Wednesday, December 31, 2008

War Intensifies

Dateline: Mykonia
The War between the Dominion and the Tharinian Republic intensified today, as Axis squadron continued it's rampage with a victory over the Mykonian Grand Fleet at Mykonia. The battle was intense, and according to a Mykonian government official the Grand Fleet was "not completely destroyed" and has retreated to another position. The Axis Squadron is currently blockading Mykonia.

Dateline: Traxon
In other war news the Praetorians have clearly entered on the side of the Dominion by attacking a small Tharinian force over Traxon. According to our sources they arrived just several hours ago to find the un-named Tharinian force making a hasty retreat. Though this has created some relief on Axis, several other Dominion planets are still under blockade by the Tharinians. The UK and FDE still remain uncommitted, though there were unconfirmed rumors that the Dominion was in talks with the FDE. Also, the Tharinian Senate is rumored to be considering opening talks with the UK, an empire which has thus far maintained general neutrality in galactic politics. Only time will tell how this will unfold, and when it does, you can count on the GNN to bring you the most detailed and up to date information, assuming there aren't any laser cannons trained on our broadcasting equipment. This is the Galactic News Network, Thain.

Announcement

Starting this Friday players may not take another turn until they have their status reports in for the week.

Tuesday, December 30, 2008

Dominion and Tharinians at War

Location: Thain
Yesterday the Axis squadron attacked the Tharinian home world of Thain. The events leading up to this attack are as follows:
-The Dominion caught several Tharinian spies that had infiltrated the Axis Squadron. This caused general outrage in the Dominion's government, which issued a demand for resource reparations to the Tharinians.
-The Tharinian government apologized for the spies, and agreed to pay reparation on the following turn.
-While the Tharinians were collecting the reparations, the Axis squadron warped in above Thain.

When the Axis squadron had fallen out of warp, the order was given for the high fleet to engage. It did, and do to gross mismanagement of forces, was obliterated in minutes. Axis squadron is said to have taken minimal casualties. It was rumored that Admiral Benbow had been ordered to attack with his Strikers, but the order was never carried out do to the fact that Axis Squadron left Thain early this morning. It is rumored they were headed toward the Mykonian Star Empire, which had allied itself with Thain. When reached for comment, Admiral Benbow said that he was "smoking a pipe right now, so bugger off you vultures!" It is not yet completely clear whether the UK, Praetorians, or FDE have aligned themselves yet, though we have gotten a report that the Praetorians are currently Allied with the dominion. That is all the information we have at the moment. Look for an investigative report by Snapper Carr in the coming days. This has been a Galactic New Network Report.

PUBLIC SERVICE ANNOUNCEMENT: If you are outside of the Thain system, you may be getting this report later than we would have liked to get it out to you. This is because the Tharinian government ordered a strict radio silence while the planet was under blockade. We tried to transmit anyways, but our station was almost instantly blown off the face of the planet by spaceship fire. As it turned out, it's a lot easier to get a firing lock on places that are transmitting radio signals. We assume that is why the radio silence was ordered. We are working on this problem, and hope that next time, if our headquarters come under attack, we will have a way to transmit and not get blown up. As it is, it would be reasonable to expect a delayed story if Thain comes under attack again. Thank you, and goodnight.

Friday, December 26, 2008

Week 2 Status Reports

The Dominion:
(Utopia)

Planets: 5
Axis
Traxon
Radris
Kadish
Char

Uncolonized Planets: 17

Armies: 4
Traxon Guard (green)
Radris Guard (green)
Kadish Guard (green)
Axis Guard (green)

Fleets: 1
Axis Squadron (green)

Mykonian Empire:
(Planetary council)


Planets: 5
Mykonia
Taerwadi
Drak
Hyde
Mnosjetz

Uncolonized planets: 11

Armies: 2
Mykonia Guard (green)
Drak Guard (green)

Fleets: 1
Mykonia Grand fleet (green)

Praetorian Empire:

(Utopia)

Planets: 8
Hôgdig
Çheroñ
Jinion
Miry
Novæle
Wentyre
Seränt
Preatoria

Uncolonized Planets: 8

Armys: 1
Quasar Legion (green)
Çheroñian Army (green)

Fleets:1
Hôgdigian Fleet (green)

The Tharinian Republic:
(Utopia)

Planets: 6
Thain
Khalen
Arisne
Antioch
Texla
Midgard

Uncolonized Planets: 26

Armies: 5
Thain’s Crusaders (green)
Guardians of Khalen (green)
Argonauts (green)
Spartans (green)
Alpha Legion (green)

Fleets: 2
High Fleet (green)
Admiral Benbow’s Strikers (green)

The United Kingdom:
(Planetary Council)

Planets: 6
Great Britain
Greenland
India
New World
Shanghai
Greece

Uncolonized Planets: 20

Armies: 4
Her Majesty's Royal Highlanders (green)
Indian Guard (green)
Redcoats (green)
Savage Norsemen (green)

Fleets: 1
British Navy (green)

Colonized: 30
Total: 112

Allowed: 60
Needed to Win: 20

Friday, December 19, 2008

Planet Cap

Just to clairfy, the planet cap only takes effect on a friday. So you all have another week to find as many planets as you can.

