Tag name:domain-of-the-ancients

Domain of the Ancients Plugin Details

First published 6th February 2022 (Last Modified 12th January 2023)

Description

This plugin adds the ability to insert an instance of the Domain Of The Ancients game. To do this:
  • It adds a new shortcode that inserts the game. Examples of use:
    [domainOfTheAncients/]
    Inserts an instance of the game.
  • Also, as standard for my plugins, it adds a shortcode to add the current version number of the plugin:
    [domainOfTheAncientsVersion]

Change Log

3.244.0 - 23 February 2023

Use the browser's small viewport

3.242.0 - 06 February 2023

Expand height of the game to the full screen if available (removing the text resize in the process)

3.241.0 - 26 January 2023

Allow the text pane to be resized

3.240.0 - 23 January 2023

Adjust size of the map and notes to better fit the size of the window

3.239.0 - 22 January 2023

Fix css variables

3.238.0 - 22 January 2023

Improve layout on my new caporil theme by simplifying the css

3.226.0 - 12 January 2023

Correct hex annotation width (some quirk of the ningxia theme seems to have caused the need (in that theme) for the incorrect value. This has been changed with my new caporil theme!

3.222.0 - 13 October 2022

  • Since dredgers need to be deployed to empty hexes, ensure that computer players designing ships with them include a jump drive (and adjust computer behaviour to account for this, along with other minor behaviour changes)
  • Allow Star Bases to be repaired in empty space

3.221.0 - 04 October 2022

  • Refactor to improve the ability to have a completely headless version of the game
  • Actually stop the game when the human player loses!
  • Fix exception when computer players try to scrap their first star base
  • Add review of ship designs
  • Add a new computer player mood of 'paranoid'

3.219.0 - 27 September 2022

Allow more control over retreat standing orders

3.218.0 - 26 September 2022

Fix average hits to account for the new phase 0

3.217.0 - 26 September 2022

  • Make reflecting shields always fire in the phase after they absorb damage regardless of the combat speed of the ship to which they are fitted
  • Add a phase 0 to combat (that allows a ship with no maneuver drive or computer to fire) - renumber the phases so that the new Phase 0 is reported as Phase 1 (and old phase n is reported as Phase n+1)
  • Rebalance computer tech research (and add a TL9 computer) to allow for the addition of Phase 0

3.216.0 - 15 September 2022

Hide comms Research once it is max'ed out

3.195.0 - 15 April 2022

Revamp of computer player's ship orders. Minor bug fixes to the vessel order dialog.

3.194.0 - 11 April 2022

Count reflecting shields as weapons (plus some refactoring)

3.192.0 - 09 April 2022

Bug fix (with this fix you can no longer cancel an order for a ship (and get a refund) AND still get the ship!)

3.191.0 - 07 April 2022

More AI improvements, More events get recorded for the history

3.190.0 - 05 April 2022

  • Add Suicide planet busters
  • Improve ship design stats
  • Slightly improve computer AI
  • Nerf jump space dredgers by significantly increasing their price and by resetting their production if a non-dredger unit enters their hex

3.186.0 - 01 April 2022

Support Standing Orders, fix fighters, minor wording/typo fixes

3.185.0 - 31 March 2022

Fix typo in the research (which broke selecting computers as the favoured tech)

3.184.0 - 30 March 2022

Wording Tweaks, Give the computer players some kind of AI and get them to make their own ship designs, Adjust ground combat

3.183.0 - 27 March 2022

Bug fixes, Refactoring, UI Redesign

3.182.0 - 10 March 2022

Bug fixes

3.181.0 - 04 March 2022

Minor cleanup, bug fixes

3.180.0 - 04 March 2022

  • Bug fixing
  • Colony Blocks converted into a single large block
  • Change one of the archaelogy techs and support one of the weaponary techs
  • Apply interdiction of colonies
  • Implement the history pages
  • Compute Win/Lose conditions

3.179.0 - 28 February 2022

Bug fixing. Complete support for some technologies

3.178.0 - 27 February 2022

Refactoring. Correctly report on other ships in the hex. Implement (largely) combat.

3.177.0 - 21 February 2022

Invert ship design sublist (so the best technology appears at the top of the list). Ensure computer players can't improve their low level colonies.

3.176.0 - 21 February 2022

Add computer players (who act at random). Remove Sensor Buildings

3.175.0 - 17 February 2022

Correct typo's in the ship designer for a couple of block types

3.174.0 - 17 February 2022

Allow colony ships to add to existing low-level colonies. Prohibit zero speed ships. Minor bug fixes. Some refactoring

3.173.0 - 16 February 2022

Bug fixes and some refactoring

3.172.0 - 15 February 2022

Add support for bases and fighters

3.171.0 - 13 February 2022

Allows most player actions - no AI

3.170.0 - 06 February 2022

Initial Version


The information on this page was retrieved by Plugin Information Version 3.230.0.

Player rules for Domain of the Ancients

First published 17th January 2022 (Last Modified 21st February 2024)

Background

This is a version of my play-by-mail game Domain Of the Ancients 2 (DOA2) (Footnotes are used to indicate where DOA2 is different from this set of rules). It is set in a very small globular cluster. Several hundred years ago an interstellar empire existed in the cluster, but after several medium sized disasters struck the empire it collapsed leaving little trace.

