Version 2 Rules
Posted: Mon Sep 12, 2011 7:34 pm
General Overview
1. What is the in game date?
Post Star Trek Nemesis, same as the data on this website. The reasoning for this is it gives us a list that is at least a starting point for putting together orders of battle. I am certainly open to debate on making some minor changes to things from here, but for the most part we would use the DITL numbers since it is a readily accessible and most importantly a comparable source among the various powers.
2. What is the game objective?
Short answer, whatever you decide it should be. The longer answer is your objective should be whatever your power would be looking to do in the Star Trek universe. To guide the players through this process and give the game stability and structure discrete goals are included for each empire. These can and will evolve as the game moves along and other things take precedent for a time. More on this later.
3. Are there Cloaks?
Technical answer yes, they have not disappeared. Practical answer for the purposes of playability they are totally useless. The IC reason being that a revolution in sensor technology has rendered cloaking devices, of all types, totally ineffective. This is entirely a playability concern and will not change during the sim.
If you want to confuse someone at this point you have to use deceptive movement to do so.
4. Is there exploration and colonization?
Yes, though this will function differently than before. Dedicated non-combatant ships can be used to search for new worlds which you can then exploit for resources and expansion. There are other rare benefits and perils to exploration as well, but the overall purpose is to find new worlds suitable to development. You will notice much of the map is blank. New worlds will fill in the map over time as people discover them.
5. Can I design my own ships?
Yes, performance is determined by the DITL ship builder. A calculator to figure the development cost and time frame is provided. It will also calculate cost and time to improve certain components like Phasers and Torpedo tubes.
6. How are ships managed?
All ships are assigned to a fleet. This is all automated through a spreadsheet function. For each fleet a list of all classes that the player could use is given. The player simply assigns a number from the total ships they have. Provisions for up to 11 Fleets per player have been made. The spreadsheet will calculate the power and max warp speed of the combined fleet for you as well as that fleets endurance.
The player then can move fleets and re-assign ships as they desire. The map provides distances between stars that can be estimated close enough for our purposes. The spreadsheet includes a calculator that can tell you the distance for a given move based on the locations of the pixiles in the map if you want to be very precise. Otherwise just use a piece of paper like I do.
7. Can I have carriers?
Since I know this will be asked let's address it now. No. Why? Because the accounting is too complicated. You have to account for fighters/shuttles for each carriers. Those have losses. They have to be replaced. It creates a nightmare of tracking and won't add much to the game so the answer is just no. I know they were in the Star Wars game. They are not in this one. Deal with it.
Fighters and Runabouts are simply tracked as being part of the fortifications of a given system. This might make some people mad but playability is more important than this.
8. Can I issue tactical orders to my fleets in battle, how are fleet battles resolved?
Wholly at the discretion of the GM a battle MAY be played out in a tactical format under rules that follow this. Otherwise they will be conducted in a 5 phase battle that simulates ships closing in from range exchanging fire.
9. How is diplomacy conducted?
Between players, simply copy the game admin on all exchanges that are not public so I know what is going on. If I don't see it, it is not official for obvious reasons. If you want to have a treaty with another power all you have to do is writeup the terms. Know this though, the game admin will not enforce treaty terms. Just like in real life there is no one that can make the other power follow through on their end of the deal but you.
As an addition to the general IC banter there will now be a system that measures the alignment between two powers. More on this later but the basics of it are that this will allow you to leverage your leadership successes in one area to go against what the GM feels is the natural state of relations between two powers. In short achieving an alliance will take work and coordination on the part of both sides now.
10. Is there money?
Yes. I know the status of money in the Federation is...nebulous at best. But simply put we need a way in game to track economic activity and it is simpler to just assign everyone a generic currency unit with which to pay for everything. Feel free to call them credits or anything you want. The sheets refer to your GDP in kCredits (1,000’s of credits) which will be the basis of exchange between powers.
11. How does the Economy work?
The economy in this version of the SIM will be vastly different from the one you came to know before. In the prior versions each economy was a standalone entity. They interacted on trade alone and occasionally interest rates would move. This will not be the case moving forward.
