By Howard Bampton (Bampton) on Wednesday, June 10, 2009 - 09:02 pm: Edit |
7 system empires are a "minor" empire. They get bonuses for EE recovery rates, lots of cash for each trading pact (20 EPs per major system, so perhaps 140EPs), have lessened CAN reductions under RB, and probably a few others. Contrast that with a so called major empire that has 8 or 9 majors- Trading pacts are very reduced in their value (8 majors nets you 14EPs- less than a minor empire gets for one; another 13 systems are required to get the same sized bonus- at 3x the cost), EE/RB hits you at full effect. Your poor crew rate is just as bad. You get a bit more cash overall (74EPs for that 8th system if you have a trading pact). You do get an extra turn or two of wartime income.
At 10 majors you get the reduction for poor crew rolls.
Spun a different way- the break even point for a TP by a 7 major systems empire is 3.5 turns (0 additional trade route hexes) to 10.10 (4 hexes). For an 8 major systems empire the numbers range from 41 to 108 turns (32 to 78 for 9 majors). The 3.5 number next shows up at 44/45 systems; 10.10 at 25/26.
Generally speaking from a strategic perspective, surveying space instead of performing an MRR in it costs you long term income. Tactically there are reasons to do so anyway- trading pact, "spoiling" an enemy's MRR site, allowing "war" classes to move through a hex, etc. Extended time on RB can be used to build a system at a surveyed hex, but you'll need to spend 6+ turns on RB in a row to do so (and that is a LOT of economic hardship).
By Alex Aminoff (Aaminoff) on Thursday, June 11, 2009 - 09:33 am: Edit |
So, about surveying vs MRR: MRR is guaranteed to get you a little income now and a lot of income eventually. But when you survey, is there a chance that you find stuff, like major/minor planets you can take over? In which case the tradeoff becomes less clear, since you can clearly survey hexes a lot faster than you can MRR them. If so, is the chance of finding stuff at all known? Ballpark figure?
By Ryan Opel (Ryan) on Thursday, June 11, 2009 - 09:41 am: Edit |
If there is a planet your scout should detect it 1 hex away and tell you what is there. As to what is there or the chances of something being there is up to the GM.
I'd bet in U4 there are a number of neutral 1 hex empires out there for the players to find.
What I suspect a lot of players due is to send a scout out to survey a bunch of hexes, thus making it part of your empire and therby carving out chunks of unsurveyed space to MRR as ships become available.
By John Stiff (Tarkin22180) on Thursday, June 11, 2009 - 10:53 am: Edit |
RE: E2.40, essentially yes. However, they can help indirectly. For example, in converting an existing minor system to a major, the MM can build civilian bases - the TCB. The military can do this also; however, the military may have other priorities. It gives the player an option. (This is slightly different from a system created by MRR, where by rule, the MM must build required military and civilian installations.)
RE: E2.10 From a player's point of view it is advantageous to survey hexes. Surveying a hex provides a free "supplied" invasion route to your neighbor. (There are other ways to do this that cost EP's.) Any way, to even have a trade pact, the two empires need to be connected by a surveyed path and have trade route hexes paid for, etc.
Starships (in un-surveyed space) run out of fuel after 3 game turns. "War" class ships can not enter un-surveyed hexes (a GC restriction). There is a need for surveyed hexes.
One reason for SD and transfers to the military is to allow a mechanism for civilian ships to leave the SR to support a MRR. Because only a limited percentage (15% I think) of civilian ships is allowed, the effect is to limit the number of possible MRR'S.
I've not tried the MRR on a surveyed hex while on Restoration Mobility. (One day perhaps…)
By John D Berg (Kerg) on Thursday, June 11, 2009 - 02:04 pm: Edit |
Boy you guys get on here fast--lol. Makes my life easy.
kerg
By Ryan Opel (Ryan) on Thursday, June 11, 2009 - 02:18 pm: Edit |
We do it so you can get the turns out faster.
