Units are a group of trained personnel that follow the commands of a single Leader. The Leader possesses a variety of stats that directly affect the effectiveness of the Unit in various categories.
Unit Type: Changes based on whatever equipment the unit is currently assigned. A unit with no assigned equipment defaults to ĎNoncombatantí. Note that Unit Type does not prevent a unit from doing a particular task, though certain unit types may receive a bonus to certain tasks.
Personnel: This represents how many personnel the unit has. This serves as both the HP of the unit, and its effectiveness. When a unit suffers injury through combat or other disaster, this number will show as, for example, 150/250. 250 represents the unitís full capacity, and 150 represents the healthy members of the unit. It costs credits to replenish the unit to full. In addition, whenever a unit suffers casualties, they will often lose units from their maximum total. This represents units killed or lost in action, rather than simply wounded. Access to immediate medical attention, field medics, and hospitals can help reduce this, while more powerful weapons increase the likelihood of deaths.
The more personnel a unit has, the more effective it is at certain actions. Combat and construction are obvious examples of the benefits of numbers, but things like negotiation or piloting generally only require the unit leader, rather than the entire unit. When the size of a unit is relevant, they receive Power based on the amount of personnel the unit has. Units with more than 500 personnel will begin to receive diminishing returns on increasing their unit size, with units reaching 2000 or more personnel noticing significant reduction in Power increase. Note that units operate based on the amount of healthy personnel they have, so having lots of personnel can be particularly important for a group of marines.
It costs 5 credits and 1 population per personnel member added to a unit.
Unit Power: The actual Power of a unit. You use a percentage of this stat for projects based on your skill. A unit with a 6 in Construction, for example, would use 60% Unit Power towards a Construction action, whereas a unit with 3 Construction would use 30%.
Attack: Represents a unitís combat power. Attack is used for direct attacks by a unit, such as when operating a tank or when fighting as infantry. Indirect weaponry such as artillery or missiles fall under Systems.
Resistance: Represents a unitís overall durability. Not only reduces damage received during combat, but during any kind of disaster such as an explosion or a hull breach.
Piloting: Represents a unitís skill at operating any kind of vehicle. Piloting increases evasion success when compared to the automated systems aboard most vehicles, but is not strictly necessary. Having a skilled pilot at the helm can decrease the likelihood of bad events when traveling through an area full of debris (such as Earthís orbit), the asteroid field, or other difficult to traverse areas. Piloting is not used to evade attacks in combat; it is specifically for piloting through hazardous terrain or difficult situations.
Systems: Represents a unitís ability to operate advanced or complex ship or vehicle systems. Common examples include any sort of ship weapon or indirect fire weapons on vehicles such as artillery or missiles.
Construction: Represents a unitís ability to construct or repair ships, facilities, modules, and other objects.
Negotiation: Represents the unit leaderís ability to handle situations diplomatically and sway others to his or her point of view.
Exploration: Represents a unitís ability to explore the unknown. Advanced sensor operation does not fall under this, but under Systems. Also covers many espionage actions.
Research: Represents a unitís ability to advance technology and make scientific breakthroughs.
Cost: The amount of Factional Power (FP) the unit requires. This is an abstract concept that represents the additional supplies, pay, and training that a unit requires over a general civilian. The base cost of a unit is 1, with cost increasing by 1 per 500 men (rounded down) in the unit. Cost increases by 2 per stat point above 6 in one stat. For example, a unit with 9 in Attack would increase Cost by 6, while a unit with 7 would increase cost by 2.
In addition, the Unit Leader himself has two stats.
Loyalty: This ranges from Hate all the way up to Love. This represents the unit leaderís personal feelings towards the Faction Leader. Unit leaders with very low loyalty are more susceptible to plots and more likely to betray their faction. Unit leaders with high loyalty are much more resistant to plots and are more likely to survive if their unit is completely destroyed. Loyalty increases through leveling up or through events, while loyalty can be decreased if someone the officer is close to dies (say a family member) or if things are going particularly poorly.
Loyalty Ranks: The Loyalty Ranks are as follows: Hate -> Dislike -> Normal -> Trust -> Loyal -> Love. Love is a special loyalty rank that is particularly rare, and is generally only seen in the leaderís children, spouse, or other family members. Note that even in these people, Love isnít a guarantee, as it represents a unit leader who will never betray the leader. Once a unit reaches Love, their loyalty cannot drop.
