God King

All Amorphus worms on planet will join base in one turn (Chance to join 100%, join rate is 100%)
20% increase in taxes on all bases within 200LY of the King
All worms not in an HDP base and within 300 LY of the King will get -30 happiness per turn
All Worms in bases & all Colonists/Crew/Troop receive minimum 50 happiness and +20 happiness per turn.
All ground combat stats are +20 on the base with the King.  All Colonists/Crew/Troops receive +10X when repulsing boarding attempts.

In the context of the VGAP4 game universe, the relation between the King and the Council of  Templars (and the Templar's Compound) is as follows: You will start with 1 HG (The king) and this HG will have the king's abilities. At some point in the game you will lose the King to his death. He is martyred. As the player you will need to decide when and how this will happen. Once this happens you will have a window in which to build your compounds.

NOTE: The compound will default ON when built, and cannot be turned off, and it will produce 1 HG every turn....once you have HG you cannot build any more compounds.  Due to the manner in which the host will determine if your HG is the God King or not, it is possible that for 1 turn you will have God King powers displayed by your single new HG, however, as you will have an additional HG the following turn, this is only temporary(this is how the King's existence prevents the Council of  Templars from taking over before their time has come) So, you as the player must prepare for the death of the king. In the storyline of the race, the God plans his own death and those that are privy to his deepest council know where and when this will happen. In our story, they then install themselves as the ruling body, this becomes a birthright and they do not allow any upstart would be templars from building rival compounds. Eventually this system will also collapse (yes, there will be a race eventually developed that picks up the story here) However, this is where you as the player pick up the running of this race...the God King is nearing the point of his martyrdom...it is up to you to plan when and how and to provide for the transition to the new power structure. Good Luck, may the Maker's spirit protect you.

Spice Addiction

Most of the Protectorate's Upper and Middle Classes are addicted to Lerchin Spice. Each city consumes 10 kt of spice per turn. If a planet does not have 10kt of spice for consumption per city, the planet's happiness will plummet by 30 per turn.  There is no minimum happiness that can be reached, and if not rectified this condition can lead to heavy rioting resulting in the destruction of structures.

Protectorate citizens will only receive 50% normal income from selling Lerchin Spice, and will pay as much as 200% normal

Prescience

Use of the spice enables the navigators on the Jumpships to fold space. Protectorate Jumpships cannot jump without a HG on board.  Prescience also helps explain the tremendous scanning power enjoyed by this race.   The max scan range on Protectorate Jumpships is equal to 150 x jump engine tech in LY (a tech 1 hyp engine will give you a 150 LY scan range, and a tech 10 will give you a 1500LY scan range on these ships only)  To a lesser degree, the High Guard Selects also have prescient abilities, these abilities are put to use in various ships, the Hellfire is a prime example.   

Protectorate ships do not Jump in the usual sense, the hyperdrive engine does not do anything, but does use fuel to make a jump.  The Jump engine merely signifies that the HG on board that ship is a Navigator and can perform the TRANSPORT.  The jump engine is also a measure of the Navigator's skill and experience level.  Consider the cost of the tech and the engine it self as the necessary cost to produce and train the Navigators, the fuel used as a measure of the cost to the Navigator itself for making a jump.  

No Jump Point Generators - as a result of the "folding" no hyperstate bubble is created,  and so the jump point generator is useless.

Gravity wells and Gravitonic minefields work as normal, to the navigators, these present a fog which obscures "vision" and they will not proceed in a fold beyond that point.

Transport

Only the Pilgrimage and Jihad class ships are capable of transporting additional ships - up to the number of empty pod bays.  A transport ship may not transport another transport ship. No doubling up will be allowed. The tag-a-long ships must be Protectorate or Allied ships, must have matching command codes,  ship must be in the same location as the jump ship.  If there are more ships set to transport with a given Pilgrimage or Jihad than free pod bays on said ship, the ships transported will be chosen in a random manner from the pool of tag-a-long ships.  The act of docking allows the Navigator to visualize the small group as a single ship and then be able to fold the entire group through space.

Docked ships will disengage after the "fold" and may enter combat

Free floating fighter wings and free floating pods cannot catch a ride.

Command codes:  T##  where ## is any number between 00 and 99.  This limits a fleet to 100 transport ships jumping off from a given point.

Worm Brotherhood

The God-King and members of the Protectorate's Theocracy and Amorphous Worms have a special relationship with one another.
All Amorphous Worms on the same planet as a base containing the God King will instantly join the base.  In all other cases the join rate and number joining is double normal

Casualties inflicted by Amorphous Worms not on a base are one tenth normal

Worm Happiness +5 per turn (+20 per turn on planet with God-King or Templar's Compound)

The Seitch

In the Old Home, the members of HIS Divine Protectorate who lived on the Maker's world needed to conceal themselves from the Imperial forces that came to control the spice. They were only partially successful. Out in the great deserts where the Maker and his children lived, the troopers and raiding parties became masters of disguise, able to secret themselves even in the open desert. This lead to the development of the Seitch, a forward outpost or desert storehouse. The Seitch is indistinguishable from the surrounding terrain. Unless you know how to find one, you will not unless by accident. In the New Home this skill was maintained, and through proper dampening and careful concealment the Protectorate Military forces have found ways to secret a base.

Any base in which the number of crew/troop/HG is grater than the number of colonists by at least a 4:1 ratio will enjoy the same cloaking factor as a Birdman base. This includes the resistance to Probe Launcher probes.  Additionally, if a normal base is reduced to this factor it will become a cloaked base and conversely, any cloaked base that exceeds this factor will become a normally visible base. This is due to the increased level of nonmilitary activity on the base and in the space around it, and the consequential emissions that this activity denotes. The trappings of civilized life are notoriously noisy (in terms of what a scanner can see/hear).

High Guard Selects

The Selects have various powers.  The ability to make certain devices work by providing the appropriate mental powers, such as targeting for the Exorcist Mine Launcher