Playable races (maybe more, if needed):
1. Humans
2. Klingons
3. Romulans
4. Cardassians
5. Ferengi
6. Tholians
7. Gorn
8. Breen
Template:
Race/Empire/Player
Race Attribute Military Effectiveness (RAM):
Race Attribute Research (RAR):
Race Attribute Intel (RAI):
Race Attribute Trade (RAT):
Race Attribute Production (RAP):
Home System: .../ 1 SC/turn
Colonized systems: ...
Income: (Home System + (#colonized systems/10, rounded down)) * RAT-modifier
Expansion Sphere = 10 lightyears (ly)
Planetary Defense: 1000 Troops (at 75% + bonus% from RAM)
General Technology Level: 0
Cloaking Technology Level: 0
Scouts/Clk: 0/0
Frigates/Clk: 0/0:
Destroyers/Clk: 0/0:
Cruisers/Clk: 0/0:
Battlecruisers/Clk: 0/0:
Battleships/Clk: 0/0:
Dreadnoughts/Clk: 0/0:
Transports/Clk: 0/0:
Star Troopers/Clk: 0/0:
Fleets:
Race attributes (can't be changed during the game):
To reflect the differences between the races each race has it's advantages and disadvantages.
For sake of simplicity these differences are basically a set of 5 race attributes, each with a specific advantage.
The base value for each attribute is 0.
Race Attribute Military Effectiveness: +10% hitpoints for ships/pt, +5% strength for Troopers and Star Troopers per point
Race Attribute Research: +10% science/pt
Race Attribute Intel: +10% success on spy missions and +5% counterespionage/pt (max = +50%), +10% cloaking tech research/pt
Race Attribute Trade: +10% income/pt
Race Attribute Production: -10% ship-construction cost/pt (max = -50%)
Example:
RAM = 1: effect = +10% hitpoints for ships (scout 110 hp, frigate 220, etc.), +5% strength for Troopers and Star Troopers
RAR = 1: +10% science, each point invested in GT gives 1.1, doesn't apply for CT!
RAI = 2: +20% success on spy missions, +20% cloaking tech research, each point invested in CT gives 1.2
RAT = 3: +30% income, so if your Base Income = 4, your income would be 4 * 1.3 = 5.2 rounded down to 5
RAP = 2: -20% ship-construction, a dreadnought would cost 1-0.2 = 0.8 * 12 = 9.6 rounded down to 9
Space Credits (SC)
SC are the 'gold' which can be invested in the following areas:
1. Colonize system = 2 systems/SC
2. Invest in General Technology (GT)
3. Invest in Cloaking Technology (CT)
4. Buy ships
5. Buy Star Troopers
6. Invest in spy mission
Home System
This is were you come from. Your homesystem generates 1 SC + current General Technology level thus if you are at General Technology level 3 your home planet generates 1+3=4 SC each turn.
Colonize Systems
Each turn you can colonize 2 systems/SC, so if you invest 4 SC in colonization, you can colonize 8 systems.
Colonized systems generate SC: 10 colonized systems generate 1 SC
Income
Your Home System generates SC (see Home System)
Also colonized systems generate SC (see Colonize Systems)
Base Income = Home System SC + (#Colonized Systems/10, rounded down)
The Race Attribute Trade adds 10% to your base income per point
Expansion Sphere
This is how far you can colonize each turn measured from your colonized systems. Each General Technology level increases this sphere by 10*GT.
GT-level = 0 : Expansion Sphere is 10 ly
GT-level = 1 : Expansion Sphere is 10 ly + 10*1 = 20 ly
GT-level = 2 : Expansion Sphere is 20 ly + 10*2 = 40 ly
GT-level = 3 : Expansion Sphere is 40 ly + 10*3 = 70 ly
GT-level = 4 : Expansion Sphere is 70 ly + 10*4 = 110 ly
GT-level = 5 : Expansion Sphere is 110 ly + 10*5 = 160 ly
etc.
Planetary Defense
Planets in colonized systems can defend themselves against invaders. Each planet start with 1000 Troopers by default. Each increase in GT-level increases the amount of Troopers on ALL planets by 1000.
So at level 1 each planet in your empire has 1000 + 1000 = 2000 Troopers to defend the planet
At i.e. GT-level 4 you would have 1000 + 4*1000 = 5000 Troopers to defend the planet
These troops cannot be moved and will fight at 75% of normal Star Troopers
A race with RAM = 1 would fight at 75+5=80% of normal Star Troopers and it's Star Troopers at 105%
General Technology Level
Increasing the General Technology Level has several benefits for your empire. You start at level 0.
The cost to increase a level = (current level + 1)*10, so researching level 5 would cost (4 + 1)*10 = 50 SC
Cloaking Technology Level
Cloaking Technology allows you to travel space under cloak, handy for surprise attacks and espionage missions.
You start at level 0.
