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Post by bridgekeeper3 on Oct 28, 2015 16:40:42 GMT -6
Deus Ex Machina
Due to extremely advanced technology, your nation is capable of warping the very fabric of reality to suit it's purposes.
No matter how contrived or stupid, in the event that your nation dies it gets a second chance to be able to save it at the cost of science.
Time Warp: At the cost of 2 science, retrieve assets from past or future turns (aka takes the estimated resources from a future or past turn including those from sectors either long destroyed or under construction)
Convergence: At the cost of 5 science, cause a convergence between universes for one turn which cause a random asset to appear
-Assets can one of these: A random military force that is hostile to all factions for 2 turns, A random unclaimed sector (of both size and type) for 5 turns (anything in that sector after expiration is lost), a random celestial body in your system (including stars) for 8 turns or a trade route that's open to a unknown faction for 4 turns.
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Post by dragonlord7012 on Nov 12, 2015 23:03:00 GMT -6
Subterranean Infrastructure.
Space is at a premium in the empty void, and you make the most out of what you've got.
For the cost of Terraforming a sector you can, on a habitable world, create a NEW underground sector. This is a normal terrestrial sectors for all intents and purposes except as noted here.
You may do this often as you like, however you cannot upgrade a planet/moon/asteroid with more subterranean sectors than its baseline number of sectors. (IE a 3 sector habitable world, can only be upgraded to have 3 subterranean sectors.)
These sectors are naturally hardened against attack, and provide defenders with a natural bonus to defense, this bonus stacks with those from Military Sectors, should you have an underground military sector.
Subterranean sectors provide a -1 order each. (It may be possible for dedicated research projects to remove this on a given planet/sector )
Subterranean sectors on your HOMEWORLD do not provide negative order, this is a special trait from your species developing on this particular world.
Your Home world begins with all 5 sectors pre-terraformed, but do not have sectors within them.
Note: This will indirectly improve the maximum number of orbitals as well. Note: uninhabited Subteranian sectors do not provide "empty" penalties to order. Note: If another faction attempts to live in these sectors they provide -5 order each, for that faction should they inhabit it. They do not possess your peoples natural inclination and possible adaptations needed for underground life.
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Post by dragonlord7012 on Nov 14, 2015 23:05:12 GMT -6
Our Finest Hour- Humanity is not defined by its victories, but its triumphs. A victory is a simple thing to achive, when one has more and better resources, with the technology at hand is superior. Victory is often assured long before the battle begins. Triumph however, is achived when you stand upon the precious of defeat and hold your ground. When the world throws its weight upon your sholders, and instead of cumbling, you carry it, and get back up. To triumph is to overcome. This indomitable spirit is the mark of your people.
-Whenever you succeed on a moral role (Normally when a ship is heavily damaged, or an army sustains casualties.) The unit gains a stacking (+4) bonus for the remainder of the battle to combat checks (But not moral checks).
-Admiral and General heroes both give a large boost to moral to attached unit.
-Whenever a ship would be destroyed, It is allowed a difficult moral to resist, If it succeeds the crew remains on board and stabilizes it just long enough to make an all out attack against the enemy it in a last ditch sacrifice.
-Should an Admiral/General perish in a battle, they give ALL allied units a bonus to rolls as though they where alive, directing, and attached to them, for the next combat Mod Mark.
-You units automatically succeed moral checks in their home system.
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Post by dragonlord7012 on Dec 10, 2015 10:05:20 GMT -6
Mercenary economy; Your people like two thing, War and Money.
===armies== Whenever you produce an army attached to a military sector you produce an identical mercenary company attached to that same sector at no additional cost. Mercenary armies always have the trait: "Mercenary Moral", cost no upkeep, but will only fight for you if they are paied.
Low moral, however each additional credit paid increases it one step. Credits are paid "By the turn" Low(1cr/turn) -> avg(2cr) -> good(3cr) -> excellent(5cr)-> Unbreakable(10cr)
Upkeep payed is added towards your own economy as they and/or their families spend it in your markets.
If destroyed, and the sector has an attached army. A mercenary corps identical to that army will spawn in 3 turns. -1 turn for every Credit spent.
Note: Only amazing or higher moral will accept the condition that they only get paid on success. (Payment normally goes to survivors families if they die. Also, if the main army is destroyed and the mercenary army exist, it does not change until destroyed as well. Thereafter it does not reform until another army attached to that sector is built, or if they are allready built, untill it would normally respawn as listed above.)
===ships=== Ships cost twice as much production. Ship bluprints cost 7 science instead of 5, and yield two bluprints of the same hull type, one of which is am aproximate scienceless downgrade; (Start play with twice as many bluprints, following these parameters)
Shield->Armor Torpedos-> Missles OR Lasers Super Engine -> Engine Etc et al.
Whenever you create a ship you produce a secondary ship of the same hull type, that cost a total of 0 science, It cost no upkeep, and is tagged as [Mercenary]
The manner in which mercenary ships work is Thus;
They do not cost upkeep at base, but their upkeep cost must be paid each turn for them to fight for you. Other faction can "Rent" these ships out for the cost of their upkeep for that turn, plus whatever their cost of repair/replacement in credits.
Paying more than the baseline upkeep cost will improve the ships liklyhood to stick through the worst of it, if only to get their paycheck. They won't take part of any unreasonable plan of action such as those involving sacrificing themselves. They may be willing to take higher risk if offered incentive, but no mercenary vessle plans on not going home. *Ideally they will be tasked with "Shoot at our foes from a distance"
All upkeep costs and incentives are added to your total credits, as they spend the money in your economy.
Refusal to pay cause ALL mercenary companies thereafter to be willing work without payment until double the debt has be recovered from attacking and raiding.
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