Space Factions is a game that revolves around the idea of space colonization and empire building. In this game players are able to colonize star systems, build up economies, and expand through the galaxy while fighting off their opponents who wish to do the same. There is a lot of information here, and it may take some getting used to, but hopefully it proves easy to understand.
The basic idea of this game is to send in the orders of a civilization to a game master who then manages all of the orders and determines what the results are. In most cases these things are based on numbers, but in some cases luck does have a factor.
Monthly Report FormatEdit
This category is where the basic government plans go. Any major projects being paid for by the government must be placed here along with the required funds and Man Hrs/Week necessary for the completion of these projects. So if you wish to build a new factory in orbit around one of your planets, you must state so here, along with the funds and man hrs/week. I will be double checking to make sure your math is correct so don’t try to slip anything by. At the same time ship production is included as well as any upgrades to factories or refineries. Any money that isn’t spent by the government will be stockpiled and saved for the next month. Eventually government spending will be able to exceed their budget (at the cost of loans and interest rates), but for now that is not possible. This is also where the orders for constructor ships and colony ships go. If these ships happen to be escorted by military forces (such as between star systems) then they can simply be included in the military section below. Constructors are necessary for work to begin on space stations and are required to build the Customs Station (the station required for all planets) on those worlds that are newly colonized. Customs Stations are the producers of both colony ships and constructor ships. For the projects being worked on here is the basic format it should take:
Starting Budget: (State’s total budget)
Total Man Hours: (State’s total man hours)
Construction: (Either ship or space station)
Production Required: (Man Hours/Week)
Project #2… etc.
In this way the projects can be listed in order of importance and the maximum amount of efficiency can be achieved (meaning that if a project is finished, I will automatically move on to the next until money runs out, production runs out, or I am told to stop after a certain point).
For now this section doesn’t have much relevance because everyone is working towards the same goal. Eventually this is where the research points will be allotted. Points will be able to be split up instead of just throwing them all at the same tech (which would still be possible. It is up to the player on how the points are spent).
This section includes all orders pertaining to the ships and fleets of that government. This means basic movement, such as between the star systems. Combat orders are to be handled differently which will be discussed when the need arises. At the beginning this section will not be very important seeing as no one starts off with ships.
Here is where the players inform me of any deals concluded between governments. It is possible to make deals between players behind the scenes (through PM’s), but unless the Game Master (me) is involved these are considered null and void. At the same time they can be made in public, but the information must still be sent to me by both players in order for it to carry through. This includes alliances, trade negotiations, and any other deals that may be concluded between two nations.
For this I will be using a simple 6-sided die to determine random events for different states. I will only do this every other month, so there is no way you can have two random events happen in consecutive months. These random events will happen on even numbered months.
- 1: Unemployment
- 1-3: Increases
- 4-6: Decreases
- 1-6: Percent of Change
- 2: Population Shift
- 1-3: Increase; 1 Lower - 4 Upper Middle
- 4-6: Decrease; 6 Upper - 3 Middle Lower
- 1-6: Percent of Change
- 3: Nothing
- 4: Production (+/-1 Unit of Product)
- 1-6: Tier #
- 1-6: Respective Number
- 1-3: Gain
- 4-6: Lose
- 1-6: Respective Number
- 1-6: Tier #
- 5: Research (+/- Research)
- 1-6: # times 10 = The number of research points
- 1-3: Gain
- 4-6: Lose
- 1-6: # times 10 = The number of research points
- 6: Money (+/- Money)
- 1-6: # times 10,000 = Amount of money
- 1-3: Gain
- 4-6: Lose
- 1-6: # times 10,000 = Amount of money
Here follows all of the information on the military. This includes the combat information, the tech tree, the ship information, and the weapons information.
Combat Information Edit
Inevitably there will be conflicts between races. For simplicities sake most, if not all, of this will be settled in space battles under the guise that the victor is then free to choke off the planet while bombarding it at the same time, effectively conquering and controlling it. From this there are two basic areas that can be focused on, the weapons and the ships.