The cost to increase a level = (current level + 1)*10, so researching level 5 would cost (4 + 1)*10 = 50 SC
To be able to detect cloaked vessels your GT-level must be at least 1 level above the CT-level of the vessel.
Example: To detect cloaked vessels from an empire which has CT-level 2, you need GT-level 3 or above.
Ships and fleets
You can build different types of ships, all from the start.
Scout : cost 1 SC for 2, 100 hitpoints
Frigate : cost 1 SC for 1, 200 hitpoints
Destroyer : cost 2 SC for 1, 400 hitpoints
Cruiser : cost 4 SC for 1, 800 hitpoints
Battlecruiser : cost 6 SC for 1, 1200 hitpoints
Battleship : cost 8 SC for 1, 1600 hitpoints
Dreadnought : cost 12 SC for 1, 2400 hitpoints
Each General Tech Level adds 5% to hitpoints.
Transport Ship: cost 1 SC for 1, 50 hitpoints, capable to transport 1000 Star Troopers to enemy planets.
These are the cost without a cloaking device. Add 1 SC to the cost if you want a cloaked version.
The stat: Destroyers/Clk: 3/1 means you have 3 normal destroyers and 1 cloakable destroyer
Ships can travel anywhere within your Expansion Sphere. No restrictions whatsoever.
Ofcourse they can travel outside it but with only the distance as defined by your Expansion Sphere each turn. So at GT-level 3 your ships can travel 70 ly, measured from their current position (x,y-coordinates, Pythagoras etc...)
You can order your ships to patrol your border perimeter and engage any hostile or unknown vessels.
You can create fleets to make things easier. The strength of the fleet is the total of hp of its ships.
Troops
There are Troops and Star Troopers. Star Troopers cost 1 SC per 1000.
Troops are on ALL your planets (see Planetary Defense).
Star Troopers are your Empires special forces. They can be employed anywhere within your Expansion Sphere, only restricted by the number of transports in your Expansion Sphere. So if there are 10 transports in your Expansion Sphere, you can move at most 10000 Star Troopers.
You can also transport them to enemy systems by Transport Ships and try to conquer the system. They always have to fight the defenders (Troops) and possibly additional Star Troopers from the enemy empire.
Ship Detection
1. Uncloaked ships can be seen by all players (and be displayed on the map, maybe).
2. Also all cloaked vessels with a cloaking level 1 below the GT-level of ALL empires can be seen by all players.
To clarify this: if all empires have at least General Technology Level 4, ships travelling under cloak level 3 can be seen by all players.
For the MODs sanity if a cloaked vessel is detected within the Expansions Sphere of an empire, it will be revealed to all players (might change this for more game fun).
Space Battles
Under normal circumstances if two ships/fleets engage in a fight, the hp of each are calculated with RAM-modifiers if applicable.
Then it's basically throwing dice until one side reaches 0 hp and is then destroyed.
If a cloaked vessel attacks a non-cloaked vessel it gets a 100% hp bonus, to simulate a surprise attack.
To keep it simple ships are at 100% hp at the start of each turn.
Planetary Invasions
To conquer an enemy planet you have to drop Star Troopers on the planet.
They have to fight the enemy Troops (and possibly Star Troopers) on the surface of the planet.
Number of Troops for each side is then calculated with RAM-modifiers if applicable.
Then it's basically throwing dice until one side reaches 0 troops and either the planet is conquered or not.
If the planet is not conquered the next turn it will have its full complement of troops again.
If the planet is conquered the next turn it will also have its full complement of troops again plus the Star Troopers (might be less than the invasion force)
Espionage
You can start doing spy-missions when your empire borders another empire and send spies overthere.
A mission cost SC. The success rate depends on how many SC you put into the mission (+10% success/SC) and the RAI of both races.
A mission can cost at most 4 SC. Results are immediately given next turn.
Example:
Your race : RAI=5 (success-rate=+50%)
Target race: RAI=2 (contra-espionage=10%)
Investment in spy-mission = 4 EC
Successrate = 50% + 4*10% = 90% - 10% = 80%
Examples of missions.
Steal technology (GT/ST), result = more or less techpoints than you invested
Steal Ship Data (result = position of (some of the) cloaked vessels)
Destroy a colony (-60% initial success-rate)
Steal a small ship (scout/frigate), (-50% initial success-rate)
Steal a medium ship (destroyer/cruiser), (-60% initial success-rate)
Steal a large ship (battlecruiser/battleship), (-70% initial success-rate)
Steal a dreadnought, (-80% initial success-rate)
Destroy a small ship (scout/frigate), (-40% initial success-rate)
Destroy a medium ship (destroyer/cruiser), (-50% initial success-rate)
Destroy a large ship (battlecruiser/battleship), (-60% initial success-rate)
Destroy a dreadnought, (-70% initial success-rate)
Missions defined by the players...???
For the MODs sanity only 1 spy-mission per turn per empire