Mon Mar 28, 2005 9:43 am by ww2jacob
Step 3- Complete your first turn:
Make your first turn builds and learn about taking normal turns.
Once you have found your starting units, you may begin your first turn. Turns are done by making a post on the game thread in which you do each part of your turn. Generally, each turn should include a record of where all of your units and bases are at the end of the turn. This will help the judges and the other players greatly. Turns generally have several parts. You do not have to do each part every turn, but there are some, like buying, placing, and moving, that you will use almost every turn. The parts are:
Parts 1&2- Calculate Your Income and Purchase Units: Using your money for each turn, you may buy available units, bases, commanders, armies, exploration parties, and technology grants.
The formula for your CPT (Credits Per Turn), is as follows:
FOUNDATION MONEY + MONEY FROM STATIONS AND PLANETS + TRADE BONUSES + OTHER BONUSES = CPT
Your foundation money is the basic money you receive each turn. Even if you have no bases or bonuses, you still get your foundation money as long as you have units or bases still in the game. The foundation money is based on faction type:
House- 60 credits
Major Faction- 50 credits
Minor Faction- 40 credits
Once you have added up your CPT, then you add up your resources. There are only two resources: Metals and Gas. These can be harvested by your bases, planets, and gas/metal miners in all systems. (To find out what resources are in each system, go to page 18 of this guide.)
Every base or gas/metal miner harvests whatever resources are in the system each turn. The systems will never run out of resources, so you will keep collecting resources from every base or miner. If you have multiple bases or miners in a system, then every base mines the full amount of resources for that system.
You can also draw resources and credits from your bank. Your bank consists of all your leftover credits and resources from past turns. They are saved in the bank each time you choose not to spend them all.
Your first turn is a bit different. You use no resources on that turn, and you get a certain amount of credits only. No bonuses or modifiers are added this turn.
House- 300 credits
Major Faction- 280 credits
Minor Faction- 250 credits
Here is the price list of all the things that you can buy:
LF wing- 5 credits, 1 metal, 1 gas
HF wing- 10 C, 2 M, 1 G
VHF wing- 15 C, 3 M, 2 G
SHF wing *- 20 C, 4 M, 2 G
Bomber wing *- 15 C, 3 M, 3 G
Gunboat- 40 C, 6 M, 4 G
Cruiser- 60 C, 10 M, 7 G
Battleship- 80 C, 20 M, 10 G
Small Station- 75 C, 15 M, 15 G (Produces 10 credits per turn)
Large Station- 150 C, 30 M, 30 G (Produces 20 credits per turn)
Capital Ship Shipyard- 100 C, 20 M, 20 G (Reduces capital ship costs by 10 credits)
Small Gas/Metal Miner *- 50 C, 10 M, 10 G (Mines minerals like a base)
Large Gas/Metal Miner *- 75 C, 15 M, 15 G (Mines minerals like a base, produces 10 credits per turn)
*Planets produce 30 credits per turn, and mine resources like a station.
Exploration Party- 50 C, 5 M, 2 G (For more information on Exploration Parties, go to page 13 of this guide.)
Technology Grant- 25 C (+ modifiers) (For more information on Technology Grants, go to page 13 of this guide.)
Once you have chosen what you want to buy, note it in your turn post, and calculate your leftover resources and credits. You do not place your units at this stage!
Part 3- Place Units: Now you can place what you purchased last turn.
Note what you bought last turn, and place the units in any system that you have a base in. Place any bases purchased in any system that you currently have units in. Any technologies or explore parties now are open for a judge to resolve.
Remember, you may place whatever you buy on your first turn instantly!
Also, you must place units at specific bases. If you only have one base in a system, then it is just assumed that you placed the forces at that one base. If you have multiple bases in a system, then you must designate which base each of your forces are at.
Also, on your first turn, you need to set your ship stats. (See page 16 for how to set your ship stats.)
Part 4- Move Units: Now you may move any units that you own. (You may move units that you just placed!)
There is a specific timetable for moving units into battles. It is based around the TLR main clock, which is about eight hours behind the Greenwich Standard Time. The timetable is:
12:00 AM (00:00)- 3:00 PM (15:00): Daily turns may be posted. Battles from previous days may be resolved. All turn actions EXCEPT for battle declaration may be completed. Units may be moved, but not into or out of hostile territory.
3:01 PM (15:01)- 6:00 PM (18:00): Battles may be declared and resolved against NPCs and players who have already posted their turn for the day.
6:01 PM (18:01)- 11:59 PM (23:59): Any battles may be declared and resolved.
All units may be moved up to three systems each turn. (Or make three jumps between systems) Bases are stationary, and may not be moved.
Part 5- Declare Battles: Now you may declare the battles that your units are involved in. This includes battles from this turn and any other unresolved battles.