Now the main centres of population have rediscovered space travel and discovered both the technology to reach the stars and the large communication centres left by the Ancients. There was almost immediate panic when the communication centres revealed the existence of several other recovering population centres. Each empire quickly decided that it had to colonise as much of the cluster as possible before the others did!

Map Layout

The map is a hex grid 20 by 16 hexes in size (the equivalent of four Traveller subsectors). The cluster has exactly one hundred habitable systems. The centre of the cluster is more densely populated with habitable systems than the edge of the cluster.

Each hex is the equivalent of one parsec (3.26 light years) across and contains at most one habitable system. A turn is ten years in length.

Start

At the start of the campaign each empire has its capital (a class 20 colony) and no initial stock of production points. On the first turn each empire must select its favoured technology area. Any research in this favoured area is doubled in effect.

Turns

A player gives orders for each complete turn. Each turn phase happens simultaneously for all players. The phases are:

  1. Receive reports from ships and systems on the resolution of orders in the previous turn (if any)
  2. Collect Production Points
  3. Issue orders to existing ships
  4. Spend Production Points1
  5. Move existing ships and resolve any conflicts

Receive Reports

As your previous turn's orders are processed you'll be provided with the reports from your ships and planets on the resulting events (both from your orders and those of the AI players)

Collect production Points

Every planet that a player controls will be assigned a class number. This is an indication of the industrial size of the planet. Each empire's homeworld (initial colony) starts as a class 20 planet. Each planet creates production points (PP) equal to twenty times its class number. Thus, for example, on the first turn, each empire will get 400 PP. If a colony is interdicted (only hostile ships are in the hex of the colony) its production points are lost unless the it is the capital of the empire. If the empire capital is interdicted the empire loses all production from all other colonies.

Issue Orders to Existing Ships and Colonies

Orders are issued to your existing ships (new ships are built in a later phase of the turn). The orders cannot instruct ships to travel outside of the empire's communication grid. If a ship is outside of the communication grid at this phase of the turn (for example if a colony has been captured thus reducing the range of the communications grid), the ship will travel as quickly as possible towards the empire's homeworld until it returns to the communications grid2.

Spend Production Points

There are many things on which the production points can be spent:

  1. Improving a colony
  2. Improving Technology Levels
  3. Buying Ships
  4. Buying Planetary defences

Improving a colony

A colony can be improved one class by spending production points equal to twenty times its current class (i.e., by spending all of its production for one turn). To do this the colony needs to be at class 5 or higher (colonies below class 4 can only be improved by landing colony ships on it)3.

Improving Technology Levels

An empire is rated in several different technology areas. These indicate how advanced the empire in those technology areas. Each empire starts at Tech Level 1 in all areas. An empire improves in an area by spending production points on research in that area. As certain thresholds of total research expenditure are reached new pieces of equipment will become available to the empire. Each area of technology has its own threshold levels but, as a guide, Tech Level 2 will be reached somewhere between 180 and 270 points and Tech Level 3 at a threshold between 800 and 1,600 points. Production points spent in research in an empire's favoured technology area count double.

The various technologies and their initial benefits are:

Power Plant
Research into mechanisms to produce power for starships. Initially allows the construction of starships using chemical power plants.
Jump Drive
Research into long range travel. Initially allows starships to be constructed with Jump-A Drives
Maneuver Drive
Research into short range travel. Initially allows starships to be constructed with Maneuver-A Drives
Communications
Research into communication equipment. Initally allows ships to communicate with planets as long as the ships are within one hex of the planet.4.
Ship Size
Research into the construction of bigger star ships. Initally allows the construction of starships with up to 10 blocks in size.
Planetary Defences
Research into ways to defend planets. Initally allows the construction of marine companies armed with projectile weapons5.
Ship Weaponary
Research into better ways of throwing energy from starships. Initially allows Laser Batteries to be fitted to ships6. A Laser Battery has a 1 in 6 chance of hitting during a phase of ship combat.
Ship Defences
Research into ways of stopping starships from being damaged. Initially allows ships to be fitted with armour blocks.
Computers
Research into ways of improving the control of Starships. Initially allows Level one computers to be added to the bridge of a starship. In a space battle, if all other things are equal, the ship with the better computer will usually win.
Archaeology
Research into Ancient Artifacts left behind. The initial discovery is that of the communications station. This allows an empire to talk to any (or all) other empire(s). Both the sender and receiver only receive the contents of the message (i.e., not its origin or destination).7

Buying Ships

A player can either purchase standard designs of ships or design their own ships. New ships can arrive at the capital or at any class 20 (or better) colony. The first ship of a new design costs double unless it is the first ship using a new ship size technology (the first ship ever built counts as using the Tech Level One ship size and so its price will not be doubled).

Buying Planetary Defences

Marine companies can be built at any colony and cost 10 production points each.

Capturing colonies

To capture a colony belonging to another empire you must first gain space superiority over the hex (i.e., all enemy ships must have either been destroyed or have fled the hex). At this point marines can be landed at the colony. If the attacking marines destroy all the defending marines the colony is captured.

If only space superiority is achieved the colony is interdicted. If a colony is interdicted its production can only be spent at the colony. If an empire's capital is interdicted this restriction applies to all colonies (including the capital) of the empire.

If a colony is conquered the colony loses one class. If the colony was only a class one colony the colony is destroyed - along with the attacking marines. If the colony was class two or better before being conquered the colony now belong to the attacking empire and its (reduced) production will be available on the next turn.

