to not start with any missile weapons, Concealed Missile Silos default to SL 1 standard missiles
      • If a civilization has multiple missile types, the player chooses which type is mounted in the silos
      • Each CMS costs 1000*(Missile SL)/(EL-1 Minimum 1) and takes 1 turn to build
      • Each CMS can fire once per turn, and requires one (1) turn to reload
      • Before firing CMS cannot be targeted by enemy bombardment
      • After firing CMS can be destroyed by 2 rounds of orbital bombardment
      • CMS constructed while enemy units are in system are considered revealed if enemy units possess Xp
    • Concealed Ground Bases are hidden defensive strongpoints and supply caches
      • Each CGB contained 50 base points of ground defense forces
      • Each CGB costs 10000*(Ground Troops SL)
      • CGBs require 10 MC per turn of maintenance in peacetime
      • CGBs require 20 MC per turn of maintenance in wartime
      • CGBs are immune to orbital strikes
R&D Rules
  • Research & Development
    • Research is split into two
      • SL/EL advancement
      • Specific Technology Development
    • Science Centers handle SL/EL advancement
    • R&D Centers handle Specific Technology Development
    • SL/EL Advancement
      • SL Advancement
        • Any given Science Center of appropriate rating can research a Tree SL
        • Science Center must meet or exceed the Tree SL being researched
        • SL Research costs 1000*SL per turn
        • SL research takes a minimum of ((SL being researched)*(Tree Research Modifier)*(-Special Modifier))/(Science Center Rating) turns FRU
          • Minimum time is 1 turn
          • Each turn after the minimum is reached (including the turn the minimum is reached) there is a cumulative (((Science Center Rating+1)+(Special Modifier))*(1+(Racial research bonus))) percent chance of a breakthrough, completing the research project FRU
          • The minimum per turn percent chance is a cumulative 1% chance
            • As an example, researching to advance SL in a tree with Tree Research Modifier of 1, the presence of a Knot (Special Modifier of -10), SL being research of 2, Science Center Rating of 11 and a Creative race.
              • Minimum research time is ((2)*(1)*(10))/(11) or 2 turns
              • Per turn chance of breakthrough is ((12-10)*(1+.05)) or 2.1%
                • This is cumulative, on the second turn the breakthrough chance is 4.2% etc
      • EL Advancement
        • Before starting EL advancement one must have (Desired EL)+1 Science Centers of maximum tier for current EL available for the project
        • All centers dedicated to this project are unavailable for any other work
        • EL Research costs (1000*(current EL)*(.5*(EL being researched))) per turn
        • EL Research takes 12 turns per desired EL level being researched. For each Science Center over the minimum dedicated to the project reduce this time by 2 turns.
          • As an example, going from EL 1 to EL 2 will require 2 Tier 2 Science Centers
            • Cost will be (1000*1*(.5*2))=1000 MC per turn
            • Research will take 12 turns
            • If a third appropriate tier Science Center is devoted to the research time will be 10 turns
        • There is a minimum cooldown of 36 turns between initiating EL advancement projects
    • Specific Technology Development
      • Once the appropriate SL in a given tree is unlocked via Science Centers the associated technologies within that SL are available for research
        • Note, not all technologies will appear, as some require multiple trees to be unlocked, and a small number require certain events to trigger to become available
        • New ship hull types are an exception to these rules. Once the appropriate EL for the hull type is reached one of two things will happen, either you simply will need to build a prototype hull to ‘unlock’ the hull type for production, or at specific tiers you will need a knot breakthrough. Details will be in the hull type listings
      • Each R&D Center can work on one project at a time
      • R&D projects must be developed in order
        • For example, if you are SL2 in a tree and have not developed the SL1 version of a particular technology, you cannot research the SL2 version yet
        • It is possible to obtain technologies from 3rd parties, either through conquest, trade, espionage, or gift. In such cases, all previous tiers of the technology in question are treated as having been researched.
