ALL CURRENT PLAYERS, READ THIS. IT IS A NEW GAME RULEThe problem with arbitrarily increasing stuff throughout the empire instead of specifically at a single planet is that if a player looses one, how will you know what that player lost?
And if when building ships, what will prevent ships from being built at a planet without any industry at all? Industry and Military should not apply across the entire empire.
Also, needing 10 Res or Ind for one research project or one ship will force us to spend most of our beginning turns(say, 1-10 or so) doing... Nothing at all since we won't be able to do anything, which is boring.
I think instead in the case of industry and research we should give each project a certain amount of "points" needed to finish building/researching, and each ind/res/mil provides a point in that direction. Like, say, I want to research Planetary Railgun which will cost 55 points of research, and I have 10 points of research, and I'm researching two things at once; the amount put into both research programs will be split, so I will only get 5 points of Res in 1 year, meaning Planetary Railgun will take 11 years to research. However, if I stop or pause researching the other project, all 10 research points will go into Planetary railgun. Meaning it will only take 6(rounded up from 5.5[all fractions should be rounded up only]) years to research instead.
Also, in the case of odd numbered point-per-turn splitting, the ones from left to right on the research/production list gets the odd numbers remaining. E.g. 14 Res, and 3 projects. First and second ones get 5 and the last one gets 4.
Personally, I think this type of format, or something related to it, would be good:
Empire: New Earth Confederation. Research: 24. Econ:14.
Researching: Gamma Ray lasers(12/15)[1 Year Remaining], 35cm focal size lasers(36/50)[2 Years Remaining].
I: Gas Giant. Population: N/A.
II: Venusian. Population: 0.
III: Earthlike planet. Population:162704. Res: 24, Ind: 13, Econ: 14, Mil: 5.
-Build Planetary Railgun.
5 Years Left.
-Build Research Lab.
1 Years Left.(+1 Research)
-Build Research Lab.
1 Years Left.(+1 Research)
-Build Gaia Terraformer.
5 Years Left(26 of 80).
-Build Shock Troop Unit(new).
4 Years left(0/20).
IV: Plutonian. Population: 0.
V: Terraformed Martian. Population: 1260. Res: 0, Ind: 1, Econ: 0, Mil: 0.
-Build Research Lab.
1 Years Left.(+1 Research)
Ships in system:
5 Voyager colony ships. (4 orbiting planet III, 1 orbiting planet V)
I: Martian. Population: 0. Population: 224. Res: 0, Ind: 0, Econ: 0, Mil: 0.
Terraforming(new).
7 Years Left.
Ships in system:
1 Gaia Terraformer. (1 orbiting planet I)
1 Gaia Terraformer(from HIP114113 to GJ1002) - 2 years remaining until arrival.
Shouldn't be too hard if you make players keep track of their own empires. All you have to do is list in bold, in a spoiler with the empire's name, all the things that happened this turn(but not progression, which players will keep track of themselves), which should be pretty easy. From then on, the players will change their current status to fit what happened that turn, add points to the queues that aren't completed from last turn(which you didn't list in bold), calculate the years remaining on projects with the new empire and planet status then write it down, and... That's it.
What do you think? Too complex? Good? Bad? It's kinda hard to find the right mix between too complex and too simple.
Alright. My last TBS in this universe did not go so well, so be advised this is taking place in the exact same universe as the last one, just different circumstances. 1LY=1 year of travel. So, in any event, i will be accepting 6 people in, of which Tarran and Phantom have a reserved spot. Keep the technological era in mind, and as well, youll be given a view of your various controlled systems/planets. You'll also be able to play as a advisor to a ruler if all the positions are taken and you want to play.
6 empires you can take control of:
Taken by Tarran, starts in H114113(HIP 114113)-New Earth Confederation
Taken by USEC_OFFICER, starts in IL Aqr-New Luna Democracy
Taken by Ochita, starts in EEri(Epsilon Eridani)-Bernard's Study
Taken by Dwarmin, starts in EIndi(Epsilon Indi)-NanoTrasen Six
Taken by Ahra, starts in tCeti(Tau Ceti)-The Orion Brothers
Will be drawing the various system graphics and so on with Asciidraw. Now, I will need you to keep up with your empire. So do something along these lines so I don't have to remember what you're building and what you HAVE built by hand. I am being very serious here, if you do not follow something like this or likewise I simply won't be able to keep up with it, and your turn will be skipped. I'd love to be able to keep track of everyones planet and structures and construction, but I simply can't. This goes for you too, Phantom, considering you didn't do it when I asked you to last round. No hard feelings.
