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<div style='float:right'>__TOC__</div>
[[Category:Homebrew Rules]]


It's [[Nationbuilder]], but we use a big empty black hexgrid instead, and a bajillion sci-fi tropes.
It's [[Nationbuilder]], but with a hexgrid map and exploration rules
instead of a pre-set map of landmasses. We also use a bajillion sci-fi
clichés instead of fantasy stuff.


The rules are usually passed around as a *.pdf file, but with MegaUpload, FileSonic and the rest of the file-locker services being a bunch of pansies, a wiki article may be better.
The rules are usually passed around as a *.pdf file, but with MegaUpload,
FileSonic and the rest of the file-locker services being a bunch of
pansies, a wiki article may be better.  Most of this is copypasta from
version 2.0, with edits for clarity or flavour; the rules are the same.


Kalmuk wrote the rules and runs a game on /tg/ with sessions once a week.
The irc chatroom for Kalmuk's game is shared with
[irc://irc.mibbit.net/#Nation|the Nationbuilder channel on mibbit.]


== Rules ==
[http://www.hexographer.com/ Hexographer] has a space tileset that's
:''The following is from a "Spacebuilder 0.4 by Kalmuk" document shortly before rapidshare deleted it... again.''
good for this game, and the free version does all you need.
{{cleanup}}


=== Introduction ===
__TOC__


Welcome to SpaceBuilder, a NationBuilder in SPESS! This NationBuilder allows players to make their
== Introduction ==
own unique nations on a galactic hex map, expanding, trading, colonizing and doing everything
Each player is the god/ emperor/ hivemind/ lead-singer of what will be a
people love about sci-fi.
star-spanning empire.  The empire will control many areas of space,
including star systems and resources from same.  Empires may compete
for resources, ideological differences, or on mandates from their
terrifying gods.


Sessions start when at least three players are onboard. Most sessions are once a week.  There's usually an IRC channel for tabletalk, but any official diplomatic declarations, as well as rebuttals (saying 'yes' or 'no' to an offer) must be made in the forum so that everyone knows what's going on and important stuff is recorded publicly.
Sessions start when at least three players are onboard. Most sessions
are once a week.  IRC or instant-messaging can be used for tabletalk,
but any official diplomatic declarations, as well as rebuttals (saying
'yes' or 'no' to an offer) must be made in the forum so that everyone
knows what's going on and important stuff is recorded publicly.


For now, Nationbuilder in Space is using this irc chatroom: irc://irc.mibbit.net/#Nation
A core idea for the game is the 'Action.'  Every player gets four Actions
each turn, which they use for efforts to improve their empire as a whole.
They could be anything from the mundane ("explore northward," "build more
naval forces,") to the abstract ("declare a public holiday to raise
loyalty," "pray to the lion-headed mantis for divine guidance"). The
free-form style gives plenty of freedom to players to flavour their empires
as they wish without forcing other players to make only similar changes.


=== Creating Nations ===
Empires are never obligated to engage in conflict with each other, and peace
is often more beneficial to one's imperial citizens/ cultists of the
faithful/ hive drones/ whatever.  However, contention for resources can
happen, or suspicion of an ulterior motive for encroaching on their
borders, and some empires may receive a mandate from their god to cleanse
the cosmos of "those with less than ten eyes."  It pays to be both a
diplomat of peace and a general of war when running your empire.


When signing up for a game, you will need to provide the following to the game master to establish your nation:
Above all: have fun, and help your other players to have fun as well.  This
* Race Name & Home Starsystem Name.  It is heartily encouraged that your own unique aliens are created, though some game masters are okay if you really want to be CHINA IN SPEES or GREEN ORKS THAT AREN'T ORKS I SWEAR or [[Space Marines]].
is the most important thing to remember and it is quite feasible with the
* Color 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.
cooperation of the players.
* Government Type.  Autocratic? Democratic? During the game you will need to decide how much freedom to give your starsystem colonies.
* Ideology.  This is important for diplomatic relations.  A technocracy (Adeptus Mechanus) and a plutocracy (Ferengi) will have a better time getting along than, say, militaristic vegetarians (K'kree) and territorial hunters (Kzinti).
* Location.  A vague idea of where you'll be starting.  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.


