CYOE 2 Rules
Second Edition Rule set
Contents
Introduction
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? Perhaps you enslaved an alien race, or were enslaved by them. Maybe your empire –is- an alien race, expanding into space on their own. 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!)
Strike Craft Doctrine (Ace Pilots) | |
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Throughout known space your empire is renowned for the daring, brave and all round excellence of your pilots. If someone mentions a mission is impossible for Strike Craft they have to include the statement “Well unless they were pilots from that empire”. Mechanically speaking, add 0.5 to your opponent's Combat Ratio when calculating for Strike Craft. |
Capital Ship Doctrine (Capital Phalanx) | |
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The strength and might of your empire is reflected in the rugged formations of your mighty capital ships and their courageous captains. Any empire wishing to fight your fleet had better bring greater numbers in the hopes of having an even fight. Mechanically speaking, add 0.5 to your opponent's Combat Ratio when calculating for Capital Ships. |
Fleet Balance Doctrine (Battlestar Solution) | |
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While other empires are known either for pilots with supernatural luck or unbreakable capital ship formations, your empire takes a different path. Your empire knows that any good capital ship needs a fighter screen and that any good fighter needs a better carrier to support it. As a result each CL4 and above ship comes with 10 free Production Points worth of Strike Craft. |
Research Focus (Genius Bonus) | |
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Your Empire is famous for its scientists and your laboratory facilities attract the best and brightest from across known space. When it comes to developing advanced technology you are the masters among amateurs. Every research facility (including planets) you own produces an extra 15 research Points every turn. |
Marine Focus (Super Soldiers) | |
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Maybe life on your planet is tough or perhaps you have the most rigorous training regime since ancient Sparta, or perhaps it’s your augmentative technology for your troops. Whatever the case your ground forces are peerless, if you are invading a planet, boarding a ship or repelling boarders, the enemy is in for a fight they’re not soon going to forget. Mechanically this improves your ground combat effectiveness by 25% and gives you the opportunity to potentially capture ships before they can self destruct. |
Unity Discipline (Loyalty) | |
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To the people of your Empire, there may as well not be any one else. For they will kneel only to you, be it through propaganda, secret police or genuine loyalty of a proud people, your people have tremendous morale reserves and rebelling against you is almost unthinkable. |
Salvage Discipline (Scavengers) | |
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To your people, there’s no point wasting material, not even from something like a battle, that debris needs clearing away! You are the people to do it. Any battle you take part in that your side wins, you will salvage 10% of the PP worth of all ships destroyed. Note: If the enemy however self destructs, you gain no PP as self destruction deliberately destroys any useful salvage parts. |
Ancient (The Elders) | |
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Your empire is older than living memory, with pillars of science beyond imagining. You start with 3 techs instead of 2. Note that you still have a total of 5 tech slots, so you only have 2 free ones. |
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.
Strike Craft Neglect (Forgotten Pilots) | |
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Maybe your people just aren’t cut out to be pilots, perhaps you commissioned your strike craft from the lowest bidder or perhaps you just take the TIE approach to fighters, whatever the case your Strike craft are at a marked disadvantage against others. Mechanically speaking, add 0.5 to your Combat Ratio when calculating for Strike Craft. |
Capital Ship Neglect (Worthless Metal Box) | |
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Mighty is not a word used in the same sentence as capital ships from your empire. Maybe your designers just don’t get it, maybe you don’t see the point in huge lumps of metal floating about space, but for whatever reason your capital ships are at a disadvantage. Mechnically speaking, add 0.5 to your Combat Ratio when calculating for Capital Ships. |
Production Reduction Research Reduction
Under Funded Troops (Why Bother With Soldiers?) | |
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Your empire has spread to space! The ultimate high ground, wars are fought with ships against other ships, colonies brought into line with orbital strikes, there’s no need for ground forces any more, as a result the few troops you do deploy are at a major disadvantage in terms of training and equipment. Mechnically this reduces your ground combat effectivness by 25%. |
Division Discipline (Rebellious Nature) | |
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Your people take opposing views very seriously, so seriously in fact that your morale is always barely hovering above neutral and there are nightly debates if other rulers would do better, as a result your peoples morale is low and could rebel at any time for any reason. |
Young (We're in some kind of Sci Fi?) | |
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Your empire suffered from a Dark Age - or perhaps you simply kept going along the wrong tracks with its research. Regardless of the reason, you start with only 1 tech instead of 2. Note that you still have a total of 5 tech slots, so you have 4 free ones. |
Slow & Steady (We'll win no Races) | |
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Inefficient engine design, shortages of exotic fuel, or merely no desire to rush around the galaxy means that your ships lack the speed to match other empires. While this does not affect their combat performance, it means that your ships can move one less jump per turn (one jump per turn normally, or two with Advanced Propulsion tech), and only BR class ships can take the Run Blockade option unless the blockading ships also have this trait. |
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 this trait does -not- take up a positive or negetive trait slot. In addition Neutral Traits do not unlock additional traits like Negative Traits do.