Following any ground combat any attacking marines that were lost remain destroyed and will need to be repurchased by the attacking empire if they wish to bring the marine barracks of the attacking ships up to full strength.

Ship Design

Ships are designed by adding together a number of building blocks to make the ship. The total number of blocks gives the size of the ship. For example all ships up to size 10 (The maximum ship size permitted by the starting Ship Size Tech Level) cost 50 PP for the hull.

The following blocks are available at the initial Technology Levels:

Bridge
A minimum of one bridge is required on a ship regardless of its size. Additional Bridges can be fitted (as backups) at a cost of 10 PPs. In addition each bridge can be fitted with computer systems. A Level 1 Computer can be fitted to a bridge at a cost of 10 PPs and uses one Energy Point to be operated in normal space. Note that backup bridges must be also be powered. A ship with no bridges is destroyed.
Chemical Power Plant
Generates 12 Energy Points and can be fitted for a cost of 10 PPs.
Jump-A Drive
A Jump Drive is required if the ship is to move between hexes. It requires 10 Energy Points while operating and generates 10 Jump Points. A Jump-A drive block costs 5 PPs. Note that power is provided to the bridges on a ship before the jump drives are powered.
Maneuver-A Drive
Allows the ship to maneuver and is required for all ships. It requires 10 Energy Points while operating (i.e. a ship does NOT need to power both a Jump Drive and the Maneuver Drive simultaneously) and generates 10 Maneuver Points. It costs 5 PPs to fit a Maneuver-A Drive. Note that power is provided to the bridges on a ship before the maneuver drives are powered.
Laser Battery
Requires one energy to operate and 5 PPs to fit. A laser battery has a one in six chance of hitting an enemy ship during a phase of ship combat. A laser battery that hits destroys an armour block on the enemy ship if it has any. If the enemy ship has no armour blocks when the laser hits a random block on the target is destroyed. Note that power is provided to a ships's bridges and maneuver drives before power is provided to any weapons.
Armour
Armour blocks cost 5 PPs to fit.
Marine Barracks
Barracks for a single company of marines. It costs 11 PP to fit a marine barracks to a ship. The barracks includes all the facailities needed to land the troops when the existing ground forces object to the arrival of the marines (however there must be no hostile space forces remaining in the system). The cost of the barracks includes the cost of the marines. An existing marine company at a colony (not from other ships) may be moved into empty barracks when orders are issued to the ship.
Colonisation System
Each colony system costs 30 PPs to add to a ship and occupies 6 blocks. If the ship is at a system with either no colony or with a colony of class 5 or lower the ship may be destroyed to establish a new colony or improve the existing colony. For every colonisation system on the destroyed vessel(s) the colony gains one class level (Note that if the colonisation system has been damaged or destroyed it will not be used during the colonisation).

Jump Range

The maximum distance a ship can jump in a single turn is determined from its jump points. The number of jump points generated by the ship is divided by its size and rounded down. A ship cannot jump (in a single turn) further than this jump range. In addition the ship may not jump from inside the communications range of the empire to outside of that communications range. If a ship finds itself outside of the communications grid (for example if a colony is captured by an opposing empire) it will self-destruct to prevent its capture.

Combat Speed

The combat speed of a ship is determined by its maneuver points and its computer (if any). Take the Maneuver Points generated by the ship and divide by its size and round down. Then add the level of the computer system to that value to get its combat speed. Note all ships must have a speed of at least one before the computer level is added.

Example Tech Level 1 Ships

Colony Ship

Description Cost Energy
Hull (with Bridge) 50
Chemical Power Plant 10 12 EPs generated
Jump-A Drive 5 10 EPs in jump space
Maneuver-A Drive 5 10 EPs in normal space
Colonisation System (occupies 6 blocks) 30
100 PPs Jump-1, Combat Speed-1

The only possible design of a colony ship at Tech Level 1.

Fighter

Description Cost Energy
Hull (with Bridge and TL1 Computer) 60 1 EP in normal space
Chemical Power Plant 10 12 EPs generated
Chemical Power Plant 10 12 EPs generated
Jump-A Drive 5 10 EPs in jump space
Maneuver-A Drive 5 10 EPs in normal space
Maneuver-A Drive 5 10 EPs in normal space
Laser Battery 5 1 EP in normal space
Laser Battery 5 1 EP in normal space
Laser Battery 5 1 EP in normal space
Armour Block 5
115 PPs Jump-1, Combat Speed-3

The example fighter is designed to be an effective weapon against other hostile ships. Its high speed (from the pair of maneuver drives and TL1 computer) gives the example fighter sufficent oomph to drive off ships such as the example colony ship.

System Defence Boat

Description Cost Energy
Hull (with Bridge and TL1 Computer) 60 1 EP in normal space
Chemical Power Plant 10 12 EPs generated
Chemical Power Plant 10 12 EPs generated
Chemical Power Plant 10 12 EPs generated
Maneuver-A Drive 5 10 EPs in normal space
Maneuver-A Drive 5 10 EPs in normal space
Maneuver-A Drive 5 10 EPs in normal space
Laser Battery 5 1 EP in normal space
Laser Battery 5 1 EP in normal space
Laser Battery 5 1 EP in normal space
120 PPs Combat Speed-4

The example system defence boat is designed to defend the homeworld from enemy ships. While it is unable to jump and has also sacrified the armour from the fighter design, it is quicker than than the example fighter and so will be able to fire on that fighter before it can respond.

