I am busily working on the events taking place from month 186 to 195, but I have decided to implement some changes. These changes shouldn't be a big deal, at least not from the reader's perspective, but are taking some time to work out behind the scenes. Firstly, I decided to change the campaign setting that deals with how SA tracks missiles. When I started the campaign, I couldn't really remember the difference between the two options SA gives you when you start out, so I decided not to use the missile fund. For those of you that don't know, Starfire uses something called a missile fund and a fighter fund to track munitions carried on the various ships in each fleet. Its an abstract system designed to make it easier to deal with the thousands of missiles and other carried munitions that even a moderately sized fleet carries. The empire maintains a fund that is the sum total of the averaged cost of all of the contents in the magazines of the fleet units, and if the number of magazines grows the owner has to pay into the fund, or the number of missiles in each magazine will shrink to cover the expansion. Basically. SA offers an alternative, though. Because it is an automated tool, it offers a second option where it tracks all munitions in all magazines. When a ship is built SA automatically schedules a build order for the munitions to go in its magazines, and if the number of missiles in a magazine is lower than the standard set level, if for instance some were expended in battle, then SA will schedule another build order to replace those munitions.
The second choice, tracking all of the munitions, was the option I selected at the start, and it worked well enough. However, the campaign has grown enough that it has become cumbersome, so I've switched over to the missile and fighter funds. This has had unexpected effects. For the races that have anti-matter weapons, the values of these funds have swelled, and every turn the race has to pay 15% of the fund value to maintain it. For pre-anti-matter races this isn't a big deal, but for those that have developed those weapons, the cost can rapidly become prohibitive. For instance, the Mintek had to drastically adjust the contents of their magazines, because they couldn't afford the maintenance cost. For the most part this hasn't been a big deal and shouldn't be noticeable moving forward.
The second change is that I've decided to activate the optional supply rules Steve added into SA not long before he moved on to begin developing Aurora. I had only a vague memory of how this worked, so I decided against using these rules when I started, but I've always meant to figure them out and start using them at some point. After some digging I found the explanation that Steve posted and activated the option, so moving forward I will be using these rules. For those that don't know, Starfire ships have a maintenance requirement that must be paid every month. If the ship is out of supply it will begin suffering maintenance failures and lose systems. In the original rules, this is a very basic on-off situation. Either a ship is in supply, or out of supply, based on whether the imperial freight network can reach the system where they are located. Steve's rules add some complexity to this, and give the player some options to deal with supply situations. Instead of being an all or nothing option, supply is now available throughout the player's empire based on how much production is in the system in question, and how close that system is to other productive systems. A system in the core of your empire, surrounded by productive systems, will be able to support large fleets, while systems on the periphery won't be able to support much of a fleet at all. This will force a player to plan ahead for offensives, as he must ensure that the offensive route can support the ships he intends to deploy. The new rules give the player several tools to increase supply in a system - supply dumps and supply ships. Supply dumps increase the supply capacity of systems that they are in, and in the surrounding systems. Supply ships carry supplies that a fleet can draw upon if they are in a system that cannot support them, but those supplies had to have been paid for on a previous turn and loaded onto that supply ship.
Kurt