Star trek - Dark Future
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Star trek - Dark Future

A forum for a PBeM in an alternative dark future of the star trek universe. Loosely based on the Birth of the federation computer game
 
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» Known Alpha Quadrant Map - Stardate 2264 (turn 15 - 19)
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 Actions per turn

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Q
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PostSubject: Actions per turn   Actions per turn Icon_minitimeMon Aug 29, 2011 5:32 am

FREE ACTIONS:

Boost research: (State amount of credits) to (Name appropriate research)

This allows a player to use existing credits to boost the indicated research on a 2:1 credit to research value.

Build Ship: (enter ship) at (give coordinates of system)

For this action to be successful you need a Shipyard at the coordinates of the system and you are limited to the population of that system in regards to how many ships you can build at a time. As a free action this means it can be moved on following Turn actions in the same turn submission.

Halt Research: (State which one)

Your current research in a particular field will be halted and your investment so far noted so you may continue in a later turn.

Halt production: (enter structure or ship) at (give coordinates of system)

this will stop any building happening that you specify but the amount of production used will be noted and you may continue it on a later turn.

Load Troops: (Give coordinates of troops) into (name which troops transport)

This order loads mustered troops into a troop transport, they will then be moved with the troop transport until unloaded or used to assault a planet. Please note that a Troop Transport Mk1 will only carry 2 ground units. A Troop Transport Mk2 can carry 4.

Unload Troops: (Name sector and ship)

This order will only work on systems that you have colonized and currently own. This is not the same as Invading a planet, that is a seperate action.

Research: (State new classification of vessel available on Blueprints section of turn sheet)

Your research points are used to put towards ship research and advanced structures. The cost and whats available to you will be shown on your current turn sheet, each race has differing costs. All research will be divided between however many projects you wish to pursue evenly. You may halt any research with the appropriate action and your score in each task will be saved.

Scrap: (name structure or ship) at (name owned planet)

This order allows a player to scrap a structure or vessel/outpost/starbase they no longer want, in return for this they will be rewarded with 1/2 the credit cost that was used to buiild it.

Train Ground Troops: (Give coordinates of system)

Issue this order and train and create a fighting force that can be used to defend your planet from planetary invasion or be deployed in a planetary invasion. This is limited to the the population of the planet or planets per turn submission. Please note that recruiting troops on occupied planets cost double as it takes a little more effort to recruit troops from an occupied planet as they wont exactly be happy about it, but upon creation they will be as loyal as normal troops.

Cost: 1000 Production per ground unit.
Cost: 2000 Production per ground unit on occupied planets



STANDARD ACTIONS:

Build: (enter structure) at (give coordinates of system)

***Please note that any build action will be built to full capacity 'if possible' and in turn sequence within a single turn submission, so if turn 2 or 3 build actions are attempted and no production or credits are available to complete it as you have already spent all your resources, then only a partial build or a failure will result***

Issue this order to build any ship or structure you have access to. To begin with you will have the option of building the following:

Shipyard: These extend your movement within the Galaxy, providing the ability to travel up to 3 sectors in any direction outside of your empire held sectors. This range obviously starts at the system with the shipyard in. Your starting system starts with a shipyard. Starships can be built upon any planet with a shipyard, however you can only create 1 ship per turn per shipyard, however this is increased by the population of the planet, if a planet is level 5 then it can create 5 ships per turn.
Cost: 2500 Production

Bunker: This provides good defense against planetary invasions. Ferengi cannot build these structures, max 1 per world.
Cost: 1500 Production

Shield Generator: This provides good defense against Orbital bombardment by the feared Strike Cruisers, providing some protection to your structures. max 1 per world.
Cost: 1500 Production

Production Factory Lv1: This provides your system with +1000 production per level that can be used to build structures or ships. You start with 1 production factory on your home system. max per system is 1
Costs: 1500 production lvl1/3000 lvl2/4500 lvl3/6000 lvl4/7500 lvl5