Your economy can grow its base in two ways. Population growth and GDP growth. Both are driven by several factors that work in different ways on each figure. Taxes and your other economic decisions play into this. Growth rate is important over time for each empire. While that 500 credit growth in GDP may not look huge it is when it happens year after year after year.
The economy in this simulation is also less stable. Certain economic decisions that promote growth also expose you to either short-term or long-term economic risk. A short-term recession might see you have zero GDP growth or slight negative movement for a period of 1-3 years. A long-term collapse might see you have a period of 10 or more years of stagnation and negative growth. This is designed to give players a bit less certainty as to where they are going, and introduce situations that can stress the game environment. Such problems can also spread like regular economic crisis.
All your important economic data is exported to a central sheet each turn. If a more than one major economic power has a downturn then things can head downward for everyone for a while.
Trade will function differently in this sim as well. Rather than negotiating trade deals for certain amounts of goods, a tiresome and unrealistic premise really, trade will be based on the demands of various economies, the volume of exports available and the tariff rates of the various empires.
Finally things such as Anti-Matter and Ore will determine a market price for those materials each turn. You can then buy or sell for that price during the next turn.
12. How does ground combat work?
Ground combat is a very simple system as is raising an army. Each power can create a standing army if they choose or simply raise troops as needed from their population. Those troops are deployed to a fleet by order of the player. There are four grades of troops. Elite, Crack, Regulars and Militia. Elite troops are 4 times as powerful as regular troops. Crack troops are worth 2 times regular troops. Militia are worth one fourth of regular troops.
In general the following bonuses are in force.
Troops on defensive: x1.5 to combat power
Non-Marine Trained Troops Landing: 1/2 combat power
Combat is resolved by a die roll system based on the relative power of each ground force except there is no damage round for the loser. You either win or loose and the loser is wiped out. The winner takes casualties as proscribed in the damage round.
13. Can I play the Borg or Dominion
Initially, no. The Borg are not likely to ever be a player race. They occur like a natural disaster for the most part. Each turn there is a chance that they show up in one form or another. How the player/players deal with it is up to them.
The Dominion, maybe. If the game develops well and there is a good reason then they will be made active and we will seek a player.
14. How will the turns be structured?
The first turn is the setup turn (shocking I know). It likely is the most time intensive of the turns as you have to decide how to deploy yourself across your empire. Each player will be provided with the following.
1. The Map, as listed above which shows the planets in your control.
2. A list of the number of space stations, shipyards and other such things you can scatter across your Empire.
3. A spreadsheet which makes all the accounting for this very simple.
A spreadsheet key so you know what you are looking at.
Grey Cells- The vast majority of cells are grey. That means it is calculated for you and you need not input anything.
Yellow Cells- These are admin cells. I will enter the necessary information into this for you prior to each turn.
Red Cells- Player cells. These are the areas that let you control things. While the overall sheet is large to display info for you there are not nearly as many red cells and many of those that exist in the setup turn will become yellow in subsequent turns reducing your work even further.
Orange Cells- I bet you would like to know what was in those orange cells wouldn’t you? Those are just export cells for the economic model. They are numbers you already see, arranged in a strip form for cutting and pasting.
Player task are fairly simple.
1. On the tab labeled "Systems" You need to pick your major systems. Capital's and secondary homeworlds (more on this below) are already picked for you. Your job from there is to assign systems in a way to support your fleet operations. The definition of a major system in the game is one that has a major orbital installation that can support fleet operations. There is a balancing act. If you want to invade someone you need a jumping off point close to them. But the closer it is the more at risk it is as well. Put everything well back and you will be safe but have trouble projecting power. Do the opposite and someone might overrun your frontier and romp straight to your capital system.
All you have to do is find the name on the star chart and add it to the systems list in the spread sheet. Population is automatically distributed for you and everything else is calculated. Everything not on a major system is considered to be a minor system. Very simply this is the rest of your non-military population divided by the total number of minor worlds in your sphere of influence. Minor systems produce income and nothing else. As you lose control of your empire in battle it gives a basis on which to reduce population size as well.
Again, for all this all you have to do is select the stars you wish to make major fixtures of your empire.
