Darwin420 said:
As far as maintaining a complete and utter HARD SF standard, I cannot fully agree with this. I refuse to give in to the Trek "particle-of-the-week-to-save-the-day" but I also need to suspend belief for purposes of game and story telling. If you're looking for advanced physics theory and whatnot, then, sorry, this will not be the NES for you. If you're looking to have fun with a futuristic story-based NES, then you've come to the right place.
That's fine. That's more than fine. I just don't want my fleet slapped down by a storywriter who thinks "physics is for sissies" and, essentially, godmodes.
(NS has a
hilarious article on the subject.)
Black boxes are the best for suspension of disbelief. Can't poke holes in something you know nothing about!
Now on to commenting the rules.
ECONOMY:
-- Economy is used to increase FOOD Production in your Star Systems, increase INDUSTRY capacity in your Star Systems, advance your RESEARCH, and establish TRADE NETWORKS (inter-system or between empires).
-- Economy is gained through POPULATION:
1m(illion) - 9.9million = 1 point
10m - 49.9m = 2 points
50m - 99.9m = 3 points
100m - 499m = 4 points
500m - 999m = 5 points
1b(illion) - 2.9b = 6 points
3b - 5.9b = 7 points
6b - 9.9b = 8 points
10b+ = 9 points
-- Economy is calculated from the TOTAL EMPIRE POPULATION, not by Star System.
Yuck to the scaling. What's the initial population size, anyway? Also, yuck to the values. I'd start at something like 10m-25m = 1 point and scale up with a factor of 2.5 at every level, so that the next would be 25.1-62.5 and then 62.6-156.2, 156.3-390.6, 390.7-976.5. Add a minor amount of tweaking to keep the numbers round.
INDUSTRY:
-- Defines your industrial capacity, which is necessary to construct your FLEET and train your ARMY.
-- Industrial capacity is combined for a Total Empire Industrial Capacity, which is then spent on building new units, and (possibly) maintaining/supporting the units you already have. <-- set in place to limit unrealistically huge armies/fleets, rather than limit by population.
Yes, I agree that you should require upkeep for armies. But if you're going to have customizable armies, upkeep will almost have to be decimal, and/or building costs will have to be ridiculously huge, which contradicts the low economy you have. So I have an idea: Have an upkeep of
population, representing "Number of people you have to recruit to the army in order to find someone who can fly the damn thing."
RESEARCH AND DEVELOPMENT:
- Research will be split into several different categories. ECONOMY must be invested into research in order to gain the next level in the technology field. As technology progresses, it will require more and more research to gain the next level. **It is NOT decided at this time what the tech level limit will be for this game**
EXAMPLE: Energy: 1/1/3 (first tech level, one economy invested from last turn, need total of 3 economies to gain tech level 2).
- I am thinking the following cost for each tech level:
T2=3, T3=5, T4=8, T5=12, T6=15, T7=20, T8=25, T9=30
Great, but please don't let it get exponentially out of hand the way Economy does in oh so many other games.
Looking at your costs, they seem a bit irregular. Why not use the Fibbonacci numbers, so that each level costs as much as the two previous ones? It would start 3, 5, 8,
13...
Either way, (T6-T5)
< (T5-T4) looks plain wierd.
Now, I really want to see some ship design rules, and weapon systems...

If you like, I can give you some idea on futuristic weapon systems, or tech in general. Just name the category.