Research Labs Lvl1: This provides a bonus to your worlds research score by +1000 per level each turn. Please note your home system starts with a Lvl1 Research Lab. Max 1 per world
Cost: 1500 production lvl1/3000 lvl2/4500 lvl3/6000 lvl4/7500 lvl5

Intelligence facility Lvl1: This provides a bonus to your worlds Intel Strength score each turn. Each level of Intelligence facility provides a +1000 Intel strength per level that can used on either internal defense protecting from prying intelligence organisations of other races or offensively on Espionage or Sabotage. Please note you start with a Lvl 1 Intelligence facility in your starting system. Max 1 per world.
Cost: 1500 production lvl1/3000 lvl2/4500 lvl3/6000 lvl4/7500 lvl5

Food Farm Lvl1: This provides your system with the food it needs to prosper and survive. Each Level of Farm within a system increases the systems ability to hold a higher population and in effect allow higher levels of Research, production, intelligence and energy structures. Please note you start with a Lvl1 Food Farm in your starting system. Max is 1 Farm per system.
Cost: 1500 production lvl1/3000 lvl2/4500 lvl3/6000 lvl4/7500 lvl5

Energy Plants Lvl1: This provides a system with the ability to host more structures, each level of plant is needed to create and maintain 6 structures (6 energy slots), however a higher lvl structure requires an extra slot of energy consumption, please note you start with a Energy planet lvl 1 in your starting system and that energy plants do not consume energy slots. Max is 1 per system.
Cost: 1500 production lvl1/3000 lvl2/4500 lvl3/6000 lvl4/7500 lvl5

Orbital Batteries: A network of torpedo launchers used to defend your ship against Raids and Invasion, the more the better, trust me you will need them. Please note that in terms of them being powered by your energy plants every 10 Orbital Batteries requires 1 Energy slot.
Cost 500 production each

Scanners: This provides scanning in its home system and surrounding systems,the strength of the scanner decreases as it expands, scanners will detect all ships within 2 spaces of home system in exactly the same way a shipyard provides movement. The power of the scanner decreses as it expands from its centre limiting its ability to detect cloaked vessels significantly. This scanning power can also be decreased by nebulas and black holes. However it can help scouts who can use the scanner to boost there chance of detecting cloaked vessels. Your starting system starts with a Scanner. Please note you may only have 1 scanner per system.
Cost: 1000 production.

Dilithium Mine: This structure allows you to mine a dilithium system, the more dilithium the more ships you may have. At this time, each Dilithium Mine provides you with the ability to create upto 500 points of maintenance in ships/outposts and starbases. Please note you start with a Dilithium mine on your starting system for free and it does not consume an energy slot.
Cost: 5000 production.

-------------------

Create Trade Route: (enter starting system) to (enter final destination)

Each system is able to create upto 3 Trade routes, at population level 1 only 1 trade route is available, at population level 3, then 2 become available and at level 5 you have 3 trade routes. they can only be placed to systems you own or with other factions you have a Friendly Alliance or better with. Each faction may not place multiple trade routes to the same system. Please note that the Ferengi can trade with any inhabited system they discover that they are not at war with. Each trade route at this time offers 250 credits, Credits may be used to bribe or help other factions as gifts or tribute or they may be used to help in production on a 1:1 value added to the task. Each Create Trade route action allows you to set up to 3 individual trade routes.

Load Troops: (Give coordinates of troops) into (name which troops transport)

This order loads mustered troops into a troop transport, they will then be moved with the troop transport until unloaded or used to assault a planet. Please note that a Troop Transport Mk1 will only carry 2 ground units. A Troop Transport Mk2 can carry 4.

Unload Troops: (Name sector and ship)

This order will only work on systems that you have colonized and currently own. This is not the same as Invading a planet, that is a seperate action.

