Intro
Theaxofwar
Definitely not a Bunny Cat in disguise.
- Location
- Standing right behind you
(Credit to @Furrybacon for making my ms paint hex grid into an actually good looking map)
Through the Gates: a Space Opera GSRP
Many have looked up at the stars and wondered if they were alone in the galaxy. Few expected the answer to be such a resounding "no." Every spacefaring civilization has discovered the gates: strange, obviously engineered artifacts the size of small moons orbiting a planet at the edge of their solar system. Until thirty galactic years ago no one knew their purpose, just that they were practically indestructible and clearly not naturally occurring. Then, for no discernible reason, they turned on.
It was quickly discovered that the gates have two main functions: communication and transport. Every gate allowed real time communication between all other gates, allowing distant civilizations to speak for the first time. Perhaps even more significantly, each gate was linked to between two to three others in the network, allowing instantaneous travel between them. Practically overnight, every civilization in the galaxy went from seeing itself as alone in the galaxy to being part of an interconnected community.
Thirty years later, a new generation has grown, one for whom the galactic community has existed all their lives. The gate network has been fully mapped out, and translation work has allowed communication between every polity in the galaxy. But as the wonder of the gates has faded, greed and ambition takes its place. After all, whoever controls the gates controls the galaxy.
Welcome to Through the Gates. This game is fundamentally a 4x Space Opera GSRP, but unlike similar games (such as @DanBaque's excellent Infinite Possibilities, from which this game is heavily inspired) all FTL communication and travel is carried out via gates of mysterious origin. These gates are central to the setting, and will influence every aspect of the game. One of these is that every gate system will start the game claimed by a player. Others will become clear in the segments below and over the course of the game.
Economy and Exploration:
The economy of this game will largely exist in narrative form, with stats abstracting the total size and growth of the economy for easy consumption. A stronger economy will have tangible benefits beyond watching a line go up, mainly in your ability to build and maintain ships, armies, and various construction projects. The specifics of this will vary depending on how each specific economy is structured narratively.
Every polity begins with one fully developed core system and two lightly colonized peripheral systems. These are key to the nature of your economies. The core system is your main economic hub, and at game start is where most of your resource extraction and industry is situated. The peripheries are a largely untapped space, with settlements only really getting off the ground recently. Alongside direct investment, players can also spend civic orders to explore their peripheral systems further. You may find unique strategic resources that can put you ahead of the competition in peripheral systems. Of course, the more you develop them, the more damage it will do if you lose them.
It should be noted that while gate systems are linked on the map (and gates only allow for travel to directly linked systems), this does not represent their relative position in real space. Each gate system exists in a sea of solar systems unconnected to the gate network. Without FTL however, reaching these systems is extremely impractical, much less exploiting them.
Trade:
Trade is at once a very easy and very complicated process. In theory, the gates allow for the efficient transmission of any amount of resources anywhere else in the galaxy. In practice however, that requires getting those goods through all the gates of all polities between your goods and their destination. For some this may mean a simple matter of paying a gate tax, but not everyone is so understanding. At a minimum, trade between distant polities will get very expensive very quickly, and in the worst case it may even prove impossible.
Diplomacy and Communication:
Every player starts out in contact and able to communicate with every other player. It should generally be assumed that there are enough FTL communicators on a gate to accommodate any amount of communication, even if your polity allows unlimited civilian access. However, all communications between systems must go through FTL communicators at the gates as of game start. This means that those who control the gate in any particular system have immense power to control the narrative coming out of that system.
War:
Some have theorized that invasions between fortified gates are impossible. The veracity of such statements are doubtful, but it is true that no one has managed to successfully pull off such a feat. But then, no one has ever really tried.
Every polity begins the game with only one spacefaring military vehicle: the Gen 0. The Gen 0 is a catch-all term for generalist military spaceships designed prior to or immediately after the opening of the gates, primarily for use in policing systems against pirates or rogue asteroids. Gen 0s can fill any role within a space navy, but as with many generalist designs, tend to do so badly. If someone manages to seize a gate via force, it almost certainly won't be with Gen 0s.