2. Deploy your Fleet. The hardest part is already done here. You can see an overview of your fleet on the tab "Starships". This list every starship class at your disposal, its status as well as giving you a snapshot of your various fleets and a list of ships being built. All the player has to do is decide where they are going. To do that you go to the tab "Fleets".
You will see each fleet auto-filled for you with the ship classes at your disposal. You can do a number of things with each fleet.
a. You can name it whatever you want. By default they are listed 1st through 11th fleet. If you wish to be more creative feel free to go all Soviet and rename your fleets the 1st Red Banner Imperial Guard Galactic Armada. It is up to you.
b. You can deploy your fleet wherever you want within your territory. Simply list the star system you wish to deploy it.
c. You MUST pick a logistical base for the fleet. A drop down menu will allow you to select any of the major systems that can support a fleet. This is important because any damaged ships go here for repairs or for refits.
d. You can deploy whatever mix of ships you wish within the fleet. The sheet will figure their combined firepower and will figure a maximum warp speed for the fleet (ie the speed of the slowest ship).
3. Evaluate your shipyards. Your building programs underway are set for you based on my best estimates. You can modify them pretty simply, as well as expand production lines and add new ones within the following limits.
a. You may not produce more than 10 ship types. Period. I am pointing at you Starfleet. If you hit 10 and want to build something new you must shut down an old line of production. There are limits to each shipyards tonnage capacity AND limits on the absolute number of units your empire can build in a year (this is driven by warp core and weapons production limits calculated for you). One thing to remember, your shipyards each have a share of your warp core and weapon production. If everything is running as normal they can ship this stuff around. If you lose a system or it gets blockaded it can still build ship but cannot get any warp cores or weapons it was importing or exporting. BALANCE YOUR SHIP PRODUCTION ACCORDINGLY!
b. Once production is started it runs at that level every year until it is stopped. When it is stopped you lose all ships in progress (this is to capture the expense of shutting down the line). If you run out of money and have to slow your shipbuilding you have to pay again to bring it back up to speed.
c. You pay a price to establish a line based on the ship and number you want per year. You may no more than double this in any following year. You can start with as few as 1 per year and work your way up. Establishing and expanding lines of production is very expensive. This is by design. In a universe where many things can be replicated the primary cost driver is setting up the infrastructure to assemble and machine the parts of the ship together. Once your line is established building ships not as expensive. Cost reduce substantially each year production continues at a set rate.
Ship production cost is now driven by two factors. There is the fixed cost for the basics (warp core, computer) for each ship. The rest is driven by combat capability. As you create more capable ships they will cost more REGARDLESS OF THE MASS.
The bigger ships do necessitate more ore. That is where the penalty comes in for building bigger. Building large and heavily armed ships will be substantially more expensive this go round.
Additionally the establishment of new production lines will now put stress on the trained workforce at your shipyards. A yard that was producing 20 of the old designs might find its workforce stressed to build just 5 of the newest ship in your fleet for the first year or two. Your production will go up and down based on this. Monitor it carefully and don’t try to start new lines unless you can afford a downturn in production.
d. If you want to expand a ship yard you simply input the additional tons you wish to be able to build in the correct cell for the shipyard. The cost is calculated for you. Again, this is very expensive by design.
Again, all of this is calculated for you. All you have to do is input the number of ships you want per year and any increase you wish to have in your capacity. 90% of the work is done for you.
4. Research and Development- So you want to build your dream ship huh? Well this is where you go to do it. Be warned though. It is very expensive and can take a long time if you want to make huge leaps from where your tech currently sits. The setup is fairly self explanitory though you do need to make use of the DITL ship calculator to figure your strengths and you MUST attach either your own writeup or a screencap of the DITL screen when you do the R&D.
Your current max numbers are listed in each column. Simply input the numbers you used to create your ship in the DITL calculator and it will spit out a cost. Adjust the mass of the ship to try and acheive an optimum size. The basic factor at play here is this. More mass makes it cheaper to have more weapons and shields but more expensive to achieve high speeds. Finding the right balance is crucial. There is nothing stopping you from making a 150 ton ship that can outfight a GCS in a straight up fight. But it will take you 111 years to do the R&D on it.