Train Ground Troops: (Give coordinates of system)

Issue this order and train and create a fighting force that can be used to defend your planet from planetary invasion or be deployed in a planetary invasion. This is limited to the the population of the planet or planets per turn submission. Please note that recruiting troops on occupied planets cost double as it takes a little more effort to recruit troops from an occupied planet as they wont exactly be happy about it, but upon creation they will be as loyal as normal troops.

Cost: 1000 Production per ground unit.
Cost: 2000 Production per ground it on occupied planets.

Train Crew: (enter ship/Fleet name) at (give coordinates of home system)

Players may elect to train ship crew at a special structure they possess, the only race that cannot do this is the Ferengi, they can never train ship crew for battle situations yet their crew can gain experience in real battles. this is done to try and offset their ability to trade with just about anyone for no reason. Also doing the action prevents the vessels from moving.

Upgrade: (enter structure) at (give coordinates of system)

This allows you to upgrade a structure to its next level, please note at this time this can only be upgraded to a maximum of 5. To upgrade a structure you must do this in order, Lvl1 --> Lvl2 --> Lvl3 etc. You also need to have a Food Farm at the same level or higher and don't forget that it take up energy slots equal to its level. Please note the only exception to this is the Energy Plant which can be increased in Lvl freely.
Cost: 3000 lvl2/4500 lvl3/6000 lvl4/7500 lvl5



MOVEMENT ACTIONS:


Annex system (enter system cordinates) with (name scout vessel)

This action will only work if a sector has no planets or is not controlled by someone else and you will need an adjoining sector next to it under your control. You will need a scout vessel in the sector to do this, as it scouts the sector and sets up territory markers in the system in the following turn if you have not been disrupted by enemy ships then you claim the sector as your own. This can be disrupted by enemy vessels destroying you or chasing you out of the system or simply by being present in the system when you attempt the Annex. Please note this does not work on contested sectors.

Hostile Annexation (enter system cordinates) with (name Strike Cruiser)

This action will only work if a sector has no planets or outposts/starbases in it. You will need a Strike Cruiser class vessel in the sector to do this, this is a full action so a Strike cruiser vessel would need to move to that sector and then begin the Hostile Annexation. This will only work if you have a sector of your own bordering this targeted system. Then a countdown would begin, the Strike Cruiser needs to survive for 2 full turns at the end of which if it has not been removed then the system belongs to you. Of course this is only going to work if you have an adjoining system under your control. This will work on Contested systems.

Colonize System:(enter ship/Fleet name) at (give coordinates of system) Ship Orders: Engage/flee/Hail

You need a colony ship to do this and the system must be uninhabited, each turn this order is used the system becomes more inhabitable until its finally ready for colonization. Multiple colony ships will speed up this task significantly Once completed the a Colony ship will be used up populating the system and providing you with a Food farm lvl1 and a Lvl 1 Energy Plant. If you give a multiple turn order to a lone vessel or fleet while it is in the process of Colonizing then this action will fail. Please note, outside of your empire you can only travel up to 3 squares in any direction from an outpost/starbase or shipyard.

Create outpost:(enter ship/Fleet name) at (give coordinates of system)

A troop transport can provide more than invasion ability, it can create a strategic and powerful space station that can extend your galactic range for for Troop Transports and Colony ships. A space station allows any vessel to travel up to 3 sectors in any direction outside of enemy held space within range of said outpost or starbase.

Form/Break Fleet: Form Fleet at (Enter sector) with (name all vessels within your own empire controlled space.)
You may opt to instead break up a fleet, simply state on your Break Fleet order how you want to do this.


Intercept:(enter your ship/Fleet name) at (give coordinates of system)

Dont wont other factions racing through your space to strike at your systems or Outpost, or simply looking to stop people crossing into your sovereign territory, then this is the action for your fleet. Please note colony, troop transports and strike Cruisers add nothing to your chances or intercepting. Beware at this point an intercepting fleet will automatically go for the first fleet/ship that tries to enter your space and comes within range, should they fail then they will wait for another, if they fail totally or no one violates your space they will remain in position. They will only successfully intercept one fleet/ship per turn submission and if you give a multiple turn order to a lone vessel or fleet while it is in the process of Intercepting then this action will fail..

