Civilization Game Mechanics

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Civilization Game Mechanics

Post by Falleen Federation on Mon Oct 31, 2016 11:05 am

Newest RP Mechanics Rough draft...adjustments & feedback would be appreciated.

This system was developed by [nation]Thorakasha[/nation] for [region]The Star Wars Galaxy[/region] and has been adjusted for this region with his approval.

To figure out your Role Play population, you take your nation's population and then multiply by 15. So, as an example...at the time of this writing, I have 748 million NS population. Multiplied by 15, I have 11,220,000,000 Role Play population.

You start with one planet as your homeworld. Then for every 5 billion Role Play population that you have, you're allowed to control +1 more planet. So in my case, at the time of this writing, I would be able to control 3 planets (Including my homeworld.). You gain more planets other than your starting homeworld by making use of the weekly Missions slots and use "Claim World".

Everything is constructed in either 1 or 2 or 3 weeks. You'll see something like 5/Week (Or other numerical value). This is how many units become available in the duration it takes to construct. To make things uniform and easy, Mondays are the day you begin your weekly slots and they become available on Sunday. So if I used 1 slot to train standard infantry, I would have 5,000 standard infantry available on the Sunday following the day I posted my current training slot. Now, since everyone has different real life schedules, you don't HAVE TO post your slots on Monday. It's just assumed that's when they began (Even if you post your stuff on Saturday which is the last day to post your weekly updates.).

You get 2 ship slots every week +1 per planet under your control.
Fighter 50/Week
(Fighters are typically 1 or 2 man small craft. Each player starts with a base of 10,000 Fighters. Alliance leaders start with an additional +2,500 to their base number of Fighters. Each player also receives +1,000 Fighter for every major trade route they control and +500 Fighters for every Major trade route they share.)
Bomber 25/Week
(Bombers are typically 1 to 5 man small craft. Each player starts with a base of 7,500 Bombers. Alliance leaders start with an additional +1,500 to their base number of Bombers. Each player also receives +500 Bombers for every major trade route they control and +200 Bombers for every Major trade route they share.)
Reconnaissance Craft 10/Week
(Reconnaissance Craft are typically 1 to 5 man small craft. Each player starts with a base of 1,500 Reconnaissance Craft. Alliance leaders start with an additional +200 to their base number of Reconnaissance Craft. Each player also receives +100 Reconnaissance Craft for every major trade route they control and +25 Reconnaissance Craft for every Major trade route they share.)
Corvette 7/week
(Corvettes are typically 100-200 meters in length. Each player starts with a base of 20 Corvettes. Alliance leaders start with an additional +5 to their base number of Corvettes. Each player also receives +10 Corvettes for every major trade route they control and +5 Corvettes for every Major trade route they share.)
Frigate/Freighter 5/week
(Frigates/Freighter are typically 200-400 meters in length. Each player starts with a base of 20 Frigates/Freighter. Alliance leaders start with an additional +5 to their base number of Frigates/Freighter. Each player also receives +5 Frigates/Freighter for every major trade route they control and +2 Frigates/Freighter for every Major trade route they share.)
Cruiser 4/week
(Cruisers are typically 400-600 meters in length. Each player starts with a base of 30 Cruisers. Alliance leaders start with an additional +5 to their base number of Cruisers. Each player also receives +5 Cruisers for every major trade route they control and +2 Cruisers for every Major trade route they share.)
Heavy Cruiser 3/week
(Heavy Cruisers are typically 600-1000 meters in length. Each player starts with a base of 10 Heavy Cruisers. Alliance leaders start with an additional +3 to their base number of Heavy Cruisers. Each player also receives +2 Heavy Cruisers for every major trade route they control and +1 Heavy Cruisers for every Major trade route they share.)
Star Destroyer 2/week
(Star Destroyers are typically 1000-2000 meters in length. Each player starts with a base of 7 Star Destroyers. Alliance leaders start with an additional +2 to their base number of Star Destroyers. Each player also receives +1 Star Destroyers for every major trade route they control .)
Battlecruiser 1/week
(Battlecruisers are typically 2000-5000 meters in length. Each player starts with a base of 5 Battlecruisers. Alliance leaders start with an additional +2 to their base number of Battlecruisers. Each player also receives +1 Battlecruisers for every major trade route they control.)
Dreadnought 1/2 week
(Dreadnoughts are typically 5000 meters and larger in length. Each player starts with a base of 1 Dreadnoughts. Alliance leaders start with an additional +1 to their base number of Dreadnoughts. Each player also receives +1 Dreadnoughts for every major trade route they control.)