Thankfully, no one will be stuck with Gen 0s for long. Military designers have been clamoring for a wide variety of new designs ever since they realized the strategic realities of the gates. Now that these demands are being met with sufficient political will, it is suspected military technology will rapidly advance.
If you do manage to capture the space around a gate (or a planet), you must still capture its interior. That will require ground forces. In general, polities will be much better at warfare on the ground than in space, and as such the starting ceiling for ground force effectiveness will be higher. No one has tried to occupy a fully populated world with ground forces, however, and such a feat would prove immensely challenging.
Victory Conditions:
There are four victory paths: Military, Diplomatic, Scientific, and Espionage. What specifically the victory conditions for each path are I will not say, but if anyone progresses far enough along any of them they will receive a sign showing they are moving in the right direction.
If this game runs for twenty in-game years (ten two-year turns) without a victor, I will choose one based on who got closest to completing one of the victory conditions. It may or may not be possible for multiple people to win.
Orders:
At game start, every polity will have access to two civic orders, one research order, one espionage order, and one military order. Players can gain more research and espionage orders as the game progresses by investing civic orders into their respective fields. These investments will find diminishing returns as the number of orders grows, however, and may prove a drain on an unprepared economy. Players may also gain more civic orders if they grow significantly enough in military and economic power, but this will be significantly harder to achieve through civic order investment alone.
Civic Orders: Civic orders are essentially general, all purpose orders. This is what you'd use to explore peripheral systems, develop mining infrastructure, create a social welfare system, etc. If it has a material impact on the game but doesn't fall under any other category, it goes here. Notably, changes in political leadership within your polity can be handled through ICs (linked in your orders) to spare a civic slot, though doing so means that such ICs can directly impact your stats, positively or negatively. This is meant to encourage ICs and dynamic politics, please don't try to exploit it to get another de facto civic order every turn.
Research Order: Research orders are how you unlock new technologies. These technologies can be anything from slightly better guns to genemodding to psychic powers; there are very few techs I will outright say no to. However, keep in mind that some techs may require esoteric materials that you may or may not have access to, and that increasingly difficult techs can have rapidly ballooning research times. I recommend attacking ambitious research in chunks, and I welcome players to speak with me if they're unsure about any specific research.
One thing of special note: all FTL-based technology is currently black boxed within the gates. Scientists are no closer to knowing how they work now than they were before the gates activated, and this seems unlikely to change in the immediate future.
Espionage Order: In the absence of direct military conflict, spies reign supreme. Espionage orders are useful for all things skullduggery. If you want to gain an unfiltered view of another polity's populace or try to subvert a gate from within, this is the type of order you'd use. Even if you don't intend to mess with other players, espionage orders can also be used for counterespionage. Naturally, the results of these orders will not be made public knowledge unless things go very wrong, though their impacts may still be visible even if the causes are unknown.
Military Order: This is the order you use for commanding your military forces. While you technically only have one, this should not be seen as limiting like other kinds of orders. Feel free to write up as complex battle plans as you want. Just remember that things don't always go according to plan in the cold vacuum of space, especially when you have to transmit orders across gates. Shorter, strategic level orders may prove more effective than longer ones that try to micromanage every aspect of a battle.
All orders should be sent to me via PMs on SV, titled TtG: [Your Polity Name]
Applications:
Players should apply with polities fleshed out enough for me to create appropriate stats, but try to be somewhat concise for my sake. Alongside the name and description of your polity, you should also provide names and desired location for your three starting systems as well as a name and description of your home world. While your periphery systems are not fully explored, it can be generally assumed that your capital system is both well explored and well settled.
While you don't have to play humans, all species in the galaxy should be at least humanoid. As a rule of thumb any species should look like they could feasibly be portrayed by a single human actor without significant additions. Vulcans or Twi'leks are okay, Jabba the Hut is not. If you're unsure, please ask me.
Players may app as future versions of Earth, but there can only be one Earth in the eventual lineup, and even that isn't a guarantee. I will judge any Earth apps with the same criteria that I'd judge any other application.
Apps should generally include all the following categories, though you don't need to follow this exact template:
Country name:
Species:
Capital world:
Capital system name and location:
Periphery systems names and locations:
Concise history:
Economic system:
Political system:
Society:
Military:
I currently intend to accept 12 apps. You may now start applying.
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