Post by Dewin on Jul 30, 2016 21:36:18 GMT
Archive for outdated stuff
Righto. I have been rambling about this game idea for while in skype so might as put it in here.
General idea for this game is that players will take control over survivors on distant human colony planet 40 years after said planet has been hit by large asteroid containing rapidly spreading and toxic substance*.
(*Aka Rebranded Tiberium)
Your factions would start inside giant underground complexes where your people have been hiding from the giant toxic dust storm raging inside. Now that the storm has largely calmed down, it is your duty to re-establish human presence on the surface once again, either with sword or pen.
-What kind of tech do we have.
As this will take place during late 23nd century you will generally have access to most low-end sci-fi tech such as fusion power, fully automatised assembly lines, and hydroponic farms. However because of the new alien environment some tech will have to be re-researched for them to avoidable for deployment.
Everyone will start with same tech level regardless of their R&D stat, so if you are wondering if something is present, just ask.
-How will orders be sent?
As with previous nation games, players will send their orders via PM using pre-set form (6 orders, 3 research). Time between the turns will be 3 days but it might change depending how things go.
-What kind of stats are there for factions?
Player name:
Faction name:
Goverment type:
Military supply:
How many units and squadron your faction will be able to field. See this post for additonal info.
Industrial capacity
-Civilian:
This will effect your factions capacity to provide needs of your general population and non-military, such as consumer goods, food and medicine alongside mining, repairs and research.
-Military:
This will effect your factions capacity to provide your troops with everything essential equipment to survive on the field from training grounds to heavy artillery shells.
Infrastructure:
This is how good transport capasity does your faction have. Airports, roads and transport fleets go here.
R&D:
Research and development, this will effect how fast your engineers and scientists are able create and adapt both old and new technology to the new world.
Population:
How much non-military people does your population contain. Single X roughly represent 1 million people
Morale:
How much national unity and faith in your nation does you population have.
You will have 35 points to spend on your profile.
All points must have single X at minimum
IC military must be at least half of the military supply.
IC Civilian must match or be higher than the highest number among population, R&D and infrastructure.
Player name:
Faction name:
Goverment type:
Military Supply:
IC
-Civilian:
-Military:
Infrastructure:
R&D:
Population:
Morale:
Ground order of battle:
Air squadrons
Background.
Planet EE-97234 or Erebos first become viable target for colonisation during the turmoil in aftermath of world war 4 and unification wars that following it. During this era newly ascendant United Solar Federation faced issue of maintaining order across the solar system as various national and ideological
used the disorder to run rampant as overextended USF forces tried to restore.
Eventually USF ended with chose of either starting new set of wars to restore it's rule among the insurgent states or so called Plan Blue. Using various mix of diplomacy, economic pressure and orbital bombardment, USF managed to convince large amounts of problematic population to participate in it's new colonisation plan.
Using massive colony transports, USF launched millions into the void in sleeping pods while satisfied that it had disposed most of it's problem elements without publicly dirtying it's hands. Your predecessors were among these ships and that is how they arrived to Erebos 90 years ago.
Erebos itself proved to be promising planet. Despite it's strange environments and semi-hostile fauna, the planet is rich in minerals and has atmosphere good enough to support human life.
Unfortunately, planet itself proved to be least of colonist problems. Without strong USF presence breathing down their necks various groups that populated the ships started to drift apart while the small USF escort force desperately attempted to maintain order while horribly outnumbered. This eventually caused several of the colony pods creating their own independent powerblocks while USF was busy assembling orbital defence network and trying to work as peacekeepers at same time.
Over time as colonists become more established, newly named United Solar Federation Colonial Orbital Defence Force or USFCODF ended up being pushed from surface and was stuck maintaining it's orbital defence while being regarded as political paper tiger. This status que was maintained for several decades as colonies fought and explored the planet while USFCODF watched from orbit. This peace was shattered after USF finally broke it's non-intervention policy during the so called "6 hour war" where USF garrison used it's orbital KE barriers in anger alongside blooding of it's orbital drop troops.
During the decade following the one sided massacre in first USF VS colony war, USF made extensive use of it's orbital ordinance to maintain peace among the planet. This peace was ended when massive meteoroid crashed it's way through the orbital defence network and smothered the planet in dust blanked, presumably killing USF troops still stuck in orbit.
Following the impact on the other side of the planet, your predecessors hid what they could inside large underground network created from parts of the original colony ship, bomb shelters and general mining tunnels during the few weeks they had before the dust storm made it's way from other side of the planet.