Week 1 Status Reports

The Dominion:
(Utopia)

Planets: 3
Axis
Traxon
Radris

Uncolonized Planets: 4

Armies: 2
Axis Guard (green)
Traxon Guard (green)

Fleets: 1
Axis Squadron (green)

Mykonian Empire:
(Planetary Council)

Planets: 4
Mykonia
Taerwadi
Drak
Hyde

Uncolonized Planets: 2

Armies: 2
Mykonia Guard (green)
Drak Guard (green)

Fleets: 1
Mykonia grand fleet (green)

Praetorian Empire:
(Utopia)

Planets:4
Hôgdig
Çheroñ
Jinion
Miry

Uncolonized planets:2

Armys:1
Quasar Legion (green)

Fleets:1
Hôgdigian Fleet (green)

Tharinian Republic:
(Utopia)

Planets: 3
Thain
Khalen
Arisne

Uncolonized Planets: 11

Armies: 3
Thain’s Crusaders (green)
Guardians of Khalen (green)
Argonauts (green)

Fleets: 1
High Fleet (green)

The United Kingdom:
(Planetary Council)

Planets: 5
Great Britain
Greenland
India
New World
Shanghai

Uncolonized Planets: 9

Armies: 1
Her Majesty's Royal Highlanders (green)
Indian Guard (green)

Fleets: 1
British Navy (green)

Colonized: 19
Total: 47
Allowed: 60
Needed to Win: 13

Thursday, December 18, 2008

Rule Clarification

Each planet may only be grown once per turn. One of the players was growing multiple population per turn. He has been set straight and given a small handicap to offset his mistake. Just making sure that the other players are doing this right.

Tuesday, December 16, 2008

Praetorians and FDE on Brink of War

At 17:45 this afternoon a tip came in from the GNN station on Mykonia that war had supposedly broken out between the FDE and the Praetorium. This statement has been investigated, and though open hostilities have not yet broken out, the situation is at a critical juncture. In a statement issued by the Praetorium the Praetorians "do not wish to have war but... refuse to pay the FDE any money to stop it". Fred has not yet put out any official statement. The situation remains tense, and tonight the Tharrinian Senate and the Mykonian government officials are both in special sessions discussing plans of actions for any and all contingencies. It is not yet known whether word has spread to the Dominion and the UK or not. Expect further updates as the situation develops. This has been a Galactic News Network report.

Monday, December 15, 2008

Rules Q&A No. 1

I'll be putting up rule questions and my answers up hear so that we all can see them. I'll also slowly compile a sort of rule FAQ.
  • Do Artillery and Command Ship specials stack? Yes
  • Do unit powers that negate the abilities or bonuses effect only the opposing column or do they effect the entire enemy army or fleet in general? They only effect the opposing column.
  • Can you recon uncolonized planets? No, and when you recon a player you don't see the names or number of the uncolonized planets they control.
  • Do the combat bonuses of planetary guns and star fortresses stack? Yes
  • Can multiple buildings be built on the same turn? No, only one per planet per turn.
  • Can class B and D upgrades be added to an army out of stated order? Yes, but they still must be researched in order.
  • Does moving population between colonized planets require a colony center? No, it does not
If you have other questions don't be afraid to ask. Hope this helps!

Christmas Time

Christmas is coming and so is the busyness that comes with it. If you are going to be unable to take your turns please let me know. We will consider pausing Galaxy.

Saturday, December 13, 2008

The Unfall of Fred

Dateline: Proximas Daphnar
Tharinian explorers who landed on the world they called Proximas Daphnar have discovered the remains of an empire there. They have read the historical records, and found that the world was once known as Kalulula. It was supposedly the center of an intergalactic empire led by Fred. How the Heck Fred got to where he is now, no one knows but us. And soon you will too! We go now live to our reporter on Galactic.

Dateline: Galactic
This is Snapper Carr reporting. I've just finished an extensive look into the history of how Fred came to be ruler here. I also think that I haven't broken any laws, though that may be disputable. Anyhow, here is a rough timeline of how Fred got here, after he was supposedly murdered by crazed revolutionaries:
1 day after the fall of Kalulula: Fred's body was analyzed by forensic scientists, who determined that it was not Fred after all, but his little known twin brother, Ed.
3 days after the fall of Kalulula: Records are re-assessed. As fate would have it, a small interstellar ship left orbit shortly before the attack at Fred's office. Fred was on this ship, and meant to find another empire to rule.
About 2 years ago: Fred lands on a semi-modern planet that had been thrown into civil disorder by massive anti-cheese riots. In the confusion that follows Fred's arrival, Fred somehow seizes control of the military, takes over the planet, modernizes it, and calls it Galactic. The details of how he did this are sketchy, but it is rumored that more than a few people were kicked into jet engines during the ensuing war. Either way, now Fred is in charge of a peaceful and stable planet. And those are the facts, as far as we can tell. And you've heard it strait from an investigative reporter's mouth. This is Snapper Carr, coming to you from Galactic, signing out.