You can also upgrade your torpedo and beam weapons here. Very simple system here. As an addition sensors can also be upgraded. Sensors come in two variants. Those on most ships and those on dedicated ships.
Long-Range Sensors will get you vectors and raid counts that are accurate within 20%.
Short Range Sensors will get you combat power estimates within 20%
Detailed Sensors will get you accurate totals, technical details, troop counts and other such information.
If you wish to build a dedicated sensor ship contact the GM for the cost associated with the R&D.
Free form R&D is handled on an as requested basis. Type in what you want and I will quote you a price or say it can't be done. On all R&D, ships included, I reserve the right to simply veto a design. This is a very difficult module to put together so if someone finds an exploit where some of the many formulas running in the background produce a strange result I will just congratulate you and make the necessary corrections.
5. Set up your starbases and ground forces. All your major systems will import themselves over to this list. It is as simple as it looks. You will be given a list of starbases you have been allotted. You assign them as you please to each system. You set the fortification level for each system and then you set a number of ground forces present on each system. Later if you want to build more starbases or troops that is listed below.
For the purpose of the game there are 4 starbase types.
Starbase 74 Equivilants- Big Boys, everyone has one or just a couple of these.
Spacedock Equivilants- Still big, everyone has a few more of these.
Starbase 375 Equivilants- Smallest Starbase that can provide fleet maintenence.
Deep Space 9 Equivilant- Fleets can operate from here but ships cannot be repaired or refitted here. Higher defensive value than 375.
NEW IMPACT FOR STARBASES- Starbases now play a more important role in your ability to extract resources and get them to market. They are driving the refinery and mine caps you see on the resource page. If you want more extraction you have to upgrade your starbase to handle it. This is designed to give the bases more importance.
Once you run through that setup the economics will pretty much run themselves and the turn to turn stuff is easy. To finish your budget you simple go back to the "income/expense" sheet, and see where you stand. If you don't have enough money you can raise taxes or borrow enough to make ends meet, either internally or from another player. Or you can cut back your expenses. Or some combination of the three.
1. What is the in game date?
Post Star Trek Nemesis, same as the data on this website. The reasoning for this is it gives us a list that is at least a starting point for putting together orders of battle. I am certainly open to debate on making some minor changes to things from here, but for the most part we would use the DITL numbers since it is a readily accessible and most importantly a comparable source among the various powers.
2. What is the game objective?
Short answer, whatever you decide it should be. The longer answer is your objective should be whatever your power would be looking to do in the Star Trek universe. To guide the players through this process and give the game stability and structure discrete goals are included for each empire. These can and will evolve as the game moves along and other things take precedent for a time. More on this later.
3. Are there Cloaks?
Technical answer yes, they have not disappeared. Practical answer for the purposes of playability they are totally useless. The IC reason being that a revolution in sensor technology has rendered cloaking devices, of all types, totally ineffective. This is entirely a playability concern and will not change during the sim.
If you want to confuse someone at this point you have to use deceptive movement to do so.
4. Is there exploration and colonization?
Yes, though this will function differently than before. Dedicated non-combatant ships can be used to search for new worlds which you can then exploit for resources and expansion. There are other rare benefits and perils to exploration as well, but the overall purpose is to find new worlds suitable to development. You will notice much of the map is blank. New worlds will fill in the map over time as people discover them.
5. Can I design my own ships?
Yes, performance is determined by the DITL ship builder. A calculator to figure the development cost and time frame is provided. It will also calculate cost and time to improve certain components like Phasers and Torpedo tubes.
6. How are ships managed?
All ships are assigned to a fleet. This is all automated through a spreadsheet function. For each fleet a list of all classes that the player could use is given. The player simply assigns a number from the total ships they have. Provisions for up to 11 Fleets per player have been made. The spreadsheet will calculate the power and max warp speed of the combined fleet for you as well as that fleets endurance.
The player then can move fleets and re-assign ships as they desire. The map provides distances between stars that can be estimated close enough for our purposes. The spreadsheet includes a calculator that can tell you the distance for a given move based on the locations of the pixiles in the map if you want to be very precise. Otherwise just use a piece of paper like I do.