By ROBERT l cALLAWAY (Callaway) on Thursday, June 11, 2009 - 02:49 pm: Edit |
Beside this way we can confuse the poor sods into thinking we know what we are doing
By Christopher Braun (Beancounter) on Thursday, June 11, 2009 - 03:29 pm: Edit |
Bah. Fresh question for you all, whilst my players mock me for not performing a regular back up of my computer (lost a lot of files, good thing I print/make notes).
Civil War: Been tossing ideas around on how to run, but I keep drawing blanks. Anyone care to provide me with some more fruitful ideas on how to manage this aspect?
So far my scattered ideas include specific dates (historical or close to), certain conditions (too much low morale systems, poor negotiations with neighbors), percentages of ships which 'defect' to GM control.
Help?
Also, looking for some input on some of my race-specific rules. Hope to have them re-typed shortly.
Alex -- Welcome. I too am trying to run my own campaign. If you want, I can send you a compilation of info I have gleaned from these kind folk so far - once I get it re-typed.
Off to check on his backups - Christopher
By john burton steele (Johnbsteele) on Thursday, June 11, 2009 - 05:04 pm: Edit |
One Civil War suggestion (that was mentioned to me when I asked if I could have the "Terran Empire" instead of the Federation) is to say ... OK you can declare you are forming a new government (ie ... Terran Empire) and tossing out the existing government. Have ALL ships roll an aversion check, military AND civilian AND have ALL planets roll to see if they join you, the previous government, declare indipendance or join some other empire. Of course the Legendary Admiral would have a bonus on the unit he or she is on. (when I was told this I decided to take the Drex Unity instead of the goody tooshoes Flatheads)
By ROBERT l cALLAWAY (Callaway) on Thursday, June 11, 2009 - 06:48 pm: Edit |
Ah the south shall araise again.
2nd Fleet Admiral (we'll him johnnie B)rebells against the federation council (jeanie the book)
1st. one planet is designented 2nd fleet homeport
this will be the new HW of the rebellion
note any numbered fleet must have a homeport planet.
2nd any planet that has a 2nd fleet sq has a +25 to rebell any planet that has an sq from other fleets not in rebellion is -25%
3rd Any planet within 3-5-hexes of the rebell HW is 25+ to join the rebellion.
4th the LA sq will be loyal to the rebellion
5th Any 2nd sq Flag ship sq roll 1d6 on a 6 that sq will remain loyal to the central goverment. For all other sq a D6 is rolled on a 1 one ship is destroyed attempting flee to the loyalist goverment.
at this point the rest of the empire roll it aversion ckecks
note any SR/WF TRH in and concecting rebell planets go with the rebellion
SB/SP/SF are +35 to stay with the central goverment
6th on a 1d6 1 results in the destruction of the SY in a rebell system
ships in a rebell system sy roll 1d6 # is the amount of exter turn to completethe ship
7. each planet rolls a 1d6 this is the number of loyalist When this number is rolled twice in a roll the loyalist take control of the planet
By Christopher Braun (Beancounter) on Thursday, June 11, 2009 - 06:51 pm: Edit |
My special rules:
(Z1.800) You may not purchase any special crew or officers. You will receive a LC and three rolls on the Legendary Officer Chart. These must be assigned to your Fleet Flagships.
(Z3.00) Starting Research and Development
(Z3.10) Each Empire gets 35 “d6” to apply to R & D projects as they see fit, allowing for YIS limitations.
(Z3.20) These are applied after any Empire specific bonus R & D.
(ZF4.00) Empire Specific Bonus R & D
(ZF4.10) Advanced Convoy Defence, Hospital Ships, Prime Teams.
(ZK4.10) Accelerated War Mobility, Alert Levels Tech, Shipyard Specialization.
(ZR4.10) Efficient Economic Mining, Improved Muler, Propaganda.
(ZZ4.10) Accelerated War Mobility, Prime Teams, Superior Avionics I.
