INITIAL SET-UP and ERRATA
OK guys, here's how you set up your initial empire. You get all the stuff from the New Empires set-up, except for the following difference. You get 5,000 PU to start with and that number can be emplaced anywhere (minimum 2,000 PU on your homeworld). For every 2 PU you place on your homeworld you receive 1 free IU(ie if you have 2,000 PU you get 1,000 IU, but if you emplace 3,200 PU you get 1,600 IU). This is the pre-game set up. T-Moons can only have 400 PU on them(Small population). Waterworlds only get 1,600 PU if you are a non-Aquan race and Aquan races only get to emplace 1,600 PU on non-T10 worlds. Other rules include:
- CFN will not land troops in combat zones. You may build troopships or put FT in the CFN and later withdraw them to land troops but the Civilian Freight Network is just that, Civilian.
- New technologies are available to players. Alien races can develop unique technology all their own so nuking the NPRs can hurt you in the long run as they can develop weapons that you initially cannot.
- Random events are possible.
- Turns: we will be doing two turns per month until Turn 10, when we will most likely move to one turn per month.
- Hull size must be developed like any other tech(and counts to the 1/4th rule).
- Negative spending is not allowed.
- Total control of a NPR takes place(usually) at T&M.
- Uplift rules are in the works
- Players are highly encouraged to make up physical, mental, and historical backgrounds for their races, which may be published on the web. Turn reports are NEVER published on the web, although a "Standing" will take place every few turns.
- Orders: must be written for fleets and all communications that are sent must be written down and sent to the SM. Standing orders are REQUIRED for all players.
OK, thats all I can think of for now. COMMUNICATE with your SM if you have a problem somewhere along the line! Damon