Difference between revisions of "CYOE 3 Rules"

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(Starter Points)
(Positive Traits)
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(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!)
 
(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!)
  
Fleet Balance Doctrine (Battlestar Solution): 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 CL3 and above ship comes with 15 free Production Points worth of Strike Craft. Note: This trait stacks with the Dedicated Carrier Tech, boosting it’s number of Strike Craft to 115 PPs worth, though they still have the same limitations.
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{{:Fleet Balance Doctrine|game=cyoe3}}
 
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{{:Production Focus|game=cyoe3}}
Production Focus (Industrious): When asked the question “What’s the best to focus on?” your empire responds with “Building things!” If it’s engineering genius, advanced robotic workers or a people who just really like making things is your choice. At the end of the day all your production facilities (including planets) produce an extra 15 Production Points every turn.
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{{:Research Focus|game=cyoe3}}
 
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{{:Marine Focus|game=cyoe3}}
Research Focus (Genius Bonus): 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.
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{{:Unity Discipline|game=cyoe3}}
 
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{{:Salvage Discipline|game=cyoe3}}
Marine Focus (Super Soldiers): Maybe life on your planet is tough or perhaps you have the most rigorous training regime since ancient Sparta, or perhaps it’s your augumentive 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. Mechnically this improves your ground combat effectivness by 25% and give syou the oppertunity to potentially capture ships before they can self desctruct.
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{{:Colonisation Initiative|game=cyoe3}}
 
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{{:Ancient|game=cyoe3}}
Unity Discipline (Loyalty): 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.
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{{:Archaeologists|game=cyoe3}}
 
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{{:Manifest Destiny|game=cyoe3}}
Salvage Discipline (Scavengers): 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.
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{{:Gardens of Kadesh|game=cyoe3}}
 
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{{:Backwater Navigation|game=cyoe3}}
Colonization Initiative (Lucky): The founding colony ship of your empire was either very thorough in its initial survey, very patent in finding a home, or was incredibly lucky. Whatever the case may be, you start off with one additional class 0 planet in your home system.
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{{:Station Defences|game=cyoe3}}
 
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{{:Galactic Paragon|game=cyoe3}}
Ancient (The Elders): 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.
 
 
 
Archaeologists (Gifted with Artifacts): For whatever reason, be if past experiance or jsut a gnreal love of those who came before your empire is very good at unlocking the poential of Artifacts, halving the time it takes to research them.
 
 
 
Manifest Destiny (The galaxy is ours!): You are utterly convinced that it is your destiny to go forth and conquer the stars, and thus far fate has proven you right. You begin play with one additional class 0 planet which can be placed in any system adjacent to your home system. It cannot be placed in the home system itself.
 
 
 
Gardens of Kadesh (Why settle just planets?): Your civilisation lurks in the dark places of the galaxy, building its strength where others see only navigational hazards. Each nebula you come across may be treated as though it were a Class H planet (Though baught with the Turn 0 Exception prices not with a Colony Ship), though one that cannot be raised above Class 2, this may be captured by other empires, but only those with this trait can upgrade it (So if an empire without this trait captures your Class 1h Nebula they cannot upgrade it to class 2h).
 
 
 
Backwater Navigation (We Know A Shortcut): Open space? Try clouded space. Whether it be advanced senors, EMP resistant hulls, or because you've grown up in hazardous space, navigational hazards hold little threat to you, indeed you are able to use the harsher galactic enviroments to your advantage. Your ships gain combat bonuses when using the terrain in Nebula, Asteroid fields, and Black Holes.
 
 
 
Station Defences (All hands, battlestations!): Production Stations and Research Stations are armed with stationary guns the strength of 1x CL-2 for Small stations, 1x CL-3 for Medium Stations, and 1x CL-4 for Large Stations.
 
 
 
Galactic Paragon (You guys are so cool!): Your empire is renowned for being fair, peaceful, just and generally an awesome place to be. Those fighting you have to question their motives, and whether they really want to shoot such awesome dudes. Enemies suffer a morale penalty when fighting you
 
 
 
  
 
===Negative Traits===
 
===Negative Traits===

Revision as of 13:28, 24 June 2010

Todo: Format this'

Third Edition Rule set

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

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




Gardens of Kadesh




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 (Lazy Workers): Perhaps they’re lazy, perhaps your machinery is just not efficient or your designs just take longer to build, whatever the case your production facilities just can’t match those of other empires. All your production facilities (including planets) produce 15 less Production Points at the end of the turn.

Research Reduction (Stupid Scientists): Due to oppression by the ruling class, your people favour athletics and the military over academics. Whatever the reason every one of your research facilities (including planets) produces 15 less Research Points every turn.

Under Funded Troops (Why Bother With Soldiers?): 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): 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.