Ship Combat

Combat proceeds in rounds until one side is destroyed, is captured, or retreats. Each round is resolved as a series of phases numbered from 1 to the highest combat speed of any ship involved in the combat. Each round of combat starts with the highest numbered phase and then counts down in phases until phase 1 is completed.

In each phase a ship may fire if its combat speed equals or exceeds that of the phase. Within a single phase firing is simultaneous. Alternatively a ship may retreat at the end of the round of phases. A retreating ship is counted as having a forced jump in the next turn8 (so only ships with a Jump Range of more than zero are permitted to retreat. If a ship loses a jump drive block or power plant due to enemy fire its jump range is recalculated before determining if it can retreat). A retreating ship will jump back to the hex it was in during the previous turn (which could be the same hex if the ship didn't move) ,

Shipboard combat

There is no shipboard combat9.

Example ship Combat

As an example take a combat between the example fighter and the example system defence boat. The combat speed of the example fighter is 3 (20 Maneuver Points divided by its size of 10 and then plus one for the computer fitted to the bridge). The example system defence boat has a combat speed of 4. Each round of combat will therefore have four phases.

Phase 4
In this phase only the system defence boat can attack. It has three laser batteries, so rolls 1d6 three times to see if it can hit. It scores one hit, which it destroyed the fighter's armour block.
Phase 3
Both ship can now fire and do so simultaneously. The system defence boat and fighter (with its four lasr batteries) both miss.
Phase 2
Again both ships can fire. Both ships score one hit. The system defence boat destroys one of the fighter's laser batteries while the fighter destroys one of the system defence boat's power plant. The energy balance of the system boat is recalculated and its combat speed is reduced to 3 (Only two of its maneuver drives can be fully powered and so it now only generates 20 maneuvr points - At this reduced speed it can still power all three of its laser batteries though).
Phase 1
Even at its reduced speed, the system defence boat is still able to act in Phase 1 so both ships can fire. Again both ships score one hit. The system defence boat destroys the bridge of the fighter and hence destroys the fighter. Since firing and damage is simultaneously the fighter still gets to damage the system defence boat and destroys one of its laser batteries.

Ship repair

Ships can be repaired if the ship is at a class 20 or better world. The repairs are conducted by paying the cost of the destroyed blocks. So taking the system defence boat from the example combat it can be repaired for a cost 15 PPs (10 PPs for the power plant and 5 PPs for the laser battery). A ship cannot be ordered to jump if it is being repaired. If the ship is further damaged by more combat during the next turn the repair is aborted (at no cost). The funds for the repair are removed from the funds carried forward (and, if necessary, part of the next turns production will be used to cover any shortfall in the carried forwrad funds).

Obsolete ships may be scrapped anywhere. Any undestroyed parts are destroyed and 40%11 of their value is given as a refund. No refund or reuse is possible for blocks already destroyed in combat. So, as an alternative, the damaged system defence boat from the example combat could be scrapped and 26 PPs refunded (Original cost of 120 PPs but the damaged blocks remove 15 PPs from that value giving 105 PPs. 40% of this is 42 PPs). The refunded production points are provided as part of the carried forward funds (i.e., the scrap value cannot be spent until the following turn). Of course if the ship is damaged during the turn its scrap value will be correspondingly reduced (ships that are forced to retreat will still be scrapped and the scrap value will still be refunded).

Ground Combat

Ground combat is resolved in a series of rounds, In each round a percentile dice roll is made for each of the attacker and defender simultaneously. This percentage is then multiplied by the size of the force and rounded down. The result is removed from the opposing force. When resolving combat on a colony this is repeated until one force is eliminated.

Example gound combat

A colony is defended by 50 marine companies and is attacked by 20 marine companies

Round 1
The defender's dice roll is 11 and so the attackers will lose 10 companies. The attacker's dice roll is 82, so the defenders lose 16 companies. At the end of this round the defenders have 34 companies while the attackers have 9 companies
Round 2
The defenders dice roll is 86 so the attackers will lose 29 companies. The attackers roll 34 so the defenders lose 3 companies. At the end of this round the defenders have 31 companies while the attackers have been destroyed.

Capital Planets

As described in Collect Production Points, if an attacker gains space superiority over an empire's capital world (but is unable to win the ground combat to capture that world) the defender only gains production points from the capital (all other production for the turn is lost) as long as the the capital remains interdicted.

If an attacker conquers the world the defender is eliminated from the game12. If this happens all of the remaining colonies in the defending empire are also removed from the game at the end of the game turn.

Designer's Advice

This are probably obvious points from the above:

  1. Setting up new colonies and improving small colonies is the cheapest way to boost your empire's production (though conquering the colonies of other empires is quite good too!).
  2. If you're starting at the edge of the map you're likely to have very few worlds within one hex of your starting position - there are less hexes in which those other worlds could be present AND the generation system favours putting the worlds towards the middle of the map. Conversely if you're in the middle of the map it's quite likely that another empire's starting world is quite close to yours.
  3. The technology progression and combat rules are designedso that quality will, in general, be better than quantity when it comes to both ships and marines.
  4. Combat ships will want your best possible computer system
  5. If a ship is obsolete then scrap it - the 25% refund will be better (as a general rule) than using it as laser battery fodder.
  6. As a reminder in this version of the game if you lose your starting world you lose the game immediately

