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a_bert

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Everything posted by a_bert

  1. Yeah, unless we're platinum I won't be happy ever again. Lists are all there is to my life, I need others to recognise that the community I am a minor part of is the best!
  2. a_bert

    Empire

    I think, I, uh, greatly underestimated the speed at which space would, eh, fill up. It was never meant to be a land grab. We'll see how it goes.
  3. http://www.youtube.com/watch?v=m1rQUN5dy7E Alkaline Trio.. had no idea they were so awesome. :3
  4. I wouldn't care cause I already have a pair. And then I'd woop because it would helt counteract inflation! [Probably]
  5. Heh, AZ's make me want to pick up drops. Of course he gets the credit. Does your great grandfather get the credit for your achievements, since he was "first"? He's the one who made me pursue it. /sage
  6. Missed the actual screenshot due to a particularly stressful part of Waterloo Road :3
  7. Not really, considering then everyone has the US's findable stats for everything.
  8. It's horrifying, an old friend from CSS (MysticDuck) is in the top 100 of PC players.
  9. a_bert

    Empire

    Absolutely. Expect a 25,000 increase to the replenishment rate of organics. As it stands, this is generally the rule for starting technologies; 4 years research time Increase of 25,000 to the replenishment rate of said resource 1 research point added increase replenishment rate by 1k.
  10. a_bert

    Empire

    Updated the first post to have an up to date map. Please publically state the techs you are researching, or at the very least PM them to me, and ask me what the exact/rough benefits of each tech will be. No "but I researched this and I decided it increased my harvest rate by 500%!". People do not have to state their true intentions when building a colony. Or stuff like that, use your common sense. Be deceiving.
  11. a_bert

    Empire

    Sorry, I'm feeling really stupid at the moment, what energy shields?
  12. a_bert

    Empire

    00:01 on Mondays. On Mondays, Wednesdays and Saturdays, if I remember (PM me if you want), we'll have some random events.
  13. a_bert

    Empire

    4 years each Ross. For basic techs in this first few days of the game, 4 years per tech is an easy number to go by. Retech, what do you mean "week"? Thing is Mather, what's the point of calling them stealth modules if all they do is increase your firepower and defence? And what's the downside? Forgive me if I'm missing something obvious.
  14. How can there be screaming matches when the math is there to prove someone is right/wrong? Do not understand.
  15. a_bert

    Empire

    4 years each. Stealth module will remove defence stat and replace it with stealth, Mather, otherwise they would be overpowered, to the point where everyones fleet would be invisible and nothing would ever happen. However, if your ship is stealthed then there is a chance the opponent won't be able to retaliate against your attack. So you get a free hit, if you see what I mean. Yes, Retech, 1 equipment = 1 metal + 1 uranium. Yes, one training module per platoon. Yes, one module per colonization of Asteroids.
  16. dusty's post made me laugh hard empire is hegemony except new names are interesting that big post is only there so people don't moan about [cabbage] happening and me being all like "well i said it happened", now i can say "look it happened because of these rules that are posted on the front page now get over yourself" it's exactly the same gameplay as last time except things are more labelled so we don't have to work out if Doom's cold fusion reactor core is equal to Dusty's megaton of workers bones
  17. a_bert

    Empire

    Rocco, I actually removed that bit from the ruleset. No, you don't have to grid your planets. I'll update maps and shizzle after I get back from school.
  18. a_bert

    Empire

    Er, it's on the argument thread, recently. But he said he hadn't finished making them all yet. When he gets on tomorrow I'm sure he'll post them.
  19. a_bert

    Empire

    I think it would be better if we picked our planets maps from the bank that Archi made so that they're all the same style/readability. Though obviously, as owner of the planet you pick which map you want. Maps can be used more than once.
  20. a_bert