No Colonization Initiative (Unlucky): Your people have a very special place in the universe, in that you have no home. For whatever reason your colony ship was unable to find a planet or perhaps it was lost in a calamity and all that is left is space stations and ships. You begin play with zero class 0 planets in your home system.

Young (We're in some kind of Sci Fi?): 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): 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.

Spacebound (Living amongst the stars): Perhaps you have adapted to life on starships and have no desire to tread the surface of a planet, or perhaps you are an alien species native to the void of space. Whatever the reason, planets are all hostile to you, and you cannot make use of them. You cannot colonise or attempt to capture any planets, though you can bombard them as normal.

Forgotten Legacy (Who cares about the past?): For whatever reason your people just have no luck when it comes to reverse engineering Artifacts, as such the time taken to ublock thier technologies is doubled.

Nomadic (Planets Are Just Big Asteroids): Your people never stay in one place for long, and any planets you claim are subject to massive mining operations instead of colonization. Your ships are more home to your people than any world, and any stations often double their duties with providing living space for your wandering people. Your planets do not come with any of the defences that planets usually come with and require half the troop capacity to capture.

Disloyal Empire (You are the king? I didn't vote for you!): Your people are dissatisfied with the way you run your Empire, and hesitant to sacrifice their lives for it. In any battle where your forces are significantly outnumbered or taking heavy losses, there is a chance of some ships deserting to the other side before the battle begins. The deserting ships will, however, not shoot at their former comrades in this battle. (Roughly 50% of ships desert when outnumbered 2:1, more if your odds are even worse.)

It Will Do (Lil' Bit Unlucky): Your colony ship arrived in the system to find less than hoped, more than feared. Your home system has no class 0 planets, only a class H.

Galactic Menace (The Bogey Men): Your empire is the worst of the worst. Mothers frighten their children with you. Your enemies know that if they lose to you, there will be no mercy. Enemies get a moral bonus when fighting you.

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. However, you may trade one Positive Trait slot for a Neutral one (Yes this includes an unlocked Positive Trait slot by getting a Negetive Trait).

Inherent Violence (Warriors): War! Violence! To die an honorable 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 (Mechnically, this gives you a tiny advantage to dice rolls to capture/defend somthing 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): 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. (Mechnically, this gives you a tiny disadvantage to dice rolls to capture/defend somthing from capture)

Inherently Zealous (Theocracy): 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 trit, meaning you can have -35 RP from every RP producing object in your empire)

Dogmatic (No Other Way): 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. NOTE Artifacts and Artifact ships are exceptions to this rule.

Incompatible (Just too different): Whether it is because your facilities are organic rather than technological, or made entirely of pure energy, your empire is totally incompatible with all others. Your ships, stations and planets cannot be captured or traded, but conversely you cannot capture or trade anyone else's ships, stations and planets. If you do capture a planet, it is immediately reduced to class 0, and you do not gain any PP for decommissioning the existing levels. NOTE Artifacts and Artifact ships are exceptions to this rule.

Moderate Colonisation Initiative (Unusual Luck): Your home system (In addiiton to standard starting planets) contians a Class H world, while your people are happy that they have more breathing room economists have nigthmares over the costs it induces.

Light Raiders (Rapid Responce Fleet): Your people have already perfected Blockade Runners and Gunships and so start with these techs (Complete with additional Techslots to hold them) in addition to your starting techs, however your people are utterly incapable of ever researching SHCLs as they're so opposed to your deisgn philosophy.

Drifters (Aimless Wandering): Your people have already perfected Generation Ships and Dedicated Carriers and so start with these techs (Complete with additional Techslots to hold them) in addition to your starting techs, however your people are utterly incapable of ever researching Interdictors as they're so opposed to your deisgn philosophy.

Mobility (Fixed Position, What's That?): Your people have already perfected MPBs and MRSs and so start with these techs (Complete with additional Techslots to hold them) in addition to your starting techs, however your people are utterly incapable of ever researching Colony Ships as they're so opposed to your deisgn philosophy.

Specalised (To Each Ship It's Place): Your people have already perfected Spinal-Mounts and Troop Transports and so start with these techs (Complete with additional Techslots to hold them) in addition to your starting techs, however your people are utterly incapable of ever researching Dedicated Carriers as they're so opposed to your deisgn philosophy.

Technology Parasites (Why Innovate Ourselves?): Your race is no good at research. They just can't get the hang of working things out from scratch. If they have something to copy, however... all research times are doubled. However, if you are reverse-engineering a tech (whether through trade, a captured ship, or observation), your research time is halved.

The Flotilla (Always on the move): Your people are born, live and die in space. To them, planets are just a resource to be exploited, not a place to call home. Your MPB, MRS, Gen and Civ class ships generate their normal income when undeployed, and double income when deployed. However, you are unable to build bases of any kind, other than defence bases in systems containing a colonised world (or the equivalent such as a 1h or 2h Nebula). NOTE: Undeployed ships still count towards your station limit with this trait, as such you cannot gain income from more then 20 ships in the same system, in addition other traits which influence income are added after the doubling when deployed.

