Phi mp balancing/Phi warfare
Owned systems and Claims[edit | edit source]
Claims[edit | edit source]
A player can claim a system only when that system is bordering either a system owned or claimed by the player.
Border-rule[edit | edit source]
A system can contain an outpost of player only if that system is continuously connected to a fully colonized planet of said player; this rule is checked at the end of month for those players not fighting in a war. In case the system is deemed disconnected, the outpost will be destroyed and the system will revert to neutral space.
Wormholes are not considered while evaluating the border-rule. Gateway-connected systems are ok (this includes the L-gates and L-cluster once an empire opens it).
Exception: the "isolated system" (the one only accessible by wormhole and containing the psionic entity) is considered connected to the other end of the wormhole.
If a player loses ownership of a system as a result of a military defeat, that player is at risk of losing large swaths of territory as a consequence of the fore mentioned rule if that system was a "connecting" point.
Conquest and Total wars[edit | edit source]
A player can invite another empire to join in a war only if said empire is bordering the casus belli target or the inviting player.
Total wars (and containments) can only be declared versus directly bordering empires.
Attrition[edit | edit source]
[edit | edit source]
When at war, ships entering any system owned by an enemy will get 12.5% hull damage. This damage doesn't apply to ships with less than 52% hull points remaining, thus capping the maximum attrition to 40%.
|Warning: "system owned" means that ships entering an already occupied system will still incur in the attrition damage!|
Ships with damaged hull will incur in the usual fighting penalties (-0.5% fire rate for every 1% of hull damage incurred).
Wormholes[edit | edit source]
Any ship entering a wormhole will get 12.5% hull damage. This damage doesn't apply to ships with less than 15% hull points remaining, so ships cannot be destroyed this way (but they can still be very badly damaged).
War Exhaustion[edit | edit source]
Casus Belli[edit | edit source]
The only casus belli that allow territorial gains are Conquest and Total wars.
Disarmament Wars[edit | edit source]
Humiliation wars and any other war or effect imposing an humiliated modifier on a player are now a useful instrument to contain the military capabilities of an opponent.
- −33% Monthly Influence
- −33% Diplomatic Weight
- −33% Naval Capacity
- −33% Alloys production
- −33% Monthy Unity production
Humiliation wars will impose the Humiliated modifier for 15 years.
Subjugation Wars[edit | edit source]
PHI allows any empire to ask diplomatical subjugation to any other target empire, without looking for relative strength. Refusal from the target will grant the appropriate Subjugation casus belli.
Truce Breaking[edit | edit source]
Players are allowed to break truces any time they want, as long as the necessary conditions are met. This is done via edicts.
||War is fought by all means. Abiding by rules that are just social constructs is a limit we shall not impose on our efforts.|
||We will not stop until we are the only ones.|
Breaking a truce still has some dire consequences: the player's empire will be regarded as a galactic renegade, and declaring a war before the military is ready will have consequences on productivity and the will to fight of the general populace.
|Our reputation was stained by breaking a truce.|
If the empire breaking a truce was already facing the consequences of a Truce Breaker modifier, it will get in addition another modifier for 20 years:
|We are pariah of the Galaxy. Recovering our reputation will take a long time.|
Modifications to Ships and Stations[edit | edit source]
Everything in game has 3x the amount of Hull points with respect to vanilla game.
All stations come equipped with hangars. Citadels can also equip perdition beams.
Science ships are equipped with point defense weapons.
Cruisers, battleships and titans can no longer equip hangar bays.
Carriers are a new ship size and can equip mostly hangars.
FTL technologies are changed - no jump drives for small ships but Hyperdrives give speed bonuses.
|Technology||C||Cost||T||Effects||Prerequisites||Weight & Modifiers||Description|
|Hyperspace Travel||0||Hyperdrive I||Scientific Method||Like the strands of a spider web, the extra-dimensional realm of hyperspace runs between the gravity wells of most stars. Faster than light travel is theoretically possible along these hyperlanes.|
|Hyperlane Breach Points||5000||2||Hyperspace Travel||Base: 75||We have identified the existence of points in space where a ship expends less energy to "breach" their way into a hyperlane. This will lead to a new generation of hyper drives.|
|Hyperspace Slipstreams||12000||3||Hyperlane Breach Points||Base: 50||A new generation of hyper drives capable of accessing the subspace slipstreams that are present within hyperspace. This leads to dramatically improved drive performance.|
|Speculative Hyperlane Breaching||6000||2||
||Gravitic Sensors||Base: 37.5||Solitary Science Ships can break out of the naturally-occurring hyperlanes and attempt to navigate to known but otherwise unreachable destinations.|
Fleet Composition[edit | edit source]
Space Navies can no longer contain an unlimited amount of ship-classes (limited only by Naval Capacity). In PHI there is a strong cap on the amount of any ships that a player's navy can deploy, based on the player's Naval Capacity.
|Ship class||Max deployable||Can have Jump drives?||Can have Hangars?|
|Cruiser||1 + 1 / 25 Naval Capacity|
|Battleship||1 + 1 / 50 Naval Capacity|
|Carrier||1 + 1 / 100 Naval Capacity|
|Titan||1 + 1 / 100 Naval Capacity|