Monday, December 8, 2008

The Players

These are the factions vying for control of the galaxy. This list will be expanded as more players join in.

The Dominion:
Jordy Shute

Homeworld -- Axis
Army -- Imperial Guard
Fleet -- Axis Squadron

Steps of the Senate, Axara City, Axis - The crowd grows silent as the chairman begins to speak, "Today, people of Axis, is the day we have long awaited. At 14:38 this morning the starship Valkyrie broke the light barrier and cruised to the outside of our star system." People explode into cheers. After a minute the man continues, "With this new technology our ultimate dreams can and will be accomplished. We will push back the black tide of space, our empire will expand and our citizens will grow wealthy. Today is the beginning of a new era, an era of peace and prosperity. For, from this day forth, we shall spread our influence throughout the galaxy. We shall establish dominion over all." The man picks up his notes and quietly walks inside as the crowd erupts into wild shouts of joy.

Fred's Dominating Empire:
Caleb Clemmons

Homeworld -- Galactic
Army -- The Dominating
Fleet -- The Destruction

Fred's Dominating Empire has returned and there is nothing you can do about it.

The Mykonian Empire:
Noah Shute

Homeworld -- Mykonia
Army -- Mykonian Guard
Fleet -- Mykonian Grand Fleet

Praetorian Empire:
Marc Cartier

Homeworld -- Hôgdig
Army -- Quasar Legion
Fleet -- Hôgdigian Fleet

The Tharinian Republic:
Dominic Blanchard

Homeworld -- Thain
Army -- Thain's Crusaders
Fleet -- High Fleet

From the desk of the President, to the People of Thain: The Nations of Thain were once on the brink of destruction. Years of war had wracked our continent. Then it happened. The spaceship wrecked at the center of the continent. It changed everything. With the realization that Thain was not the only world possessing sentient life, we put aside our differences as counties and came together as a world. That was nearly three years ago. Since then, we have analyzed, and reproduced, this technology. And today, Thain launched its first interstellar spaceship. With a successful jump to Proximus Daphnar, and a safe return trip, we have proven our mastery of this technology. My fellow Tharinians, our destiny now lies with the stars!

The United Kingdom:
Michael Swift

Homeworld -- Great Britain
Army -- Her Majesty's Royal Highlanders
Fleet -- British Navy

Shortly after the European Hegemony's hostile takeover of Great Britain on Earth, the British Anti-EH movement was rounded up en masse, put into suspended animation, and launched on a decades-long flight to a distant colony world. When they arrived on this planet, our ancestors named it after the country they loved, and built their civilization on memories of the glorious British Empire. Now, faster-than-light travel has allowed Her Majesty the Queen to look beyond the confines of our world and expand the rule of the Crown into outer space. The sun will never again set on the British Empire.

All armies and fleets are experience level green. All nations are governed by planetary councils and have no uncolonized planets. Thank you all for playing!

Colonized Planets: 6
Total Planets: 6

Planets Allowed: 60

Welcome

Welcome to the blog for Galaxy II.

To join the game email me at shutebros@npgcable.com. Include your empire, starting planet, army and fleet names. If you like you can write a paragraph about the history of your empire.

We would like be start on Saturday, December 13 if you can all make it (tell me if you can't). Please read the rules a couple of times before we start and make sure you understand everything. If you have any questions or comments about the rules please email me or comment to this post.

Dominic will be giving us news reports about the events in galaxy from GNN news. While we play he will be making news bulletins and posting them here. During the game if you have any major news (battles, government changes, etc) you can send it to him.

Welcome to the game!

Saturday, December 6, 2008

Strategy Tips for Beginners

These are just a few tips for beginners. The main tip is NEVER ASSUME THAT OTHER PLAYERS ARE DOING WHAT YOU ARE! There are many different ways to rule the galaxy. Here are few tips...
  • Expand quickly. Only a certain number of planets can be discovered, so it is important to claim as many as possible as quickly as possible. Dominic had way more planets then the other players at the end of the beta because he built two more observatories. But watch out for power hungry nations who want to grab your planets.
  • Defend yourself. I would suggest at first to build up a large fleet to defend against blockades and build a smaller army on each planet to prevent invasion. I did the opposite during the beta and ended up being blockaded a couple of large fleets which rendered my huge army worthless.
  • Govern wisely. Take advantage of the utopia or bureaucracy governments early in the game to help economic growth. Utopia's bonus of allowing planets to produce while constructing improvements will allow you to build up your planets without sacrificing production. Bureaucracy allows two expansion operations per turn at the same building, allowing you to expand rapidly.
  • Make friends. Giving a few resources or breaking a blockade to aid struggling player may seem to be a waste of resources but those players will be much more likely to came to your aid if you find yourself in a similar situation. Having a reputation for being honest and gracious will make players much more likely to take your side in a conflict.
Hope this helps!

