[Forum Game] Footsteps Of Hu
Coldfront #FootstepsOfHu. Tiramisu
Greetings and welcome to Footsteps Of Hu, a simulation game where players take on the role of an administrator or military leader as the Compact Of Hu begins its colonization of new star systems. This game will represent the politics, the society, and economy of unified humanity at the turn of the twenty third century. Our setting is what I call the subspace universe. Subspace is a mysterious space in the universe where there is tremendous energy that can be harnessed by teleporting conversion metals into subspace and out giving the metals a charge that is used to power starships, colonies, and supports subspace civilization in general. The year is 2197 CE and humankind is beginning in ernest to colonize nearby star systems. This expansion is guided by the policies of the Compact Of Sol a loose confederation of polities determined to bring humankind tightly together under its technocratic meritocracy. The Compact ended the Solar War and supervised the reconstruction of human civilization. On Mars its ideals have been solidified in most communities but on Earth and in the Belt there is still much work to be done.
Players are all citizens of the Compact which gives then the special right to vote in elections, become officers, and participate in the policy decisions of the High Command. You will either be an Administrator or Military Leader. Administrators govern territories, colonies, and outposts of the Compact ensuring that taxes are paid, order is kept, and Solarian civilization grows prosperous and strong. They can also be appointed ambassadors or take on special tasks assigned by the High Command. They cannot command military forces.
Military Leaders can either be Admirals, Vice Admirals or Generals, Colonels. Admirals command entire fleets. Vice-Admirals command Battle Groups. Generals command Forces and Colonel command Divisions. They are responsible for handling the every day operation of the military, conducting wars and campaigns, and defending the Compact from threats internal and external. They cannot govern administrations or hold government posts.
How To Play
So lets look at the game mechanics from the top down.
First you have to create your character.
After you provide this information I will create your stats.
Once you have your character and position in the Compact defined you can now begin playing the game.
As An Administrator
You can see how administrations look below. Admins get 2 Admin Orders to interact and govern their administrations. Die rolls will determines the success of these orders. Your duties have been explained somewhat already and its self-explanatory, you have to increasing income and resource extraction, deal with possible social disturbances, and guide the course of the administrations society as much as possible. Influence is required to have proposals passed in the High Command.
As A Military Leader
You see how fleets and ships look below. Military Leaders get 2 Leader Orders which they use to execute patrols or movements or other operations with the permission of the High Command. Typically things like coordinating patrols and defenses are left to the leaders unless there's an emergency. You must also make sure your personnel's morale and readiness are up to snuff. During battles leaders will be the only ones to choose tactics and strategies. Instead of influence military leaders have Prestige which is harder to earn and can spent increasing morale and readiness within a shorter period of time or by gathering support for a coup.
Example Of Administration
Ok lets start with the first stat and work our way down.
Population really has no baring on your stats except that it determines if you're simply an outpost, a colony, or a territory. Outposts are the smallest population unit with a population under 100,000,000. Your base income is 100,000 plat. A colony is anything between 100,000,000 and 500 million. Your base income is 500,000. Territories are everything after 500 million. Your base income is 1,000,000.
Cultures represent your general cultural make up of your populace. They only have one direct effect on stats and thats with your cultural projection. If you do not have a culture that is at least 70% dominant than you cannot go beyond the Average cultural projection rating. Otherwise their effects comes with role-play.
Stability represents how content your populace is. It ranges from 1 thru 3. A 3 rating means you're people are living in harmony and respects the administration. 2 means things are ok but there are some discontent with the way things are. 1 is of course when your people are discontented enough to demonstrate in the streets. 3 will allow you to be at maximum economic capacity. 2 will reduce your economic stats by 20%. 1 will reduce your econ stats by 50%. Once you fall to 1 there will be a die roll every turn with a 50/50 chance that your colony sees violent uprisings or confrontations between the authorities and the populace.
