Space Empires — Rules
Concept
A massively multiplayer turn-based war game, loosely modelled on the gameplay of the PBM game sold in the 80s as Space Empires.
The game is turn-based. Players submit orders for their units, the server processes those orders, and when processing is complete the game emails a text report for each player containing the results.
Gameplay example
A player first gets a report of the current state of their empire, which traditionally starts as a single world with a ship factory.
TURN 1
W1<MING>(2,3,4,5) (ind=50 rms=13 rmp=10 pop=31)
... which means
- a world named
W1connected to 4 other worlds (worldsW2,W3,W4andW5) - owned by the empire of
MING - has the industrial production capacity (
ind) of50ships per turn - holds raw materials (
rms) sufficient to build13ships - producing
10more raw materials (rmp) every turn - with a population of
31million
The player reads the report and perhaps submits the following orders:
B12 F1 W1
B1 F2 W1
...which means
- Build
12ships onto a new fleet namedF1at W world 1. - Build
1ship onto a new fleet namedF2at W world 1. - Don't give an order to
F2, but leave it atW1to defend the world.
Major differences from classic 80s Space Empires
If you played the classic game, you might notice that there are now no fleets at the world on the first turn. In this game, players create fleets when required. A fleet containing zero ships is not possible. There are no "Home Fleets." To defend a world, create a normal fleet and give it no orders. The fleet will enter defense mode automatically and double its defence points. On the turn a fleet is created, the fleet cannot immediately move. Your first turn will be creating fleets for movement in turn 2.
In addition to fleet creation, there are some other minor changes to the classic rules such as:
- the order of combat events
- alternative ship combat strategies
- optional supply chain automation
Game Rules
The Universe
The universe is a set of worlds connected via a galactic hyperspace network. Travel between worlds is only possible through the connections of this hyperspace network. The map may be a grid, a torus, a dodecahedron, or an organic spanning tree of interconnections.
Worlds
Worlds have a number of attributes:
| World Attribute | Abbreviation | Game effect |
|---|---|---|
| Industry | IND | Each point of Industry is capable of turning one unit of Raw Material into one Ship on one turn, as long as the Population is greater than zero. |
| Raw Materials Stored | RMS | One unit of Raw Material is enough to create one Ship |
| Raw Materials Produced | RMP | The number of units of Raw Materials produced by the world per turn |
| Population | POP | Millions of inhabitants. If this is zero, the world is unowned. Population does not increase during the game. |
| Owner | Every world will have one owner, or unowned. | |
| World number | Every world will have a unique numerical identifier. |
Ships
All ships in the game are identical. All ships are armed. Each ship may carry one unit of cargo. A ship carrying cargo is encumbered in battle.
Fleets
Every ship must belong to a fleet. A fleet contains one or more ships. A fleet is given a Strategy each turn. A fleet not given a strategy has the default strategy, which is to fire when ordered and defend when attacked. Ships in a fleet move and fight together as a unit.
Turns
Each turn has three phases.
Combat phase
- Fleets are assigned strategies and targets.
- Combat is resolved according to the combat rules.
- Fleets with no ships after the combat phase are eliminated at the end of the Combat phase and will not participate in remaining phases.
Bombardment phase
- If there are no enemy ships with DEFAULT or INTERDICTION strategy,
then surviving fleets with bombardment orders (e.g.
AF99P) destroy Industry or Population.
- If there are no enemy ships with DEFAULT or INTERDICTION strategy,
then surviving fleets with bombardment orders (e.g.
Resolution phase
- Construct new fleets
- Transfer ships between fleets
- Load and unload cargo and treasures
Movement phase
- Fleets move from one to three hyperspace jumps
- Fleets which loaded or unloaded cargo and treasure may not move in the same turn
- Ambushes occur in this phase
Reports
Each player will get a report of the status of their empire at the start of every turn. The report will be in the following format, but may also be delivered as a .dot file and/or a json file for processing by graphical clients.
Example reports
W1<MING>(2,3,4,5) (ind=13 rms=22 rmp=10 pop=31)
F2 <MING> 10, I
F3 <BOSCO> 20/5, TGT=POP
F5 <BOSCO> 20, <-W2
F4 <MING> 5, X<BOSCO F-5>
F9 <MING> 30, TGT=F-5
F10 <BOSCO> -> W2
The world named W1 is
<MING>owned by the empire of Ming(2,3,4,5)Ships can jump from here to worldsW2,W3,W4andW5ind=13The world has 13 points of Industry.rms=22the world has 22 points of Raw Materials Stored.rmp=10the world produces 10 points of Raw Materials every turn.pop=31the world has a Population of between 30 and 31 million.F2
10, I
Fleet F2, owned by Ming, 10 ships, INTERDICTION strategy last turn.