=== The Map ===
== Creating Nations ==
[[Image:NationbuilderInSpace_session4.png|400px|right]]
When signing up for a game, you will need to provide the following to
The map will be a large hexgrid, 21 or 23 hexes on a side.  Each hex represents enough space for one solar system with planets (and comets and Oort cloud, etc), no exact measurements because that's a pain to keep track of.  Travel between hexes must be with star-ships; it's assumed any colonized system has as many interplanetary ships, shuttles and patrol boats in to take care of any business.
the game master to establish your nation:


The map starts out with a "fog of war" on any hexes not explored by playersWhen a hex is explored and a star system is found, the game master will mark that hex with a colored dot to show the resources in that system:
* Race Name & Home Starsystem NameIt 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.
* Grey - lifeless system, either barren or exterminated, but enough solid mass/ solar radiation to build a base or fleets
* 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.
* Light Red - average, one habitable world, gives one +1 bonus
* 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.
* Dark Red - good, two habitable worlds or equivalent, gives two +2 bonuses
* 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).
* Yellow - excellent, three habitable worlds or equivalent, gives three +3 bonuses
* 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.
* Green or Purple - paradise, four habitable worlds or equivalent, gives four +4 bonuses
* Fluff. Some flavour and color for when you're interacting with the other players.
* Blue - mystery system. When colonized, 'dice+d6+d10' for number of habitable worlds and a 1-in-10 random effect. Blue systems may not have the same # of worlds nor random effect; if a duplicate of either is rolled, the next unique lower number is used instead.


Blue systems harbor terrible threats that will definitely ravage the galaxy, but when harnessed, will
Each empire also starts with four temporary bonuses to help distinguish
provide glorious bonuses. It’s advised that you refrain from colonizing blue systems until you have a
this empire's proficiencies: +15 to wealth, two +10 bonuses and one
strong military.
+5 bonus. Bonuses are explained below. Some sample choices are:


If a nation chooses one of the above colours as "theirs" for marking territory, the referee will adjust one or the other colour and notify the players before the game starts.
* Military culture: +10 military research, +10 shipbuilding, +5 weapons
<br clear="all" >
* Scientific culture: +10 research, +10 military research, +5 engines
* Applied Sociology: +10 espionage, +10 happiness, +5 culture


=== Taking Your Turn ===
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.


In every turn, you post to the game's thread in /tg/, with 'dice+4d20' in the email field. You can state four separate actions in your message (one for each d20 rolled by the forum software, in order). 
== Taking Your Turn ==
All players submit their turns with their four Actions simultaneously
to the referee.  On 4chan, this means posting with your tripcode to the
SpaceBuilder thread with 'dice+4d100' in the email field.


When your message is posted, the forum software will roll a d20 for each action; 11 or higher means that action succeeded.  Rolling "20" means a miraculous success, rolling "1" means a disaster happened during the attempt.
<div style='float:right;margin-left:1em;'>
{|border=1
|- align=left
!dice+d100 !! effect
|- align=left
|01 || disaster
|- align=left
|02-50 || failure
|- align=left
|51-70 || moderate (+1)
|- align=left
|71-80 || good (+2)
|- align=left
|81-90 || excellent (+3)
|- align=left
|91-99 || amazing (+4)
|- align=left
|100 || vunderbar!
|}
</div>


During the course of the game, your nation will receive BONUSESBonuses are permanent until they are lost
An '''Action''' is something the empire as a whole resolves to do (even if it doesn't require the entire empire's particpation), and its success or failure effects the empireEvery player gets four actions during their turn to make changes to their empire, and every player's turn is resolved simultaneously.  Actions are described in greater detail below.
through dice rolls, or a player can SPEND that them, doubling their value for an action but discarding the bonus afterwardsSpent bonuses are discarded whether or not the action was a success, failure, miracle or disaster.
:''Example:  "Distributing food through the empire" would not require an Action, even though it requires the entire empire to maintain trade routes -- success means business as usualAn Action is would be something like Terraforming a new agri-world -- success would increase food surplus throughout the empire.''


When posting your action, please remind the gamemaster your nation's colour and location to prevent confusion.
The referee (or the KusabaX software with 'dice+4d100') rolls d% for each
player's Action.  Over 50 is a success; see the chart to the right for a
guideline for what sort of bonuses can be earned from great success.


;Example of a player's turn:
Actions that have pre-defined game mechanics are: Exploration, Colonization,
Player A posts the following for their turn, with 'dice+4d20' in the email field:
Trade, Espionage, Research and Military Conflict.  Don't limit yourself
# Build a fleet
to just these actions -- much of the fun in the game is adding your
# Research "hyperdrive" technology
own flavour to itUse Actions for trading resources, diplomacy, or
# Colonize a starsystem
domestic improvements or appeasing great and terrible space-gods, and
# Explore to the north
give the referee and other players material to work with for having fun.
Player A posts the message, and sees the dice rolled 9, 12, 7, 1"Build a fleet" is <= 10, so it would fail, but Player A's nation already has a "+2 orbital drydock" bonus, bumping that failing 9 to a successful 11.
:Example of bonus use:
: Build a Fleet (+2 orbital drydock)
:Player A rolls a 9 but with the bonus it becomes an 11, meaning the action succeeded.


