Rules Quick Links
Members
Warfare
Politics
Economic
Intelligence
Ship Designs
Treaties
Expansion
Galaxy Map
Banking
Alliances & Confederacies
AI Players
Dead Empires
Forum
Other Communities
Illegal Activities

Role Playing System Rules
Members
Members are to submit their name, screen name, email address, An Empire Name. Empire Personality and government. Members are also asked to select the region of the universe they wish to live in and name their one starting sector. Web site are optional but preferred since it allows more diversity. Names are required to have at least 1 vowel.

Warfare Engine


The W3K allows several different kinds of wars. Each war is based upon the level of participation and purpose. It is possible under wars for an empire to be completely defeated and lose all holdings. All war settings may be changed except time length for wars. If no settings is specified in a declaration, then the defaults must be used.
Skirmishes are small battles that do not penalize either side and are fought over financial matters or to show skill. Skirmishes do not cost any trade points. The Basic Settings are:
  • Small, Low Density Galaxy, No events.
  • Normal Ships, All scores visible.
  • Low tech costs, 50 starting techs.
  • 3 Racial Advantages, 2000 starting points.
  • 3 good starting planets, no AI players.
  • No allies allowed.
State Wars are slightly larger battles where 1 to 3 sectors is disputed. State Wars cost 330 trade points. Settings are the same as Skirmishes except for the following;
  • Enlarged Ships All scores visible.
  • 5 Racial Advantages, 2000 starting points.
  • 5 good starting planets, no AI players.
  • 75 Starting techs
  • 1 ally allowed per side.
International Wars are the medium sized war. It is fought across 4 to 6 sectors. These cost 690 trade points. The Basic Settings are:
  • Small, Low Density Galaxy, medium events and frequency.
  • Enlarged Ships, All scores visible.
  • Low tech costs, 100 starting techs.
  • 8 Racial Advantages, 50000 starting points.
  • 8 good starting planets, 1 AI player.
  • 2 allies max per side.
Galactic Wars is the largest form of warfare. Up to to 3 allies can be taken. 6 to 9 sectors can be disputed. This war level costs 1200 trade points. The Basic Settings are:
  • Medium sized, Medium Density Galaxy, high events and frequency.
  • Massive Ships, All scores visible.
  • Low tech costs, 150 starting techs.
  • 10 Racial Advantages, 2000 starting points.
  • 10 good starting planets, 2 AI players.
  • 3 allies per side max allowed.
War Penalties are imposed on all wars above a skirmish. Empires at war lose 50 value points. Allies are not affected by the loss of value points but also lose1 sector should they be on the losing side. In other words, if one side and thier ally is defeated in a war for 1 sector, then the victor can win up to 2 sectors. Penalties might also be further imposed upon players who do not role play wars consistantly. NOTE - writing a story and posting it in the forum is not considered Role Playing.

Political Engine


In W3K we offer an amount of political tools to defeat your enemies. Each one is based upon the modern politics of the real world.
Sanctions isolate nations from the rest of the universe. Everything above a trade treaty becomes worthless. expansion is reduced to zero for 28 days. The Party declaring sanctions must sacrifice 200 trade points for the duration of the Sanctions. Sanctions also disable the Sanctioned party from declaring war on anyone else.
Bounties can be declared which prevents the formation of new treaties. Bounties can last only 28 days and cannot be declared again against the target nation for a period of 56 days. The Declarer loses 100 trade points and cannot use any other political or economic weapon for 28 days.
Investigations are declared against 2 nations. When declared both nations are completely disabled and are immune from attack. The Declarer is placed under sanction style conditions as a penalty. During the next 28 days, the 2 nations being investigated will have just that down. They will be investigated by a team of 3 volunteers to determine if they have committed a wrong in the community. Wrongs include owning bogus empires, running political machines to control other nations, illegal contributions, or power playing. See the description of variou crimes under "Illegal Activites".
Demilitarization are when 2 nations agree not to expand into a given region or to remove a military presence from a certain areas to create a buffer zone. It costs 400 value points to both sides and is binding. It can only be broken by declaring a skirmish. However, under a demilitarization, a skirmish costs the 200 value points and 1 sector.

Economic Engine


Money is W3K adds more abilities to your large list of abilities in W3K. The Economic Engine adds of 3 options for POWER.
Trade Sanctions disrupts all incoming value points and void trade pacts. It can only be declared once every 56 days and costs 250 points to implement.
Hostile Corporate Takeovers are when a corporation has sufficient value points to buy out part of another empire. The amount to buy any sector of an empire must be 25% higher of what that empire's trade is.
Exclusive Trading when declared it diverts all of one empires trade to the Declarer empire for a period of one month. This includes expansion and value points. In addition, for 28 days after the initial declaration the target nation loses all trade for one more month. It costs the declarer all of the following month's value points.

