T H E S I N G U L A R I T Y T R A P
©2016 Wayne Mathias
all rights reserved
3 Dimensional Space Wargame
(computer generated boardgame)
2 - 6 Players version 1.0
Territorial / Combat Game
with changeable alliances
and variable resources
Turn Based (vs realtime based)
using commands then actions method
Limited Sensor Info
locations etc must be detected
Balanced Playing Field
6 way symmetry in 3 dimensions
Simultaneous Movement, Combat, etc
all actions happen simultaneously
once all player orders are entered
Multi-factor combat system
Weapons, Fire Rate, Damage, Armor
① Maintenance and Construction:
Collect Points, Scrap or Maintain,
Repair, Conceal, Build
③ Combat (cycles till all resolved)
④ EcoPolitical (Terraform, Alliances)
Full function, no frills.
No download required to play.
SYSOP - Initial Installation
Installation & Guide
MOD - Manage Games
Join / Enter a Game
The old histories say, if we can trust those legends, that we left the galaxy and came to this place 5100 standard years after the diaspora from homeworld.|
The recent histories say we have been here for 300 years, if years are the same here, since the warped space sucked us in.
The years being the same is in question since this place uses seven different dimensions as the t2 second time dimension.
From the old histories: The Eras of Galactic Expansion: The Slowship Era: aka Pushing the Speed of Light The Warpship Eras: Slowship Overtake - Warp Drive Discovered The Diaspora First Interstellar War - Homeworld Lost First Reunification Second Interstellar War - Slipstream Discovered Second Expansion - Quantum Linkage Manipulation Discovered The Reboot Era: During this era the Electromagnetic Tech was distance isolated from the disruptive Quantum Tech effects. A Stargate large enough for railroad service would disrupt electronics for 500 klicks around. Hyperspace Jump Discovered - first probe swarm initiated. The Jumpship Eras: Third Expansion - second probe swarm initiated. Fourth Expansion - jump prediction in outer galactic arms developed Third Interstellar War - blackhole jump interaction theory developed Fifth Expansion - jumps predictable except 1000 light years at galactic center Second Reunification The Modern Era: With most of the outer and mid galaxy claimed jump/slip ships are doing the slow work of establishing gates in the central galaxy and launching probes. Early indications are that the Massive Black Hole at galactic center throws the hyperspace jump points to other galaxies. Initial 2-way jump points have been mapped with 5 other galaxies. One sector, orbiting the North polar stream from the MBH, has no returning probes despite a century of launches. Hardy explorers and pioneers have bravely taken jumpships into this sector, but none have returned. Many believe we should concentrate on the other galaxies instead.In three hundred years we have reached a sustainable population and recreated most of the Ancestor technology.
The nanotech that manufactured babbage engines to operate in proximity to a gate still eludes us.
We have surpassed the Ancestors in gate technology, with one-way gates, the ability to retune a gate,
and finally the ability to alter a planetary node's t2 setting and quantum signature.
One-way gates have enabled us to tap into the atmosphere of gas giants for propulsion and power and funnel the exhaust back to the origin.
One-way gates make a ship an extension of a planet, with couriers and supplies moving easily between base and ship.
However, we rely on a staff to update the fleet location maps and a stack of paperwork for details,
and the ships use speaking tubes for inship communication and abacus and sliderule for calculations.
Nevertheless, our escape awaits us. Only the Others stand in our way.
The Old Guard claims
we must have and respect allies.
The Anthropos Party claims
the only solution is a final one.
The Primus Unum group says
subdue and dominate instead.
The PolitiCorp favors shifting
as advantage presents itself.
Our Foot Couriers stand ready.
Our Engineers and Constructors
Our Map Room is well supplied
with transparencies and markers.
Our Secretarial Pool has
new typewriters and ribbons.
A pure wargame if alliances are not used. Ingame messages / chat for distance play. Autoreload Mode for pass and play.
The Singularity is a closed warped space, with actual mapping revealing a cylindrical nature by spatial coordinates yet warped into a spherical shape when vectors from center are figured, while at the same time the expected surface of the sphere is also that same distance from the center.
It is believed that our section equates to the spatial disturbance orbiting the north pole of our home galactic central black hole. Use of hyperspace jump in that moving area brought us to this space, which many have dubbed the Trap. The Trap appears to comprise its own universe but draws from 6 universes.
Recent research indicates that converting all planetary nodes to a single quantum state instead of the current 7 states will open 2-way transport with that home universe.
This information has been distributed to all groups within the Singularity, which is now known to be a Forerunner artifact.
With cooperation we should all be able to exit this space one group at a time, but since each quantum state is more advantageous to a different group we fear conflict may be unavoidable.
If war breaks out our ultimate goal must be to occupy and terraform all planetary nodes to our own quantum signature so we can return home.
War has been declared. Factions within each group are determined to gain control of the Singularity.
|Game goal: To gain dominant control of the Singularity individually or as a group.
Sharing of information (map screens, etc) among players is neither allowed nor disallowed by game rules.
Can be played with players moving in sequence or out of sequence with multiple browser windows or tabs as pass-and-play or as LAN or web with multiple devices. See the installation guide.
No "save game" is required since game is constantly being saved. Exception: untransmitted orders exist on local page only and are erased if page exited or reloaded. Once transmitted they are saved and cannot be revoked.
Controlling 25 or more of the 37 planets at the beginning of 3 successive turns is a win for a single player.
A winning faction may consist of 2 or 3 players in a 6 player game and 2 players in a 4 or 5 player game.
A faction is formed by declaration at the beginning of a turn where the faction holds 25 or more planets.
A faction must meet alliance requirements and hold 25 or more planets at the beginning of the following 2 turns to win.
A faction dissolves if required alliances are missing or the faction holds 24 or fewer planets at the beginning of a turn.
A 2 player faction consists of 2 players allied with each other and may be declared by either member.
A standard 3 player faction (with all members allied with all other members) may be declared by any member.
An empire faction is formed with a dominant player and 2 allies even if those allies are not allied with each other.
--- Only the dominant player may declare the empire and must control at least 13 planets by them self.
----- Empires additionally dissolve if a turn begins with 2 members not mutually allied and the dominant member below 13 planets.
(A) Economic - collect points and spend them on builds and repairs and maintenance
all players submit orders then information updates for the next section
(B) Movement - any mobile ships can be moved - enemy stationary ships might interrupt moves
all players submit orders then information updates for the next section
(C) Combat - all enemy ship same space encounters continue combat rounds until no further combat is possible
after all combat is completed planet ownership changes are processed and information is updated for the final section
(D) Ecopolitical - planets change colors and alliance settings are submitted
negotiate and submit desired alliance settings - after all submit the information updates and the next turn begins
When final player finishes submitting orders and triggers order processing, that player will then see the following result or action panel. All other player displays will advance from WAITING ON OPPONENTS to the following result or action panel on their next page access or reload. When you are WAITING ON OPPONENTS the blank black button (below the transmit buttons) will change to an Activate Auto Mode button. Auto Mode is automatic page reload every 10 seconds while still WAITING ON OPPONENTS.===================================================================================================================================