Talk:Ruins of Ancient Stars
Tech Talk
Thanks for coming to my Tech Talk.
Proposal part 1
Adjustments to starting package
- Every state gets 1 unique technology described with 1-2 lines (eg, a unique hull type, system, cool widget, etc etc)
- Every state gets 2 random generic technologies (eg, a hull type gets +1 to an attribute, a +1 weapon, etc)
- Starting labs are reduced to 5
- Difficulty to roll a tech goes up by 1 after the first tech is rolled that turn
- Dreamlands gets 1 random xenotech
- Skunkworks gets 1 additional unique technology or 2 generic techs of a chosen field(s).
- Allied states may not take Dreamland or Skunkworks
- Small allied states do not come with a lab.
- Large allied states come with 1 lab
- No free tech trade, all trades cost at least 1 lab (maybe base 2?)
Proposal part 2
Traits give additional techs, of an appropriate flavor. Allied state traits do not grant a bonus tech.
- People's Champion: 1 random civilian tech (generic)
- War Machine: 1 random military tech (generic)
- Star Patrol: ?
- Admiralty: 1 random ship fitting tech (generic)
- Fanatics: Thunder Warrior ground unit (unique)
- Dreamlands: As above
- Skunkworks: As above
- Manticore: No bonus tech
- Client States: No bonus tech
- Mayflower Society: 1 random civilian tech (generic)
- Murtox: No bonus tech
- Population by Proxy: Teletrooper ground unit (unique)
- Autarkist: 1 random civiian tech (generic)
- Blackbeard 2525: Auxiliary Cruiser hull type (unique)
- Cosmo Albania: Minelayer hull type (unique)
Ship Thinkings
- Give capital ships 5 free PDL and 5 coilguns (5 x size 1 railguns that only go to short but always strike first)
- Battleship missile clusters are tight and benefit from overlapping decoys and jamming; it takes twice as many PDL shots to down a missile fired from a battleship or equivalent. (size 5 or bigger launcher)