Posted by: sublight
« on: June 12, 2015, 07:48:21 AM »This is the first-draft on the scenario setup. If anyone has a strong preference to see something changed shout out.
The Objective
Galactic Setup
Faction Setup
My definition of Tech Levels:
MultiPlayer Mechanics:
If we go this route turns would be run in 10 day auto-increments until something of strategic interest happened or 3-months pass without incident. So if a battle occurs on day 11 the faction leaders would be notified on day 20. Fleet admirals will be take initiative, and standing orders or contingency plans are encouraged. I will try to process turns within 7 RL days. I ask that factions be prepared to have order updates within 3 RL days of a major event (battle aftermath), or a day an a half of a minor update (sensor contact update).
The Objective
- Deliver construction battalions to The Hill
- Defend the hill long enough to excavate the MacGuffin. (2 battalion years?)
- Transport the MacGuffin back to your home world. (As bulky as a terraforming installation?)
Galactic Setup
- Two or three player factions only. If there is overwhelming interest I can setup extra games, but they would have to be run by others.
- Only the 5-7 systems of strategic interest exist on the galactic map. (the home worlds, the Hill system, and connecting 'jump space' systems)
- Jump points in Solar Systems are 3.5 billion km from the Sun as seems to be average.
- Jump points in the intermediary systems will be 2 billion km apart to give a total 9 billion km separation between Earths.
- Starting jump gates only on JPs leading out of home system.
- Military colonies only, and only in the parallel Sol systems. (Listening posts, ammo/fuel dumps, PDC guardians, etc)
- Civilians and their colonists, mining centers, etc exist only in write ups and will not participate in the scenario.
- The minerals supply chain also exists only in writing, so no mineral restrictions.
Faction Setup
- Standard 500 million start.
- Standard industry, shipyards standardized at 4: Two each for naval and commercial construction: One small (3 expansions) and one large (5 expansions). Each expansion is either +1 slipway or 2x max tonnage. Alternatively, a small shipyard may be scrapped for +40 factories of choice or a large scrapped for +80 factories of choice.
- Standard 8,000 BP for starting ships/fighters/missiles plus additional 4,000 BP for additional PDCs/fighters/missiles.
- Starting ships must fit in a starting shipyard.
- Factions start with all TL3 technology plus 36k RP for customization.
- TL1 and TL2 components may be researched for free. Other components may pay research costs out of either customization RP pool or BP pool.
- One or more techs worth at least 6k RP in total purchased from the RP pool must be designated 'New, not yet in production.' So you can start with magnetoplasma drives researched, but it should not be possible for any starting ship or missile to be equipped with that.
My definition of Tech Levels:
Off-Topic: show
MultiPlayer Mechanics:
If we go this route turns would be run in 10 day auto-increments until something of strategic interest happened or 3-months pass without incident. So if a battle occurs on day 11 the faction leaders would be notified on day 20. Fleet admirals will be take initiative, and standing orders or contingency plans are encouraged. I will try to process turns within 7 RL days. I ask that factions be prepared to have order updates within 3 RL days of a major event (battle aftermath), or a day an a half of a minor update (sensor contact update).