Color War Set Up
Posted: Sun May 18, 2014 3:27 pm
So I've randomly assigned each player to the Blue, Green, or Red Faction; hence the name Color War. This first iteration of the game is going to be fairly limited, but will lay the groundwork for more sophisticated systems such as a WWII simulation, or Dominion War, or anything else. So first up: the not at all official somewhat Hodge-podged rules:
The Turn
The Turn consists of essentially two phases, but you should really think of it as a turn and a "OH HOLY CRAP RUN!" phase. The first phase is essentially your turn: you take care of any and all diplomacy, fleet orders, construction/conscription orders here. The second phase is essentially for fleets that are attacked, they're commanders will be given the gut check reaction: fight or run.
Similar to the SIM games, each turn will finish with a SITREP listing the developments that happened that turn...at least the ones you know about.
The Map
Assuming I did that correctly, the above image is the map we will be using. Some important things to point out. there are 15 planets colored: 5 red, 5 green, 5 blue. These are the planets that belong to the Red, Green, and Blue alliances respectively. The rest of the planets you don't know their alignment directly. You will know which ones are friendly to you, but as for which ones are neutral and which ones hostile (more on what this means later).
Also note the lanes connecting the planets. To simplify matters from arbitrary movement these are the lanes a ship must go through to move. Each line represents a 1 endurance jump. Fleets have endurance based on their highest ships endurance. (so anything with a Battleship has an endurance of 4.)
The Planets
So all 40 planets have a political affiliation or alignment, they produce a certain amount of food, a certain amount of medical supplies, and have certain military assets on them. What does this mean:
A planets political stats will be one of five things: Allied, Friendly, Neutral, Hostile, or Enemy. Allied planets are yours, part of your empire, alliance w/e, they're not going anywhere unless the enemy takes them. Enemy planets are planets that are part of your enemies alliance. Friendly planets are planets that aren't willing to declare themselves as 100% part of your empire, but they're invested in your victory. Thus you can often use their excess supplies or even military assets. Hostile planets are those friendly to your enemy. Neutral planets are just that. They have taken no sides. They aren't interested in helping you, but as long as they can stay neutral have no interest in hurting you either. Note that status' of planets can and will change. surface fighting has a way of disheartening a population, and helping a planet in need can endear you to them.
Planets have a net food production value and medical supply production value. You will need both to wage your war. First priority is to make sure all the planets under your control have enough food and medical supplies to survive. Next you will need food for your fleets and armies, medical supplies for your wounded, and then supplies for the production of your units.
Lastly are military assets: these are the shipyards, droid factories, cloning facilities, and training grounds. These are the only locations you can build your fleets and armies. There is no producing new assets; you can however destroy them on any planet you own or occupy.
Supplies
As I mentioned you would need those supplies to wage your war. Every Fleet, Clone, and conscripted army requires 1 food per turn (droid units do not). When engaged in battle Fleets, Clones, and conscripted armies also require 1 medical supply (droids are again immune).
Training Grounds, and Cloning Facilities require 1 food every turn they're active. Droid Facilities require 1 Medical Supply every turn they're active. Shipyards require 1 of each every turn they're active.
Supply lines must be maintained to these facilities to your resource supplies. All this means is an unobstructed path along the jump lines. If a fleet moves into your path and there's no other way around, you could see supplies halt. If an enemy takes, or turns a planet in your supply line, you'll definitely see them halt.
Units without food or medical supplies will see their battle performance decline, and experience more casualties as wounded will not be capable of surviving. Production facilities without supplies will simply fail to produce units.
Units and Production
Speaking of Units there are 10 types total in the game. 5 space, and 5 land:
Space: (Units produced/turn, mass, firepower, endurance, troop capacity)
Battleship: 1, 3, 7, 4, 100
Battle Cruiser: 3, 1, 2, 3, 100
Frigate: 6, 0.5, 1, 1, 50
Destroyer: 9, 0.25, 1, 1, 20
Corvette: 12, 0.125, 0.5, 1, 10
Ground: (units/turn, damage, firepower)
Heavy Armor: 5,6,9
Armor: 15,2,2
Heavy Infantry: 15,2,1.5
Infantry: 30,1,1
Light Infantry: 60,0.05,1
Each facility can only produce certain unit types at any time, but all can only produce 1 unit type per turn (at it's listed units/turn rate). Thus it will take multiple turns to create a whole fleet/army.
Shipyards can only produce Space Units
Training Grounds can only produce Heavy Infantry, Infantry, and Light Infantry. These are conscripted soldiers.
Cloning Facilities can produce all Ground Units. These are cloned soldiers.
Droid Factories can produce all Ground Units. These are droid units.
A note about droid units. Although they require no resources. They will experience higher casualty rates than other classes.