(ZG4.10) Efficient Economic Mining, Prime Teams, Troop Ship Support.
(ZT4.10) Advanced Stealth Training, Fleet Formation I, Enhanced Special Sensors, High Powered Movement, Superior Avionics I.
(ZH4.10) Efficient Economic Mining, Top Gun, Shipyard Specialization.
(ZL4.10) Legendary Officer School, Prime Teams, Prototype Division Office.
(ZI4.10) Advanced Convoy Defence, Enhanced Flag Operations, Fleet Formation I.
Federation
Can’t go to War Mobility until attacked.
E1.15 income cap is 15%
E1.151 income cap is 40%
Restoration Mobility OCU is 5.5%
Annual PCU Rates:
Start: 0.00%
Peace Time Mobility: -0.05%
Limited War Mobility: 0.30%
Full War Mobility: 0.75%
Restoration Mobility: -0.60%
Minor Colonies: 0.15% per 4
Major Colonies: -0.05% per 4
Gains 7.5% OCU, 2 additional rolls on Legendary Officer chart (does not have to be applied to the flagship as per Z1.800).
Klingon
“Poor” ships are Penal-class vessels.
Mutiny Chances based on ship damage:
Damaged (=<50%): 5%, check at end of battle
Crippled (=<75%): 20%, check at end of battle
Dying (=<90%): 45%, check at end of round
+10% chance for Penal-class vessels
If Mutiny occurs, vessel will either join sides with the enemy, or will attempt to flee at best possible speed to enemy territory and ask for asylum.
SFG technology is unique and can not be traded.
Mauler technology must be acquired from Romulans.
Annual PCU Rates:
Start: 1.25%
Peace Time Mobility: 0.10%
Limited War Mobility: 0.45%
Full War Mobility: 0.70%
Restoration Mobility: -0.30%
Minor Colonies: 0.15% per 3
Major Colonies: -0.05% per 4
Gains 5% OCU, 1 additional roll on Legendary Officer chart (does not have to be applied to the flagship as per Z1.800).
Romulan
A minimum of 40% of all vessels initially purchased must be of the Non-Tactical Warp versions.
Decrease Year In Service Dates of all “Old”-class vessels by 10.
Cloaking technology can be traded but will be very costly and subject to GM discretion.
Mauler technology can be traded to Klingons and Lyrans at normal rates. Trading to other races is subject to same limitations as Cloaking Technology.
The Sparrowhawk War Cruiser-class is exempt from the xx.xxx rule.
Can convert 2 SC4 and 1 SC3, or 1 SC2 from NTW to TW per year. Does not count against normal conversions.
Restoration Mobility OCU is 3.5%
Annual PCU Rates:
Start: 0.25%
Peace Time Mobility: -0.05%
Limited War Mobility: 0.40%
Full War Mobility: 0.70%
Restoration Mobility: -0.55%
Minor Colonies: 0.15% per 3
Major Colonies: -0.05% per 4
Gains 5% OCU, 2 additional rolls on Legendary Officer chart (does not have to be applied to the flagship as per Z1.800).
Kzinti
Receives a 10% discount on drone speed upgrades R&D.
Annual PCU Rates:
Start: 0.00%
Peace Time Mobility: -0.05%
Limited War Mobility: 0.35%
Full War Mobility: 0.75%
Restoration Mobility: -0.50%
Minor Colonies: 0.15% per 4
Major Colonies: -0.05% per 4
Gains 5% OCU, 2 additional rolls on Legendary Officer chart (does not have to be applied to the flagship as per Z1.800).
Interstellar Concordium
Can’t go to War Mobility until attacked.
Can only spend 50% of military budget on military vessels and OCU upgrades until encountering another empire. After that, can only spend 75% until they have engaged in hostilities with another empire. The remainder must either be spent on the Merchant Marine, or saved to a maximum of 10% - the remainder is wasted.