Friday, November 28, 2008

Beta is Over

Well, the beta is over and I had a lot of fun. These are the things I noticed needed fixing and fixed.
  • The Bureaucracy is completely underpowered. I fixed it by making its cons; all expansion operations other that growth cost on energy.
  • The Hive Mind seemed underpowered. I changed it's pros to; armies and fleets may do one of each type of military operation per turn.
  • The population bonus for fleets has been taken away.
  • Trading for technologies has been allowed.
  • The Warrior States pros has been change to; all armies and fleets get a +3 combat bonus
  • Added recon of entire player that gives the same info as his status report.
  • Fixed a loophole that allowed players to skip class A and C upgrades. They must now be added in order.
  • Fixed numerous little wordings, clarifications and typos in the rules.
  • Allowed players to conduct exploration and growth ops for missed turns.
  • Made armies start with one battalion to simplify sticky situations.
  • Made armies and fleets not be able to resurrect on blockaded planets to avoid a paradoxical situation.
If you guys have any more ideas or things that need fixing please email me or comment to this post.

Friday, November 21, 2008

Week 2 (beta test)

I think it has been going well so far. The only thing I noticed was that the bureaucracy is completely underpowered. Also Dominic suggested that we should be able to trade uncolonized planets and researched technologies. I think this is a good idea.

The Dominion: (Utopia)

Planets: 2
Axis
Traxon

Uncolonized Planets: 1

Armies: 1
Brown Coats (green)

Fleets: 1
Axis Squadron (green)


Hylian Star Empire: (Utopia)

Planets: 4
Hylia
Kokiri
Hyrule
Outset

Uncolonized Planets: 3

Armies: 1
Royal Guard

Fleets: 1
High Fleet

The Mykonian Empire: (Bureaucracy)

Planets: 2
Mykonia
Drak

Uncolonized Planets: 1

Armies: 1
Imperial Guard (green)

Fleets: 1
Mykonian Grand Fleet (green)

The Foundation
: (Planetary Council)

Planets: 2
Trantor
Trondheim

Uncolonized Planets: 1

Armies: 1
Army of Nevrask (Green)

Fleets: 1
Streeling Fleet (Green)

Colonized Planets: 10
Total Planets: 16
Planets Allowed: 40

Tuesday, November 11, 2008

Week 1 (beta test)

The Dominion: (Planetary Council)

Planets: 1
Axis

Uncolonized Planets: 0

Armies: 1
Brown Coats (green)

Fleets: 1
Axis Squadron (green)

The Foundation:
(Planetary Council)

Planets: 1
Trantor

Uncolonized Planets: 0

Armies: 1
Army of Nevrask (green)

Fleets: 1
Streeling Fleet (green)

Hylian Star Empire: (Planetary Council)

Planets: 1
Hylia

Uncolonized Planets: 0

Armies: 1
Royal guard (green)

Fleets: 1
High Fleet (green)

The Mykonian Empire: (Planetary Council)

Planets: 1
Mykonia

Uncolonized Planets: 0

Armies: 1
Imperial Guard (green)

Fleets: 1
Mykonian Grand Fleet (green)

Colonized Planets: 4
Total Planets: 4
Planets Allowed: 40

Sunday, November 9, 2008

Galaxy Rules v2.0

For thousands of years, your world has been growing, isolated. You culture has become a powerful and united society. All was peaceful, until now. A new discovery, a technology that allows faster than light travel, has launched your world into a new age. Across the galaxy worlds are preparing. Now your nation is ready to spread throughout the galaxy and establish itself as the ruler of all…

Galaxy is a turn based strategy game played through email and stored in documents on your hard drive. Galaxy II is a major improvement on Galaxy with new mechanics, more interesting game play and an overhauled combat system.

General:
Playing Galaxy is a significant commitment. You won’t do very well if you miss your turn every other day. If you are unwilling or unable to keep up with your turns please do not join the game. Because Galaxy works best with a certain number of players, please no not invite anyone else to join the game without asking me first. The nature of Galaxy makes it rely on a complete honor system. Anyone caught cheating will be thrown out (but I don’t see this being a problem with you guys). If you want to join the game, send me an email with your faction, starting planet and army and fleet names.

Storing Information:
You must create a file to store information for each of the following…

A place to keep track of how much of each resource you have
Each planet -- you need to keep track of its name, population, type, unique resource and improvements
Each army -- you need to keep track of its name, number of battalions, upgrades, experience level, location and homeworld
Each fleet -- you need to keep track of its name, number of battalions, upgrades, experience level, location and homeworld
A list of researched technologies
A list of claimed but uncolonized planets and their stats
A list of unique resources

While not necessary, I would suggest keeping a list of buildings that can perform expansion operations on a separate list to avoid confusion.