        • Certain events may modify this rule
      • R&D Cost is (1000*SL*(Tree Research Modifier)*(-Special Modifier) per turn
      • R&D Minimum Development Time is ((SL of technology being researched)/(Number of R&D centers researching))+(Tree Research Modifier)-(Special Modifier)
        • Minimum time is 1 turn
        • Each turn after the minimum is reached (including the turn it is reached) there is a cumulative (1+((Average R&D Center Rating involved)+(Special Modifier)))*(1+(Racial Research Bonus))
          • As an example, researching a technology with SL of 1, with 1 rating 11 R&D center involved, with a Tree Modifier of 1 and is a knot for a modifier of -10 for a creative race
            • R&D Cost will be 1000*1*1*10, or 10000 MC per turn
            • Minimum time will be (1/1)+1+10=12 turns
            • Per turn cumulative breakthrough will be (1+(11-10))*(1+.05)=2.1% per turn
    • List of Special Modifiers
      • Knot
        • A particularly difficult/complicated SL or R&D target
        • A straight -10 Special Modifier
      • Hard Knot
        • An extremely difficult/complicated SL or R&D target
        • -20 Special Modifier
        • Requires 2 Breakthroughs
      • Trivial
        • An exceptionally easy SL or R&D target
        • +10 Modifier
Economy Rules
  • Economy
    • Income is measured in MC
    • Imperial Income is determined in the following steps (in order)
      • Determine Gross Income
      • Determine Pre Event Net Income
      • Roll for Economic Events
      • Determine Post Event Net Income
      • Add PENI to Imperial Treasury
      • Add GTN Dividends to Imperial Treasury
      • Add/Subtract Trade Income
      • Subtract purchases
      • Invest in GTN
    • The formula for Gross Income is as follows
      • Each System Income = ((Total PU)*(System WM)*(Empire EL))+(Global Wealth Modifier)
    • Total all System incomes together to get Empire Income
    • Once Gross Income is determined
      • Subtract all upkeep costs
    • This will generate your per turn Empire Income
      • This can be modified depending on events
    • Add the Empire Income to the Imperial Treasury
    • Add dividend payments from the GTN to the Imperial Treasury
    • Add any trade income for that turn
    • Subtract any trade payments for that turn
    • Spend MC
      • R&D Costs
      • New ship construction
      • New installation construction
      • Colonial Assistance
    • The Imperial Treasury must under all circumstances remain positive
      • PU, WM and EL already abstract within themselves things like loans and debt
        • The Imperial Budget is assumed for the purposes of the game to always be managed in the most competent manner possible, what default/bankruptcy means in this game is that the faith and credit of the government is wholly exhausted and the entire economy collapses
      • If the Imperial Treasury will go negative with a given turns Empire Income expenses will be liquidated in the following order in order to balance the budget
        • Construction Pool vessels dedicated to SY, SYM or MS are sold for .1*purchase price (or 50 MC each)
        • Military Vessels are sold at .25*purchase price
      • If the Imperial Treasury is still in deficit
        • Ongoing Science Center projects are suspended
          • Refund the monthly cost of each project to the Treasury
          • Player chooses what projects to sacrifice
          • For each month after the first that the project is suspended EITHER 5% is deducted from breakthrough chance OR 1 additional month is added to minimum research time
        • Ongoing R&D projects are suspended
          • Refund the monthly cost of each project to the Treasury
          • Player chooses what projects to sacrifice
          • For each month after the first that the project is suspended EITHER 10% is deducted from breakthrough chance OR 2 additional months are added to minimum research time
      • If after all the above the Imperial Treasury is still in deficit
        • Funds deposited in the Galactic Trade Network are withdrawn at standard withdrawal fee rates
        • If in contact with other players may make deals to avoid default loss
          • For example trading unlocked technology for an MC infusion, trading a colony system for an MC infusion, etc
        • If unsuccessful or not in contact
          • Game over for player
          • If in contact with other Player civilizations, other civilizations may bid MC for player assets as the bankrupt civilization dissolves into anarchy and the vultures descend. Cue sad violin music.