Decrease Year In Service Dates as follows:
CA, CL, DD, FF, PC, TUG, Pods, and Bombers by 10
DN, NCA, DWH, and Fighters by 5
E1.15 income cap is 15%
E1.151 income cap is 40%
Restoration Mobility OCU is 5%
Annual PCU Rates:
Start: 0.00%
Peace Time Mobility: -0.10%
Limited War Mobility: 0.60%
Full War Mobility: 0.90%
Restoration Mobility: -0.45%
Minor Colonies: 0.10% per 4
Major Colonies: -0.05% per 4
Gains 2% OCU at start.
This is what I've rebuilt so far. OCU can be bought (7 EP for 4 CU, max of 10% CU produced per turn - acts like PCU pool). Still trying to rebild notes for a few missing races - Gorns had a modifier for capturing ships, small penalty of fighter squadrons; Tholians had rules for 312th, Pinwheels, and Xenophobia; Hydrans had a Top Gun bonus on starting fighters, bonus on MM income, discount on fighter R&D; Lyrnas had discount of PF R&D, bonus on MM income.
By Jean Sexton (Jsexton) on Friday, June 12, 2009 - 06:48 am: Edit |
Christopher, the only things I see are:
1. The requirement that the Legendary Officers be on the flagship--The LMM would be far better on a troop ship, the LBC must be on a base, and an LP would be better off with on an R&D project. You may wish to allow a "do over" if they get them.
2. You need to define "are attacked" for the ISC and Feds. Can they start a war and then go to War Mobility if they are attacked back?
3. You need to define how long the Feds and ISC can stay on War Mobility after being attacked. So I get into a border skirmish with a neighbor on Turn #1. Am I free forever? (evil grin)
4. You realize by cutting the budget of the ISC to a PT level and then cutting it another 50%, you are going to severely impact their navy, right? Say they have an 7 world empire with a couple of trade pacts. The PT income is probably about 500 EP. 250 EPs doesn't buy much . . . and if their neighbors are smart, then they'll gang up on them for one massive blow. You might allow them to be able to bump up once any of their neighbors clash in an area where they could be observed. Even then, it could be hard on them to play catch-up.
5. This may be hidden, but you need to set conversion rates. You may want to set them a bit higher for those empires restricted to a PT mobility as that impacts conversions (and scouts are a conversion--the Feds at least have the GSC as a base hull).
By Alex Aminoff (Aaminoff) on Friday, June 12, 2009 - 10:44 am: Edit |
Still trying to figure out the implications of the rules.
So rule B3.45 says that when a MRR reaches 15%, the CB and 150 military units must be paid for by the MM budget. Does that imply that it has to be bought at that time, or can the MM pre-buy some of the 150 points of units and keep them in the SR until needed?
I guess the intent is that the 150 points is static defenses like orbital bases and ground bases and the like, but I can't find a rule that requires that. So could the MM just use freighters or POLs taken from the SR to fulfill the requirement?
By John Stiff (Tarkin22180) on Friday, June 12, 2009 - 12:04 pm: Edit |
Wow, we have some imaginative new Game Masters. That is "COOL"!
I can answer the MMR 15% question, having done it.
Yes, the military units are bought at the time of declaration of a minor or major system. One may not pre-build military units as the system did not exist yet.
Yes to static defenses (this is the traditional way). The GM will have to rule if SR forces may be used. I suppose that technically, they were built by the MM. (Kudos for new thinking!) One has to worry about the 15% limit regarding transfers to the military. The MM support ships doing the MRR may already count toward this limit.
Some random thoughts!
The declared system will not produce EPS until the requirements are met. Depending on how much the MM earns, this can be over several game turns. But no worries, there is not time limit on how long it takes.
I've toyed with the idea of building a SB as the required military unit. It takes longer, but assuming rich MM funds, it saves military funds (the SB is expensive, but nice to have). Early in the game, one wants the system producing as fast as possible, so I go with Ground Bases. They are built quickly.
