
Introduction
Coldfront.net channel is MoW. Go to cold front.net and type /join #Mow.
Welcome to Master of Worlds Redux, my second attempt at a grand strategy game set in a space opera setting. Players will create their own factions and take the role of the ruling elites or democratically elected officials depending on what kind of faction you design. The game starts on the 1st day of Cosmic Year {CY} 53, fifty three years since the revival of the Subspace Nexus an ancient network of jumpgats that have emerged out of the stars of hundreds of star systems. Only the mysterious Taiban Navigators possess the knowledge to operate the jump nodes and their jump gates. The Taiban have been known by some civilizations as a drifting species of religious pilgrims who occasionally traded for fuel. The first half of the century has seen the colonization of hundreds of star systems and the establishment of a loose interstellar community. Taiban pilgrims have dispensed the knowledge of subspace tech to civilizations technologically capable of adapting it. Despite their obvious tech advantage the Taiban seem to have zero interest in interfering with astropolitical affairs and have dispensed subspace technology to despots and democracies. So lets begin!
Setting
The first fifty years of the interstellar has been fairly peaceful. Contact between civilizations have been made with subspace transmissions and translators but no polity has had the ability to project their power outside their starting territory. The subspace universe is based on the extraction of subspace particles that can be found in any material in densely packed pockets. Interstellar travel is done through jumping with the aid of jump gates that takes the burden of the energy required to make a jump. Nebulas contain rich subparticle pockets but the density of the particles cause severe communication and navigation issues outside of jumping. Outside of the Nexus lay voids and distant subspace signatures which have yet to be explored. Once you reach Late Subspace tech you will be able to construct your own jump nodes.
The Law of Sentience states that only humanoid species possess sentience. Insectoid infestations are a great threat in this era but sentient machines are not possible without a biological element. Players can only play as a humanoid species.
Rules
Key Concepts
Your faction has several stats explained below. Military stats are explained in the military section.
Economic Points: represents your wealth and material resources, generated by your territories, trade deals, and some other variables
Prestige: represents your faction's reputation in the universe, generated by winning wars, signing diplomatic agreements, and doing other nice or great things
Territories: the number of sectors you control, territories generate EP which range from a value of 1 to 3. 1 represents 1-10, 2 is 10 through 20, and 3 is 20 to 30.
Stability: Ranged from 1 to 5, represents how close you are to revolution and civil war, 1 is bad and 5 is good.
Technology: ranges from 1 to 30, 1 through 10 representing Early Subspace Tech, 10 through 20 representing Late Subspace Tech and 20 through 30 representing Transdimensional Tech.
Military Level: Represents the quality of training and discipline of your military
Orders
Every faction gets 2 orders per turn to do anything they want with their faction. PM me your orders.
Economy
Your faction can earn EP several ways. The most common way is by controlling territories which generates EP. You can also sign trade agreements that provides 10 EP each. Random events or ordering "economic reprogramming" which can be role-played anyway you like also can give an EP boost.
Your EP grows or retracts naturally like any economy would.. At a stability level of 5 you earn 10 ep. At 4 you earn 5 and at 3 you earn 0. You continue to subtract 5 ep off until you have -10 at a stability of 1.
Economic Reprograming represents economic programs or tax cuts or projects meant to boost the overall EP generation of your faction. Players must use 1 order per turn for three turns to be able to do this. At the end of the three turns ill roll a die to determine if it succeeded. Success can net you a boost of 25% of your income in the final turn and even a prestige or stability boost. Failure just the opposite.
You can perform Economic Reprogramming once every eight turns.
Territories
Territories generate EP based on a value of 1 to 3. 1 being poor and 3 being rich.
Prestige
Prestige is earned from winning wars, signing diplomatic agreements, or controlling territories.
You can spend prestige on solidifying agreements with NPCs although peaceful annexation would cost far more than a trade deal. It also adds 5 ep to your faction income per prestige point.
Warfare
Your military is divided into Fleets, Planetary Forces, and Subspace Weapons.
Fleets cost 10 ep to build. PFs cost 5 ep to build. SWs cost 1 ep to build but their use will force you to 0 prestige for ten turns and an additional loss of 10% of your income for ten turns as well.
Fleets - represents a group of armed starships, a fleet represents 50 ships
Planetary Forces - represents your soldiers, aircraft, seaships, et cetera fighting on a terrestrial surface, one represents 10,000,000 troops
Subspace Weapons - represents the WMD of the interstellar age, a device that explodes creating rift burst wiping out half a planet, using a SW will reduce a territory's EP by 10 for five turns permanently. SWs eradicates all forces in a territory instantly but requires a fleet to deliver the device.
Fleets and PFs can be "damaged" during a battle representing losing half the fleet or something. Fleets take 2 turns to recover while under the damaged status. PFs take 1 turn to recover.
If you face an enemy faction with a tech level five degrees above your own you will automatically lose the battle.
Battles will be determined via a simple point majority. Every fleet or PF that you have in a battle will give you 1 point. Once your fleet or PF points are added together I will add your technology and military levels. After I determine the results of the actual battle I may throw a fortune roll to add some surprises. The winner must get above a 50 out of a hundred to keep his or her victory.
Stability
Stability is a bit more abstract. You take stab hits if you're at war for longer than 3 turns and will continue to lose stability every 3 turns afterward until your faction isn't at war at all. You lose 1 stability when you acquire a new territory as a base but regain it after 2 turns.
You will also gain and lose stability through random events but may have an option to select a lesser of two evils during these events. You can temporarily boost stability back to 5 by implementing martial law but depending on what kind of faction you have and the roll of the dice you will have increasing problems with violent uprisings.
Independent Territories
Any territory not claimed by a player is considered and Independent Territory usually containing a minor faction with its own small defenses.
Example of Stats
Faction Name: Republic of Hu
Economic Points (EP): +40
Treasury(EP): 80
Prestige: 35 (0 to 100)
Territories: 2
Stability: 5 (1 to 5)
Technology: 4 (1 to 30)
Fleets: 2
Planetary Forces: 3
Subspace Weapons: 20
Military Level: 5
Creating Your Faction
Signing up and creating your faction is easy. Once you post the information below i will position you with a random territory on the map. I will assign colors to the players but you will also have your own number to better clarify who is who. Players can have two posts describing their factions in the game which I will link to the stats post. This will keep things organized better.
I'm implementing quality control for this game. No anime characters, direct clones of existing factions in fiction (although you can of course have influences just don't have the exact same shit especially names), or non-humanoid species. And no Union of Latin-African Republics or Imperial Russia in space type factions. Earth doesn't exist in this universe but still. You can have monarchies and feudal systems but no direct clones.Polity Name: self-explanatory
Government System: what system governs your polity
Leadership: the ruling group
Demographics: a synopsis at the least of what species exist in your polity
Background: history, society, everything else describing your faction
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