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Skrevski
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Mar 16 2011, 07:08 PM
Post #1
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Administrator
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HI! Below is the new systems we will be using in the new and improved Future!
- Economy System
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- Population and Wealth
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- Population: Figuring out your population is vital to figuring out your Wealth generation per month. To do this you will take the current population (Real Life) of your member countries and then multiply that by 20 percent.
- Starting Industry & Wealth:
- Industry: In order go get your starting industry value you will take your population value and halve it and then divide by One Million.
- Wealth: Take your population plus your industry and divide those by Five Hundred Thousand.
- Gaining Wealth:
- At the beginning of a new year you gain your starting wealth total in income.
- Every month you will gain 1/12 of your Industrial Wealth in income.
- What to use Wealth on
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- Diplomacy Budget
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Each Country or Empire has what we call a Diplomacy Rating. What this is how much of your budget you using to attempt to improve your relations with other nations as well as Alien cultures. For every One point of Wealth that you put into this rating you will gain 2 Points of Influence which can then be "Assigned" to NPC Countries and Aliens in order to improve your relations.
- Special Operations Budget
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The SpecOps Budget is the amount of Wealth you spend in order for you secret missions behind enemy lines to succeed and not get caught by enemy forces. For every One Wealth you spend on this budget you gain a plus Two bonus to the success rate of your SpecOp Missions. In order to send a Special Mission out you must pay Five Wealth to finance the mission.
- Colonies
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- Colonial Establishment: To establish Off World Colony it will cost you "X" amount of Wealth for each type of Colony. You can only have One Specialized Colony per every Five Colonies that you have established.
- Standard - This type of Colony makes up most Off-World colonies and does not give any extra bonuses. The cost of a Standard Colony = Ten Wealth.
- Agriculture: A Agriculture Colony is one of the main food produces of your Empire. This type of Colony grants a +5 Bonus to Empire Morale and gives a bonus Residential Sector to that Colony. The cost of a Agriculture Colony = 15 Wealth.
- Industrial: A Industrial Colony is one of the power houses of your Empire and grants a +5 Bonus to Industrial Wealth Rate and gives a bonus Industrial Sector to that Colony. The cost of a Industrial Colony = 20 Wealth.
- Forge: A Forge Colony is dedicated to the manufacturing of war machines and equipment for your Empire and gives you a +5 bonus to New military unit production and gives a bonus Government Sector to that Colony. The cost of a Forge Colony = 25 Wealth.
- Secret: A "Secret" Colony is a place where it is either impossible for other countries to get to you or is completely unknown to the rest of the galaxy. This type of colony grants you +5 Percent to Empire Morale as well as 5 Percent to your Culture rating (Choose either Propaganda or Mass Media) as well as an extra Government Sector to the Colony. The cost of a "Secret" Colony = 30 Wealth.
- Planetary Sectors: Each Colony or County many have one each of four Planetary Sectors, while each country on Earth already has one of each in every "Sub-Country" it owns. Below is the cost and how long it will take to establish each sector.
- Residential Sectors (Food/Living Areas): - 2 Wealth/8 Months
- Commercial Sectors (Mass Media/Business): - 4 Wealth/6 Months
- Industrial Sectors (Heavy Industry/Manufacturing Areas): - 6 Wealth/4 Months
- Government Sectors (Government/Military/Research): - 8 Weath/2 Months
- Military Spending
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- Shipyards & Space Stations:
- Orbital Shipyard: Construction Time - One Year and Six Months (39 Days) Cost - 3000 Wealth
- Orbital Space Dock: Construction Time - One Year (26 Days) Cost - 1500 Wealth
- Large Size Space Station: Construction Time - One Year (26 Days) Cost - 1000 Weath
- Medium Size Space Station: Construction Time - Nine Months (18 Days) Cost - 800 Wealth
- Small Sized Space Station: Construction Time - Six Months (12 Days) Cost - 600 Wealth
- Static Defense Stations:
- Energy Based Defense Station: Construction Time - Two Months (4 Days) Cost - 10 Wealth
- Ballistics Based Defense Station: Construction Time - Two Months (4 Days) Cost - 10 Wealth
- Missile Based Defense Station: Construction Time - Two Months (4 Days) Cost - 10 Weath
- Small Craft Defense Station: Construction Time - Two Months (4 Days) Cost - 10 Wealth
- Planetary Shield Station (1000 Shield Points (This could change): Construction Time - Three Months (6 Days) Cost - 15 Wealth
- Ship Types and Squadrons
- Super Dreadnought - Cost = 1800 Wealth and takes 2 Years (52 Days) to build.