Warfare
Battles commence automatically when two enemy units occupy the same space. Depending on the size and attributes of the units involved combat could take any number of turns. Players will not have direct control over the units in the field but will receive updates about ongoing battles and have the ability to issue stretegic commands to their units in guiding fashion.
Space battles will always precede ground engagements, as it is required to control the space over a planet before ground troops may be landed.
Battle Simulation will be done by a program I have written. If anyone would like to see this code they need only ask me. It was written in Mathematica so you will know what to expect.
The just of the code is this:
Every fleet, and army is tracked by a 4x5 matrix listing the number of healthy, and 3 increasing levels of damage for each class of ship. The total firepower and total defense are found by dotting these matrices into the firepower or defense vector. Average values for each fleet are also found.
The program then finds the ideal minimum number of average ships needed to kill one average enemy, and the ideal maximum number of ships that could be killed in a single turn. Then introduces probability functions that will modify the number of ships that hit, introduce disunity in the efficiency of firing (more ships firing at one target than are needed, and less at another). It will then calculate the number of damaged ships based upon these probability functions, and then by proportion deals out kills and damage to ships based on their relative abundance in the enemy fleet.
The end result is another 4x5 matrix listing the new number of ships of each class at each level of health. This program has only been tested at a basic level, and thus may require some debugging, and or revision. The construction of this program is the primary mission of this game as this program will form the backbone of any future SIMS.
Set Up
Sonic = Blue Faction
Stitch = Green Faction
Spocky = Red Faction
I will email you your first SITREP once I receive your emails.
Here is a list of all systems, the net food hey produce, the net medical supplies, and any facilities they have.
World Net Food Net Medicine Facility 1 Facility 2
1 2 0
2 2 2
3 2 0 Cloning
4 3 1 Training
5 1 0 Training
6 1 1
7 3 0 Shipyard Training
8 1 1
9 -1 1 Cloning
10 3 -1 Droid
11 -1 1 Droid
12 -1 -1
13 0 -1 Cloning
14 1 2
15 2 2 Cloning
16 0 0 Cloning
17 0 0 Shipyard Droid
18 0 1 Training Shipyard
19 3 1 Cloning
20 -1 0 Shipyard Cloning
21 2 -1 Training
22 1 -1
23 1 0 Training
24 2 -1
25 3 1 Droid
26 1 2 Shipyard
27 0 -1 Shipyard Training
28 3 0 Droid
29 -1 0
30 3 2 Droid
31 -1 0
32 2 0 Droid
33 3 2 Training
34 -1 0 Shipyards
35 3 1 Droid
36 -1 0
37 3 0 Training
38 2 2 Cloning
39 3 1 Training
40 1 0
The Turn
The Turn consists of essentially two phases, but you should really think of it as a turn and a "OH HOLY CRAP RUN!" phase. The first phase is essentially your turn: you take care of any and all diplomacy, fleet orders, construction/conscription orders here. The second phase is essentially for fleets that are attacked, they're commanders will be given the gut check reaction: fight or run.
Similar to the SIM games, each turn will finish with a SITREP listing the developments that happened that turn...at least the ones you know about.
The Map
Assuming I did that correctly, the above image is the map we will be using. Some important things to point out. there are 15 planets colored: 5 red, 5 green, 5 blue. These are the planets that belong to the Red, Green, and Blue alliances respectively. The rest of the planets you don't know their alignment directly. You will know which ones are friendly to you, but as for which ones are neutral and which ones hostile (more on what this means later).
Also note the lanes connecting the planets. To simplify matters from arbitrary movement these are the lanes a ship must go through to move. Each line represents a 1 endurance jump. Fleets have endurance based on their highest ships endurance. (so anything with a Battleship has an endurance of 4.)
The Planets
So all 40 planets have a political affiliation or alignment, they produce a certain amount of food, a certain amount of medical supplies, and have certain military assets on them. What does this mean:
A planets political stats will be one of five things: Allied, Friendly, Neutral, Hostile, or Enemy. Allied planets are yours, part of your empire, alliance w/e, they're not going anywhere unless the enemy takes them. Enemy planets are planets that are part of your enemies alliance. Friendly planets are planets that aren't willing to declare themselves as 100% part of your empire, but they're invested in your victory. Thus you can often use their excess supplies or even military assets. Hostile planets are those friendly to your enemy. Neutral planets are just that. They have taken no sides. They aren't interested in helping you, but as long as they can stay neutral have no interest in hurting you either. Note that status' of planets can and will change. surface fighting has a way of disheartening a population, and helping a planet in need can endear you to them.
Planets have a net food production value and medical supply production value. You will need both to wage your war. First priority is to make sure all the planets under your control have enough food and medical supplies to survive. Next you will need food for your fleets and armies, medical supplies for your wounded, and then supplies for the production of your units.
