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CH O O S IN G Y O U R N A T I O N S IZ E

AN D B U Y IN G Y O U R ST A R T IN G W O R L D S

CONTENTS
DECIDING ON THE SIZE OF YOUR NATION ............................................................................................................................................ 3 COLONISATION.................................................................................................................................................................................................... 4 PICKING YOUR PLANETS ........................................................................................................................................................................... 5 PICKING YOUR COLONY TYPES............................................................................................................................................................... 6 SHARED COLONY TYPES ..................................................................................................................................................................... 6 NATION SPECIFIC COLONY TYPES ................................................................................................................................................... 7 NOMADS AND THE WORLDSHIP FLEET .................................................................................................................................................. 8

DECIDING ON THE SIZE OF YOUR NATION


The size of your nation is an important factor in the universe of the Stellar Empires. The effects of just your nations size can be far-reaching and painfully obvious. These can range from the Tiny nations relative unimportance and well shielded from the larger galactic events that are attracted to the louder and more powerful nations, with the downside of being militarily weaker and prone to bullying by larger nations who have more power projection ability. Though the smaller nations find it easier to make friends and bring them to the table with their military than the larger nation might. Conversely a Large or Huge nation has massive amounts of territory and martial power projection ability. But they are magnets for unforseen events attracted to their big and loud ways. More importantly they are frequently arrogant and self serving and fail to recognise the threat posed to them by alliances of smaller nations. But each and every decision has its impact even if you dont know what it is at the time, or how it might effect you. The worlds you choose, the efforts put into your choices of solar systems, all matters. Some, even much of these effects wont be seen until the next batch of rules are introduced. But to the sizes and their effects, at least the ones that I am going to tell you. Size: Average Solar Systems: Empire Points: Tiny: 1-2: Solar Systems 50: Empire Points Small: 2-5: Solar Systems 200: Empire Points Medium-Small: 5-10: Solar Systems 300: Empire Points Medium: 10-15: Solar Systems 400: Empire Points Medium-Large: 15-20: Solar Systems 500: Empire Points Large: 20-25: Solar Systems 600: Empire Points Huge: 25-40: Solar Systems 800: Empire Points Now certain nations have size restrictions, minimum or maximum size limits. These are pointed out below.
Warlord: Minimum Size: Medium Despoiler: No Restriction: Pacifist: Maximum Size: Medium Scientist: No Restriction: Economist: Minimum Size: Medium Industrialist: Minimum Size: Medium-Large Hunter: Maximum Size: Medium Destroyer: Minimum Size: Medium-Large Environmentalist: Maximum Size: Medium-Large Isolationist: Maximum Size: Medium-Small Spymaster: Maximum Size: Small Bio-Technocracy: No Restriction Psychic Hive: No Restriction Theocracy: No Restriction Artificial Empire: Maximum Size: Medium-Large Cyberneticists: No Restriction The Culture: No Restriction Enslavers: Maximum Size: Medium Crimeocracy: Maximum Size: Small The Unforgiven: Minimum Size: Medium Empire of Light: Maximum Size: Large Nomads Special The Nomads do not get any Solar Systems. Otherwise: No Restriction.

SPECIAL NOTE: The Insectoid and Vermin Races have a minimum size restriction of Medium-Large unless their nation type says otherwise. Nation Type OVERRIDES this if it is different.

