
Above is the star map. Every star is labeled, so pick one for your home system. Give a description of your people, your government, and your general policies.
The next step is creating fleets. You get one fleet for each star system you control. Each fleet is worth 20 points. Each class of ship has a certain power level. One Zeluspower means that the ship is roughly equal to a Zelus in power. Best way to determine the power of a ship is AI versus AI combat. Since Enemy AI seems to be a little stronger, if the ship usually loses as an Ally and usually wins as an enemy, it's doing just fine.
Fighter - 1 Zeluspower - .5 points
Frigate - 1 Hestiapower - 1 point
Destroyer - 1 Cronuspower - 2 points
Battleship - 3 Cronuspower - 4 points
Dreadnought - 6 Cronuspower - 8 points
Flagship - > 12 Cronuspower - 10 points <LIMIT 1>
Build a fleet for your home system, post it and the downloads for the ships here. I and/or a moderator will look at them and make sure nothing strange is going on. If you want to be a moderator, let me know.
Stats for stations:
Defence Platform - <1 Zeluspower - 0.2 point
Small Space Station - <2 Hestiapower - 1 point
Space Station - <2 Cronuspower - 2 points
Starbase - <5 Cronuspower - 4 points (one max per system)
Starfort - <10 Cronuspower - 8 points (one max per 15 systems)
List of Players and their controlled stars:
Trashman - Altair
AidanAdv - Kareth
mtheminja - Luyten 5-1668
Shadow Hydra - Alkanor
Mjolnir - Caprica
Master Chief - Illumos
ArcaneDude - Vilvaron
Joss - Catfishysans
Anarki - L674-15
Anty - Rana
Bad Boy - Sol
Moderators:
Comus
Derekiv
TURN STRUCTURE:
The players PM the mod with any fleet movements. Ships can move independently of their fleet - so if you have one system with 40 fighters, you can send 10 of them to each of four systems. All ships in a given system are assumed to be in the same task force, and so will all fight together to combat a threat.
MOVEMENT:
As you'll note, I found a map with hexes. This should make movement a little easier. Each ship class can move a certain number of hexes per turn.
Fighter - 6 hexes
Frigate - 4 hexes
Destroyer - 3 hexes
Battleship - 2 hexes
Dreadnought - 1 hex
Flagship - 1 hex
This makes fighters extremely good at combatting threats at long range, and makes Dreadnoughts and Flagships mostly defensive ships, though if you can get them to the fight, they do a good job.
INVADING A PLANET:
If you eliminate all of the opposing ships in a system, you control the system. Easy as that.
If multiple players wish to split ownership of a system, they may do so. The players work out for themselves how many of the 20 points each controls. In this case, a combined fleet can defend the system. In leu of a money/credit system, players can bargain away some of their fleet points to other players for favors. This may also encourage players to form alliances - if you're getting 5 fleet points from a system someone else controls, you have something to lose if it is invaded - and unless you maintain at least one ship in the system, the other player can take those 5 points back whenever they wish, in the same way they would invade a planet.
CONSTRUCTING NEW SHIPS:
You cannot construct ships past the 20-points-per-system mark. That is simply as much upkeep as your navy can manage.
However, if you lose ships in combat, you can build new ships to replace them. Or you can scuttle any number of your ships in order to free up funding to build new ships.
Each player may construct X points worth of ships per turn, X being equal to the number of systems they control.
If you control more ships than you have points to spend (say, by losing a system when your ships are elsewhere), that's fine. The extra ships simply can't be replaced until you again have enough points to afford them.
Edit - Ship classes power range modifed, as the Nagaya3 is rather hard to test against, with the Aegis.