The weapons are split into offense and defense. Each of these has three different categories creating an almost rock, paper, scissors feeling. This also comes Galactic Civilizations (mostly).
Mass Drivers are not very effective against heavy armor, but they are against point defense systems and shields. Missiles are not very effective against point defenses, but they are against armor and shields. Beam weapons are not very effective against shields while they are against armor and point defense systems. That's the basic idea.
The Playing Field
The playing field of this system is a simple grid of squares. Ships are able to move vertically and horizontally. Range of a ship is determined by taking the actual range and extending that as far as possible up, down, left and right. Lines are then between these occupied squares. Those squares cut in half do not count as being within range. ex. Destroyer has a range of 2. The destroyer can hit anything in the surrounding 8 squares along with those squares that are directly 2 spaces away (for a total of 12 squares to hit).
The ship is ordered to attack another ship. If the ship is not within range the orders are false and cannot be carried out.
ex. Destroyer #2 attack Cruiser #5
The ship is ordered to move from one square to another. Two friendly ships cannot occupy the same square.*
ex. Destroyer #2 move left 3 and diagonally 1
No orders are given and the ship neither moves nor attacks.
*If two ships of opposite sides enter the same square whether on purpose or by accident these ships enter a deadlock. These ships cannot carry out move orders and essentially must fight it out until the end. Any fire directed at this square has a 50% chance of hitting the intended target.
4) Ram Them!
The ships must be in a straight line with each other. Here is the equation to determine the amount of damage done:
[(Total Hit Points)*(Position Modifier)] + (Basic Attack) + (Number of Squares Traversed) = Damage
Position modified is determined by a quick rock paper scissors scenario. The attack announces he is ramming. Then he picks a direction (North, South, East, or West) which will determine the way he is facing. The defender does the same. If the ships were to meet where the attack is coming at one of the sides of the ships, then the damage modifier is 75%. If it is head to head the modified is only 25%. If it is head coming to the rear then there is no damage modifier (I think this is what we agreed upon. I'm actually not sure anymore). The strategy here is to hold off on ramming until you are weak. Otherwise it is somewhat of a waste.
The outcome is that the rammer loses 25% of their total health points along with the basic attack from the defending ship. If the rammer is below 25% of its health then it is destroyed. The ship being rammed is then immobilized for 1 turn as it regroups, but it can still fire it's weapons.
This can be announced whenever there is a deadlock. The equation to determine damage is:
(Current Hit Points of the Attacking Ship)*100 = Attacker #
(Current Hit Points of the Defending Ship)*100 = Defender #
[(Attacker #) * (Attack Value) - (Defender #) * (Attack Value)] or [(Defender #) * (Attack Value) - (Attacker #) * (Attack Value)]=(#/Attack Value)=Survivors
Base attack value is 5.
The defender gets a +1 to attack value.
The survivors health is determined by taking the average of the difference above and the winners health-difference.
ex. CA 23/25 attacks CA 21/25
(2100*6)-(2300*5)=1100/6=183 or just 200 for 2/25 Hit PointsBoarding a ship and winning the battle allows for the victor to actually take control of that ship. But, they must win the overall battle in order for this to occur. If defenders beat back the attackers, then they win, but the attacking ship is destroyed.
Order of Play
1) Attack Phase
All ships that are ordered to attack do so and score hits on enemy ships. If there are no attack orders given then this phase is skipped.
2) Damage and Removal
Damage for each of the hit ships are calculated. Earlier damage is added to the damage done this round. If the damage exceeds the hitpoints of the ship then that ship is considered destroyed and removed from play.
3) Movement Phase
All ships that are moved according to their orders. If there are no move orders given then this phase is skipped.
Once these phases are completed the phases are repeated until a winner is declared.
Here are some common examples that should better illustrate this system:
The total attack value will be added up, then the defense systems will be subtracted, with each system being paired as effectively as possible (this only matters when there are multiple defense systems and attacks/attackers, though). Here are several examples.