When posting your action, please state the colour and location of your nation so the referee can avoid confusion in publishing results.
== Bonuses ==
An empire can do better than just 50/50 chances in their pursuits. An
empire collects bonuses which can be applied to their Actions.  Bonuses
come in three types:


A player's actions can be one of the following:
* '''Planetary''' - Bonuses gained when colonizing a system.  A system's assets are dedicated to a purpose that improves the entire empire.  If this system is lost to conquest or disaster, the Planetary Bonus is also lost.  These Planetary Bonuses can be used creatively, if you can convince the referee that they would apply.
* Explore target unexplored hex
* '''Specialized''' - Larger than Planetary Bonuses, but are restricted to certain types of Actions.  (ie. a Military Bonus can be used for an Action involving conquest, but isn't much good in peacetime).  Any Specialized Bonus is useless outside it's field, no matter how creatively you describe its application to the referee.
* (Diplomacy?) Trade technology with another nation
* '''Temporary''' - Can only be used once for a single Action, then it is depleted and gone.  It could be a precursor artifact with one charge left, the last of an evaporating black hole, or a boon owed by time-travellers.  Temporary Bonuses are larger than other bonuses, but must be used wisely. 
* (Diplomacy?) Trade resources with another nation if there is a trade route
* Build Espionage score by +1
* Launch Espionage mission to steal a bonus from another nation
* Colonize target unclaimed starsystem
* Fleet Battle in the same hex as another nation's fleet forces
* System Battle against another nation's starsystem without their fleet present


=== Exploration ===
There is no 'tech tree' in this game; the advantages of new developments are
expressed as accumulating these Bonuses.  A successful empire will balance
the development of Specialized and Temporary Bonuses with the exploration,
colonization and conquerization to acquire Planetary bonuses.


Before systems can be colonized, they have to be explored.  Exploration requires an action, (which means a d20 roll), and a destination hex to be explored that has not yet been explored in this game (still under fog of war)Exploration lifts the fog of war in all hexes around the hex you target; rolling a miracle '20' on the explore action will lift the fog of war for a radius of 2 hexes instead of 1Exploration teams will claim all empty hexes between the nation's borders and their destinationHexes with starsystems are not automatically claimed; they must be COLONIZED.  Systems you find through exploration have to be named by the player who found themRolling a disaster '1' means something bad happens during the exploration team's mission.
:''Example: The empire of Orcs That Are Pretty Much Orks uses an action to colonize a new systemThe player adds +5 Planetary Bonus of "agriculture" saying the colonists brought their own bag lunches to kickstart the food surplus through the local winter.  The player also adds +10 Specialized Colonization Bonus for "reproduces by budding."  A +15 Specialized Military Offense Bonus of "wwaaaaaaghhhhh!!!" would be nice, but can't be used here, because this isn't a military offensive ActionLast, the player decides to use up a small +5 Temporary Bonus "weird boyz what kin telyport by makin' dere heads explode." The roll was 64, already enough for success, but the +20 from Bonuses bumps the roll up to 84, and the referee decides that's enough to get a +2 Planetary Bonus immediately from this new system"Your weirdboyz made a mistake and teleported half your colonists to a different world, but since you brought extra food both colonies in the system manage to thrive."


=== Diplomacy ===


It is assumed that communication technologies are refined enough to allow contact between all
== Exploration ==
nations in the universe (no 'you gotta find me first'), and every nation shares at least one common language with any other. This is for the purpose of speeding up the game. Technology knowledge can be traded with no restrictions; trading resources requires an explored and unobstructed route on the map between the two nations.
[[Image:NationbuilderInSpace_session4.png|400px|right]]
The map will be a large hexgrid, 21 or 23 hexes on a side.  Each hex
represents enough space for one solar system with planets (and comets and
Oort cloud, etc) Not every hex will have a solar system. Those that do
are important assets for an empire, as they provide resources for the
military and Planetary Bonuses to improve an empire's Actions.


=== Technology ===
The map starts out empty, with just the home systems for each empire
revealed.  The rest of the map is unknown and must be exposed by using
Actions for exploration.  The first exploration will expose the six hexes
around the home system, and exploration Actions after that will expose six
hexes in a specified direction.


There is no rigid tech-tree, as players basically open up their own tech trees, but traditional 4X tech trees will be used as a guideline for advancing nation technology. All nations start off with the ability to construct starships and colonize systems.  For each military force, all nations start with basic (poor) weapons: direct-fire guns and missiles. Keep in mind that this game is not hard sci-fi so all sorts of wacky research is allowedEven magic is allowed in a sci-fi form (ie. The Force, Psykers and The Warp, etc). Keep in mind that magic by itself will not win you the game but feel free to make your Stellar Wizard Empire.
When hexes are exposed, their background colour is changed from black to
the colour of the exploring empireThe exception is new systems, which
have a white background until they are successfully colonized, then they
have the background colour of the occupying empire.