Footnotes

  1. DOA2: Ships move before the production points were spent and hence could interrupt that spend (for example by preventing new ships from being built)
  2. DOA2: Ships have standing orders allowing them to travel outside of the communications grid as long as they don't run out of fuel
  3. DOA2: A colony can be improved more that one class in a turn
  4. DOA2: Allows the purchase of sensor blocks which are installed on ships and allowed the scanning of hexes while the ship was in jump.
  5. DOA2: Marine company armaments were covered by weaponary
  6. DOA2: The weaponary technology covered both ship-borne and marine-borne weapons. The initial Weaponary technology also allowed Missile Batteries which could be for planetary bombardment, a concept not used here
  7. The archaeology advances have been revised and may be different from those in either DOA2 or DOA1
  8. DOA2: Ships could retreat during any phase where the ship would have been permitted to fire
  9. DOA2: Ship board combat was permitted if a vessel's maneuver speed was reduced to zero
  10. DOA2 allowed vessels to be captured and then either refitted (for use by the capturing empire) or deconstructed (to provide the capturing with additional technological research)
  11. DOA2: Only 25% of the ship's value was given as a refund
  12. DOA2: The defender remains in the game and must choose a new capital on the next turn - only if all of an empire's colonies are captured is the empire eliminated from the game

Domain of the Ancients

First published 14th January 2022 (Last Modified 6th February 2023)
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Turn 0

Welcome to the single player version of Domain of the Ancients 3. This is a variation of the play by mail game described at Domain of the Ancients 2.

Choose one of the following options:

with as the favoured technology. The favoured technology of the computer players should be . For map generation empire capitals being generated as immediate neighbours.
This will abandon any game still in progress, generate a new cluster, and start a new game
This will resume your game from the data stored locally in your browser (no data from this game is ever sent outside of your browser).
or
These will end your latest game and either show a replay of your latest game or a table of all the ship designs (including those of the computer players) which you can then review.

You can review the version of the rules for players here. Note that this game is intended, on the whole, to reflect the look and feel of a play-by-mail game (so, for example, you don't get to control the combats and instead just get reports on the outcome of the fights).

If you wish to get back to this initial view just reload the page

Domain Of The Ancients Version 3.244.0

3.244.0 - 23 February 2023

Use the browser's small viewport

3.242.0 - 06 February 2023

Expand height of the game to the full screen if available (removing the text resize in the process)


You can see a listing of all the previous versions here.

To-Dos

Note that the current implementation is limited - with the following on my list of features that I want to implement and haven't yet done so!

  • Saving of ship designs between games (and allowing deletion of same - though this will probably have to be of all the saved designs???)
  • Allowing cloning of a design (and then editing of the clone)
  • Having the other players make intelligent actions rather than random ones (this is the biggie!)
  • Diplomacy (another biggie 🙂 )

Turn 42

First published 10th January 2022 (Last Modified 12th January 2022)
A1
B1
C1
D1
E1
F1
G1
H1
I1
J1
K1
L1
M1
N1
O1
P1
A2
B2
C2
D2
E2
F2
G2
H2
I2
J2
K2
L2
M2
N2
O2
P2
A3
B3
C3
D3
E3
F3
G3
H3
I3
J3
K3
L3
M3
N3
O3
P3
A4
B4
C4
D4
E4
F4
G4
H4
I4
J4
K4
L4
M4
N4
O4
P4
A5
B5
C5
D5
E5
F5
G5
H5
I5
J5
K5
L5
M5
N5
O5
P5
A6
B6
C6
D6
E6
F6
G6
H6
I6
J6
K6
L6
M6
N6
O6
P6
A7
B7
C7
D7
E7
F7
G7
H7
I7
J7
K7
L7
M7
N7
O7
P7
A8
B8
C8
D8
E8
F8
G8
H8
I8
J8
K8
L8
M8
N8
O8
P8
A9
B9
C9
D9
E9
F9
G9
H9
I9
J9
K9
L9
M9
N9
O9
P9
A10
B10
C10
D10
E10
F10
G10
H10
I10
J10
K10
L10
M10
N10
O10
P10
A11
B11
C11
D11
E11
F11
G11
H11
I11
J11
K11
L11
M11
N11
O11
P11
A12
B12
C12
D12
E12
F12
G12
H12
I12
J12
K12
L12
M12
N12
O12
P12
A13
B13
C13
D13
E13
F13
G13
H13
I13
J13
K13
L13
M13
N13
O13
P13
A14
B14
C14
D14
E14
F14
G14
H14
I14
J14
K14
L14
M14
N14
O14
P14
A15
B15
C15
D15
E15
F15
G15
H15
I15
J15
K15
L15
M15
N15
O15
P15
A16
B16
C16
D16
E16
F16
G16
H16
I16
J16
K16
L16
M16
N16
O16
P16
A17
B17
C17
D17
E17
F17
G17
H17
I17
J17
K17
L17
M17
N17
O17
P17
A18
B18
C18
D18
E18
F18
G18
H18
I18
J18
K18
L18
M18
N18
O18
P18
A19
B19
C19
D19
E19
F19
G19
H19
I19
J19
K19
L19
M19
N19
O19
P19
A20
B20
C20
D20
E20
F20
G20
H20
I20
J20
K20
L20
M20
N20
O20
P20

Turn 42

The final turn of the game before I ended the game due to referee fatigue.

This was a fairly quiet turn as all sides considered the implications of the interdiction of the Clanger homeworld.

