Important Notes/Things You Will Need To Know

Warming up for a preview of the conquest and combat systems.
Locked
User avatar
Arcalane
Pseudofeline Overlord
Posts: 4034
Joined: Thu Sep 13, 2007 10:37 am
Location: UK

Important Notes/Things You Will Need To Know

Post by Arcalane »

Ship Production:

A planet or shipyard's ability to produce ships is limited by two factors;

1) Manufacturing Capacity.

2) Your wallet/resource production.

Manufacturing ships costs time and money. Without money, your manufacturing capacity is useless. Without manufacturing capacity, your money is useless.

Let's say you look at your bank account, and look at your shipyards. You say to yourself "damn, I really want that expensive ship, but I can't afford it right now!". That's okay - you can pay for some of it's production now and handle the rest later as you build it. Or if you don't like bookkeeping, you can pay for the lot upfront. Paying upfront won't make the ship build any faster, it just means all of the money is deducted from your account at once and you don't need to worry about it as much.

If your total resource production amounts to only 2000 per turn, then your total manufacturing capacity is effectively the same. Therefore it's important to keep your resource production on par with - or ahead of - your manufacturing capacity. Mining ships in resource fields can help boost your resource production, get used to using them as they'll be vital in the no doubt somewhat more resource-strained full game.

Utility Ships:
You will need colony ships to cover expansion; a colony module is provided in the shipmaking rules. Colony ships should look like colony ships to a certain degree. How you choose to represent that is up to you.

Resourcing ships are optional and viable - we are planning to have resource fields on the map. Controlling and exploiting them will probably be vital. Resourcing ships should have obvious mining equipment - claws, grinders, refinery areas, etc. etc.

Sensor ships are optional but encouraged - basic sensor rules are in effect, so having intel/AWACS types vessels will be important. Sensor vessels should have obvious sensor equipment, antennae, radar dishes and such.

~~

Colony Control/Capture:

Once a colony is established, it can be seized by your enemy if you have no ships at the colony by the end of the turn.

If battle is taking place above a colony (friendly and enemy ships are present) the colony is blockaded and does not send resources to the global stockpile, nor does it recieve resources for manufacturing purposes.

Blockaded planets can only manufacture ships at a rate equal to their local resource production rate, so long as that rate does not exceed the planet's normal manufacturing capacity.

For example; Tau Ceti III is an Orange Oligarchy planet that is being blockaded by Indigo Inquisition ships. With a manufacturing capacity of 4000 and a local resource production of 2000, Tau Ceti III's manufacturing capacity is capped at 2000. Even if it's local resource production were 6000 - 2000 higher than the manufacturing capacity, the manufacturing capacity is still capped at 4000.

Excess local production from a blockaded planet is stockpiled locally, and is transferred to the global stockpile of whoever owns the planet when the blockade is lifted.
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ
Locked