Pigeonholing Phoenix has always been an issue with the game as there are many aspects to it and quite often one can be seen to dominate or for some people, not being interested in one aspect leads them to neglect it - sometimes to their detriment.
Each of the five aspects can be seen as the five points on a pentacle, each interacting with each other and all being affected directly or indirectly by the Game Master.
For wargamers, this is often seen as the primary purpose of the game - to be impregnable to attack and to be able to hammer enemies with impunity. Combat require the construction of machines of war and troops to use them.
Construction of war machines - tanks, warships and their likes requires technology and bases, which fall into the colonisation category.
Troops, the underlying strength of this position require paying - paying however requires stellars and invariably come back to commerce or 'protection' money through alliances or treaties, aka diplomacy/roleplaying.
There are two general means of earning stellars, collecting it directly from civilian populations or by dealing with other players.
For those interested in amassing wealth directly from civilian populations, they need to find somewhere where there is a civilian population that can be exploited through merchandising and for extra wealth, finding goods that can be sold to the civilian population.
In many cases these civilian populations are in regions of space claimed by other factions and colonisation of the world will require some level of diplomacy with the other faction. Further, goods to sell to the civilian population will have to be found through exploration and the base from which to sell the goods will have to be constructed (colonisation).
Even if it is decided to only deal with other players through commerce, often resources will still have to be found through exploration and private deals will also need to be struck (roleplaying).
Acquiring ships to conduct the trading will also require some level of communication with other members of the faction or through private deals and once some success has been achieved there is always the question of protection against pirates and defending assets from potential looters (combat).
New star systems, virgin territory exists for players to discover, it is just a case of extensive research into subspace and adjacent unknown space. Some of these systems may already have civilisations present that are just waiting to start trading.
Exotic trade items resources could already exist right under the foundations of a base, just waiting to be discovered.
As well as exotic trade items there may be ores spanning the entire range from basic elements right through to super rare minerals. These might reside in the sub-ice of asteroids or the atmospheres gas giants.
As well as discovering minerals and trade goods, there are new sentient species to encounter. How these are dealt with (roleplaying) may well determine the future relationship between the sentient race and the faction. More than one promising relationship has turned sour through a wrong-word.
This covers everything from building bases through to designing ships, researching technology, producing ordnance and other components for industry, recruiting personnel and even improving a planet's commerce potential.
Obviously such a large area often requires somewhere suitable to build and can often require some serious negotiation with other factions (roleplaying), not to mention resources (exploration). Then there is the question of defending everything you have built. While it is not always necessary or even practical to be impregnable, it is always a good idea to be less inviting for attack than other potential targets. Whether this is achieved through ordnance (combat) or treaties (roleplaying) is down to the faction.
As can be seen from the above descriptions, roleplaying in the form of diplomacy, treaties, support from civilian populations or even threats and bluffs, plays a vital part of the game and one that can be overlooked from time to time.
A combat oriented faction for example, still draws at least some of its revenue from civilian populations. It may also trade or have colonised locations where its navy might is stretched thin.
Smashing an enemy on a world that is intended for colonisation also tends not to go down too well with the civilians, especially if they are not forewarned.
An exploration oriented faction may miss some of the best resources simply because they never dealt with the primitive tribes and drank their hoo-doo juice.
A commercial faction may have their merchandising embargoed because others have been spreading lies about them in civilian circles.
These can be weakness to exploit or holes to plug. Realism and circumstance play a great deal in exploiting this aspect of the game - populations are won over slowly and often sacrifices are required to achieve success, but the effects can be crippling especially where there is a 'special' relationship between the civilian populace and a specific faction.
Affiliations - factions in which players control assets - all have profiles. These can be 'carved in stone' or mere guidelines. These are taken into consideration during GM Moderation when determining results. A faction that has a profile as a bunch of cutthroat entrepreneurs are unlikely to gain any support from a civilian faction, but by the same token, are unlikely to have their merchandising suffer when they fail to take a strong stance on a moral issue, pleading 'nowt to do with us'.
Empire style affiliations have the most to gain from loyal civilian factions but can also suffer the most when they fail to roleplay to their profile. Loyal civilians have expectations.
