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		<id>http://www.cyoe.wiki/index.php?action=history&amp;feed=atom&amp;title=Aftermath_Rules</id>
		<title>Aftermath Rules - Revision history</title>
		<link rel="self" type="application/atom+xml" href="http://www.cyoe.wiki/index.php?action=history&amp;feed=atom&amp;title=Aftermath_Rules"/>
		<link rel="alternate" type="text/html" href="http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;action=history"/>
		<updated>2026-04-17T14:55:55Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.30.1</generator>

	<entry>
		<id>http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;diff=73&amp;oldid=prev</id>
		<title>Bubblewrap: 5 revisions</title>
		<link rel="alternate" type="text/html" href="http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;diff=73&amp;oldid=prev"/>
				<updated>2014-09-13T19:54:32Z</updated>
		
		<summary type="html">&lt;p&gt;5 revisions&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr style=&quot;vertical-align: top;&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 19:54, 13 September 2014&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; style=&quot;text-align: center;&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Bubblewrap</name></author>	</entry>

	<entry>
		<id>http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;diff=72&amp;oldid=prev</id>
		<title>Bubble Wrap: /* Systems */</title>
		<link rel="alternate" type="text/html" href="http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;diff=72&amp;oldid=prev"/>
				<updated>2011-09-23T16:57:50Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Systems&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr style=&quot;vertical-align: top;&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:57, 23 September 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l10&quot; &gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The strength of the colonies is based upon the systems they control, spread out in a roughly circular shape around the homeworld. Some worlds are highly developed, others are little more than frontier outposts barely scraping by. The technology of mankind is sufficient to develop worlds in a surprisingly short space of time, allowing them to expand quickly to meet the challenges ahead.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The strength of the colonies is based upon the systems they control, spread out in a roughly circular shape around the homeworld. Some worlds are highly developed, others are little more than frontier outposts barely scraping by. The technology of mankind is sufficient to develop worlds in a surprisingly short space of time, allowing them to expand quickly to meet the challenges ahead.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When a system is placed, its output must be assigned between the two types of production available: Construction and Supply. For ease of book-keeping, output must be assigned in blocks of 50, so a minor colony may only have one output type, whereas an established colony may have 100 output of either type, or 50 output of both. When a system is upgraded, only its new supply is allocated, any existing output remains as it was before the upgrade.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Systems with negative output consume Supply, not Construction. Failure to pay the upkeep of your colonies inflicts severe morale penalties on the system, and potentially on your whole empire.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{|&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{|&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l37&quot; &gt;Line 37:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 41:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The defence factor of a system indicates the relative number of heavy ships required to take the system by force. In general, each supercapital class ship provides one Invasion Point, and the invasion points of a fleet must exceed the systems defence factor to capture it.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The defence factor of a system indicates the relative number of heavy ships required to take the system by force. In general, each supercapital class ship provides one Invasion Point, and the invasion points of a fleet must exceed the systems defence factor to capture it.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Constructions==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Constructions==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Bubble Wrap</name></author>	</entry>

	<entry>
		<id>http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;diff=71&amp;oldid=prev</id>
		<title>Bubble Wrap at 19:27, 22 September 2011</title>
		<link rel="alternate" type="text/html" href="http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;diff=71&amp;oldid=prev"/>
