Hopefully this won't epic-fail again. Why start back at I you ask? Because CFIV looks like it's a four-letter acronym, and it'd be better if you people didn't know that this game failed thrice before...
Once again, this is a total redesign of the game system, yaddah yaddah yaddah, information, information, information...
What You Need to Know:
CF is an epic grand strategy RP (so called SRPG). You begin controlling a very small area but gradually grow into a huge empire.
"This is not Warcraft in Space! It's much more... sophisticated!"
This is the map we will be using. Each colored dot represents a star system. For sake of simplicity, each star system will be exactly alike, regardless of shape, size, and color.
Also notice the grid. If any part of a star is inside a grid, it is considered in that square. That means that many stars are multi-square stars.
Currently all tiles are neutral. As the game progresses less and less tiles will be neutral. You can tell what alignment a star is by the tint of the grid(s) it is in.
You may feel free to create alliances, enemies, trade alliances, whatever you wish to do. Feel free to use PMs for private communication. However, you must send a copy of the PM to me.
"Money makes the world go 'round. I think. But then again I failed Physics."
You get income based on the number of star systems under your control. However, income comes in diminishing returns: having 2 star systems under your control won't necessarily double your income.
You can also choose to increase or decrease tax rates. The default tax rate is 8% (don't ask me how I will factor that in).
"Know it's not 3-D!"
Movement is horizontally/vertically only: no diagonal movement between grids. You can move an infinite amount of spaces per turn, but fuel costs rise exponentially.
The amount of base fuel consumption is shown in the ship table. The formula is:
(([Number of Squares to Move] ^ 2) * [Base Fuel Consumption]) - [Base Fuel Consumption]
In addition, it costs [Base Fuel Consuption] more fuel per star to move through squares with stars, so controlling empty space is vital.
Frigate has 7 base fuel consumption, decides to move 8 squares, four of which have 1 star and 1 of which has 2 stars (5 total stars)
((8 * 8) * 7) - 7 + (5 * 7)
(64 * 7) - 7 + 35
476 total fuel consumption.
"A house divided upon itself will... A house divided on itself... A house... Aw now how did that quote go?"
Basically, since I am far too lazy to have any formal system of infrastructure, you will create your own infrastructure. To submit a request to build infrastructure, please fill out the following form (please take the time to remove anything in brackets . I will ignore any request with brackets)
Name [of Infrastructure]:
Proposed Cost: [Please provide a reasonable amount, or the request will be ignored]
Proposed Build Time: [Once again, provide a reasonable amount. Small projects may range from 2 to 4 ticks, while the largest ones might be 10 to 11 ticks]
Proposed Use Cost: [Only if Applicable. This is for things such as Shipyards, Resource Production Centers, Research Labs, etc...]
Description: [Better descriptions will make me more lenient when I make price changes or whatnot on your request]
No, I won't tell you how I will process these requests, that'd remove the 'mindless sheep' factor of the game.
However, I will provide examples:
Name: Brainwashing Center
Proposed Cost: 79.6 mc, 12k metal, 5.4k minerals, 500 crystals
Proposed Build Time: 4 Ticks
Proposed Use Cost: 57.000 credits/tick
Proposed Usage: Assimilation of "dangerous radicals"
Description: Resistance is Futile... This facility utilizes free T-0.0000003 internet service to brainwash the masses into our government propaganda and lies...
Name: Large Ore Mines
Proposed Cost: 593.4 mc
Proposed Build Time: 12 Ticks
Proposed Use Cost: 597k maintenance/tick, 15 credits/ore
Proposed Usage: Production of up to 624k units of ore per tick.
Description: Large ore mines. 'nuff said.
Remember, if your proposed use cost is below par from others, anything made from that infrastructure will be considered 'low quality'. This won't have a set mathematical effect, but will have a role-play effect. Ships made from low quality metal will be cheaper, but flimsier.
Do note that this is in no way a baseline comparison for what your infrastructure costs will be like. Remember that this is only the 3rd section, and I'm writing this all linearly.Resource Production:"We need more- we need more- we need more- we need more- STOP CLICKING THAT FREAKING BUTTON"
There are five resources:
Metals - Used in ship construction (more specifically hulls and armor components)
Ores - Used to produce metal at a rate 1 ore = 1 metal.