Lastly are military assets: these are the shipyards, droid factories, cloning facilities, and training grounds. These are the only locations you can build your fleets and armies. There is no producing new assets; you can however destroy them on any planet you own or occupy.
Supplies
As I mentioned you would need those supplies to wage your war. Every Fleet, Clone, and conscripted army requires 1 food per turn (droid units do not). When engaged in battle Fleets, Clones, and conscripted armies also require 1 medical supply (droids are again immune).
Training Grounds, and Cloning Facilities require 1 food every turn they're active. Droid Facilities require 1 Medical Supply every turn they're active. Shipyards require 1 of each every turn they're active.
Supply lines must be maintained to these facilities to your resource supplies. All this means is an unobstructed path along the jump lines. If a fleet moves into your path and there's no other way around, you could see supplies halt. If an enemy takes, or turns a planet in your supply line, you'll definitely see them halt.
Units without food or medical supplies will see their battle performance decline, and experience more casualties as wounded will not be capable of surviving. Production facilities without supplies will simply fail to produce units.
Units and Production
Speaking of Units there are 10 types total in the game. 5 space, and 5 land:
Space: (Units produced/turn, mass, firepower, endurance, troop capacity)
Battleship: 1, 3, 7, 4, 100
Battle Cruiser: 3, 1, 2, 3, 100
Frigate: 6, 0.5, 1, 1, 50
Destroyer: 9, 0.25, 1, 1, 20
Corvette: 12, 0.125, 0.5, 1, 10
Ground: (units/turn, damage, firepower)
Heavy Armor: 5,6,9
Armor: 15,2,2
Heavy Infantry: 15,2,1.5
Infantry: 30,1,1
Light Infantry: 60,0.05,1
Each facility can only produce certain unit types at any time, but all can only produce 1 unit type per turn (at it's listed units/turn rate). Thus it will take multiple turns to create a whole fleet/army.
Shipyards can only produce Space Units
Training Grounds can only produce Heavy Infantry, Infantry, and Light Infantry. These are conscripted soldiers.
Cloning Facilities can produce all Ground Units. These are cloned soldiers.
Droid Factories can produce all Ground Units. These are droid units.
A note about droid units. Although they require no resources. They will experience higher casualty rates than other classes.
Warfare
Battles commence automatically when two enemy units occupy the same space. Depending on the size and attributes of the units involved combat could take any number of turns. Players will not have direct control over the units in the field but will receive updates about ongoing battles and have the ability to issue stretegic commands to their units in guiding fashion.
Space battles will always precede ground engagements, as it is required to control the space over a planet before ground troops may be landed.
Battle Simulation will be done by a program I have written. If anyone would like to see this code they need only ask me. It was written in Mathematica so you will know what to expect.
The just of the code is this:
Every fleet, and army is tracked by a 4x5 matrix listing the number of healthy, and 3 increasing levels of damage for each class of ship. The total firepower and total defense are found by dotting these matrices into the firepower or defense vector. Average values for each fleet are also found.
The program then finds the ideal minimum number of average ships needed to kill one average enemy, and the ideal maximum number of ships that could be killed in a single turn. Then introduces probability functions that will modify the number of ships that hit, introduce disunity in the efficiency of firing (more ships firing at one target than are needed, and less at another). It will then calculate the number of damaged ships based upon these probability functions, and then by proportion deals out kills and damage to ships based on their relative abundance in the enemy fleet.
The end result is another 4x5 matrix listing the new number of ships of each class at each level of health. This program has only been tested at a basic level, and thus may require some debugging, and or revision. The construction of this program is the primary mission of this game as this program will form the backbone of any future SIMS.
Set Up
Sonic = Blue Faction
Stitch = Green Faction
Spocky = Red Faction
I will email you your first SITREP once I receive your emails.
Here is a list of all systems, the net food hey produce, the net medical supplies, and any facilities they have.
World Net Food Net Medicine Facility 1 Facility 2
1 2 0
2 2 2
3 2 0 Cloning
4 3 1 Training
5 1 0 Training
6 1 1
7 3 0 Shipyard Training
8 1 1
9 -1 1 Cloning
10 3 -1 Droid
11 -1 1 Droid
12 -1 -1
13 0 -1 Cloning
14 1 2
15 2 2 Cloning
16 0 0 Cloning
17 0 0 Shipyard Droid
18 0 1 Training Shipyard
19 3 1 Cloning
20 -1 0 Shipyard Cloning
21 2 -1 Training
22 1 -1
23 1 0 Training
24 2 -1
25 3 1 Droid
26 1 2 Shipyard
27 0 -1 Shipyard Training
28 3 0 Droid
29 -1 0
30 3 2 Droid
31 -1 0
32 2 0 Droid
33 3 2 Training
34 -1 0 Shipyards
35 3 1 Droid
36 -1 0
37 3 0 Training
38 2 2 Cloning
39 3 1 Training
40 1 0