Post by Sliprunner on Dec 29, 2015 13:18:08 GMT -6
The colony construction system is almost due, as such here is a compiled draft from it. Now for the important part of working with this.
QUESTIONS (Post to respond)
1: What do you like about the draft? How could it be improved?
2: What do you dislike about the draft? How could it be changed?
3: Do you think logistics should limit production or limit total ships?
4: How should colony conversion be handled?
5: Do you actually want a colony system?
Note- Please give actual INPUT, I don't want to hear complaints later if you didn't give input.
Note2- There is plenty of spelling/wording errors, PLEASE cite the ones you find.
COLONY SYSTEM - DRAFT V 1.0
Colonies are of course the most important aspect of an empire, without its people its nothing. This system is simply for the expansion and development of colonies within an empire.
EXISTING COLONY CONVERSION
Capital -> SPECIAL: Non-colony
Core Colony -> A colony of Size 30
Shell Colony -> A colony of Size 10
Claimed System -> N/A
LOGISTICS
Galactic empires are assumed to have at the very basics, civilian trade. This civilian trade is the movement of goods from point A to point B, the lifeblood of economics. This network is all but "invisible" to the attention of galactic empires, as it is merely one colony exchanging goods with another. The exception to this rule is if the empire forbids civilian FTL trade. In both cases however this creates a logistic network of goods between colonies, with empires only truly able to tap a small part of this for their own efforts.
The effect is simple, A colony has a net "production" rate per resource. This rate is constant and overflowing trade between colonies. A colony with low production tends to have a negative rate, draining from the total of all other colonies. New colonies especially will have a negative rate from the little (or lack there of) production happening.
The resources of an empire itself are broken into 4 abstract types.
Living Supplies: This represents the various items colonists need to survive, from food to roomba's and even "pets" in some cases.
Basic Materials: These are simple industrial materials used in bulk for construction and manufacture, things easily acquired from mining.
Advanced Materials: Processed forms of basic materials, these materials are used for more complex projects, such as starship and station fabrication.
Exotic Materials: This represents unusual materials you normally don't have access to. Each "Exotic" material you acquire is its own separate rate, only track if you have an exotic material.
If a resource rate hits negative, different effects happen based on the resource in shortage.
Living Supplies: For every 2 negative points, 1 (rounding up) point worth of colony is lost every 10 posts, until the rate is at or above 0.
Basic Materials: For every negative point, ALL construction takes 10% longer. I.E: -10 rate means 1/2 build speed.
Advanced Materials: When negative all ship and orbital construction is halted, planetary construction suffers same penalty as if negative base materials.
Exotic Materials: When negative, any projects requiring the material is halted until the rate is at or above 0.
Trade between empires is handled by freighters, transferring a set amount of "rate" so long as the trade continues. If civilian FTL trade is banned, the governing body must handle "trade" between the colonies itself, using the same method as inter-empire trade.
A freighter can transfer 0.5 rate of one resource per Size of vessel. 2 Corvette's must be assigned to a task in order to trade. IF the entire trade route is gated, ships can transfer 1 rate per size, representing the faster trade route.
ORBITAL CONSTRUCTION LOGISTICS
Orbital construction is a very complicated affair, requiring considerable resources and effort to be accomplished. For every size worth of ship vessel, the rates for basic materials and advanced materials are reduced by 2 and 1 respectively. For every 20 posts (round up) worth of stations being constructed, the rates are reduced by 2 and 1 respectively.
CONSTRUCTION
Colony Size: A colony is rated by its 'Size' this is a rough representation of how many people are living in the colony, equating about 50,000 per 'size'. Each building in a colony requires X amount of size to support its operation. A colony in turn drains "living supplies" equal to twice its size.
Founding a Colony: 10 Posts + (10 per 3 "Size" of colony fleet, Rounding Down)
-This creates a colony with a Size equal to that of the colony fleet. The colony founding can be of a reduced size, exchanging 1 point of size for 1 building. A colony founding can only be reduced to 50% of its original size in this manner.
Colonist Transfer: 5 Posts + (1 per 1 "Size" of colony fleet) (Done at both ends)
-For transferring colonists it can take some time, a colony fleet must be used to 'pick up' colonists from one colony, then unload them at another. Doing such temporarily reduces the size of the "source" colony by an equal amount, the "size" is restored by 1 every 5 posts. Colonies reduced to 0 in this method do not recover until they regain at least 1 size.
