Draft 2:
Deathworld: A PVE player faction vs planet 4x game
A campaign of resource exploitation with combat and R&D in an escalating conflict against a virgin planet.
You are colonists from the evil Weyland Yutani corporation. You are sent on a very long voyage across the stars to set up shop and exploit a virgin world.
Tech Level: The flavour is near-future space exploration. All the tech we have today is scaled up within foreseeable limits. Rockets are cheaper and bigger and can take our mining equipment up. Cyrogenics are working better to facilitate long distance space flight. Inter-stellar ion engines have also been scaled up and produced more cheaply. Power-suits are more practical and more common.
21st Century earth doesn't even have a practical working theory for FTL much less prototypes, so we don't get that. But everything else exists within the boundaries of existing tech and is scaled up a bit.
Resources:Steel/Common Metals: Steel is used for the bulk of our heavy machinery. Other common metals include copper, lead and tin.
Rare Metals & Minerals: Almost every other metal and mineral can be extracted in some quantity from stripmining.
Organic Produce: Our greenhouses grow staple crops in a controlled environment that is safe from the planet outside.
Mining Logistics Summary:Strip mining BWEs -> 400,000 tons of Raw Rocks
- >
1.11 1 Crushers -> 400,000 Crushed Rocks
->
3.33 1 Ore Sorters -> 400 tons common metal ores or 0.4 tons rare material ore
-> pyrometallurgy -> 240-280 tons of common metal
-> Hydro/Electric Metallurgy -> 0.12 tons of rare material
Crew Requirements::
Crew needs are per shift. Your average technician works for 8 hours every 24 without performance drops. To staff a vehicle or facility for continuous operation, triple the crew needs are required.
Non Combatants:Technicians - blue collar workers that do the bulk of the infrastructure building. The can also be easily repurposed to crew vehicles and operating almost any machine. They do everything.
Needs: 3000 Calorie Diet, shelter, air, etc...
Horticulturalists - workers who specialize in crop production. they run greenhouses and hydroponics setups on new worlds.
Needs: 3000 Calorie Diet, shelter, air, etc...
Heavy Machinery - MiningMining yields: Mines will have a richness that is multiplied again a base number of 0.1% for common metal ores and 1 ppm for rare materials. A mine with 200% richness can yield 0.2% common metal ores, etc.
The Bucket Wheel Excavator - Used for open pit strip mining. They consist of a series of rotating scoops attached to a superstructure. The largest weigh about 15,000 tons and can move 250,000 cubic meters a day. The amount of common ores yielded from such a method is about 0.1-0.2%, while rarer minerals are extracted at a yield of about 1 to 5 ppm.
1 cubic meter of soil weighs about 1.6 tons
Crew: 1 Technician
Capacity: 250,000m3 / 400,000 tons of raw rocks per day
Weight: 15,000 tons
Cost: 15,000 tons Common Metals, 100kg Rare Materials
Rotary Drills - Drills have 2 major applications - taking samples before an open pit mine is built, and possibly for underground mining. A large drill that goes down about 100 meters at a time weighs 100 tons.
Crew: 1 Technician
Weight: 1000 tons
Cost: 1,000 tons Common Metals, 100 kg Rare Materials
Crushers and Rockbreakers - Crushers for heavy mining use either a jaw or a gyratory wheel. The biggest industrial plants handle about 15,000 tons/h. Modern automated facilities can work with minimum stoppages. Packed up, a large semi-mobile plant should also weigh about 15,000 tons. The plants are usually semi-mobile because they are located in the mine and the ores are crushed before they are transported by truck.
Crew: 1 Technician
Capacity: 15,000 16,667 tons of raw rocks per hour 400,000 tons per day
Cost: 18,000 tons Common metals, 100 kg Rare Materials
Transport Crawlers: A huge tracked machine used to move machines. Your BWE stripminer and the semi-mobile crushing facilities are usually broken up and moved in 1000 ton chunks by a 1000 ton machine
Crew: 1 Technician
Capacity: 1000 tons of transportation
Road Speed: 20kph/ 5.56 ms^-1
Cost: 1000 tons Common Metals 100kg Rare materials
Mining Trucks - Giant Ore carrying trucks weighing about 250 tons that carry up to 400 tons with a 4000hp engine
Crew: 1 Technician
Capacity: 400 tons of transportation, usually optimized for ores.
Road Speed: 67kph (maximum loaded speed) 18.61 ms^-1
Cost: 250 tons Common metals 100 kg Rare materials
Static Facilities:Bulk Ore Sorter: Processes raw ores into common ores and rare materials
Crew: 1 Technician
Weight: 200,000 tons
Capacity, 20,000 tons/h 400,000 tons/day
Cost: 200,000 tons Common Metals, 1 ton Rare Materials
Greenhouse, 1 Hectare:
Yield: Potatoes: 17,268 kg per hectare per earth year, 332kg per earth week. 770 Kcal per kg, 255,640 Kcal per week
Provides a basic 2000 Kilocalorie diet for exactly 18 people. Rations can be increased to 1.5 times for morale or reduced in times of need.