    Empire

    All credit to Archimage_A for the write up. Bolded stuff is basic knowledge that you'll be able to get away with just knowing that to start with. [hide=Space] Space, isn't that big. It takes 1 year to move from system to system, but you can only move on red lines, so sometimes it will take two or three years to reach your destination There are 6 systems with 4 other systems waiting to be discovered as the game moves forward. There are usually 6 planets per system, which are all the same. White rings are astroid belts.[/hide] [hide=Getting Started] Any other info is for you to tell people about your race/culture and do the general roleplaying element, you don't have to fill this in to play. However the other three are requirements. Population is 1,000,000,000 or lower. You start with 10,000,000 population. You may chose any planet that does not currently have another race on. Thats that done.[/hide] [hide=Getting Setup] It is probably a good idea to check your ships now. You will only have Battleships researched at this stage, so your will have a 5 by 5 Tetris Grid to fill up with Modules. Modules are things that boost your ship, making it more or less powerful in different ways. There are 5 default modules that you can build from the start, but many more can be researched. (See Ship Types) (See Modules) (See Stats) Finally you will need to check your army. You can decide how many of your population you want to turn into soliders and how much training they need. There are 6 types of training you can give soliders. (See Training) Thats that done.[/hide] [hide=Keeping Together] It is a lot easier to work these things out once a week and then forget about them. Redesigning ships, planets and setting training targets for squads can happen once a week and then be forgotten about. You may want to update them whenever you research new technology, but thats about it otherwise. (See Upgrading)[/hide] [hide=Buildings] The default buildings are: Missile Defence Tower- This can destroy 1 Battleship per year and takes up 1 slot. Limited to 100 per planet. It costs 3,000 Metal Ore, 500 Uranium and 500 Chemicals. Training Academy- This can train 1 Squad per year and takes up 2 slots. It costs 10,000 Metal Ore, 4,000 Medicine and 500 Equiptment. Command Center- This is your colonial hub, if it is destroyed you cannot train new units or build new buildings until it has been repaired. It takes up 4 slots. It costs 50,000 Metal Ore, 10,000 Medicine and 2,000 Uranium. Research Insitute- This generates 1 research point per week and takes up 2 slots. It costs 5,000 Metal Ore, 30,000 Uranium, 80,000 Organics and 5,000 Chemicals. Medical Center- This converts organics and chemicals into medicine. It costs 8,000 Metal Ore, 5,000 Uranium and 500 Organics. Manufacturing Center- This converts metals and uranium into equiptment. It costs 30,000 Metal Ore, 10,000 Uranium and 2,000 Chemicals. (See Resources) Some Buildings have Tiers, which can be researched though Research Points. (See Research Points)[/hide] [hide=Ships] There are 10 types of ship: The Battleship- It has a 5 by 5 Tetris Grid and comes with 5,5,5,5 Stats. As well as 50,000 population. It costs 100,000 metal ore, 75,000 uranium, 50,000 chemicals, and 25,000 equipment. The Heavy Battleship- It has an 8 by 8 Tetris Grid and comes with 8,8,8,8 Stats. As well as 60,000 population. It costs 600,000 metal ore, 300,000 uranium, 250,000 chemicals, and 125,000 equipment. The Super Heavy Battleship- It has a 12 by 12 Tetris Grid and comes with 12,12,12,12 Stats. As well as 80,000 population. It costs 1,000,000 metal ore, 500,000 uranium, 600,000 chemicals, and 300,000 equipment. The Cruiser- It has an 20 by 20 Tetris Grid and comes with 20,20,20,20 Stats. As well as 60,000 population. It costs 1,500,000 metal ore, 750,000 uranium, 900,000 chemicals, and 400,000 equipment. The Heavy Cruiser- It has a 24 by 24 Tetris Grid and comes with 24,24,24,24 Stats. As well as 100,000 population. It costs 1,800,000 metal ore, 900,000 urainium, 1,000,000 chemicals, and 450,000 equipment. The Super Heavy Cruiser- It has a 28 by 28 Tetris Grid and comes with 28,28,28,28 Stats. As well as 120,000 population. It costs 2,000,000 metal ore, 1,100,00 uranium, 1,100,000 chemicals, and 600,000 equipment. The Dreadnought- It has a 40 by 40 Tetris Grid and comes with 40,40,40,40 Stats. As well as 100,000 population. It costs 2,500,000 metal ore, 1,900,000 uranium, 1,400,000 chemicals, and 750,000 equipment. The Heavy Dreadnought- It has a 45 by 45 Tetris Grid and comes with 45,45,45,45 Stats. As well as 140,000 population. It costs 2,900,000 metal ore, 2,200,000 uranium, 1,500,000 