Based on the game SHADOWdump is running at the moment, but with my twist to it with permission from SHADOWdump. Hopefully the wall of text won't scare you away.
The Freeform Research Space Combat Turn Based Strategy(Or FRSC TBS) is a game where players research technologies, outfit ships with said technologies, and then use those ships to take over the star system.
At the start of the game each player chooses a color and a planet (or system depending on other factors) on the map. That planet may be named and will start under their control with a starbase in orbit. Each player begins with several basic technologies at level 1 with a few extras, and 10000 resources. In addition one free Mining Ship (Hull, Basic Mining Module) and a Basic Scout (5xHull, 5xEngine) are given.
Each turn players may make a single research attempt, build as many ships/stations as they can afford, and move any number of ships from one hex to another, determined by speed. Do note that the order of said turns may be altered due to the freeform nature of research and any new gameplay mechanics which may come of that. Each ship with a specific purpose but fodder can do an action once every turn.
Each turn players get 500 resources per planet under their control, and 100 resources per turn per ship spent mining asteroids or extracting gas.
Research may be done once per turn. To perform research, PM the host with the name of an existing technology you want to research, or for a new technology a short description of what the technology is supposed to do, if successful it will be added to your empire's technology list. You may rename a technology you invented on the turn you obtain it if the name is unsatisfactory. There is a set chance of success, and if successful, a second roll is made to determine if there is critical success. Critical success gives you two levels of whatever you were researching instead of one. Researching ways to improve researching is prohibited in this version.
If research is failed on any given turn by an empire, the next turn the chances for success are increased slightly, whenever a faction succeeds with increased chances, the odds are reduced. Odds will never go below the default amount for that empire or exceed 100% success rate.
Research may be performed normally up until level 6 of any technology, once that point is reached any further research development requires critical success. Critical success provides only 1 additional level in any technology beyond level 6. It is possible to attain level 7 in a technology from a critical success at level 5. Research may also be made to decrease costs instead of increase level.
Trading technology between players is an allowed action but is only available to those that have ships at at most 3 (higher with Scanners and/or Subspace nodes) hexes from each other, and it is only the players themselves that decides the technology's worth.
Another way to gain access to new or improved technology is to attack a player or NPC with the desired technology. A first roll will determine which technology you will attempt to steal while a second roll will determine the chance of success. If it is a new tech you will get the first level of it no matter the level, while it will add one level to your tech if you had it already, though never higher than what the victim had. Do note that attacking NPCs has a severe effect on your relations with them if you aren't in war with them already.
Ships must consist of at least 1 hull piece. Additional parts may be added so long as there is at least one hull per part. Each Standard Hull piece added increases the HP by 1(with starting tech). To create a ship, simply give a list of components as per the following example:
Name: Judgement
-5x Hull
-2x LASERs
-3x Engines
Combat occurs whenever there is at least two ships from opposing factions and at least one of them is armed. Combat is performed in rounds, a randomizer is used to determine which side of the conflict attacks first, a ship on the appropriate side chooses an opposing ship to fire upon at random and fires all weapons at that ship. Such attacks are compared to whatever defenses the target has and damage is dealt, if the target ship reaches 0 HP, it is destroyed. This continues for each individual ship on one side and then the opposing side goes through the same process.
If multiple empires have ships over a single planet then the process is modified accordingly. If combat over a planet reaches 5 rounds with neither side attaining victory then the combat continues next turn. No more than 6 ships on any given side can participate in a turn's worth of combat (This rule is to retain my sanity when simulating large scale battles should they occur). After combat is resolved, damage inflicted upon ships that survive the combat is retained until they visit a starbase (or other method of repair is made).
Whenever a player takes control of an unnamed planet, they may name it. Please keep the name no longer than 10 characters.
There exist several stars around the map and for each star there is a random chance for an encounter. Ringed stars are planetary systems with a chance to spawn an empire with the color of the ring determining its starting deposition. Unringed stars are totally random and can range between hostile and peaceful, bountiful or sparse. NPC empires are only discovered when the player is being hailed, being ambushed, while ambushing a single stealthed spacecraft or when the player enter a system owned by that empire.