F3 <BOSCO> 20/5, TGT=POP
An enemy fleet designated F3. 20/5 means 20 ships carrying 5 units of Raw Materials. TGT=POP means it bombarded population last turn.
F5 <BOSCO> 20, <-W2
Bosco's fleet of 20 ships. It arrived from world W2 last turn.
F4 <MING> 5, X<BOSCO F-5>
F4 was captured from Bosco last turn. X<BOSCO F-5> identifies the original owner and designation.
F9 <MING> 30, TGT=F5
F9 fired on F5 during the combat phase last turn.
F10 <BOSCO> -> W2
Bosco's fleet F10 left for W2 at the end of last turn. It is no longer here.
Movement
Fleets may travel from one world to another with the M order. You can move a ship up to three jumps from its origin in a single turn. For example:
M2W2W3W4
Fleets
Ships move in groups called Fleets. A Fleet acts as a single unit, moving and attacking as one. You may split or join fleets during the Resolution phase.
Movement restrictions
- A fleet cannot move on the same turn as it participates in combat unless it only participates as a defender.
- A fleet which has just been created cannot move on the same turn as it was constructed. However, if ships are built onto an existing fleet, that fleet may still move in the same turn.
- A fleet involved in a transfer of ships, or which has loaded or unloaded cargo or treasure, cannot move on the same turn as the transfer.
Cargo
One ship may carry one unit of Raw Materials. A Fleet containing even a single ship carrying cargo will be at a disadvantage during combat. A Ship may carry one or more Treasures. Treasures do not change the number of Combat Points, unless that is a specific Treasure Effect. If a fleet is destroyed, any treasure it is carrying falls onto the world, but cargo is destroyed.
Combat
A fleet has one attack point per ship, unless it is carrying cargo, in which case the fleet has one attack point for every two ships. A fleet has one defence point per ship. Fleets in ASSAULT mode double their Attack Points.
An attacking fleet causes casualties on a defending fleet, according to this table:
| Ratio of attack points to Defence Points | Advantage |
|---|---|
| less than 1:1 | one casualty for every two Attack Points |
1:1 but not 3:1, OR in ASSAULT strategy |
one casualty for every Attack Point |
| 3:1 or above | no casualties, and the defending fleet is captured at the end of the resolution phase |
Fleets attacking the same defending fleet combine their attack points to calculate ratios. Combat is resolved simultaneously for both sides.
Fleets may bombard planets instead of attacking other ships. It takes 5 attack points to destroy one unit of population or industry. Ratios of attackers to defenders are not used in bombardment.
Ambush
Ambush is an attack during the movement phase, with double attack points, against ships attempting to move past the world. Ambushed fleets do not fire back in the movement phase. Ambushed fleets will stop movement in the world where they are ambushed. A fleet may participate in multiple ambushes, one per fleet attempting to pass the world.
Capture
If an enemy world has no friendly fleets (not counting fleets in EVASION strategy), and their population or industry are bombarded (even with a single ship), then the world will be controlled by the attacking player at the end of the resolution phase. If it has just been captured, the world cannot participate in actions during the resolution phase.
Strategy
A Fleet will have a Strategy. If a fleet is not given a strategy, it will have the ATTACK strategy if ordered to attack, otherwise it will have DEFEND strategy. You can change a fleet's strategy, and the new strategy takes effect before combat is resolved.
DEFEND- Happens automatically for fleets not ordered to attack or move, and not given an explicit strategy or supply route.
- Double Defence Points
- Attack all fleets that attack it, with no limit on the number of attacks
- If this fleet survives the turn, no enemy in the same world may transfer cargo, transfer treasure, or bombard a friendly world.
ATTACK- Standard attack and defence points
- Will capture fleets if 3:1 ratio of attack to defence points is reached.
SUPPLY- Applied when a fleet is given an
Sorder. - Cannot participate in an ambush.
- Cancel by giving the fleet an attack or movement order.
- Applied when a fleet is given an
ASSAULT- Double attack points, halve Defence Points
- Cannot capture fleets, or be captured
- Cannot move away on the movement phase
- Cannot participate in an ambush
PURSUIT- The fleet will follow any target fleet if the target moves in the movement phase.
- Cannot be given a movement order.
HIDE- Cannot attack
- Double defence points
- Will not lose more than half of all ships in one turn
- Immune to capture
- Cannot participate in an ambush
- Cannot prevent the world from being captured
INTERDICT- Same as HIDE but will immediately and automatically attack any fleet which:
- attacks a friendly world's population or industry
- transfers rm to/from an enemy world
- is built on the world
- Fleets which INTERDICT and perform an automatic attack lose all benefits of the HIDE strategy.
- Automatic attacks can occur any number of times during the turn.
- Same as HIDE but will immediately and automatically attack any fleet which:
Notes on interdiction
An interdicting fleet is staying out of sight, but will fight any ship created on the interdicted enemy world.