Experience: A unit leader requires 10 experience points to level up. One random unit per task per turn will receive one point of experience. This means that if you have many different tasks going on, youíll receive more experience than having one big project going on, as it provides each unit leader with a chance to stand out and thus learn more. When a unit gains their tenth experience point, they level up and you may increase two of their stats by one. Their loyalty will also increase to the next rank, provided it is not at the maximum. Love canít be reached in this way, however. Events can occasionally result in a unit gaining experience.
Units can undertake a variety of different actions. Each turn, you can order a Unit to take one action. This action can be anything from manning a specific station on a ship to researching a new technology. There are two kinds of orders.
These are your actual actions for the turn. These actions last for an entire month. Telling a unit to attack a facility isnít a noncombat order, but if the attack will take a significant portion of the month, the unit will be unable to perform a different action for that month.
The most common noncombat order will be to order a unit to work on some sort of project. Projects can be anything from constructing a new facility to researching a new technology or convincing a prisoner to join your cause. Projects will usually require a certain amount of Power to be completed. The amount of Power needed is determined by the project, and Power is gained by assigning one or more Units to the Project. Units add their Power to the project, and once the project needs are met, the project is completed.
The easiest way to explain this is by example. We have a faction that is attempting to build a new facility, and have determined that the project to build the facility requires 200 Power to complete. Units use their Construction skill to work on the project. If we had a unit with 5 Construction and 250 Personnel, they would apply 125 Power to the project. A similar unit with 8 Construction would instead apply 200 Power, which would complete the project in one action. Basically, the higher your skill, the larger percentage of your unit Power you get to apply on an action.
All units should be given combat orders each turn, even if you donít think theyíll end up in combat. Combat orders are orders given to a unit that they will immediately carry out if they enter combat. You can tell them to flee or man a particular station on a ship. This ensures that you donít always have to man your weapon systems just in case youíll get attacked. If you donít give combat orders, Iíll carry out what I think is most logical, but donít always assume itíll be what you want (or even prefer). Donít get lazy with these. Combat orders can be as complex or as simple as you prefer. If they get excessively complicated (or confusing) I might ask you to try to simplify it, as your unit needs to actually be able to remember your orders, but youíre free to have fairly complex plans as long as they make sense.
Ships are the lifeblood of any self-respecting spacefaring faction. They possess a variety of different devices, weapons, and systems based on whatever task their faction wishes them to carry out, but nearly all ships have several statistics in common. First, Iíll provide an example ship, then explain what it all means.
Example Class - Corvette - 2000 tons - 100 crew
20km/s - 51.84m km/mo - Armor (100/2) - Shields (0/0/0)
Sensors (250k km / 50k km) - Comms (20m km) - Magazines (0/0)
Test Reactor (1) - Size (0) - Power (1500) - Stability (10%)
Test Drive (1) - Size (1) - Stability (10%) - Power (200)
Ship Class: The ship class is the very first thing on the statblock. This is the name the faction that designed this particular ship model chose for this model of ship. It can be anything the faction prefers, though I might veto a particular name if it overlaps with someone elseís. In this example, this ship class has been called the Example.
General Class: The general class of the ship is determined by the size/weight of the ship along with the ship role. In this case, the Example Class ship is a Corvette class, which means itís a fairly small ship. This is to aid in quick identification of ships (and give your officers something to call unidentified ships).
Weight: The weight of the ship is effectively the ship size. A 2000 ton ship is Size 2, a 5000 ton ship is Size 5. Ships receive 3 spaces per size point to use for weapons, systems, and so forth. Compared to the Township, which only receives 2, one for interior modules and one for exterior modules, a standard Ship is much more efficient and more versatile.
Crew: The crew of the ship is determined mostly by the size, though certain systems or facilities may increase the crew. Crew is the amount of people required to actually fly the ship properly; troop transports donít include their troops in the crew count. You must spend population equal to the crew whenever you build a ship, or man the ship with a unit at least as large as the crew total (though you can supplement with population). All Ships (including the Township) are assumed to have enough life pods aboard for all crew members, though an overfilled ship will not have enough for additional crew.
Speed: Speed is listed in two numbers, km/s and km/mo. Km/s is useful to know for in-combat mobility, and km/mo lets you easily figure out how far the ship moves per turn. Larger ships are inherently slower than their smaller counterparts.