Specifically declare battles that you are now involved in your turn post. Again, if there are battles that you are involved in that have not yet been resolved, then you need to note those as well. No units can move in or out of a battle between the time it is declared and the time it is resolved. Also, the attacker’s units may not move into the system where the battle is taking place even if they are not a part of the battle. Be sure to include the system that the battle is taking place in, as well as the amount of units you have fighting in the battle.
You can do two types of battles: normal battles and hit and fade battles. A normal battle is where both sides fight it out until one side is defeated. A hit and fade battle is where the attacker chooses how many rounds of battle are carried out. (A round is when both sides fire once.) Hit and fade battles are often used by pirate groups for raids and such.
Another action that is considered to be a battle is diplomatic blitzing. A diplomatic blitz is an action where you try to convince an NPC base to join your faction. This action can only be done to NPC factions, and only to bases in systems where you have units and/or bases. It may also only be done one time per turn. There are a few modifiers.
The first modifier is about the type of base that is being blitzed:
Small Station- +0 modifier
Large Station- +1 modifier
Capital Ship Shipyard- +2 modifier
Planet- +3 modifier
Gas/Metal miners may NOT be blitzed.
The other modifier is regarding your faction class, and the base’s faction class. Regard the political spectrum below to figure out modifiers:
Houses/Police – Corporations – Miners/Spacers – Major/Minor Pirates – Revolutionaries
To figure out the modifier for faction type, you need to find your faction class, and find the faction’s class that you are blitzing, and then find the number of spaces between them. All blitz rolls start at 10.
Example: Samura, a corporation, is attempting to blitz a FA base. They have a base in the system, and the FA base is a large one. So, you add one point for the large station, making the roll an 11. Then, since the FA is a Revolutionary faction, you add 3 points, because Revolutionaries are 3 spaces from Corporations. That makes 14. So, in order for Samura to get the FA base, a 14 or higher must be chosen.
Secrecy is another action that may be used in this part of the turn. There are a number of secret bases in Sirius, or bases that are known by only a few people. These bases must be found before they can be attacked or blitzed. The bases are:
Buffalo Base, New York (Rogues)
Rochester Base, New York (Junkers)
Ouray Base, Colorado (Xenos)
Beaumont Base, Texas (Junkers)
Alcatraz Depot, California (Rogues)
Willard Research Station, California (Navy)
Nome Base, Kepler (Xenos)
Padua Base, Galileo (Rogues)
Leiden Base, Galileo (Hackers)
Pacifica Base, Bering (Unioners)
Dawson Base, Hudson (Rogues)
Barrow Base, Hudson (Xenos)
Mactan Base, Magellan (Hackers)
Montezuma Base, Cortez (Rogues)
BPA Newgate, Manchester (Bretonia Police)
Trafalgar Base, New London (Junkers)
Islay Base, Edinburgh (Gaians)
Arranmore Base, Dublin (Mollys)
Graves Station, Dublin (BMM)
Vierlande Base, Hamburg (Rheinland Federal Police)
Kreuzburg Depot, New Berlin (Junkers)
Darmstadt Depot, Stuttgart (LWB}
Vogtland Base, Dresden (Red Hessians)
Bruchsal Base, Frankfurt (Bundschuh)
Nansei Research Station, Kyushu (Naval Forces)
Kagoshima Depot, Kyushu (Farmer’s Alliance)
Kabuicho Depot, New Tokyo (Hogosha)
Fuchu Prison, Shikoku (Kusari State Police)
Ainu Depot, Hokkaido (GC)
Java Station, Tau-23 (IMG)
Cali Base, Tau-23 (Outcasts)
Falkland Base, Tau-37 (IMG)
Douglas Station, Omega-3 (BMM)
Rugen Station, Omega-3 (Daumann)
Cadiz Base, Omega-5 (Corsairs)
Ronneburg Base, Omega-5 (Red Hessians)
Briesen Mining Facility, Omega-7 (Daumann)
Elbich Mining Facility, Omega-7 (Kruger)
Freital Base, Omega-11 (Red Hessians)
Leon Base, Omega-41 (Corsairs)
Freeport 5, Omega-41 (Zoners)
Tripoli Shipyard, Omicron Gamma (Corsairs)
Ruiz Base, Omicron Beta (Outcasts)
Atka Research Station, Sigma-17 (Cryer)
Yanagi Depot, Sigma-13 (Junkers)
You can build secret bases, but only in systems where either you or a person you are in an alliance with.
To find a secret base, you must first designate which base you are looking for, and then commit some of your ships in the system to look for it. Then, the judge will pick a random number between one and twenty.
If the number is 18-20, then all the forces you committed are lost and never heard from again.