Move Fleet or Ship: (enter ship/Fleet name) at (give coordinates of system) to (give coordinates) Ship Order: Engage/Flee/Hail

Each ship or fleet can move an unlimited amount within its own empire held systems. Outside of your empire held space you may only move up to 1 square per turn. Please note, outside of your empire you can only travel up to 3 squares in any direction from an outpost/starbase or shipyard.

Planetary bombardment:(enter ship/Fleet name) at (give coordinates of system) to (give coordinates) Ship orders: Engage/Flee/hail

Move your fleet/ship to bombard a planet, this gives a chance per strike cruiser of destroying enemy installations like shield generators, Bunkers and other random non combat facilities, please note that only Strike cruisers alone or as part of a fleet are calculated in the success rate of this action. An order to Bombard a planet will be executed on each standard action until ordered to stop. Please note, outside of your empire you can only travel up to 3 squares in any direction from an outpost/starbase or shipyard.

Planetary Invasion:(enter ship/Fleet name) at (give coordinates of system) to (give coordinates) Ship Orders: Engage/Flee/Hail

Move your invasion fleet to the system indicated. The troop transports will then unload any Ground forces they possess and attempt to take control of the planet. This action can only be accomplished if you have declared war, see Declare War action for more details. Please note, outside of your empire you can only travel up to 3 squares in any direction from an outpost/starbase or shipyard.

Raid(enter ship/Fleet name) at (give coordinates of system) to Raid (give coordinates)

Raiding allow ships to raid a opposing empire. They must be present within a enemy sector within range of a shipyard/outpost or starbase Each ship provides a chance of success. Each system being raided can produce credits equal to the amount of systems held by the targeted empire divided by the production produced by the targeted empire. Raiding a sector with a colonized system will provide a bonus of any spare credits owned by the targeted empire divided by the colonised systems held in total by targeted empire. Please note, outside of your empire you can only travel up to 3 squares in any direction from an outpost/starbase or shipyard and only at a rate of 1 sector per turn.

Refit: (enter ship/fleet name) at (give coordinates of system) to (give coordinates of shipyard)

This refit order is designed to upgrade Mk1 vessels to researched Mk2 vessels of the same class, this action requires the ships being refitted stay at that location for 1 full turn past arriving at said system.



INTEL ACTIONS:


Adjust Intelligence: (State Type) and (amount) and (Target)

Each faction has an intelligence division, within this there are 3 types you can adjust: Espionage, Sabotage and Internal. You state as a percentage(%) how much you wish to focus on each and against who. To start with your Intelligence division strength is on 100% internal. You may also use this action to state which faction you are concentrating on. Your Internal defense does not affect foreign factions it merely protects you against enemy intel.



DIPLOMACY ACTIONS:

Break Pact/Treaty (name treaty or pact)

This action breaks an existing treaty or pact in place between 2 empires. With immediate effect all trade routes are cancelled on both sides. Opposing ships are transported back to the nearest friendly territory (Q decides the exact locations). For all intents and purposes the treaty is over...

Bribe/Tribute to Minor Race (name of minor race) (amount of credits)

This action only applies to the 1 system minor races dotted around the Alpha quadrant. This will increase an existing diplomacy rating with a said minor race. This will eventually increase their rating towards you to the point they start offering Friendship deals and affiliation and finally they may even ask to join your Empire. However other empires giving tribute towards the same race will adversely affect your rating with that race and in turn increase theirs. Other acts that help these minor races also will increase ratings with them, so while giving credits to these minor races is the main driving force in getting them to join your empire other factors would also help.

