Command Phase – Part 4 Cultural Hegemony & Warp-Capable Civilizations

"We’ve been monitoring your progress toward warp capability. When a society reaches your level of technology and is clearly about to initiate warp travel, we feel the time is right for first contact." 
-- Jean-Luc Picard


Command Phase – Part 4 Cultural Hegemony & Warp-Capable Civilizations

A Planet may be convinced to join your civilization through diplomatic means by way of a Hegemony Roll. This roll represents the lengthy negotiations and treaties required to convince a world to join the larger galactic community or switch allegiances from one faction to another.


Hegemony is the result of costly negotiations and normally requires spending at least two Culture Tokens to accomplish; one to make the attempt and another to place a Control Node on the planet if the attempt was successful.


The Hegemony Resistance of a System is equal to the number of structures on the world plus the Ascendancy of the civilization who Controls it. Starbases and Nodes count as structures and each add to the Planet’s Hegemony Resistance.

Star Trek: Ascendancy

To attempt Cultural Hegemony, a player must Exhaust a Command Token and spend a Culture Token. The player then rolls a die and adds their current Ascendancy as well as any applicable Advancement bonuses. If the player rolls more than the target number, they may spend another Culture Token to place a Control Node on the planet, taking control of the world. If they fail the roll, negotiations breakdown and another attempt must be made later to bring the planet into the fold. While challenging, adding worlds to a civilization through Hegemony means that they contribute to it’s growth immediately without spending additional resources.


 

Star Trek: Ascendancy

When a Level 1, 2 or 3 Warp-Capable Civilization is discovered, the Exploration card will direct the player to develop some that System’s Capacity and place a number of Warp Tokens on the System. This is an independent, space-faring civilization that must be conquered or convinced to join a player’s faction. 


Star Trek: Ascendancy

A Level One Civilization has a Weapons Hit Roll of 5+, a Shields Modifier of 1 in Planetary Invasions, and a base Hegemony Resistance of 1. A Level Two Civilization has a Weapons Hit Roll of 4+, a Shields Modifier of 2, and a base Hegemony Resistance of 2. A Level Three Civilization has a Weapons Hit Roll of 3+, a Shields Modifier of 3, and a base Hegemony Resistance of 3. A Level Three Warp-Capable World is a significant presence in the Galaxy that fledgling civilizations may not be able to deal with right away.


Next week we’ll post the entire Star Trek: Ascendancy rulebook for download.  Star Trek: Ascendancy is making its debut at Gen Con 2016 and Star Trek Convention Las Vegas.  The game will be on stores shelves soon after! Remember, specially marked boxes of Star Trek: Ascendancy, contain the special limited set of 50th Anniversary Exploration Cards, inspired by the Original Series. There is more to come too!  Look for info on the Cardassian Union and Ferengi Alliance player expansions later this summer and information about other player accessories later this year!

Star Trek: Ascendancy