CYOE 1 Rules

From CYOE Wiki
Jump to: navigation, search

First Edition Rule set


Welcome one and all to CYOE! You may be asking what all this is, well simply put it is the next step up from CYOF. In CYOF you controlled a single faction of a much larger whole, here you control an entire Empire, its fleets, its people its corporations you name it. So come on in and get ready for a game of epic fleet battles, political intrigue, and galaxy shaping decisions.

Building Your Empire

To play in CYOE you will of course need an Empire to control, this can be anything from a lost fleet of star ships looking for a home, to an ancient and powerful theocratic empire that believes it is the will of their gods to control the stars belong to them.

Approximately a thousand years ago, there was a great ‘Node Storm’ where thousands of ‘Jump Nodes’, portions of space that act a lot like wormholes, opened in the ancient home system who’s name has long since been lost. And in an event many call ‘The Scattering’ ships of all kinds were flung or choose to be flung right across the galaxy.

This is where you come in; did your ships find a paradise world, or no world at all? Did you have to resort to cloning and genetic modification to survive with a low population? Or did you build robots to do such things for you? Have an idea in mind for what you want your Empire to be and then you can move onto buying the traits and techs that let you fit these ideas.

Traits and Techs

Positive Traits

These are what make your empire unique, the ingrained things that make your people different from all the other empires out there. You may select any 2 of these.

WARNING the two you select are permanent and cannot be changed once your empire has been created, choose well.

(Have an idea for a trait that’s not listed here? Then contact the rule writers with your idea! If it works and is balanced you will be allowed to use it!)

Production Focus

Colonisation Initiative

Negative Traits

Perhaps you want a challenge, or something else to help fit the concept for your empire? That’s where these traits come in; they give your empire a weakness in a certain era, maybe you don’t like fighters? Pick up Forgotten Pilots, and you never need to worry about your strike craft again. You may have up to 2 Negative traits, each negative trait you have unlocks an additional trait slot, so you can have up to four positive traits this way, assuming two negative traits are picked.

Production Reduction Research Reduction

No Colonisation Initiative

Neutral Traits

Not everything is black and white, and not all of your empire straits have to be straight advantages or disadvantages. As a note, these advantages and disadvantages stack with the other traits, so be very careful if you pick any. You may select 1 of these traits, and it requires a positive trait slot. In addition Neutral Traits do not unlock additional traits like Negative Traits do.


These represent improvements to your fleet or fleet wide special abilities that you can deploy in your battle strategies. You begin play with 1 free technology and 1 free technology slot, you may replace the technology in any existing slot at any time once you have paid for a new tech, but you cannot have more techs then you have slots for. In addition, each Tech may only be purchased once, no stacking bonuses here. Techs require you to have a free techslot and the full cost of the tech saved up in RP before research can begin. A new Techslot can be purchased for 10,000 RP at any time.

(Have an idea for a tech that’s not listed here? Contact the rule makers for your game and propose your idea to them!)

Enhanced Range

Starter Points

Now that you have your Empires Traits, Techs and hopefully an idea of its history, it’s time to move onto buying your initial forces and facilities. Every player begins the game with:

5000 Production Points, to be spent how you want 1 Class 0 Planet (Unless you have the lucky ((Start with 2 Class 0)) or unlucky ((Start with no Class 0)) traits) to be your races Homeworld 0-3 Class U Planets (To act as fluff and description for your empire, as having a system with 1 planet is a little silly)


Nothing in life is free, not even for an Emperor, there are two kinds of points you can spend to buy things, trade between empires or give as gifts to gain support in CYOE.

Production Points: The bread and butter of the game, these wonderful little points represent your industrial capability; everything in the game has an amount of Production Points (PP) that it takes to build. Built units take 1 turn to come online, so if you built a Fighter on Turn 1 you can only issue it orders on Turn 2, likewise for factories and research centres.

Research Points: These points are used to bring advanced or special abilities into the game, you are actively encouraged to come up with your own ideas on what to spend them on, just contact the Admin for a pricing when you have your idea finalised.

