The Treaty of Galaxies

Treaty of Galaxies: Remake

 If you are reading
this, you have either randomly picked it up in the hallway, or you have been
invited to an unprecedented game style. The Treaty of Galaxies was a treaty
that was made in the 8th grade to tighten our grip on the empire
game further. At the time we were nothing but a name and an idea, and we made
the rules. Now, it has been seen that the rules of the previous treaty of
galaxies either a. don’t work, or b. are not used at all. Today, on Friday,
June 8th, 2018, the summer in between the switching off of us from
middle school 8th graders to high school 9th graders, we
will rewrite the rules, rewrite the game, and rewrite our destinies as empires.

The paragraphs shall be organized as such: 1st
paragraph; New sun’s on the horizon (what to do if you are a new player), 2nd
paragraph; Trade and currency operations, 3rd paragraph; Rules, 4th
paragraph; war and powers, 5th paragraph; current leveling, 6th
paragraph; market operations, 7th paragraph; event rules, 8th
paragraph; alliance rules, 9th paragraph; club rules, 10th
paragraph; land games, 11th paragraph; factions, 12th
paragraph; weapon rules, 13th paragraph; what the game will look
like, 14th paragraph; common misconceptions, 15th
paragraph, conclusion.

Paragraph 1, New Suns on the Horizon. For those who are
already in the empire game based on the last treaty may skip this paragraph, as
it does not pertain to you. For those of you who are waiting to join, which I
expect to be very few, this is the paragraph for you! 1st step:
Deciding on what level of interest you want to be on. If you have a low
interest in becoming an empire, the only things you really need are just your
simple empire name and military specialization. Military specialization is
where you list the two best military branches. For instance, Vysteria’s
(Nicholas Hall’s Empire (The author of this new treaty)) specializations are
Air force and Space fleet, though that does not mean it only has an air force
and space fleet, it just means that those two are the most powerful.
Specializations include, but are not limited to, army, navy, air force, space
fleet, terra warfare (underground), bio warfare, magical warfare, scientific
warfare, chaos warfare, pandora warfare (random), and mechanical warfare. If
you wish to have an advanced Empire, I recommend starting off with the non-advanced,
and moving up to it because it is a lot of work. You need: a solar system (draw
it or get somebody to draw it for you), a currency, a currency name, a currency
to dollar ratio, a home planet, a national history (not necessary but
recommended), a government type (democratic, oligarchic, autocratic, socialist,
communist, capitalist, etc.), a budget (depends on how old your empire is (in
fantasy terms)), empire age, a place within the multiverse, a basic sense of
military strength (basic strength of your soldiers (not too op)), personalized
weapons (more on that later), a flag, and a map of your home world. for the
flag and currency symbols, you are not allowed to have; anything resembling
religion or religious offense, unless it is a made-up religion that does not
exist, anything inappropriate, censored or not, most things related to a war
(skull and crossbones or types of planes are allowed), or anything that could
be offensive to any person or persons.

Paragraph 2, Trade and Currency Operations. We’ll go to the
trade part later, but currency operations are an easy part.  Currency operations are basic things necessary
for the market and such. As said in paragraph 1, currency conversion is necessary
because the majority of the offers in the empire game are dealing with
currency. You need a budget (most budgets for our empires are in the gogles (a
number with 100 zeroes) because our empires have been around for billions of
years) to go on for your market deals, you also need your own currency and a
translation from your currency to dollars (1 Pyn (Vysteria)= 2 Usd) and we will
have a currency conversion chart somewhere attached to this document. Also, you
need to memorize your currency name and conversion because otherwise it will be
inconsistent whenever you must mention it and we will have to pull out this
document every time we want to do something with money. The trade part is a
little complicated. Trade at the moment has no system that we use, though we
are working on that. Trade is created by someone creating an offer and offering
it to one or more people. This offer can be based off multiple things and it
can also include multiple things. It can be because of what we call a small
event or scenario, like for instance “my country captured a rogue outpost
recently and we found 900 stuffed bears in it, do you want some for a price?”,
or it can be an outright offer such as “Do you want any plasma rifles? They are
on sale at the moment”. Trade must be with a company that does not have a trade
ban on your country (obvious) and that country must be willing to trade with
you. There are two different trade options, flexible and fixed. Fixed trade
deals are a deal that is a once and only option, for one price or item (you can
trade an item or information for an item or information). A flexible trade is a
trade where the dealer is willing to change the price of an object, or piece of
information.