Intelligence Engine


Victory depends on knowing what your enemy are doing and what your allies might be plotting to do.
Counter Intel This cost 100 trade points for each month its up held. It prevents up to 300 points of intelligence ops.
Puppet Governments costs 200 trade points and will cause widespread revolt across one enemy sector. The sector will rebel a join you at the end of the month. This can only be declared once ever 56 days.
Communications Disruption this blocks/scambles/diverts every treaty proposal and communication for month. It costs 100 trade points.
Sabotage costing 300 trade points, this will destroy an enemy's systems for 14 days. Targets can be ships, trade, allies of enemy, and sectors. Damage is randomly selected. You cannot target your allies
Blamed Sabotage costing 500 trade points, this will, for one week, cause sabotage to an nation that will be blamed on another. You can also target your allies.
Information Gathering at 100 trade points, this will gather information of the enemy for you.

Ship Design


Under Construction

Treaties


W3K allows 13 forms of treaties and/or relations. You propose Treaties by going into the forum and making post or mailing the party involved then informing W3K of the treaty's formation.
  • No Relations - The default relation for nations when none exist.
  • Non Intercourse Pact - Cold War style relations. Basically, neither side wants to have anything to do with the other.
  • Non-Aggression Pact - This is where 2 parties agree to not fight each other.
  • War - See war section above. Defenders are immune from attack. Allies and Attackers are not.
  • Subjugation Pact - This treaty is the alternative to surrender. However, all you expansion for an agreed upon time goes to the controlling party. Other then that, it is the same as a protectorate. The Party being subjugated loses 100 value points a month.
  • Feudal Pacts - This is similar to a military pact except the controlled party pledges military support.
  • Corporate Pacts - This is similar to a Subjugation Pact except your empire does not get devalued.
  • Protectorate Pacts - This treaty bounds a protector to protect a smaller nation. The smaller nation must pay 1/2 of all earnings for one month to the protector per month.
  • Alliance Pacts - This treaty really offers an addtional 100 trade points.
  • Trade Pact - This treaty gives you +30 value points.
  • Trade and Research Pact - This treaty gives you +90 value points.
  • Military Pact - This treaty gives you +90 value points.
  • Partnership Pact - This treaty gives you +125 value points.

Expansion


Empires can expand by a number of ways. Treaties, War, and Land Purchases. When expanding, you can preselect the regions of space you wish to expand to. People have 1 week at the end of each month to select a territory to expand to. If not, a sector will be chosen randomly. During expansion, empires will also become land locked or other empires will block its expansion by simply owning all the surrounding territory. To get around this, an empire may chose to give up all of its monthly expansion to launch an expedition that will colonize one of the other regions. You cannot preselect the region the expedition ends up in and you expansion must be a minimum of 4 sectors. To increase normal expansion, you must build up 750 trade points.

Galaxy Map


The Galaxy Map consists of 9 regions. Each made up of 121 sectors. Each region can only hold up to eight empires. When all regions have a minimum of 5 members in it, 3 new regions shall be opened up. During the last week of every month, the expansion page is activated and can be accessed on the map page.

Banking


To be added.

Alliances / Confederacy


Alliances are a binding coalition of nations designed to uphold various principles (example: League of Empires) and remains in existence until only one member is in it. A confederacy is a nonbinding group of nations designed to do something for the short term (ex. Allied Powers in WW2) and only lasts for the duration of is purpose or 4 months. Alliances and Confederacies have 2 major powers.
Blockades are when an alliance cuts off a empire from the rest of the universe. Blockades held for 2 months will cause the empire to lose all treaties, value points, expansion, and 1/2 of territory to be lost. Blockades can be broken by a declaration of war. It costs 500 trade points.
Embargoes are an action that will cut off one sector from an empire. If held for 2 months, an Embargo will cause the sector to fall into chaos and break away from the empire or in other words, the sector just disappears. It costs 900 trade points

AI Players


All members are allowed to create a maximum of 3 AI Players whom they do not control. AI Players will only sign treaties with empires similar to them and declare war based along their personality. Members may transfer their control to an AI player whenever they want to. AI players cannot be attacked and a volunteer must play the AI player in wars.

Dead Players


Any player who is inactive for more then 30 days is placed on the inactive list. After 90 days, the player is purged from the system unless its prearranged inactivity. Dead Player's will remain on the leader board in the news, but nothing else will be available.

Forum


To be added.

Other Communities


Members coming from other communities has the right to have their existing territory honored. Members coming from the ladder must first times their territory by 2 and divide by 7 then round to the nearest zero. Members coming from the Old System must times their territory by 2 and divid by 23 then round to the nearest zero. Other Communities need to setup conversion rates with me at mrp6f@hotmail.com.

Illegal Activities


Yes, crime occurs in W3K. Sad, but it is nature. The following are the most foul crimes around.
Multiple or Bogus Empires are when one empire literally manages one or more other empires directly. This is a serious offense punishable by suspension unless the member refuses to give up all but one of thier empires. As a further penalty, if they do not confess, they are stripped of all but 1 sector of space.
Political Machines are unofficial organizations designed to keep a specific party in power. These are punishable by removal of all expansion and trade points for 1 months and removal of 2 sectors. Further penalites may be added depndeing of severity.
Political Machines are unofficial organizations designed to keep a specific party in power. These are punishable by removal of all expansion and trade points for 1 months and removal of 2 sectors.
Power Playing is when one member uses influence to control the community or force people down. Examples - Deleting forum posts directed at the Power Player, editing posts, making degrading comments, false accusations, removing rights. This is not tolerated and the party involved must be censured by whatever measure the community decides.