				<updated>2011-09-22T19:27:39Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr style=&quot;vertical-align: top;&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 19:27, 22 September 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot; &gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When mankind took its first tentative steps beyond its solar system, it was thought that a new golden age of peace and prosperity had arrived. The fledgling colonies established on nearby worlds thrived and slowly the dominion of man expanded. The discovery of alien ruins renewed hope that mankind was not alone amongst the stars, but it was the Corvus Incident that proved it beyond doubt.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When mankind took its first tentative steps beyond its solar system, it was thought that a new golden age of peace and prosperity had arrived. The fledgling colonies established on nearby worlds thrived and slowly the dominion of man expanded. The discovery of alien ruins renewed hope that mankind was not alone amongst the stars, but it was the Corvus Incident that proved it beyond doubt.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The ship was immense, dropping out of FTL right on top of the Corvus Kappa colony. There were no warnings, no demands for surrender: in a matter of minutes the colony was obliterated. Ships fled to Earth, but arrived only hours before the alien vessel itself. Every armed vessel Earth could muster was thrown into the fight, while civilian transports fled to the colonies. Orbital defences and ground to space missiles vied with swarms of drones and advanced weaponry the ships of Earth could not hope to match. In the end, despite the bravery of its defenders, Earth fell to the alien forces and its surface was scoured. Not content with the destruction of its inhabitants, the alien vessel used a weapon of unprecedented destructive power to rip the atmosphere from the world, leaving it a barren wasteland.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The ship was immense, dropping out of FTL right on top of the Corvus Kappa colony. There were no warnings, no demands for surrender: in a matter of minutes the colony was obliterated. Ships fled to Earth, but arrived only hours before the alien vessel itself. Every armed vessel Earth could muster was thrown into the fight, while civilian transports fled to the colonies. Orbital defences and ground to space missiles vied with swarms of drones and advanced weaponry the ships of Earth could not hope to match. In the end, despite the bravery of its defenders, Earth fell to the alien forces and its surface was scoured. Not content with the destruction of its inhabitants, the alien vessel used a weapon of unprecedented destructive power to rip the atmosphere from the world, leaving it a barren wasteland.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Image:Aftermath Experimental Map.jpg]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Systems==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Systems==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Bubble Wrap</name></author>	</entry>

	<entry>
		<id>http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;diff=70&amp;oldid=prev</id>
		<title>Bubble Wrap at 17:50, 22 September 2011</title>
		<link rel="alternate" type="text/html" href="http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;diff=70&amp;oldid=prev"/>
				<updated>2011-09-22T17:50:07Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;amp;diff=70&amp;amp;oldid=69&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Bubble Wrap</name></author>	</entry>

	<entry>
		<id>http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;diff=69&amp;oldid=prev</id>
		<title>Bubble Wrap at 12:32, 21 September 2011</title>
		<link rel="alternate" type="text/html" href="http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;diff=69&amp;oldid=prev"/>
				<updated>2011-09-21T12:32:13Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;amp;diff=69&amp;amp;oldid=68&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Bubble Wrap</name></author>	</entry>

	<entry>
		<id>http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;diff=68&amp;oldid=prev</id>
		<title>Bubble Wrap: Created page with &quot;Background  When mankind took its first tentative steps beyond its solar system, it was thought that a new golden age of peace and prosperity had arrived. The fledgling colonies ...&quot;</title>
		<link rel="alternate" type="text/html" href="http://www.cyoe.wiki/index.php?title=Aftermath_Rules&amp;diff=68&amp;oldid=prev"/>
				<updated>2011-09-21T10:36:09Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;Background  When mankind took its first tentative steps beyond its solar system, it was thought that a new golden age of peace and prosperity had arrived. The fledgling colonies ...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Background&lt;br /&gt;
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When mankind took its first tentative steps beyond its solar system, it was thought that a new golden age of peace and prosperity had arrived. The fledgling colonies established on nearby worlds thrived and slowly the dominion of man expanded. The discovery of alien ruins renewed hope that mankind was not alone amongst the stars, but it was the Corvus Incident that proved it beyond doubt.&lt;br /&gt;
