Warlords of the Omris Sector is a turn-based strategy game for 3-8 players. Each player takes the role of a military faction seeking to rule the sector. The game will begin in 2-3 weeks or when we reach 6 or more players, when the mod (me) sends a personal sheet link to all participants.
Bluntly, I've written a lot of stuff for this. I believe it has the potential to be my best setup yet.
@Bertie Wooster@GhostofNobodyInParticular@idjmv (more regulars will be mentioned as they arrive.) Anyone who wants to participate is welcome. No prior experience required, though there is a learning curve I'm happy to help.
In addition, there are some changes being implemented:
Titles are a reward for meeting certain goals, such as fielding a given number of forces or exploring a given number of planets. As the game progresses, players will become qualified to earn additional titles. The first player to earn 8 titles wins the game.
For example, George owns 2 worlds with a devoted approval status. He receives a PM from the mod informing him that if he reaches devoted approval on 6 worlds, he will gain the title "Renowned Ruler."
Public and private quests will be issued over the course of the game. Some will offer titles or rewards, while others involve making trade offs.
Dashed hyperlanes open and close regularly; the mod will announce when a given color is available.
The combined squadron and command values of a ship form its total capacity; a ship can carry any combination of ground forces and squadrons up to this value, but cannot carry more squadrons than its squadron value allows.
When a ship becomes scarred, it can be repaired when orbiting a friendly planet. The cost to repair a scarred ship is its points cost divided by its engineering value, rounded up.
For example, an ISD-2 has a command value of 3 and a squadron value of 4; it could carry 4 squadrons and 3 GF, or 1 squadron and 6 GF, but not 5 squadrons and 2 GF. If it were to become scarred, the repair cost would be 120 / 4 = 30 credits.
There are 5 levels of approval with a populace: devoted, cordial, neutral, wary, and hostile.
When a planet is conquered, approval moves to the opposite side of the spectrum (for example, a devoted planet becomes hostile, a wary planet becomes cordial, and a neutral planet stays neutral.)
Devoted planets produce 130% of their credit/industrial values, rounded down.
Cordial planets produce 110% of their credit/industrial values, rounded down.
Wary planets produce 90% of their credit/industrial values, rounded down.
Hostile planets produce 70% of their credit/industrial values, rounded down. Defending GF have a -1 roll modification in combat.
Approval can be improved by up to 1 stage per turn, for the cost of 30 credits or 1 Angrain.
There are 5 resources in Warlords of the Omris Sector: Angrain, Coaxium, Magnite, Tibanna, and Void Pearl. Unlike credits, these resources can be kept and accumulated from turn to turn. Planets will produce these goods, and they may also be available as rewards. Some planets may produce fractions of a resource; only whole numbers can be used or traded on the market.
Angrain: Hardy, nutrient-dense and non-toxic to many species, this blue-green crop can keep entire planetary populations fed across a wide range of climates. And a fed world is generally a happy one. Each turn,1 unit may be spent per planet to immediately raise approval by 1. Holds a constant marketplace value of 30 credits.
Coaxium: A volatile but unparalleled hyperfuel. Thrill-seekers will love it, hyperdrive mechanics less so. Each turn, up to 1 unit may be spent per ship to allow that ship to perform an additional jump.
Magnite: Required for the creation of powerful tractor beams, these crystals lift industry to new heights both figuratively and literally. Each turn, 1 unit may be spent per planet to immediately, permanently increase the credit value by 1.
Void Pearl: Actually a rare gemstone formed exclusively in low-gravity environments, these iridescent red orbs enable the construction of advanced lenses and other precision sensor equipment. Each turn, any number of units may be spent; for each, the player receives a report on another world’s credit and resource values, and the total value of any orbiting fleets.
Tibanna:A key ingredient in blaster packs and other weaponry, any well-equipped army will find gaseous Tibanna invaluable. Each turn, up to 1 unit may be spent per planet to produce an additional GF.
In addition to their innate uses, resources can be bought and sold on an open market managed by the moderator. If multiple players attempt to buy more units of a resource than are available, each player receives an even share of the available resources, rounded up. Trading and bargaining between players directly is still allowed.