CYOE 1 Rules
First Edition Rule set
- 1 Introduction
- 2 Building Your Empire
- 3 Forces and Facilities
- 4 Environment
- 5 Combat and Movement
Welcome one and all to CYOE! You may be asking what all this is, well simply put it is the next step up from CYOF. In CYOF you controlled a single faction of a much larger whole, here you control an entire Empire, its fleets, its people its corporations you name it. So come on in and get ready for a game of epic fleet battles, political intrigue, and galaxy shaping decisions.
Building Your Empire
To play in CYOE you will of course need an Empire to control, this can be anything from a lost fleet of star ships looking for a home, to an ancient and powerful theocratic empire that believes it is the will of their gods to control the stars belong to them.
Approximately a thousand years ago, there was a great ‘Node Storm’ where thousands of ‘Jump Nodes’, portions of space that act a lot like wormholes, opened in the ancient home system who’s name has long since been lost. And in an event many call ‘The Scattering’ ships of all kinds were flung or choose to be flung right across the galaxy.
This is where you come in; did your ships find a paradise world, or no world at all? Did you have to resort to cloning and genetic modification to survive with a low population? Or did you build robots to do such things for you? Have an idea in mind for what you want your Empire to be and then you can move onto buying the traits and techs that let you fit these ideas.
Traits and Techs
These are what make your empire unique, the ingrained things that make your people different from all the other empires out there. You may select any 2 of these.
WARNING the two you select are permanent and cannot be changed once your empire has been created, choose well.
(Have an idea for a trait that’s not listed here? Then contact the rule writers with your idea! If it works and is balanced you will be allowed to use it!)
|Strike Craft Doctrine (Ace Pilots)|
|Throughout known space your empire is renowned for the daring, brave and all round excellence of your pilots. If someone mentions a mission is impossible for Strike Craft they have to include the statement “Well unless they were pilots from that empire”.|
|Capital Ship Doctrine (Capital Phalanx)|
|The strength and might of your empire is reflected in the rugged formations of your mighty capital ships and their courageous captains. Any empire wishing to fight your fleet had better bring greater numbers in the hopes of having an even fight.|
|Fleet Balance Doctrine (Battlestar Solution)|
|While other empires are known either for pilots with supernatural luck or unbreakable capital ship formations, your empire takes a different path. Your empire knows that any good capital ship needs a fighter screen and that any good fighter needs a better carrier to support it. As a result each CL4 and above ship comes with 10 free Production Points worth of Strike Craft.|
|Research Focus (Genius Bonus)|
|Your Empire is famous for its scientists and your laboratory facilities attract the best and brightest from across known space. When it comes to developing advanced technology you are the masters among amateurs. Every research facility (including planets) you own produces an extra 10 research Points every turn.|
|Marine Focus (Super Soldiers)|
|Maybe life on your planet is tough or perhaps you have the most rigorous training regime since ancient Sparta, or perhaps it’s your augmentative technology for your troops. Whatever the case your ground forces are peerless, if you are invading a planet, boarding a ship or repelling boarders, the enemy is in for a fight they’re not soon going to forget.|
|Unity Discipline (Loyalty)|
|To the people of your Empire, there may as well not be any one else. For they will kneel only to you, be it through propaganda, secret police or genuine loyalty of a proud people, your people have tremendous morale reserves and rebelling against you is almost unthinkable.|
|Salvage Discipline (Scavengers)|
|To your people, there’s no point wasting material, not even from something like a battle, that debris needs clearing away! You are the people to do it. Any battle you take part in that your side wins, you will salvage 10% of the PP worth of all ships destroyed.|
Perhaps you want a challenge, or something else to help fit the concept for your empire? That’s where these traits come in; they give your empire a weakness in a certain era, maybe you don’t like fighters? Pick up Forgotten Pilots, and you never need to worry about your strike craft again. You may have up to 2 Negative traits, each negative trait you have unlocks an additional trait slot, so you can have up to four positive traits this way, assuming two negative traits are picked.
|Strike Craft Neglect (Forgotten Pilots)|
|Maybe your people just aren’t cut out to be pilots, perhaps you commissioned your strike craft from the lowest bidder or perhaps you just take the TIE approach to fighters, whatever the case your Strike craft are at a marked disadvantage against others.|
|Capital Ship Neglect (Worthless Metal Box)|
|Mighty is not a word used in the same sentence as capital ships from your empire. Maybe your designers just don’t get it, maybe you don’t see the point in huge lumps of metal floating about space, but for whatever reason your capital ships are at a disadvantage.|
|Under Funded Troops (Why Bother With Soldiers?)|
|Your empire has spread to space! The ultimate high ground, wars are fought with ships against other ships, colonies brought into line with orbital strikes, there’s no need for ground forces any more, as a result the few troops you do deploy are at a major disadvantage in terms of training and equipment.|
|Division Discipline (Rebellious Nature)|
|Your people take opposing views very seriously, so seriously in fact that your morale is always barely hovering above neutral and there are nightly debates if other rulers would do better, as a result your peoples morale is low and could rebel at any time for any reason.|
Not everything is black and white, and not all of your empire straits have to be straight advantages or disadvantages. As a note, these advantages and disadvantages stack with the other traits, so be very careful if you pick any. You may select 1 of these traits, and it requires a positive trait slot. In addition Neutral Traits do not unlock additional traits like Negative Traits do.
