First Steps


Give the referee a name for your character: not your name or anything derived from that, remember the Secrecy rule. You can make
up whatever background for him that you like, but I would suggest you at least explain how he came to be in charge of the world.

Flesh out your world

This is optional, but feel free to give more detail to the story of your world. The library data entries on the mainworlds are intentionally brief. These are vibrant, powerful societies with large populations. What do the people of your world do differently than others? What does their flag look like? How do they feel about the other powers? Is there anything distinctive about their starships?

The Budget

When it comes right down to it, this is an accounting game. The power that spends its money wisely has a huge advantage over one
that does not. When the game starts you have five years of budget to allocate, presumably your character was advising how to spend that when it was collected or you were already in some kind of shadow authority at that time.

The big things to spend money on are:

Constructing ships
Obviously the core of a naval campaign. You can build any of the ships listed in the Consortium Catalog up to your tech level. Basically, these are knock-off Consortium designs. Pay attention to how long they take to build.

If you want to build a ship that does not appear in the Consortium Catalog, you can give specifications for a design to your
own naval architects who will try to meet your requirements.

Remember that ships don’t come with their sub-craft like fighters and cutters and couriers. You need to buy those separately.

Purchasing ships from the Consortium
You may be in a position to buy TL-15 ships from the Consortium rather than build your own. “Consortium vessels are superior to all other vessels in space,” according to the back of the catalog. Remember that these need to be delivered which takes some time, and if they’re not in stock they need to be built by the Consortium which takes even more time.

Planetary Defenses
Deep meson guns, missile silos and satellites. These don’t take shipyard capacity, just money and time.

Espionage or Counterespionage
Spending more than your neighbors is an advantage with both of these.

Anything else
If you can think of something to spend cash on, you can probably do it. You may also want to put some away for a rainy day.

First 40%

At the start of the campaign, every player needs to send back the Naval Register spreadsheet giving the ships laid down (started in
construction) and purchased in 5622 and 5623. This spreadsheet will show the cost and shipyard capacity limit for your world for two years.

Remember the maintenance cost you will have to pay on those ships in the future. It’s possible to build a fleet you are incapable of maintaining.

This information becomes public knowledge, or at least knowledge shared among all the powers that were signatories to the
Treaty of Wisconsin.

Second 60%

After looking at the other powers’ naval construction for the first two years you can decide on your world’s post-treaty construction. Complete the second part of the Naval Register spreadsheet for ships purchased in 5624, 5625 and 5626.

This information remains between you and the referee. Remember again about maintenance costs.

The Game Begins

The game starts on January 20, 5627, the day you are inaugurated as President of your world’s government. The referee will
send you an email about what happens that week. You have a number of advisors who will advise you on matters you request information about. You should consider that and give your first orders for next week. Your prime consideration should be setting up standing orders, organizing your fleet elements and appointing commanders to them.


Each power has a Secretary of State, a Secretary of the Treasury and a Secretary of War (the pretense of calling them Secretaries of Defense was abandoned long ago). These people can advise you to the best of their ability if you have questions for them. They may occasionally pipe up if they think you’re making a mistake.

Notable Dates:

April 15: You get all funds for 5627 (and again each subsequent year) including taxes earned/received from any other worlds you control on that date.

April 16: Maintenance is due on your fleet each year. You don’t have to allocate the previous five years of maintenance for the fleet you built before the game started, presumably that was taken care of. You just have to pay for any ships you have on this date in 5627 (and again each subsequent year).

July 4: Traditionally a holiday on which nobody fights. Any wars in progress have a general cease-fire in effect.

Additional Info

First Steps

Lost Worlds LWReferee