chemicals, and 800,000 equipment. The Super Heavy Dreadnought- It has a 50 by 50 Tetris Grid and comes with 50,50,50,50 Stats. As well as 160,000 population. It costs 3,500,000 metal ore, 2,800,00 uranium, 1,900,000 chemicals, and 900,000 equipment. The Pinacle- It has a 0 by 0 Tetris Grid and comes with 1000,1000,1000,1000 Stats. As well as 1,000,000 population. It costs 10,000,000 metal ore, 5,000,000 uranium, 4,000,000 chemicals, and 20,000,000 equpiment. (See Stats) (See Resources)[/hide] [hide=Modules] The 5 default modules are: Attack- This gives the ship +3 to the attack stat, but -1 to the defence stat. It takes up 4 Slots. It costs 5,000 Metal Ore, 5,000 Uranium and 1,000 Equipment. Defence- This gives the ship +3 to the defence stat, but -1 to the attack stat. It takes up 4 Slots. It costs 10,000 Metal Ore, 500 Uranium and 500 Equitment. Speed- This gives the ship + 3 to the speed stat, but - 1 to the teamwork stat. It takes up 4 Slots. It costs 1,000 Metal Ore, 5,000 Uranium and 5,000 Equiptment. Teamwork- This gives the ship +3 to the teamwork stat, but - 1 to the speed stat. It takes up 4 Slots. It costs 11,000 Organics. Colony Module- This lets you deploy a new colony on a new planet. Troops can also be carried in the module. It takes up 25 Slots. It costs 50,000 Metal Ore, 50,000 Chemicals, 25,000 Organics and 25,000 population. (See Stats) (See Resources) (See Colonisation) All modules have Tiers, which can be researched with Research Points. (See Research Points) Modules must be able to fit into the ships they are being input into. (See Ship Types)[/hide] [hide=Stats] Space: Stats are how good your ship is at a task and can be written like this 5,5,5,5. The first number is the ship's attack stat, the second is the defence stat, the third is the speed stat and the forth is the teamwork stat. Stats are used in working out combat. (See Space Combat) Land: Stats are how well trained your squads are and can be written like this 5,5,5,5. The first number is the squad's Bravery, the second is the squad's Fortitude, the third is the squad's Courage and the fourth is the squad's Leadership. Stats are used in working out combat. (See Land Combat)[/hide] [hide=Training] A Squad costs 10 Population and 1 Equipment. There are 6 types of training: Basic- +4 Bravery, +4 Fortitude, +4 Courage, +4 Leadership It costs 10,000 Organics and 10,000 Medicine. You can only train this once. Bravery- +3 Bravery, -1 Fortitude It costs 20,000 Organics and 20,000 Medicine. You may train this 5 times. Fortitude- +4 Fortitude, -1 Bravery It costs 20,000 Organics and 20,000 Chemicals. You may train this 5 times. Courage- +3 Courage, -1 Leadership It costs 20,000 Organics and 20,000 Metal Ore. You may train this 5 times. Leadership- +3 Leadership, -1 Courage It costs 20,000 Organics and 20,000 Medicine. You may train this 5 times. Advanced Training- This allows your squad to learn another path, in addition to their current path. It costs 25,000 Organics the first time you train it, 125,000 Organics the second time you train it and 625,000 Organics the third time you train it. You may train this 3 times. Your Soliders will start out at 1,1,1,1. They will stay like this until you train them up. Basic training will bring them up to 5,5,5,5. After you must choose a path for them to develop down. If you choose to give them Advanced training then you may train them in another path as well, and another and another.[/hide] [hide=Upkeep] Just about everything you send off planet will cost your something in upkeep. For ships this will be: The Battleship- 10,000 metal ore and 1,000 uranium per year. The Heavy Battleship- 20,000 metal ore and 2,000 uranium per year. The Super Heavy Battleship- 30,000 metal ore and 2,000 uranium per year. The Cruiser- 50,000 metal ore and 4,000 uranium per year. The Heavy Cruiser- 60,000 metal ore and 5,000 uranium per year. The Super Heavy Cruiser- 7,000 metal ore and 5,000 uranium per year. The Dreadnought- 10,000 metal ore and 6,000 uranium per year. The Heavy Dreadnought- 12,000 metal ore and 7,000 uranium per year. The Super Heavy Dreadnought- 14,000 metal ore and 8,000 uranium per year. The Pinacle- 100,000 metal ore and 100,000 uranium per year.