          • If player has not left starting cluster
            • Cluster is deleted
          • Player may start again as a new civilization in a fresh starting cluster
    • Players who are in contact with each other can engage in trade, see Empire Trade section for details.
    • Galactic Trading Network
      • Players may invest up to 10% of the Imperial Treasury into Securities administered by the same mysterious (and supposedly witty) robots who operate the Galactic News Network.
      • These funds accrue ((.01*1d10)-.02)% minimum zero (0) MC in dividend payments per turn
      • Withdrawals from the Galactic Trading Network cost 10% of the amount withdrawn in fees
      • Funds deposited in the GTN are immune from certain events
    • Income is calculated at the end of a given turn
      • All deficits must be accounted for before the start of the next turn.
System PU Growth Rules
System PU Growth
  • HOMEWORLDs start out at full population
  • Colonies start out with 1 PU per T or ST
  • Every turn that a system has less than full PU capacity
    • System will grow by (System Growth Modifier)+(10% Current PU min zero FRD)+((1d6)/2 FRD))+(Global Growth Modifier)+(Special Modifier)
      • For example, a newly colonized one planet system on its first round of growth with a System Growth Modifier of 1 with a roll of 5 and a Slow Growth race and no Special Modifier
      • 1+0+2-1+0=2 new PU
    • Certain events can cause Special Modifiers to occur
      • These events and modifiers are generally system specific
  • PU growth is not simply birthrates and such, but also represents building infrastructure, economic growth etc
  • In systems with multiple planets (T or ST) PU growth is distributed evenly among the planets
    • See Colonization Rules
  • Once a system reaches maximum PU any excess PU generated in the growth phase is discarded
Colonization Rules
  • Once a system has been surveyed and if ALL of the following is true
    • Is not colonized by an NPR or Player Race
    • Possesses habitable planets (T or ST)
    • Has Habitability Index (HI) less than EL+(Colonization SL)+(Habitability Racial Modifier)
  • Then Colonization can be ordered
  • In order to colonize a planet the procedure is as follows
    • Allocate sufficient logistics to the effort
      • 1 Construction Pool Freighter
    • Select origin system
    • Subtract 10 PU per T and 20 PU per ST from originating system
      • Reduction in System Income happens immediately
    • Count the number of WP between origin system and new colony
    • Initial transit requires (10 per WP transit required)/(Ic generation) turns
    • Once the colonization expedition arrives at the system
      • Initial landing takes 1 turn
      • Initialization of colony takes 12 turns
    • After colony initialization is complete
      • Each T or ST in system gains 1 PU
      • Normal growth and revenue generation begins
  • An Empire can have EL number of active colonization expeditions at a time for the cost of the Construction Pool Freighter
  • Each active colonization effort above the free ones in 11(d) will cost 100 MC per turn until colony initialization
@LordSunhawk are you telling me I can't just print more pretend money to fund tanks like the Soviet Union!? (or, as my spouse once put Zapad-81: 'All of that ammo could have been so much Doctor's sausage!").
PU Transfer
  • PU Transfer
    • One method of boosting growth rates of colonies is to transfer PU to them from established systems
    • The procedure for this is as follows
      • Decide how many PU to transfer
        • For every 5 PU transferred from the origin system, 1 PU will arrive at the destination
      • Allocate logistics for the effort
        • 1 Construction Pool Freighter per PU Transferred
        • This Freighter is NOT consumed
      • Count the number of WP between the origin and destination system
      • Transit requires ((10 per WP traveled)/(Ic Generation)) turns
      • PU loss is immediate for origin system
      • PU gain occurs after transit completes at the destination system
    • This process may only be used for established colonies
    • No more than 100 PU may be generated in this manner per colony
TECH TREE - Inertialess Engines
The I engine, or Inertialess Engine, allows starships to travel and accelerate at measureable fractions of lightspeed. I engines are military engines.

