Aurora 4x

Astra Imperia => General News => Topic started by: Erik L on November 11, 2015, 02:54:50 PM

Title: v17
Post by: Erik L on November 11, 2015, 02:54:50 PM
Change log as of 11/11/2015

1.   Added decommissioning and recommissioning facilities.
2.   Added rules for exceeding the facility limit.
3.   Added habitable zone classifications.
4.   Added a section to Chapter 30 for multi-faction starts.
5.   Added selling/destroying facilities.
6.   Added starting EH value.
7.   Added a starting EH value for NPRs.
8.   Changed Intelligence Agency slot cost to 2 ground or 3 orbital.
9.   Swapped specs on Research Facility and University.
10.   Added planetary industry to allow for non-shipyard construction of mobile assets.
11.   Changed small craft construction from flat rate to bay points consumed.
12.   Added a paragraph describing Industrial Index
13.   Added to Atmosphere – None.
14.   Modified costing on Crystalline Tech for Lithovores.
Title: Re: v17
Post by: Erik L on November 11, 2015, 02:57:34 PM
1. Decommissioning/Recommissioning Facilities

Decommissioning Facilities
A facility may be decommissioned for a one-time cost of 25% of its purchase price. At this point, the facility no longer counts for excess facilities, does not affect income, and does not produce any output. The slot used by the facility, however is still occupied. If the population increases and the facility limit is increased, the decommissioned facility still considered to occupy the slot. A decommissioned facility may be recommissioned for a one-time cost of 50% of its purchase price and a time of one month per slot it occupies. A decommissioned facility may not be recommissioned if doing so would put the system over the facility limit.
Title: Re: v17
Post by: Erik L on November 11, 2015, 02:58:14 PM
2. Exceeding Facility Limits
If a population shares the planet with another population, and one of them is conquered, calculate the new population size. If the number of facilities exceeds the amount able to be supported, each facility (not just the excess) suffers a 10% penalty per facility in excess to its output. In addition, the increased inefficiency reduces the tax income by 2% per excess facility.
Title: Re: v17
Post by: Erik L on November 11, 2015, 02:59:01 PM
3.  Habitable Zone Classifications

The Green Zone is the habitable zone where water is liquid and life may exist. The zone inside the Green Zone is the Red Zone, and outside is the Blue Zone. The values in the table above are in AU.
Title: Re: v17
Post by: Erik L on November 11, 2015, 02:59:43 PM
4. Multi-Faction Starts
Multi-Faction Starts
This refers to a special case where more than one player or non-player empire exists on the same planetary body. Creation for each race is done independently, though certain restrictions should be adhered to, mainly breathable atmosphere type.
Facilities & Personalities
Each population maintains its own pool of facilities, both ground and orbital. Each population also maintains its own Personalities.
The mineral abundance and indices are communal for the planet that the populations reside. Each population past the second imposes a -5% penalty to values globally.
Dave is creating a three empire game, starting on the same planet. The planet has the following minerals: Normal Heavy Metals (12), Abundant Radioactives (17), Normal Non-Metallics (10), and Motherlode Industrial Metals (28). This gives the planet a final MI of 10.5. The Exploitation Index is 7,035. Each empire has a tax rate of 50% and a modified tax rate from population of 37.5%. This brings the income of each empire to 2,638. Because there are three empires, this is further reduced to 2,506.
Each empire on the same planet start with Full communications. Political treaties should be at Non-Aggression at a minimum.
Title: Re: v17
Post by: Erik L on November 11, 2015, 03:07:01 PM
5. Selling/destroying facilities

Selling/Demolishing Facilities
A facility may be sold to another empire on the same planet for an agreed upon price. Once sold, the facility counts against the new owner’s limits and frees the slots from the seller’s limits.
Facilities may also be demolished. In this case, a one-time charge of 10% of the build cost is incurred. The demolition takes 1 month per 2 slots occupied and when completed, frees the slots for further use.
Title: Re: v17
Post by: Erik L on November 11, 2015, 04:24:08 PM
6.   Added starting EH value.
Each system in the player’s empire begins at an Economic Health of 5.

7.   Added a starting EH value for NPRs.
Economic Health is determined for the non-player race by rolling 1d10. The result of this is the current EH value.