THE SCRAMBLE FOR EARTH
Welcome to " The Scramble for Earth" Forum Game. In this forum game you will be playing as colonists from Sirius in 2200 that try to come to an Earth with almost no human populations on the surface. Some eons before your arrival the inhabitants of this planet went extinct, leaving some buildings and space junk behind them. However, for reasons unbeknown to you, most of them disappeared, and the others that survived either roam live in primitive tribes or roam as raiding groups. There are even rumours of armoured natives with advanced technologies, although there has yet to be a military clash with them.RULES:
As with all forum games, the rules are essential for them to operate. As such, in the following section you will find the rules.
Rule No. 1: The GM is the ultimate judge of the game. Should there be a wish for a change in the rules, there should be a logical arguement for their change.
Rule No. 2: This is a test game for an idea. That means that there will be only a small number of players that is limited to 7. Players will be chosen with a combination of variables, including willingness to play and the existing number of games that they are currently active in.
Rule No. 3: There will be 6 colonial players and one home government player. These players get to define the government of their home world and flesh out their society through role - playing.
Rule No. 4: When first applicating, you do not get to choose your location. Instead, it will be chosen randomly for you through rolls.
Rule No. 5: It is possible for every player to encounter a random event. Whether that event influences the player in a positive or negative way is up to the rolls.
Rule No. 6: Every turn, you the player will submit 3 normal orders to me. The one that leads the home nation will be able to have 4 orders. As the size of the player nations gets bigger more orders will be allowed.
Rule No. 7: There will be 6 resources. Those will be food, energy, raw resources, population, manufactured goods and advanced goods. I take it for granted that these are evident as to what they are, but feel free to ask.
Rule No. 8: Stats of the player will be known with a 100% mostly only by the player. There is a possibility to learn more about other players through espionage, diplomatic deals and trade, but these also have a chance of backfiring.
Rule No. 9: There will be a loyalty mechanic. Should it fall too low, the people of the colonies might distrust their administrator. Too high, and they will listen mostly to the home government than you.
Rule No. 10: As for war, your military level is dependent on your population and advanced goods. Nevertheless, you should never underestimate the importance of good planning and luck.
Rule No. 11: Colonies can not declare war on their own. To do so, you need to gain independence, and to do so you need a low loyalty level.
Rule No. 2: This is a test game for an idea. That means that there will be only a small number of players that is limited to 7. Players will be chosen with a combination of variables, including willingness to play and the existing number of games that they are currently active in.
Rule No. 3: There will be 6 colonial players and one home government player. These players get to define the government of their home world and flesh out their society through role - playing.
Rule No. 4: When first applicating, you do not get to choose your location. Instead, it will be chosen randomly for you through rolls.
Rule No. 5: It is possible for every player to encounter a random event. Whether that event influences the player in a positive or negative way is up to the rolls.
Rule No. 6: Every turn, you the player will submit 3 normal orders to me. The one that leads the home nation will be able to have 4 orders. As the size of the player nations gets bigger more orders will be allowed.
Rule No. 7: There will be 6 resources. Those will be food, energy, raw resources, population, manufactured goods and advanced goods. I take it for granted that these are evident as to what they are, but feel free to ask.
Rule No. 8: Stats of the player will be known with a 100% mostly only by the player. There is a possibility to learn more about other players through espionage, diplomatic deals and trade, but these also have a chance of backfiring.
Rule No. 9: There will be a loyalty mechanic. Should it fall too low, the people of the colonies might distrust their administrator. Too high, and they will listen mostly to the home government than you.
Rule No. 10: As for war, your military level is dependent on your population and advanced goods. Nevertheless, you should never underestimate the importance of good planning and luck.
Rule No. 11: Colonies can not declare war on their own. To do so, you need to gain independence, and to do so you need a low loyalty level.
APPLICATIONS
In order for your application to be taken into account, you will fill the following form. There are also two examples, .
Colonial Administrator: Xyrus Sirien
Colony Name: Hominislum
Colony Colour: Red
Colony Name: Hominislum
Colony Colour: Red
This one is for players wishing to join as the home government.
Leader(s): Sirius Serious
Form of Government: Military Dictatorship
History: Civil war etc. etc. Invasion etc. etc. Repelling invaders etc. etc. Outward expansion.
Form of Government: Military Dictatorship
History: Civil war etc. etc. Invasion etc. etc. Repelling invaders etc. etc. Outward expansion.
IRC Channel: #ta
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