So lets talk about income. Your base income is where the other income numbers are derived. It represents your income potential. Think of it as the soil in which you can grow your income. As you can see in the example the total income of Bukaret is 35 million plat. From succeeding at orders regarding the economy or events you will receive EP which is multiplied to the base income to determine the actual income of your administration. If you role-play the emergence of a thriving commercial hub you will increase your private sector income ep and with public if the administration's latest program to improve resource extraction or a new accounting system this will increase public sector ep.
Now in our setting interstellar civilizations rely on subspace physics to power and construct its ships, structures, everything. Conversion Metals are rare metals that can facilitate the processing and use of subspace particles. Subparticals are collected by opening small controlled tears of space/time and removing them via conversion metals before the tear closes. Little is known about subspace except that its particles provide tremendous energy and possibly other unique benefits and dangers.
As you can see there are deposits which represents the pool of conversion metals available to gather per turn. Its a bit misleading because its not the totality of your actual quantity of metals in the admin. You will be given the number of turns until exhaustion. Subparticals are the same as conversion metals.
Political Units are the defined parts of what makes up the territory. The economic contribution stat represents how much of the total income and economy that each unit contributes to. So say you lost Bukaret Prime, your economic stats would be reduced by 50% until you took it back. Its no known what would actually be in the 50%, sometimes mostly private income or perhaps a reduction in resource gathering.
Ship Production Capacity represents how much tonnage of ship you can be construction per turn. You will learn more from the ship descriptions and explanations.
Defensive Capability is measured by Defense Points. They represent how much firepower it can take before being destroyed.
Military Units
Example Of A Fleet
Capital Ships are your greatest warships in terms of size and individual strength. Although they make up the fewest of your ships typically their beam weapons can strike multiple targets at the same time due. They apply the most overall damage to an enemy fleet.
Cruisers are second greatest ship. Their rail guns pass through enemy shielding (shields in our game cannot stop metal projectiles) and cause severe structural damage. Along with their firepower contribution they can specifically aim at individual systems on a ship and knock them out of commission by the luck of the die.
Hunter-Killers are lightly armored ships that carry massive quantities of subpartical warheads that can overwhelm even capital ships. They however can be inaccurate due to the countermeasures and often cause either a lot of damage to small group of ships or a little damage to a lot of ships. They also can damage friendly vessels.
Frigates are your standard middle of the line ship. Relatively quick to construct with average fire power and hit points. They can only target one ship at a time.
Command ships have only flak cannons that fight off fighters. They are heavily shielded and armored. They carry the burden of subspace jumps to conserve individual ships energy reserves. They also provide detailed long range sensory information for the fleet and help coordinate the battle.
Transports are not armed and some protection. They carry your planetary forces.
Carriers are not armed and have some protection. They carry your star fighters and bombers.
Fighters and bombers are the most difficult targets to hit and therefore they stay in the battle for quite awhile despite their miniscule firepower and hitpoints. They do their damage over a prolonged period of time and can even bring down capital ships if their lucky and focused enough.
Planetary assaults and fighting will be more generalized and can take awhile.
Battles will be fought on this hexa map. Obstacles and enemy fleets will be marked along with friendly fleets.
Political Factions
Maxwellians (Conservative Technocrat/Anti-Democracy)
-Admiral Kestros
Social Technocrats (Pro-Democracy)
-Admiral Rowe
-Administrator Tasman
-Administrator Rivera
-Colonel Krivkov
Player Characters
baboush
TJDS
zex
Alexander
Galren
otto
scrapknight
Maxwell500

Coldfront #FootstepsOfHu. Tiramisu
Greetings and welcome to Footsteps Of Hu, a simulation game where players take on the role of an administrator or military leader as the Compact Of Hu begins its colonization of new star systems. This game will represent the politics, the society, and economy of unified humanity at the turn of the twenty third century. Our setting is what I call the subspace universe. Subspace is a mysterious space in the universe where there is tremendous energy that can be harnessed by teleporting conversion metals into subspace and out giving the metals a charge that is used to power starships, colonies, and supports subspace civilization in general. The year is 2197 CE and humankind is beginning in ernest to colonize nearby star systems. This expansion is guided by the policies of the Compact Of Sol a loose confederation of polities determined to bring humankind tightly together under its technocratic meritocracy. The Compact ended the Solar War and supervised the reconstruction of human civilization. On Mars its ideals have been solidified in most communities but on Earth and in the Belt there is still much work to be done.
