As with a normal campaign, the GM is the final arbiter of the rules, and can make adjustments to events as necessary for the campaign. Likewise, a settlement with more magic shops than houses and businesses may slowly become a ghost town as all the normal citizens move elsewhere out of superstitious fear.
For example, players may decide to construct a city full of graveyards because of the bonuses they provide to the city, but if the GM believes that is unreasonable, he could decide that the city is prone to frequent undead attacks. While players running an empire should be allowed to read these rules (having them do so makes much of the empire building easier for the GM), the players shouldn’t think they can abuse these rules to exploit weird corner cases. Most of the decisions are in the hands of the players, and these rules are written with that assumption, using terms like “your empire” and “your army.” However, the GM is still in charge of the campaign, and is expected to make judgments about the repercussions of player decisions. This book uses “empire” as a universal term to represent all kinds of domains, regardless of size, form of government, and gender of the ruler. They incorporate both city planning at the local colony level and larger scale decisions that affect the whole empire, as well as military strategy and tactics, all operating at a macro-level rather than managing the microdetails of the daily lives of settlers and soldiers. The rules here focus on the rules for building an empire and, when necessary, waging war to protect or expand it. However they stake their claim, these heroes open the way for settlers to proliferate in their domain, building a base of power and wealth that goes far beyond the reach of their blasters as they move from colony to empire! They may find an unclaimed asteroid and set up their own home base, seize the lair of a deadly space monster they have slain to open the way to opportunity, broker trade deals that give them control of spaceports and trading posts, or even wage a war of conquest to claim a world of their own. They want to leave their mark on the universe, to plant their own flag and become power players on the interplanetary scene. For some, the urge to explore and seek their fortune is reward enough, but other heroes are not content merely to wander.
In a sci-fi campaign, heroes trek from planet to planet and through the deep ocean of space, meeting strange aliens and new civilizations or the ruins of societies long passed into dust.
Bloodied, Defeated, Destroyed, and Disbanded Armies.Canoxlu, Vesk Military Citadel Level 10.Ehoi Patrad, Cosmic Metropolis Level 18.