Getting Started:
Your empire starts with 5 of each resource (Food, Energy, Minerals and Science), one 10 population fertile planet, with no unique resource, with a barracks, starbase, capitol, observatory and colony center already built on it. You also get an army and a fleet (experience level green) stationed on your planet with 10 battalions. The army starts with a class A1 and B1 upgrade and the fleet starts with a class C1 and D1 upgrade.

Taking Your Turn:
In galaxy players take one turn every day by collecting resources and upgrading planets, armies, fleets and sometimes engaging in diplomacy and war. A day is defined as when you get up to when you go to bed (no 1:00am turns). People who take their turns early have a slight advantage. It should take between 10 and 15 minutes per day to take your turn. If you miss a turn, you may still collect resources and conduct exploration and growth operations for your missed turn(s). Turns consist of four phases…

1 -- Check and respond to messages
2 -- Collect resources/Build improvements
3 -- Expansion operations
4 -- Military operations

The phases must take place in this order. Diplomacy and talk between players is allowed at any time. Minerals, food, energy, unique resources, uninhabited planets and researched technologies may be traded between players as part of diplomacy. Detailed descriptions of each phase are below…

Check and Respond to Messages:
During this phase, check your email for messages from other players. If you need to respond do so. Also, reply to declared battles and conduct them during this phase.

Collect Resources:

A planet can collect one normal resource (Food, Minerals and Energy) for each population on the planet, minus one for each improvement on the planet. Most planets can only collect certain types of resources. Different resources are used for different things…

Food -- used to increase planet’s population
Minerals -- used to build battalions
Energy -- used to buy upgrades for your military
Science -- cannot be collected on planets, used for researching technologies

Unique Resources:
Unique resources are required for almost all military upgrades. You control a unique resource when you colonize a planet. Every unique resource you control decreases the cost of research by one. Unique resources may be traded among players freely. When a unique resource is traded, the other player gains the ability to use it (including its generic -1 to research costs) but does not actually own it. The player who traded it then looses the ability to use it (including its generic -1 to research costs). Either player may call off the trade at any time.

Build Improvements:

The words improvement and building are used interchangeably throughout the rules. They mean the same thing. Instead of collecting resources from a planet, you may instead build one planetary improvement. Multiples of the same improvements may be built on planets. Planetary improvements provide powerful abilities and bonuses. You may only build as many planetary improvements as a planet has population. For each planetary improvement on a planet, the number of resources that planet may produce is reduced by one. If the planet’s population decreases below the number of buildings, some must be destroyed to maintain a balance. The owner of the planet chooses which ones. You may remove improvements from your planets at any time for free. A list of improvements is below…

Barracks -- creates and supports army
Starbase -- creates and supports fleet
Factory -- allows production of minerals on a planet where it would not be allowed
Reactor -- allows production of energy on a planet where it would not be allowed
Biosphere -- allows production of food on a planet where it would not be allowed
Capital -- required to change governments
Colony center -- supports colonization
Black Ops -- supports recon
Observatory -- supports exploration
Laboratory -- may research one upgrade per turn
Shield battery -- prevents population loss during a blockade, but not the other effects
Planetary fortress -- +3 bonus to your armies on that planet
Planetary guns -- +3 bonus to your fleets above that planet

Expansion Operations:
Expansion operations are things that expand and reinforce your faction. They may take place in any order. The different types are below…

Exploration:
Exploration discovers new planets to settle and provides science through new discoveries. You may explore once for each observatory you have. When you explore roll 2 d6. The results are as follows…

2 -- Black Hole: 15 science
3 -- Nebula: 11 science
4 -- Asteroid: 8 science
5 -- Gas Giant: 6 science
6 -- Star: 5 science
7 -- Void: no effect
8 -- Desert World: cannot collect anything
9 -- Ice World: can only collect energy
10 -- Ash World: can only collect minerals
11 -- Jungle World: can only collect food
12 -- Fertile World: can collect any normal resource

If on a Friday more planets than 10 times the number of players are discovered no more may be found. If this happens, consider numbers 8 through 12 void as well. If a planet is discovered, name it and add it to your file of uninhabited planets. Then roll 2 d6 for its unique resource. The results are below…

2 -- Anti-matter
3 -- Plutonium
4 -- Crystals
5 -- Plasma
6 -- Gold
7 -- None
8 -- Titanium
9 -- Diamonds
10 -- Uranium
11 -- Mercury
12 -- Omega

After you have rolled for unique resource add the resource to the planets file.

Colonization:
Colonization expands your empire and gives you access to new unique resources. Each colony center you have may colonize one planet per turn. Choose one uncolonized planet that you control and add it to your file. Then you may move population onto that planet at a cost of one energy per point of population. Population may be moved between planets at any time for one energy per population.

