
Master of the Galaxy IV-2: Return to the Unknown
A Nation Game in the Final Frontier
Just forty years ago, the interstellar era began. War, revolution, discovery, expansion, peace, unity and disaster have all graced the galaxy ever since. The galactic powers cooperated and competed for supremacy, leading up to the Great War between the republican and anti-republican powers. After eight exhausting years, the republicans triumphed, and the meritocrats began to lick their wounds. Since then, the invention of the qwark drive has made interstellar travel easier than ever before, and opened up new, faraway lands for expansion. New civilizations that have never before been contacted are stepping onto the galactic stage, potentially upending the dynamics of power, as the old powers begin to recover from years and years of war. It is an exciting time in galactic society, and for the first time in nearly twenty years, the question is truly an open one: who will be the master of the galaxy?
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Player Roster
Great Powers:
Republic of Baekdu / Played By: @oxfordroyale
Adrallan Oligarchy / Played By: @aedan777
Kingdom of Lamia / Played By: @Terraferma
Secondary Powers:
Federated States of Azeratii / Played By: @jeeshadow
Tsavalta / Played By: @Dadarian
Uksugan League / Played By: @Galren
Celtic Republic / Played By: @Plank of Wood
Free State of Albion / Played By: @Gorganslayer
State of Francia / Played By: @Fingon888
Storm Kingdom / Played By: @Mikkel Glahder
Free Territories of the Ismar Traverse / Played By: @Plutonium95
Kingdom of Divine Light / Played By: @MadMartigan
Zelsari Republic / Played By: @alexander23
Velian Exarchate / Played By: @etranger01
The Kerekagy / Played By: @naxhi24
IC Nations:
Terran Free State / Played By: @Corman50
Terran Empire / Played By: @King50000
Knights of Progress / Played By: @iisbroke
Characters / Other:
Pan-Galactic Community Secretary-General / Played By: @Korona
John Smith Prime / Played By: @Tapscott

Harthus Galaxy. Updated map incoming.
Player Nations:
Red: Republic of Baekdu
Dark Red: State of Francia
Indigo: Adrallan Oligarchy
Purple: Zelsar Republic
Blue-Green: Tasavalta
Pink: Uksugan League
Yellow: Free State of Albion
Green: Celtic Republic
Fuschia: Storm Kingdom
Pale Green: Ismar
Dark Grey: Terran Free State
NPCs:
Light Purple: Diclonus Dominion
Lime Green: Second Terran Empire
Brown: Solesian Meritocracy
Light Grey: Sorian Union

Novus Galaxy. Updated Map Incoming.
Player Nations:
Red: Republic of Baekdu
Pink: Uksugan League
Purple: Adrallan Oligarchy
Green: Kingdom of Lamia
Grey: Knights of Progress
Brown: Kingdom of Divine Light
Teal: Velian Exarchate
NPCs:
Orange: Skaven Khanates
Brown: Manje Confederacy
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You can select any currently NPC nation as an IC nation on a first-come, first-serve basis. Feel free to PM me for lore or info you may require. You can also play as a character, a resident of any polity; politicians, journalists, gangsters, terrorists, any kind of trouble-stirrer-upper will make for a good signup. Character signups look like this:
Name:
Age:
Polity of Residence:
Occupation:
Description:
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THE RULES:
THE RULES:
1: The GM is always right. If I say something is canon, it's canon. If I say something is non-canon, it's non-canon. If I say your order is dumb and failed, your order is dumb and failed. I don't want to deal with people sniping at me over each and every thing that happens to their country that doesn't go their way.
2: Every non-Great Power country gets two normal orders every turn, two war orders to use in active conflicts, and an election order, to deal with changes in leadership. Each Great Power will have three normal orders instead.
3: Normal orders can relate to your economy, your military, espionage, whatever it is you want to do that doesn't involve declaring war. Treaties won't eat a normal order, but if you want them to have a stat-based affect, using one to remind me is a good call.
4: War orders are used for moving troops and carrying out operations in either declared war or surprise attacks only by your direct military forces. Espionage, volunteers, supporting foreign interests or factions, that's all in normal orders.
5: Election orders deal with elections, of course, and changes in governing faction more broadly, even in autocracies. Democracies may include information about the competing parties, while autocracies may include information about the new leader or faction taking power. In the case of democracies or other forms of elective government, they may or may not include who you want to win. Such an inclusion does not guarantee that that side will win. In general, I won't be keeping track of your internal politics outside of election orders, so make sure you roleplay effectively and remember your election dates.