By Christopher Braun (Beancounter) on Friday, June 12, 2009 - 01:40 pm: Edit |
Jean:
Feds and ISC - a) Hadn't considered the conversions rates for them - thanks (and always saw the GSC as a conversion). Right now everyone has static 2/4, 2/3, 1/2 conversion rates. Have notes toying with the idea of modifying conversion rates based on amount of shipyards and/or time elapsed (ships get better without dedicated R&D, why not other tech?).
b) War Mobility - a thought. Maybe modify to LW mobility for "border skirmishes" or something.
Which reminds me, I need to write the general rules governing LW/FW mobilities (to keep them from just going to FW and back for the income grabs). My PCU rates were part of that theory, to make it less than desirable to run at war levels too long. (Hm, a potential Civil War idea!)
ISC - reviewing my player's first couple of turns, I have the feeling they were going to play the ISC historically, or just turn them into an island (they had several OMA minor colonies in the area). Ergo, I think that they didn't mind, especially since I gave them (and to the Feds, but not as much) some extra major colonies to start in order to compensate for their mobility restrictions.
LO - no one rolled anything that wasn't good on a ship, so I missed that completely. Will modify my Z1.800 to adjust for that, thanks.
John - Thanks. Not very often I get called imaginative (us Accountants aren't seen that way for some odd reason ). If you think what I've posted is cool, you ought to see what's ended up in my recycle bin.
General thought - Outside of the GSC (which apparently isn't a conversion), are there any other hulls that would be considered a non-conversion hull? I'm assuming NCAs are base hulls (though most/all are CW hulls with extra engines). Others that potentially come to mind are:
-Fed Battle Frigate, Deckhouse and Heavy Destroyers (both CNJ units)
-Klingon F6, E7
-Romulan Hawk series? Each "Hawk" is it's own class?
-Tholian NCAs - just a CW with a weapon's pack slapped on. Variant or seperate hull?
-Hydran Hellbore/Fusion/Hybrid ships? Each it's own class?
I'm also assuming that a DNL/DNW hull is a base hull rather than a variant hull of the DN? Gorn/Tholian/Hydran/Lyran race rules to come shortly (I hope).
By ROBERT l cALLAWAY (Callaway) on Friday, June 12, 2009 - 06:46 pm: Edit |
ref chris message of the 11th.
Both the Feds&ISC are restriced due to the size of the empires in relationship to the rest of the races. If you as the GM are running non histroical Feds/ISC (ie only 7-8 planets) then restricing their income even further will only result in their early death. Even if they are played histrical they would have a burning needed to increase their working frieghters # the fed is huge as it need for TRH and FT for trade pacts. the feds/isc are most likly to find themselves diverting large sums into the MMR
By Christopher Braun (Beancounter) on Friday, June 12, 2009 - 06:47 pm: Edit |
Here's the rest.
Gorn
Troop ships Directed Capture Damage multiplier is 4.
Non-troop ships convert 20% of their AF into “Troop” capture points when performing capture action.
-10% of AF/DF on fighters.
Annual PCU Rates:
--Start: 0.00%
--Peace Time Mobility: 0.00%
--Limited War Mobility: 0.35%
--Full War Mobility: 0.65%
--Restoration Mobility: -0.45%
--Minor Colonies: 0.10% per 3
--Major Colonies: -0.10% per 5
Gains 5% OCU, 2 additional rolls on Legendary Officer chart (does not have to be applied to the flagship as per Z1.800).
Tholian
Pinwheel Rules:
--Can only be used in defensive situations
--3 vessels of the appropriate type per the Master Annex can combine
--Combine BPV of ships, calculate new AF/DF, then apply combined modifiers for individual hulls (including X-ship bonuses)
Web technology is unique – can not be obtained by any other empire, by any means.
Xenophobic – trading results in only 1/3 any benefits, but cost remains the same.
The Tholian Homeworld is actually a Dyson Sphere. It has 60 locations (as opposed to the normal 48). Ground-Based defences are considered one large unit in combat.