Asteroids and spacedust simmer around seemingly randomly but are there to act both as a supplementary income source and as an obstacle. Flying inside an asteroid belt might be a good way to shake followers from ones behind but if not careful the spacecraft might get damaged. In the same vein, spacedust has a tendency to interfere with scanning abilities and will most likely reduce the range of a spacecrafts line-of-sight. Use this knowledge to your advantage.
Movement around the map is based on the speed of the spacecraft and its size. In a planetary system 1000 in speed is equal to four hexes while cruising around the galaxy 1000 in speed is equal to two hexes. Spacecrafts with a size larger than 40 pieces of hulls and modules are subject to to a 10% decrease in speed, and every 40 pieces thereafter, until the speed hits the minimal of 250. Engine types does not count toward this limit.
-Standard Hull MK-I: Building blocks for spacecraft. A spacecraft needs at least one hull per other part added. Base speed is 1000. Costs 600 per Hull.
--Level 1: 1 HP. Starting tech.
-Basic Mining Module: Allows a spacecraft to mine asteroids. Costs 1000.
--Level 1: One mining action. Starting tech.
-Basic Extraction Module: Allows a spacecraft to extract spacedust. Costs 1000.
--Level 1: One extraction action. Starting tech.
-LASER: Basic weapon. Costs 600.
--Level 1: Deals 1 damage. Starting tech.
-Engine: Provides additional speed to the ship. Costs 600.
--Level 1: 100 additional speed to lowest acting hull. Starting tech.
-Radar: Provides additional range to discover hidden or stealthed objects around the ship. Costs 600.
--Level 1: +1 to range. Starting tech.
-Colonization Module: Allows a ship to take control of a neutral or enemy planet, provided it survives combat. If a ship is ordered to colonize, it is disassembled. Research only effects cost.
--Level 1: Costs 6000. Starting tech.
-Starbase: Can be constructed above any planet you control. A starbase is immobile but heavily armed, is required(at first) to produce ships, and may repair damaged ships. Repairs itself after combat. Costs 6000.
--Level 1: Has 10 HP and 5 LASERs. Starting tech.
Perk Package (Choose two of the following, or one with two levels):
-Improved Mining: Allows a ship to generate more resources when mining asteroids.
--Level 1: Generate an additional 20% resources when mining asteroids.
--Level 2: Generate an additional 40% resources when mining asteroids, replaces level 1.
-Improved Extraction: Allows a ship to generate more resources when extracting spacedust.
--Level 1: Generate an additional 20% resources when extracting spacedust.
--Level 2: Generate an additional 40% resources when extracting, replaces level 1.
-Improved Engine Performance: Any engine will have its power increased.
--Level 1: Improve all engines by 10%.
--Level 2: Improve all engines by 20%.
-Short Distance Sub-Space Module: The spacecraft can jump forward slightly without engaging whatever is in between point A and B. Costs 5000.
--Level 1: Jumps one space ahead.
--Level 2: Jumps two spaces ahead.
-Industrial: Ground installation. Improves the planets income so long it is not destroyed. Costs 5000.
--Level 1: Improves income on planet by 10%.
--Level 2: Improves income on planet by 20%.
-Improved Weapon Range: Allows the spacecraft to push its weapons to the limit, increasing the range. Costs 5000.
--Level 1: Increase weapon range by 1.
--Level 2: Increase weapon range by 2.
Secrecy Play:
Map hidden like now.
Actions are PM:ed. Openly stating what actions will be done will not be punished, but everyone will know what you will do. PM:s have a higher priority than actions on the board.
No one knows who do have a successful research roll, result is still posted.
No one will know how others ships are built until at least one (or more depending on techs) hex away or when in combat.
Creating alliances between two players can only be done when ships are at most three (or more depending on techs) hexes away.
Open Play:
The whole map is not covered in black.
Everyone will know who researched what.
Everyone knows what parts are used in others ships no matter the distance.
Creating alliances between two players can be done from anywhere on the map, no matter the distance.