COLON ISA TION


Now, as people will have noticed in the original rules provided each nation type is limited in the types of colonies that it can establish. Now this is important as it creates diversity. But more importantly. It is an indicator of a nations capabilities. Below are the rules for purchasing worlds, moons and other items of interest as well as a short introduction on the Solar Systems. After this section will be a Library that will describe the effects and purpose of the worlds. It should be noted that the sections contain information that will only become relevant with the next set of rules to be released. But as a quick explanation. RP = Resource Points. These will be used to purchase ships, ground forces and space stations. NOTE: The Nomads will be dealt with in a section of their own. SOLAR SYSTEMS Solar Systems are an important aspect of choice. Without a Solar System you dont have anywhere to have planets! There are several Solar System types that are colonisable. Three to be exact. The Single-Star System, the Binary System and the Trinary. Single-Star: A normal Solar System, the effects of the star will be based on Colour but this information will not be made available to players but is in fact a GM element. It is unlikely that this will matter. The Colour of the Star will be chosen simply by its place on the map. Binary System: Risky systems to colonise, they typically have only a handful of worthwhile worlds, though you wont get any major colonies there unless you want to bathe them in radiation and searing heat periodically. However there is a chance that there will be something very much worth it if you look hard enough... not a large chance... but a chance nonetheless. Trinary System: Mineral rich and definitely valuable. It is unfortunately a highly lethal environment. The radiation bathing anything in the system is considerable and not to be doubted or ignored. Colonise these systems at your own risk. But remember they DO make good sites for well shielded military outposts, research facilities and the mining opportunities are endless.

PICKING YOUR PLANETS


Choosing your planets carefully is a VERY important aspect. The type of planets you purchase can have a truly significant impact. And in fact many colony types require a specific planet type! The types of worlds you choose can have a severe effect on what colony types you choose, just dont neglect agriculture unless you want your people to eventually go hungry. The information about what types of colony each planet, moon or asteroid can have is detailed later in the document. The costs of each planet/asteroid/moon/object type is listed below. Remember you need to buy your colony too! So dont spend too many points on planets so that you cant afford to actually colonize them! ASTEROIDS Vulcanian: 2 Points Silicaceous: 1 Point Sideritic: 3 Points Carbonaceous: 2 Points PLANETOIDS Hadean: 5 Points Cerean: 3 Points Vestian: 5 Points Kuiperian: 4 Points PLANETS Ferrinian: 9 Points Arean: 5 Points Gaian: 10 Points Arean-Lacustric: 8 Points Gaian-Tundral: 6 Points Pelagic: 7Points GAS GIANTS Cryo-Jovian: 8 Points Sub-Jovian: 9 Points Eu-Jovian: 10 Points Macro-Jovian: 11 Points Epi-Stellar Jovian: 12 Points

PICKING YOUR COLONY TYPES


Bear in mind what types of colonies your worlds can support before you start spending on your colonies. All players may select a single Free Primary World which from that moment on will represent their capitol planet. Choosing your colonies can be important, very important. Will you have enough food? Will you have the industrial capacity to compete with your contemporaries, or grow to compete with bigger powers?

SHARED COLONY TYPES


You will NOT have access to every colony type on this list. Be sure to check your nation type for the types of colonies it can found before purchase. Pastoral World: 4 Points Colonial World: 2 Points Industrial World: 10 Points Fringe World: 1 Point Research Station: 3 Points Ecumenopolis: 5 Points Penal World: 1 Point Resource Colony: 4 Points Nature Preserve: 3 Points Pleasure World: 6 Points Fortress World: 12 Points Primary World: 20 Points

NATION SPECIFIC COLONY TYPES


It shouldnt take a genius to guess that in many cases nation-specific colony types will in fact be more expensive than normal colonies. Nation specific colonies may only ever be placed on true Planets. (As defined under Planets above.) However not all Nation Specific Colonies are Colonies. Where this is the case it will be specified after their cost. Warlord: Bulwark World: 20 Points Despoiler: Toxic Wasteland: 6 Points Pacifist: The Embassy: 10 Points Economist: Marketworld: 15 Points Industrialist: Forgeworld: 30 Points Hunter: The Preserve: 10 Points Destroyer: Testing Grounds: 6 Points Environmentalist: Gaia World: 20 Points Isolationist: Shield World: 30 Points Spymaster: The Monitor: 25 Points Bio-Technocracy: Living World: 10 Points Psychic Hive: Psychic Hub: 8 Points May be taken as Capitol instead of Primary World. Theocracy: Shrineworld: 20 Points May be taken as Capitol instead of Primary World. Artificial Empire: Artificial World: 50 Points Effectively Space Station. May be taken as Capitol instead of Primary World. Cyberneticists: Cybernetic Hive: 20 Points May be taken as Capitol instead of Primary World. The Culture: The Hollywood: 20 Points Enslavers: Slave World: 5 Points Crimeocracy: Black Market Ring: Is Free with Trait Is Space Station The Unforgiven: The World of their Crime: Free Empire of Light: The Luminescent Heart: 20 Points