Armor: There are two numbers listed under armor: The amount, and how many sections of armor the ship has. Each ship typically receives one section of armor per size point, so the Size 2 ship in this example has 2 sections. Whenever a ship is hit, a section is randomly chosen to take the damage. If a section reaches 0 Armor, the armor is holed in that location and systems will start to receive damage whenever that section is damaged. Enemies will automatically attempt to focus fire on holed sections of armor; a holed ship has a 25% chance of automatically being hit in the holed section. This does not increase if the ship has multiple holes, since if the automatic chance fails, there is still a chance the hole will be hit anyways.
Shields: Shields have three values: Strength, Capacitors, and Recharge Rate. Youíll have to research this for yourself to figure out how they work exactly.
Sensors: Sensors will usually have only one number: Active Range. The Example Ship here has an alternate sensor system built in for the sake of the example. Any alternate systems will have their range and type listed here.
Comm Range: How far the ship can communicate without time lag. Communications past this range begin to get distorted, and can require up to a full month at very long ranges.
Magazines: All kinetic and missile weapons require ammunition, which is loaded into magazines. A single magazine typically holds 200 size points worth of ammo for a weapon, and takes up one space on the ship. If a weapon is size 4, each shot of the weapon takes up 4 size points, so a single magazine would hold 50 shots. Magazines will usually explode if they are hit.
Reactors: All Ships receive a basic power source of your choice for free. If you decide to add a better power source, they take up 1 size point per reactor. All reactors have a chance to explode when damaged, this is listed as the Stability rating.
Drives: All Ships require a drive of some sort. This is the propulsion system. The speed is listed at the top of the statblock, not under the drives. Like Reactors, drives can explode when damaged.
Much like shields, weapons will be explained when you actually have them. Theyíve changed a bit from my initial description (as my combat system is more in-depth than it was). Let me know if you have any questions.
The Township is a large modular spacecraft built by your faction to take yourselves and other survivors off the surface of the Earth. It is designed to be completely self-sufficient, and thanks to its modular design, is highly upgradable and changeable based on the future needs of the faction. Unfortunately, thanks to its modular design and hurried construction, the Township is quite inefficient compared to most Ships. It would be unwise to consider the Township as anything more than a temporary vessel, rather than as some sort of warship. A properly constructed Ship is much more efficient.
The Township, unlike normal Ships, has Interior and Exterior Module spaces. Modules are divided up into the two different types, and facilities can only be built inside of an Interior Space module. A normal ship doesnít have this restriction, and has many facilities simply assumed to be included (such as living space for the crew).
Research, unlike many projects, often does not have a known amount of Power that you need to commit to complete it. Instead, the amount you need is hidden, and once reached, the research project will complete. On occasion, youíll also make other breakthroughs while you research something entirely different. Science isnít set in stone, after all. Youíll find that in general, itís easier to complete a research project if another faction has already done it. After all, if someone else has done it, you know itís possible. In addition, youíll find that researching technologies that humanity once had but was lost during the chaos is generally easier than researching something entirely new. For example, Laser Theory is not an incredibly difficult technology to research, because we already have lasers now. Imagine what theyíre like near the end of the 21st century?
Certain techs that were quite widespread from before the chaos do not require a theory to research; all factions are assumed to already have the theory. In general, if your faction did not start the game with a certain tech in a tree, it will require a theory, but itís a good idea to check first.
Factions will control a number of important resources throughout the game, but three resources that all factions have are Credits, Factional Power, and Population.
Factional Power is provided through Command Structures and is used to pay for the Cost of Units. If your faction does not possess enough Factional Power to pay for its Cost, you lose 10% of your income per point youíre missing. You canít somehow have -30% income, though, it stops at 0%. If this somehow happens to you and you canít remedy the situation, youíll begin to see loyalty drop among your units.
Credits are a rather important aspect of the game, and theyíre used for everything from increasing unit size to paying your general populace to work your factories to trade between players or NPCs. You earn credits by building commercial facilities for your population to work in. Commercial facilities generally produce nothing but credits.
Population in the beginning of the game resides solely on your Township. It consists of those refugees youíve taken aboard that are not a part of your Units. Population is used for a variety of tasks, from operating factories (at a cost) to commercial districts (making you a profit) to being recruited into your Units (reducing population and increasing unit size, at a cost of 5 Credits per personnel member added). Population grows fairly slowly, at a rate of 1% per turn. This is actually really fast if you think about it, but itíll probably seem really, really slow. You can increase it through research projects. You can also release personnel from their units and make some money back (3 credits per personnel member released), and theyíll be added back into the population. Keep in mind that personnel in units do not count towards population, so they wonít help growth. It might seem impossible to ever get a large population, but there are NPC factions and colonies out there that were established before the Marked appeared that you can recruit from. If you can find them.