An interdicting fleet is limited in the amount of damage it can inflict on enemy fleets — only ships created in that turn can be destroyed. For example, a fleet of 10 ships can destroy five ships built on an enemy world which creates 10 ships and transfers them to a fleet of 200.
Fleets attacked by interdicting fleets will automatically return the attack, with half the normal attack points, but cannot capture.
Orders
Combat phase orders
| Order | Description |
|---|---|
F<fleetId>XA |
Set the fleet into ASSAULT mode. |
F<fleetId>XP |
Set the fleet into PURSUIT mode. |
F<fleetId>XH |
Set the fleet into HIDE mode. |
F<fleetId>XI |
Set the fleet into INTERDICT mode. |
AF<fleetId>F<enemyFleetId> |
Attack the enemy fleet. Contributes all of the fleet's Attack Points to the destruction of ships on the enemy fleet. |
Bombardment phase orders
| Order | Description |
|---|---|
AF<fleetId>P |
Attack the enemy world's population. Surviving INTERDICT ships get a free combined attack against <fleetId>. |
AF<fleetId>I |
Bombard the enemy world's industry. Surviving INTERDICT ships get a free combined attack against <fleetId>. |
Resolution phase orders
| Order | Description | Interdictable |
|---|---|---|
F<fleetId>L<count> |
Load <count> raw materials |
Yes |
F<fleetId>L(<treasureId>) |
Load the treasure with the id <treasureId> onto the fleet |
Yes |
F<fleetId>U<count> |
Drop <count> raw materials |
Yes |
F<fleetId>U(<treasureId>) |
Unload the treasure with the id <treasureId> from the fleet onto the world below |
Yes |
T<count>F<fleetId1>F<fleetId2> |
Transfer <count> ships from <fleetId1> to <fleetId2> |
No |
T(<treasureId>)F<fleetId1>F<fleetId2> |
Transfer the treasure from fleet <fleetId1> to fleet <fleetId2> |
No |
B<count>F<fleetId1>W<worldId> |
Build <count> ships on world <worldId> and create or add to fleet <fleetId1>. Raw materials dumped on this world will be available for construction; raw materials loaded off this world will not be, in the same turn. |
Yes |
Final phase orders
| Order | Description | Interdictable |
|---|---|---|
S<fleetId1>W<worldId> |
Load all available raw materials into <fleetId1>. Move to <worldId> in the movement phase with SUPPLY strategy. On arrival, unload all raw materials. In the movement phase, return to the source world unless there is no reverse connection. |
Yes |
Fleets with "Interdictable" orders can be attacked in the Resolution phase by any surviving enemy ships in INTERDICTION mode.
Movement phase orders
| Order | Description |
|---|---|
M<fleetId>W<worldId> |
Move the fleet to world <worldId> |
M<fleetId>W<worldId0>W<worldId1> |
Move the fleet to <worldId0>, then to <worldId1>. Fleets with DEFAULT or INTERDICTION strategy at <worldId0> will ambush. |
M<fleetId>W<worldId0>W<worldId1>W<worldId2> |
Move the fleet through <worldId0> and <worldId1> to <worldId2>. Fleets at <worldId0> or <worldId1> with DEFAULT or INTERDICTION strategy will ambush. |
RF<fleetId1>F<fleetId2> |
Rename <fleetId1> as <fleetId2> at the end of the movement phase. |
Movement more than three worlds in one turn is impossible.
Treasures
🧛 Staff of the Vampire ,T<VAM>
When a fleet carries this treasure and bombards a population (friendly or enemy), the population killed is converted to ships on the fleet.
✝️ True Cross ,T<CRS>
If carried by a fleet or stationed on a world, and a fleet carrying the Staff of the Vampire starts the combat phase on the same world, then the Staff of the Vampire, its carrier fleet, and the True Cross are all destroyed.
🤬 Greater of Two Evils ,T<G2>
Will appear on unowned worlds. In the resolution round, a fleet carrying this treasure will lose half its ships (round up). A world carrying this treasure will lose half its population (round up). This treasure will transfer itself to the largest fleet at the current world at the end of the resolution phase.
😡 Lesser of Two Evils ,T<L2>
A world carrying this treasure will lose 1 industry in the resolution round. A fleet carrying this treasure will lose 1 ship in the resolution round. A fleet carrying both the Greater and Lesser of Two Evils will disappear into the pits of Hell after the resolution phase.
💀 Magnus Morbus ,T<MM>
An enemy fleet at the same world as a fleet carrying the Magnus Morbus will lose 1 ship in the resolution phase.
👀 Summa Visionis ,T<SV>
A fleet carrying this treasure will treat fleets with the EVASION strategy as if they were following the DEFAULT strategy. This treasure is destroyed if the fleet carrying it is destroyed.