The only combat in the turn is an attempt by the Fleet to remove the Jerandi People's Republic from their last world. They easily defect the space defences at H16 but their ground forces are unable to overcome the defending marines. However the Jerandi are unlikely to be able to resist another such attack.

Outline plans from the players revealed that the Picans planned to move their battleships to deal with the perceived threat from the Fleet (to which they would send 4 battleships) and Worati (1 battleship to be sent). However both defenders would have been able to defeat the attacks. This would have left the Fleet and Worati in the ascendency for the next few subsequent turns and it would remain to be seen how the Federation would do on defensive.

My final ranking for the empires (an admittedly somewhat subjective list and ending with the empire I reckoned to have the best chance at dominance in the cluster in the long term) was:

  1. Jerandi People's Republic
  2. Kallikanzaroi
  3. Caffeinians
  4. Regul
  5. Drahmini
  6. Chroniomancy Of Iyanden
  7. Gobbanean Prinicipalities
  8. Clanger
  9. Saggitarians
  10. Worati
  11. Auron
  12. Strata Inc.
  13. Kellesonians
  14. Picans
  15. The Fleet

Turn 41

First published 10th January 2022 (Last Modified 12th January 2022)
A1
B1
C1
D1
E1
F1
G1
H1
I1
J1
K1
L1
M1
N1
O1
P1
A2
B2
C2
D2
E2
F2
G2
H2
I2
J2
K2
L2
M2
N2
O2
P2
A3
B3
C3
D3
E3
F3
G3
H3
I3
J3
K3
L3
M3
N3
O3
P3
A4
B4
C4
D4
E4
F4
G4
H4
I4
J4
K4
L4
M4
N4
O4
P4
A5
B5
C5
D5
E5
F5
G5
H5
I5
J5
K5
L5
M5
N5
O5
P5
A6
B6
C6
D6
E6
F6
G6
H6
I6
J6
K6
L6
M6
N6
O6
P6
A7
B7
C7
D7
E7
F7
G7
H7
I7
J7
K7
L7
M7
N7
O7
P7
A8
B8
C8
D8
E8
F8
G8
H8
I8
J8
K8
L8
M8
N8
O8
P8
A9
B9
C9
D9
E9
F9
G9
H9
I9
J9
K9
L9
M9
N9
O9
P9
A10
B10
C10
D10
E10
F10
G10
H10
I10
J10
K10
L10
M10
N10
O10
P10
A11
B11
C11
D11
E11
F11
G11
H11
I11
J11
K11
L11
M11
N11
O11
P11
A12
B12
C12
D12
E12
F12
G12
H12
I12
J12
K12
L12
M12
N12
O12
P12
A13
B13
C13
D13
E13
F13
G13
H13
I13
J13
K13
L13
M13
N13
O13
P13
A14
B14
C14
D14
E14
F14
G14
H14
I14
J14
K14
L14
M14
N14
O14
P14
A15
B15
C15
D15
E15
F15
G15
H15
I15
J15
K15
L15
M15
N15
O15
P15
A16
B16
C16
D16
E16
F16
G16
H16
I16
J16
K16
L16
M16
N16
O16
P16
A17
B17
C17
D17
E17
F17
G17
H17
I17
J17
K17
L17
M17
N17
O17
P17
A18
B18
C18
D18
E18
F18
G18
H18
I18
J18
K18
L18
M18
N18
O18
P18
A19
B19
C19
D19
E19
F19
G19
H19
I19
J19
K19
L19
M19
N19
O19
P19
A20
B20
C20
D20
E20
F20
G20
H20
I20
J20
K20
L20
M20
N20
O20
P20

Turn 41

This time the Picans do turn up for the party and join the attack on the Clanger homeworld. In addition to the Picans, the Kellesonian vessels that had imposed an interdiction on E9 moved over to D9 and joined the attack. The defence of the Clanger homeworld was improved by the arrival of some Regul but this didn't prevent the destruction of all the space defences and leaving the Clanger homeworld interdicted and in a lot of trouble.

Gobbanean Principalities reached Tech Level 5 in Communications while the Kellesonians reached Tech Level 7 in Communications. The Picans made Tech Level 5 in Archaeology and Strata Inc. achieved Tech Level in Weaponary.

J3 will turn out to be the only uncolonised world.