Recon:
Recon gives you valuable information on you enemies. Each black ops you have may recon either: one planet, one army, one fleet or one player. Send an email to the person you are reconning and specify what you are reconning. That player must send you all the information he has on it to you. If you recon a planet you see what armies and fleets are on that planet with their experience levels but do not see what those armies or fleets contain. If you recon a player he must send you the names of all his planets, armies and fleets with experience levels and his government type.

Growth:
Growth makes your planets larger, more productive and allows greater numbers of improvements to be built. It costs 3 food to increase a planets population by one. Make the changes to your file accordingly. This may only be done once to each planet you control per turn.
Research: Research provides access to new upgrades for you military. Each laboratory may research one upgrade per turn as long as the prerequisites are researched. B2 must be researched before the B3 and so on. Each research costs science. Every unique resource you control decreases the cost of research by one. Add each researched technology to your file accordingly. The research costs are listed in the army and fleet stat tables on pages 6 and 7.

Governments:
Governments give major bonuses to your faction. Each faction may only have one government at a time. When you start the game your government is planetary counsel. Governments may be changed at a cost one energy per planet you control. A list of governments is below…

Planetary Counsel -- Pros: none. Cons: none.

Democracy -- Pros: does not require unique resources for anything. Cons: whenever you conduct a military or expansion operation roll one d6. On a 6 your people don’t want to do that now and you lose your turn for that army, fleet or building. Growth is not effected.

Hive Mind -- Pros: Each of your armies or fleets may do one of each type of military operation per turn. Cons: cannot trade unique resources, planets or technology.

Bureaucracy -- Pros: Two expansion operations may be done at the same building each turn. Cons: all expansion operations other than growth cost one energy.

Warrior State -- Pros: All armies and fleets get a +3 combat bonus. Cons: reactor, factory and biosphere cost three minerals.

Utopia -- Pros: Building improvements doesn’t stop you from collecting resources. Cons: all armies and fleets have a -3 combat bonus.

Military Operations:
There are two types of military forces: armies and fleets. They are similar in most ways but not all. Armies may not fight fleets and vice versa. Multiple fleets and armies may be stationed on the same planet. You may not merge or transfer things between armies or fleets.

Armies:
Armies are used to capture and defend planets. An army is created when a barracks is built. The planet the barracks is on becomes the army’s homeworld. That barracks supports the army for the rest of the game. If an army’s barracks is destroyed then the army makes whatever planet it’s on unable to produce resources. A new barracks for the army may be built at any time. You may remove an army without a barracks from the game at any time. Defending armies gets a +1 bonus for each population on the planet they are defending. Armies start with one free battalion and a free class A1 and B1 upgrade. Armies may do one of the following each turn…

Add Battalions -- armies may add battalions to their army at a cost of 1 mineral per battalion. If new battalions are added to an army that army's experience level then becomes green

Add Upgrades -- pay the upgrade cost to add one previously researched upgrade to your army. Add it to the army’s file accordingly. An army can have an infinite number class B upgrades added but may only use one per column in battle. Class A upgrades replace the previous one when added. The previous class A upgrade must be added before the next one can be. A2 must be added before A3 and so on.

Move -- move the army to another one of your planets or fleets and change its file accordingly

Attack -- when an army is stationed on a fleet that is above an enemy planet and no enemy fleets are above the planet it may attack that planet. To battle send an attack notice to the defending player with your army’s formation attached (see battles). If multiple defending armies exist, the defender chooses which one fights. Only one army may attack a planet per turn.

A table of army bonuses is below…

S=Science E=Energy A=Attack D=Defense
Class
Name
Bonus (A/D)
Upgrade Cost/ Requires
Research Cost
Special
Transports
A1
Transports
0/0
Free
Free
Army has 1 column
A2
Dropships
0/0
5E
5S
Army has 2 columns
A3
Landing Craft
0/0
8E
10S
Army has 3 columns
A4
Shuttles
0/0
11E
15S
Army has 4 columns
A5
Teleporters
0/0
15E
20S
Army has 5 columns
Support
B1
Medics
0/0
Free
Free
Column takes 3 less casualties regardless of victor
B2
Fighters
2/2
1E Titanium
5S
Negates bombers bonus
B3
Bombers
4/1
2E Gold
6S
Cancels walkers special
B4
Tanks
4/4
3E Diamonds
8S
Enemy column looses 3 battalions before battle
B5
Walkers
5/3
4E Plasma
11S
Enemy column takes 6 extra casualties regardless of victor
B6
Drones
6/6
5E Crystals
15S
Cancels artillery special
B7
Phoenix
7/8
6E Uranium
20S
Cancels hellfire special
B8
Guardians
2/10
7E Mercury
26S
Negates flank bonus
B9
Artillery
4/3
8E Plutonium
33S
Entire army gets +2/2 bonus
B10
Jotuns
10/10
9E Anti-matter
41S
Cancels enemy column support special
B11
Hellfire
12/5
10E Omega
50S
Negates enemy column support bonus