Wide Research Base (What do you mean by 'applied'?): Your empire has spent many years studying the underlying laws controlling the universe and little time developing them in any practical way. You start with no pre-researched technologies but all research times are halved. (Rounding up. RP costs stay the same)

Political Officers (If you will not serve in combat...): Your frightening political officers keep your units moral up (To Unity Diciplin standards at first!), however the longer the battle/war goes on, the chance the crew will become more scared of the enemy then the political officer increases causing morale to steadily drop to Division Diciplin or even Disloyal Empire levels.


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. You may research as many techs as you have free techslots and RP to research at once. 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.

Equipping Techs

When you research a tech you may globally apply it to all your ships, and while ine some cases, such as enhanced range or speed, this is a good diea in others, such as Ambush it may not be.

In situations where you don't want to apply techs globally you may insead apply them to specific ship classess, either to make such techs harder to reerse eingineer by not beng on every ship or to create a secret stealth fleet so you can create plausable deniability saying you don't have teh tech in question, or for any other fluff reasion you can think of.

To help keep the Admins life simpilar, keep your Encyclopdeia threads up to date, stating which techs are globally applied and which are only one specific ships.

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)!

Observed Reverse Engineering

You do not always have to capture a tech to try reverse enineering it, with the advanced sensor arrays on Survey ships, Recon Fighters and Mobile Research Ships present another option. If any of those three kinds of ships survive a battle that they witness a tech you do not have used in then you may attempt to reverse engineer the tech based of off hese recordings, this has the same cost as as regular reverse engineering but has a chance of failing.

The standard successrate for Observed Reverse Engineering is 70% being boosted to 95% with advanced sensors.

Artifacts

The universe holds many mysteries, on such mystery is the ancient ruins and relics occasionaly found on far off desolate worlds. These remnants of peoples long gone are more then meuseum peices however, study of these relics may unlock technologies you'd never have thought of.

Artifacts work as follows:

Artifacts can be located by survaying planets, any Class 0, H or U planet in a system outside of the home systems may contain an artifact.

Once an artifact is discovered it cna be researched, costing a unique amount per artifact and for a variable amount of time.

Once this research is completed you may consruct a prototype of a new ship based on this new tech, this ship must be put throughs everal trials as outlined in it's destription.

Once the trials have been completed you unlock a new class of ship that you can produce.

From the protype stage onwards these ships cna be capured or Observed to eb attempted to be reverse engineered.

Tech List

(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















Colony Ships Generation Ships



Monitoring Stations




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
  • Some Planets
    • 1 Class 0 Planet in your home system if you have neither No Colonisation Initiative nor It Will Do
    • 1 Class H Planet in your home system only if you have It Will Do
    • 1 additional Class 0 Planet in your home system only if you have Colonisation Initiative
    • 1 additional Class 0 Planet in any one adjacent system only if you have Manifest Destiny
    • 0+ Class U Planets in your home system (To act as fluff and description for your empire, as having a system with 1 planet is a little silly)
  • Some Stations
    • Up to 15 free Stations of your choice (Within I-Rating Limits) in your home system.
    • Up to 10 free Stations of your choice (Within I-Rating Limits) in every system 1 jump from your homeworld.

(These free station slots can be traded for 50pp per slot you trade in if you do not want that many stations) NOTE: MPBs/MRSs do not count as these stations.

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, however the only way to achive an I-rating of 5 is via having a colonised planet, this could be anything from a Class 5 world to a system you upgrade the I Rating of to 4 and then colonise a Class 1 world. 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 (Can only be achived with planets) At this rating space in orbit of any planets or at certain clusters in 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
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
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
Small 300 PP Requires I-Rating of 2
Medium 600 PP Requires I-Rating of 4
Large 1200 PP Requires I-Rating of 5


Orbital Habitat
All require Orbital Habitat tech
Small 225 PP Requires I-Rating of 1
Medium 450 PP Requires I-Rating of 3
Large 950 PP Requires I-Rating of 5


Units

Strike Craft
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
Recon Fighter RF-Wing 20 PP Requires I-Rating of 2 Recon Fighters


Capital Ships
Class 1 Capital Ship CL1 20 PP Requires I-Rating of 1  
Survey Ship S 35 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  
Transport Ship T 20 PP Requires I-Rating of 2  
Troop Transport TT 40 PP Requires I-Rating of 2 Troop Transports
Sensor Disruption Picket SDP 45 PP Requires I-Rating of 2 Sensor Disruption Pickets
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  
Colony Ship CS 300 PP Requires I-Rating of 3 Colony Ships
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  
Mobile Research Ship MRS 800 PP Requires I-Rating of 5 Mobile Research Ships
Generation Ship Gen 1000 PP
1 Level
Requires I-Rating of 5 Generation Ships
Super-Heavy Capital Ship SHCL 2500 PP Requires I-Rating of 5 Ultraheavy Capitals
Civilisation Ship Civ 9600 PP
3 Levels
Requires I-Rating of 5 Civilisation Ships


