1. Secret Directives (Simultaneous Turns)
Every player commits their plans in secret, and all actions resolve simultaneously:
- Gain Intel: Scan any hex (default range 1). Returns complete planet metrics. If its Governor is on the Nominee track, they are permanently revealed.
- Move Fleet: Secretly move your fleet pin up to 1 coordinate block. Note: The central Sun
(0,0) is a super-dense impassable anomaly!
- Influence: Target a planet to align its political vector (+1 to Red, Green, or Blue).
2. Polarity Balancing Formula
Whenever a planet's alignment is modified, all color alignments diminish by the lowest active value to maintain galactic balance:
Value_New = Value_Old - min(Red, Green, Blue)
Example: An alignment of R:2, G:5, B:1 is balanced down to R:1, G:4, B:0.
3. The High Council & Nominee Track
Planetary influence shifts governing Councilors along the Nominee Track:
- Matching a Councilor's top/dominant alignment moves them Forward (+1).
- Matching a Councilor's bottom/weakest alignment moves them Backward (-1).
- Once three Councilors advance past position 10, they trigger a Nominee Vote where all planets vote for a seat on the High Council based on their dominant color.
4. Emperor's Tie-Breaker Verdict
If a High Council election is tied, members recast votes using secondary and tertiary alignments. If still tied, the Emperor breaks the stalemate by casting the deciding vote in favor of the player with the LEAST votes overall, flipping the balance of power!
5. Proximity Spying
If you end your turn on the same hex coordinate as another player, or if your scan targets a hex holding an opponent fleet, your spy sweeps intercept their transmission: their secret committed actions are fully exposed on your logs!
6. Ability Modifiers Parser
Planet and Faction Abilities are compiled dynamically by the modular core using a strict, standardized formula syntax:
[condition],[condition] -> [effect],[effect]
Triggers can be specialized (e.g., whenMoveTo:blue, whenScanFrom:red, whenSpot) to grant powerful modifiers such as bonusMoveNextTurn:1 or bonusInfluence:2.