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Imperium 30 - The Magnificent Seven          

Imperia

Sponsor: RefSteel
Opening Date: Monday, July 19, 2010
Duration: Four Weeks
Map Generation: Random (Unedited except to delay events)

Race: Klackons
Difficulty: Hard
Galaxy Size: Small
Opponents: Four
Color: Green
Events: Delayed to at least 2400 (save file edit)

Scenario: The Klackon people are industrious workers, unmatched throughout the galaxy in the performance of repetitive labor. When it comes to taking initiative and reacting to emerging situations however ... they need a little help. Bandits serving the Psilons, Silicoids, Meklar, and Alkari threaten to pillage and destroy the fruits of innocent Klackon labors, and so to defend themselves, they must turn to the Magnificent Seven!

RBO-30 leads the way as the "head" of the Klackon people, guiding their course in the galaxy, along with six brilliant star pilots, like the six legs of a Klackon worker, each of whom - unlike the interchangable Klackons - works independantly, piloting a single unique starship ... until they're forced to eject or get a chance to trade their old ship in for a newer model, at least! Between them, and without aid, except from the stolid Klackon workers, the Magnificent Seven must save the Klackon people, and lead them to victory!

Variant Rules: You may never have more than six ships: One from each of the six design slots. Though two or more of your designs may be identical to each other, each design may only ever be represented by a single completed ship!

Yes, we're taking the "6 ships" rule literally. And yes, your initial Scouts have been scrapped when the game begins, leaving you 5 BC in your treasury. After all, there are two in the same design slot!

Naturally, you may scrap a design and replace it with a new one whenever you wish. You may also have a ship "under construction" at one of your planets even if you have a ship of the same design already in space, so long as you don't actually complete it while the first is still around. Note however that ships are built (and ready e.g. to engage in combat) at the beginning of the interturn, before your existant ships have a chance to be destroyed by the Guardian or build colonies or whatever it is they'd be doing, so make sure you don't complete a new ship of an already-used design until its counterpart is actually gone!

If you build an "extra" ship of any design accidentally, this will NOT automatically disqualify you. The accidental starship should immediately retreat if it ever finds itself in combat (unless you intentionally sent it to Orion to be destroyed with no other in-game effect; in that case, go ahead and charge the Guardian with it if you'd like) and every effort should be made to minimize or eliminate its impact on the game. (Scrapping the entire design is best in theory, but that could be exceedingly frustrating if the "real" ship of that design is doing something important, or simply useful and expensive, so any alternative that keeps the accidental ship out of action while the "real" ship remains around is fine.)

Scoring: None. Results will be listed in alphabetical order.

Notes: Remember that ships you might normally build in batches (such as the first wave of Newscouts) will have to be constructed one by one. Be aware as well that population growth can result in slightly greater production than the build screen reports, and that "pre-builds" might complete even with no new ship spending at the planet due to miniaturization from new technologies.

Closing Date: Monday, August 16, 2010. Reports due by the end of Tuesday, August 17, your local time.

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