Erik Mesoy
Core Tester / Intern
Template is found here, for easy reference.
Briefer from preview thread.
Tech
Option 1 - have a single stat, similar to Education, which generally improves various things.
Option 2 - have multiple fields, the way StDarNes was, such as Robotics and Construction.
Option 3 - have a branching tech tree.
Galaxy size
(The following assume around 6 players; the final size may scale depending on interest)
Option 1 - around 20 stars, which I think is the minimum required to avoid players warring as of turn 2 from space constraints.
Option 2 - 25-30 stars, empires will be fairly small.
Option 3 - 35-45 stars, large enough to explore, small enough to meet up.
Option 4 - 50-60 stars, meaning there will be exploration.
Option 5 - 70-80 stars, very large, for the players who like exploring and enough space so they don't have to go to war.
Units
Option 1 - Numeric, as described previously, simple amounts of fleets and armies that represent what you want
Option 2 - Classic, multiple "breakpoint" types of units which all factions use because they're optimal approximations to a type
(I removed the Modular option, as I realized it would be a nightmare to keep track of once players had more than about three ship designs each, not to mention that it was micromanaging at a ridiculous level; after all, you don't equip this tank with armor-piercing shells and that one with explosive shells and the third one with incendiary shells and the fourth through twentieth one with something else, not when you have hundreds of tanks.)
Specialization
"Freeform" means that no factions have inherent bonuses, but differentiate themselves by ideology and stories.
+1 means one positive trait, +2 means two traits like in Civ, +2/-1 means two strengths and one weakness.
Briefer from preview thread.
Just getting the poll up for the moment, will add in comments and history and stuff later. For reference to the last thread, humans only, no aliens, no cyborgs, any ideology is fine, as is playing a faction of genetically modified humans with an extra arm.Erik Mesoy said:I intend to do a space-based NES, reminiscent of Darwin420's Stars! which died early and had no clear successor as Darwin left for myspace. It will feature various groups of humans recolonizing the galaxy.
World of Magic will continue to stumble along in its current zombie-like fashion, updating whenever enough orders for an update accumulate.
An outline of the premise: FTL travel was discovered. In order for it not violate causality, shells of unobtainium were built around the star systems with habitable planets, and handwavium-powered gates transported people directly between one star system and the next. The unobtainium-enclosed superspheres had their own time regions separate from outside causality, and also protected against meteor strikes and the like.
Also, AI was discovered, grafts became common, as did cyborgs, and eventually the man-machine distinction blurred. Minds were discovered to be fully reproducible.
However, suddenly all great AIs, the most advanced cyborgs, every independent ship, a great number of cloned humans with memories restored from original bodies, simply vanished. Only a few groups of 'raw' humans remained, stumbling as though awakening from a dream, finding that the supports of their life had been taken away.
And a desire for expansion now lies in each of these groups. Some believe that they, too, will be raptured away if only they rediscover what the Machines knew. Some wish to conquer the galaxy in the absence of robotic peacekeepers and enforcers. Some are desperate for contact again. Some are adapting to the new way of things and plan to grow rich by trading information and artifacts to those less up to speed. Some are motivated by other ideologies.
The NES will take place on something resembling a grid of stars connected by handwavium gates. Each star will have any number of habitable planets nearby (with a minimum of one, obviously). Each planet will have some artifacts in the form of middle-order machinery deprived of function, as higher-order computers and the like were subsumed in the Event, and lower-order gross mechanical objects are still working.
Each player will play a unique group of humans. You may choose one general direction for your people, or two general strengths and one general flaw. Write a story when applying, and I'll give you exact bonuses and stats.
I'm still considering a good unit and combat system. Feel free to suggest one. I have drafts for three.
Planets will be statted by "re-industrialisation", meaning the degree to which you've got them colonised and working again. Each planet has a limited capacity in this way. Multiple groups can 'colonise' the same planet in this way.
There will also be a cradle-type hidden map: Each player starts out knowing his own star system and how many handwavium gates there are out of it. With the AIs gone from both gates and ships, most of the starting ship designs won't be able to move through the gates. Only a few ships, those run by diehard perfectionist nostalgists who did things "their own way", will be exploring in the beginning.

Tech
Option 1 - have a single stat, similar to Education, which generally improves various things.
Option 2 - have multiple fields, the way StDarNes was, such as Robotics and Construction.
Option 3 - have a branching tech tree.
Galaxy size
(The following assume around 6 players; the final size may scale depending on interest)
Option 1 - around 20 stars, which I think is the minimum required to avoid players warring as of turn 2 from space constraints.
Option 2 - 25-30 stars, empires will be fairly small.
Option 3 - 35-45 stars, large enough to explore, small enough to meet up.
Option 4 - 50-60 stars, meaning there will be exploration.
Option 5 - 70-80 stars, very large, for the players who like exploring and enough space so they don't have to go to war.
Units
Option 1 - Numeric, as described previously, simple amounts of fleets and armies that represent what you want
Option 2 - Classic, multiple "breakpoint" types of units which all factions use because they're optimal approximations to a type
(I removed the Modular option, as I realized it would be a nightmare to keep track of once players had more than about three ship designs each, not to mention that it was micromanaging at a ridiculous level; after all, you don't equip this tank with armor-piercing shells and that one with explosive shells and the third one with incendiary shells and the fourth through twentieth one with something else, not when you have hundreds of tanks.)
Specialization
"Freeform" means that no factions have inherent bonuses, but differentiate themselves by ideology and stories.
+1 means one positive trait, +2 means two traits like in Civ, +2/-1 means two strengths and one weakness.