Turns due in 3 1/2 hours.
Things to note
Tech trading
- The FSA will no longer be tech trading barring "Emergency/roleplay" and that will be rare. I will only trade if the NAU-RUS trade, and then it will be a equal points.
- The FSA has traded in the past with both the NAU and RUS. It would be unfair to not trade a equal amount before shutting the door. The FSA-RUS still can do 1,000 RP of trading.
At the start of the next turn everyone gets five more Research labs to increase the speed of research since trading will now be rare.
European Union
- I set up the EU set up.
-They have 500 million population, shipyards, 20 missile bases, and will have 5 less research labs then everyone. They start only with the tech that the "Hand me down" from other nations. Thus they are well behind everyone.
- you can donate ships and Research to the EU for bonus for the Emigration out of the EU.
- EU at the end of the year will get 22 million when Turkey joins it.
- The EU will be behind everyone most likely but there activity will depend on the politics, which will be totally random.
COMBAT!!!
- There may be battles in the future, as warned, I am setting something up that might give a little more excitement to this game.
- to speed up battles, I do ask that the combat orders give the admin the idea of tactics, and then I will run the combat
- If something unexpected happens, or a key system is damage/knocked out (Engine, FC, Weapon, Sensor) I will be referring to the team
- if combat does happen I will expect that the teams give me quick turn arounds on the actual combat tactics.
- if other teams can see the impacts/battles, they will be notified. If it in the Sol system, it will be "Public" such as "There is a battle near Neptune, civilian sensors are indicating impacts...
- Combat will be handled by sub turns. I will expect 24 hour turn around for tactics.