I also want to make this a long term game. Where you take a civilization from First Flight, to Independent Space Empires.
Resources will include.
Food is produced at a farm
Ore is produced at a Mine
Lumber is produced at a lumber camp
Metals are produced at a Refinery from ore
Goods are produced at a Factory from Lumber or Metals.
Population grows slowly over time
Cash is gained from trading Goods, and by taxes.
Cash is lost to workers.
Cash is lost to non-workers, albeit at a lower rate.
Isotopes are produced at mines.
Building facilities requires Metals and/or Lumber.
Buildings can be built onto worlds
* Lumber Camps
* Vehicle Plants
* Naval Shipyards
Cities provide places for population to live.
Barracks can train Soldiers and HWTs
Vehicle Plants produce Vehicles, Tanks and APCs
Airfields provide places for, and produce aircraft.
Naval Shipyards produce and repair Naval Ships
Military forces can be trained from population, or built from Metals and/or lumber.
* Heavy Weapons Team (HWT)
* Armoured Personal Carrier (APC)
* Fighter Aircraft
* Bomber Aircraft
* Air Transport
* Naval Landing Ship
* Naval Frigate
* Naval Battleship
* Naval Carrier
These are all terrestrial units, and require transportation to get to other planets.
Naval Vessels can navigate over water.
Aircraft can fly over water, but have limited range.
Soldiers and HWTs can move over land at a reduced rate, unless in an APC
Tanks can move over land.
An Air Transport can only move Soldiers and HWTs
A Landing Ship can move either One tank, or 6 Soldiers/HWTs
Naval Frigates are fast mostly AA ships.
Naval Battleships are heavy ships capable of long range indirect fire.
Naval Carriers can bring Aircraft closer to the battlefield.
Spaceships will include
Probes can be sent to a planet to gather recon on local ships, probes are cheap, but easy to kill. Faster than Light
Fighters are designed to take out bombers. They can also be deployed to atmosphere. Slower than Light
Bombers can take out bigger ships easy, but get destroyed by fighters easily. Slower than Light
Dropships can carry troops, or vehicles.
Frigates are the scouts of a combat fleet. Faster than Light
Cruisers are the main body of a combat fleet. Faster than Light
Dreadnoughts are the heavy hitters of a combat fleet. Faster than Light
Carriers can bring fighters and Bombers into combat. Faster than Light
Ships require metals, goods, population and isotopes to build.
In space you will be able to build bases to some degree as well.
* Missile Platform
* Trade Station
A missile platform provides cheap cruiser level defences.
A shipyard is the only thing that can build ships larger than a frigate. Builds ships slightly cheaper/faster.
A Trade Station allows interplanetary trade.
Trade is a simplified way of sharing resources between planets.
You can also sell Goods to other planets. Allowing you to earn more than just tax income.
The income per unit of goods varies depending upon the amount of goods on that planet, the amount you are selling, and the amount others are selling.
You can also trade resources to other players. For cash or any other resource.
You can create trade deals to allow for x amount of resource incoming being automatically sent to another player.
Players will be able to take the part of nations, corporations, religious movements, terrorist organisations, rebel forces and anything else you can think up that provides a reason to want to conquer, or acquire land.
The game will be available to non-players in the form of a news channel.
End of turn reports will go to each player at the end of the week. A week so that everyone has a chance to get their orders in.
All orders will come to me through PM's and then I will redraw each of your maps, and you will be able to set up for your next set of orders.
All diplomacy MUST be sent through the diplomacy channel, with IN-GAME characters. These will be diplomacy ministers and the like talking IC.
However Secret deals may be made, but these will NOT be official diplomatic relations. These can be sent through PMs.
An OOC channel will be provided for players to talk about things out of character.
Each player must try to stay in character, sending orders that their leader would send. Not acting in a meta-gaming fashion.
Trade needs the most work really.
Combat needs to be written up with combat rules, but this wont be seen by players, to disallow "Statistically Perfect" fleets and armies.
System Map is HERE this will be available to all to view, however only YOUR stuff will be shown on here, UNLESS you have scouts out nearby.
This Particular one is the general knowledge every citizen has.
Any interest and ideas feel free to post up.