Other Stuff

Other Stuff

Technology Levels

Technology level in this game is going to have some large impact on the ability of a force to project and protect itself, and will limit the ability of a given power to gain certain levels of boons. There are three ‘technology levels’.

  • Sub-Manifold Societies, those who do not have the power yet to operate the manifolds. These societies can interact with star-empires, but are dependent upon the spacers guild for this interaction.
  • Manifold Societies are those who have mastered the art of using the manifolds for travel and are the average technology level. This is where large space-operations, such as interplanetary invasion, colonization, ect, are available. Unless able to 'port' at friendly systems (By treaty) or possessing of specific technological advancements or boons, a Star-Nation may only utilize its Military or Production Capacity within 4 jumps of its own worlds.
  • Supra-Manifold Societies are generally in the very core of the universe and are closely grouped together. They are the core of the old republic. They were apparently able to override the manifold and keep their small sector operational. A Supra-Manifold Society may affect systems with its Military and Production Capacity up to 7 jumps from its homeworlds without need for allied support.

Additional to this, each star nation will be able to research individual technologies that will effect its National Assets or System Infrastructure.

Boons and Hardships.

Boons and hardships reflect the tangible and useable of political events and cultural trends. They are modifiers that may be targeted by actions, they can sometimes be traded or granted to other nations. The lists of each are exhaustive and not available for examination by players. Where you set your sliders in character creation, base ephemerals and in-game events may result in gaining or loosing both boons and hardships over the course of the game. Here are a few examples however, of what is possible.


Boons can vary in strength and can be added to any one Action but in doing so, they must be added only within the parameters outlined by each Boon. I should be noted that if a Boon is included in an Action that fails, that Boon may be lost. Boons themselves may also be targeted by Actions. (You can attack your enemies boons, to remove them or steal them) Some examples of Boons include:

  • Military/political Genius – the distinguished leader of your nations military or politics who inspires others who followers.
  • Expert Servant – a particularly skilled or knowledgeable Freeman that serves you and provides a bonus.
  • Special Technology – hi-technology in your possession that affects your assets.
  • Imperial Favor – The Empire favors you, and may provide you assistance.
  • Guild Compact- a particularly lucrative or helpful agreement with a specific guild.
  • Hardy Population – Your population will suffer less when attacked.

Boons and hardships are weighted in strength levels. All boons and hardships have a description that should explain how they are used. Some are single use only, some are permanent, and some may be used in all actions while others are specific to a single action.

  • Imperial Favor: +1 on all Probe actions. This boon may be added to any probe action.
  • Imperial Favor: +1 Network. This boon adds to your total Network Action point allowance. It * does not affect your base statistic.
  • Imperial Favor: +1 on a single Network Probe Action. This boon may be added to any single network probe action.
  • Imperial Favor: +1 on All Network Probe Actions. This boon may be added to all network probe actions.
  • Imperial Favor: +1 all Network Actions. This boon may be added to all network actions.


Hardships are the other side of the coin. They act as Boons but they generally put you at a disadvantage. Hardships can be targeted by Actions. Some examples of Hardships include…

  • Planetary Uprising – a revolt on one of your worlds that will grow unless dealt with
  • Spacer Embargo – freeze on exports and/or imports to and/or from one or more worlds
  • Banker Freeze – suspecting fraud, the Central Bank has frozen your accounts and thus, your ability to trade in a given resource.
  • Smear Campaign – someone has initiated a campaign to soil your Royal name
  • Imperial Censure – The Empire does –not- like you and may aide your enemies.
  • House Schism – members of your own family conspire against House rulership.

Military Composition (Optional)

The following information is an optional system by which players may choose to detail their military forces. With the exception of Super-Capitol ships, these designations do not have any bearing on combat or loss. All units are listed in terms of relative strength. Actual numbers in the unit are irrelevant. A CWA Marine division may have 5,000 men to achieve its force rating while one from the Tarn System may require 35,000 men. Both have an objective strength rating of 0.05 action points.

A player will have X points to spend here, where X is equal to his Military Might rating, unmodified by technology, boons or grants of force.

Unit Type Point Cost
Marine Division 0.05
Space-Fighter Wing 0.05
Assault Dropship Unit 0.05
Light Patrol Ship 0.07
Corvette Class Escort 0.10
Frigate Class Escort 0.15
Destroyer Class Escort 0.20
Battle Cruiser (Capitol Ship) 0.40
Battle Carrier (Capitol Ship) 0.55
Assault Cruiser (Capitol Ship) 0.70
Planetary Assault Ship (Super-Capitol Ship)* 1.00
System Assault Ship (Super-Super-Capitol Ship)* 2.50

Astrix = If this ship is lost in combat, its value is deducted from your total asset points and do not refresh as per supported combat losses. These vessels are irreplaceable to most societies and represent massive investment. They are available only with Staff Approval.

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