Dominion/Invasion Rules

UNDER CONSTRUCTION

DOMINIONS & INVASION RULES

Ok everyone.  In this section we will describe how both dominions and invasions are handled here on SW: Dawn of Empires.

DOMINIONS

1.  Minimum five (5) individual writers.
2.  100-150 post minimum thread required to dominion a system.  100 posts is required if the target system is only 1 block away from faction territory (nearest faction system).  150 posts is required if target is two (2) blocks away from faction territory (nearest faction system).  See picture below for example.  Green requires 100 posts, yellow requires 150 posts.
3.  No more than twenty (20) posts per writer will be counted toward the total post count.
4.  If two factions are dominioning the same system, the first too finish the post requirement wins at least the initial control of the system.  If the second faction finishes within 1 hour of the first however, an invasion will then be started.  The second place faction will be then considered the attackers, and the first place faction the defenders.  This post requirement and 1 hour rule is regardless of whether a story has reached an obvious conclusion.  Since some threads (such as diplomatic dominion) can take more posts than this to realistically hammer out an agreement for the system to join a faction peacefully.
5.  You cannot jump over a factions sphere of influence to dominion a system on the other side.
6.  To dominion a system, simply fill out the dominion form and put in the request in the Dominion request area.
7.  Systems may be dominioned by an all out attack, diplomacy, siege and/or exploration (in case of uninhabited worlds).  Staff will let you know what dominion options are available for a system requested for dominion.

NOTE: WITH CURRENT AMOUNT OF PLAYERS, RULES 1-3 ARE TEMPORARILY RESCINDED UNTIL MORE PLAYERS BECOME ACTIVE!

Temporary rules to replace them are as follows:

1.  Minimum two (2) individual writers.
2.  Fifty to seventy-five (50-75) post minimum thread required to dominion a system.  Fifty (50) posts is required if the target system is only one  (1) block away from faction territory (nearest faction system).  Seventy-five (75) posts is required if target is two (2) blocks away from faction territory (nearest faction system).  See picture below for example.  Green requires 50 posts, yellow requires 75 posts.
 


INVASIONS

1.  As defenders, only one (1) character from a faction is needed to defend.  As an invader, the aggressors must have at least three (3) characters to initiate an invasion.
2.  To start an invasion, a declaration of invasion must be made to the opposing faction.  This includes letting them know when the thread will start, who will be in it, and what the thread will be entitled.
3.  A faction may NOT invade an enemy system more than two (2) blocks away from their factions territory.
4.  If a section of faction territory is cut off from the capital, that faction will have one (1) in game year or four (4) OOC months to break through and reconnect the two pieces, or lose that whole chunk of territory.
5.  A faction may NOT bypass planets to strike at a system deeper in enemy territory in an attempt to cut the faction into pieces more quickly.  You MUST capture each planet along your designated route.  If in doubt, ask the staff.  Striking a system deep in enemy territory for equipment acquisition, assassination, or simple destruction is allowed.  You just CANNOT capture a system that way as your supply lines would be cut by the enemies located at the systems you bypassed to get there.
6.  A players character may NOT be in more than one (1) invasion at the same time.  A player CAN have different characters in different invasions, though.
7.  If a faction does not have a player who wishes to play a certain portion of the battle, a roll can be taken to determine which side wins this portion of the battle.  At that point, the story would fast forward instantly to the next portion unless the roll determines either side the victor of the invasion first.


INVASION SCENARIO EXAMPLE

An invasion will be handled in several steps.

Step 1. - Determine if an attack has caught the defender by surprise.  You (the attacking faction) do this by rolling the dice. 

1 Fleet = 90% Chance of success (Roll a 10-100)
2 Fleets = 75% Chance of success (Roll a 25-100)
3 Fleets = 50% Chance of success (Roll a 50-100)
4 Fleets = 10% Chance of success (Roll a 90-100)
5+ Fleets = 0% Chance of success...please don't roll and waste our time. lol

If attacking force is successful, the defenders have to hold with what they have.  If unsuccessful, the defenders can call for reinforcements.  This does NOT mean the defenders know how many fleets are coming at them.  Only that an attack is imminent.

Attacker Modifiers:  Post development threads for subterfuge and misdirection, if desired.  This is NOT required to invade a system.

25 Posts = +5%
50 Posts = +10%
75+ Posts - +20%

Defender Modifiers:  Post development threads for espionage and infiltration, if desired.  This is NOT required to defend a system. Merely gives you the defenders a better chance of not being surprised.

Special Note:  In the case of 2+ factions attack another faction at once, the following explanation is a break down of how that could work.  Normally, a fleet must roll with the above percentages in mind for surprise.  But what happens if say for instance one faction sends 2 fleets and their allied faction sends another two fleets to attack the same target?  Well instead of rolling once with only a 10% chance of success for surprise, each attacking faction would roll with a 75% chance of success.