If the number is 8-18, then the force returns without finding the base.
If the number is 3-8, then the force has a battle against the enemy forces stationed at the base. The battle only lasts three rounds. If the enemy kills all of your forces, then you don’t find the base. If the enemy doesn’t kill all of your forces, then your survivors return, and you do find the base. If your forces kill all the enemy forces, then you both find and get the base.
If the number is 1 or 2, then the force finds the location of the base and returns without a battle.
Another battle action that you may do in this phase is sending out exploration parties. You can buy these during the buying phrase, and then you announce that you are exploring during this phase.
The purpose of exploration parties is to search for new systems in Sirius for your faction to colonize. You just have to choose a system that the party departs from, and the judge chooses a random number to decide what happens.
If the number is 20-10, then the party is lost and never heard from again.
If the number is 10-6, then the party returns without luck, and you may reuse them next turn.
If the number is 5, then the party is chased home by Nomads, who then attempt to invade Sirius! (The admin will decide on what happens next.)
If the number is 4 or 3, then the party finds a system with no planets.
If the number is 2, then the party finds a system with a habitable planet in it.
If the number is 1, then the party finds a system with two habitable planets in it.
Technologies may also be researched in this phase. You can buy technology grants in the buying phase, but you get them resolved here. You pay 25 credits for the technology, and if that is all that you pay, then the judge will chose a random number, and here are the options:
If the number is 20-9, then the technology attempt fails.
If the number is 1-8, then the technology attempt is successful.
However, for every extra 10 credits you pay, the random number for success is raised by one. So if you paid the 25 plus 20 extra credits, then 1-10 would be successful and 11-20 would be a failure. You can pay a maximum of 100 extra credits.
The technologies available for research are:
Improved Ships- Improves any stat of any ship type you have by one.
Improved Laboratories- Adds a +2 modifier to all technology attempts.
Improved Navigation- Cuts the cost of Exploration Attempts in half.
Other Faction Class’s Unique Unit- Enables you to research the unique unit of another faction. **May only be done once**
Part 6- Participate in Diplomacy: Now you can barter for trade, and make deals with other factions. This is also the time to interact, in character, with the other players.
There are several types of agreements that you make with another player. They are separated into two groups: Trade Agreements, and Military Agreements.
Trade Agreements:
Commodity/Credit Exchange- The most basic type of trade agreement. The players involved trade resources and credits, in whatever amounts they want, one time.
Trade Pact- A trade agreement that involves a credit or commodity trade over a period of several turns. This agreement is not binding, and may be cut off by either side at any time.
Trade Federation- A trade agreement that involves a credit or commodity trade over a period of many turns. This may be started and cut off by any agreement of two or more players, but if one player wants to cut it off, then they must declare that they are cutting off the agreement one turn, but the agreement does not actually end until the next turn.
Economic Union- A trade agreement where the factions involved pool their banks of resources and credits. Essentially, their leftover credits and resources are pooled, and all the factions involved may use them. Due to the nature of these agreements, to cut off this agreement, a faction must announce that they intend to cut off the agreement one turn, and then actually cut it off on the next one.
Military Agreements:
Non-Aggression Pact- An agreement by two or more factions that promises no attacks on each other for a set amount of turns. Any faction may cut off this agreement at any time.
Coalition- An agreement by two or more factions that promises their cooperation to achieve a common goal. Due to the nature of these agreements, to cut off this agreement, a faction must announce that they intend to cut off the agreement one turn, and then actually cut it off on the next one.
Alliance- A solid agreement by two or more factions that promises total cooperation for many turns. Due to the nature of these agreements, to cut off this agreement, a faction must announce that they intend to cut off the agreement one turn, and then actually cut it off on the next one. While an alliance is running, neither side can attack the other.
Treaty- An official agreement that ends a conflict. This agreement can only be reached if both sides meet at a neutral location and agree to a set of terms brought up by either one of the parties, a neutral party, or a mediator. The treaty must be given a name (IE: The Treaty of Manhattan), and must be “signed” by both side’s leaders, as well as one neutral leader as a witness.
In addition, each faction can have a certain feeling towards others. These feelings, like the reputation system in Freelancer, are important to other factions, so they are aware of how others see them. If you choose to do this, then you should also note which factions you have agreements with. Here are the available feelings:
Very Friendly
Friendly
Supportive
Neutral
Unsupportive
Unfriendly
Very Unfriendly
Also, there are a few states of war that you can be in with another faction:
Border Dispute- A small war, usually in one or two systems, where you can choose whether or not to attack the other side if they enter one of your systems.
Open War- A large war in which any enemy ship enters a system that you control, then they are attacked.
Total War- A massive war in which any enemy ship to enter a system you have a base in is attacked.
That completes the steps for a turn.