Create non-aggression pact: (State faction) for (state length 5/10/15/20/25 or indefinite turns)

Each players must do this same pact order on the same turn for this to work. It brings with it an agreement that each faction involved cannot pass through each others borders. This will then reveal your systems to each other, please note this will show existing systems, nebula, Black holes and Wormholes, it will not show location of ships, outposts, or starbases This can be broken by a Break pact order or by declaring war!

Create friendship pact: (State faction) for (state length 5/10/15/20/25 or indefinite turns)

Each players must do this same pact order on the same turn for this to work. It brings with it a mutual friendship between both factions and a willingness to begin trade. It is similar to the Non aggression pact except the added bonus of setting up trade routes on the following turn. This can be broken by a Break pact order or by declaring war! Breaking this pact causes all trade routes on both sides to each other to be cut.

Create Military Affiliation pact: (state faction) for (state length 5/10/15/20/25 or indefinite turns)

Each players must do this same pact order on the same turn for this to work. It brings with it a military alliance allowing trade routes to be made between the factions and a sharing of military resources, both affiliated races can use each others outposts/star bases or shipyards to extend the range of there ships and movement across the galaxy. This level of cooperation reveals to each other the location of each other ships/outposts/starbases and special systems.

Create Alliance: (state faction) for (indefinite turns)

Each players must do this same pact order on the same turn for this to work. It brings with it a full blown alliance in which trade routes can be made between them, use of all military outposts/star bases or shipyards to extend the range of ships throughout the galaxy.
Two empires joined in an Alliance treaty can if they so choose, pool their Intel strength and defense into one lump sum. This is then adjusted as both parties see fit, however both parties must agree on its use or its sits on 100% internal defense as the alliance bickers among itself and choas reigns. Any structures giving a Bonus to Intel for either empire will only produce half the bonus as a result, but will provide the halved bonus to both Empires.
Another bonus of having a Full Galactic Alliance is that if both players agree they can nominate a Mk1 ship type they both own of the same category and create a Hybrid version, with both empires researching this vessel together. These Hybrid vessel once researched can only be built by the Alliance and will only be able to be built while the Alliance remains in play, if the Alliance breaks then any partial production of said vessels is lost and no further Hybrids can be created again until the alliance is reformed. The reason for this is because technology and expertise from both empires are required to create them.
You may only have a Alliance with 1 other empire at any one time.

Declare War: (State enemy empire(s))

Declare war on any empire, this dissolves any other treaties between your two empires and stops any trade routes between them. This action takes 1 full turn submission to come into effect from declaration. So you cannot assault planets until that 1 full turn from declaration of war has expired. I.E. You can start attacking systems on the following turn submission.

Diplomatic Contact: (state both participating races other than yourself)

A race that has had contact between two race that have never met in the usual first contact scenarios can gain first contact relations with this order. All 3 parties must do this order on the same turn for it to be successful.

Tribute/Gift: (State amount of credits) to (state faction)

This allows a player to give a tribute/bribe/gift, call it what you will to another faction, this can only be taken from your current turn sheets credit value.


Last edited by Q on Fri Feb 10, 2012 7:21 am; edited 4 times in total
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Posts : 243
Join date : 2011-08-29
Age : 49
Location : manchester, uk

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PostSubject: EMPIRE ACTIONS   Actions per turn Icon_minitimeFri Jan 13, 2012 8:29 am

EMPIRE ACTIONS:

A new spin on action processing in regards to Build actions. Instead of using a Standard action to create a single Production/Intelligence or Research you may instead choose to change the Standard action to a Empire Action andcreate multiple structures of the same type upon multiple worlds.

For example instead of

STANDARD ACTION 1:
Create 'Production factory Lvl 1' on 'Planet A' cost = 1500

you can now substitute a standard action for an empire wide one.

EMPIRE ACTION 1:
Create 'Production Factory Lvl 1' on 'Planet A' cost =1500
Create 'Production Factory Lvl 1' on 'Planet B' cost =1500
Create 'Production Factory Lvl 1' on 'Planet C' cost =1500
Total = 4500

let me know if you have any issues or are confused by this.
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