Inherent Violence (Warriors) | |
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War! Violence! To die an honourable death at the hands of your foes, that’s what your people want. They are hardy warriors with a small natural advantage to warfare too (Mechanically, this gives you a tiny advantage to dice rolls to capture/defend something from capture). However if you’re not at war with anyone your people become unhappy and rebellious, making peacetime a very dangerous thing for your empire as it might tear itself apart. |
Inherent Pacifism (Federation) | |
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Peace and prosperity, no need for violence we’ve far outgrown that barbaric need; we’ve devoted ourselves to better things. As a result your people are happiest during peacetime in your empire giving you a bonus + 15 Production Points and +15 Research Points to every station/planet that produces PP or RP at the end of every turn that you’re at peace. (Note, these bonuses do indeed stack with the production and research focus traits and can lead to a total +30 bonus to every point producing object in your empire while at peace). In addition your people are not good fighters and have a small disadvantage to warfare. (Mechanically, this gives you a tiny disadvantage to dice rolls to capture/defend something from capture) |
Inherently Zealous (Theocracy) | |
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Your leader is right, they are always right, their power descends from the gods themselves, as a result they believe whatever you say and do without question, giving you a bonus to morale and loyalty. However as a side effect of your religion, science is considered heresy and your research efficiency is lower then usual and you must deduct 20 Research Points from every research base and planet a turn. (Note this stacks with the Research Reduction trait, meaning you can have -35 RP from every RP producing object in your empire) |
Mass Production (Two for the Price of One) | |
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Numbers, that’s what counts! Who needs quality when you can have quantity? All your ship production costs are halved, lucky you. Unfortunately you’re going to need those numbers are your ships are inherently far weaker then those of others empires, being built around the principle of there’ll always be numbers on their side. Mechnically speaking, add 1 to your combat ratio. |
Unique Ships (Each a Work of Art) | |
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Each one of your ships is a work of art, or perhaps even organically grown, as such only the general characteristics of ships of any one class are the same. Note: This trait cannot be taken with weakened/strengthened ships. Mechanically speaking, between 0 and 1.5 is randomly added to both your and your opponent's Combat Ratio. Different numbers will be generated for calculating offence and defence, and for strike craft and capitals. |
Dogmatic (No Other Way) | |
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Your empire has no idea how its technology works. Perhaps it was stolen, perhaps they have simply forgotten. Regardless, what they have is venerated and copied, and to conceive of improving it is blasphemy. You start with 5 techs, but cannot conduct research of any kind, including receiving it from trades or reverse engineering. |
Titanic | |
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Your empire does not believe in subtlety. Perhaps you rely on rare archaeotech and ancient artefacts, or perhaps you simply build to last. Your ships cost twice as much, but are considerably more effective. Mechanically speaking, add 1 to your opponent's Combat Ratio. |
Heart of the Fleet (Ablative Fighter Screen) | |
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Maybe it’s due to them being unmanned drones, or maybe it is merely disregard for the people piloting them. For whatever reason your empire views strike craft as little more than ablative armour for its precious capital ships. Use the Mass Produced rules for strike craft and the Titanic rules for capital ships. (Note: This means Dedicated Carriers would have 50pp worth of Strike Craft but cost 440pp to build) |
Techs
These represent improvements to your fleet or fleet wide special abilities that you can deploy in your battle strategies. You begin play with 2 free technologies and 3 additional free technology slots, 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 3,000 RP at any time. In addition, techs can be traded to any other empire with a free techslot, traded techs have no RP cost, but still need to run through their research times.