3rd paragraph, Rules. As we all know, and are
reluctant to admit, everything must have rules, especially if it’s a document
with Isaac and Jackson in it. The first rule to be stated is that of the
weapons ban. There shall be no weapon, personalized or otherwise, that is the
class multiverse killer or higher. The classes go anywhere from soldier killer
to verse killer. The most accepted theory for the empire game is that the
spectrum goes like this starting from universe: universe, universe cluster,
multiverse, multiverse cluster, dimension, dimensional cluster, dimensiaverse
(something that holds dimensions), verse. Outside of the verse is void. The
second rule is on events. If any empire accidentally or on purpose creates an
event that is meant to, or has a strong possibility, to destroy one or multiple
empires, said threat shall be destroyed, or stalled, by as many empires as available,
or able to deal with the threat, and said empire shall be punished accordingly.
The only exception to this is with the hat draw, and if you shut down your
empire for the time being to create an event, more on that later. The third
rule is regarding existence. No empire is allowed to destroy another empire,
thereby revoking their right to play the empire game. This may seem a little
boring, but how would you feel if you were forced to quit a game you enjoy
after a long time of playing it. An empire is only allowed to absorb another
empire, or defeat it in battle, restricting its military movements. The fourth
and final rule is regarding captives. Unless it is a prisoner of war situation,
and to have prisoners of war you must be IN a war, there will be no exception
to this rule. The rule is that no other empire shall be allowed to take the
citizens of any other empire and sell them on the market, use them for
experimentation, torture them for experimentation, or use them as blackmail in
any situation. The only times a citizen should be in another person’s empire are
when a. they are touring (tourism and living purposes), b. the two empires have
fused together to form one huge empire, or c. trade and government purposes.

4th paragraph: War and Powers. Let’s be honest,
except for the pacifists, this is the paragraph that everyone was either
waiting for or skipped down to. Challenges are very different from war (more on
that in the leveling paragraph). Challenges are a small little game played
between empires, waging your power level. War on the other hand is against all
the empires that do not agree with your side. The only other team that exists
in a war is the neutral team. If an empire does not pick a side in the war,
then you CAN attack that nation (yes, I know I said can this time and not may,
that’s because I would not recommend it) but after you attack it that nation
has every right to attack you, or any of your allies back. War consists of
three powers, “insert name here” side (good-ish guys), the “insert name here”
side (bad-ish guys), and the indecisives. The only times it is allowed morally
to attack a neutral nation is if it is a chaotic neutral country or there is
proof that they are spying or supplying the enemy team. War is waged in teams
and the teams make decisions and its kind of a cause and effect thing. One team
casts a majority vote on a course of action, they have a plan in mind, and the
other team balances off what the other team did. War will be waged in turns,
and with dice. It’s like dungeons and dragons where the lower the number, the
less effective it was (though for moving troops and doing stuff with basically
no effectiveness, effectiveness is replaced with luck) the turns happen like an
Uno game. Turns go in a certain order based on a roll on a dice (greatest
number wins). if you get a tie then you roll again. You must have proof that
the weapon you say you used, if you used a personal weapon, exists, be it
drawing, typing a description, or whatever, or your turn will be voided. There
will also be giant hospitals available for wounded soldiers in the middle of a
war (from any team) and destroying hospitals is taboo and will be punished. To
start a war, you must have a very very VERY good reason. Not just saying “oh I
just felt like it, so I decided to wage war”. Funny enough I have plenty of
reasons to declare war on Isaac right this instant, but I haven’t.

5th paragraph: Current Leveling System. \*deep
inhale\* UGHHHHHHHHH. I’ve dreaded this paragraph harder than I’ve dreaded
anything before. The leveling system is hardly used and it’s a broken heap of
pure mistakes. Currently we have no working or used system for the leveling
system so I’m going to say that for now it works just like the war paragraph.
One person has a turn, they say an action and roll a dice to see its
effectiveness, then the next person goes. The only difference is that the
leveling system is not to be used like war and be fueled off hate of another
empire. There will not just be your power level anymore, as the old one said,
there will be 3 possible level up statures. You will be able to challenge
someone for money standing, which I’m going to work out how THAT’S possible.
You will be able to challenge someone for trading stance, which is like king of
the market, and the challenge for that is who can get the best deal off the
same object. And you will be able to challenge each other for power rank, which
is the good old one we know and love. Power rank is sorted easily by
challenging someone and having your documents ready and doing it like a war. No
other empire can join in on a leveling challenge, but if two people control one
empire, it is fine. In the entire history of the empire game there has never
been dual ownership over an empire, so this should be exciting.