Turn 40

First published 10th January 2022 (Last Modified 12th January 2022)
A1
B1
C1
D1
E1
F1
G1
H1
I1
J1
K1
L1
M1
N1
O1
P1
A2
B2
C2
D2
E2
F2
G2
H2
I2
J2
K2
L2
M2
N2
O2
P2
A3
B3
C3
D3
E3
F3
G3
H3
I3
J3
K3
L3
M3
N3
O3
P3
A4
B4
C4
D4
E4
F4
G4
H4
I4
J4
K4
L4
M4
N4
O4
P4
A5
B5
C5
D5
E5
F5
G5
H5
I5
J5
K5
L5
M5
N5
O5
P5
A6
B6
C6
D6
E6
F6
G6
H6
I6
J6
K6
L6
M6
N6
O6
P6
A7
B7
C7
D7
E7
F7
G7
H7
I7
J7
K7
L7
M7
N7
O7
P7
A8
B8
C8
D8
E8
F8
G8
H8
I8
J8
K8
L8
M8
N8
O8
P8
A9
B9
C9
D9
E9
F9
G9
H9
I9
J9
K9
L9
M9
N9
O9
P9
A10
B10
C10
D10
E10
F10
G10
H10
I10
J10
K10
L10
M10
N10
O10
P10
A11
B11
C11
D11
E11
F11
G11
H11
I11
J11
K11
L11
M11
N11
O11
P11
A12
B12
C12
D12
E12
F12
G12
H12
I12
J12
K12
L12
M12
N12
O12
P12
A13
B13
C13
D13
E13
F13
G13
H13
I13
J13
K13
L13
M13
N13
O13
P13
A14
B14
C14
D14
E14
F14
G14
H14
I14
J14
K14
L14
M14
N14
O14
P14
A15
B15
C15
D15
E15
F15
G15
H15
I15
J15
K15
L15
M15
N15
O15
P15
A16
B16
C16
D16
E16
F16
G16
H16
I16
J16
K16
L16
M16
N16
O16
P16
A17
B17
C17
D17
E17
F17
G17
H17
I17
J17
K17
L17
M17
N17
O17
P17
A18
B18
C18
D18
E18
F18
G18
H18
I18
J18
K18
L18
M18
N18
O18
P18
A19
B19
C19
D19
E19
F19
G19
H19
I19
J19
K19
L19
M19
N19
O19
P19
A20
B20
C20
D20
E20
F20
G20
H20
I20
J20
K20
L20
M20
N20
O20
P20

Turn 40

The Federation make their move and attack both Clanger homeworld and E9. In the classic lack of co-ordination shown by every alliance the attack on the Clanger homeworld did not have the back up of the Picans that the rest of the Federation expected. Unsurprisingly this lack of support led to the attack on the Clanger homeworld being repulsed. E9, on the other hand, was easily interdicted withut loss to the attackers.

In the meantime the Gobbanean Principalities developed Tech Level 5 weaponary and the Kellesonians achieved Tech Level 6 in Communications.

Turn 39

First published 9th January 2022 (Last Modified 4th October 2022)
A1
B1
C1
D1
E1
F1
G1
H1
I1
J1
K1
L1
M1
N1
O1
P1
A2
B2
C2
D2
E2
F2
G2
H2
I2
J2
K2
L2
M2
N2
O2
P2
A3
B3
C3
D3
E3
F3
G3
H3
I3
J3
K3
L3
M3
N3
O3
P3
A4
B4
C4
D4
E4
F4
G4
H4
I4
J4
K4
L4
M4
N4
O4
P4
A5
B5
C5
D5
E5
F5
G5
H5
I5
J5
K5
L5
M5
N5
O5
P5
A6
B6
C6
D6
E6
F6
G6
H6
I6
J6
K6
L6
M6
N6
O6
P6
A7
B7
C7
D7
E7
F7
G7
H7
I7
J7
K7
L7
M7
N7
O7
P7
A8
B8
C8
D8
E8
F8
G8
H8
I8
J8
K8
L8
M8
N8
O8
P8
A9
B9
C9
D9
E9
F9
G9
H9
I9
J9
K9
L9
M9
N9
O9
P9
A10
B10
C10
D10
E10
F10
G10
H10
I10
J10
K10
L10
M10
N10
O10
P10
A11
B11
C11
D11
E11
F11
G11
H11
I11
J11
K11
L11
M11
N11
O11
P11
A12
B12
C12
D12
E12
F12
G12
H12
I12
J12
K12
L12
M12
N12
O12
P12
A13
B13
C13
D13
E13
F13
G13
H13
I13
J13
K13
L13
M13
N13
O13
P13
A14
B14
C14
D14
E14
F14
G14
H14
I14
J14
K14
L14
M14
N14
O14
P14
A15
B15
C15
D15
E15
F15
G15
H15
I15
J15
K15
L15
M15
N15
O15
P15
A16
B16
C16
D16
E16
F16
G16
H16
I16
J16
K16
L16
M16
N16
O16
P16
A17
B17
C17
D17
E17
F17
G17
H17
I17
J17
K17
L17
M17
N17
O17
P17
A18
B18
C18
D18
E18
F18
G18
H18
I18
J18
K18
L18
M18
N18
O18
P18
A19
B19
C19
D19
E19
F19
G19
H19
I19
J19
K19
L19
M19
N19
O19
P19
A20
B20
C20
D20
E20
F20
G20
H20
I20
J20
K20
L20
M20
N20
O20
P20

Turn 39

The Clangers spent this turn nearly wiping out the Jerandi People's Republic. They completed the capture of K20 and also attacked (and captured) I20. As a result the Jerandi only have H16.

The Aurons mopped up another Kallikanzaroi world at G14. This didn't stop either the Aurons, who reached Tech Level 5 in Computing or the Kallikanzaroi, who reached Tech Level 5 in Weaponary, from also doing a limited amount of research. For the Kallikanzaroi in particular this breakthrough would mean that taking their homeworld would be quite hard for many turns to come.

Some other people were mainly focused on research however. Strata Inc. reached Tech Level 7 in Communications with the Worati breaking through to Tech Level 5 in Power Plant (the first empire to do so).