Players are all citizens of the Compact which gives then the special right to vote in elections, become officers, and participate in the policy decisions of the High Command. You will either be an Administrator or Military Leader. Administrators govern territories, colonies, and outposts of the Compact ensuring that taxes are paid, order is kept, and Solarian civilization grows prosperous and strong. They can also be appointed ambassadors or take on special tasks assigned by the High Command. They cannot command military forces.
Military Leaders can either be Admirals, Vice Admirals or Generals, Colonels. Admirals command entire fleets. Vice-Admirals command Battle Groups. Generals command Forces and Colonel command Divisions. They are responsible for handling the every day operation of the military, conducting wars and campaigns, and defending the Compact from threats internal and external. They cannot govern administrations or hold government posts.
How To Play
So lets look at the game mechanics from the top down.
First you have to create your character.
Name: this setting despite the physics difference is based off our history and world, try mixing different cultures and languages to create a futuristic name
Age: must be at least 25 years old
Compact Service: Administrator or Military Leader (include rank and desired command)
Political Faction: Maxwellian or Social Technocrat
Background:
After you provide this information I will create your stats.
Name: Kirkland Wilson
Age: 34
Administrator of Bukaret Territory Administration
Influence: 50
Once you have your character and position in the Compact defined you can now begin playing the game.
As An Administrator
You can see how administrations look below. Admins get 2 Admin Orders to interact and govern their administrations. Die rolls will determines the success of these orders. Your duties have been explained somewhat already and its self-explanatory, you have to increasing income and resource extraction, deal with possible social disturbances, and guide the course of the administrations society as much as possible. Influence is required to have proposals passed in the High Command.
As A Military Leader
You see how fleets and ships look below. Military Leaders get 2 Leader Orders which they use to execute patrols or movements or other operations with the permission of the High Command. Typically things like coordinating patrols and defenses are left to the leaders unless there's an emergency. You must also make sure your personnel's morale and readiness are up to snuff. During battles leaders will be the only ones to choose tactics and strategies. Instead of influence military leaders have Prestige which is harder to earn and can spent increasing morale and readiness within a shorter period of time or by gathering support for a coup.
Example Of Administration
Bukaret Territory Administration
Administrator: Citizen-Commander Julal Malhotra (local popularity=90%)
Population: 800,000,000 humans
Cultures: Bukaretian/Solarian
Stability: 3/3
Economic Points (EP): 35 ep
Base Income: 1,000,000 plat
Private Sector Income: 1x20=20,000,000 platinum/1 turn
Public Sector Income: 1x15=15,000,000 platinum/1 turn
Conversion Metal Extraction Rate (%): 80%
Conversion Metal Deposits: 8.000.000 tonnes (60 turns until exhaustion)
Subpartical Collection Rate (%): 80%
Subpartical Prevalence: 870.00 per 1.000 hydrogen (30 turns until exhaustion)
Political Units: Bukaret Prime (50% economic contribution or EC), Marquez Space Port (30% EC), Manley Belt (20% EC)
Ship Construction Capacity: 150,000,000 kg/1 turn (Marquez Space Port)
Defensive Capability: Marquez (50 Defense Points), Bukarret Prime (200 DP), Manley Belt (100 DP)
Military Presence: 1st Interstellar Battle Group (Marquez Space Port)
Cultural Projection: High (surrounding colonies and groups have +20% chance of becoming Bukaret culture)
Ok lets start with the first stat and work our way down.
