Mods: Rogue Ice, Siege, Thanas
Economics mod: Thanas
You get 2000 points to start with. You use this to buy your Planets, which will be your resource base.
PLANETARY COST CHART:
Homeworld- 600 pts.
Major----- 400 pts.
Average--- 200 pts.
Minor----- 100 pts.
Colony---- 50 pts.
"Homeworld" describes planets like Corellia or Coruscant (or of another major, space-faring species) is worth 600 points. (A "major, space-faring species" means a sentient species that has achieved faster-than-light travel on its own --so, for example, Ewoks or Jawas don't count since, though they may be intelligent species, they never developed space travel-- or much technology on their own at all).
Heavy Defense Package - Comes with Homeworlds
10x Wings Faction-Appropriate Fighters
Full Planetary Shield Network
-60x Surface-to-Space Weapons (Ion cannon or turbolaser)
-1 Heavy Division, 2 Heavy Infantry Divisions, and 6 Armies of Light Infantry.
"Major" worlds are worlds that may not be homeworlds to major species, but are large, high-population industrial giants. Your typical "city-world" will be like this, such as Eriadu or Druckenwell.
Medium Defense Package - Comes with Major Worlds
5x Wings Faction-Appropriate Fighters
Basic Planetary Shield Network*
-30x Surface-to-Space Weapons (Ion cannon or turbolaser)
-2 Heavy Infantry Divisions, 4 Armies of Light Infantry.
*Note: A Basic Shield Network provides coverage to the entire planet, but does not contain the backup generators and redundant shield layers that make Full Shield Networks so impenetrable. It will still withstand a raid or light bombardment, but once a part falls, it cannot be brought quickly back online.
"Average" worlds are worlds that have sizeable and respectable populations, but have not covered the surface of their worlds in population. They may be popular or important, but they're not giants on the Galactic scene. Naboo, for example, is an "Average" world.
Light Defense Package - Comes with Average Worlds
-3x Wings Faction-Appropriate Fighters
-Theater Shields Around Major Installations
-10x Surface-to-Space Weapon (Ion cannon or turbolaser)
-1x full Defense Army of Light Infantry
"Minor" worlds are worlds with self-sustaining population but very little real power or influence. Bespin would be like that.
Garrison Defense Package - Comes with Minor Worlds
-4x Squadrons Faction-Appropriate Fighters
-Theater Shields Around Major Installations
-3x Surface-to-Space Weapon (Ion cannon or turbolaser)
-1x full Defense Corps of Light Infantry
"Colony" is a small world or space station that relies on contact with another world to keep going, but, it also produces resources or trade to offset this cost and provide an advantage to your faction. Any large, industrial space station would be a Colony. Mining colonies like the one on Mustafar would fit in this category, or major space stations such as Silver Station, but something like a Golan Defense Station, which does not provide resources, would not.
Colonial Defense Package - Comes with Colonies
-1x Squadron Faction-Appropriate Fighters
-1x Theater Shield
-1x Surface-to-Space Weapon (Ion cannon or turbolaser)
-1x full Defense Division of Light Infantry
- A yearly point budget (Example: Bob has 2000 points per annum to spend). He may not save more than 400 for harsh times in total. Once he has saved those points, he may not add any more in subsequent rounds.
- At the start of the game, the players get to invest the total point value in existing assets. They are then given another total point value for their first Fiscal Year. Spoiler
- A player can make one general trade pact with another player. He can then use the trade deal in order to raise one world up to another level:
a) colony to minor world: 2 trade pacts
b) minor world to average world: 4 trade pacts
c) average world to major world: 8 trade pacts
This is of course a one-time use and not dependant on the existence of a trade pact.
You may not "spend" a trade pact, cancel it and then renew the trade agreement in order to get another use out of it.
Players may also raise a planet via a combination of trade pacts. The player can compensate for up to 4 missing trade pacts by spending 500 points for each missing trade pact. However, the player cannot raise up a world without any trade pact at all and is limited to spending a grand total of 2000 point in lieu of a trade pact.
General trade pacts also add 25 points per year to your economy. This effect is cumulative and dependant on the existence of a trade pact - if it gets cancelled, you are out of luck.
- If a player sells equipment worth points to another (e.g. Bob sells Brad two corvettes for 5 points total) those points are added to his and subtracted from Brad's account.
- Trade deals with NPCs are worthless and do not affect game economy. They are there for flash and show.
Shipyard construction (all factions):
200 m (50 points; 4 game months to build)
500 m (90 points; 6 game months to build, may only be built on a minor or above world)
800 m (110 points; 8 game months to build, may only be built on average or above world)
1000 m (130 points; 8 game months to build, may only be built on average or above world)
1200 m (150 points; 1 year to build, may only be built on a major or above world)
1600 m (260 points; 1 year to build, may only be built on a major or above world)
2200 m (400 points; 16 months to build, may only be built on a major or above world)
3600 m (600 points; 2 years to build, may only be built on major or above world)
8000 m (1200 points, 4 years to build, ma only be built on a homeworld)
19 km (2000 points; 8 years to build, may only be built on a homeworld)
Players may not construct more than 1 shipyard each of following categories:
3600m, 8000m and 19.000m.