- Dreadnought - Cost = 1600 Wealth and takes One Year & 6 Months (39 Days) to build.
- Battleship - Cost = 1400 Wealth and takes One Year & 3 Months (32 Days) to build.
- Assault Carriers - Cost = 1400 Wealth and takes One Year & 3 Months (32 Days) to build.
- Fleet Carrier - Cost = 1200 Wealth and takes One Year (26 Days) to build.
- Light Carrier - Cost = 1000 Wealth and takes Eight Months (16 Days) to build.
- Escort Carrier - Cost = 700 Wealth and takes Four Months (8 Days) to build.
- Battlecruiser Squadron - Cost = 1000 Wealth and takes Ten Months (20 Days) to build.
- Heavy Cruiser Squadron - Cost = 800 Wealth and takes Eight Months (16 Days) to build.
- Light Cruiser Squadron - Cost = 600 Wealth and takes Six Months (12 Days) to build.
- Heavy Destroyer Squadron - Cost = 450 Wealth and takes Six Months (12 Days) to build.
- Destroyer Squadron - Cost = 400 Wealth and takes Five Months (10 Days) to build.
- Light Destroyer/Destroyer Escort Squadron - Cost = 350 Wealth and takes Four Months (8 Days) to build.
- Frigate Squadron - Cost - 150 Wealth and takes Three Months (6 Days) to build.
- Corvette Squadron - Cost - 50 Wealth and takes Two Months (4 Days) to build.
- Troop Carrier Squadron - Cost - 500 Wealth and takes Four Months (8 Days) to build.
- Supply And Regular Transport Squadron - Cost = 300 Wealth and takes Three Months (6 Days) to build.
- Ground Unit Sizes and Costs
- Division Sized Unit: A Division is the main stay of combat in Future Wars, it usually holds around Fifteen to Twenty Thousand Soldiers and has enough support units to make it one of the deadliest units to be placed on a battlefield. The cost of a Division sized unit is 10 Wealth to equip them, train them, and get them ready for military life. Once you paid that you will be able to see your Division in Three Months (6 Days) ready to go and kick some ass.
- Brigade/Regiment Sized Unit: A Brigade or Regiment is one of the prime building blocks in a Division or in a Corps or even a Army. These units can be assigned to a Division or be used separately in any fashion you wish. Usually a Brigade or Regiment is between 2,000 to 5,000 soldiers depending on the unit. It will cost you 5 Wealth to equip, train and get ready for use in your military. Once you have paid for your unit it will be ready in the space of two months (4 Days) and be able to kick some ass anywhere in the Universe.
- Battalion Sized Unit: A Battalion is really the last major unit we will see in Future Wars, but it still packs a punch. It can be assigned to a Brigade, Division , Corps, or Army and is very flexible. A Battalion is usually between 600 to 1,000 soldiers thus we are going to make this easy and say that it costs 1 Wealth to equip and train and will be ready in the space of a Month (2 Days).
- Ground Unit Types and Cost
- Infantry: Infantry are those foot sore soldiers of yours that take and hold ground for your Nation, they have been around sense the dawn of warfare and are still vital in today's age. A unit of infantry will cost 10 Wealth to equip your unit for battle.
- Mechanized Infantry: Mechanized Infantry is the next step up from your basic Infantry in that they travel in armored personnel carriers to keep them protected on the battlefield and deploy when they get to their target. A units of Mechanized Infantry will cost you 20 Wealth to equip with the vehicles and weapons they need for battle.
- Powered Armor Infantry: One of the newest units to be seen on the field of battle a unit of Power Armored Infantry can make or break an attack or defense. These units add great power to a Nation's military being in cased in armor that allows them to use heavier weapons and take multiple hits and survive. A unit of Power Armor will cost 24 Wealth to train and equip but they will be deadly on a battlefield.
- Light Armor: Filling a niche between heavy armor and power armor, this group normally includes hovercraft, battle walkers, and assorted vehidles that carry more firepower than power infantry yet enough speed to outpace and flank heavy armor. Also called 'heavy cav' in the parlance of many nations. A unit of Light Armor will cost 18 Wealth to train and equip for war.
- Armor: Armor or Tanks are some of the most deadly units on a battlefield. They give power and strength to any attack and can make deadly opponents on the defensive. A unit of Armor will cost you 36 Wealth to train and equip a unit for battle.
- Special Operations: The Special Operations branch of any nation make up the best of the best involved in the a nation's armed forces. These troops can deploy anywhere and usually without fail get the job done. Special Operations troops cost 20 Wealth due to the fact that they have higher levels of training and experience.
