talonschild
Drive-By NESer
The purpose of this NES is to test the viability of a few systems I drafted. Without further ado:
The Human Republic crumbled. The President was assassinated. Parliament dissolved in chaos as radical factions made bids for power. The military imposed order... but it became clear that they had no intention of relinquishing power. Political leaders fled Lacaille to the colonies. Idealist-minded or nepotistically-appointed soldiers defected with them.
But all that was five years ago. The military made moves to crush the defectors, but there were enough, spread out across known space, that it was not a feasible task. The tension remained, but action ebbed. This is the scene, as the human powers gear up for conflict once more.
Economic System:
Each planet has a certain resource value (which limits the amount of resource infrastructure that may be built on that planet), a certain agricultural capacity (which governs how much food will be produced for per point of infrastructure constructed), a population total and a stability rating. Any amount of agricultural, industrial and economic infrastructure may be built on any planet. Infrastructure on a planet in excess of the planet's population will not produce any output.
Resource Infrastructure generates 1 EP/turn per unit. Infrastructure built in excess of the planet's Resources rating will deplete a planet's resources, lowering the rating. If a planet's Resources rating reaches 0, all Resource Infrastructure on the planet becomes useless.
Industrial Infrastructure generates 1 EP/turn per unit or (2*Universal Resource Infrastructure)/Universal Industrial Infrastructure per unit, whichever is less.
Commercial Infrastructure generates 1 EP/turn per unit or (Universal Resource Infrastructure + Universal Industrial Infrastructure + Universal Commercial Infrastructure)/(3*Universal Commercial Infrastructure), whichever is less. If the planet has over 3/4 of its population total in Commercial Infrastructure, the planet is declared a megalopolis, destroying all other forms of Infrastructure on that planet.
Agricultural Infrastructure generates food equal to the planet's Agricultural Suitability per unit, with 1 food being necessary to sustain 1 population. Unlike other sorts of infrastructure production, food is not automatically shared across faction lines.
Infrastructure may be built for 4 EP per each.
National economic production is the sum of all resource infrastructure, industrial infrastructure, and commercial infrastructure. There are no trade bonuses - it is assumed that private freighters have free travel wherever they choose already, and that anyone who fires on one will be promptly cut off from trade.
Starships:
All starships are of modular construction modular - that is, in order to build a ship, PM me which modules you want on it, I'll PM you its stats. Each starship has the following stats: Attack, defence, hitpoints, cost. To encourage the usage of classes, a prototype ship (i.e. one that is of a previously unused design) will cost 1.5x as much as it ordinarily would. Modules can be researched - for example, there are currently no defence modules - PM me about that.
Modules
Transport Module (Can transport 1 battalion of soldiers, 15 EP)
Small Craft Holding Bay (Carries 5 Tiny or 1 Small ship, 15 EP)
Jump Drive (Allows jumps 20 EP)
Basic Hull Strengthening (+10 HP, 7 EP)
Cargo Hull (Hull = 1 EP, 1 HP) - a normal hull will have more than 1 HP, but will cost a good deal more.
Basic Space Cannon (1 Mass Driver Attack, 8 EP)
Available Designs:
Olympus-class Transport (Jump Drive, Cargo Hull, Transport Module): 0/0 1 HP, 36 EP Can carry 1 Battalion, jump
Starfury-class Fighter (Tiny) (Basic Space Cannon): 1/0, 8 HP, 16 EP
Nova-class Corvette (Medium) (4x Basic Space Cannon, Jump Drive): 4/0, 52 HP, 104 EP Can jump
A ship of any design may be upgraded to any other design of the same size classification, for a price of 120% the difference in price between the two designs.
Combat works thus - each attacking starship fires by rolling a random number between 1 and its attack rating, and each targeted starship rolls a number between 1 and its defence rating for each attack (or, if its relevant rating is 1, a random number between 0 and 1 is generated). If the attack roll is higher than the defence roll, the difference is taken off the defender's hit point total. The roles are then reversed, with the defenders firing on the attackers. This continues until one side is destroyed.
Land Combat:
3 Population on a planet may be converted into a Battalion for the cost of 10 EP. When invading a planet, the stability of the planet is examined. For every point under 6, the attackers receive a bonus. For every point over 6, the defenders receive a bonus. The attacker may also choose to conduct orbital bombardment with any ships who have not moved that turn, but this will destroy some of the planet's infrastructure and has a chance to permanently reduce the planet's Agricultural Suitability or Resource ratings, with the damage and odds being greater the larger the bombardment gets. The combat rating of the attackers and defenders is then assessed, and the ratio of the ratings is used to determine casualties suffered by each side. The invasion progresses until the planet is taken or the invaders are destroyed.
Updates will span three months of game-time.
Due to the less-than-amicable nature of the Human Republic's breakup, all powers are considered to be at war unless otherwise stated.
Players only receive stats for their own worlds and worlds of which they have a ship in orbit.
Ships may only jump once per turn.
Ships may only be built around worlds on which the builder already had one point of industrial infrastructure. The exception is the first turn - see Update 0 for details.
Orders should consist of spending orders, and then military orders, then anything else you care to include. If you have an idea of something to do that's not mentioned in the rules, PM me and I'll let you know how to go about it.
For the period before the first update, claim your faction publicly, and then PM me your first turn orders. In this case, you're not conducting a regular turn, you're building your infrastructure: you have 10 units of infrastructure per planet controlled (except Lacaille, which does not get any units for the planet Lacaille itself), to be spent at your discretion - note that you need not spend 10 on each planet, but can vary the amount
for each one.