Facilities Designated by * are an upgrade of a Facility
CORE FACILITIES
Low Density Living Sector: 5 Posts + Size of colony
-Increases Size of colony by 1 (+50,000 colonists)
*Medium Density Living Sector: 15 Posts (Replaces a Low Density)
-Increases Size of colony by an additional 1 (+50,000 colonists) (2 Total)
*High Density Living Sector: 30 Posts (Replaces a Medium Density)
-Increases Size of colony by an additional 1 (+50,000 colonists) (3 Total)
Agriculture: 15 Posts + (2 per Agriculture at colony)
-Requires 0.5 size to support
-Increases Living supplies rate by 6
*Advanced Agriculture: 30 Posts (Replaces a Agriculture)
-Requires 1 size to support
-Inceases Living supplies rate by an additional 4 (10 total)
INDUSTRIAL FACILITIES
Low Density Industry: 10 Posts + (5 per existing at colony)
-Requires 0.5 size to support
-Increases Basic Material rate by 4
*Medium Density Industry: 20 Posts (Replaces a Low Density Industry)
-Requires 1 size to support
-Increases Basic Material rate by an additional 4 (8 total)
*High Density Industry: 40 Posts (Replaces a Medium Density Industry)
-Requires 1.5 size to support
-Increases Basic Material rate by an additional 4 (12 total)
Basic Fabrication Facilities: 15 Posts + (5 per existing at colony)
-Requires 1 size to support
-Increases Advanced Material rate by 2, Reduces Basic Material rate by 4
*Advanced Fabrication Facilities: 30 Posts (Replaces Basic Fabrication)
-Requires 2 size to support
-Increases Advanced Material rate by 2, Reduces Basic Material rate by 4 (+4/-8 total)
SPECIAL FACILITIES
*Harsh Environment upgrade: Build Posts + 50% (Round up)
-Colonies built in harsh environments (relative to species) require this upgrade to all buildings, This upgrade can also be used to create "Undersea" facilities.
Exotic Refinement Facility: 60 Posts (REQUIRES EXOTIC MATERIALS ON PLANET)
-Requires 3 size to support
-This building provides the "Standard" rate of the exotic material, which are admin placed.
Planetary Shipyard: 40 Posts
-Requires 2 size to support
-This is a specialty shipyard capable of manufacturing destroyers and smaller, the design must be atmospheric capable to be built at the facility.
DEFENSE FACILITIES
Planetary Defense Station: 10 Posts
-Requires 1 size to support
-Provides 2 Instalations, each with 25DP for weapon systems (Missiles 1/2 cost)
*Additional Defense Platform: 10 Posts (Upgrade of Defense Station)
-Provides 1 additional 25DP weapon system
Planetary Fortifications: (5 * Colony Size) Posts (Adds 5 posts to all future structures)
-Doubles city's "Effective" size for surviving bombardment
Planetary Garrison: Posts = Garrison Size
-Requires 0.5 size to support per garrison size
-See Bombardment/Assault
COLONY DESTRUCTION/CAPTURE
Naturally war will eventually come, and someone's going to try and obliterate the precious little colony. Sometimes its the enemy bombarding the place or razing it to the ground, other times is the owner of the colony trying to destroy assets before they are captured. Regardless of the situation its a time consuming affair. Sometimes though the invader actually wants to capture the territory however.
RAZING
Troops on the ground can begin razing the infrastructure well before they actually capture anything, the same can be said for friendly forces preforming scorched earth. Every 10 posts spent "razing" can destroy 1 Level of a facility (or the entire facility if it has no upgrades, Harsh Environment is excluded). This renders the facility damaged rather then destroyed, an additional 10 posts must be done to fully raze the facility.
BOMBARDMENT
When orbital assets are called in, things begin to get leveled fast. Bringing heavier firepower then most ground forces or even air forces can field, short of WMD's at least. Bombardment is a somewhat short process compared to razing, requiring 5 posts per level of a facility Damaged, an additional 5 posts is required to fully raze the facility.
A fleet must have at least 10DP in offensive weaponry per size of the colony in order to be fielding sufficient firepower to effect the colony. For every multiple above the required the amount of facilities damaged is doubled per bombardment cycle. If a colony has Planetary fortifications, its size is effectively doubled.
CAPTURE/STORM
Capturing a colony is a more complicated matter, much more so if the colony has a planetary garrison. A fleet requires 1 size worth of assault ships OR 0.5 size worth of freighters, in carried troops, to capture a city. For each size of planetary garrison, an additional 2 size worth of assault ships or 1 size worth of freighters, in carried troops, is required.
Once a colony is Captured/stormed it takes 5 posts per size of colony to establish proper control. THIS IS NOT A FREE TICKET TO WINNING GROUND BATTLES, PLAY OUT YOUR ENGAGEMENTS, THIS IS MERELY WHAT IS REQUIRED TO HOLD THE COLONY.
REPAIR
Colony structures easily become damaged during conflict, while a structure is damaged it either functions as one level lower or non-functional. A building requires 20 posts to be repaired to operational status again.