Players may not construct more than 1 shipyard of 2200m length per major world controlled.
Players may not construct more than 2 shipyards of 1600m length per major world controlled.
- Ships cost points to built as well as a certain number of time in order to be completed. Spoiler - Ships cost 1/3rd of their total point value to maintain. Spoiler - Defense stations (such as Golan-III, QX-platforms, etc), resupply bases and other defense installations cost 1/4th to maintain.
- Ships may be mothballed, during which they cost 1/6th to maintain. Note however that re-activating will cost half the price of a new ship as well as 1 month for corvettes, 2 months for cruisers and three months for Star Destroyers and above. You may not start the game with a mothballed fleet. Spoiler Infrastructure
- infrastructure costs points to construct, but not to maintain.
- Planetary defenses that are not part of the standard defense package cost 1/6th to maintain.
Players may also raise a planet via a combination of trade pacts. The player can compensate for up to 4 missing trade pacts by spending 500 points for each missing trade pact. However, the player cannot raise up a world without any trade pact at all and is limited to spending a grand total of 2000 point in lieu of a trade pact. Furthermore, the following wait times have to be observed:
1 year for a colony
2 years for a minor world
4 years for an average world
8 years for a major world
No planet can be raised up to Homeworld status.
Planetary reconstruction involves extensive rebuilding after a BDZ or heavy bombardment or any other major accident. Feeding a reconstructing planet and keeping the status quo will also take off points of your industrial strength.
No player may reconstruct more than two worlds simultaneously except in case of war. Mods may veto any choice made. If the player already has a homeworld, he may not take another homeworld for reconstruction.
Reconstructing worlds have to be fed in order to keep the status quo. This will take the following points:
Colony: -8 points
minor: - 25 points
average: - 50 points
major: - 100 points
homeworld: -150 points
The process of reconstructing a world does take the following number of trade pacts:
- Colony 1 trade pact
- Minor world 2 trade pacts
- Average world 4 trade pacts
- Major world 6 trade pacts
- homeworld 8 trade pacts
The player may compensate entirely with industrial points in order to do so. However, the penalty for doing so is far greater - he has to spend 500 points per missing trade pact as well as 500 points for every two trade pacts he replaces with points. Reconstruction also takes time, regardless of points spent:
1 year for a colony
2 years for a minor world
4 years for an average world
6 years for a major world
8 years for a homeworld
Without any investment, a ruined world will gradually pick itself back up, however this will take far longer.
Without reconstruction, a player will have to wait the following time:
6 years for a colony
12 years for a minor world
24 years for an average world
36 years for a major world
72 years for a homeworld
- Points that are not full amounts (example: 1.4 points) are still taken into account when totaling the amount of points one is able to spend. However, should there still be a number that is not complete (e.g. Bob has 185.2 points left to spend), these are then rounded up/down.
You may either improve upon existing designs or design new ships.
All research projects must be submitted to the mods for review (via PM if you do not want to make it public). Mods may veto any design, so better let them know beforehand. Do not complain about mods vetoing any design or letting it fail in a gigantic catastrophe if you did not inform them beforehand.
A) Improvement upon existing designs
There are three types of improvements. Research of this time takes 2x the build time for ships up to and including cruisers to complete as well as the cost of 4 ships of the type you are attempting to modify. For ships larger than cruisers this takes 1.5x the build time and 3x the cost of a ship.
1. Build time/cost ratio
Through research, it may be possible to lower the cost of ships to 80% of the existing costs in exchange for a 20% increase in build time or vice versa.
Through research, you may increase the efficiency of certain subsystems (e.g. faster rate of fire, faster shield recharge) etc. This will drive the cost up by 20% for each subsystem. You may not increase efficiency of any subsystem to a more than 20% increase.
You may not improve efficiency on more than three subsystems.
A ship has the following subsystems (if present):
- Troop Capacity
- Concussion missiles/proton torpedo launchers
- Ion cannons
- Shield generators
- EW combat suites
3. Design changes.
You exchange an existing subsystem for another one. (Example: Turbolasers instead of ion cannons, shield generators instead of a hangar bay etc.) This will increase the cost of 30% for each subsystem changed, the built time stays the same.
You may not swap more than three subsystems total.
B) Designing new ships
- All proposals of new ship designs must be approved by the mods.
- Designing a new ship type may not results in anyship stronger/faster/cheaper than 20% of A comparable standard design.
- Designing a new ship costs 8x the worth of that shipclass. With ships smaller or cruiser-sized, the minimum design time is 2 years. With ships larger than cruiser class, the minimum design time is 2x the build time but at least 3 years. Treat Fighter designs or redesigns as 'smaller than cruiser sized'.
C) General research principles:
- Each player may built the maximum number of 1 research station for a major world or above.
- Research stations may be bundled together on a project, note however that due to the infighting by sientists, no more than two research stations may be bundled together. Also, this will result in the product proceeding at 1.5x the speed, not in 2x the speed.
- Each research station may only start one project.
- When redesigning old or designing new ships, a player may not choose to design a shipclass that he is currently unable to build.