[/hide] [hide=Research] Research points allow you to upgrade pre-existing technologies to their next level. They cannot research new technologies though. Not all technologies can be upgraded like this, but many can and will increase the effect of the module or building. This effect can be bad as well as good, since negative numbers are also increased. Research is conducted automatically by your people. You can research up to 5 different projects, which can be on any subject you like. You cannot always leap into a research subject though, most of the time you will need to have some background knowladge gathered by your scientists. There are two types of research; Pure Research and Applied Research. Pure Research will rarely discover a new module or building but may open up new branches of applied research which you can then research. Applied research will almost always discover a new module or building as well as occationally opening up new branches of research. When you launch a research project the moderator will tell you how long it will take and what the likely results are. Research may sometimes fail to achieve results and may sometimes run over-budget. Over-budget research is research which is taking longer than expected but will probably still yield results. However you may also get breakthroughs, which means you discover the technology earlier than you were expecting.[/hide] [hide=Resources] All resources require at least 1 population to produce per year. While most resources can be harvested there are two resources which must be produced via buildings. Resources can also be scavanged from space battlefields, but without specialist equipment the payout will be low. There are 6 types of resource. Metal Ore - which can be harvested. Uranium - which can be harvested. Chemicals - which can be harvested or produced. Medicine - Which can be produced Organics - Which can be harvested or produced. Equipment - Which can be produced. (See Planets)[/hide] [hide=Planets] Almost all planets are the same. Your homeworlds or Starting Planets, are different in that they have less resources. Starting planets have 750,000 of each resource, Metal Ore, Uranium, Chemicals and Organics, and will replenish 125,000 per year. This means that if you mine a planet to nothing each year you will recieve 125,000 new resources, as long as you have that many people assigned to collect them. If you do not collect them then they are left lying around. All other planets start with 1,000,000 of each resource, Metal Ore, Uranium, Chemicals and Organics, and will replenishes by 250,000 each year. This happens even when the planet isn't being harvested. Planets can support a maximum of 1,000,000,000 population each. Planets that have more than one person on will generate resources in proportion to the land you control. All planets regenerate at the end of each year, so attempts to destroy them will fail (See Other Combats-Endgaming)[/hide] [hide=Colonisation] Colonisation must be done with a colony module and will deploy 25,000 population to the new planet. You can send multiple colony modules, so this is not a limit on how many people you can place on a planet to start with. When a colony module is deployed your new population will set about building a command center, which will take 1 year to complete. This is when your colony is most vunerable from attack, so keeping a fleet in orbit and troops on the ground is a good idea. Your population will increase by 10% per year until it reaches 1,000,000,000.[/hide] [hide=Colonial rule] Unlike your Starting Planet you will probably have less people than you know what to do with and so rather than producing the maximum per year, you will produce some propotion of that. Metal Ore, Uranium, Chemicals and Organics will all be harvested at a rate of 1 resource per person. Medicine requires a building and 1 worker, 1 Chemical and 1 Organic per resource created. Equipment requires a build and 1 worker, 1 Metal Ore and 1 Uranium per resource created. Also soliders cannot work.[/hide] [hide=Combat] Space Combat will begin whenever two fleets are in a system and the two players are actively at war.[/b] The attacker and defender chose tactics before the attack begins, and if there is a level of destruction which would result in the fleet retreating to a safe planet or system. There are three types of attack, Blitz Attack, Mass Attack and Hit and Run. Blitz means your strengh is your attack stat times two. Mass Attack takes your attack and times it by your teamwork. Hit and run takes your attack and times it by your speed. Generally it is a good idea to take your highest two skills and attack with those two times together. There are three types of defence, Elastic Defence, Defence Tactics, Hold the Line. Elastic Defence is your Speed times by your Defence. Defence Tactics is your Defence times two. Hold the Line is your Defence times your Teamwork. With defence it is normally good idea to pick the opposite defence to that of your opponates attack. If your stats arn't built for that type of defence you should go with your strongest