Example #1 Beam-5 attacks Shield-1
5-1=4 Points of Damage
Example #2 Beam-5 attacks Shield-2, Armor-2
5-[2(1)+2(.5)]=2 Points of Damage
Example #3 Beam-3, Missile-1 attacks Shield-2, Armor-3
Here the shields are matched up to the beam, while the armor is matched up to the missile.
1+(-.5)=.5 Points of Damage
Example #4 Beam-2, Mass Driver-2 attacks Shields-3
[2-2]+[2-1(.5)]=1.5 Points of Damage
Etc. These are some of the more common scenarios that I can think of. It's very basic stuff.
Military Tech TreeEdit
In order to produce a military ship, the nation must first pay for a draft to be completed. Because of this, it would be more efficient for a nation to create a draft and produce as many ships of that type as necessary, rather than creating many different drafts for many different ships. This is also how classes will appear, and it will show how one nation favors certain weapons and defensive sets. When drafting a ship, the following sheet must be filled out:
Name: (The name of the ship type. Examples are, Marauder, Punisher, etc. This is what all ships created from this draft will be known by)
Class: (This lists the hull of the ship. FFG, DD, CA, BB, CV)
Weapons: (This is where all of the armaments are listed.)
Defensive Systems: (This is where all of the defensive systems are listed.)
Draft Cost: (Here is the total cost of the draft. It includes the base price of the hull (found on the ship list), the weapons being installed (found in the weapons chart), and the defensive systems being installed (found in the weapons chart). The monetary figure is then multiplied by 1.5 (showing a 50% drafting cost).)
Ship Cost: (This is where the cost of producing 1 ship goes. It does not include the 50% drafting cost, but it does include the production costs as well.)
- Note: Only one draft is needed for each type of ship. Once you have one you can build as many ships of that type as possible. Also, drafts are not required for colony or constructor vessels.
This section includes all the information about production, as well as the information on the possible structures that can be built in orbit around the planets. In many cases it is tied into the Trade section.
Production Tech TreeEdit
List here all of the products, including the units required to make products, along with cost and revenue from selling the item. Also include the bonuses of having these products. http://img21.imageshack.us/img21/7336/productsrevenuepic.jpg
Customs Space Station These stations are the first station built around any home planet. They are required in order to begin construction on other orbital structures. They are able to produce constructors which are used to produce all other orbital structures, and colony ships, which are used to colonize other systems. They do not take up any logistical slots.
Weapons Platform: This serves as a defender against any attacking ships that threaten the planet. They are produced with one special weapon in mind in which they have a +5 attack. They have +1 defense in one category of choice, which is selected at production. These do not take up logistical slots of planets, but they do take up the military slots, of which there are 5. They have a range of 5.
Hangar: This structure also takes up the defensive slots of a planet. They are able to host 5 squadrons of any type.
Small Shipyard: These shipyards are able to produce Frigates and Destroyers and are required to do so.
Medium Shipyard: These shipyards are able to produce Cruisers and both types of squadrons and are required to do so.
Large Shipyard: These shipyards are able to produce Battleships and Carriers and are required to do so.
Market Center: These structures take up one logistical slot of a planet and provide +10% on any trade routes that are connected to this planet.
Bank: These structures take up one logistical slot of a planet and provide +10% on the taxes of that planet. Only one can be built per planet.
Refinery: These structures take up 1 logistical slot of a planet and collect the resource that the planet is rich in. If a planet has more than one resource type, the refinery can only choose one type of resource to produce. It produces 1 unit of resource per month. It can be upgraded, the first upgrade costing $5,000, the 2nd costing $10,000... to level 5. Each of the upgrades add +1 unit per month extracted (a level 5 would produce 5 units of resource per month).
Factory: A factory is the same as a refinery except that it produces everything above Tier I. It has the same upgrades as the refinery. The difference is that certain resources (and/or products) are required in order for the product to be produced. These needs must be met if a factory is to produce its designated unit.
This section contains the information about trading and is closely related to the production section, seeing as the products are the things being traded.
Point of TradeEdit
The idea of trade is so that the different nations can specialize in certain areas of the economy and thus produce more products overall. At the same time, it allows for the more adept businessman to make more money in these deals. It also creates a source of side revenue that can be put towards other projects within a nation.