6th paragraph: Market Operations. Out of the
frying pan and into the fire, the market system is not as bad as leveling, we
use it and it works, but its still garbage and broken, so here goes. Currently,
we also have no system for the market either. We have trade logs that we write
down what we bought and when from other empires, and we make offers based off
random things. Such as earlier stated, you can have a classic scenario where
you just say, “I have this much of this for this amount of money”, or you can
have an event which is if someone said something like “I have a shipment of
this coming in from this location around this time tomorrow, do you want any
for this price?”. Another thing is types of market deals, which was mentioned
earlier too.  A flexible market deal is
where someone says, “I can give you this for this much, or you could trade it
for this too”. It is where the price of said object changes. You can trade any
object or any person or entity for any object, person, entity, or price. A
fixed market deal is where someone says, “I can give you this for this much”
and stops It there. Fixed market deals are surprisingly rarer than flexible
deals, because the seller wants more than one thing. A fixed deal is where the
thing is sold for one price and one price only, no exceptions allowed. This can
also be bought with objects, people, entities, or money, and it can be an
object, person, or entity. Somebody requested that there be a limit on the number
of drugs and alcohol that a person can buy, but that’s up for majority vote.

7th paragraph: Event Rules. YAY, we’re finally
past the grueling part! Now we’re just on the tough part. Anyway, events are….
Unique to say the least. Previous events include the Chaos Maggots (my bad),
the Archmagi thingy from another dimension, and some other stuff that I don’t
wanna recall. An event is a large scenario that happens occasionally in the
empire game. Events have the slight possibility of causing massive damage, but you’ll
be fiiiiine. The events can happen because of an incident caused accidentally
or on purpose by another empire or can be triggered randomly by an outside
source (most likely god) (or Ferjül for those who get the reference). To
create an event, you just need to make a slip with a title of event and a
description of event and put it in the hat (we have hats) (at home not in the
club). We will draw once a week after the effects of the previous event wear
off. The one rule on events is that any event meant to destroy one or multiple
empires will be destroyed with all the might of as many empires as possible,
and the creator of such event shall be punished accordingly.

8th paragraph: Alliance Rules. FINALLY, a decent
part of this document. Alliance rules are simple. 1. Try not to be too big,
otherwise the power balances will be bad. 2. Alliances are made to help one
another and once in an alliance, you are not allowed to attack anyone within
the alliance for any purpose other than leveling. 3. If you are the cause of an
empire destroying event as stated in the last paragraph, you are not allowed to
have an alliance with anybody until the issue has been resolved and your
punishment has been dealt. 4. If you’re in an alliance for something, do
that something. If you’re in a trade alliance, by all means trade, if you’re
in an alliance to take someone down from their current stance, do that! but if you’re
in a trade alliance and you all of a sudden attack someone, that’s not ok! Then
you’re just another random alliance. 5. If a group of people in the alliance
must talk about different rules that go on within the alliance, it is not
allowed to leave somebody out of the say in the decision making of that
alliance.

9th paragraph: Club Rules. Will be stated when we
are guaranteed to have an actual club.

10th paragraph: Land Games. Land games are games
that will be available for empires to play. To play, an empire must sacrifice a
minimum of one planet as a sort of bid for who will win. This planet does not
have to be in your primary solar system, and I would not recommend it being in
your primary solar system, but you do you. At the end of the game, the winner takes
home all the land registered, and any planets or anything shall be warped to
their system as curtesy from Vysteria, since we have planet warping technology
and we are the primary dealers in planet selling. The winner can either do that
OR the winner can divide the bids up between anyone, allies or not. This
division does not have to be on a planetary scale but cannot be fewer than one
square mile for a person. Not everybody will get something, like for instance I
could give Jackson half a planets worth of land, but I could give Isaac nothing.
There are also special land games where we do not bid land of any kind, but
instead certain weapons, information, objects, creatures, or a mixture of
anything. If it is a weapon the rule is that it must be an effect weapon (a
weapon that does not damage anything but can provide a benefit to someone) or a
crowd killer class weapon or above. The games themselves will be casual games
that we play in real life, such as chess, where instead of everyone betting on
everyone, everyone bets on one of the two players, or Jenga, where everyone
bets on everyone (betting on self is allowed), Uno, or other games we could
play.

11th paragraph: Factions. A faction is more or
less a guild. You do not have to be in a faction to be in the empire game, but
if you choose to be in a faction, you must follow the faction leader’s rules.  A faction is creatable by an empire with the
rank Great and above. The ranks are as follows: Novice, Normal (starting
point), small, medium, large, great, greater, grand. A faction is like an
alliance but with a leader who makes all the rules and with no clear goal.
People who join a faction may compete with you in the summer and winter faction
wars, where the faction that wins gets an undecided trophy and any one thing
they want within boundaries (in the empire game and in real life). Nothing too
extreme, I do not want any of us to either get in trouble or to quit this game
once it starts because of this. Any battles singling you out will most likely
not be acted upon by an entire faction unless your faction leader is like
Makarov Dreyar from Fairy Tail, but a few people “conveniently” in the same
faction may want to “help out an old friend” in their time of need. If multiple
people from the same faction are attacked by the same person, alliance, or
faction, we may decline into an unregistered faction war, which might lead into
a full-blown war, so dear god help me for those of you who read only that
sentence and want to try it immediately.