Game Master (GM) Moderation
The role of the GM is to facilitate the continuous progression and expansion of the game. As well as dealing with the mundane such as answering questions and pressing buttons as part of the daily running of the game, the GM also writes specific results to explorations, investigations and special actions. Finally, it is the GM's role to expand the game universe through developing plots, new regions of space and adding new items to the game.
Special Actions are what separate the game from a typical online/computer game. The GM will interpret the submitted special action and give a result. The nature of the special action is limitless, though obviously some degree of circumscribed reality is applied based on the current situation in order to keep the results believable within the framework of the game. For example suddenly declaring that the explorers are gods during first contact with natives will not result in millions of people across the entire globe suddenly falling on their knees in adulation - it is assumed that the larger the population the greater the diversity of thought and an ever increasing level of suspicion, cynicism and/or analysis of the facts.
Zones of Moderation
Moderation can generally be separated into three broad categories. These can be applied to regions of game territory - generally star systems, but potentially just the starport of a base or an entire cluster of star systems known as a Periphery.
This is the most common zone and represents what can be loosely classified as a hands-off approach by the GM. Intervention is largely through reaction to special actions that draws the GM attention to a facet or detail in the game in an attempt to elicit some sort of response. This might be to point out to natives how bad the owners of a starbase on the planet are and give suggestions how they might alleviate the situation or aid the instigator of the special action.
Protected zones are ruled with an iron fist. They are there for the benefit of all and are something of a nursery where all can exist without fear. Actions intended to harm, even through carelessness are punished by the GM. Initially these may be little more than a stellar fine or the damaging of the offending position in a Pavlovian conditioning manner but will quickly escalate to wholesale slaughter is the recipient of earlier warnings proves either intractable or proves incapable of learning. The GM is at liberty to use whatever means to restore the status-quo, up to an including the removal of all offending assets of the transgressing faction from the zone - explosively if necessary.
Actions that exploit transgressors of the protected status through non-combat oriented means are likely to prove especially successful just to emphasise the point - this is a protected zone.
The Yank star system is the prime example of this - though it does include EEM assets.
This is the middleman between open and protected and is generally regions of space where conflict is limited. Generally speaking there is a charter or explanation of what can and can't be done within the controlled zone. This might be limited warfleets, limits to the amount of bases that can be built or the nature of the actions that can be conducted within the zone.
Punishment is less severe than in a protected region of space and is generally meted out as a result of escalation or repeat transgressions. Carelessness or transgressions are rarely punished on a first offense basis unless they are magnitudes over the designated acceptable limit.
The Halo periphery is an example of this kind of zone.
|******Empire Syndicated News Network (ESNN) ******
Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite and most reliable unbiased publication in the known universe from our home in the Heartland,
And so with the news from the last couple of weeks,
Cluster War! DNA Gather Fruit
|******Empire Syndicated News Network (ESNN) ******
Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite unbiased publication in the known universe from our home in the Heartland,
And so with the news from the last few weeks,
Cluster War! MZC attacks DNA
*** Inter Galactic News ***
The Dewiek rise again!
After the death and destruction wrought upon the Dewiek Nation by the Architects, there was a period of calm if you were a werewolf fancier. But now the Dewiek have risen to once more in the name of the Dewiek Packs, led by Skarn. Their new message being one of peace, a most unusual change for the large humanoid wolves. While they rise from the ashes of the Mizuchi Combine the Galaxy waits to see how this new affiliation acts, baring in mind the Dewiek have something of reputation.
Empire invade the Cluster!
A significant force of GTT warships recently entered the Cluster, somewhere they have not seen the need to go for a very long time. At the same time the CIA banned the Dewiek Packs from it’s space and also sent a large number of warships into the Cluster to bolster the GTT’s presence. After this show of force the Crossley system, known for it’s wormhole connecting from the Cluster to CIA space shifted to be claimed by the GTT. Currently the Empire has over 200,000 troops and 2000 warships roaming the nearby systems. Inhabitants of the Cluster are waiting to see if there are any further developments. GTT CEO Xavier Fox when asked by our office dismissed it as a “Training exercise”.