Technology trading is a fairly abusive aspect of most 4x games (which Revolution Gaia is based off of) that requires some careful thought to control. I reserve the right to immediately change this at any time, if I feel it's being abused or what have you, but here's the rule:
Whenever a faction receives a technology from another faction (whether trading it, stealing it, etc), they must perform a Research action to adapt that technology to their own equipment, technology, and so on. This action will require significantly less Power than it would take to actually research the tech normally, but is needed to ensure that trading tech isn't completely free. The idea is to prevent players from simply trading everything they have with another player, and those two players blasting ahead of the competition by effectively researching at twice the speed.
Weapon and Defense Types:
As humans, weíre very good at destroying one another, and we like to keep each other from doing it too. Hereís a list of the general weapon and defense types there are:
Beam Weapons: Beam weapons are the hard hitting, close range weapon of Revolution Gaia. They deal more damage than a kinetic weapon, but require more power and have shorter range as a result. Still, since they donít require a ship to bring along explosive magazines, they tend to be more space efficient and safer to use.
Kinetic Weapons: Kinetic weapons are the long range counterpart to the beam weapon. They can generally fire farther than most beams and use less power to do so, but they deal less damage than a equivalent beam weapon. A kinetic weapon requires magazines to be carried on the ship to contain their ammunition, and magazines are known to explode when hit. At least theyíre under the armor.
Missile Weapons: Missiles are probably the most expensive weapon system to use, but also one of the most terrifying. Missiles can damage multiple sections of armor in a single hit, do large amounts of damage, and have longer range than any direct fire weapon system like a kinetic or beam weapon. With sufficient fuel, itís even possible to fire several volleys of missiles, have the initial volleys circle out of point defense range until the later ones arrive, and have all the missiles fly towards the enemy as one mega-volley. Of course, missile launchers have very slow fire rates in general, and missiles are the only weapon system that can be shot down before it reaches its target via point defense. They also tend to be pricey to build in large amounts, and require magazines to carry them which can explode when hit.
Armor: The traditional defense type, armor involves putting something sufficiently solid and thick between you and the attack aiming for you. All spaceships have some sort of hull plating which acts as a protective layer versus the vacuum of space, but warships really ought to carry some Armor as well. Armor deteriorates fairly rapidly under repeated hits, but requires only 1 space per layer, which covers every section of the ship equally.
Shields: Shields can be rather space and energy intensive, but a properly set up shield system can offer a regenerating barrier against incoming attacks. This is a pretty good way to save on repair costs.
Point Defense: Point defense is both practically essential and completely useless, depending on your opponent. It does nothing for you when your enemy is bearing down on you with lasers and railguns, but if your enemy is nothing but missile boats, youíll be wishing you had more of it. Point Defense is the only system that can shoot down incoming missiles (or fighters), and given the incredible range that missiles tend to possess, any non-missile fleet better have some or else theyíll have a nasty surprise waiting.
Vehicles are an important aspect to combat. Whether itís a bunch of space fighters flying at the enemy ships or two tank battalions preparing to square off, itís important to know the capabilities of your bite-size death machines. Letís take a look.
Size: Each size point gives vehicles a certain number of points to distribute between its systems. In addition, a vehicle requires one personnel in the unit manning it per size point, so a unit with 250 personnel can use 125 of the example tank above.
Speed: All vehicles have one or more speed types. A vehicle with multiple speed types can be used in multiple environments.
Defense: This is the resistance the vehicle has to damage when hit. Unlike ships, units and vehicles donít take damage equal to the damage of the attack, since they can be taking several hundred of the attack in a single round. Just keep in mind that the higher this is, the better. An unarmored vehicle typically has 10 defense.
Weapons: Weapons are divided into three categories: Anti-Infantry, Anti-Vehicle, and Anti-Ship. Anti-vehicle weapons are then divided into Ground, Air, and Space categories, and anti-infantry and anti-vehicle weapons are also divided into Direct and Indirect categories.
Anti-Infantry: Anti-Infantry weapons are used to attack units that are not in vehicles. They have a damage number, a range, and a category, direct or indirect. The higher damage the better, same with range. Direct weapons have less range than indirect and use the Attack stat on the Unit rather than Systems. They can also counterattack other Direct weapons if in range. Indirect weapons cannot counterattack, use Systems, and have greater range than Direct weapons.