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
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
Medium to Large 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
Orbital Habitat
Small to Medium 150 PP Requires I-Rating of 3
Medium to Large 300 PP Requires I-Rating of 5


Planets
  Basic Class H Nebula
Class 0 to Class 1 300 PP 600 PP (Turn 0 Only)
Colony Ship
600 PP
Class 1 to Class 2 600 PP 1200 PP 1200 PP
Class 2 to Class 3 1200 PP 2400 PP -
Class 3 to Class 4 2400 PP 4800 PP -
Class 4 to Class 5 4800 PP 9600 PP -


I-Rating
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


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.

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.

Transport Class Ship (T): While generally large these ships are typically civillian designed and pressed into miltiary service or simpley just much lighter versions of Troop Transports, regardless these are unarmed. For planetary invasions or captures Transports count as CL-2's, but have the advantage that they need no tech to produce. Transports really shine though when it comes to moving vast quantites of civllians, as shown on the following chart:

  • Class 1 => 2/2 => 1 requires 5 full/empty transports respectivly
  • Class 2 => 3/3 => 2 requires 10 full/empty transports respectivly
  • Class 3 => 4/4 => 3 requires 20 full/empty transports respectivly
  • Class 4 => 5/5 => 4 requires 40 full/empty transports respectivly

NOTE: If the transport is destroyed before it unloads the class level then the class level is lost. In addition the planet must have at least Class 1 to accept the trnasported class rating, otehrwise there's no intrestructure to support the landing ships.

Survey Class Ship (S): Again these are generally civillian ships or specalised miltiary ships, luckly however Survey ships are usually very lightly armed though not enough to disuade anything heavier then a wing of Interceptors. The Survey ships real power howwever is in it's vast sensor array allowing it to scan uncharted planets for traces of artifacts, this advanced sesnor array can be turned skywards though adding 5% to chances of detecting ships with the Ambush tech. An individual Survey ship may only scan one planet per turn.

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 certain standard ship when it comes to bombardment power/troop capacity, this next list 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.

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 Under-funded Troops
Marine Focus 1 1.25 1.5
No Trait 0.75 1 1.25
Underfunded Troops 0.5 0.75 1

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 endeavours, 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 centres 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


Defence

Small: Small satellite defence networks or border stations, these small military outposts deter small scale scouting runs, pirates and generally support fleets in the area. A Small Defence 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 Defence 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 Defence Base is equivalent to two CL5 Warships that cannot move.

Orbital Habitats

Small: Primitive space stations and small rotating habitats, these stations are typically home to a few hundred people at most. Some more exotic bases, such as facilities built onto the surface of asteroids or comets also fall into this category. These are usually the first space stations constructed when spaceflight is first discovered, often being little more than prefab modules lifted to orbit and bolted together. More advanced civilisations build them as the precursor to large stations, or as outposts in newly discovered systems. Small Orbital Habitats produce 25 PP and 25 RP per turn.

Medium: The first real orbital cities are these, often large rotating rings or other complex structures. They house thousands of people, sometimes tens of thousands, and serve as transit hubs for people moving to and from the planet below. Many smaller hollowed out asteroids fall into this category as well. Medium Orbital Habitats produce 50 PP and 50 RP per turn.

Large: Huge constructions that are often the size of small moons, or may even be carved out of massive asteroids. Hundreds of thousands, sometimes millions, of people live in these structures, and they operate as self-contained countries. With vast factories, extensive research facilities and docking space for thousands of ships, they allow a population to expand well beyond the limits of its homeworld. Large Orbital Habitats produce 100 PP and 100 RP per turn.

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 H Planets: These hazardous worlds are not the easiest to live on but yet are not totally opposed to life unlike Class U worlds. Class H worlds may be coloniesed but only with colony ships, and the PP cost for raising it's Class is doubled due to the harsh nature of the enviroment.

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. Mechnaically every ship in a Nebula counts as having the Ambush tech even if it normally does not have it.

Black Hole: A black hole is a region of space from which nothing, including light, can escape. Uncharted blackholes are a major threat to ships as anyship without a chart of the gravitational tides is liable to loose control and potentially be lsot beyond the event horizion, exploriing a system with a black hole provides the charts needed to nvigate safley. The exception to this is in battle, where the unprdictable menouverse can potetially leave ships helplessly caught in the gravity well of the singularity, it is even possible to base tactics on this.

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 or troops; in this case ships either gain your loyalty/disploytaly/troop trait or loose the one they had if you have neither.