Population really has no baring on your stats except that it determines if you're simply an outpost, a colony, or a territory. Outposts are the smallest population unit with a population under 100,000,000. Your base income is 100,000 plat. A colony is anything between 100,000,000 and 500 million. Your base income is 500,000. Territories are everything after 500 million. Your base income is 1,000,000.
Cultures represent your general cultural make up of your populace. They only have one direct effect on stats and thats with your cultural projection. If you do not have a culture that is at least 70% dominant than you cannot go beyond the Average cultural projection rating. Otherwise their effects comes with role-play.
Stability represents how content your populace is. It ranges from 1 thru 3. A 3 rating means you're people are living in harmony and respects the administration. 2 means things are ok but there are some discontent with the way things are. 1 is of course when your people are discontented enough to demonstrate in the streets. 3 will allow you to be at maximum economic capacity. 2 will reduce your economic stats by 20%. 1 will reduce your econ stats by 50%. Once you fall to 1 there will be a die roll every turn with a 50/50 chance that your colony sees violent uprisings or confrontations between the authorities and the populace.
So lets talk about income. Your base income is where the other income numbers are derived. It represents your income potential. Think of it as the soil in which you can grow your income. As you can see in the example the total income of Bukaret is 35 million plat. From succeeding at orders regarding the economy or events you will receive EP which is multiplied to the base income to determine the actual income of your administration. If you role-play the emergence of a thriving commercial hub you will increase your private sector income ep and with public if the administration's latest program to improve resource extraction or a new accounting system this will increase public sector ep.
Now in our setting interstellar civilizations rely on subspace physics to power and construct its ships, structures, everything. Conversion Metals are rare metals that can facilitate the processing and use of subspace particles. Subparticals are collected by opening small controlled tears of space/time and removing them via conversion metals before the tear closes. Little is known about subspace except that its particles provide tremendous energy and possibly other unique benefits and dangers.
As you can see there are deposits which represents the pool of conversion metals available to gather per turn. Its a bit misleading because its not the totality of your actual quantity of metals in the admin. You will be given the number of turns until exhaustion. Subparticals are the same as conversion metals.
Political Units are the defined parts of what makes up the territory. The economic contribution stat represents how much of the total income and economy that each unit contributes to. So say you lost Bukaret Prime, your economic stats would be reduced by 50% until you took it back. Its no known what would actually be in the 50%, sometimes mostly private income or perhaps a reduction in resource gathering.
Ship Production Capacity represents how much tonnage of ship you can be construction per turn. You will learn more from the ship descriptions and explanations.
Defensive Capability is measured by Defense Points. They represent how much firepower it can take before being destroyed.
Military Units
Example Of A Fleet
1st Interstellar Battle Group
Commander: Admiral Giuseppe Tehelon
Firepower: 1150 FP/2075 HP
Readiness: 10/10
Morale: 5/5
Ship Roster
3 Capital Ships (90 FP/150 Hit Points)
-Compact Ship Vishwamitra (30/50/Beam Capable)
-CS Phobos Rising (30/60/Beam Capable)
-CS Luna Moth (30/60/Beam Capable)
5 Cruisers (20/40 Rail Guns) (100 FP/200 HP)
-CS Astral Star (20/40/Rail Guns)
-CS Niha Gypsy (20/40/Rail Guns)
-CS Heinlein (20/40/Rail Guns)
-CS Valentin Glushko (20/40/Rail Guns)
-CS Ascendant (20/40/Rail Guns)
20 Hunter-Killers (25/10/Kinetic Ordinance) (500 FP/200 HP)
45 Frigates (5/10/Ion Cannons) (225 FP/450 HP)
2 Command Ships (5/100/Ion Cannons) (10 FP/200 HP)
10 Transports (0/50/50,000 soldiers) (500 HP)
5 Carriers (0/30/1,000 fighters) (150 HP)
-3,500 fighters
-1,500 bombers
Total: 75 ships
Capital Ships are your greatest warships in terms of size and individual strength. Although they make up the fewest of your ships typically their beam weapons can strike multiple targets at the same time due. They apply the most overall damage to an enemy fleet.