(Have an idea for a tech that’s not listed here? Contact the rule makers for your game and propose your idea to them!)
Advanced Weapons (1000 RP, 2 turns) | |
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You’ve invested your technology in your weapons and as a result your ships are capable of outputting a terrifying amount of firepower. Unless your opponent has Advanced Defences he had better bring more ships to any battle with you, in the hopes of clogging those terrifying weapons with wreckage. Mechanically speaking, add 0.5 to your opponent's Combat Ratio for calculating their defence. |
Advanced Defences (1000 RP, 2 turns) | |
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You’ve taken the old adage of “A good offense is a strong defense” to heart. Your Empire focuses on armor, shields or ECM to create a fleet that’s very tough nut to crack. Beware of other players with the nutcracker of Advanced Weapons however. Mechanically speaking, add 0.5 to your opponent's Combat Ratio for calculating their offence. |
Advanced Propulsion (2000 RP, 3 turns) | |
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With this tech your fleet has been tuned for engine performance, as a result your ships are faster and more manoeuvrable in battle and you can move up to 3 jumps a turn instead of the usual 2. |
Self Destruction (3000 RP, 3 turns) | |
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You’ve seen that your enemies like boarding actions and you want to deny them anything that’s yours, perhaps even salvage, or perhaps you just don’t want any knowledge about you falling into the wrong hands. Regardless with the Self-Destruct tech, you can detonate you ships and stations to deny your enemy capturing them or salvaging their debris. Note: Empires with enhanced troops have a chance to capture ships before they can self destruct; in addition ships disabled with the Disablement Weapons tech cannot self destruct. |
Disablement Weapons (3000 RP, 2 turns) | |
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Through a breakthrough in EMP or perhaps Ion weapons or maybe you’ve invested the points in finding out the precise places to strike an enemy warship to disable it, whatever the case you may pick one enemy warship to disable instead of destroy in battle, meaning that you may specify to disable instead of destroying ships in your battle strategies. Disabled ships can then be captured after the battle without needing boarding parties, but be warned after 1 turn disabled ships will repair themselves and they may even be able to fight off your troops. |
Boarding Parties (2000 RP, 2 turns) | |
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The enemy might have tough ships, but you’re sure your troops are tougher then theirs, as a result you’ve invested the time to develop drop pops or boarding shuttles or perhaps even some form of teleporter to beam your troops onto theirs, allowing you to capture a number of capital ships of any class from any battle you are victorious in, however you may capture only a number of ships equal to the number of ships you have in the fleet that fought in the battle per battle. Alternatively, you can use boarding parties as a supplemental weapon to destroy/disable enemy ships. The number of Boarding Parties varies per ship, a CL1 will get one attempt, a CL2 will get two, etc. |
Ambush (4000 RP, 5 turns) | |
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One of the most feared technologies, this allows you to ambush another players fleet, giving you a major edge in combat, be it through cloaking devices, ECM, Mines or holographic emitters they’ll never see your fleet coming until it’s too late. |
Advanced Sensors (4000 RP, 5 turns) | |
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A very useful technology to have, this equips your fleet with advanced sensors giving you a 50% chance (That stacks with Recon Fighters and Survey ships) to detect or see through another players ambush, putting your forces back on a level playing field. In addition it provides a bonus to Observed Reverse Engineering drastically reducing the chance of failure. Also Advanced sensors provide bonuses (That stack with Backwater Navigation) for navigation and combat in difficult terrain. |
Ultraheavy Capitals (1000 RP, 1 turns) | |
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Unlocks the SHCL(Super Heavy Capital ship) slot. These ships are massive and require a lot of resources to produce. These are comparable to CL5s as CL1s are to Bombers. Only one SHCL per tech. An empire can research this tech multiple times and unlock an additional ship slot. In addition, SHCLs take two turns to construct.
