O.k. if you played either of Ebbors old to the stars games, this should be familiar.
Backstory:
You are 6 races taking your first steps to the stars, as you play more this will fill up.
Character Sheet:
Name of Race:
Description of Recent history:
Your planet:
Your solar system:
2 positive traits:
One Negative
Buildings:
Farm: 1 IC 1size 1 Popworkforce (4+Foodstat production)
City: 2 IC 1Size 2 pop capacity
Mine: 2 IC 2 Size 1 pop workforce 2*Whatever you want to mine(If the same oject is availble twice, the gain is doubled)
Factories: 6 IC 5 Size 1 popworkforce/resource processed (1 metal-->1 IC. Up to 4)
Fuel distillery: 6 IC, 4 size Requires 2 Pop workforce (2*Fuel)
Lab: 5 IC 2 size requires 2 pop workforce (Allows research)
Observatory: 2 IC 1 size 1 pop workforce (Allows recon)
Small spaceport:5IC 2 size(Unlocks new vehicles)
Medium spaceport:15IC 5 size(Unlocks new vehicles)
Large spaceport:30IC 10 size(Unlocks new vehicles)
Medium Aquatic spaceport:5IC 5 size(Unlocks new vehicles,Construction of vehicles requires extra fuel to lift them out of the sea)[Needs Tech/Aquatic]
Large Aquatic spaceport:15IC 10 size(Unlocks new vehicles,Construction of vehicles require extra fuel to lift them out of the sea)[Needs Tech/Aquatic]
Hospital system(8 IC, 1 size)(Anti disease, heals troops)
Space elevator: 10 IC, 1 Size, 4 Rare metals (No fuel cost for orbital buildings)
Land to space battery: 4 IC, 10/10 hp (4 attack, 0 defense)
Orbital buildings
Spacestation: Base cost: 10IC, 5 Metal 5 fuel (Adds one size to the planet. Enlarging the spacestation cost 1IC, 1metal,1 fuel. Max size of 15)
You can build everything in space stations exept mines, distilleries and space elevators.
Fuel refinery: 4 IC 2 size, 2 pop workforce. Produces 2 energy each turn.
Yes that last one was directly lifted from one of the last games, ecology will not be coming back
Ships:
Ships are created with a modular system. This works by dividing sizepoints amongst different subsystems. 10 points equals 1IC in construction costs. Stuff is often rounded up. At the moment, not much is available. A ship has Health equal to it's Sizepoints divided by 4.
Engines:
-Basic chemical engine: Uses 0.25 energy/turn/ module. 1 Engine is needed per speed level per 5 points of total ship size.(Ie, a size 10 ship would need 4 Engines to have Speed level 2)
-Chemical engine MKII. Uses 0.20 energy/turn/ module. 1 Engine is needed per speed level per 5 points of total ship size.(Ie, a size 10 ship would need 4 Engines to have Speed level 2)
-Ion engine. Uses 0.05 energy/turn/ module. 1 Engine is needed per speed level per 2.5 points of total ship size
Drives:
-Jumpdrive. Uses 1 fuel per jump. 1 Jumpdrive is required for every 5 points of ship size. Jump safety is not guaranteed.
Fuel tanks:
-Basic fuel tank: Stores 1 fuel per sizepoint
-Basic fuel tank MKII: Stores 1.2 fuel per sizepoint
Weaponry (A ship without weaponry can't fire, a ship with negative or zero attack can still attack and do damage)
-Basic Kinetic weaponry : Attack=(weapons size/5)
-Basic Laser weaponry : Attack= (Weapon size/4) (Note: Ineffective against shields)
Armor:
-Basic armor. Adds 1 hp per 2 sizepoints
-Improved armor: Adds 1.2 hp per 2 sizepoints
Shields:
Crude shield generator: Maintains a 1hp*Size units shield around the ship. Requires 0.05 fuel per incombat turn. Regens at a rate of 0.2.
Deflector shields:
Crude Deflector shield: Adds a +1 Defense modifier for every 2 size units dedicated. A single deflector shield can only cover up to 20 size units of ship.
Modules:
-Sensor module: This allows the ship to do basic recon. It's range is no better than the orbit of the planet it is in. Size: 2
-Colonization module. Can hold 1 pop unit. Size: 10
-Troop pod. Can hold 1 Battalion. Size: 2
-Cargo module: Stores 1 resource per 2 size points
-Mining laser: Size: 4. Requires 0.25 fuel/ turn. Produces 1 IC/ turn.
This one was also lifted
Soldiers:
Each pop unit equals five Battalions of soldiers. You can draft at most 10% of the population whitout damaging production. Soldiers can gain traits and xp. Permanent soldiers have 2 attack, 2 defense and 10 hp, while militia drafted on the spot only has one attack and defesne
Equipment:
Basic weaponry: 1 IC: +1 attack
Improved weaponry: 2 IC +2 to attack
Basic armour: 1 IC: +1 defense
If you lookup the old thread you can learn the planet generation mechanics, but its not neccesary.
Also of note new rule, you can have more than 2 positives, but then you need a negative, that I choose
In:
Ukrainian Ranger
Brood
USEC_OFFICER
kj1225
Remuthra
Ruler of Nothing
10Ebbor10
2 items of importance:
First of all if you have any suggestions, or preferences on how you want the game to go, speak now.
Also next week at some point I will mutilate the rules of this game to make a fantasy version, look out for that.
If you want to be a mercenary commander PM me that and we will work it out