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== Creating Nations == When signing up for a game, you will need to provide the following to the game master to establish your nation: * Race Name & Home Starsystem Name. It is heartily encouraged that you create your own unique alien culture, but it's okay if you just want to re-use something from [[Alpha Centauri]], or play [[Space Marines|SPEES MUHREENS]] or GREEN ORKS THAT AREN'T WH40K ORKS HONEST BOSS. * Colour for marking territory on the map. Since the map will be a white hexgrid on a black spacescape, don't be an idiot and say "white" or "black." Also see below about the colours used for system markers. * Government Type. Autocratic? Democratic? Don't go into too much detail, just one line of how you manage to govern a civilzation that spans multiple starsystems. This may affect how your empire handles military, trade or other inter-empire interactions at the borders. * Ideology. This is important for diplomatic relations. A technocracy (Adeptus Mechanius) and a plutocracy (Ferengi) will have a better time getting along than, say, militaristic vegetarians (K'kree) and territorial carnivorous hunters (Kzinti). * Location. A vague idea of where you'll be starting on the empty hexmap. Rather than use sci-fi terms like 'coreward' and 'spinward', just "center, east, north, south, west" will do. * Fluff. Some flavour and color for when you're interacting with the other players. Each empire also starts with four temporary bonuses to help distinguish this empire's proficiencies: +15 to wealth, two +10 bonuses and one +5 bonus. Bonuses are explained below. Some sample choices are: * Military culture: +10 military research, +10 shipbuilding, +5 weapons * Scientific culture: +10 research, +10 military research, +5 engines * Applied Sociology: +10 espionage, +10 happiness, +5 culture The bonuses that an empire starts with must be approved by the referee, and they are one-use only but need not be used in the first turn. Empires will use their Actions to gain other temporary bonuses, or smaller permanent bonuses.
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