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Dedicated Carriers (500 RP, 1 turns) | |
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Unlocks the ability to construct the dedicated carrier type of capital ship. Dedicated carriers are comparable in size and cost to CL-4’s but have only the fire-power and durability of CL-2’s. This is due to the vast areas of the ship are hollow and store inordinate amounts of strike craft. Specifically each carrier comes with 100pp worth of strikecraft (Only 50pp worth if you have the Mass Production trait and 200pp worth if you have the Titanic trait), these do not count as independent units when not in combat however as they remain docked or in the same system as the carrier at all times. The composition of the 100pps of Strike craft are defined by you when research on this tech is completed. In addition, the strikecraft compliment of a dedicated carrier restores to full after 1 turn of no combat, however if engaged without this break the casualties from the previous battle will still be missing. |
Troop Transports (200 RP, 1 turns) | |
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Unlocks the ability to construct the troop transport type of capital ship. Troop Transports are typically around the size of CL-2 class ships, yet are able to carry the amount of troops usually stationed on a CL-4 and as such count as CL-4’s when counting troops for planet, station and ship captures. |
Blockade Runners (350 RP, 1 turns) | |
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Unlocks the ability to construct the blockade runner type of capital ship. Blockade runners are little more then souped up CL-1 class ships. They have massive engines and advanced anti jamming systems, this makes them hard to target and excellent and outrunning everything other then enemy blockade runners. Blockade runners gain large bonuses to running enemy blockades, and can even run a blockade with an interdictor in it, though they loose their bonuses when trying to do this. |
Mobile Production Bases (1200 RP, 2 turns) | |
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Unlocks the ability to construct the mobile production base type of capital ship. MPB’s are vast ships, that come complete with fully functional production facilities aboard. When deployed the MPB produces 35pp a turn. When undeployed an MPB is a large weak hulled ship with minimal defensive weapons. An MPB takes one turn to deploy and undeploy. Note: MPB’s do count towards your total number of stations deployed in a system, but not to anyone else’s, it is not possible to ‘fill up’ an opponents or allies station slots with MPB’s. |
Interdictors (1000 RP, 1 turns) | |
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Unlocks the ability to construct the interdictor type of capital ship. Interdictors are medium sized bulky ships with armament comparable to CL-1’s, most of the rest of the space is taken up the advanced interdiction systems; these mean that when an interdictor is deployed in a blockade no ships (other then blockade runners) can take the Run Blockade option. |
Gunships (200 RP, 1 turns) | |
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Unlocks the ability to construct the gunship type of strike craft. Gunships blur the line between strike craft and capital ship, being large for strikecraft and usually crewed by multiple people, gunships usually array a large number of highly specialized turrets which make them excellent at taking down other strikecraft, however their size and relative low speed make them far easier prey to capital ship gunners. Note: Gunships cannot be deployed or count as the strikecraft launched/contained within a dedicated carrier. |
Spinal-Mount (700 RP, 1 turns) | |
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Unlocks the ability to construct the spinal-mount type of capital ship. Spinal-mounts are effectively one huge gun array the size of a large CL-2, containing the fire-power of much larger vessels, however due to the set up this makes the ship very weak against anything smaller then itself and absolutely useless against fighters. Spinal-mounts count as CL-4s when determining the size of bombardment fleets for lowering a planets Class or systems I-Rating. |
Reverse Engineering
By luck or by skill you’ve captured an enemy ship which has a technology you don’t; if you have a free techslot however you can begin the process of reverse engineering. This sacrifices the ship but allows you to begin research at 60% of the listed cost (Rounding up)!
Combat Ratios
It's generally not a good idea to throw ships into a battle where they will be hopelessly outmatched. To work out how many of your ships it takes to match your enemy's, you need to generate two Combat Ratios; one measuring your defence against his offence, and one for vice-versa.
In both cases, start with a simple value of 1:1.
In the traits and technologies sections are listed the various modifiers that can be applied. Let's say that you have the Titanic, Strike Doctrine and Capital Neglect traits and the Advanced Defences tech, and your opponent has Mass Production and the Advanced Weapons tech. Adding up the modifiers and multiplying everything by 2 gives
The ratio of your offence against his defence for strike craft will be 2:7 The ratio of your offence against his defence for capitals will be 3:6 The ratio of your defence against his offence for strike craft will be 3:8 The ratio of your defence against his offence for capitals will be 4:7
What do these numbers mean? It means that 2-3 of your strike craft are equivalent to 7-8 of his, and 3-4 of you capitals are equivalent to 6-7 of his. This is just a rough guide, of course - other technologies, smart tactics just plain luck of the dice can all play merry hell with the results! But the Combat Ratio gives you a rough idea of who will win in a straight up fight between two ships of identical class.