7. Can I have carriers?
Since I know this will be asked let's address it now. No. Why? Because the accounting is too complicated. You have to account for fighters/shuttles for each carriers. Those have losses. They have to be replaced. It creates a nightmare of tracking and won't add much to the game so the answer is just no. I know they were in the Star Wars game. They are not in this one. Deal with it.
Fighters and Runabouts are simply tracked as being part of the fortifications of a given system. This might make some people mad but playability is more important than this.
8. Can I issue tactical orders to my fleets in battle, how are fleet battles resolved?
Wholly at the discretion of the GM a battle MAY be played out in a tactical format under rules that follow this. Otherwise they will be conducted in a 5 phase battle that simulates ships closing in from range exchanging fire.
9. How is diplomacy conducted?
Between players, simply copy the game admin on all exchanges that are not public so I know what is going on. If I don't see it, it is not official for obvious reasons. If you want to have a treaty with another power all you have to do is writeup the terms. Know this though, the game admin will not enforce treaty terms. Just like in real life there is no one that can make the other power follow through on their end of the deal but you.
As an addition to the general IC banter there will now be a system that measures the alignment between two powers. More on this later but the basics of it are that this will allow you to leverage your leadership successes in one area to go against what the GM feels is the natural state of relations between two powers. In short achieving an alliance will take work and coordination on the part of both sides now.
10. Is there money?
Yes. I know the status of money in the Federation is...nebulous at best. But simply put we need a way in game to track economic activity and it is simpler to just assign everyone a generic currency unit with which to pay for everything. Feel free to call them credits or anything you want. The sheets refer to your GDP in kCredits (1,000’s of credits) which will be the basis of exchange between powers.
11. How does the Economy work?
The economy in this version of the SIM will be vastly different from the one you came to know before. In the prior versions each economy was a standalone entity. They interacted on trade alone and occasionally interest rates would move. This will not be the case moving forward.
Your economy can grow its base in two ways. Population growth and GDP growth. Both are driven by several factors that work in different ways on each figure. Taxes and your other economic decisions play into this. Growth rate is important over time for each empire. While that 500 credit growth in GDP may not look huge it is when it happens year after year after year.
The economy in this simulation is also less stable. Certain economic decisions that promote growth also expose you to either short-term or long-term economic risk. A short-term recession might see you have zero GDP growth or slight negative movement for a period of 1-3 years. A long-term collapse might see you have a period of 10 or more years of stagnation and negative growth. This is designed to give players a bit less certainty as to where they are going, and introduce situations that can stress the game environment. Such problems can also spread like regular economic crisis.
All your important economic data is exported to a central sheet each turn. If a more than one major economic power has a downturn then things can head downward for everyone for a while.
Trade will function differently in this sim as well. Rather than negotiating trade deals for certain amounts of goods, a tiresome and unrealistic premise really, trade will be based on the demands of various economies, the volume of exports available and the tariff rates of the various empires.
Finally things such as Anti-Matter and Ore will determine a market price for those materials each turn. You can then buy or sell for that price during the next turn.
12. How does ground combat work?
Ground combat is a very simple system as is raising an army. Each power can create a standing army if they choose or simply raise troops as needed from their population. Those troops are deployed to a fleet by order of the player. There are four grades of troops. Elite, Crack, Regulars and Militia. Elite troops are 4 times as powerful as regular troops. Crack troops are worth 2 times regular troops. Militia are worth one fourth of regular troops.
In general the following bonuses are in force.
Troops on defensive: x1.5 to combat power
Non-Marine Trained Troops Landing: 1/2 combat power
Combat is resolved by a die roll system based on the relative power of each ground force except there is no damage round for the loser. You either win or loose and the loser is wiped out. The winner takes casualties as proscribed in the damage round.
13. Can I play the Borg or Dominion
Initially, no. The Borg are not likely to ever be a player race. They occur like a natural disaster for the most part. Each turn there is a chance that they show up in one form or another. How the player/players deal with it is up to them.
The Dominion, maybe. If the game develops well and there is a good reason then they will be made active and we will seek a player.