The Cost List

Listed below are the PP costs of everything in the game, for a detailed description of what each thing is, please consult the Forces and Facilities section of the rules


Small 150 PP
Medium 300PP
Large 600 PP

Small 40 PP
Medium 80PP
Large 120 PP

Small 300 PP
Medium 600 PP
Large 1200 PP


Strike Craft
Interceptor 5 PP / Squadron
Fighter 7 PP / Squadron
Bomber 10 PP / Squadron

Capital Ships
Class 1 Capital Ship (CL1) 20 PP
Class 2 Capital Ship (CL1) 50 PP
Class 3 Capital Ship (CL1) 100 PP
Class 4 Capital Ship (CL1) 200 PP
Class 5 Capital Ship (CL1) 350 PP


Small to Medium 100 PP
Medium to Large 200 PP
Small to Medium 25 PP
Small to Medium 40 PP
Small to Medium 200 PP
Medium to Large 400 PP

Class 0 to Class 1 300 PP
Class 1 to Class 2 600 PP
Class 2 to Class 3 1200 PP
Class 3 to Class 4 2400 PP
Class 4 to Class 5 4800 PP

Forces and Facilities

An Empire is a vast collection of ships planets and stations, and as we saw in the costs section, there are a lot of different types, in this section we’ll go into detail on what those things are


Ships are the various craft your empire sends out into the void to explore, colonize and conquer the galaxy, there are two main types of ship, further subdivided into classes of these types

Strike Craft

Small craft that are typically crewed usually by no more then 1-3 people and are built and deployed in squadrons of 3-9 craft.

Interceptor: Strike Craft that are faster and less armored than other classes. These excel in taking down other strike craft but are picked off easily by capital ships.

Fighter: Strike craft with an equal balance in Armor and Speed. They are able to fight other craft and capital ships relatively well.

Bombers: Strike craft that are heavily armored but slower than most strike craft. Able to deal heavy damage to capital ships but are vulnerable to other strike craft.

Capital Ships

From small patrol ships to massive empire leading flagships, these ships are the backbone of any Empire, they enforce your will and crush your enemies, each class comes in a size range detailed in their description.

Class 1 Capital Ship (CL1): Between 15-50m, these are the lightest class of capital ship. Generally Gunboats and Frigates these ships are light, but faster than other capital ships.

Class 2 Capital Ship (CL2): Between 50-200m A medium class of capital ship, these ships are powerful, but not quite the best. Mounting very powerful weapons and shields, these ships are a force to be reckoned with. Examples of these are Cruisers and Destroyers.

Class 3 Capital Ship (CL3): Between 200-850m A heavy class of capital ship, these are the backbone of most navies. Generally reserved for the most skilled captains, these are the ships that provide the muscle for fleets. Examples of these would be Battleships.

Class 4 Capital Ship (CL4): Between 850m-2000m , These are the super ships that lead entire Battle Fleets. Enormous and incredibly powerful, these ships can easily crush the competition. Examples of these ships would be Heavy Battleships and Dreadnoughts.

Class 5 Capital Ship (CL5): Over 2000m These behemoths are the enormous ships that strike fear in the hearts of enemies. Able to match firepower with an entire battle fleet, these are the most powerful warships that an empire can have. Examples of these are Super Dreadnoughts and Flagships.


While Ships are the mobile bulk of your Empire’s armed forces, stations are the stationary structures that produce ships, research or defend fixed locations like Jump Nodes, other stations and planets. They come in three varieties;

Production: Small – Minor factories or tiny shipyards, these small bases typically supply others or deployed on small frontier colonies. Small Production Bases produce 50 PP a turn

Medium – Moderately sized factories and standard sized shipyards, thee bases are typically the mainstay of an Empires ship building capacity deployed in almost every system an empire controls. Medium Production Bases produce 100 PP a turn

Large – Huge factories or the enormous shipyards capable of churning out fleets on their own, these massive industrial facilities are typically only deployed in secure areas. Large Production Bases produce 200 PP a turn

Research: Small – Typically small singe science team orbital labs. Small Research Bases produce 50 RP a turn

Medium – Usually well funded multiple team endeavors, these labs are common sights and home to most new discoveries. Medium Research Bases produce 100 RP a turn

Large – Huge orbital universities and research centers home to the best and brightest in any given empire, these facilities probe the very fabric of reality. Large Research Bases produce 200 RP a turn

Defense: Small – Small satellite defense networks or border stations, these small military outposts deter small scale scouting runs, pirates and generally support fleets in the area. A Small Defense Base is equivalent to a CL2 Warship that cannot move.