You get 2 training slots a week +1 per planet under your control.
Standard Troopers/Battle Droid/Droid Marine/Super Battle Droid 5,000/week
(The standard rank and file units, equipped with Phase I armor, a blaster rifle, a blaster pistol, and thermal detonators. Base 500,000+100,000 Alliance Leader
+50,000 Every Major Trade Route Controlled+50,000 Per Occupied Planet (Excluding home Planet))
Heavy Troopers/Assault Droid/Droideka 2,500/week
(Slow moving units used to take down tanks, turrets, and other objects with large amounts of health. Equipped with a rocket launcher, a blaster pistol, thermal detonators, and mines. Base 20,000+10,000 Alliance Leader+5,000 Every Major Trade Route Controlled+5,000 Per Occupied Planet (Excluding home Planet))
Sniper Troopers/Assassin Droid 500/week
(Used to pick off enemies from long-range, their gun has a feature which allows you to view the enemy quite closely. Equipped with a sniper rifle, a blaster pistol, thermal detonators, and an auto turret. Base 10,000+5,000 Alliance Leader+2,500 Every Major Trade Route Controlled+2,500 Per Occupied Planet (Excluding home Planet)
Engineer Trooper/Engineer Droid 2,500/week
(Used to repair tanks and droids. Equipped with a shotgun and a fusion cutter. Base 5,000+2,500 Alliance Leader+1,250 Every Major Trade Route Controlled
+1,250 Per Occupied Planet (Excluding home Planet)
Commander Trooper/Magna Guard 250/week
(A superior unit on the a battlefield in command of the forces beneath it. Equipped with a chaingun and a blaster pistol. Base 100+50 Alliance Leader+25 Every Major Trade Route Controlled+10 Per Occupied Planet (Excluding home Planet)
Jet Trooper/Jump Droid 2,500/week
(A unit that can jetpack over the battlefield or to high places. Equipped with a grenade launcher, a commando pistol, and thermal detonators. Base 5,000+1,000 Alliance Leader+1,000 Every Major Trade Route Controlled+500 Per Occupied Planet (Excluding home planet)
Pilot Trooper/Droid Pilot 5,000/week
(A unit used in space combat used to board and sabotage enemy ships. Equipped with a commando pistol, a fusion cutter, and time bombs. Base 10,000+2,000 Alliance Leader+3,000 Every Major Trade Route Controlled+2,000 Per Occupied Planet (Excluding home Planet)
Special Forces 250/Week (These are elite forces unique to a player. No other player can have them unless purchased from the forces originating player.)


You have 2 facility slots per week +1 per planet under your control.
Shipyards 1/2 Weeks (Adds +1 Ship Slot/week)
Military Training Base (Adds +1 Trooper Slot/Week)
Espionage Training Base (Allows 200 Spies to be trained and dispatched)
R&D Facility Improvements (+10% To all combat stats)
Communications Station (Know the going ons of any 1 player for 1 real life week once a month.)
Military Base (Adds +1 trooper group to current totals)
Mining Facility (Adds extra resources. +10% to combat stats)
Space Station (Add current ships stats together and that is the stats of the Station. Also comes with 10 troop slots and 6 ship slots. These must remain within the system the station is in.)
Planetary Defenses (Add orbital defense platforms as well as system patrolling defense satellites. Add +10 Ship Slots equivalents that must remain within that system.)


You have 5 Mission slots per week +1 per planet under your control.
Espionage (Know the going ons of any 1 player for 1 real life week once a month.)
Sabotage (Remove 1 troop training slot or 1 ship slot or 1 construction slot of any 1 player)
Resource Gathering (Adds +2 slots once anywhere you would like.)
Artifact Recovery (Gain 1 unique item)
Archaeological Recovery (Gain 1 unique ancient facility that will grant any 5 slots in 2 real life weeks.)
Spread Despair (Effect any 1 known planet with disease or crop failure or water poisoning that lowers population 10%.)
Propaganda (Adds +1 troop slot for 1 week if organic troops are used.)
Troop Recycling (Adds +1 troop slot for 1 week if droid troops are used.)
Create New Ship (Create a new ship design that wouldn't be in the Clone Wars timeline.)
Scout (Discover 1 new trade route or 1 tactically useful location)
Claim World (Add +1 Planet to your control.)
Ship Deployment (Adjust what ships and troops you have in all of your systems.)


You get +5 Currency Points per planet you control. You also receive +2 Currency Points for every trade route you control and +1 Currency Point for every trade route you share.These points can be used to purchase ships and troops from the black market or from other players. The first number is the cost of a black market purchase and the second number is the cost of purchasing from another player.
Fighter 1 per 2 slots/2 per 3 slots
Bomber 1 per 2 slots/2 per 3 slots
Reconnaissance 1 per 2 slots/2 per 3 slots
Corvette 2 per 1 slot/5 per 1 slot
Frigate/Freighter 3 per 1 slot/6 per 1 slot
Cruiser 5 per 1 slot/7 per 1 slot
Heavy Cruiser 7 per 1 slot/10 per 1 slot
Star Destroyer 10 per 1 slot/15 per 1 slot
Battlecruiser 15 per 1 slot/20 per 1 slot
Dreadnought 20 per 1 slot/30 per 1 slos
Standard Troopers/Battle Droid/Droid Marine/Super Battle Droid 1 per 2 slots/2 per 3 slots
Heavy Troopers/Assault Droid/Droideka 1 per 2 slots/2 per 3 slots
Sniper Troopers/Assassin Droid 1 per 1 slot/2 per 1 slot
Engineer Trooper/Engineer Droid 1 per 2 slots/2 per 3 slots
Commander Trooper/Magna Guard 1 per 1 slot/2 per 1 slots
Jet Trooper/Jump Droid 1 per 2 slots/2 per 3 slots
Pilot Trooper/Droid Pilot 1 per 2 slots/2 per 3 slots
Special Forces -------------/5 per 1 slot
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