If you want to research something that you don’t want the other nations to know, put it as
<div style='float:right;margin-left:1em;'>
Develop/Continue project ‘X’, where X is the codename of your research.
{|border=1
|- valign=top
! Roll !! System type uncovered
|- valign=top
|    1 || Blue (see below, malevolent)
|- valign=top
| 2-50 || lifeless (grey, no useful worlds)
|- valign=top
|51-70 || average (light red, one useful world, +1 x1)
|- valign=top
|71-80 || good (dark red, two useful worlds, +2 x2)
|- valign=top
|81-90 || excellent (yellow, three useful worlds, +3 x3)
|- valign=top
|91-99 || paradise (green, four useful worlds, +4 x4)
|- valign=top
|  100 || Blue (see below, miraculous)
|}
</div>
The roll used for the exploration Action will also tell the referee the quality of systems found in the exposed hexes.  See the chart below for the value of the system uncovered and the colour used to mark that world.  Note that each world in the system provides a Planetary Bonus, so colonizing a excellent/yellow system can give the empire up to three +3 Planetary Bonuses.


=== Espionage ===
Blue systems are special.  They mark places with cosmic anomalies or
precursor artifacts that can be exploited.  They are often already
inhabited by indigenous sapients or hazards that must be overcome before
colonization.  Roll d6 to determine how many useful worlds there are and
the Planetary Bonus for them, and the referee will have a surprise prepared
for whomever manages to conquer that system.


Espionage has its own level, like fleets. A nation must build up your intelligence network
<br clear='all'>
through actions as they would fleetsA nation with a high enough espionage level can steal a bonus from a target nation if the acting nation's espionage level is higher than the target's espionage level ''plus the value of the bonus being stolen.''Successful or no, the acting nation's espionage level is reduced for three turns (thus vulnerable to counter-espionage).  On a success, the acting nation now owns that bonus!  Keep in mind that actions are worth their weight in gold and every action you spend at espionage will mean one less action dedicated to fleet building and colonizing.
== Diplomacy ==
It is assumed that communication technologies are developed enough to
allow contact between all nations in the universe (no 'you gotta find
me first'), and every nation shares at least one common language with
any otherThis is for the purpose of speeding up the gameIdeas that
get lost translation can be funny, but don't use it to confuse nor
mislead other players nor the referee.


=== Colonization ===
Empires can trade technology (Specialized Bonuses) or goods (Temporary
Bonuses), but must have an unobstructed and exposed path between their
two empires, and both empires must use an Action on the same turn to
facilitate the exchange.


Colonization requires a roll; a '20' miracle means two starsystems were colonized simultaneously by the same teamStarsystems are rarely just one world; they would have have one 'capital' planet and a subset of auxiliary planets dedicated to their own special fields. The colonizing nation chooses the fields of expertise for these planets – this is expressed as bonuses applicable to other actions.
== Technology ==
There is no rigid tech-tree, as players basically open up their own
tech trees, but traditional 4X tech trees will be used as a guideline
for advancing nation technology. All nations start off with the ability
to construct starships and colonize systemsFor each military force,
all nations start with basic (poor) weapons: direct-fire guns and
missiles. Keep in mind that this game is not hard sci-fi so all sorts
of wacky research is allowed.  Even magic is allowed in a sci-fi form
(ie. The Force, Psykers and The Warp, etc). Keep in mind that magic
by itself will not win you the game but feel free to make your Stellar
Wizard Empire.


Systems with more than one planet in them are valuable, as already mentioned in the Map description aboveA dark-red system will give the owning nation two +2 bonuses, whereas a light-red system only grants one +1 bonus.
If you want to research something that you don't want the other nations
to know, put it as "Develop/Continue project X", where X is the
codename of your researchThese secret projects can be uncovered with
Espionage Actions.


=== Secession ===
== Espionage ==
There are two parts to espionage – the espionage level and projects.


Through random events, INACTIVITY or pacts forced upon a defeated foe, systems can become independent. Due to lack of leadership from the mother nation, they will stagnate, though if threatened will produce fleets. These independent systems are colour-coded white in the hex map. New players are welcome to take control over such systems and create their own nation from them.
The '''espionage level''' is built up like fleets – the value increases as
the player devotes successful actions to building up espionage. The
espionage level can be spent to steal a bonus from another empire,
however the espionage level spent has to equal double the value of the
bonus being stolen. Also, a useful tactic for stealing bonuses and not
getting found out is not to devote all actions to espionage that turn.