|Inherent Violence (Warriors)|
|War! Violence! To die an honourable death at the hands of your foes, that’s what your people want. They are hardy warriors with a small natural advantage to warfare too. However if you’re not at war with anyone your people become unhappy and rebellious, making peacetime a very dangerous thing for your empire as it might tear itself apart.|
|Inherent Pacifism (Federation)|
|Peace and prosperity, no need for violence we’ve far outgrown that barbaric need; we’ve devoted ourselves to better things. As a result your people are happiest during peacetime in your empire giving you a bonus + 100 Production Points and +100 Research Points at the end of every turn that you’re at peace. (Note these are NOT boosts to your facilities, just a flat bonus added on at the end of your turn). In addition your people are not good fighters and have a small disadvantage to warfare.|
|Inherently Zealous (Theocracy)|
|Your leader is right, they are always right, their power descends from the gods themselves, as a result they believe whatever you say and do without question, giving you a bonus to morale and loyalty. However as a side effect of your religion, science is considered heresy and your research efficiency is lower then usual and you must deduct 200 Research Points from your total at the end of every turn.|
|Mass Production (Two for the Price of One)|
|Numbers, that’s what counts! Who needs quality when you can have quantity? All your ship production costs are halved, lucky you. Unfortunately you’re going to need those numbers are your ships are inherently far weaker then those of others empires, being built around the principle of there’ll always be numbers on their side.|
These represent improvements to your fleet or fleet wide special abilities that you can deploy in your battle strategies. You begin play with 1 free technology and 1 free technology slot, you may replace the technology in any existing slot at any time once you have paid for a new tech, but you cannot have more techs then you have slots for. In addition, each Tech may only be purchased once, no stacking bonuses here. Techs require you to have a free techslot and the full cost of the tech saved up in RP before research can begin. A new Techslot can be purchased for 10,000 RP at any time.
(Have an idea for a tech that’s not listed here? Contact the rule makers for your game and propose your idea to them!)
|Advanced Weapons (5000 RP, 3 turns)|
|You’ve invested your technology in your weapons and as a result your ships are capable of outputting a terrifying amount of firepower. Unless your opponent has Advanced Defences he had better bring more ships to any battle with you, in the hopes of clogging those terrifying weapons with wreckage.|
|Advanced Defences (5000 RP, 3 turns)|
|You’ve taken the old adage of “A good offense is a strong defense” to heart. Your Empire focuses on armor, shields or ECM to create a fleet that’s very tough nut to crack. Beware of other players with the nutcracker of Advanced Weapons however.|
|Advanced Propulsion (6000 RP, 4 turns)|
|With this tech your fleet has been tuned for engine performance, as a result your ships are faster and more manoeuvrable in battle and you can move up to 3 jumps a turn instead of the usual 2.|
|Disablement Weapons (8000 RP, 6 turns)|
|Through a breakthrough in EMP or perhaps Ion weapons or maybe you’ve invested the points in finding out the precise places to strike an enemy warship to disable it, whatever the case you may pick one enemy warship to disable instead of destroy in battle, meaning if you win the battle you may capture one enemy capital ship of any class.|
|Boarding Parties (8000 RP, 6 turns)|
|The enemy might have tough ships, but you’re sure your troops are tougher then theirs, as a result you’ve invested the time to develop drop pops or boarding shuttles or perhaps even some form of teleporter to beam your troops onto theirs, allowing you to capture on capital ship of any class from any battle you are victorious in. The number of Boarding Parties varies per ship, a CL1 will get one attempt, a CL2 will get two, etc.|
|Ambush (9000 RP, 7 turns)|
|One of the most feared technologies, this allows you to ambush another players fleet, giving you a major edge in combat, be it through cloaking devices, ECM, Mines or holographic emitters they’ll never see your fleet coming until it’s too late.|
|Advanced Sensors (9000 RP, 7 turns)|
|A very useful technology to have, this equips your fleet with advanced sensors allowing you to detect or see through another players ambush, putting your forces back on a level playing field.|
|Ultraheavy Capitals (8000 RP, 10 turns)|
|Unlocks the SHCL(Super Heavy Capital ship) slot. These ships are massive and require a lot of resources to produce. These are comparable to CL5s as CL1s are to Bombers. Only one SHCL per tech. An empire can research this tech multiple times and unlock an additional ship slot. In addition, SHCLs take two turns to construct.