Crew: 1 Horticulturalist per hectare
Cost: ~ 200 tons/steel, 100 kg Rare Materials
Habitat
Capacity: 50x 20 square meter apartments for 50 Humans
Weight: 10,000 tons
Cost: 10,000 tons of Steel, 100 kg Rare Materials
Light Equipment:The humble forklift: Used for carrying pallets of miscellaneous goods and foodstuff.
Crew: 1 Technician
Capacity: 40 tons
Weight: 40 tons
Road Speed: 60km/h 16.67 ms^-1
Cost: 40 tons Common Metals, 100 Kg Rare Materials
Industrial Powersuits: Power assisted suits featuring dextrous arms and articulated hands. Allows superhuman loads to be carried.
Crew: 1 Technician
Lift: 200 Kg
Weight: 200 Kg
Road Speed: 60km/h 16.67 ms^-1
Cost: 0.2 ton of Common Metals, 10 Kg Rare Materials
Light Cars and vehicles: Light framed cars for moving people about.
Range Rovers:
Weight: 2.5 tons
Towed Payload: 3.5 tons
Max Laden Payload: 0.5 tons
Passengers: 6
Cost: 3 tons of Common Metals 100 Kg of Rare Materials
CombatantsSecurity men - Armed with old surplus AR-15s, Glock sidearms and a kevlar vest. They are barely 1 step up from unarmed mall cops. Their equipment is mostly effective against other humans, and they are mostly trained to watch buildings or cover public spaces and events. While there are some veterans who get these kinds of security jobs, their training will not have much effect on the larger pool of rent-a-armed-cops.
Training Doctrine: 18 hour course in Security legalities, emergency response and fire-arm handling all thrown in.
Theoretical Accuracy is 55% under range conditions.
Fitness is Mediocre
AR-15 Rifle: Lightweight gas-fed semi-automatic rifle designed to be manufactured with aluminum alloys and synthetic materials.
Weight: 3Kg
Calibre 5.56x45mm
Cost: 3 Kg Rare Materials
Effective Range: 600m
Effective Sustained RoF: 15 RPM
Muzzle Velocity: 995ms^-1 (H335)
bullet weight 3.564g
Projectile Energy: 1763 Joules
Glock Pistols: Polymer-framed, short recoil-operated, locked-breech semi-automatic pistols
Weight: 0.915Kg
Calibre: 9x19
Cost: 1Kg Rare Materials
Effective Range: 50m
Theoretical RoF: 60 RPM at close range
Effective Sustained RoF: 15 RPM
Energy Density: 3999J/cm^2
Muzzle Velocity: 227ms^-1 (H4227)
bullet weight: 8.1g (Sierra JHP 8125)
Projectile Energy: 193 Joules
Level 3A Body Armor carriers
New armor protects against:
8.1 g (125 gr) .357 SIG FMJ Flat Nose (FN) bullets at a velocity of 448 m/s ± 9.1 m/s (1470 ft/s ± 30 ft/s)
15.6 g (240 gr) .44 Magnum Semi Jacketed Hollow Point (SJHP) bullets at a velocity of 436 m/s (1430 ft/s ± 30 ft/s).
And all threats listed by level 2 and 1
Game phases after setup:Game map: The game will use a coordinate system with 0,0 being the players' landing site. Coordinates can go in all quadrants, including negative numbers. Each grid square represents 1 kilometer by 1 kilometer. Vector maths will be used to calculate distances.
Movement: Resource Exploration - The players scout a grid point and can choose to use a prospector person and a drill to make an exploratory excavation for resources.
Movement: Military and Logistical - The players can make the decision to start excavating a point, assign forces the guard or patrol a point or route, and set up supply routes between mines and facilities. The set up of more industrial facilities and production decisions also takes place here.
Pre-Design: Requirement Analysis - Based on experiences in the field, the players (perhaps acting as cushy executives or a team of scientists) decide on what problems need to be prioritized, and what new pieces of tech must be designed.
Design: Conceptualization - Like in other arms race games, design characteristics are listed.
Detailed design is simulated, probably by dice roll, after the conceptualization phase. At the end of which, you will have a working prototype that either performs better or worse than expected and is ready for fabrication. You will however need to build specialized fabrication facilities for each type of vehicle or machine in the logistical phase.
Rest phase: Civilian life simulation: Civil affairs of the colony are described here. Laws and social issues are brought up (but generally have no direct impact on the raw industrial and military numbers), you might describe the consumption and preferences for luxuries here and how luxuries and entertainment are distributed among the workers. We will not be number crunching in this phase.
Then it cycles back to resource scouting and then to action. The "revision phase" in the arms race games will be part of the pre-design and design phases. You might have multiple projects and multiple improvements on projects running at once. I might want to plan on how to impose limits on that.
Player RolesAnyone jumps in:
DesignersLogistical PlannersSpecialized roles:
Chef: In charge of detailed design of food rations
Heroes: Takes charge of a single military character to perform feats of heroism.