Anti-Vehicle: Anti-vehicle weapons are used to attack other vehicles. They have a damage number, a range, and two categories (ground, air, or space, and direct or indirect). The higher the damage and range, the better. The weapon can only be used against ground targets if itís ground, air if itís air, and so on. Direct weapons have less range than indirect and use the Attack stat on the Unit rather than Systems. They can also counterattack other Direct weapons if in range. Indirect weapons cannot counterattack, use Systems, and have greater range than Direct weapons.
Anti-Ship: Anti-ship vehicle weapons use the same rules as Ship weapons, though they do less damage per hit. Youíll have to wait until you have the weapons before I give you the stats, though.
Maneuver: All vehicles have a maneuver stat. Vehicles with high maneuver are harder to hit, and subsequently destroy, with point defense systems.
Unit combat is pretty simple. All units with weapons will have a damage number from that weapon, and a defense score from armor research. If the weapon they are equipped with does not deal damage to a certain enemy type (no vehicle damage for example), they cannot damage that enemy. Units with no armor research have base 20 defense. Infantry weapons fire 100 meters without research. Unit combat assumes 1 minute of focused combat; a unit that only fights for half a minute will deal half damage, and so on.
Wow, it's quiet around here. Anyways, I've sent out PMs to each of you with some private information and your Township/Tech info. Feel free to ask me any questions you might have. I'm pretty much done with stuff on my end, but I probably won't have the IC thread up until at least Thursday.
Hey, a few questions. I noticed that in all my tech descriptions that I received, I didn't have any lists of how much power was required for the actual construction. Did I miss that somewhere, or is not knowing how long it'll take to build something still intentional?
Other than that, I'm wondering a little bit who is technically in control of the resources at the Starports. Like, are all of the resources just sitting in a warehouse somewhere? or are the NPC Guards that all of the Starports have technically in control of those resources? I know it's a small thing, but I know the European Starport is going to run out of resources pretty fast most likely, so who is technically in control is kind of important.
Faster than a speeding wombat, more agile than a drunken Giraffe, able to leap off tall buildings in a single bound, it's PANTSMAN!!
Oh whoops, I forgot to include the Power? I'll get that out before we start, promise.
Technically, no one is in charge of the resources. It's communal, with the understanding that everyone has a right to use them. Players can attempt to violate this unspoken agreement or set terms for use or what have you. And more resources may arrive in future turns.
Can units do multiple actions in a turn, and if so, how does it work? Do you split up a unit and say 100 do this, and 100 do that? Can you set up a cue to say a unit will reaserch X and if completed that turn will start researching Y as well?
Units cannot take more than one action in a turn. Under most circumstances it's not possible to split your unit, though it might be possible that certain techs may violate this rule. You also can't set up any sort of queue to overflow Power from one action to another. All of this is in place to reduce the workload on my end, since I've got a lot on my plate with this game as it is, so while it's a bit restrictive, please try to work around it.
Ok, what about things like negotiations? You kind of stressed in the rules that you only need your leader to do negotiations. So, can a groups leader do negotiations while the group itself does research or construction or something?
Faster than a speeding wombat, more agile than a drunken Giraffe, able to leap off tall buildings in a single bound, it's PANTSMAN!!
Your unit cannot do anything without its leader, so no. I do mean that literally too. If a unit leader somehow gets assassinated or killed or something, that unit will generally disband or at the very least be disabled until a subordinate takes over some turns later.
IC Thread is up. It is Turn 0, IE before the Township's are officially completed. Your units may take no actions this turn, this is mainly just for initial RP and communicating with one another. All comms are complete and active for all factions, so you can communicate between spaceports, privately, whatever. The ALC satellite can provide a secure link if you wish to communicate with them, which prevents others from detecting communications via the satellite. All other communications can be picked up by anyone (since none of you have encryption tech) so just be aware of that.
Just to make it clear, you can't do anything that actually has a mechanical effect yet in Turn 0. This is just a chance for you to get some initial RP in while I finish up the updated rules post on my end.
New World: What's it about? Fencing Fighting. True Love. Strong Hate. Harsh Revenge. A Few Giants. Lot's of Bad Men. Lot's of Good Men., Two or Three Beautiful Women. Beasties Monstrous and Gentle. Some Swell Escapes and Captures. Death, Lies, Truth, Miracles and a Little Sex. In short, it's about Pokemon.here