Cruisers are second greatest ship. Their rail guns pass through enemy shielding (shields in our game cannot stop metal projectiles) and cause severe structural damage. Along with their firepower contribution they can specifically aim at individual systems on a ship and knock them out of commission by the luck of the die.
Hunter-Killers are lightly armored ships that carry massive quantities of subpartical warheads that can overwhelm even capital ships. They however can be inaccurate due to the countermeasures and often cause either a lot of damage to small group of ships or a little damage to a lot of ships. They also can damage friendly vessels.
Frigates are your standard middle of the line ship. Relatively quick to construct with average fire power and hit points. They can only target one ship at a time.
Command ships have only flak cannons that fight off fighters. They are heavily shielded and armored. They carry the burden of subspace jumps to conserve individual ships energy reserves. They also provide detailed long range sensory information for the fleet and help coordinate the battle.
Transports are not armed and some protection. They carry your planetary forces.
Carriers are not armed and have some protection. They carry your star fighters and bombers.
Fighters and bombers are the most difficult targets to hit and therefore they stay in the battle for quite awhile despite their miniscule firepower and hitpoints. They do their damage over a prolonged period of time and can even bring down capital ships if their lucky and focused enough.
Planetary assaults and fighting will be more generalized and can take awhile.
Battles will be fought on this hexa map. Obstacles and enemy fleets will be marked along with friendly fleets.
Political Factions
Maxwellians (Conservative Technocrat/Anti-Democracy)
-Admiral Kestros
Social Technocrats (Pro-Democracy)
-Admiral Rowe
-Administrator Tasman
-Administrator Rivera
-Colonel Krivkov
Player Characters
baboush
Name: Admiral Kestros
Age: 48
Admiral/Commander of Sol Command
Politics: Maxwellian
Prestige: 30
Age: 48
Admiral/Commander of Sol Command
Politics: Maxwellian
Prestige: 30
Name: Julius Vitus Tasman
Age: 30
Administrator Of Hermes Territory Admin
Politics: Social Technocrat
Influence: 30
Age: 30
Administrator Of Hermes Territory Admin
Politics: Social Technocrat
Influence: 30
Name: Hirosashi Harufusa
Age: 25
Vice-Admiral of 1st Solarian Defense Group
Prestige: 30
Politics: ugg
Age: 25
Vice-Admiral of 1st Solarian Defense Group
Prestige: 30
Politics: ugg
Name: Alexander Sommelier Rivera
Age: 40
Administrator Of Tula
Influence: 30
Political Faction: Social Technocrat
Age: 40
Administrator Of Tula
Influence: 30
Political Faction: Social Technocrat
Name: Quan "Monroe" Rowe
Age: 32
Admiral of Tula Command
Political Faction: Social Technocrats
Prestige: 30
Age: 32
Admiral of Tula Command
Political Faction: Social Technocrats
Prestige: 30
Name: Anton Krivkov
Age: 37
Colonel 1st Expeditionary Force
Prestige: 30
Political Faction: Social Technocrat
Age: 37
Colonel 1st Expeditionary Force
Prestige: 30
Political Faction: Social Technocrat
Name: Alice Li-Mitchell
Age: 33
Citizen-Commander of the Jovian Confederacy Administration
Influence: 30
Political Faction: Social Technocrat
Age: 33
Citizen-Commander of the Jovian Confederacy Administration
Influence: 30
Political Faction: Social Technocrat
Name: Zhang Lao
Age: 85
Citizen-Commander of Lunar Assembly Administration
Influence: 30
Political Faction: Maxwellian
Age: 85
Citizen-Commander of Lunar Assembly Administration
Influence: 30
Political Faction: Maxwellian
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