defence type. A Green line means the Attacker doubles their stats. A Blue Line means the stats stay the same. A Red Line means the Defender doubles their stats. You can choose your tactics by PM otherwise the moderator will roll on it. Once all this has been done, the moderator will work out who wins and tell you the ships destroyed or captured. Land Combat Land Combat will begin whenever two soliders are in the same area and there is not a peace treaty between them. The attacker and defender chose tactics before the attack begins. Attempting to retreat is not an option. There are three types of attack, Blitz Attack, Mass Attack and Hit and Run. Blitz means your strengh is your Bravery stat times two. Mass Attack takes your Bravery and times it by your Leadership. Hit and run takes your Bravery and times it by your Courage. Generally it is a good idea to take your highest two skills and attack with those two times together. There are three types of defence, Elastic Defence, Defence Tactics, Hold the Line. Elastic Defence is your Courage times by your Fortitude. Defence Tactics is your Fortitude times two. Hold the Line is your Fortitude times your Leadership. With defence it is normally good idea to pick the opposite defence to that of your opponates attack. If your stats arn't built for that type of defence you should go with your strongest defence type. A Green line means the Attacker doubles their stats. A Blue Line means the stats stay the same. A Red Line means the Defender doubles their stats. You can choose your tactics by PM otherwise the moderator will roll on it. Once this has been calculated by the moderator, they will reveal who wins and which squads have been destroyed.[/hide] [hide=Other Combats] These combats are different from normal combats in one way or another. Orbital Bombardment: Orbital Bombardment can be conducted with any ship, but the damage to populations is negligable without Orbital Bombardment Modules, which have to be researched. Virus Bombing: There are 4 types of Virus, all of which must be researched and all of which have 1 vaccine which can only be researched after the Virus has been researched, even if you have been Virus Bombed. Virus Bombing requires a Virus Missile Module and the Missiles can be intercepted, shot down or stopped by ships, planetary shields and missiles, repectively. As well as some researchable technology. Propaganda Bombing: This is only avaliable if you are on part of the planet and another race is on another part of the planet and you wish to take control of that part of the planet. Propaganda is very weak, but you may choose to employ it. You may research other methods of delievering propaganda which may be more or less successful. Endgaming: Blowing up planets is not possible. However Planet Busters can be researched(after a very long research campaign), which destroy everything on a planet, as well as all the resources currently there. However the next year the resources will replenish at their normal rate. The Planet Buster is a missile and so can be stopped by conventional means. Another method to destroy all the buildings and resources on a planet is to build a Self-Destruct Building(This must be researched). This has the same effect as the Planet Buster, but cannot be intercepted, however the building must be built on the planet, and so cannot be used unless you already control part of the planet. Planet-Ship Combat: A planet can launch an attack on ships, as long as it is protected from their retaliation by a fleet of its own. If a planet is unprotected its ability to attack, along with all the buildings neccessary to do this, are destroyed instantly. Planets may also build planetary shields, which protect the planet from attack by ships, but prevent the planet from attacking as well. A shield can be broken but takes a lot of firepower to do so. Planet-Planet Combat: Planets which attack each other must be in the same system. Also Planet-Planet attacks are unlikely to succeed. However a pre-existing colony can easily destroy a newfounded colony, so long as there is no fleet to protect it. Cyborgs, Drones, Androids and Aliens: They are allowed, but their training must be researched. There only real difference is their starting Stats and their resource requirements. Naval and Tank Combat: 1 Naval Ship or 1 Tank costs 10 equipment and 10 population to build, start with 2,2,2,2 and cannot be trained beyond this. Marine Squads can be researched. Nuclear and other WMDs: Are included in normal weapons. If new WMDs are researched then the moderator will deal with them as and when.[/hide] This post may be amended at any time!
  21. a_bert