Now that you have your Empires Traits, Techs and hopefully an idea of its history, it’s time to move onto buying your initial forces and facilities. Every player begins the game with:
5000 Production Points, to be spent how you want 1 Class 0 Planet (Unless you have the lucky ((Start with 2 Class 0)) or unlucky ((Start with no Class 0)) traits) to be your races Homeworld 0-3 Class U Planets (To act as fluff and description for your empire, as having a system with 1 planet is a little silly)
Nothing in life is free, not even for an Emperor, there are two kinds of points you can spend to buy things, trade between empires or give as gifts to gain support in CYOE.
Production Points: The bread and butter of the game, these wonderful little points represent your industrial capability; everything in the game has an amount of Production Points (PP) that it takes to build. Built units take 1 turn to come online, so if you built a Fighter on Turn 1 you can only issue it orders on Turn 2, likewise for factories and research centres.
Research Points: These points are used to bring advanced or special abilities into the game, you are actively encouraged to come up with your own ideas on what to spend them on, just contact the Admin for a pricing when you have your idea finalised.
The Cost List
Listed below are the PP costs of everything in the game, for a detailed description of what each thing is, please consult the Forces and Facilities section of the rules
|Interceptor||5 PP / Squadron|
|Fighter||7 PP / Squadron|
|Bomber||10 PP / Squadron|
|Class 1 Capital Ship (CL1)||20 PP|
|Class 2 Capital Ship (CL1)||50 PP|
|Class 3 Capital Ship (CL1)||100 PP|
|Class 4 Capital Ship (CL1)||200 PP|
|Class 5 Capital Ship (CL1)||350 PP|
|Small to Medium||100 PP|
|Medium to Large||200 PP|
|Small to Medium||25 PP|
|Small to Medium||40 PP|
|Small to Medium||200 PP|
|Medium to Large||400 PP|
|Class 0 to Class 1||300 PP|
|Class 1 to Class 2||600 PP|
|Class 2 to Class 3||1200 PP|
|Class 3 to Class 4||2400 PP|
|Class 4 to Class 5||4800 PP|
Forces and Facilities
An Empire is a vast collection of ships planets and stations, and as we saw in the costs section, there are a lot of different types, in this section we’ll go into detail on what those things are
Ships are the various craft your empire sends out into the void to explore, colonize and conquer the galaxy, there are two main types of ship, further subdivided into classes of these types
Small craft that are typically crewed usually by no more then 1-3 people and are built and deployed in squadrons of 3-9 craft.
Interceptor: Strike Craft that are faster and less armored than other classes. These excel in taking down other strike craft but are picked off easily by capital ships.
Fighter: Strike craft with an equal balance in Armor and Speed. They are able to fight other craft and capital ships relatively well.
Bombers: Strike craft that are heavily armored but slower than most strike craft. Able to deal heavy damage to capital ships but are vulnerable to other strike craft.
From small patrol ships to massive empire leading flagships, these ships are the backbone of any Empire, they enforce your will and crush your enemies, each class comes in a size range detailed in their description.
Class 1 Capital Ship (CL1): Between 15-50m, these are the lightest class of capital ship. Generally Gunboats and Frigates these ships are light, but faster than other capital ships.
Class 2 Capital Ship (CL2): Between 50-200m A medium class of capital ship, these ships are powerful, but not quite the best. Mounting very powerful weapons and shields, these ships are a force to be reckoned with. Examples of these are Cruisers and Destroyers.
Class 3 Capital Ship (CL3): Between 200-850m A heavy class of capital ship, these are the backbone of most navies. Generally reserved for the most skilled captains, these are the ships that provide the muscle for fleets. Examples of these would be Battleships.
Class 4 Capital Ship (CL4): Between 850m-2000m , These are the super ships that lead entire Battle Fleets. Enormous and incredibly powerful, these ships can easily crush the competition. Examples of these ships would be Heavy Battleships and Dreadnoughts.
Class 5 Capital Ship (CL5): Over 2000m These behemoths are the enormous ships that strike fear in the hearts of enemies. Able to match firepower with an entire battle fleet, these are the most powerful warships that an empire can have. Examples of these are Super Dreadnoughts and Flagships.