The Human Republic crumbled. The President was assassinated. Parliament dissolved in chaos as radical factions made bids for power. The military imposed order... but it became clear that they had no intention of relinquishing power. Political leaders fled Lacaille to the colonies. Idealist-minded or nepotistically-appointed soldiers defected with them.
But all that was five years ago. The military made moves to crush the defectors, but there were enough, spread out across known space, that it was not a feasible task. The tension remained, but action ebbed. This is the scene, as the human powers gear up for conflict once more.
Economic System:
Each planet has a certain resource value (which limits the amount of resource infrastructure that may be built on that planet), a certain agricultural capacity (which governs how much food will be produced for per point of infrastructure constructed), a population total and a stability rating. Any amount of agricultural, industrial and economic infrastructure may be built on any planet. Infrastructure on a planet in excess of the planet's population will not produce any output.
Resource Infrastructure generates 1 EP/turn per unit. Infrastructure built in excess of the planet's Resources rating will deplete a planet's resources, lowering the rating. If a planet's Resources rating reaches 0, all Resource Infrastructure on the planet becomes useless.
Industrial Infrastructure generates 1 EP/turn per unit or (2*Universal Resource Infrastructure)/Universal Industrial Infrastructure per unit, whichever is less.
Commercial Infrastructure generates 1 EP/turn per unit or (Universal Resource Infrastructure + Universal Industrial Infrastructure + Universal Commercial Infrastructure)/(3*Universal Commercial Infrastructure), whichever is less. If the planet has over 3/4 of its population total in Commercial Infrastructure, the planet is declared a megalopolis, destroying all other forms of Infrastructure on that planet.
Agricultural Infrastructure generates food equal to the planet's Agricultural Suitability per unit, with 1 food being necessary to sustain 1 population. Unlike other sorts of infrastructure production, food is not automatically shared across faction lines.
Infrastructure may be built for 4 EP per each.
National economic production is the sum of all resource infrastructure, industrial infrastructure, and commercial infrastructure. There are no trade bonuses - it is assumed that private freighters have free travel wherever they choose already, and that anyone who fires on one will be promptly cut off from trade.
Starships:
All starships are of modular construction modular - that is, in order to build a ship, PM me which modules you want on it, I'll PM you its stats. Each starship has the following stats: Attack, defence, hitpoints, cost. To encourage the usage of classes, a prototype ship (i.e. one that is of a previously unused design) will cost 1.5x as much as it ordinarily would. Modules can be researched - for example, there are currently no defence modules - PM me about that.
Modules
Transport Module (Can transport 1 battalion of soldiers, 15 EP)
Small Craft Holding Bay (Carries 5 Tiny or 1 Small ship, 15 EP)
Jump Drive (Allows jumps 20 EP)
Basic Hull Strengthening (+10 HP, 7 EP)
Cargo Hull (Hull = 1 EP, 1 HP) - a normal hull will have more than 1 HP, but will cost a good deal more.
Basic Space Cannon (1 Mass Driver Attack, 8 EP)
Available Designs:
Olympus-class Transport (Jump Drive, Cargo Hull, Transport Module): 0/0 1 HP, 36 EP Can carry 1 Battalion, jump
Starfury-class Fighter (Tiny) (Basic Space Cannon): 1/0, 8 HP, 16 EP
Nova-class Corvette (Medium) (4x Basic Space Cannon, Jump Drive): 4/0, 52 HP, 104 EP Can jump
A ship of any design may be upgraded to any other design of the same size classification, for a price of 120% the difference in price between the two designs.
Combat works thus - each attacking starship fires by rolling a random number between 1 and its attack rating, and each targeted starship rolls a number between 1 and its defence rating for each attack (or, if its relevant rating is 1, a random number between 0 and 1 is generated). If the attack roll is higher than the defence roll, the difference is taken off the defender's hit point total. The roles are then reversed, with the defenders firing on the attackers. This continues until one side is destroyed.
Land Combat:
3 Population on a planet may be converted into a Battalion for the cost of 10 EP. When invading a planet, the stability of the planet is examined. For every point under 6, the attackers receive a bonus. For every point over 6, the defenders receive a bonus. The attacker may also choose to conduct orbital bombardment with any ships who have not moved that turn, but this will destroy some of the planet's infrastructure and has a chance to permanently reduce the planet's Agricultural Suitability or Resource ratings, with the damage and odds being greater the larger the bombardment gets. The combat rating of the attackers and defenders is then assessed, and the ratio of the ratings is used to determine casualties suffered by each side. The invasion progresses until the planet is taken or the invaders are destroyed.
Updates will span three months of game-time.
Due to the less-than-amicable nature of the Human Republic's breakup, all powers are considered to be at war unless otherwise stated.
Players only receive stats for their own worlds and worlds of which they have a ship in orbit.
Ships may only jump once per turn.
Ships may only be built around worlds on which the builder already had one point of industrial infrastructure. The exception is the first turn - see Update 0 for details.
Orders should consist of spending orders, and then military orders, then anything else you care to include. If you have an idea of something to do that's not mentioned in the rules, PM me and I'll let you know how to go about it.
For the period before the first update, claim your faction publicly, and then PM me your first turn orders. In this case, you're not conducting a regular turn, you're building your infrastructure: you have 10 units of infrastructure per planet controlled (except Lacaille, which does not get any units for the planet Lacaille itself), to be spent at your discretion - note that you need not spend 10 on each planet, but can vary the amount
for each one.