Colony Sheet
Name:
Size:
Facilities-
QUESTIONS (Post to respond)
1: What do you like about the draft? How could it be improved?
2: What do you dislike about the draft? How could it be changed?
3: Do you think logistics should limit production or limit total ships?
4: How should colony conversion be handled?
5: Do you actually want a colony system?
Note- Please give actual INPUT, I don't want to hear complaints later if you didn't give input.
Note2- There is plenty of spelling/wording errors, PLEASE cite the ones you find.
COLONY SYSTEM - DRAFT V 1.0
Colonies are of course the most important aspect of an empire, without its people its nothing. This system is simply for the expansion and development of colonies within an empire.
EXISTING COLONY CONVERSION
Core Colony -> A colony of Size 30
Shell Colony -> A colony of Size 10
Claimed System -> N/A
LOGISTICS
Galactic empires are assumed to have at the very basics, civilian trade. This civilian trade is the movement of goods from point A to point B, the lifeblood of economics. This network is all but "invisible" to the attention of galactic empires, as it is merely one colony exchanging goods with another. The exception to this rule is if the empire forbids civilian FTL trade. In both cases however this creates a logistic network of goods between colonies, with empires only truly able to tap a small part of this for their own efforts.
The effect is simple, A colony has a net "production" rate per resource. This rate is constant and overflowing trade between colonies. A colony with low production tends to have a negative rate, draining from the total of all other colonies. New colonies especially will have a negative rate from the little (or lack there of) production happening.
The resources of an empire itself are broken into 4 abstract types.
Living Supplies: This represents the various items colonists need to survive, from food to roomba's and even "pets" in some cases.
Basic Materials: These are simple industrial materials used in bulk for construction and manufacture, things easily acquired from mining.
Advanced Materials: Processed forms of basic materials, these materials are used for more complex projects, such as starship and station fabrication.
Exotic Materials: This represents unusual materials you normally don't have access to. Each "Exotic" material you acquire is its own separate rate, only track if you have an exotic material.
If a resource rate hits negative, different effects happen based on the resource in shortage.
Living Supplies: For every 2 negative points, 1 (rounding up) point worth of colony is lost every 10 posts, until the rate is at or above 0.
Basic Materials: For every negative point, ALL construction takes 10% longer. I.E: -10 rate means 1/2 build speed.
Advanced Materials: When negative all ship and orbital construction is halted, planetary construction suffers same penalty as if negative base materials.
Exotic Materials: When negative, any projects requiring the material is halted until the rate is at or above 0.
Trade between empires is handled by freighters, transferring a set amount of "rate" so long as the trade continues. If civilian FTL trade is banned, the governing body must handle "trade" between the colonies itself, using the same method as inter-empire trade.
A freighter can transfer 0.5 rate of one resource per Size of vessel. 2 Corvette's must be assigned to a task in order to trade. IF the entire trade route is gated, ships can transfer 1 rate per size, representing the faster trade route.
ORBITAL CONSTRUCTION LOGISTICS
Orbital construction is a very complicated affair, requiring considerable resources and effort to be accomplished. For every size worth of ship vessel, the rates for basic materials and advanced materials are reduced by 2 and 1 respectively. For every 20 posts (round up) worth of stations being constructed, the rates are reduced by 2 and 1 respectively.
CONSTRUCTION
Colony Size: A colony is rated by its 'Size' this is a rough representation of how many people are living in the colony, equating about 50,000 per 'size'. Each building in a colony requires X amount of size to support its operation. A colony in turn drains "living supplies" equal to twice its size.
Founding a Colony: 10 Posts + (10 per 3 "Size" of colony fleet, Rounding Down)
-This creates a colony with a Size equal to that of the colony fleet. The colony founding can be of a reduced size, exchanging 1 point of size for 1 building. A colony founding can only be reduced to 50% of its original size in this manner.
Colonist Transfer: 5 Posts + (1 per 1 "Size" of colony fleet) (Done at both ends)
-For transferring colonists it can take some time, a colony fleet must be used to 'pick up' colonists from one colony, then unload them at another. Doing such temporarily reduces the size of the "source" colony by an equal amount, the "size" is restored by 1 every 5 posts. Colonies reduced to 0 in this method do not recover until they regain at least 1 size.