Annual PCU Rates:
--Start: 0.00%
--Peace Time Mobility: -0.35%
--Limited War Mobility: 0.40%
--Full War Mobility: 0.90%
--Restoration Mobility: -0.50%
--Minor Colonies: 0.15% per 4
--Major Colonies: -0.05% per 5
Gains 2.5% OCU, 1 additional roll on Legendary Officer chart (does not have to be applied to the flagship as per Z1.800).
Hydran
35% of all initially purchased fighters are Top Guns.
Receives a 10% discount on fighter/bomber/carrier R&D.
Receives a 10% bonus on MM income.
Restoration Mobility OCU is 3%
Annual PCU Rates:
--Start: 1.00%
--Peace Time Mobility: -0.10%
--Limited War Mobility: 0.45%
--Full War Mobility: 0.80%
--Restoration Mobility: -0.35%
--Minor Colonies: 0.10% per 3
--Major Colonies: -0.05% per 3
Gains 4% OCU, 1 additional roll on Legendary Officer chart (does not have to be applied to the flagship as per Z1.800).
Lyran
Receives a 10% discount on Fast Patrol Ship R&D.
Receives a 4.5% bonus on MM income.
Restoration Mobility OCU is 3%
Annual PCU Rates:
--Start: 2.00%
--Peace Time Mobility: 0.00%
--Limited War Mobility: 0.55%
--Full War Mobility: 1.05%
--Restoration Mobility: -0.20%
--Minor Colonies: 0.15% per 3
--Major Colonies: 0.10% per 4
Gains 6% OCU, 2 additional rolls on Legendary Officer chart (does not have to be applied to the flagship as per Z1.800). PFs may have OCU.
PCU percentages notes (Hadn't posted these before): PCU increases or decreases based on mobility levels and amount of colonies. Colony modifiers represent various aspects, from better schooling to local planets enticing/hording the best to "stay at home". Despite all modifiers, PCU can not go below starting level (to be renamed base level). Another experiment I'm going to run is to add modifiers to base levels for events such as long years on WM/EE, losses of major colonies.
Neo-Tholian Ships... Can't decide. Give reinforcements for 312th, or put limits on Neo-hull construction? Thoughts?
By Howard Bampton (Bampton) on Friday, June 12, 2009 - 10:11 pm: Edit |
Quote:General thought - Outside of the GSC (which apparently isn't a conversion), are there any other hulls that would be considered a non-conversion hull? I'm assuming NCAs are base hulls (though most/all are CW hulls with extra engines). Others that potentially come to mind are:
-Fed Battle Frigate, Deckhouse and Heavy Destroyers (both CNJ units)
-Klingon F6, E7
-Romulan Hawk series? Each "Hawk" is it's own class?
-Tholian NCAs - just a CW with a weapon's pack slapped on. Variant or seperate hull?
-Hydran Hellbore/Fusion/Hybrid ships? Each it's own class?
I'm also assuming that a DNL/DNW hull is a base hull rather than a variant hull of the DN?
By John Stiff (Tarkin22180) on Saturday, June 13, 2009 - 10:00 pm: Edit |
Hi Christopher,
Accountants can be imaginative! (Beware of the term "creative accounting". In the business world, it has bad connotations.)
Did you know that all Andromedan ship captains must have a CPA degree?
Well, I can not make heads or tails of the " dark bar" in G2. For the ISC, the BB, DN, CA, CL, DD, FF, TUG, CW, DW are the base hull designs. I've assumed that everything else is a conversion*. (I am a programmer, so this is natural for me!) I think the DNE (early dreadnought) is an exception to the rule regarding a base design.
Then there is the "you must research that ship" rule. For example the ISC CAM, can not be converted until the ISC has Mauler Tech.
The most common conversion in my opinion is the SC (conversion of the DD).
Other races are more complicated (sigh). Anyway, the *Game Master will "let you know" (one way or another) if your assumed base degsin was really a conversion.