    Empire

    The human race as we know it has crumbled. In a war that encompassed the globe, billions were killed and no nation emerged victorious. Eventually a peace settlement was reached, no side gained anything, millions lost everything. Humanity tried to recover, but the Earth was so scorched and burned that huge swathes of landmass turned to wasteland. Few lived in that wasteland, and those that did were better off dead - not that they'd agree, of course - yet humanty still had one trick up it's sleeve. Alongside the arms race, another race had been going on. The rush to escape into space. The natural human yearning to know everything had continued even when people were dropping dead by the million every second. And how it had flourished, hastened by the terror of advancing armies and mass destruction, scientists of every nation had created technology a thousand years apart from that which existed in the year 2000. Many of the once great nations of Earth now numbered little more than ten million, and it was these nations who had the foresight and the hope to send their populations into space. The United States, Great Britain, Brazil, Russia, France, Canada, Germany, China, Australia, India, Egypt.. Humanity expanded across the stars, with varying degrees of success. Some nations were wiped out by Aliens, some searched and searched but found no planet of their own. Others struck lucky and created new havens in new star systems. meanwhile, in poképun land It now falls to you to guide your nation to greatness among the stars. To build an Empire that will stand the test of time, the assault of aliens and the paradigm of politics that will threaten to destroy you. Empire is a similar game to Hegemony. You choose your nation, your planet, and you do what you want with it. But be warned, aliens lurk in the depths of space and other players may not like what you are doing and try to stop you. There will be no softness in the ravines of Empire, you must play ruthlessly if you wish to reign supreme. What follows is a list of all the nations of Empire, their leaders, and whatever other info is important. A map of the star system. And then there will be a lengthy description of how the game works. Please do not feel intimidated by the apparent complexity of the game, it is easy to pick up and very rewarding. Additionally, if you don't understand something, it may be that you don't need to - that it is the moderater (myself) who needs to understand that - but just ask away and you will receive your answer. To sign up, just post your culture, which system you'd like to be in - you'll be assigned a planet name - and.. that's about it? Perhaps your first move. Ask if you're unsure! [hide=Nations] [hide=Grimdeath283] Race:Human Planet: Ix Lo Other elements: Former government of germany headed by Karl Wagner Planet name: Nova Lux Empire Name: New Germania.[/hide] [hide=Serephurus] Race: Human Planet: I'll call it Terra (sorry in a rush), in Midgard Other elements: Republican government headed by President William E. Ulbricht. People gain suffrage by contributing to society through Federal Service. Name: Terran Federation[/hide] [hide=Retech9691] Race: Lichten (will put description soon) Planet: Somewhere in Alpha Centauri (any chance for aquatic?) Other elements: First alien contact by the exiled Japanese constitutional party (the opposition party against the emporer) Planet name: Any will be fine Empire Name: Lichten Empire[/hide] [hide=Roccodog25] Race: Human Planet: Earthlike, Betelgeuse Any other info: Not really. Planet Name: Fenwick Alpha Empire Name: The Duchy of Grand Fenwick [/hide] [hide=Doomsavenger] Race: Human Planet: Earthlike, or Aquatic (with atleast 5-10% land) in Chi Gamma Any other info: I'll fill out a history at some point Planet Name: Nadial Empire Name: Brazilian Empire[/hide] [hide=Ross_the_Knight] Race: Machine Planet: Mountainous Any other info: History comes later. Too tired right now. Planet name: Zypher, Alpha Centuri Empire Name: Aether[/hide] [hide=Archimage_A] Race: Ayran System: Chi Gamma Planet: Castheo Other: The Swiss Mars/Deepspace launch. Empire Name: Casthian[/hide] [hide=TheMather1] Race: Tau'ri History: [N/A] System: Ix Lo Planet: Abydos Empire name: Tau'ri technocracy. [/hide] [hide=Dusty668] Race:Human System: Midgard Other elements: ? Planet name: New Prussia Empire Name: Ordensstaat [/hide] [hide=Paul191600] Race:Human System: Sol Other info: none Planet name: Termina Empire Name: Combine Empire [/hide] [/hide] [hide=Space, as it is currently known] Light green - Grim Dark blue - Serephurus Light Blue - Retech Dark green - Rocco Pink - Doomsavenger Yellow - Ross Red - Archimage Orange - Mather Purple - Dusty [/hide] I will try to update the OP as much as possible. This includes updating the map.
  22. Trol, he meant cause we spent the last 30 odd pages discussing the new hegemony.
  23. Other things going on that are more important at the moment... like 5 man codex.
  24. That's my favourite song. Absolute. One small step for man :P
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