6: All currencies in updates are given in GSTC, or Galactic Standard Trading Credits. IG, they are a cryptocurrency based on Uksugan servers that are used by international businesses. OOC, they're basically statbucks. One GSTC is about $1000 US 2016. Feel free to use your national currencies in your own IC as you see fit.
7: Like World in Revolution, every few turns we will be having a "skip turn" which will cover five years as opposed to the usual one. These will allow the game to cover a greater timespan and tell a better story over a shorter time period. I will give you warning of when these occur, but expect them every six or seven normal turns.
8: There will be mini-updates occasionally for regional conflicts or particularly significant events. I will allow players with a stake in the crisis to send a number of orders that I will decide when this happens.
9: I don't save rolls, nor do I show them except possibly right as I am rolling them (which I will do on IRC). I reserve the right to not tell you your rolls for any reason.
10: I also reserve the right to have implausible, drastically off-policy, abhorrent, forum-rule-violating or simply dumb orders to fail automatically. This is not subject to appeal.
11: To keep me sane and able to write good updates, please keep orders short; no more than 3-4 lines, please. Some flavor is good; treatises are not.
12: Be civil. Galactic politics is a dangerous game that may involve treachery and betrayal. Don't let it get to you. We're a welcoming and friendly bunch, and I'd like it very much if things didn't get personal. However, in the case that they do, please realize that we're all still human beings playing a game. IC, have at it; OOC, peace and love.
13: Be competent. Please roleplay your party or faction in power. Do not godmode.
14: As a corollary, when your government changes peacefully, you will remain in command. If your government is overthrown by violent revolution, collapses to unrest, or is occupied by a hostile foreign power, you will be kicked from the game and replaced. Try not to die out there.
15: I reserve the right to kick any player at any time for any reason.
16: Orders are due every other Friday at 11 PM, Pacific Standard Time, unless I say otherwise. In general, secondary powers can afford to forget orders more frequently, especially smaller ones. However, a player of a great power who forgets orders twice will be kicked except under exceptional circumstances. Be advised.
17: The first order deadline will be Friday, September 29th at 11 PM PST.
18: I reserve the right to add additional rules at any time for any reason as the need arises.
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Stats:
Here's a sample stat sheet:
United People’s Democratic Emirates of Northwestern SamplestanForm of Government: Footballocracy
Leader(s): President Joe Schmoe
Ruling Party: Monster Raving Loony Party [Party Ideology]
Population: 10b / 2% growth
Economy:
GDP: $X GSTC
GDP per capita: $X GSTC
Growth: Booming/Growing/Stagnant/Recession/Depression
Taxes: Emergency/High/Medium/Low/Tax Haven
Debt: Sustainable / Moderate / Heavy / Default
Development:
Economy: Post-scarcity/Mechanized/Service/Industrial/Agrarian/Subsistence
Food: Abundance/Surplus/Stable/Low/Starvation
Infrastructure: Excellent/Great/Good/Fair/Poor/Failing
Administration: Excellent/Great/Good/Fair/Poor/Failing
Education: Excellent/Great/Good/Fair/Poor/Failing
Military Tech: Excellent/Great/Good/Fair/Poor/Failing
Defense:
Titan:
Capital Ships:
Cruisers:
Frigates:
Transport Ships:
Landing Spires:
Elerium Bombs:
Manpower: Underutilized / Sufficient / Lacking / Failing
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Notes on Stats:
Most stats are pretty self-explanatory, but I'd like to explain a few of them that might not be intuitive.
Economy Types:
This is an abstract representation of how your economy operates. Generally, they progress in a linear fashion, from Subsistence all the way up to Post-Scarcity. Certain clever development strategies may allow you to skip stages. The most likely possibilities for this are jumps from Agrarian to Service, and from Industrial to Mechanized. Failure here, however, could be very dangerous.
Subsistence: People forage for food or engage in small-scale farming. Often uses the barter system. This type of economy cannot support a spacefaring civilization, and a nation in this state is in imminent danger of total collapse and regression to subplanetary status. (This is of course a game over to you.)
Agrarian: While well-developed cities and industry exist, most citizens are engaged in farming and agricultural activities. Agrarian polities excel at food production, but not much else, and are generally poorer and less able to support an advanced military.
