Background:

  1. The wars have taken their toll, and at the start of this game the galaxy has settled into an uneasy balance between the Empire, the Alliance, and the Independent worlds (sometimes known as the Pirate worlds).
  2. From the Imperial point of view, those worlds that are not part of the Empire are concidered Rebels or even worse Chaotic and Lawless. The Imperials believe it is their mission to bring civilization through the galaxy. The Empire provides Order and Purpose to the galaxy. Long live the Emperor, Long live the Empire.
  3. The Alliance seeks to bring back the days of the Old Republic, a loose confederacy of autonomous systems. They oppose the Empire's strong central authority system of goverment feeling rather that each system can best govern itself within the loose framework of the Republic. The Alliance views itself as the liberators of the galaxy.
  4. Fiercely Independent, The residents of these worlds feel no bond whatsoever with any type of central goverment. True to their pioneer spirit they live by the code of the rugged individualist. Concerned mostly with protecting their independence from both the Empire and the Alliance, they believe that the more independent systems there are the less power is available to the Empire and the Alliance. And of course, in a galaxy of independent systems the opportunity for profit is greater yet.

General Provisions:

  1. In order to ensure that all sides are treated fairly in this game a Galactic Overlord is being used. This person has no interest in the play of the game, except to see that all sides are treated fairly. The Galactic Overlord will distribute funds, determine which equipment is available, monitor fleet movements and system statistics, and generally serve as referee.
  2. Each Leader will be autonomous within their realm. They may establish any reasonable rules they desire, and are responsible for the managment of the systems under their control.
  3. Each group will be allowed up to 31 flights of 4 pilots each. This equates to 1 flight per starting system and a 3 flight group for the home system. The organization of these forces are the responsibility of the individual leaders, as are starting ranks and rules for promotion.
  4. Rank Structure
    EmperorTalon LordPresident
    Grand AdmiralNosferatuGeneral
    AdmiralMajor General
    Vice AdmiralFiendLt. General
    Grand MoffLord DemonColonel
    MoffFlame DemonLt. Colonel
    CommodoreIce DemonMajor
    CaptainDemonCaptian
    CommanderFlame SkullCommander
    Lt. CommanderBlood FangLt. Commander
    LieutenantRed Claw1st Lieutenant
    Lieutenant JGDark Talon2nd Lieutenant
    EnsignTailAirman
    Petty OfficerSpikeRookie
    MidshipmanMeat(FNG)Cadet

Detailed Provisions:

  1. Empire's Page

  2. Pirate's Page

  3. Rebel's Page

Equipment Listings:

  1. Unlike some other Leagues, The Galactic Overlord has decided that the Equipment list will be posted when the Actual Equipment that will be advailable is known. This will be when the game is finally released. Please be patient.
  2. Equipment Pricing
    Ship/FacilityImperial CostPirate CostAlliance Cost

  3. In response to numerous questions concerning Funds and Equipment, The Galatic Overlord has decided to explan here the system that will be used.
    1. Since each Leader is authorized to have upto 31 flights of 4 pilots each, the initial funds granted to each leader will be:
      1. 124 times the cost of the minimum class of starfighter. (ie. a straight TIE Fighter, for this example let's say it costs 50,000 credits, this means 6,200,000 credits would be allocated).
      2. I also plan to grant funds enough for each leader to buy 4 Capital ships of minimum capability. (ie. Let's assume that the lowest capability capital ship is a Nebulan B Frigate, that is say, worth 300,000 credits. In this case an additional 1,200,000 credits would be added to the 6,200,000 from above, making the total amount now 7,400,000 credits).
      3. I will also add 10% of whatever it works out to be for boosting your systems resources, in this case our example is 7,400,000 credits so 10% more adds an additional 740,000 credits, making the total allocation now 8,140,000 credits.

    2. I would also like to explain that it is not neccessary to spend their money according to the way the initial funds were determined.
      1. Leaders are not required to equip all 31 flights, nor are they required capital ships or dump money into system resources.
      2. A Leader might want to supply his flights with more advanced starfighters. To do this he might opt not to equip 31 flights but only 20,
        1. or he might decide to have only 2 capital ships,
        2. or instead or the two capital ships he might combine them to get one better capital ship,
        3. or he might put more or less money into system resources,
        4. or any other combination or variation of the above.

    3. Depending on the mix of equipment and the options that the game allows, I will probably hold back the availability of some classes of ships until future points in the game (Kinda like researching new technologies). Therefore a wise leader might not want to spend all of their credits right away, because you never know when something better will become available.