Post by Admin on Jan 15, 2018 4:48:45 GMT
Actions you can commit during your turn can be found elsewhere in the rules. This is an abridged list.
Megafreighter Actions
- Assign to a Colony: Increases Integration level of a colony by 1 (up to a maximum of 3) and transports up to 3 Trade Goods.
- Foreign Trade: +1 Credit per turn for each unique trade good you have. +5 Credits per turn for each monopoly you have. Factions with trade routes can use influence on each other's colonies and factions. Each Faction may only use 1 megafreighter per trade route established.
- Transport Units: Transport any number of ground forces and boats OR transport 1 Corvette, Destroyer, Frigate or Battleship from one designated system to another.
- Found Colony: Found a new colony. Requires 2 turns (1 in transit, 1 colonizing) and consumes the committed megafreighter.
Cruiser Actions
- FTL Jump: Jump to a new System. Cannot commit any other actions with cruiser this turn.
- Exploration: Explore an uninhabited System. Requires an accompanying administration post.
Influence Actions
- Improve Integration - 15 Influence: Improve the integration level of a colony by 1 for 2 years (4 Turns).
- Lower Integration - 10 Influence:Lower the integration level of a foreign colony by 1 for 2 years (4 Turns).
- Foreign Investment - 5 Influence: You receive the income and benefit of a resource in a system (does not remove the benefit from the system's owner or stop the monopoly effect) for 2 years (4 turns).
- Sabotage Improvement - 5/10/x2 Influence: The target improvement cannot be used next turn. If you spend 10 Influence, there is a chance the improvement will be damaged or destroyed. Cost is doubled for Capital Improvements.
- Launch Coup - 30 Influence: Attempt to diplomatically take over a Colony. More likely to succeed the lower the target's Integration is and the fewer military units are in system.
- Espionage - 5x Influence: Commit espionage against a target to acquire information on it or influence its politics. Every multiple of 5 Influence increases the amount of Espionage gained and the chance of success.
Economic Actions
- Construct Megafreighter - 30 Credits
- Build Capital Improvement - 50 Credits
- Build Colony Improvement - 20 Credits
- Build Station Improvement - 25 Credits
Military Actions
- Recruit Regiment - 5 Credits
- Construct Gunboat or Torpedo Boat - 5 Credits
- Construct Corvette or Destroyer - 10 Credits
- Construct Frigate - 25 Credits
- Construct Cruiser - 50 Credits
NOTE: This list is not exhaustive. If you want to do something with your Faction and are willing to put resources into it, we can figure it out. This is especially true if you write Administration posts about it.
Megafreighter Actions
- Assign to a Colony: Increases Integration level of a colony by 1 (up to a maximum of 3) and transports up to 3 Trade Goods.
- Foreign Trade: +1 Credit per turn for each unique trade good you have. +5 Credits per turn for each monopoly you have. Factions with trade routes can use influence on each other's colonies and factions. Each Faction may only use 1 megafreighter per trade route established.
- Transport Units: Transport any number of ground forces and boats OR transport 1 Corvette, Destroyer, Frigate or Battleship from one designated system to another.
- Found Colony: Found a new colony. Requires 2 turns (1 in transit, 1 colonizing) and consumes the committed megafreighter.
Cruiser Actions
- FTL Jump: Jump to a new System. Cannot commit any other actions with cruiser this turn.
- Exploration: Explore an uninhabited System. Requires an accompanying administration post.
Influence Actions
- Improve Integration - 15 Influence: Improve the integration level of a colony by 1 for 2 years (4 Turns).
- Lower Integration - 10 Influence:Lower the integration level of a foreign colony by 1 for 2 years (4 Turns).
- Foreign Investment - 5 Influence: You receive the income and benefit of a resource in a system (does not remove the benefit from the system's owner or stop the monopoly effect) for 2 years (4 turns).
- Sabotage Improvement - 5/10/x2 Influence: The target improvement cannot be used next turn. If you spend 10 Influence, there is a chance the improvement will be damaged or destroyed. Cost is doubled for Capital Improvements.
- Launch Coup - 30 Influence: Attempt to diplomatically take over a Colony. More likely to succeed the lower the target's Integration is and the fewer military units are in system.
- Espionage - 5x Influence: Commit espionage against a target to acquire information on it or influence its politics. Every multiple of 5 Influence increases the amount of Espionage gained and the chance of success.
Economic Actions
- Construct Megafreighter - 30 Credits
- Build Capital Improvement - 50 Credits
- Build Colony Improvement - 20 Credits
- Build Station Improvement - 25 Credits
Military Actions
- Recruit Regiment - 5 Credits
- Construct Gunboat or Torpedo Boat - 5 Credits
- Construct Corvette or Destroyer - 10 Credits
- Construct Frigate - 25 Credits
- Construct Cruiser - 50 Credits
NOTE: This list is not exhaustive. If you want to do something with your Faction and are willing to put resources into it, we can figure it out. This is especially true if you write Administration posts about it.