If you cannot play for a certain period of time (2 weeks or more) send an email to the game's referee.  The referee may preserve your nation, but for the sake of the other players it will be played "on cruise control" as entering a period of isolation and stagnation.  These kind of nations cannot be attacked before a AFK’s players consent (by email or chat). In that case, during a war the ref will roll for that nations fleet recruitment and war.  A player may declare another allied player to be their proxy, if it is preferred.
A '''Project''' is an action a player does not want the other empires to
know about – a fleet build-up, new technologies or simple espionage. In
such a case, players should put this as 'Develop/Continue Project X',
where X is the name of your project.


If a player is inactive for a long time (absent from three weekly sessions) without warning as mentioned above, the referee will likely describe the collapse and fracturing of that nation.  All systems that were in that nation's area of control are now independent and may be targeted by Colonization actions, easily annexed into other nations.  The collapsed nation's territory will no longer be marked with their colour.
If a player has more espionage than another player, that player can
spend the difference between the empires espionage to uncover a project.


=== War ===
== War ==
When diplomacy fails, war can be declared.


Players can build fleets to increase their military. There are no 'armies' as in other Nationbuilder games. It is still worth researching land tech – this provides land combat bonuses! 
An empire chooses which system to attack and then the attacker and
defender proceed to combat rolls.


Fleet Battles are resolved as follows:  Two nations will have fleets comitted to battle in the same hex.  Military strength for each nation during an exchange are calculated with 'dice+Xd10+B', where X is the number of fleets the nation committed to battle, and B is the total of that nation's relevant bonuses. More fleet units give a wider range of strength, and bonuses give a smaller but more reliable strength.  Any '1' disaster rolled will lose a fleet from that nation's forces.  If a nation's strength is 10 less than the other nation's, the weaker nation loses a fleet for every 10 in difference (ie. 17 vs. 38, difference of 26, the weaker loses (26/10) 2 fleets before the next exchange).  If the difference is 10 or less, both sides lose a fleet, but the weaker nation must retreat.If the difference was marginal, that is ten or below, both sides lose a fleet but the winner forces the loser out of the system.
During combat, 'fd10+b' is rolled, where 'f' is the amount of
fleets an empire has and 'b' is all relevant bonuses. The defender
can add 10 automatically to the roll for every planet in the system.


When fighting multiple enemies in the same hex, you have to choose which fleets to send against a given enemy. For example, you cannot send your 12 fleets against two separate enemies twice – you have to split up your forces for that (e.g. two forces of 6 fleets). This makes diplomacy important so that you aren't outnumbered.
However, the amount of fleets an empire can have is limited by the
fleet cap. The fleet cap at first is the amount of planets possessed
(note that systems above light red have more than one planet) but can
be increased by logistics fleets and planetary projects.


If a nation's fleet is the only fleet occupying another nation's colonized system, they may perform a System Battle action. This may be a continuation of a fleet battle in another nation's hex they have colonized, but the forces committed can only be whatever is left over after the Fleet Battle.
Each combat roll represents an entire campaign for a system, the roll
:''System battle rules are still being hashed out.''
as a whole shows how well your empire performed. If the attacker wins,
they can occupy the system, gaining bonuses equal to the system's
value or exterminate a system, denying its bonus values to anyone else.


When making a System Battle, the attacking nation must choose between INVASION or EXTERMINATION. In
== Fleets ==
both cases, the attacking force rolls 'dice Xd10+B' for strength, where X is the number of fleets they wish to dedicate to the attack, and B is the value of relevant ground-attack bonuses for Invasion, or fleet-attack bonuses for Extermination ("nuke 'em from orbit"). The defending player rolls Xd10+B, where X is the number of planets in a system and B is relevant ground- or planetary-defense bonuses.  If the defender has a higher strength, the system remains under that nation's control, although the enemy fleets are still in that hex. If the attacker is Invading and gets a higher strength, the attacking nation gains one appropriate +1 bonus for their nation.  If the attacker is Exterminating and has a higher strength, the system is changed to "grey" lifeless, and any bonuses that system provided are lost permanently.
To carry out combat, players need '''fleets'''. Fleets can be built on
successful actions.


=== Random Effects ===
The amount of fleets


During the course of the game, random events will be rolled, at random times. They will either
There are three different types of fleets:
provide glorious bonuses to you or screw you over. In the early game, random events will not be
rolled so as not to screw you over right when you start. Beginning from session 3, random events will
happen.  The referee will 'dice+d20' and check the following chart:


* 20 - Golden Age All nations in the galaxy now experience a golden age of economic prosperity and scientific discovery! (+3 to rolls for next two turns, +3 to research actions. If you haven’t done much research before now is your chance to catch up!)
* Standard The standard fleet that can attack, defend and occupy systems.
* 19-18 Land Grab – Citizens of nations in the galaxy have decided, in a patriotic fervor, to colonize systems out of their own pockets!
* Logistic Increases fleet cap by 1, cannot participate in combat and the amount of logistics fleets one can build is limited by the amount of planets one possesses.
* 17-16 Economic boom – Galactic economies grow and billions of jobs are gained! (+1 to roll for next two turns)
* Kamikaze Can be built on a roll of 40 and above, on a combat roll of 7 or above the Kamikaze fleet automatically destroys one enemy fleet and is itself destroyed. These types of fleets cannot occupy systems.
* 15-8 – Nothing important happens, life goes on as usual.
* 7-6 – Recession – Galactic economies contract and billions lose their jobs. (-1 to roll for next two turns)
* 5-4 – Galactic Discontent – Discontent among nations has made some systems declare independence! (New players are welcome to take over those systems). If this happens early in the game then this just means that fleets have to take a military roll or else nations suffer a -2 to rolls for the next turn.
* 3-2 – Warp Storm – A warp storm has manifested itself! A new (blue) system has appeared, however there may be terrible threats in the system, waiting for unlucky explorers!
* 1 – Disaster!


Each session has a general theme, from the [http://videogamena.me/ videogamena.me generator]. This
== NPCs ==
represents new movements, subcultures, religions and other social events that transcend nations.
Many different NPC's will be encountered throughout the game as blue
systems are colonized, based on many sci-fi tropes.


== Final Notes ==
There are also the Pirates, whose strength will grow as empires become
richer and can be hired by empires to attack other empires.


For a future run of this game, there might be more of a randomization process – exploration
== Collapse ==
roll deciding whether you encounter a system or not. This could also appease players who
There are two ways in which an empire can collapse:
wish to be placed in a particular part of the map and treat everyone fairly. For the first game
I had a map with all systems on it in an even ratio, with rims having less systems but more
overall quality of the systems and the centre having many low quality systems.  If there is higher demand I may expand the galaxy and test out the above random system process.


I was also thinking about making bonuses only expendable, making players prioritise.
* Losing all planets
* Inactivity – being inactive for at least three sessions without warning the GM beforehand.


Any improvements suggested in threads and through chat/email will be added to the PDF file that gets passed around, so as to improve the system.  Finally, if there are any good, free hex-map creation software I would be very grateful for providing links to them.
If an empire collapses from inactivity (which is treated as the empire
: Did you know that [http://www.hexographer.com/ Hexographer] has a space tileset?
falling into isolationism and civil wars), the hexes for the systems
become white and can be claimed by new players as a starting position.


[[Category:Homebrew Rules]]
== Tips For The Tabletop ==
A /tg/ Nation Builder can attract a high amount of players, with at times
as many as 20 being on the map. Real-life GM's obviously cannot gather
that many people, so I suggest increasing the amount of hexes that can
be explored and perhaps even shifting the system from d100's to d20's
for the table-top.

Latest revision as of 13:14, 22 June 2023


It's Nationbuilder, but with a hexgrid map and exploration rules instead of a pre-set map of landmasses. We also use a bajillion sci-fi clichés instead of fantasy stuff.

The rules are usually passed around as a *.pdf file, but with MegaUpload, FileSonic and the rest of the file-locker services being a bunch of pansies, a wiki article may be better. Most of this is copypasta from version 2.0, with edits for clarity or flavour; the rules are the same.

Kalmuk wrote the rules and runs a game on /tg/ with sessions once a week. The irc chatroom for Kalmuk's game is shared with Nationbuilder channel on mibbit.

Hexographer has a space tileset that's good for this game, and the free version does all you need.

Introduction[edit | edit source]

Each player is the god/ emperor/ hivemind/ lead-singer of what will be a star-spanning empire. The empire will control many areas of space, including star systems and resources from same. Empires may compete for resources, ideological differences, or on mandates from their terrifying gods.

Sessions start when at least three players are onboard. Most sessions are once a week. IRC or instant-messaging can be used for tabletalk, but any official diplomatic declarations, as well as rebuttals (saying 'yes' or 'no' to an offer) must be made in the forum so that everyone knows what's going on and important stuff is recorded publicly.

A core idea for the game is the 'Action.' Every player gets four Actions each turn, which they use for efforts to improve their empire as a whole. They could be anything from the mundane ("explore northward," "build more naval forces,") to the abstract ("declare a public holiday to raise loyalty," "pray to the lion-headed mantis for divine guidance"). The free-form style gives plenty of freedom to players to flavour their empires as they wish without forcing other players to make only similar changes.

Empires are never obligated to engage in conflict with each other, and peace is often more beneficial to one's imperial citizens/ cultists of the faithful/ hive drones/ whatever. However, contention for resources can happen, or suspicion of an ulterior motive for encroaching on their borders, and some empires may receive a mandate from their god to cleanse the cosmos of "those with less than ten eyes." It pays to be both a diplomat of peace and a general of war when running your empire.