- Artillery: Artillery is one of the most powerful support units at hand to any commander in the field of battle. These long range units offer quick and deadly support to a unit in trouble or in need of help breaking though a defense position. The cost for a unit of Artillery is 12 Wealth to get them ready for the field of battle.
- Anti-Aircraft Artillery: Anti-Aircraft Artillery gives you the capability to shoot down and destroy enemy aircraft or missiles attempting to attack and destroy your own forces. While this branch is made up of all kinds of weapons the cost for these units falls around 12 Wealth to get them ready for the field of battle.
- Engineers: The Engineer Corps allow your army to cross bridges, take out minefields, disable booby traps, fix damaged vehicles and a multitude of other tasks. These essential units cost 8 Wealth to train and equip, but will allow you more flexibility, be it on land or even in space.
- Headquarters: Headquarters units have two functions, they coordinate assaults and the various units in the military and make sure those same units are supplied with food, ammunition, and any other supplies that are needed on a day to day basis. Theses essential units cost 7.5 Wealth and without them your Military will have no way to get supplies.
- Air Forces and Space Air Groups.
- Air Group: A Air Group can be made up of anywhere from 32 to a 100 aircraft depending on the nation's military. Thus a air group of Six Squadrons would be 6 Wealth. Now it will take a period of Six months (12 Days) to get a new air group operational and ready for war.
Below is a listing for the sub-types of able Air Groups, so that you can know what your fighters or bombers cost to make.- Fighter Group: A Fighter Group is your front line defenders and are tasked with destroying the enemy's own fighters and keeping the enemies bombers away from your force. The cost for a fighter group will be 10 Wealth.
- Bomber Group: A Bomber Group are aircraft designed with the destruction of the enemies armed forces, supply lines, factories, and anything else you wish to destroy. The cost for a Bomber group shall be 15 Wealth.
- Close Air Support Group: Close Air Support Groups do just that, they support your soldiers fighting on the ground with state of the art equipment designed to destroy enemy targets and soldiers. These fearsome warriors shall cost 7.5 Wealth.
- Combat Support Group: A Combat Support Group can be in the range from Landing Craft transporting troops to the ground, aircraft designed to confuse your enemy, refueling tankers, anything that can help your forces in the long run. Thus is group shall cost you 10 Wealth.
- Planetary Defenses:
- Planetary ION Turret - 5 Wealth - Time = 1.5 Months (3 Days)
- Planetary Mass Driver Turret - 7.5 Wealth - Time = 1.5 Months (3 Days)
- Planetary Warhead Facility - 10 Wealth - Time = 1.5 Months (3 Days)
- Planetary Shield Facility - 15 Wealth - Time = 2 Months (4 Days)
- Planetary ECM Facility - 15 Wealth - Time = 2.5 Months (5 Days)
- Planetary Defense Bunker - 7.5 Wealth - Time = 3 Months (6 Days)
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Skrevski
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Mar 16 2011, 09:30 PM
Post #2
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Administrator
- Posts:
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- Group:
- Admins
- Member
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- Mar 24, 2009
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- Specialization System
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- Internal Points: In each area each player will receive either 10 or 15 points to put into a category. Established players will receive 60 Points to be placed where the player wishes. Also all categories cap out at 10 Points.
- Point Gain:
- Battle Experience: 2 For a Victory, 1 for Defeat
- Diplomatic Experience: 2 for Diplimatic Success, 1 for Diplomatic Failure.
- Research Experience: 2 For Success, 1 For Failure
- Economics (10 Internal Points)
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- Industry Capacity:
- Infrastructural: +5 Bonus to Non Miltary Manufacturing (Build Rates)
- Shipbuilding: +5 Bonus to Rate of Construction
- Vehicle Construction: Reduces Ground Unit Production Cost by 5 Percent
- Military Capacity:
- Black Ops Budget: +5 Bonus to Mission Success
- Recruitment Rate: +5 Reduction of Unit Upkeep
- Replacement Turn Around: Reduces Morale Loss & Increases Unit Rebuild Rate by 5 Percent
- Recreational Income (Modifies Monthly Income):
- Tourism: Increases Wealth per cycle per colony depending on Dilomatic/Xeniphobic Relations by 2.5 Percent. (Add your Diplomacy + Tourism to get your Bonus)
- Sports: Increases Wealth as well as Morale by 2.5 Percent
- Mass Media: Increases Culture and Popaganda Effectiveness by 2.5 Percent -(Must choice one or the other)
- Military (General) (10 Internal Points)
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- Command & Control: Bonus to Unit Upkeep and Bonus to Unit Effiency (Gives 5 percent to each)
- Logistics: Bonus to Unit Upkeep and Wealth (Gives 5 percent to each)
- Training (Green, Regular, Vetern, Elite, Harden (Only units that have been in combat can get this level) (Every 2 Points to advance a level)
- Military (Spaceborne) (10 Internal Points)
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- Offensive: (50 Percent Cap) (Can only Max out 1 of the three and can only put 3 Points in the others)
- Energy Weapons (Bonus to Attack)
- Ballistic Weapons (Bonus to Attack)
- Missile/Warhead Weapons: (Bonus to Attack)
- Defense: (50 Percent Cap) (Can only Max out 1 of the three and can only put 3 Points in the others)
- Armor: (5 Reduction to Ballistic)
- Shields: (5 Reduction to Energy)
- Countermeasure: (Anti-Missile/Flairs/Jammers/Ect.) (5 Reduction against Warheads)
- Ship Systems:
- Speed: (Top Speed + 10 Percent if Support Ship,/5 if Capital Ship)
- Maneuverability (4 Percent to Evasion on Support Ships/2 Percent on Capital Ships)
- Jump Effency: (10 Percent Reduction to the time it takes to jump in or out of a system.)
