Empires Of Planets 4

The Moties – Collapse triggered by time (complex)

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Playing As

An explanatory note.

Internal Conflicts

Whenever there is a trigger event, there will also be one or more conflicts. The dispute may include very little in the way of ships & fighters. Or it might split the entire race in two, and destroy all Motie civilisation. The combatants are chosen based on the number of trigger events in both the current turn & the previous two turns. The number of triggers will determine how many ships and/or bases are involved using the formula below…

 

            No. of Faction ships     =          Total no. of triggers in last 3 turns          x          Total no of Motie Ships & Bases

            (Round-up)                                                      100                              (not including other players Motie ships etc)

All forces in a given conflict will be rounded up, and chosen from a single location, if possible. If there aren’t enough ships etc in one place, because the fleet has spread out, then the conflict should be spread over multiple locations, until all faction ships have been allocated and then many smaller conflicts will occur. Any residual forces will be neutral – effectively “Attack Off” to both sides.

Two opposing factions, each containing the number of ships determined above, will then go into combat with each other, for control of the limited Motie resources. Faction ships will keep both there normal attack & repair strategies and also the overall attack policies to other players races. But will have attack set “On” (no mediator will countermand a Masters order to attack) and consider the opposing faction as an enemy.

If a Master ship is included as part of a faction force, then at least 1 Warrior ship should also be included as a guard ship. If none are available, then the Master ship should not be included in the faction force and another ship should be chosen to take it’s place.

If the number of triggers in the last 3 turns is greater than 50, then the number of faction units for each side should be reset to half the Motie fleet. This would mean everything was included in the conflict, either on one side or the other, with no neutrals. If for any reason not all faction ships are included in the conflict, a collapse should occur automatically (it might be possible to spread only 1 ship or base at each location, to avoid conflict – but that’s cheating).

    

Collapse

Each time a trigger event occurs, there will be an internal conflict between different Motie factions. Effectively, a proportion of Motie forces will switch allegiance and become an enemy race, resulting in both ground & space combat. This will in itself cause casualties & damage, but it will also risk tipping the entire Motie civilisation into collapse. The chance of such a collapse is determined by this formula…

Chance of collapse %    =         No of turns since last collapse (or start)            x  100 (to make a percentage)

                                                                        20

NB. The denominator will give the average frequency of collapse & can be adjusted to suit. The chance should max out at 100%.

When a collapse occurs, the severity of the collapse is partly dependent on the number of trigger events, which happened that turn (only 1 trigger needs to successfully cause a collapse but all are counted).

            Collapse loss %            =          No of triggers this turn              x          20

                                                                                    100

If the collapse loss is 100% or more, then reset it to 95%. Apply this percentage as losses to Motie colonists, crew, troops, assault units and ships. All tech levels will also be reduced by the Collapse loss %.

     

Crazy Eddie

As a last ditch solution to a crisis (collapse), a Fyunch<Click!> might attempt something desperate, to help stave off disaster. Such an act, is not expected to succeed but may delay the inevitable collapse.

     

            Chance of Crazy Eddie %         =          Total no. of Fyunch<click!>                  x          100      (for percentage)

                                                                                    100,000

During a Crazy Eddie event, one of the 4 Crazy Eddy hulls will be ordered built automatically. The player can’t normally build these hulls. The hull to be built is chosen at random, but is limited by both the available resources for construction & the current tech levels. Components for the ship will automatically be selected, as the highest tech items, which can be constructed. If the 1st Crazy Eddy ship chosen cannot be built, a new random pick must take place from the remaining possibilities. If none of the Crazy Eddie ships can be constructed, then the collapse will happen anyway.

    

Once a Crazy Eddie ship has been constructed, you will have 3 turns to avert the collapse. If during the 3rd turn, there are no trigger events, the collapse will not take place. If there are any triggers, then the collapse will occur according to the normal rules.

Playing Against

 

Natural Enemies