Above all: have fun, and help your other players to have fun as well. This is the most important thing to remember and it is quite feasible with the cooperation of the players.

Creating Nations[edit | edit source]

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 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.

Taking Your Turn[edit | edit source]

All players submit their turns with their four Actions simultaneously to the referee. On 4chan, this means posting with your tripcode to the SpaceBuilder thread with 'dice+4d100' in the email field.

dice+d100 effect
01 disaster
02-50 failure
51-70 moderate (+1)
71-80 good (+2)
81-90 excellent (+3)
91-99 amazing (+4)
100 vunderbar!

An Action is something the empire as a whole resolves to do (even if it doesn't require the entire empire's particpation), and its success or failure effects the empire. Every player gets four actions during their turn to make changes to their empire, and every player's turn is resolved simultaneously. Actions are described in greater detail below.

Example: "Distributing food through the empire" would not require an Action, even though it requires the entire empire to maintain trade routes -- success means business as usual. An Action is would be something like Terraforming a new agri-world -- success would increase food surplus throughout the empire.

The referee (or the KusabaX software with 'dice+4d100') rolls d% for each player's Action. Over 50 is a success; see the chart to the right for a guideline for what sort of bonuses can be earned from great success.

Actions that have pre-defined game mechanics are: Exploration, Colonization, Trade, Espionage, Research and Military Conflict. Don't limit yourself to just these actions -- much of the fun in the game is adding your own flavour to it. Use Actions for trading resources, diplomacy, or domestic improvements or appeasing great and terrible space-gods, and give the referee and other players material to work with for having fun.

Bonuses[edit | edit source]

An empire can do better than just 50/50 chances in their pursuits. An empire collects bonuses which can be applied to their Actions. Bonuses come in three types:

  • Planetary - Bonuses gained when colonizing a system. A system's assets are dedicated to a purpose that improves the entire empire. If this system is lost to conquest or disaster, the Planetary Bonus is also lost. These Planetary Bonuses can be used creatively, if you can convince the referee that they would apply.
  • Specialized - Larger than Planetary Bonuses, but are restricted to certain types of Actions. (ie. a Military Bonus can be used for an Action involving conquest, but isn't much good in peacetime). Any Specialized Bonus is useless outside it's field, no matter how creatively you describe its application to the referee.
  • Temporary - Can only be used once for a single Action, then it is depleted and gone. It could be a precursor artifact with one charge left, the last of an evaporating black hole, or a boon owed by time-travellers. Temporary Bonuses are larger than other bonuses, but must be used wisely.

There is no 'tech tree' in this game; the advantages of new developments are expressed as accumulating these Bonuses. A successful empire will balance the development of Specialized and Temporary Bonuses with the exploration, colonization and conquerization to acquire Planetary bonuses.

Example: The empire of Orcs That Are Pretty Much Orks uses an action to colonize a new system. The player adds +5 Planetary Bonus of "agriculture" saying the colonists brought their own bag lunches to kickstart the food surplus through the local winter. The player also adds +10 Specialized Colonization Bonus for "reproduces by budding." A +15 Specialized Military Offense Bonus of "wwaaaaaaghhhhh!!!" would be nice, but can't be used here, because this isn't a military offensive Action. Last, the player decides to use up a small +5 Temporary Bonus "weird boyz what kin telyport by makin' dere heads explode." The roll was 64, already enough for success, but the +20 from Bonuses bumps the roll up to 84, and the referee decides that's enough to get a +2 Planetary Bonus immediately from this new system. "Your weirdboyz made a mistake and teleported half your colonists to a different world, but since you brought extra food both colonies in the system manage to thrive."


Exploration[edit | edit source]

The map will be a large hexgrid, 21 or 23 hexes on a side. Each hex represents enough space for one solar system with planets (and comets and Oort cloud, etc) Not every hex will have a solar system. Those that do are important assets for an empire, as they provide resources for the military and Planetary Bonuses to improve an empire's Actions.

The map starts out empty, with just the home systems for each empire revealed. The rest of the map is unknown and must be exposed by using Actions for exploration. The first exploration will expose the six hexes around the home system, and exploration Actions after that will expose six hexes in a specified direction.

When hexes are exposed, their background colour is changed from black to the colour of the exploring empire. The exception is new systems, which have a white background until they are successfully colonized, then they have the background colour of the occupying empire.