While Ships are the mobile bulk of your Empire’s armed forces, stations are the stationary structures that produce ships, research or defend fixed locations like Jump Nodes, other stations and planets. They come in three varieties;
Production: Small – Minor factories or tiny shipyards, these small bases typically supply others or deployed on small frontier colonies. Small Production Bases produce 50 PP a turn
Medium – Moderately sized factories and standard sized shipyards, thee bases are typically the mainstay of an Empires ship building capacity deployed in almost every system an empire controls. Medium Production Bases produce 100 PP a turn
Large – Huge factories or the enormous shipyards capable of churning out fleets on their own, these massive industrial facilities are typically only deployed in secure areas. Large Production Bases produce 200 PP a turn
Research: Small – Typically small singe science team orbital labs. Small Research Bases produce 50 RP a turn
Medium – Usually well funded multiple team endeavors, these labs are common sights and home to most new discoveries. Medium Research Bases produce 100 RP a turn
Large – Huge orbital universities and research centers home to the best and brightest in any given empire, these facilities probe the very fabric of reality. Large Research Bases produce 200 RP a turn
Defense: Small – Small satellite defense networks or border stations, these small military outposts deter small scale scouting runs, pirates and generally support fleets in the area. A Small Defense Base is equivalent to a CL2 Warship that cannot move.
Medium – Moderately sized and armed, these bases typically defend mid ranged colonies or fortify borders between rivals; they typically act as fleet command centers for surrounding systems. A Medium Defense Base is equivalent to a CL3 Warship that cannot move.
Large – Enormous battle stations, capable of making even the largest fleets pause and rethink their strategies, sometimes military academies and often fleet commands for an entire Empire, these stations are not to be underestimated. A Large Defense Base is equivalent to a CL4 Warship that cannot move.
Class 0: Uninhabited and uninteresting balls of rock, these are unclaimed or undeveloped worlds. Class 0 planets output 0 RP and 0 PP a turn
Class 1: While not always the most habitable, these worlds do have small rugged settlements and settlers who are there to spread the glory of their empire. Class 1 planets output 25 RP and 25 PP a turn
Class 2: These planets are small but thriving, typically with one major city space port and at least a town on every major continent. Class 2 planets output 50 RP and 50 PP a turn
Class 3: Thriving with multiple major cities and starting to encroach on the environment, these worlds are similar to present day Earth. Class 3 planets output 100 RP and 100 PP a turn
Class 4: Bustling with cities, factories and just plain housing, Class 4 worlds are fully tamed and sometimes beginning to have population problems of their own. Class 4 planets output 150 RP and 150 PP a turn
Class 5: Massively developed worlds, either coated entirely in cities and factories or with its population in huge arcologies, these worlds have no more space to expand into and as a result have huge spaceflight industries. Class 5 planets output 200 RP and 200 PP a turn
Space is far from empty, there are many things in it, some of them dangerous, a good leader would be wise to carefully read through this section, so he knows what he may encounter in space
Class U Planets: These worlds are uninhabitable and as such are little more then scenery, gas giants, pressure cooker worlds, and ice planets are the most common verities of these.
Asteroid Fields: Huge expanses of floating rocks that orbit a star. Traversing an Asteroid Field has its inherent dangers; the sheer number of projectiles could prove dangerous and may cause serious damage to ships. There are benefits to setting up bases, each base built near an Asteroid Field grants a 10PP bonus to said base.
Nebula: Gasses that are forming together to create a new star, these naturally occurring birthing processes are a beautiful sight to behold. Traveling through a Nebula is often discouraged; the gasses are proven to disable sensors. Rumors state that ‘Nebula Storms’ are said to occur in a few Nebula, there are no documented cases of this occurrence.
Black Hole: A black hole is a region of space from which nothing, including light, can escape. Theories state that a black hole is some sort of wormhole, no known probes are to have reported back their location.
Jump Nodes: The only known way to travel between the stars, Jump Nodes are natural phenomena that fold two sections of space together allowing instantaneous transit to two parts of the galaxy that are usually very far apart. Most Nodes are stable, but some are known to change position, destination or even vanish, so never become too reliant on existing paths.
Unexplored Systems: What’s beyond the Jump Node? Who knows, every time a ship arrives in an unexplored system it can spend 1 turn to survey it meaning the Admin will send you a detailed description of what’s in the system you are surveying.
Combat and Movement
Discounting natural threats, there are even greater ones from your fellow players; they too seek to spread their empires to all corners of the galaxy.
Movement: Is very simple, you notify everyone on your turn that you will be moving ship grouping x to position y, bear in mind that ships can only travel up to 2 jumps a turn on standard engines.
Combat: Once you’ve moved your ships into position, the next phase is combat, declare your combat on your turn and PM your battle strategy to the Admin, who once the other player has been notified and sent their strategy will give you both the results.