Note that Unique Ships can be very powerful - or very crippling! Against an opponent with no traits or technologies, the ratios become 2-5:2-5 for everything, for a grand result of 2-5 of your ships being worth 2-5 of his!
Troop Combat Ratio
Look up a coefficient for the attacker's and the defender's Troop traits, and multiply the number of ships (or equivalents) needed to capture a given thing by this number.
Attacker | |||
Defender | Marine Focus | No Trait | Underfunded Troops |
Marine Focus | 1 | 1.25 | 1.5 |
No Trait | 0.75 | 1 | 1.25 |
Underfunded Troops | 0.5 | 0.75 | 1 |
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:
15000 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)
In addition, things can be placed/upgraded in any system 1 jump from your Homeworld during turn 0.
Costs
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 centers.
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 finalized.
I-Rating
Every system has an I-Rating (I standing for Infrastructure) which shows how developed your building industries and shipyards are in that system. All systems start off with an I-Rating of 0 and can have a maximum I-Rating of 5. To build a station in a system with a rating of 0, you either require a ship or another station already in that system. Certain things require a certain I-Rating to be built, this list follows. (For the cost of upgrading the I-Rating see the Upgrades section)
0 | There are next to no building facilities or any infrastructure in the system at all, and production is typically done by brining in modular mobile shipyards from other systems. |
Systems with this I-Rating can deploy only 150pp worth of ships and stations in a turn. | |
1 | Basic factories and shipyards are set up in system and the beginnings of what might eventually be proper shipyards are set up. |
Systems with this I-Rating can deploy only 500pp worth of ships and stations in a turn. | |
2 | Modest factories and the first military grade shipyards are in place in the system, though their output would only be impressive for backwater colonies. |
Systems with this I-Rating can deploy only 700pp worth of ships and stations in a turn. | |
3 | Factories and shipyards have finally reached the size and development that most people think of when you mention them. |
Systems with this I-Rating can deploy only 1500pp worth of ships and stations in a turn. | |
4 | A system with this I-Rating has very large shipyards and many factories and tends to have a reputation around your empire as a centre of shipbuilding. |
Systems with this I-Rating can deploy only 2400pp worth of ships and stations in a turn. | |
5 | At this rating space in orbit of any planets or at certain clusters I systems is almost clogged with sheer number of shipyards and the debris they produce, typically such systems are renowned ship makers across the galaxy. |
Systems with this I-Rating have no limit to the PP worth of ships and stations they can deploy in a turn. |
Lowering I-Rating
If you’re attacking an enemy and want to lower his I-Rating to deprive him of reinforcements, simply order the equivalent of 1x CL-4 to attack the Infrastructure, this will lower it by one level per turn, to lower it by two levels in one turn, the equivalent of 2x CL-4 and so on.
Building Things
Building things in CYOE is very easy to do! All you have to do is subtract the PP cost of the item you wish to buy and choose a system to build it in, checking to see if your I-Rating will allow it to be built there, and when the next turn rolls around whatever you bought will be there!
To illustrate, on Turn 1 I buy a small production base I subtract 150pp from my PP total, I then check SYS-X, I have an I-Rating of 3 there well within requirements. Come Turn 2 I now have an online small production base in SYS-X which means I can add 50pp to my PP gained total for the start of Turn 3.
If you have more things build then you can deploy, then anything not deployed by the end of the next turn is lost, meaning that if an enemy lowers your total I-ratings so you can’t deploy everything you built last turn, things are going to be lost.