The ship was immense, dropping out of FTL right on top of the Corvus Kappa colony. There were no warnings, no demands for surrender: in a matter of minutes the colony was obliterated. Ships fled to Earth, but arrived only hours before the alien vessel itself. Every armed vessel Earth could muster was thrown into the fight, while civilian transports fled to the colonies. Orbital defences and ground to space missiles vied with swarms of drones and advanced weaponry the ships of Earth could not hope to match. In the end, despite the bravery of its defenders, Earth fell to the alien forces and its surface was scoured. Not content with the destruction of its inhabitants, the alien vessel used a weapon of unprecedented destructive power to rip the atmosphere from the world, leaving it a barren wasteland.&lt;br /&gt;
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Systems&lt;br /&gt;
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The strength of the colonies is based upon the systems they control, spread out in a roughly circular shape around the homeworld. Some worlds are highly developed, others are little more than frontier outposts barely scraping by. The technology of mankind is sufficient to develop worlds in a surprisingly short space of time, allowing them to expand quickly to meet the challenges ahead.&lt;br /&gt;
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{|&lt;br /&gt;
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|System Type||	Output||	Upgrade Cost||	Upgrade Time||	Defence Factor&lt;br /&gt;
|-&lt;br /&gt;
|Major Core||	300||	5000||	||	16&lt;br /&gt;
|-&lt;br /&gt;
|Established Core||	250||	4500||	||	14&lt;br /&gt;
|-&lt;br /&gt;
|Minor Core||	200||	4000||	||	12&lt;br /&gt;
|-&lt;br /&gt;
|Major Colony||	150||	3500||	||	10&lt;br /&gt;
|-&lt;br /&gt;
|Established Colony||	100||	3000||	||	8&lt;br /&gt;
|-&lt;br /&gt;
|Minor Colony||	50||	2500||	||	6&lt;br /&gt;
|-&lt;br /&gt;
|Stable Colony||	0||	2000||	||	4&lt;br /&gt;
|-&lt;br /&gt;
|Frontier Colony||	-50||	1500||	||	2&lt;br /&gt;
|-&lt;br /&gt;
|Peripheral Outpost||	-100||	1000||	||	1&lt;br /&gt;
|-&lt;br /&gt;
|Uninhabited||	0||	500||	||	0&lt;br /&gt;
|}&lt;br /&gt;
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The defence factor of a system indicates the relative number of heavy ships required to take the system by force. In general, each supercapital class ship provides one Invasion Point, and the invasion points of a fleet must exceed the systems defence factor to capture it.&lt;br /&gt;
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Constructions&lt;br /&gt;
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Small Fortress&lt;br /&gt;
	A small fortress increases the defence factor of a system by 50% (rounded up).&lt;br /&gt;
	Provides a virtual General Heavy Capital for system defence.&lt;br /&gt;
	+ Offensive Weaponry: virtual ship is Interceptor instead&lt;br /&gt;
	+ Defensive Weaponry: virtual ship is Defender instead&lt;br /&gt;
	+ Superweapon: virtual ship is Hunter instead&lt;br /&gt;
Medium Fortress&lt;br /&gt;
	A medium fortress increases the defence factor of a system by 100%.&lt;br /&gt;
	Provides a virtual General Supercapital for system defence.&lt;br /&gt;
	+ Offensive Weaponry: virtual ship is Interceptor instead&lt;br /&gt;
	+ Defensive Weaponry: virtual ship is Defender instead&lt;br /&gt;
	+ Superweapon: virtual ship is Hunter instead&lt;br /&gt;
Large Fortress&lt;br /&gt;
	A large fortress increases the defence factor of a system by 150% (rounded up).&lt;br /&gt;
	Provides a virtual General Flagship for system defence.&lt;br /&gt;
	+ Offensive Weaponry: virtual ship is Interceptor instead&lt;br /&gt;
	+ Defensive Weaponry: virtual ship is Defender instead&lt;br /&gt;
	+ Superweapon: virtual ship is Hunter instead&lt;br /&gt;
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Subcapital Shipyard&lt;br /&gt;
	Produces up to 5 subcapital ships at a time.&lt;br /&gt;
	+ Expanded Bays:  capacity increased to 10&lt;br /&gt;
Light Capital Shipyard&lt;br /&gt;
	Produces up to 4 light or subcapital ships at a time.&lt;br /&gt;
	+ Expanded Bays: capacity increased to 8&lt;br /&gt;
Medium Capital Shipyard&lt;br /&gt;
	Produces up to 3 medium, light or subcapital ships at a time.&lt;br /&gt;
	+ Expanded Bays: capacity increased to 6&lt;br /&gt;
Heavy Capital Shipyard&lt;br /&gt;
	Produces up to 2 heavy, medium, light or subcapital ships at a time.&lt;br /&gt;
	+ Expanded Bays: capacity increased to 4&lt;br /&gt;
Supercapital Shipyard&lt;br /&gt;
	Produces a single supercapital, heavy, medium, light or subcapital ship.&lt;br /&gt;
	+ Expanded Bays: capacity increased to 2&lt;br /&gt;
	+ Flagship Upgrade: Can build a single flagship (only 1, even with expanded bays)&lt;br /&gt;
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Small Observatory&lt;br /&gt;
	Detect alien vessels in adjacent hexes.&lt;br /&gt;
Medium Observatory&lt;br /&gt;
	Detect alien vessels within two hexes.&lt;br /&gt;
Large Observatory&lt;br /&gt;
	Detect alien vessels within three hexes.&lt;br /&gt;
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Research Facility&lt;br /&gt;
	Performs research and development. Only one is required per empire.&lt;br /&gt;
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Starships&lt;br /&gt;
