Galactic Conquest Rulebook/R&D Additions/Corrections

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Galactic Conquest: Galactic Conquest Rulebook/R&D Additions/Corrections
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This topic includes official clarifications, additions, and changes to the Galactic Conquest Rulebook as pertain to all Universes or Universes 1 and 2. It also includes officially-approved, public-knowledge Research & Development projects. Only information from the GMs or their designated poster should appear here. Questions should go in the Campaign Q & A.

Banter is subject to deletion.
By Bill Phillips (Praetor) on Saturday, October 23, 2021 - 12:50 pm: Edit

Are there any plans to release a new revision of the rulebook in the near future ??

By Bill Phillips (Praetor) on Saturday, October 23, 2021 - 03:47 pm: Edit

.

By Steve Cole (Stevecole) on Saturday, October 23, 2021 - 05:46 pm: Edit

SFB basic set? No. Oh, you mean GC, sorry to interrupt.

By Charles "Lucky" Coleman (Mwmiyd) on Monday, October 25, 2021 - 10:58 pm: Edit

Bill, Yes there are plans. I do not know the exact time frame. But it is being worked on as we speak.

By John D Berg (Kerg) on Saturday, October 30, 2021 - 09:04 am: Edit

Lucky (one of our editors) is correct.

By John D Berg (Kerg) on Monday, April 04, 2022 - 07:56 am: Edit

So the Galactic Conquest Version 6 Rule book is close to being sent for final editing. To get a head start on these changes for the players the following info is provided. Some kind of grace period will be instituted for significant rule changes to be determined by Rules Committee.

(V1.0) VERSION 6 RULEBOOK GOALS

The version 6 rulebook had five major goals:
Make the rules more clear to a new reader. This includes both reworking the text for a given rule and reorganizing the rules themselves for ease of comprehension by adding basic concepts and then the more complex ones for a topic.
Expand the rules with more content, including X1 and X2 era techs, with substantially more extensive cross references to related topics, and with complex examples (and the occasional hint on what a rule is for or a designer’s note).
Fixing rules that just didn’t work as intended (or the players found unexpected ways to stack things together and break the game or the tech was too underpowered to be worthwhile to deploy).
A formal “sequence of play” was created.
How to set up a new campaign (including examples) could be hard for newer players to figure out. Several examples have been provided, and the material from Captains Log 50 was reworked and expanded upon.

A few rules that had existed for some time but had never been formally documented were also added.

The combat rules were reorganized to make it easier for normal folks to understand how they work and how combat factors are computed (appendix 1 was revised to make this part easier).

(V2.0) RULES CHANGES (V5 to V6)
This section is a list of significant rules changes between Version 5 and Version 6.
The infrastructure changes for a major system have been raised from 150EPs to 300EPs. The TCB and BS requirements are unchanged. See (B4.70).
Conversions and refits have been reworked as there were sometimes ambiguous ways to determine if something was one, the other, or both. A specific change is that if you are using a conversion to produce a ship (such as converting a FF into an FFS), then any refits that are available (ESS, +, B, etc.) may be applied at the same time without the change counting as a refit as well. See (B9.80).
Tech advancements are limited to one per turn (so you can’t use both mass investment and the scientific method to possibly get two advances, nor, if you have enough into a project to “wrap around” (700EPs), can you get two advancements from one team). See (D1.20).
Tech advancements are no longer traded between teams (so three teams working on getting the CX 10 years early won’t share their results each turn and keep up to date, instead they’d be three distinct teams with possibly different advancement rates). See (D1.30).
You may only fund research via scientific method or mass investment for a particular project on a given turn, not both. See (D1.40). Both are incompatible with trading (D2.0).
A reference list of the consequences of trading tech to allies is more clearly detailed (D2.40).
ISS, and AAP costs have changed for X tech units. X1/X2 ships use the same rates as non-X ships (which raises their ISS/AAP costs) instead of derating their cost to factor in that they already have ESS included in their EPV.
ESS-II tech has been added, which allows PFTs, CSVs, and a few more ship types to get ESS (but well into the X era).
Fighter techs (in general plus AST-II, AST, Mega, & Top Gun) were reworded and reworked to make them easier to understand how they work individually and when stacked. To reduce complexity, fighter tech stacking was simplified and examples provided (see Appendix 1/E).
Stellar Forts have been removed and replaced with SFB’s Stellar Fortress. At the time the Stellar Fort was introduced into GC, the Stellar Fortress hadn’t been published.
This minefield rule: “It is possible, due to MX, to be stuck in a hex spine rather than a hex at the end of a turn. Sensoring will be calculated from the hex being left.” has been removed. It greatly complicates the rules as you have to decide some edge cases (supply, movement, scanning). Removing it solves those problems (but causes headaches for speed 1 units and can do so for others in contrived cases).
The force elimination requirements for a raid (F5.0) have been spelled out more clearly.
You cannot mix DTM and TWM in the same turn

By Bill Phillips (Praetor) on Wednesday, May 25, 2022 - 11:56 pm: Edit

I am curious as to why building a variant from the keel up is still considered a conversion?

By John D Berg (Kerg) on Thursday, June 09, 2022 - 05:44 pm: Edit

To keep conversion under control. They were limited. If you allowed free build conversions, and you had 6xSC3 shipyards, why not build 6xCC? In no time the game would be filled with conversion classes.

By Bill Phillips (Praetor) on Saturday, August 20, 2022 - 12:51 pm: Edit

Is there any news on the proofreading of V6 ?

By John D Berg (Kerg) on Saturday, August 20, 2022 - 02:56 pm: Edit

its in the final stages, we are hoping to get it to ADB by September.

By Bill Phillips (Praetor) on Sunday, August 21, 2022 - 04:44 am: Edit

cool

By Bill Phillips (Praetor) on Wednesday, April 05, 2023 - 05:45 pm: Edit

Any announcements from Webmom?

By John D Berg (Kerg) on Thursday, April 06, 2023 - 09:11 am: Edit

It has been sent to ADB for intermediate editing, then a process will be in place to get it into players hands.

By Jean Sexton Beddow (Jsexton) on Thursday, April 06, 2023 - 12:09 pm: Edit

I have it, but I have to do the checking in my "spare time." I've found recently that my unallocated spare time is dwindling. :(

By Tev Dorrin (Haukea) on Friday, July 26, 2024 - 06:31 pm: Edit

Hello,

I recently purchased the GC rulebook (version 5C) and after finding out about the webiste (sfb-galactic-conquest.org) I noticed that there's a version 6 (6.2?) of the rulebook. I'm wondering why the electronic versions available are version 5C, and if those of us who purchased the old rulebook electronically will have our copies updated to the new version?

By Dal Downing (Rambler) on Saturday, July 27, 2024 - 01:44 am: Edit

Because version 6.0 is still being playtested. They haven't approved v.6 for General Release.

Its not a grand conspiracy they just want to get it right.

By Jean Sexton Beddow (Jsexton) on Wednesday, July 31, 2024 - 02:04 pm: Edit

Tev, with everything going on, we haven't gotten this ready yet. It may be a couple of months as my duties aren't just GC any longer.

Sorry, but it will be a new release.

Jean


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