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
Bases
Production | ||
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Small | 150 PP | Requires I-Rating of 0 |
Medium | 300 PP | Requires I-Rating of 3 |
Large | 600 PP | Requires I-Rating of 4 |
Defence | ||
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Small | 50 PP | Requires I-Rating of 1 |
Medium | 100 PP | Requires I-Rating of 3 |
Large | 175 PP | Requires I-Rating of 5 |
Research | ||
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Small | 300 PP | Requires I-Rating of 2 |
Medium | 600 PP | Requires I-Rating of 4 |
Large | 1200 PP | Requires I-Rating of 5 |
Units
Strike Craft | ||||
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Interceptor | I-Wing | 5 PP | Requires I-Rating of 0 | |
Fighter | F-Wing | 7 PP | Requires I-Rating of 0 | |
Bomber | B-Wing | 10 PP | Requires I-Rating of 0 | |
Gunship | GS | 15 PP | Requires I-Rating of 1 | Gunships |
Capital Ships | ||||
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Class 1 Capital Ship | CL1 | 20 PP | Requires I-Rating of 1 | |
Blockade Runner | BR | 30 PP | Requires I-Rating of 1 | Blockade Runners |
Class 2 Capital Ship | CL2 | 50 PP | Requires I-Rating of 2 | |
Troop Transport | TT | 40 PP | Requires I-Rating of 2 | Troop Transports |
Spinal Mount Capital Ship | SM | 110 PP | Requires I-Rating of 3 | Spinal-mount |
Interdictor Capital Ship | INT | 125 | Requires I-Rating of 3 | Interdictors |
Class 3 Capital Ship | CL3 | 100 PP | Requires I-Rating of 3 | |
Class 4 Capital Ship | CL4 | 200 PP | Requires I-Rating of 4 | |
Dedicated Carrier | DC | 220 PP | Requires I-Rating of 4 | Dedicated Carriers |
Mobile Production Base | MPB | 400 PP | Requires I-Rating of 4 | Mobile Production Bases |
Class 5 Capital Ship | CL5 | 350 PP | Requires I-Rating of 5 | |
Super-Heavy Capital Ship | SHCL | 2500 PP | Requires I-Rating of 5 | Ultraheavy Capitals |
Upgrades
Sometimes instead of building something entirely new, you want to expand on something already there, in CYOE this is called upgrading, to upgrade something you need a base or planet to start with (So you can’t upgrade a base the turn it’s built), however you can upgrade as far as you have the cost to, for example, if you have a small production base and 300pp you can upgrade it to large in a single turn.
Bases | ||
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Production | ||
Small to Medium | 100 PP | Requires I-Rating of 3 |
Medium to Large | 200 PP | Requires I-Rating of 4 |
Defence | ||
Small to Medium | 25 PP | Requires I-Rating of 3 |
Small to Medium | 40 PP | Requires I-Rating of 5 |
Research | ||
Small to Medium | 200 PP | Requires I-Rating of 4 |
Medium to Large | 400 PP | Requires I-Rating of 5 |
Planets | |
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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 |
I-Rating | |
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Class 0 to Class 1 | 500 PP |
Class 1 to Class 2 | 1000 PP |
Class 2 to Class 3 | 1700 PP |
Class 3 to Class 4 | 2900 PP |
Class 4 to Class 5 | 6000 PP |
Retiring
Sometimes you need to pack up stations to free slots or perhaps reduce your fleet size in accordance with a treaty, in CYOE this is called retiring, when you retire a ship or station you gain 25% of it’s PP. Note: you receive no PP for abandoning/downsizing planets.
Todo: Reformat this section' |
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 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 wings 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.
Equivalency: For things like orbital bombardment to lower a planets class, or a systems I-rating or for conquering a planet you need a certain number of ships, typically each section shows the smallest number of ships needed, however sometimes you won’t have the larger ships it’s using, to work out how many smaller ships you need to achieve the same effect, please consult this table. Note: For troop combat your traits and the enemy traits may alter the exact numbers required, query an Admin if you’re unsure. In addition the special tech ships state in their description what each one is he equivalent of for these things.
1x CL-5 = 2x CL-4 1x CL-4 = 2x CL-3 1x CL-3 = 2x CL-2 1x CL-2 = 2x CL-1 1x CL-1 = 10x B Wings (Bombardment Only) 1x B Wing = 5x F Wings (Bombardment Only)
So using this chart, we can work out we would need 4x CL-3 to have the troop numbers or bombardment power of 1x CL-5
Tech Ships: Each of the special-tech ships is equal to a certian standard ship when it comes to bombardment power/troop capaciity, this next lsit illustrates that.