14. How will the turns be structured?
The first turn is the setup turn (shocking I know). It likely is the most time intensive of the turns as you have to decide how to deploy yourself across your empire. Each player will be provided with the following.
1. The Map, as listed above which shows the planets in your control.
2. A list of the number of space stations, shipyards and other such things you can scatter across your Empire.
3. A spreadsheet which makes all the accounting for this very simple.
A spreadsheet key so you know what you are looking at.
Grey Cells- The vast majority of cells are grey. That means it is calculated for you and you need not input anything.
Yellow Cells- These are admin cells. I will enter the necessary information into this for you prior to each turn.
Red Cells- Player cells. These are the areas that let you control things. While the overall sheet is large to display info for you there are not nearly as many red cells and many of those that exist in the setup turn will become yellow in subsequent turns reducing your work even further.
Orange Cells- I bet you would like to know what was in those orange cells wouldn’t you? Those are just export cells for the economic model. They are numbers you already see, arranged in a strip form for cutting and pasting.
Player task are fairly simple.
1. On the tab labeled "Systems" You need to pick your major systems. Capital's and secondary homeworlds (more on this below) are already picked for you. Your job from there is to assign systems in a way to support your fleet operations. The definition of a major system in the game is one that has a major orbital installation that can support fleet operations. There is a balancing act. If you want to invade someone you need a jumping off point close to them. But the closer it is the more at risk it is as well. Put everything well back and you will be safe but have trouble projecting power. Do the opposite and someone might overrun your frontier and romp straight to your capital system.
All you have to do is find the name on the star chart and add it to the systems list in the spread sheet. Population is automatically distributed for you and everything else is calculated. Everything not on a major system is considered to be a minor system. Very simply this is the rest of your non-military population divided by the total number of minor worlds in your sphere of influence. Minor systems produce income and nothing else. As you lose control of your empire in battle it gives a basis on which to reduce population size as well.
Again, for all this all you have to do is select the stars you wish to make major fixtures of your empire.
2. Deploy your Fleet. The hardest part is already done here. You can see an overview of your fleet on the tab "Starships". This list every starship class at your disposal, its status as well as giving you a snapshot of your various fleets and a list of ships being built. All the player has to do is decide where they are going. To do that you go to the tab "Fleets".
You will see each fleet auto-filled for you with the ship classes at your disposal. You can do a number of things with each fleet.
a. You can name it whatever you want. By default they are listed 1st through 11th fleet. If you wish to be more creative feel free to go all Soviet and rename your fleets the 1st Red Banner Imperial Guard Galactic Armada. It is up to you.
b. You can deploy your fleet wherever you want within your territory. Simply list the star system you wish to deploy it.
c. You MUST pick a logistical base for the fleet. A drop down menu will allow you to select any of the major systems that can support a fleet. This is important because any damaged ships go here for repairs or for refits.
d. You can deploy whatever mix of ships you wish within the fleet. The sheet will figure their combined firepower and will figure a maximum warp speed for the fleet (ie the speed of the slowest ship).
3. Evaluate your shipyards. Your building programs underway are set for you based on my best estimates. You can modify them pretty simply, as well as expand production lines and add new ones within the following limits.
a. You may not produce more than 10 ship types. Period. I am pointing at you Starfleet. If you hit 10 and want to build something new you must shut down an old line of production. There are limits to each shipyards tonnage capacity AND limits on the absolute number of units your empire can build in a year (this is driven by warp core and weapons production limits calculated for you). One thing to remember, your shipyards each have a share of your warp core and weapon production. If everything is running as normal they can ship this stuff around. If you lose a system or it gets blockaded it can still build ship but cannot get any warp cores or weapons it was importing or exporting. BALANCE YOUR SHIP PRODUCTION ACCORDINGLY!
b. Once production is started it runs at that level every year until it is stopped. When it is stopped you lose all ships in progress (this is to capture the expense of shutting down the line). If you run out of money and have to slow your shipbuilding you have to pay again to bring it back up to speed.
c. You pay a price to establish a line based on the ship and number you want per year. You may no more than double this in any following year. You can start with as few as 1 per year and work your way up. Establishing and expanding lines of production is very expensive. This is by design. In a universe where many things can be replicated the primary cost driver is setting up the infrastructure to assemble and machine the parts of the ship together. Once your line is established building ships not as expensive. Cost reduce substantially each year production continues at a set rate.