Turn 38

First published 9th January 2022 (Last Modified 7th April 2022)
A1
B1
C1
D1
E1
F1
G1
H1
I1
J1
K1
L1
M1
N1
O1
P1
A2
B2
C2
D2
E2
F2
G2
H2
I2
J2
K2
L2
M2
N2
O2
P2
A3
B3
C3
D3
E3
F3
G3
H3
I3
J3
K3
L3
M3
N3
O3
P3
A4
B4
C4
D4
E4
F4
G4
H4
I4
J4
K4
L4
M4
N4
O4
P4
A5
B5
C5
D5
E5
F5
G5
H5
I5
J5
K5
L5
M5
N5
O5
P5
A6
B6
C6
D6
E6
F6
G6
H6
I6
J6
K6
L6
M6
N6
O6
P6
A7
B7
C7
D7
E7
F7
G7
H7
I7
J7
K7
L7
M7
N7
O7
P7
A8
B8
C8
D8
E8
F8
G8
H8
I8
J8
K8
L8
M8
N8
O8
P8
A9
B9
C9
D9
E9
F9
G9
H9
I9
J9
K9
L9
M9
N9
O9
P9
A10
B10
C10
D10
E10
F10
G10
H10
I10
J10
K10
L10
M10
N10
O10
P10
A11
B11
C11
D11
E11
F11
G11
H11
I11
J11
K11
L11
M11
N11
O11
P11
A12
B12
C12
D12
E12
F12
G12
H12
I12
J12
K12
L12
M12
N12
O12
P12
A13
B13
C13
D13
E13
F13
G13
H13
I13
J13
K13
L13
M13
N13
O13
P13
A14
B14
C14
D14
E14
F14
G14
H14
I14
J14
K14
L14
M14
N14
O14
P14
A15
B15
C15
D15
E15
F15
G15
H15
I15
J15
K15
L15
M15
N15
O15
P15
A16
B16
C16
D16
E16
F16
G16
H16
I16
J16
K16
L16
M16
N16
O16
P16
A17
B17
C17
D17
E17
F17
G17
H17
I17
J17
K17
L17
M17
N17
O17
P17
A18
B18
C18
D18
E18
F18
G18
H18
I18
J18
K18
L18
M18
N18
O18
P18
A19
B19
C19
D19
E19
F19
G19
H19
I19
J19
K19
L19
M19
N19
O19
P19
A20
B20
C20
D20
E20
F20
G20
H20
I20
J20
K20
L20
M20
N20
O20
P20

Turn 38

The Clangers continued their attack on the Jerandi People's Republic by interdicting the new Jerandi capital at K20. Although the Jerandi People's Republic had taken advantage of the respite provided by the attack on the Kallikanzaroi the improvements in the Clanger ships (from new technology discoveries) had overtaken these improvements and the Clangers took no losses whilst establishing their interdict. In addition the Clanger had now reached Tech Level 7 in Weaponary.

By this point the Federation (Kellsonians, Picans, Gobbanean Principalities and Strata Inc.) felt that it had done enough research between them to switch production over to producing ships. Far from having ignored the wars in the south of the map they had been biding their time. By using freighters to move ship components the federation was able to build ships using the best technologies from across their empires.

The Fleet used its Tech Level 6 in manuever drive to develop a system defence boat capable of a speed 25, the best ship speed attained in the game. This vessel also had Tech Level 4 computer so had it been involved a battle it would have acted before anything else.

Turn 37

First published 9th January 2022 (Last Modified 12th January 2022)
A1
B1
C1
D1
E1
F1
G1
H1
I1
J1
K1
L1
M1
N1
O1
P1
A2
B2
C2
D2
E2
F2
G2
H2
I2
J2
K2
L2
M2
N2
O2
P2
A3
B3
C3
D3
E3
F3
G3
H3
I3
J3
K3
L3
M3
N3
O3
P3
A4
B4
C4
D4
E4
F4
G4
H4
I4
J4
K4
L4
M4
N4
O4
P4
A5
B5
C5
D5
E5
F5
G5
H5
I5
J5
K5
L5
M5
N5
O5
P5
A6
B6
C6
D6
E6
F6
G6
H6
I6
J6
K6
L6
M6
N6
O6
P6
A7
B7
C7
D7
E7
F7
G7
H7
I7
J7
K7
L7
M7
N7
O7
P7
A8
B8
C8
D8
E8
F8
G8
H8
I8
J8
K8
L8
M8
N8
O8
P8
A9
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Turn 37

The Aurons attack and capture E15 (and in the process cause the Kallikanzaroi to withdraw their surrender offer).

The Clangers attack and capture I19.

In the rest of the cluster however the major activity was the achievement of Tech Level 6 in a technology by three empires:

Clangers Tech Level 6 in Weaponary
Drahmini Tech Level 6 in Planetary Defence
The Fleet Tech Level 6 in Maneuver Drive

The Tech Level 6 Planetary Defence is the last breakthrough in that technology. That allowed the drahmini to select a new favoured technology and the immediate doubling of all research (new and existing) in that technology. When they heard about this several players misinterpreted this as implying that all the technology categories had a upper of 10,000 points (which was the level at which I had set the Tech Level 6 breakthough for Planetary Defence). The Drahmini's new favoured technology was Archaeology.

Turn 36

First published 9th January 2022 (Last Modified 12th January 2022)
A1
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Turn 36

The Clangers now turn their attention back to the Jerandi People's Republic and attack both H16 and I19. The attack on H16 is merely a probe and fails, but the attack on I19 is success and establishes an interdict arond the world.

Due to a lack of follow-up the Kallikanzaroi capital at E13 is still merely interdicted. However it now has 90 Tech Level 4 marine companies.

Strata Inc. reaches Tech Level 4 in Power Plant.