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Ships have two basic defining attributes: their class which is a measure of their relative size and power, and their role which defines how they perform relative to other ships in their class.&lt;br /&gt;
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Interceptor&lt;br /&gt;
Armed with fast-tracking turrets, these ships are designed to take on fast enemies but their weapons lack the punch to take on heavier opponents. They have a bonus when fighting ships of a smaller class, but a penalty when fighting ships of a larger class.&lt;br /&gt;
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General&lt;br /&gt;
The basic class of warship: they suffer no penalties but also have no bonuses. They can adapt to fulfil any battlefield role, but excel at none. Their main advantage lies in this flexibility, as they cannot be pinned down by ships without being able to retaliate properly.&lt;br /&gt;
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Hunter&lt;br /&gt;
Armed with heavy weapons, rarely turreted and often axially mounted on larger ships, these warships have one goal in mind: annihilating enemy capital ships. They have a bonus when fighting ships of a larger class, but a penalty when fighting ships of a smaller class.&lt;br /&gt;
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Scout&lt;br /&gt;
These ships are intended to find new resources and new jump routes. If a fleet containing a scout enters a system, all unexplored jump lanes leading out of it are revealed. In addition, scouts provide advanced sensor information and countermeasures. Scouts provide Intelligence points based on their class (1 for strike craft, 2 for subcapitals, 4 for light capitals, 6 for medium capitals, 8 for heavy capitals, 10 for supercapitals and 20 for flagships). The side with the highest Intelligence score has a small bonus in combat over the side with the lower intelligence score. Scouts do not generate Invasion points.&lt;br /&gt;
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Defender&lt;br /&gt;
Sacrificing heavy firepower for additional armour, these vessels anchor formations and draw enemy fire by their simple refusal to die. While they may not dish out as impressive a broadside as their counterparts, they can take punishment that would cripple less well armoured ships.&lt;br /&gt;
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Carrier&lt;br /&gt;
These ships are armoured but lightly armed. Their battlefield strength comes from their ability to deploy swarms of strike craft against enemy formations. These ships are vital for empires that deploy large strike craft formations, as strike craft cannot move at FTL speed under their own power. Carriers do not generate Invasion points.&lt;br /&gt;
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Transport&lt;br /&gt;
These ships are intended for the movement of materials from A to B. They can be modified to fulfil a number of roles, as indicated below. They are lightly armed and armoured, and should be kept away from the front-line wherever possible. Transports do not normally generate invasion points.&lt;br /&gt;
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Transport Roles&lt;br /&gt;
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When constructed, a Transport ship can be assigned to any role. It can thereafter be changed to a new role on any turn, provided it does not move or engage in combat, and is within a system controlled by you. There is no cost for switching roles. Note that if you issue orders to change a transports role, and the fleet is then engaged in combat, the role change will be aborted. The new role takes effect in the following turn.&lt;br /&gt;
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Supply Transport&lt;br /&gt;
A supply transport allows you to spend a number of supply points equal to its cargo capacity in the system, as though it were a system you owned. Resupplying a large fleet in the field will require numerous transports.&lt;br /&gt;
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Troop Transport&lt;br /&gt;
A troop transport has been refitted to undertake planetary invasions. A number of troop transports working together can generate Invasion Points. It takes one supercapital, two heavy, four medium, eight light or sixteen subcapital ships to generate one invasion point. A flagship generates two invasion points.&lt;br /&gt;
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Carrier Transport&lt;br /&gt;
The hangar bays of a transport can be used as an adhoc base of operations for strike craft. Since they lack the armament, armour and specialised equipment of true carriers, they are not as useful in the front-line, but carrier transports can be used to rapidly move strike craft around behind the front line, or to reinforce fleets that have lost their own carriers until replacements are ready.&lt;br /&gt;
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Q-Ship&lt;br /&gt;
An idea long pre-dating the space age, Q-Ships are armed transports usually interspersed with ordinary transports as part of a convoy. They can also be used to bolster a systems defence, providing a modicum of firepower until dedicated warships can arrive to push the enemy back. Q-Ships have the armament of a General warship of their class, but lack the armour to go with it and so are more fragile. A supercapital Q-Ship generates an invasion point.&lt;br /&gt;