Fleets:
Fleets are used to blockade enemy planets, transport armies and battle enemy fleets. A fleet is created when a starbase is built. The planet the starbase is on becomes the fleet’s homeworld. That starbase supports the fleet for the rest of the game. If a fleet’s starbase is destroyed then the fleet makes whatever planet it’s on unable to produce resources. A new starbase for the fleet may be built at any time. You may remove a fleet without a starbase from the game at any time. Only one army can be carried per fleet. Fleets start with one free battalion and one free class C1 and D1 upgrade. Fleets may do one of the following each turn…

Add Squadrons -- Squadrons are the basic battalions of fleets. They work exactly the same way as battalions. Fleets may add squadrons to their fleet at a cost of 1 mineral per squadron. If new squadrons are added to a fleet that fleet’s experience level then becomes green

Add Upgrades -- pay the upgrade cost to add one previously researched upgrade to your fleet. Each upgrade has a combat bonus that is added to the columns combat strength and a special ability. Add it to the fleet’s file accordingly. A fleet can have an infinite number class D upgrades added but may only use one per column in battle. Class C upgrades replace the previous one when added. The previous class C upgrades must be added before the next one can be. C2 must be added before C3 and so

Move -- move the fleet to another one of your planets and change its file accordingly

Attack -- move the fleet onto an enemy planet and send an attack notice to the owner of that planet with your army's formation attached. The owner then may either move all his fleet(s) to another planet or battle your fleet with one of his fleets on that planet (see battles). If he does not choose to battle your fleet, he must notify the attacking player and must delete your fleet’s formation file immediately without looking at it. A fleet may also attack a fleet that is blockading a planet. That fleet is considered the attacker.

Blockade -- a fleet may blockade a planet if there are no enemy fleets above it (see blockades).

A table of fleet bonuses is below…

S=Science E=Energy A=Attack D=Defense

Class
Name
Bonus (A/D)
Upgrade Cost/ Requires
Research Cost
Special
Drive
C1
Hyper drive
0/0
Free
Free
Fleet has 1 column
C2
Warp drive
0/0
5E
5S
Fleet has 2 columns
C3
Flash drive
0/0
8E
10S
Fleet has 3 columns
C4
Cyclone drive
0/0
11E
15S
Fleet has 4 columns
C5
Dimensional drive
0/0
15E
20S
Fleet has 5 columns
Ships
D1
Frigate
0/0
Free
Free
Enemy column takes 3 extra casualties in victory
D2
Assault Ship
3/1
1E Titanium
5S
Cancels Cloak Ship special
D3
Missile Frigate
1/4
2E Gold
6S
Enemy column takes 3 casualties before battle
D4
Cruiser
5/3
3E Diamonds
8S
Column takes 6 less causalities
D5
Cloak Ship
1/5
4E Plasma
11S
Cancels flank bonus
D6
Destroyer
7/6
5E Crystals
15S
Destroys enemy column's class D upgrade if fleet is victorious
D7
Command Ship
2/2
6E Uranium
20S
+2/2 bonus to entire fleet
D8
Carrier
9/9
7E Mercury
26S
Entire enemy fleet takes 3 extra casualties
D9
Battlecruiser
5/12
8E Plutonium
33S
Cancels Command Ship special
D10
Dreadnought
12/12
9E Anti-matter
41S
Cancels Mauler special
D11
Mauler
15/0
10E Omega
50S
Enemy column takes 10 extra casualties regardless of victor

Blockades:
When a fleet is above an enemy planet with no defending fleets above it and that fleet has equal or more battalions then the population of the planet, that planet may be blockaded. Notify the player that their planet is blockaded. Blockaded planets may not produce resources, build or use improvements or move armies or population onto or off of that planet. The planet also looses 1 population per turn. You may not grow the population on blockaded planets. If a planet goes below 0 population, it is rendered uninhabitable and is removed from the game, erase it from all files and notify the player blockading it. Any armies on that planet are completely destroyed.

Experience:
Whenever an army or fleet wins a battle, it goes up an experience level. Each experience level gives that army or fleet a combat bonus. Keep track of these in your armies and fleets files. Armies and fleets start at level green. The levels are…

1 -- Green: no bonus
2 -- Veteran: +2 bonus
3 -- Elite: +4 bonus
4 -- Legendary +6 bonus

If new battalions are added to this army or fleet then its experience level begins at green again.

Battles:
To start a battle, send a file with your army’s or fleet’s battle plan to the player your are attacking. The defender then sends a file with his army’s or fleet’s battle plan back to you before looking at yours. If multiple armies or fleets are on the same planet, the defender chooses which one fights. Both players then work the battle and send their results to each other. If the results aren’t the same both players rework the battles to make sure that there weren’t any mistakes.

Making a Battle Plan:
Both players divide their battalions into a certain number of columns. At least one battalion must be placed in each column. The number of columns is determined by what class A or C bonus your army or fleet has. The battalions may be dived any they the players wish. Both players may then put one class B or D bonus that is in your army or fleet has in each column. Columns are arranged on the battlefield like this...