  • Abilities and Restrictions
    • I engines have a 60 degree blindspot to the stern, 120 degrees on Fast or Rapid Hull
      • This multiplies defensive rating by -.06 (-.12 for Fast or Rapid Hull)
    • Detuning gives +2 Speed
    • Safe Speed is (.5 x Speed)

Inertialess Drives (I)
1(I1)201Base speed
1Commercial Engine Twig
4k(I2)221+1 maximum speed
5Engine Modulation
5Stealth Tuner Twig (requires SL5 Electronics)
6Engine Stabilizer Twig
7Anti-Drive Missile (requires XO)
7Advanced Maneuvering Twig
8k(I3)241+2 maximum speed
9Engine Tuner Twig
12k(I4)26.9+3 maximum speed
14Inertia Capacitor Twig
16(I5)27.8+4 maximum speed
20k(I6)28.7+5 maximum speed
24(I7)29.6+6 maximum speed
28k(I8)30.5+7 maximum speed
32(I9)28.5+8 maximum speed
36k(I10)26.5+9 maximum speed
40(I11)24.5+10 maximum speed
44k(I12)22.5+11 maximum speed
48(I13)20.5+12 maximum speed
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TECH TREE - Commercial Drive
The Commercial Engine is designed for high reliability and superior speeds for long haul trips

  • Abilities and Restrictions
    • Engine Blindspot is 60 degrees (120 degrees on a Fast or Rapid Hull)
      • This multiplies defense ratings by .06 (.12 for Fast or Rapid Hull)
    • Safe cruising speed is 100% of tactical speed
    • Detuning gives +1 Speed
Commercial Drive (Ic)
1(Ic1)42Base speed
3(Ic2)52+.5 maximum speed
6(Ic3)62+1 maximum speed
9(Ic4)72+1.5 maximum speed
12(Ic5)7.52+2 maximum speed
15(Ic6)82+2.5 maximum speed
18(Ic7)8.51.8+3 maximum speed
21(Ic8)91.6+3.5 maximum speed
24(Ic9)9.51.5+4 maximum speed
27(Ic10)101.4+4.5 maximum speed
30(Ic11)101.3+5 maximum speed
33(Ic12)101.2+5.5 maximum speed
36(Ic13)101.1+6 maximum speed
39(Ic14)101+6.5 maximum speed
42(Ic15)101+7 maximum speed
45(Ic16)101+7.5 maximum speed
48(Ic17)101+8 maximum speed
TECH TREE - Tactical Drive
The J engine, also known as Tactical Engines, operate much the same as I engines. For the advantage of faster tactical speed (and essentially controlling the fighting range), they sacrifice strategic speed, LRW rating, and have a larger blindspot. J engines are military engines.

  • Abilities and Restrictions
    • All LRW offensive ratings are multiplied by .9
    • Engine Blindspot is 120 degrees (180 degrees on Fast or Rapid Hull)
      • This multiplies Defense rating by .12 (.18 for Fast or Rapid Hull)
    • Safe cruising speed is 50% tactical speed
    • Detuning gives +1 speed
Tactical Drive (J)
1(J1)161Base speed
1Commercial Engine Twig
5k(J2)181+1 maximum speed
5kEngine Modulation
5kStealth Tuner (requires SL5 Electronics)
6Drive Field Stabilizer Twig
7Anti-Drive Missiles (requires XO)
7Advanced Maneuvering Twig
9k(J3)201+2 maximum speed
9kEngine Tuner twig
13k(J4)22.9+3 maximum speed
14Inertia Capacitor Twig
17k(J5)23.8+4 maximum speed
21(J6)24.7+5 maximum speed
25k(J7)25.6+6 maximum speed
29(J8)26.5+7 maximum speed
33k(J9)24.5+8 maximum speed
37(J10)22.5+9 maximum speed
41k(J11)20.5+10 maximum speed
45(J12)18.5+11 maximum speed
49k(J13)16.5+12 maximum speed
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