(Oops, you are the Game Master and are asking...Well, the game is complex! Hopefully John or Mike can answer this more completely.)
It is simpler (for me) to ask the GM if the ship is a base design or a conversion when the year in service is equal to the game year!
Howard is "The "Romulan Player", so I presume that he is correct. (What, no KE???) They have many more base designs than the ISC.
By Howard Bampton (Bampton) on Sunday, June 14, 2009 - 01:32 am: Edit |
The KE is a heavily refitted WB. It is also a CC, which means one per squadron (and which is better- a 140 point KE or a 192 point (plus 8 fighters) Sup?), greatly limiting their usability in GC. If Christmas in June^w^w^w CL #39 includes a non-CC version of the WB/WE/KE hull that isn't a CC, then maybe one would see more of them.
As things currently are in the rules, the WB hulls are best turned into PEs.
Now one could probably allow the KE to be treated as a CA as an exception to D6.40 without breaking the game either "out of the box", or via a Romulan specific R&D project. If you are really worried about allowing unlimited KEs in a squadron, then make the hypothetical KEEFO (KE EFO) a multi-level tech like CEFO. Odds are that the law of diminishing returns will kick in around KEEFO-II or KEEFO-III.
The Romulans are probably the one empire that this exception is reasonable- everyone else has a CA/BC that is about as good as their CC (same speed, similar BPV).
U1 never got to the point where I was stuck with a surplus of hulls that could be turned into KEs. U5 probably won't due to the SE (the only currently published Old Series scout) being needed for survey duty taking precedence and the impending SuperHawk/FireHawk availability. U4, with a 18 year wait (Y150 start, SuperHawk prototype #1 buildable in Y168 or sooner), well, who knows.
By John Stiff (Tarkin22180) on Sunday, June 14, 2009 - 04:03 pm: Edit |
Whew, the KE is a conversion of the WB. I would not like to see a squadron of just KE's. I'm glad it is a CC type.
Even the ISC would prefer a CV to a CA.
Those Romulans are special, with their various modules. The TUG and pod combinations are the closest the ISC can come.
By Tos Crawford (Tos) on Sunday, June 14, 2009 - 08:58 pm: Edit |
Its not that kind of CC type. The KE was provided an exception to the S8 command ship limits. It is allowed to operate in squadrons, though your campaign rules may over ride this.
By John D Berg (Kerg) on Monday, June 15, 2009 - 05:37 pm: Edit |
I thought some new GC players might like to see how we do battle set ups. This is from the current turn. The 2 admirals are veteran players. In this case the battle is sent to the Klingon Admiral since he has a LA he has the right to see the battle and then decided if he wants to fight. It is also sent to the Hydran Admiral only as a checksum.
enjoy
![]() u5_battle_r26.doc (23 k) |
By Christopher Braun (Beancounter) on Wednesday, June 17, 2009 - 07:53 pm: Edit |
Read the file - interesting. I assume that Fragile is a Klingon "special rule", and that Hearty Ship Design is a R&D advancement?
As for mutiny - I assume that it's a long standing rule already, but why roll before the battle, just out of curiosity?
Pondering rule for Neo-Tholian and Kestrel hulls: can be built as normal (modify the ISDs for the Neo-hulls), but have limits on their construction. Say, each Neo/Kestrel hull takes up a conversion slot. Variants take another conversion slot on a subsequent turn. That, or require specialized shipyards for special hulls.
By Howard Bampton (Bampton) on Wednesday, June 17, 2009 - 11:10 pm: Edit |
The U5 game is too new for any R&D from the player's perspective to have completed. Odds are these are the typical GM special rules to keep everyone from computing combat/YIS dates to the last decimal.
Wearing Player hat- mutiny (in SFB) happens at some point during the battle. GC abstracts battles, so the mutiny has to happen before the battle. If it happened afterwards (or after a battle round) it could well end up that the only surviving ship(s) is/are the one that switched sides and are otherwise undamaged (how did it mutiny then?). Odds are that a ship that mutinies will be getting directed damage at it from the Klingons, and will thus not survive the battle. The roll first is consistent with computer operated ships (C9.10) which have a similar failure outcome.