5 3 1 2 4

Column 1 must be filled first, column 2 second and so on. The battle between columns takes place in the opposite order then they where filled (5, 4, 3 etc.). When you win a column, the columns next to it that haven’t fought get a +5 flank bonus to their combat total this battle. Flank bonuses do stack. For example, if you win column 5 and column 3 then you would get a + 10 bonus to column 1.

Working a Battle:
Work each column separately. Each of your columns faces the enemy’s column of the same number. If your opponent has no troops in that column, a battle does not take place but you still get the flanking bonus. Determine the total combat strength of both columns by adding the number battalions with any bonuses from population, flanks, upgrades, and buildings. Whichever column has a higher combat strength wins. In case of a tie the defender wins. Both players then take casualties in that column. The winner’s casualties are half of their battalions (round down) minus the difference between the column’s combat strengths. The loser’s casualties are half of their battalions (round down) plus the difference between combat strengths. After this is done add or subtract any casualty specials from the players’ totals. If either side’s casualties meet or exceed the number of battalions in that column, that column is completely destroyed, losing all its battalions as well as any upgrades it was using. The fewest casualties a column can take is 0. Repeat this for all the columns. The winner of the battle is the player who wins the most number of columns. A column does not count as a win if your opponent didn’t have troops in that column but you still get the +5 flanking bonus to the adjacent columns. In case of a tie the defender is the winner. When a player is defeated, the army or fleet must be immediately stationed on another planet (this happens even under blockade). If an attacking army is defeated, the army is stationed back on the fleet that it attacked from. If all of the columns in an army or fleet are completely destroyed, all its bonuses are lost, and a new army or fleet then is immediately created on any planet you control that is not blockaded. The new army or fleet uses the same barracks or starbase as the one that was destroyed.
If a fleet is destroyed, any army on that fleet is also destroyed.

Sample Battle:
Player 1 is attacking Player 2. He sends player 2 an e-mail notifying him of this fact, with his army’s info attached. Without looking at the attacking army, Player 2 sends player 1 an acknowledgment, with his army attached. They then work the battle…

Player 1’s army:
Green, 30 battalions, landing craft (A3), medics (B1), and tanks (B4). Column 1: 15 battalions & medics Column 2: 8 battalions & tanks Column 3: 7 battalions

Player 2’s army:
Green, 35 battalions, dropships (A2), medics (B1), and bombers (B3) and is defending a 0 population planet (no bonus from population) Column 1: 25 battalions, medics Column 2: 10 battalions, bombers

Resolving Battle:

Column 3:
Uncontested, P1 gets +5 flanking bonus to column 1

Column 2:
P1’s tanks kill 3 of P2’s battalions
P1 combat strength is 12: 8 battalions +4 attack bonus for tanks
P2 combat strength is 8: 7 battalions +1 defense bonus for bombers
P1 wins, gets +5 flanking bonus to column 1
P1 casualties: 4 -4 = 0
P2 casualties: 3 +4 = 7 column is destroyed and bombers are destroyed

Column 1:
P1 combat strength: 15 battalions +5 flanking, +5 flanking = 25 (no bonus for medics)
P2 combat strength: 25 battalions = 25 (no bonus for medics)
P2 wins (defender’s advantage)
P1 casualties: 7 + 0 = 12, -3 from medics = 4
P2 casualties: 12 – 0 = 12, -3 from medics = 9
P2 wins 1 column, P1 wins 1 column, so P1 is repulsed, goes back to home planet.

Player 1’s army is now:
Green, 26 battalions, landing craft (A3), medics (B1), and tanks (B4).

Player 2’s army is now:
Veteran, 19 battalions, landing craft (A3), medics (B1).

Status Reports:
Every Friday you need to send me a status report that contains; the names of all your colonized planets, the number of uncolonized planets you have found, the names of your armies and fleets (with their experience levels) and your current government type. These files must be sent to me every Friday after your turn. You may not take another turn until your status report is in. They will be posted at http://galaxy2game.blogspot.com where we will all have access to them.

Taking a Planet:
A planet is taken when all defending armies are defeated. The owner of that planet must send you its file. That planet is now yours. Both players must then change their files accordingly. Any barracks, starbases or capitols on the planet are destroyed.

Resigning from the Game:

A player may resign from the game at any time. When a player resigns all of his planets, armies and fleets are immediately removed from the game. The total number of planets allowed then goes down by 10.

Victory:
You win galaxy when all other players resign or you have control of more than two thirds of all colonized planets.

Credits:
Design -- Jordy Shute
Design Help -- Dominic Blanchard, Michael Swift and Noah Shute
Beta Test -- Dominic Blanchard, Michael Swift, Noah Shute and Jordy Shute
Based on Galaxy by Dominic Blanchard

If you have questions, comments, or want to join the game, please email me at shutebros@npgcable.com