Roll System type uncovered
1 Blue (see below, malevolent)
2-50 lifeless (grey, no useful worlds)
51-70 average (light red, one useful world, +1 x1)
71-80 good (dark red, two useful worlds, +2 x2)
81-90 excellent (yellow, three useful worlds, +3 x3)
91-99 paradise (green, four useful worlds, +4 x4)
100 Blue (see below, miraculous)

The roll used for the exploration Action will also tell the referee the quality of systems found in the exposed hexes. See the chart below for the value of the system uncovered and the colour used to mark that world. Note that each world in the system provides a Planetary Bonus, so colonizing a excellent/yellow system can give the empire up to three +3 Planetary Bonuses.

Blue systems are special. They mark places with cosmic anomalies or precursor artifacts that can be exploited. They are often already inhabited by indigenous sapients or hazards that must be overcome before colonization. Roll d6 to determine how many useful worlds there are and the Planetary Bonus for them, and the referee will have a surprise prepared for whomever manages to conquer that system.


Diplomacy[edit | edit source]

It is assumed that communication technologies are developed enough to allow contact between all nations in the universe (no 'you gotta find me first'), and every nation shares at least one common language with any other. This is for the purpose of speeding up the game. Ideas that get lost translation can be funny, but don't use it to confuse nor mislead other players nor the referee.

Empires can trade technology (Specialized Bonuses) or goods (Temporary Bonuses), but must have an unobstructed and exposed path between their two empires, and both empires must use an Action on the same turn to facilitate the exchange.

Technology[edit | edit source]

There is no rigid tech-tree, as players basically open up their own tech trees, but traditional 4X tech trees will be used as a guideline for advancing nation technology. All nations start off with the ability to construct starships and colonize systems. For each military force, all nations start with basic (poor) weapons: direct-fire guns and missiles. Keep in mind that this game is not hard sci-fi so all sorts of wacky research is allowed. Even magic is allowed in a sci-fi form (ie. The Force, Psykers and The Warp, etc). Keep in mind that magic by itself will not win you the game but feel free to make your Stellar Wizard Empire.

If you want to research something that you don't want the other nations to know, put it as "Develop/Continue project X", where X is the codename of your research. These secret projects can be uncovered with Espionage Actions.

Espionage[edit | edit source]

There are two parts to espionage – the espionage level and projects.

The espionage level is built up like fleets – the value increases as the player devotes successful actions to building up espionage. The espionage level can be spent to steal a bonus from another empire, however the espionage level spent has to equal double the value of the bonus being stolen. Also, a useful tactic for stealing bonuses and not getting found out is not to devote all actions to espionage that turn.

A Project is an action a player does not want the other empires to know about – a fleet build-up, new technologies or simple espionage. In such a case, players should put this as 'Develop/Continue Project X', where X is the name of your project.

If a player has more espionage than another player, that player can spend the difference between the empires espionage to uncover a project.

War[edit | edit source]

When diplomacy fails, war can be declared.

An empire chooses which system to attack and then the attacker and defender proceed to combat rolls.

During combat, 'fd10+b' is rolled, where 'f' is the amount of fleets an empire has and 'b' is all relevant bonuses. The defender can add 10 automatically to the roll for every planet in the system.

However, the amount of fleets an empire can have is limited by the fleet cap. The fleet cap at first is the amount of planets possessed (note that systems above light red have more than one planet) but can be increased by logistics fleets and planetary projects.

Each combat roll represents an entire campaign for a system, the roll as a whole shows how well your empire performed. If the attacker wins, they can occupy the system, gaining bonuses equal to the system's value or exterminate a system, denying its bonus values to anyone else.

Fleets[edit | edit source]

To carry out combat, players need fleets. Fleets can be built on successful actions.

The amount of fleets

There are three different types of fleets:

  • Standard – The standard fleet that can attack, defend and occupy systems.
  • Logistic – Increases fleet cap by 1, cannot participate in combat and the amount of logistics fleets one can build is limited by the amount of planets one possesses.
  • Kamikaze – Can be built on a roll of 40 and above, on a combat roll of 7 or above the Kamikaze fleet automatically destroys one enemy fleet and is itself destroyed. These types of fleets cannot occupy systems.

NPCs[edit | edit source]

Many different NPC's will be encountered throughout the game as blue systems are colonized, based on many sci-fi tropes.

There are also the Pirates, whose strength will grow as empires become richer and can be hired by empires to attack other empires.

Collapse[edit | edit source]

There are two ways in which an empire can collapse:

  • Losing all planets
  • Inactivity – being inactive for at least three sessions without warning the GM beforehand.

If an empire collapses from inactivity (which is treated as the empire falling into isolationism and civil wars), the hexes for the systems become white and can be claimed by new players as a starting position.

Tips For The Tabletop[edit | edit source]

A /tg/ Nation Builder can attract a high amount of players, with at times as many as 20 being on the map. Real-life GM's obviously cannot gather that many people, so I suggest increasing the amount of hexes that can be explored and perhaps even shifting the system from d100's to d20's for the table-top.