However, if the defenders manage to pull off a 75+ post thread for espionage and infiltration.  They can either impose a handicap on the attackers that forces them to roll as 1 fleet instead of 2 or more smaller fleets, or take the 20% bonus on both.  The choice is up to the defending faction.  But again, none of this is required!  Each faction can simply forgo the attack/defend modifier threads if they wish.

25 Posts = +5%
50 Posts = +10%
75+ Posts - +20% OR impose handicap to make multiple smaller fleets roll as a single large fleet.

Before rolling however, each side will be granted 1 week to write their espionage/misdirection threads.  If both sides forgo this option, the roll can be done immediately and both sides can get right into the invasion action based on the roll result.

Step 2. - RP out the space battle.  At this point the players will have 2 weeks to play out this first (and possible only) portion of the battle.  At the last 3 days of this period, a review will be taken of the story.  Depending on how the story is going, either side of the fight can voluntarily yield the battle if they feel they simply cannot win.  If both sides still feel confident enough in victory, we proceed to step 3 where another roll will be taken to determine who wins the toss up.  Whether the dice roll is used or a side voluntarily yields to the other, the rest of the battle is RPed out based on the outcome.

Step 3. - Determine who wins control of outer space in the system being attacked.  This is only used if both sides feel they can still win the fight with only 3 real life days left to RP out the story.  You (the faction with the largest army present, in this case the attackers) do this by rolling the dice.

Modifiers:

Defending = +3%
General = -7%, -5%, -3%, 0%, 3%, +5%, or +7%
   All generals start out at 0%.  If they win an invasion, they gain 3%, then go to 5%, then to 7% if they continue to win.  +7% is the max bonus for a general.  However, just as they gain bonuses for victories, they can lose this bonus and become a detriment in defeat.  The first defeat, either as their very first battle as a general or as their first defeat after a victory will NOT count against them. Second and continuous defeats after that will until they get to a maximum of -7%.  Subsequent victories immediately start to rebound their bonus score.

For this example, we will say the attacking force (The Mandalorians led by Malcom Renolds who has two victories under his belt in two battles) has 2 fleets, and the defenders have 1 fleet.  The attackers also succeeded in their surprise attack roll, so the defenders do not know the attack is coming and cannot call for reinforcements.

With this ratio, the attackers have a 66% chance of victory to start.  With Malcom as the general (+5%), this percentage increases to 71%.  However, the defenders get a +3% for defending.  So that drops the attackers bonus down to 68%.  The attacking faction will need to roll a 33-100 to win control of outer space.

With a roll of 52, the attacking faction wins the space battle, thus forcing the defenders back planet side.  Fleet losses are calculated at 50% rounded up to the nearest full fleet.  So in this case, the 1 defender fleet is destroyed, gone, lost forever, leaving no ships/armies to retreat.

If the attackers fail their roll and are defeated in the space battle, they lose the invasion!  1 fleet/army would be lost while the other fell back to the attacking factions space.

Step 4. - RP out the land battle.  At this point, the players again will have 2 weeks to play out this second portion of the battle.  At the last 3 days of this period, a review will be taken of the story.  Depending on how the story is going, either side of the fight can voluntarily yield the battle if they feel they simply cannot win.  If both sides still feel confident enough in victory, we proceed to step 5 where another roll will be taken to determine who wins the toss up.  Whether the dice roll is used or a side voluntarily yields to the other, the rest of the battle is RPed out based on the outcome.

Step 5. - Determine who wins control of the planet in the system being attacked.  This is only used if both sides feel they can still win the fight with only 3 real life days left to RP out the story.  You (the faction with the largest army present, in this case the attackers) do this by rolling the dice.

Same scenario as in step 3, except instead of fleets, there are armies equal to how many fleets there are.  So in this example, 2 attacking armies against 1 defending army.  This time the attackers roll a 16 and are defeated.  They must at this point retreat back to space and commence a blockade.

If the attack roll had been successful, the defenders would have been defeated and the invasions would be over!  The planet would then fall to the attacking factions control and sphere of influence.

Step 6. - At this point, one of two things can happen.  Both sides can call for additional fleet reinforcements to hold/break the blockade.  Neither side will know how many fleets (if any) are coming.  Each faction will declare privately to an admin how much they wish to send (if any), and then the admin will post the results.

If the defenders decide the planet is not worth trying to save, they may simply send 0 fleets and surrender the system.  If the defenders do summon reinforcements however, another space battle following the same guidelines as step 2 then 3 commences.

If the attackers win again, the invasion is over and they win control of the system.

If the defenders win, the invasion is over and they keep control of the system.

Step 7. - Declare the winner.  With the above rules, an invasion can take anywhere from 2-7 weeks depending on the decisions of the attackers and defenders.