GarfunkeL
Racism Expert
RIGHT-O. Time to start a new Aurora game, run in 6.21 that has been out now for a bit. This will be slightly different from the The Great Game, in the sense that while we're still starting on Earth, it will not have any connection with our version of Earth's civilizations. Instead, every player can freely select which Theme they want to use. All players will start with 400 million population (+1d20 million to randomize it slightly), no missile bases, conventional industry, Trans-Newtonian Technology researched (so you can immediately start with the good stuff) and a single, 1000-ton, military shipyard with a single slipway.
Aside from that, rules will be the same as in The Great Game - diplomacy will be left entirely between players and I will only toggle hostile/neutral/friendly/allied-status in-game per player actions. Espionage, warfare, research, production, economy - all of these will be fully handled in-game as per how you want to civilization to act. Remember that there is no planetary maps, so any posturing over territory in-planet is meaningless and pure propaganda.
A NEW HOUSE RULE, REGARDING TROOP MOVEMENTS AND GROUND COMBAT ON EARTH:
From now on, it is possible to create JOINT COMMANDS for either defensive or offensive purposes.
- Any number of countries can donate units to a JOINT COMMAND
- JOINT COMMAND and all its units are always owned and controlled by a single faction
- Sending units takes two weeks of in-game time, regardless of geographical locations (too much hassle for me)
- If there is fighting at either end, that adds an additional week of transit time
- If there is fighting at both ends, two weeks will be added to the transit time
- If one of the factions participating in a JOINT COMMAND is already fighting, it will automatically become the "owner" of said JOINT COMMAND (otherwise would be too much hassle for me)
Example 2: Country D wants to help defend Country C. They create a JOINT COMMAND, owned by Country C. Country D sends Y units to take part. After three weeks, units are present at Country C and participate in combat.
This is to circumvent the mechanical problems in the way Aurora models ground combat.
The list of themes:
- African Union
- Ancient Egypt
- Ancient Greece
- Andromeda
- Animal
- Arabic
- Argentina
- ASEAN
- Australia
- Aztec
- Barsoom
- Boer
- Brazil
- Canada
- China
- Clans of Shakar
- Danmark
- Demonic Realm
- Deutschland
- Deverry
- Elemental
- Fantasy
- France
- Gaelic
- Galactic Empire (Star Wars)
- Hippy
- House Davion
- House Kurita
- House Liao
- House Marik
- House Steiner
- India
- Indonesia
- Iran
- Israel
- Italia
- Khanate of Orion
- Knights Templar
- Magician (R. Feist)
- Manticore (RMN)
- Mexico
- Mongol
- Nations of Earth
- Native American
- Netherlands
- Nihon
- Norse
- Odd
- Orc
- Rebel Alliance (Star Wars)
- Rigelian (Historical)
- Rigelian (Steve)
- Roman
- Russia
- Shotgun
- South Africa
- South America
- South Korea
- Spanish
- Suomi
- Sverige
- Terran Federation
- Tolkien
- Traveller
- Turkey
- United Kingdom
- United States
- Welsh
I think 12 players would be the absolute maximum and 6 would be a nice minimum group. Future players could join as aliens if/when such are discovered.
Ship classification system and classes
Year 1-3 events
And some useful posts from the old thread:
Technical details of all major bodies in the Sol system
Short guide to Espionage
Research and you - how does it work?
Different types of weapons explained
Various types of missile defence illustrated by talking heads
The starting TECH TREE explained
Maintenance for dummies
All the different methods of production
Sensors and their usage
Shipyards and their complex tasks
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