The Krell Clan Dark Angels has been selling off bases, outposts and even systems lately. It is unknown why they have decided to cash in their assets and territories, but it points to the accumulation of significant wealth by the Krell clan. If you have any spare cash and want to expand your assets then it seems to our office that the best place to go is the Dark Angel Clan and ask what will be going up for sale next, assuming they actually have anything left.
*** Affiliations ***
AFT Association of Free Traders (54) - Marion Tweedy
BLG Bolg Organisation (22) - Akhenaten
BHD Brotherhood (63) - de Molay
CIA Combined Intelligence Agency (64) - Laton CIA
DNA Displaced Natives Asylum (66) - DNA people
DTR Detinus Republic (58) - Morley Decker
DEN Dewiek Elder Nation (67) - <unknown>
DWK Dewiek Packs (19) - Skarn
FCN Falconian Republic (70) – Bacran *
FEL Felini Tyranny (49) - Juris
FLZ Flagritz Republic (47) - Kayxaer
FET Frontier Exploration & Trade (56) - Cu Chulainn
GTT Galactic Trade & Transport (52) - Xavier Fox
GCE Garcia Enterprises (4) - Neil
HEX Hexamon (23) - <unknown>
KRL Krell (30) - Namica
KRT Krell of the Reverence Temple (37) - Kal Torak
KST Kastor Kastorians (12) - Kastor
MZC Mizuchi Combine (86) - Mizuchi
MOH Mohache (73) – Listens
NHS Noble Houses (41) – Roy Roberts
NLF Naplian Liberation Front (38) - NLFHQ
SMS Stellar Mining and Smelting (53) - MikhailM
WMB Wimble Nations (25) - zz
* Leader MAY be inactive, affiliation may be active
** Only known contact, please update us if this is incorrect.
NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
Inactive: ANT, COD, DOM, HVE, IDC, IMP, RIP, RCF, SKW, TAG
*** Submissions ***
By private message to The Editor or via Mica if you prefer to remain anonymous.
|GTT step forward to control protection and peace in the Stellar Empire.
With the retirement of Jack Johns and various lower-level IMP officers from public life, the Imperial Services were left on the verge of being unable to fill their role as protectors of the Stellar Empire. Due to the serious nature the Imperial Services found itself in, the Emperor recently travelled to GTT HQ to attend a board meeting with the directors of the GTT.
With Galactic Trade and Transport being one of the few remaining loyal Imperial Chartered affiliations, who also supply well over half of the war material to the Imperial Services, the Emperor sought the position of the GTT with regard to the Imperial Services becoming overburdened with bureaucracy and lacking effective leadership. Effectively the Imperial Services were at the point of collapse. A position highlighted when an opportunistic supposed ally subverted four Imperial Outposts in the Inner Empire, thinking their asset grabbing would go unnoticed.
Star Date: 221.30.5
A Forlorn Hope
The seat of Dewiek Government has fallen. What began as a small group of Architect ships picking up retreating DEN forces, amalgamated into a much larger force. The bombardment fleet comprised dozens of Adult ARC ships plus several Planet Killers. The force made short work of the impressive fortifications of the planetary orbit of Newstart. Multiple heavily armoured and maximised deflector shield platforms crumbled. They did so only after releasing their volleys of antimatter and nova weapon batteries. Any DEN warships that remained from earlier encounters also stood the line. But within the week, the last defence was gone.
Bombardment of Wolf Lair starbase proceeded without further resistance from the Dewiek. ARC Plasmas ripped through starbase shields. They demolished tens of thousands of factories and research facilities. The ARC demolished the huge military recruitment and training facilities on the planet. Over half a million trained troops evacuated from deep bunkers, leaving a token ground defence.
The ARC were not satisfied to burn the facilities and murder the workers. They deployed repeated salvos of their Virus Bombs on the wider population. Reports began to arrive of civilians of the world regressing. Leaving settlements and returning to nature. Much as the Dewiek found themselves some decades ago when they started to recover from the First Great ARC-DEN War. This time there was no High Lord Magnus willing to obliterate the world to save a remnant of the people. Newstart was already lost.
Newstart is lost
Star Date: 221.27.2
End Game Lost
A short-lived period of peace followed the Dewiek Elder Nation’s historic and Saga-worthy defence against the Architect Planet Killers. A handful of the more typically encountered ARC ships were spotted picking off DEN support ships in Forlorn Hope before more than forty of them appeared back in End Game.
