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)
Merchant Marining and Privateering the Press
The free flow of goods across space is a core component of most national economies; while strictly speaking most planets can be self-sufficient and can weather being cut off, modern space travel is cheap enough that competitive advantage comes into play. As such trade becomes viable and in most cases, all is good and the metaphoric boats are lifted by the metaphoric tide.
However trade is not guaranteed; it is host to many factors ranging from traffic disruptions to economic dips and hills to actual piracy and war. Trade is also interconnected. To represent this, at turnover the GM will roll the annual trade rate; this is the base amount each freighter (representing trade) generates that turn. This amount is then adjusted by a nation's own modifiers.
Base trade rate: 1D6-1 (per freighter, rolled every year)
- Per-freighter amount may never be less than $0 and may never exceed $5.
Modifiers (per player):
- +1 if Security is 3
- +2 if Security is 4
- -1 if Security is 0 or less
- -1 if under Sanctions from at least 25% of the player base
- -1 if under Sanctions from at least 50% of the players in your Region
Security
- This is a holistic representation of how well protected your ships are from both criminal assaults on free trade and more general disruptions to commerce. The security level is as follows:
- 1 police ship per 10 freighters: Security 1
- 3 police ships per 10 freighters: Security 2
- 6 police ships per 10 freighters: Security 3
- 10 police ships per 10 freighters: Security 4
- State is a Star Patrol: Security +1
- State is Dirty Cops: Security -1
- State has Dark Fate: Security -1
- If assigned to patrol, Escort-type warships (excluding FACs) are equal to 2 police ships each
- If assigned to patrol, Cruisers and capital ships are equal to 5 police ships each
Reaving
- The conceptual inverse to security, reaving is all manner of disruption. Merchants are by nature cautious and will tend to avoid trouble and thus even the slightest hint of it will often cause entire flocks of freighters to vanish for less troubled pastures. Reaving directly opposes Security.
- 1 corsair per ?: Reaving 1
- 3 corsair per ?: Reaving 2
- 6 corsair per ?: Reaving 3
- 10 corsair per ?: Reaving 4
- Home sector is a war zone: Reaving +1
- Targeted by a state with Blackbeard 2525: Reaving +1
- Privateers count as 2 corsairs each
- Auxiliary Cruisers count as 5 corsairs each
- If assigned to raid, Escort-type warships (excluding FACs) are equal to 2 corsairs each
- If assigned to raid, Cruisers and capital ships are equal to 5 corsairs each
- If the reaving state is engaging in commerce warfare (directly targeting a specific state) its ships operate at double efficiency and does not generate Piracy Aggro.
If a state's Security is reduced to less than 0 from Reaving, it will start to lose freighters unless it docks them (putting into mothballs). For every point security is below 0, 10% of the active freighter fleet is sunk.
Profiting off other's misery
- Looting will make money, specifics to be considered