Ship production cost is now driven by two factors. There is the fixed cost for the basics (warp core, computer) for each ship. The rest is driven by combat capability. As you create more capable ships they will cost more REGARDLESS OF THE MASS.
The bigger ships do necessitate more ore. That is where the penalty comes in for building bigger. Building large and heavily armed ships will be substantially more expensive this go round.
Additionally the establishment of new production lines will now put stress on the trained workforce at your shipyards. A yard that was producing 20 of the old designs might find its workforce stressed to build just 5 of the newest ship in your fleet for the first year or two. Your production will go up and down based on this. Monitor it carefully and don’t try to start new lines unless you can afford a downturn in production.
d. If you want to expand a ship yard you simply input the additional tons you wish to be able to build in the correct cell for the shipyard. The cost is calculated for you. Again, this is very expensive by design.
Again, all of this is calculated for you. All you have to do is input the number of ships you want per year and any increase you wish to have in your capacity. 90% of the work is done for you.
4. Research and Development- So you want to build your dream ship huh? Well this is where you go to do it. Be warned though. It is very expensive and can take a long time if you want to make huge leaps from where your tech currently sits. The setup is fairly self explanitory though you do need to make use of the DITL ship calculator to figure your strengths and you MUST attach either your own writeup or a screencap of the DITL screen when you do the R&D.
Your current max numbers are listed in each column. Simply input the numbers you used to create your ship in the DITL calculator and it will spit out a cost. Adjust the mass of the ship to try and acheive an optimum size. The basic factor at play here is this. More mass makes it cheaper to have more weapons and shields but more expensive to achieve high speeds. Finding the right balance is crucial. There is nothing stopping you from making a 150 ton ship that can outfight a GCS in a straight up fight. But it will take you 111 years to do the R&D on it.
You can also upgrade your torpedo and beam weapons here. Very simple system here. As an addition sensors can also be upgraded. Sensors come in two variants. Those on most ships and those on dedicated ships.
Long-Range Sensors will get you vectors and raid counts that are accurate within 20%.
Short Range Sensors will get you combat power estimates within 20%
Detailed Sensors will get you accurate totals, technical details, troop counts and other such information.
If you wish to build a dedicated sensor ship contact the GM for the cost associated with the R&D.
Free form R&D is handled on an as requested basis. Type in what you want and I will quote you a price or say it can't be done. On all R&D, ships included, I reserve the right to simply veto a design. This is a very difficult module to put together so if someone finds an exploit where some of the many formulas running in the background produce a strange result I will just congratulate you and make the necessary corrections.
5. Set up your starbases and ground forces. All your major systems will import themselves over to this list. It is as simple as it looks. You will be given a list of starbases you have been allotted. You assign them as you please to each system. You set the fortification level for each system and then you set a number of ground forces present on each system. Later if you want to build more starbases or troops that is listed below.
For the purpose of the game there are 4 starbase types.
Starbase 74 Equivilants- Big Boys, everyone has one or just a couple of these.
Spacedock Equivilants- Still big, everyone has a few more of these.
Starbase 375 Equivilants- Smallest Starbase that can provide fleet maintenence.
Deep Space 9 Equivilant- Fleets can operate from here but ships cannot be repaired or refitted here. Higher defensive value than 375.
NEW IMPACT FOR STARBASES- Starbases now play a more important role in your ability to extract resources and get them to market. They are driving the refinery and mine caps you see on the resource page. If you want more extraction you have to upgrade your starbase to handle it. This is designed to give the bases more importance.
Once you run through that setup the economics will pretty much run themselves and the turn to turn stuff is easy. To finish your budget you simple go back to the "income/expense" sheet, and see where you stand. If you don't have enough money you can raise taxes or borrow enough to make ends meet, either internally or from another player. Or you can cut back your expenses. Or some combination of the three.