Medium – Moderately sized and armed, these bases typically defend mid ranged colonies or fortify borders between rivals; they typically act as fleet command centers for surrounding systems. A Medium Defense Base is equivalent to a CL3 Warship that cannot move.

Large – Enormous battle stations, capable of making even the largest fleets pause and rethink their strategies, sometimes military academies and often fleet commands for an entire Empire, these stations are not to be underestimated. A Large Defense Base is equivalent to a CL4 Warship that cannot move.


Class 0: Uninhabited and uninteresting balls of rock, these are unclaimed or undeveloped worlds. Class 0 planets output 0 RP and 0 PP a turn

Class 1: While not always the most habitable, these worlds do have small rugged settlements and settlers who are there to spread the glory of their empire. Class 1 planets output 25 RP and 25 PP a turn

Class 2: These planets are small but thriving, typically with one major city space port and at least a town on every major continent. Class 2 planets output 50 RP and 50 PP a turn

Class 3: Thriving with multiple major cities and starting to encroach on the environment, these worlds are similar to present day Earth. Class 3 planets output 100 RP and 100 PP a turn

Class 4: Bustling with cities, factories and just plain housing, Class 4 worlds are fully tamed and sometimes beginning to have population problems of their own. Class 4 planets output 150 RP and 150 PP a turn

Class 5: Massively developed worlds, either coated entirely in cities and factories or with its population in huge arcologies, these worlds have no more space to expand into and as a result have huge spaceflight industries. Class 5 planets output 200 RP and 200 PP a turn


Space is far from empty, there are many things in it, some of them dangerous, a good leader would be wise to carefully read through this section, so he knows what he may encounter in space

Class U Planets: These worlds are uninhabitable and as such are little more then scenery, gas giants, pressure cooker worlds, and ice planets are the most common verities of these.

Asteroid Fields: Huge expanses of floating rocks that orbit a star. Traversing an Asteroid Field has its inherent dangers; the sheer number of projectiles could prove dangerous and may cause serious damage to ships. There are benefits to setting up bases, each base built near an Asteroid Field grants a 10PP bonus to said base.

Nebula: Gasses that are forming together to create a new star, these naturally occurring birthing processes are a beautiful sight to behold. Traveling through a Nebula is often discouraged; the gasses are proven to disable sensors. Rumors state that ‘Nebula Storms’ are said to occur in a few Nebula, there are no documented cases of this occurrence.

Black Hole: A black hole is a region of space from which nothing, including light, can escape. Theories state that a black hole is some sort of wormhole, no known probes are to have reported back their location.

Jump Nodes: The only known way to travel between the stars, Jump Nodes are natural phenomena that fold two sections of space together allowing instantaneous transit to two parts of the galaxy that are usually very far apart. Most Nodes are stable, but some are known to change position, destination or even vanish, so never become too reliant on existing paths.

Unexplored Systems: What’s beyond the Jump Node? Who knows, every time a ship arrives in an unexplored system it can spend 1 turn to survey it meaning the Admin will send you a detailed description of what’s in the system you are surveying.

Combat and Movement

Discounting natural threats, there are even greater ones from your fellow players; they too seek to spread their empires to all corners of the galaxy.

Movement: Is very simple, you notify everyone on your turn that you will be moving ship grouping x to position y, bear in mind that ships can only travel up to 2 jumps a turn on standard engines.

Combat: Once you’ve moved your ships into position, the next phase is combat, declare your combat on your turn and PM your battle strategy to the Admin, who once the other player has been notified and sent their strategy will give you both the results.