NOMADS AND THE WORLD SHIP FLE ET


The Nomads have the unique challenge of not having planets but a fleet of Worldships which serve that purpose. In most, if not all, cases the Worldships are quite frankly not as beneficial as a world is straight up. However a Worldship has the benefit of being mobile and very well defended by default. Below each is explained as well as its effects and costs. NOTE: For later construction a new worldship costs one hundred thousand times its cost in Planet-Points to build in RP. It will take a year per point in cost (Planet Point cost.) This represents the colossal investment a new Worldship entails and the strain it puts upon the Worldship fleets resources. Medical Worldship Cost: 1 Point This Worldship takes care of all the medical needs of the Worldship fleet. It is also a Quarantine Zone for foreign dignitaries and visitors where the people of the Worldship fleet can safely interact with them, thus serving as an impromptu location for diplomatic contact. Civilian Worldship Cost: 5 Points Effects: Generates 20000 RP The Civilian Worldships are the homes of most of the fleets population and has many shuttle bays for moving experienced crew from ship to ship through this hub of social activities. It has some small industrial output. The primary feature of this Worldship is the massive numbers of people crammed into its halls. Agricultural Worldship Cost: 2 Points Effects: Provides food for 20 Points worth of Worldships. There are two types of Agricultural Worldship, the Pure Worldship and the Recycling Barge the motto of the latter Reduce, Reuse, Recycle being a mantra most Worldship fleet citizens refuse to consider too closely. The Recylcing vessels only provide half the food of a Pure Agri-Worldship but they are required to process the fleets waste. Do not forget them. NOTE: Spend an extra 1 Point to upgrade to Pure Agricultural worldship that can supply 40 points worth of Worldships. Mining Worldship Cost: 6 Points Effects: Provides 60000 RP when in a Neutral Solar System. Provides 5000 RP in an owned Solar System with a chance of causing hostilities. The Mining Worldships are colossal mobile refineries and are very good at what they do, they can enter a system and begin providing resources almost immediately upon finding a suitable resource-rich asteroid or planetoid. However their practice of doing so without asking permission can get them in very big trouble. Factory Worldship Cost: 20 Points, Requires 2 Mining Worldships to supply it. Effects: Provides 160000 RP. The Factory Worldships produce new ships for the fleet, its defences and serve other needs of the Worldship fleets people these are generally very well protected worldships. Most Worldship fleets would rather scuttle than lose one of these precious resources. Laboratory Worldship Cost: 6 Points Effects: Provides 8000 RP. These vessels are important in protecting and producing new technology for the Worldship fleet, so long as the fleet has one of these craft it can insure the safety of its fleets technology in the memories of its people and development of new technologies.

Trade Worldship Cost: 5 Points Effects: Provides 40000 RP The Trade Worldships are rare in that they are quite small (for a Worldship) and do not spend much time with the fleet but are out trading for as much as they can get their hands on. The resources gained this way are important to the continuation of the fleet. General Worldship Cost: 4 Points Effects: Provides 12000 RP The General Worldships are generic vessels that can do everything and excel at nothing. They often make up the bulk of a Worldship Fleet. Command and Control Worldship Cost: 30 Points Effects: Serves as Command and Control Vessel for Worldship Fleet Defence This is an important vessel with the most powerful sensors available to the Worldship fleet used to protect themselves from cloaked and disguised craft as well as direct military assets. Defence Worldship Cost: 50 Points Effects: Colossal Firepower and Defence. The Defence Worldship is enough to give a Mauler pause. These are extremely expensive vessels and no Worldship fleet is likely to have more than a few, their job is simply to protect the fleet in a rearguard action if the Worldship fleet needs to flee a hostile fleet. Limit: 2 The Flagship Cost: 60 Points Effects: Combined Command and Control Worldship and Defence Worldship The Flagship is THE most powerful vessel in the Worldship fleet. Combining the power of the Defence Worldship and the C&C Worldship it is a force to be reckoned with. Limit: 1

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