Confederation of Tau Ceti
My general medium-term goal is to build that fleet. My actions will generally be leading up to building it and expansion.
Tau Ceti II-
Orbital drydock
Short-ranged colony ship(New)
Planet-based shipyard
Asterioid-tugs(1y)
Research Labs
Cloning Vats(3y)
Planetary Factories
Improve Research Labs(New)
Misc:
Naval Academy: Continual training of warship crews.
The year is 2500. Almost 300 years since the Great Event. Not many remember what happened, all that anyone knows is that the old empires revolted against Earth, and then, a few years later, everything was gone. 6 Generation ships had been built for people to be frozen in cryogenic stasis to be moved to this new area. This new sector. This new Quadrant..This new void. So many people have been trying to figure out what happened, and piece together the puzzle, but anyone who has gone to the Tau Ceti or Earth sector have never returned, and this is true to the last word. Not a single soul has came back from that venture.
Research Lab-+5 Research, costs 10 Ind, 5 Econ
Research Academy(Max of 2/planet)-+20 Research, costs 40 Ind, 15 Econ
Factory-+5 Ind, costs 10 Ind, 1 Econ
Factory MegaComplex(Max 2/planet)-+20 Ind, costs 40 Ind, 4 Econ
Regional Stock Exchange-+5 Econ, costs 10 Ind, 10 Econ
Stock Exchange(Max 2/planet)-+20 Econ, costs 40 Ind, 50 Econ
Space Port(Max 1/planet)-+20 Econ, costs 30 Ind, 40 Econ
Barracks-+5 Mil, 10 Ind, 20 Econ. SPECIAL EFFECTS:One Shock Troop Unit/Ship per Barracks
Military Academy(Max of 2/Planet)-+20 Mil, 40 Ind, 90 Econ. SPECIAL EFFECTS:Ten STU/Ship per one of these.
Space Elevator(Max 1/planet)-+30 Ind, +30 Econ, +10 Research, costs 100 Ind, 50 Econ, 50 Research.
(Required Techs:Carbon Fiber Particle Cords, Mass Atom Condensation, S.E.E. Plans)
Jumpgate(Max 3/System)-ALLOWS 1 TURN TRANSIT TO A SYSTEM IF SYSTEM HAS A JUMPGATE. Costs 120 Ind, 40 Econ, 70 Research.
(Required Techs:Carbon Fiber Particle Cords, Mass Atom Condensation, FTL Communications, M.E.J. Plans)
Planetary Shields(Max 1/planet)-+50 Mil, GIVES 10 PTS OF DEFENSE TO PLANET, Costs 110 Ind, 60 Econ, 60 Research.
(Required Techs:Atmospheric Plasma Ionization, Mass Atom Condensation, E.D.S. Plans)
Still working on this. Need 3 more. Suggestions Welcome.
INDUSTRY
Better Engineering(50 Res Pts)-Carbon Fiber Particle Cords(80 Res Points)-Atmospheric Plasma Ionization(110 Res Points)-
ECONOMY
Consumer Confidence(+5 Econ, 30 Res Pts)-Market Ethics(+10 Econ, 50 Res Points)-
RESEARCH
Mass Atom Condensation(+5 Res, 50 Res Pts)-Gravyton Isolation(60 Res Pts)-FTL Communications(150 Res Pts)-Terraforming(200 Res Pts)-
MILITARY
Fury of Surviving(+10 Mil, 20 Res Pts)-Adrenaline Junky Troops(+5 Mil, 50 Res Pts)-Troop Transports(60 Res Pts)-
I'm still working on this as well. Suggestions also welcome!
I'm still working on this as well. Suggestions also welcome![/spoiler]