12th paragraph: Weapon Rules. Oh god I’m going to
get so much scorn for this paragraph… anyway, I think its high time we decide what’s
enough. Rule 1. No weapons of any class higher or equal to the class
“Multiverse Killer” are allowed. The highest that is legal is a “Universe
Cluster Killer” class weapon. Rule 2. ~~All weapons must be approved by the
Little Tyke’s safety committee.~~ Rule 3. No weapons that are one hit kills.
Rule 4. Everything must have a weakness even if it is a small one. There is no
fairness in a weapon with no weaknesses, even spaceships have weaknesses, the
more you put on it the slower it goes. If it does not have a weakness of some
kind It is not allowed.

13th paragraph: What the Game Will Look Like. NO.
We were getting off so well too! Now we are back to ground zero with the
grueling paragraph. The game will look chaotic at the start, but when you get
to know certain people in the game it gets easier. From a getting-to-know
standpoint to a political standpoint. You’ll know how Isaac, the current King
of Empires acts, you’ll know how I act, you’ll know the alliances, you’ll know
everything you want to know about us if you just ask. Now you can’t just ask
for all our classified information, but if you play the field right, you can get
to know us so well that you won’t need to ask, we will just share it with you.
The game is filled with scenarios and roleplaying, but it is also filled with
real world scenarios that you must try and overcome. If you really want to get
into weapons I would recommend learning the sciences, while if you would rather
get into the business part math would be the strong point. For social studies I
would make geographical maps of different parts of your empire and solar
systems and dangers, and for language arts I would type up papers in word like
this describing your empires current standings, or even the history of your
empire. You can also create a storyline for your empire like I have done with 5
different main characters. For art its obvious and for computers you can always
make the empire game an official website (we do have one but if you could make
a super good looking one that would be great).

14th paragraph: Common Misconceptions. There are
many common misconceptions and mistakes within the game and people do not understand
them, so this paragraph is to elaborate on that. 1. There are things worse than
nukes. Nukes should be one of the least of your worries. Just because someone
has nukes does not mean you should fear them. In fact, everyone technically has
nukes. 2. You do not have to build up your empire, though you can. Everyone has
a sort of “starter kit”. The starter kit has a home solar system, an entire home
world full of already trained soldiers, great citizens of multiple or whatever
races you want, and anything you want within reasonable boundaries (no black
holes or anything), as well as many planets suns or other things, as you want. You
also have at a scrape-the-bottom minimum a universe. Most people have well over
1000 universes under their control. To name some, Me, Isaac, Amber,
Katie, Jacob, Ian, and Jackson. 3. Even though the treaty of galaxies is long,
and you may not have read it all, there are no rules on restricting your
empire. You can do whatever kinky thing you want in your empire and you won’t
be violating anything. We even have a: robot empire, an underwater empire
(solar system is underwater), an empire where the main solar system has 5 suns
(me), an empire which is literally the underworld, and more! All I and everyone
else asks is that you don’t make your empire envelop other empires (without
consent). 4. As far as we care, science doesn’t exist. Magic or whatever else
you want can exist or can’t. what you make does not have to make sense (for the
most part. You can’t make it to where your thing changes every second (for
instance a missile that blows things up, but then it can do this, and this too,
and that! (***Pick one or two***))). 5. Your rank decides certain things
about you but not too much. Basically, rank decides if you are a follower or a
leader. If you have a low rank (most people at the moment considering the
previously, and most likely still, broken leveling system) you can be a loner
and rise to the ranks yourself, or a follower who lies in the protection of or
aids a faction. The only people in the empire game at the moment that have a
faction are me and Isaac. If you level up, you can have a faction of your own
too!

15th paragraph: Conclusion.
UGGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH FINALLY after about 11 or 12 hours of
grueling work I have finally finished this crap. Anyway, this is the conclusion
paragraph of the treaty of galaxies redo, so here goes for the final paragraph.
Now, I know this may seem like a lot of stuff to remember, but if you are a
newbie, all you really HAVE to read are paragraphs 1, 3 and 11. The rest you
don’t have to. Bet you wish I stated that at the beginning huh. Anyway, this
looks like a lot but its actually a pretty fun game with around 20 people
(though I guess they all have to sign it again after this). We all hope
whatever new players want to come and join us in this quest for a more
fulfilling life and this battle of the best enjoy it to the very fullest. Now,
just sign ~~your life away to the Vysterian military~~ here and have a good
time (you know, unless you don’t want to).

I know I’m forgetting something important