GS = 3x F Wings (Bombardment Only) BR = 1x CL-1 (Bombardment and Troop Capacity) TT = 1x CL-4 (Troop Capacity) 1/2x CL-1 (Bombardment) SM = 1x CL-4 (Bombardment Only) INT = 1x CL-1 (Bombardment Only) DC = 1x CL-2 (Bombardment Only, Strikecraft count seperatly) 1x CL-5 (Troop Capacity) SHCL = 10x CL-5 (Bombardment) 15x CL-5 (Troop Capcity)
MPBs are most clearly missing from this list, as due to their nature they lack weapons of sufficiant power to bombard and also have no troop capcitity.
Stations 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. A system my have no more then 20 stations total in it at any one time. 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 CL4 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 CL5 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 two CL5 Warships that cannot move.
Capturing a Station: Once you have defeated an enemies fleet and defences, you have a choice, you could destroy everything he owns, reduce his planets to glass and salt his fields and so on. But wouldn't it be better if you could take his things and so expand for free? This is capturing a station, to see the number of ships full of troops it would take to capture one station a turn, check teh chart below.
Small Station = 1x CL-2
Medium Station = 1x CL-3
Large Station = 1x CL-4
As always, check the equvalncy charts to see how this pans out for other ships. And again as always, certin traits may increase/decrease your odds of success.
Planets 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 and improve a systems I-Rating by 1
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, Improve a systems I-Rating by 2.
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, Improve a systems I-Rating by 3 and come complete with defenses equivalent of 3 Small Defense Platforms and 1x I Wing.
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, Improve a systems I-Rating by 4 and come complete with defenses equivalent of 5 Medium Defense Platforms, 5x I Wings and 3x F Wings.
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, Improve a systems I-Rating by 5 and come complete with defenses equivalent of 7 Large Defense Platforms, 7x I Wings and 5x F Wings.
Capturing a Planet: As you can see, planets are great prizes, and if you can take control of a planet that’s already upgraded you save on so much PP! The process of taking a planet is a simple one, as all ships carry troops, just consult the list below to see how many ships full of troops (Or the equivalent too) you’ll need to secure a planet. Note: The appropriate troop traits can halve or double the numbers needed.
Class 1 1x CL-4
Class 2 1x CL-5
Class 3 5x CL-5
Class 4 12x CL-5
Class 5 21x CL-5
Lowering a Planets Class: If you’re attacking an enemy planet and wish to lower the rating, either to deprive your enemy of it’s bonuses or to wipe them out utterly. It requires 1x CL-5 or equivalent (i.e. 2x CL-4 4x CL-3 and so on) to lower a planet by 1 class in 1 turn, to lower it more quickly, apply more ships.
A player can abandon a planet at a rate of 1 class per turn, at no PP cost but gains no PP benefit from doing so.
I-Rating lowering and planets: If a planet is left untouched but the I-Rating is specifically targeted, then the I-Rating will restore itself for free after one turn of no combat in the system.
Environment
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 production bases, each production 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. Combat results are worked out and posted only at the end of each turn, so if you see a battle in range of one of your fleets/systems you too can join in.
Blockades: When you don’t want anyone to move past a certain node, it calls for a blockade. Ships assigned to guard a node are considered to be Blockading it, they will automatically engage and try to stop anyone specified from moving past them, with success dependant on how many ships assigned.
If your forces come across a blockade there are two options:
Fight: Your fleet halts it’s movement and engages the blockade in combat.
Run The Blockade: Your fleet ignores the enemy and moves right on through. Depending on the composition of your fleet and the enemy fleet the casualties will vary but if the fleet survives it will continue on to its objective.
Captured Ships: Sometimes through the course of battle, enemy ships will surrender to you, or you may capture ships or perhaps they’re even traded to you by an ally. However you acquire them captured ships handle the same, they always retain the techs and traits they had at the time of capture, but do not gain your traits or techs, even ones you develop after capturing them. Note: The only traits which don’t carry over are ones that influence loyalty; in this case ships either gain your loyalty/disploytaly trait or loose the one they had if you have neither.