In order for a trade route to be established, a deal must first be concluded between two nations. However, the only way a trade route is established is if products are being exchanged. In this way, products must be exported from the nation in order for the trade route to be established. This means that there is the possibility of having only one nation moving goods in the trade. For example, if a deal was signed that stated one nation would trade money while the other traded goods, only the nation that was actually trading the goods would have a trade route established. The nation paying the money would get no such trade route, but would get the products stipulated in the deal.
Diplomacy is very open ended, giving the players the ability to create transactions that would normally be limited by game standards. As long as both sides agree on a deal, then it is considered legal and the two sides are bound by the agreement. At the same time, the game master ‘’’’’must’’’’’ be informed of the deal, even if it was made behind the scenes. If this is not done, then the deal is not considered “real” and is not part of the game.
There are some guidelines that must be followed when making a deal. Below is the basic layout of the form necessary to complete the transaction. Name: (Here is the official name of the deal. Generally it should somehow refer to what the deal is about)
Parties Involved: (Here all of the parties, be they nations, corporations, etc., are listed so that it clearly shows who has agreed to what)
Party #1 Offers: ( “Party #1” would be replaced with the actual name of the party involved. Following this comes whatever the party is putting into the trade. This could be money, basic resources, control of a planet, a star system, or completed products.)
Party #2 Offers: (The same goes for this section. This continues until all of the parties involved are listed, along with whatever they are bringing to the table)
Body: (Here follows a basic summary of the trade deal, listing the parties, what they are trading, and whatever else that should be mentioned. This section can offer some background to the deal, or state the opinions of the nations involved at the time.)
These are deals that do not involve mutual benefit, and normally come about after the conclusion of a conflict. In these only one party (or alliance) comes away with something. There is the option of having a “White Peace” where nothing is transacted between the nations, but that is the only time where nothing is gained.
Name: (Here is the official name of the treaty. It should refer to the conflict is resolved)
Victor(s): (Here is where the winner (or winners) are listed)
Loser(s): (Here is where the loser (or losers) are listed)
Terms: (This is where the terms of the deal go. This can include war indemnities, along with the length of time one must pay them, the relinquish of star systems or planets, the creation of a vassal or the complete subjugation of a nation, the seizure of products or resources, etc.)
Body: (This is where a basic summary of the treaty is placed. It can include anything the nations felt should be added, the reason for the terms, a short history of the war, etc.)
Each planet has its own sheet to show the basic information and data necessary to keep track of everything. Planets are really the center of the game, producing the basic resources, providing the space to construct the orbital infrastructure, and housing the population that pays the taxes. They also serve as bases from which the military fleets operate.
Planet Statistics SheetEdit
Here is the basic layout that I will be using for each of the planets a player controls. It shows the planet name, the basic terrain of the planet (class), and the total population. Along with this it shows the class layout of each planet. The first table is the tax sheet. It's pretty self explanatory. The second table is the production sheet. This is how productive each class is. The two major 'units' that are going to be used in this game are credits and man hours per week.
If you notice, the higher classes provide more taxable money meaning that if you want to have more money in your pocket from the government than you should encourage the growth of the upper classes. But they are not very productive, whereas the lower classes are productive. This should hopefully create a nice balance in the game between production and profit. You can have a high production and sell more products for money, or you can purchase everything with the vast quantities of money. It will be interesting to see how things work out. Hopefully it is balanced.
There are four major types of planets. The most useful and productive are the terrestrial planets. These are the centers of population and produce the larger amount of trade. Rock planets are harder to colonize and cannot support very large populations. They are still able to do so, but are normally used as production centers, seeing as they still hold the same number of orbital structure slots as regular planets. Ice planets are another type that aren’t as harsh to population numbers. They are still hard to colonize though, and are very similar to rock planets in many ways. The final type of planet are the asteroids. These ‘planets’ are very productive and are automatically home to two types of resources. Below is a table that summarizes this data.
As of right now 10 research points are granted to each nation for every $10,000 in taxes per month.