Facilities Designated by * are an upgrade of a Facility
CORE FACILITIES
Low Density Living Sector: 5 Posts + Size of colony
-Increases Size of colony by 1 (+50,000 colonists)
*Medium Density Living Sector: 15 Posts (Replaces a Low Density)
-Increases Size of colony by an additional 1 (+50,000 colonists) (2 Total)
*High Density Living Sector: 30 Posts (Replaces a Medium Density)
-Increases Size of colony by an additional 1 (+50,000 colonists) (3 Total)
Agriculture: 15 Posts + (2 per Agriculture at colony)
-Requires 0.5 size to support
-Increases Living supplies rate by 6
*Advanced Agriculture: 30 Posts (Replaces a Agriculture)
-Requires 1 size to support
-Inceases Living supplies rate by an additional 4 (10 total)
INDUSTRIAL FACILITIES
Low Density Industry: 10 Posts + (5 per existing at colony)
-Requires 0.5 size to support
-Increases Basic Material rate by 4
*Medium Density Industry: 20 Posts (Replaces a Low Density Industry)
-Requires 1 size to support
-Increases Basic Material rate by an additional 4 (8 total)
*High Density Industry: 40 Posts (Replaces a Medium Density Industry)
-Requires 1.5 size to support
-Increases Basic Material rate by an additional 4 (12 total)
Basic Fabrication Facilities: 15 Posts + (5 per existing at colony)
-Requires 1 size to support
-Increases Advanced Material rate by 2, Reduces Basic Material rate by 4
*Advanced Fabrication Facilities: 30 Posts (Replaces Basic Fabrication)
-Requires 2 size to support
-Increases Advanced Material rate by 2, Reduces Basic Material rate by 4 (+4/-8 total)
SPECIAL FACILITIES
*Harsh Environment upgrade: Build Posts + 50% (Round up)
-Colonies built in harsh environments (relative to species) require this upgrade to all buildings, This upgrade can also be used to create "Undersea" facilities.
Exotic Refinement Facility: 60 Posts (REQUIRES EXOTIC MATERIALS ON PLANET)
-Requires 3 size to support
-This building provides the "Standard" rate of the exotic material, which are admin placed.
Planetary Shipyard: 40 Posts
-Requires 2 size to support
-This is a specialty shipyard capable of manufacturing destroyers and smaller, the design must be atmospheric capable to be built at the facility.
DEFENSE FACILITIES
Planetary Defense Station: 10 Posts
-Requires 1 size to support
-Provides 2 Instalations, each with 25DP for weapon systems (Missiles 1/2 cost)
*Additional Defense Platform: 10 Posts (Upgrade of Defense Station)
-Provides 1 additional 25DP weapon system
Planetary Fortifications: (5 * Colony Size) Posts (Adds 5 posts to all future structures)
-Doubles city's "Effective" size for surviving bombardment
Planetary Garrison: Posts = Garrison Size
-Requires 0.5 size to support per garrison size
-See Bombardment/Assault
COLONY DESTRUCTION/CAPTURE
Naturally war will eventually come, and someone's going to try and obliterate the precious little colony. Sometimes its the enemy bombarding the place or razing it to the ground, other times is the owner of the colony trying to destroy assets before they are captured. Regardless of the situation its a time consuming affair. Sometimes though the invader actually wants to capture the territory however.
RAZING
Troops on the ground can begin razing the infrastructure well before they actually capture anything, the same can be said for friendly forces preforming scorched earth. Every 10 posts spent "razing" can destroy 1 Level of a facility (or the entire facility if it has no upgrades, Harsh Environment is excluded). This renders the facility damaged rather then destroyed, an additional 10 posts must be done to fully raze the facility.
BOMBARDMENT
When orbital assets are called in, things begin to get leveled fast. Bringing heavier firepower then most ground forces or even air forces can field, short of WMD's at least. Bombardment is a somewhat short process compared to razing, requiring 5 posts per level of a facility Damaged, an additional 5 posts is required to fully raze the facility.
A fleet must have at least 10DP in offensive weaponry per size of the colony in order to be fielding sufficient firepower to effect the colony. For every multiple above the required the amount of facilities damaged is doubled per bombardment cycle. If a colony has Planetary fortifications, its size is effectively doubled.
CAPTURE/STORM
Capturing a colony is a more complicated matter, much more so if the colony has a planetary garrison. A fleet requires 1 size worth of assault ships OR 0.5 size worth of freighters, in carried troops, to capture a city. For each size of planetary garrison, an additional 2 size worth of assault ships or 1 size worth of freighters, in carried troops, is required.
Once a colony is Captured/stormed it takes 5 posts per size of colony to establish proper control. THIS IS NOT A FREE TICKET TO WINNING GROUND BATTLES, PLAY OUT YOUR ENGAGEMENTS, THIS IS MERELY WHAT IS REQUIRED TO HOLD THE COLONY.
REPAIR
Colony structures easily become damaged during conflict, while a structure is damaged it either functions as one level lower or non-functional. A building requires 20 posts to be repaired to operational status again.
Colony Sheet
Name:
Size:
Facilities-