- Military (Planet Side) (15 Internal Points)
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- Offensive:
- Military Effectiveness (Offensive) (Attack Bonus)
- Combined Arms Training: (Increases Military Effectiveness by 2 Percent)
- Leadership Compency (Officers) (1 = 5 ot Attack/Defense)
- Troop Training (Enlisted) (Bonus to Attack) (1 = 10 Percent to Attack Bonus)
- Siege Warfare (Offensive) (Bonus to Sieges)
- Defense:
- Military Effency (Defense) (Bonus to Defense)
- Siege Warfare (Defense) (Bonus to Siege Defense)
- Fortifications (1 = 10 Percent to Defense Bonus)
- Urban Warfare (5 to City Defense/5 percent Reductiion to Morale Loss)
- Rapid Deployment (Reserves) (Reduces deployment by One Month)
- Special Forces:
- Unconventional Warfare: (Bonus to SpecOps Combat Mission Success)
- Counter-Terrorism: (Speeds up Morale Recovery Rate for Terrorist Attacks)
- Deep Strike Penitration: (5 Percent Bonus to Successful Mission/5 percent Reduction in Deployment time)
- Clandestine Operations: (+2 Bonus Espionage)
- Morale (10 Internal Points)
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- Zeal (Belief in Country): (2.5 Percent to Morale Regeneration based on Adminstrative Structure)
- Nationalism (Belief in Government) (2.5 Percent to Morale Regneration based on Military Might)
- Piety (Religion): (2.5 Percent to Morale Rengeration based on Regilious Structures.
- Structure Integrity (10 Internal Points)
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- Reliability: 2.5 Percent Reduction in Cost
- Durability: 2.5 Percent to Armor per Unit
- Ease of Use (Operation): 2.5 Percent to Attack/Defense
- Colonies (Type) (10 Internal Points): (Max of 5 Points in One Sub-Cat and Max of 3 Points in all others)
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- Agro Planet: (2.5 Percent to Morale Upkeep)
- Industrial (2.5 Percent to Wealth Generation)
- Forge (2.5 Percent to All Military Production Speed)
- Secret (2.5 Percent to Morale/2.5 Percent to Culture (Choice Popaganda or Mass Media)
- Colonies (Upkeep) (10 Internal Points)
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- Colonial Growth Rate: (Bonus 2.5 to Planet Growth/2.5 Percent to Weath Generation)
- Colonial Establishment Rate:(2.5 Percent Reduction in Colony Establishment)
- Colonial Support Capacity: (2.5 Percent Reduction to Colony Cost)
- Alien Relations: (10 Internal Points)
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- Diplomacy: (2.5 Percent to Successful Alien Relations/2.5 Percent to Alien Trade Income but takes -5 penilty to trade with Xenos)
- Xenophobic: (2.5 Percent to Demestic Production Rates as well as a 2.5 percent penitly to working with Aliens)
- Technical Prowless: (2.5 Bonus to Research Development of Alien Tech)
- Cultural Assimilation: (2.5 Bonus to Morale and Wealth for Willness to live side by side with Aliens) (Special Bonus to first country that does so)
- Culture: (Costs = 3 for 1) (15 Internal Points)
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- Domestic: (2.5 Percent Bonus to Morale/Wealth/Production)
- Foreign: (5 Bonus against Culture Loss)
- Propaganda: (2.5 Percent to Repuation & Special Operations Success Rate)
- Reputation (Exempt from 3 for 1) (2 for 1 for Aliens, 1 for 1 for Humans) (Distrustful, Guarded, Neutral, Friendly, Trusted)
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