The Tholians are an odd case. In a non-historical campaign where growth is a reasonable path, you would have to allow them something. With a YIS date of Y147 for the C, Y167 for the D, and Y179 for the CW, there might be a better solution for a Y150 or Y160 start date-
a) give them (or allow in the initial builds) NeoDN hulls; no replacements
b) grant them 100 (or 200) points of R&D into early produciton of the D hull
c) move the YIS date for the CW up to the campaign start time or before. this is the CW only, not any variants of it- those come it at the normal time.
They now have a DN like everyone else (NDN), a path to building replacements, albeit lower quality ones. They have something between the C and DD (OK, the CW is more expensive than the C, but only takes a turn to build vs. the two for the C- at least they now have a CLish type hull).
By allowing the Romulans to build Kestrels, you are raising the obvious (to me at least) question- so I can build someone else's designs, but not my own when it comes to warp? That makes no sense. The U1 Romulans did OK (Y150 start date, game called in Y170). The U2 Romulans died quickly, but so would anyone who was in a four (five?) front war. Your start date really decides the "fix", if any. They are quite playable in Y160 with minor handwaving (ex: allowing limited Kestrels as starting forces to keep people on their toes; or giving YIS bumps on the New Hawks). [Were I a GM, I'd allow the D7C/D7/E4 hulls and maybe the C9, as well as the "historical" D6/F5 ones, albeit with historical ratios (i.e. you must have no more than 1xD7C per 3xD7's, and no more than 1xD7 per 2xD6; max 1xC9; Kestrels limited to 20% (50%?) of all ships by size class).] They are much harder to play in Y150 and probably need more active tinkering by the GM. As I am the Romulans in a Y150 game, but lack the GM's eye view (and Mike's game has more concealed info than John's), I lack the data to confirm how balanced things are. [I do believe that Mike has not put me in an untenable position, I am just not sure how he has done so.] I do think the tinkering John has done in his game is in the ballpark (too few turns to have hard data).
One way a GM _might_ fix a Y150 game is to encourage the Romulans to make use of R&D to get their toys early. With 24 years of lead time (150 start, 174 YIS date), you have nearly a 100% certainty of getting a 10 year advance on the SeaHawk for at most 675 EPs (again, worst case). So, again, worst case- SeaHawk, SkyHawk, SparrowHawk, FireHawk, SuperHawk, Condor- ~4000EPs. Give the Romulans an easier starting position, or something that will get them a part of that hypothetical 4K (more probably 3k or 2k).
This is a possible special rule (not fully thought out)- "Great House R&D Program"- The Romulan houses provide two 25EP scientific R&D allotments per turn. These funds can not be spent on the same project two turns in a row (everyone's pet project needs to be funded). Dice must be rolled each turn for funded projects, even if they are not at the level that a roll would normally be made- any time a 6 is rolled, neither funded project is a success (minor sabotage); if two 6's are rolled, the more advanced project loses 100EPs of progress (or is delayed a year if 100EPs isn't available) (major sabotage). These funds can only be spent on advancing the dates for New Hawk base hulls, including the X1/X2 versions of them. These funds may not be used on the same project, nor may normal funds be be used on the same project on the same turn (i.e. 25EPs scientific R&D per turn limit total on a project).
While it is a crap shoot as to how well this will work out due to the sabotage problem, you have a fun quirk. You'll need to fund at least 4 projects (2 funded one turn, 2 others the next), out of SeaHawk, SkyHawk, SabreHawk, SparrowHawk, FireHawk, NovaHawk, SuperHawk, Condor, KingCondor, and probably a few others a player may consider that I've missed. This will bring about a broad, but shallow advance if stuff is done the free path only, or allow a more in depth set of advances if it is supplimented with normal cash on the off turns.
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