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Ship	Class	Role	Cost	Build Time	Support	Cargo	Hangar&lt;br /&gt;
Interceptor Wing	Strike Craft	Interceptor					&lt;br /&gt;
Fighter Wing	Strike Craft	General					&lt;br /&gt;
Bomber Wing	Strike Craft	Hunter					&lt;br /&gt;
Unmanned Probes	Strike Craft	Scout					&lt;br /&gt;
	Strike Craft	Defender					&lt;br /&gt;
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Ship	Class	Role	Cost	Build Time	Support	Cargo	Hangar&lt;br /&gt;
	Subcapital	Interceptor					&lt;br /&gt;
Corvette	Subcapital	General					&lt;br /&gt;
Monitor	Subcapital	Hunter					&lt;br /&gt;
Scout	Subcapital	Scout					&lt;br /&gt;
Ironclad	Subcapital	Defender					&lt;br /&gt;
Escort Carrier	Subcapital	Carrier					10&lt;br /&gt;
Courier	Subcapital	Transport				20	(5)&lt;br /&gt;
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Ship	Class	Role	Cost	Build Time	Support	Cargo	Hangar&lt;br /&gt;
	Light Capital	Interceptor					&lt;br /&gt;
Frigate	Light Capital	General					&lt;br /&gt;
Destroyer	Light Capital	Hunter					&lt;br /&gt;
Explorer	Light Capital	Scout					&lt;br /&gt;
	Light Capital	Defender					&lt;br /&gt;
Light Carrier	Light Capital	Carrier					20&lt;br /&gt;
Light Freighter	Light Capital	Transport				40	(10)&lt;br /&gt;
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Ship	Class	Role	Cost	Build Time	Support	Cargo	Hangar&lt;br /&gt;
	Medium Capital	Interceptor					&lt;br /&gt;
Light Cruiser	Medium Capital	General					&lt;br /&gt;
Strike Cruiser	Medium Capital	Hunter					&lt;br /&gt;
Surveyor	Medium Capital	Scout					&lt;br /&gt;
	Medium Capital	Defender					&lt;br /&gt;
Medium Carrier	Medium Capital	Carrier					40&lt;br /&gt;
Medium Freighter	Medium Capital	Transport				80	(20)&lt;br /&gt;
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Ship	Class	Role	Cost	Build Time	Support	Cargo	Hangar&lt;br /&gt;
	Heavy Capital	Interceptor					&lt;br /&gt;
Cruiser	Heavy Capital	General					&lt;br /&gt;
Heavy Cruiser	Heavy Capital	Hunter					&lt;br /&gt;
Research Vessel	Heavy Capital	Scout					&lt;br /&gt;
Armoured Cruiser	Heavy Capital	Defender					&lt;br /&gt;
Heavy Carrier	Heavy Capital	Carrier					80&lt;br /&gt;
Heavy Freighter	Heavy Capital	Transport				160	(40)&lt;br /&gt;
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Ship	Class	Role	Cost	Build Time	Support	Cargo	Hangar&lt;br /&gt;
Battlecruiser	Supercapital	Interceptor					&lt;br /&gt;
Battleship	Supercapital	General					&lt;br /&gt;
Dreadnought	Supercapital	Hunter					&lt;br /&gt;
	Supercapital	Scout					&lt;br /&gt;
	Supercapital	Defender					&lt;br /&gt;
Fleet Carrier	Supercapital	Carrier					160&lt;br /&gt;
Bulk Hauler	Supercapital	Transport				320	(80)&lt;br /&gt;
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Ship	Class	Role	Cost	Build Time	Support	Cargo	Hangar&lt;br /&gt;
	Flagship	Interceptor					&lt;br /&gt;
	Flagship	General					&lt;br /&gt;
	Flagship	Hunter					&lt;br /&gt;
	Flagship	Scout					&lt;br /&gt;
	Flagship	Defender					&lt;br /&gt;
	Flagship	Carrier					320&lt;br /&gt;
	Flagship	Transport				640	(160)&lt;br /&gt;
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Research&lt;br /&gt;
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Research and development is largely limited to the unlocking of alien technologies, and perhaps the discovery of a means to resettle the Earth. The GM will inform you of what technologies are available and how long they will take to unlock. There is generally no cost to research things, but you may need to build prototypes before you can put alien designs into full-scale production.&lt;br /&gt;
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Unique Traits&lt;br /&gt;
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Each empire has a unique trait, defined by discussion with the GM. This provides an advantage in a particular area over other empires, but should not be heavily overpowered. These traits are not technologies, though they may represent a particular technology the empire possesses, and so cannot be developed by other empires. If the trait is one affecting ships then it will stay with the ship if it is subsequently transferred to another empire’s control.&lt;br /&gt;
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System Raids&lt;br /&gt;
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If a fleet contains insufficient forces to capture a system, it may instead raid the system for resources. The fleet must possess sufficient ships to intercept enemy shipping, represented by Raid Points. A light capital generates one raid point, a medium generates two, heavies generate four, supercapitals generate eight and flagships generate sixteen. Carriers and Carrier Role transports generate raid points at half this rate, while scouts and all other transports (except Q-Ships) do not generate raid points. The raid points of a fleet is the total resources they can divert to their own empire, up to a maximum of the systems total output.&lt;/div&gt;</summary>
		<author><name>Bubble Wrap</name></author>	</entry>

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