Minerals - Used in just about everything
Crystals - Used for 'high-tech' productions, such as lasers and mind-control devices
Fuel - I wonder... It must be carried by ships.
They are produced through infrastructure, but if need be, can be purchased from your empire at a large cost.
So, how much should you be required to pay for ore production? How much should you be able to sell crystals to other players for? Make it up yourself. This is a much better representation of an economic system than any other system I can think of that wouldn't require usage of any complicated formulas and whatnot. You don't even have to memorize costs or anything.
Basically, the first one to set the price will be the one who... sets the price.Waging War:"FIRE ZE MISSILES!!
But I am ze tired...
So take a nap... THEN FIRE ZE MISSILES!!!!!!!"
War is simple really. Just fight it out through roleplay. Really. It's that simple. If it makes sense, then I'll allow it.Ship Construction:"'I'll have it up in no time.' is an official term of the United Blood Elf Engineers' Union and should not be taken as a reasonable actual estimation of the actual time it will take to complete a task in any way, shape, or form."
This time, I am far too lazy to make a standardized set of ships for everyone to use. Therefore, I propose to you a 'ship design' system.
How this works:
1) Fill out the form. Once again, if you leave the brackets  in, your request will be ignored.
Name [of Ship]:
Description: [Once again, a better described ship will make me more lenient with my response]
Design Specs: [see down a little bit]
Design specs are the weapon/armor/whatever stats of the ship. They are not actual specifications, just that Specs sounds cool. There are 3 required specs:
Hull Integrity - Strength of the hull. This is NOT armor, so even though you may have a large hull integrity, you won't necessarily be a huge hulking dreadnought. But you'll cost a whole freaking lot.
Cargo Space - Cargo Space, used for everything from fuel storage to fighter bays. 1:1 ratio with the amount of cargo it can hold.
Engine Strength - This isn't actually required, but it's a reminder that any ship that isn't a defense platform/space station needs it. Smaller engines will consume less fuel, but only if it doesn't have to push that much. Larger engines consume fuel more efficiently, but consume much more fuel. No, I'm not telling you how I do that calculation.
The following are optional:
Laser Weaponry - Basic weapon
Mass Driver Weaponry - Better against shields, weaker against armor
Explosive Weaponry - Better against armor, weaker against shields
Shield Strength - Shield... strength
Armor Strength - Armor... strength
Here are a few example ships:
Name: Velvet Hammer class Dreadnought
Description: Big, heavy, looming, scary, etc.. etc... etc...
Hull Integrity - 11.7k
Cargo Space - 21k
Engine Strength - 11k
Laser Weaponry - 5.2k
Mass Driver Weaponry - 16.3k
Explosive Weaponry - 2.1k
Shield Strength - 7.2k
Armor Strength - 14.6k
Description: Used for transporting stuff
Hull Integrity - 1.4k
Cargo Space - 8k
Engine Strength - 4.6k
Mass Driver Weaponry - 470
Armor Strength - 960
2) I will tell you how much your ship costs, how long it will take to build it, how much it's base fuel consumption is, how many resources it'll take, and any special abilities it has (please request them in description).
These values will then vary according to if you have any special shipyard (e.g. you've built a shipyard that builds at 110% speed) or whatever.
3) Build away. You can queue an infinite number of ships per turn - they won't build any slower.
How to Sign Up:
Feel free to sign up at any time before, or during the game. I'm very nice to new players and will make sure you don't get pwned too badly if you join late-game.
Please fill out this form:
Name of Faction:
And then, make up to 5 infrastructures, and submit up to 8 designs of ships. Submit them as if you were actually playing, even though they will be free (no development cost, pre-built infrastructure, etc...)
As far as infrastructure goes I'd make sure I had at least 1 shipyard, 1 research lab, and 1 resource production building. Other good starting ideas are bureaucracy buildings (e.g. increase tax rate without negative effects), barracks (make troops), and/or a weapons research lab.
For ship designs, I'd suggest at least one type of freighter, one colony ship (request a 'colonization' special ability in description), a defense platform (basically, no engines. Engines are the most expensive part of any ship), a space station (space stations are ships that can't move and have exceedingly large cargo spaces. These are counted as extra stars, so it might be more economical to build a space station than to populate a new star), and a light, fast-building ship that's bigger than a fighter.