While the ARC “Adult” class ships, as the DEN had previously classified them, were eight times smaller than the “Planet Killers”, they were still as big as the largest ships any other species has managed to produce. Including the otherwise technologically advanced Dewiek.
Forty-four of these Plasma armed organic vessels smashed through the DEN forces left circling the orbit of Beacon, End Game. The mass of ARC weapons bombarded the DEN Shipyards at Ragnorak with their superheated ionized gas, razing the entire outpost to the ground.
ARC Plasma weapons devastate End Game
Star Date: 221.22.5
Assault on End Game
The ancient Architects have declared war on the Dewiek Elder Nation. The first sign of the conflict was subspace transmissions in a remote system in the Pocket Periphery. This followed reports that the ancient Ragnarok shipyards on Beacon were malfunctioning. In response, the Wolf Mother sent urgent orders to several Dewiek scout ships to patrol the End Game system.
The Konungr Smidamadr was the first to encounter the gigantic, “Planet Killer” class ARC ships. Measuring in at thirty-two hundred heavy hulls and armed with a hundred ARC plasma weapons, the ship was more like a mobile armed platform. It is certainly the largest vessel ever recorded. The scout ship was vaporised instantly.
ARC Planet Killer dwarves largest DEN warships
Star Date: 221.11.4
The Flagritz Republic is (very nearly) no more. In its place, a single Hexamon and Flagritz power has arisen. The new Collective has absorbed much of the Flagritz holdings with only a handful of Clique-caste Flagritz systems choosing instead to align with the other Elder species, the Dewiek.
Flagritz and Hexamon Hybrids - A hope for the Future?
Star Date: 221.3.3
Meklan scout ships continue to be seen around the Orion Spur periphery. These cyborg creatures in service of hidden ancient masters appear to be terrorising the Wimble Nation in particular. Despite public lamentations against the hardship of defending themselves, the Wimble leadership have not yet responded to our request for comment.
Artist's impression of a Meklanised Wimble
However, Xavier Fox, CEO of Galactic Transport and Trade, did give us the following statement:
“We have engaged several Meklan ships, although currently the source has not been identified. GTT Directors have been running patrols and have engaged and destroyed numerous ships that have attacked outlying outposts belonging to different affiliations. The pattern of ships encountered leads us to believe there is a central source, but until that is found we would suggest any affiliation with assets in the area provide adequate defences.”
Doomsday On Pause
At the site of the Thete anomaly, the Dewiek Nation has sent media sensation Sharon Aleman to the scene. Aleman, whose cybernetic enhancements allow her to directly interface with her ship’s sensor array, led her hardened crew into a dive of the outermost “edge” of the anomaly. After spending several days collecting and analysing data (mere minutes to the rest of us outside the anomaly), Aleman reported her shocking discoveries.
Star Date: 220.50.5
Veil Lifted on Flagritz Home Space
As the Hellcadium ISR field continues to fluctuate, one of the newly exposed systems is Junista inside the previously hidden and inaccessible home periphery of the Flagritz Republic.
Over the past few weeks Flagritz Republic patrols and platforms have dealt with a number of scout ships from the Human Empire as the IMP wasted no time in exploiting this opportunity to poke around in their old enemy’s backyard. It is understood that at least one of these unarmed scouts was destroyed with no one willing to estimate how many more might be buzzing around.
Coincidentally, suspected IMP lackey, SSL TOAD, has also been overheard showing an obsessive interest in the Flagritz periphery. However, we have received no reports of this being anything other than his usual drug-fueled, barely decipherable mutterings at this stage.
Either way, this sudden, uninvited interest in the Flagritz Periphery has left the FLZ leadership muttering darkly about appropriate measures being taken. Defensive fleets and supporting structures are being deployed in the Junista system and beyond in expectation of further uninvited guests.
When You stare into the Flagritz Periphery...
Thete's Timey-Wimey Tease
Investigation into the Thete anomaly continued in the Dewiek Pocket Periphery. The anomaly was scanned from all angles by a number of the Dewiek Nation’s best sensor ships and officers. The data, collected over several weeks, was sent to one of the DEN’s most advanced scientific laboratories for analysis.
What they found will shock you!