Industrial: Most workers labor in factories, or at minimum, the primary economic activities are mining, manufacturing and trade. Industrial polities are capable of supporting large militaries and churning out resources, but are not as optimized for sheer economic performance.
Service: These post-industrial economies still have agriculture and manufacturing, but most citizens are employed in white-collar jobs of some variety or another. These societies are beginning to feel the impacts of automation, but have not fully realized it. They are amongst the richest polities, but may suffer from some labor unrest from displaced blue-collar workers.
Mechanized: These advanced economies have progressed to a point where not only nearly all blue-collar but much white-collar labor is performed by machines and algorithms. Such societies are very prosperous, but suffer large amounts of labor displacement, as jobs in most fields become more and more obsolete.
Post-Scarcity: Post-scarcity societies have mastered the technology known as the replicator, which enables conversion of mass into any other kind of mass through immense amounts of energy consumption. Traditional employment and economics have been essentially obsoleted, and output is only limited by the amount of mass and energy such a society can acquire. However, the amount of mass and energy such a society requires is truly massive, even stellar, in scale...
What lies beyond a post-scarcity economy isn't clear, but it would totally transform the nature of civilization and have galactic consequences. Have fun with that.
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Unit Types:
Titan: A massive battleship that you can only have one of. It is also customizable in terms of types of weapon, capabilities and so forth, with respect to your technological limits and prohibitions on godmoding.
Capital Ships: Large vessels with heavy firepower, like battleships and carriers.
Cruisers: Medium-sized vessels balanced between firepower and speed.
Frigates: Small vessels that are built for manuverability over firepower or durability.
Transport Ships: Ships that contain troops for invading planets. They contain all of your terrestrial air, ground and naval forces. These can be whatever you want in RP terms.
Manpower: A rough measure of how much of your eligible service-age population you have in your armed forces.
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Elerium:
The elerium bomb, also known as an ARCHON device, harnesses the power of element 115, or elerium, to create a reaction that destabilizes any energy field. In practice, this enables an elerium weapon to shut down a planetary shield instantly, enabling the surface to be targeted by orbital weaponry uninhibited. The most common weapons for such purposes are nuclear weapons, which are relatively primitive but prized by some polities for radioactive effects, or kinetic kill vehicles, which are more expensive but with fewer long-term effects. The stat ratings are as follows:
ISBMs: Interstellar Ballistic Missiles. Elerium containment has been perfected, allowing a missile to enter phase space and thus make jumps without destabilizing the payload. Missiles can be launched systems away without negative consequences to the attacker.
ISBMs: Interstellar Ballistic Missiles. Elerium containment has been perfected, allowing a missile to enter phase space and thus make jumps without destabilizing the payload. Missiles can be launched systems away without negative consequences to the attacker.
Intrasystem Missiles: Elerium containment technology has been developed enough to allow elerium bombs to be integrated into ordinary missiles. They must be carefully transported between systems, however.
Elerium Energy: Technology has advanced to the point where elerium reactions can be contained effectively enough to power reactors for civilian purposes.
Simple Bombs: A working ARCHON device has been produced, but not integrated into a suitable missile. Must be delivered “manually” by a spacecraft.
Developing Program: The nation has an active program to harness elerium reactions in a weaponized form.
None: The nation does not have any form of elerium technology.
Elerium Energy: Technology has advanced to the point where elerium reactions can be contained effectively enough to power reactors for civilian purposes.
Simple Bombs: A working ARCHON device has been produced, but not integrated into a suitable missile. Must be delivered “manually” by a spacecraft.
Developing Program: The nation has an active program to harness elerium reactions in a weaponized form.
None: The nation does not have any form of elerium technology.
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IRC
IRC is a good way to keep in touch with other players and for me to keep my finger on the pulse of galactic politics. It is not a requirement, especially for the secondary powers, but I cannot recommend it enough. Please make an effort to be on IRC when possible.IRC
Here's how to connect:
- Go to theairlock.net
- Click "web client"
- Click "open chat in an new tab"
- Type in a nickname, preferably one similar to your Paradox nickname, in the top box
- In the bottom box, type "#MGaSO_Main", without the quotes
- Click "connect"
- You're in the chat!
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"Per Ardua, Ad Astra"
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"Per Ardua, Ad Astra"
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