Now after three decades, things have calmed down enough for you to go out and see what has happened to the planet and those that were left outside.
Ground forces:
Unless otherwise noted, single X will give you access to three brigades.
Discard this, see this post for updated info
Air force:
Multirole wing
Multirole air wing consisting of roughly 60 airframes. Flexible jack of trades aircraft capable of running great deal of mission variety.
Cost 1p
Interceptor wing
Dedicated air superiority air wing consisting of roughly 60 airframes.
Cost 1p
Tactical bomber/CAS wing
Specialised anti-ground wing consisting of roughly 60 airframes. Slower fighter craft capable of lobbing missiles and bombs at ground targets.
Cost 1p
Attack helicopter wing
Unit consisting of 60 helicopters.
Cost 1p
SEAD Bomber wing.
Specialised anti-AA wing consisting of roughly 30 airframes. Capable of hunting down most medium to heavy SAMs and AAAs
Cost 1p
Naval bomber wing
Specialised anti-naval wing consisting of roughly 30 airframes. Dedicated fighter craft carrying AShM missiles tasked with hunting down warships and convoys.
Cost 1p
Heavy bomber
Heavy bomber wing Specialised anti-AA wing consisting of roughly 20 airframes. Heavy missile carrier capable of carrier massive weight of munitions.
Cost 1p
Navy:
FAC squadron
8x Fast attack crafts
1p
Destroyer squadron
2x Light cruiser
4x Destroyer
1p
Cruiser squadron
4x Heavy cruiser
2p
Commando carrier group
Light carrier
-40 Aircraft wing
Supply ship
2x Destroyer
2p
Fleet carrier group
Fleet carrier
-100 aircraft
Supply ship
2x Destroyer
3p
Industrial capacity
How your factory output is spread.
Civilian production:
This is how much production you will be able for civilian consumption and infrastructure.
Military production:
This is how much production you will be able to provide for Military needs.
Trade
How much material you have for external trade.
Infrastructure:
This is stat that represents your different transport capacities. With Airfields and Naval yards, you will get change to dictate how these facilities are spread among your zones during Turn 0.
-Ground based: Roads, Rail-roads and tunnels.
-Airfields: How many airfields you have and their size.
-Naval yards: How many naval facilities you have. This will effect how many naval units you can field and will also effect on how many naval transport convoys you can use.
Economy:
How much money you have
Agriculture:
How much food your people get.
Research:
How effective your research teams are. You will gain additional research slot for every 5 points
Political power:
How much weight your nation has when interacting with other nations and internal factions
National unity:
How much national unity your people have.
Population:
How many people live inside your nation. Single X is roughly equivalent of one million people.
Ground forces:
Air force wings:
Naval units:
As there are high changes that these unit lists will be rather long, it is higly recomended that you will organize them into order of battle for neater look. This will also benefit you since only the largest units will be displayed on public.
Limits on organisation:
Ground forces:
Corp: Max 5 divisions
Army: Max 5 Corps
Righto. I have been rambling about this game idea for while in skype so might as put it in here.
General idea for this game is that players will take control over survivors on distant human colony planet 40 years after said planet has been hit by large asteroid containing rapidly spreading and toxic substance*.
(*Aka Rebranded Tiberium)
Your factions would start inside giant underground complexes where your people have been hiding from the giant toxic dust storm raging inside. Now that the storm has largely calmed down, it is your duty to re-establish human presence on the surface once again, either with sword or pen.
-What kind of tech do we have.
As this will take place during late 23nd century you will generally have access to most low-end sci-fi tech such as fusion power, fully automatised assembly lines, and hydroponic farms. However because of the new alien environment some tech will have to be re-researched for them to avoidable for deployment.
Everyone will start with same tech level regardless of their R&D stat, so if you are wondering if something is present, just ask.
-How will orders be sent?
As with previous nation games, players will send their orders via PM using pre-set form (6 orders, 3 research). Time between the turns will be 3 days but it might change depending how things go.
-What kind of stats are there for factions?
Player name:
Faction name:
Goverment type:
Military supply:
How many units and squadron your faction will be able to field. See this post for additonal info.
Industrial capacity
-Civilian:
This will effect your factions capacity to provide needs of your general population and non-military, such as consumer goods, food and medicine alongside mining, repairs and research.
-Military:
This will effect your factions capacity to provide your troops with everything essential equipment to survive on the field from training grounds to heavy artillery shells.
Infrastructure:
This is how good transport capasity does your faction have. Airports, roads and transport fleets go here.
R&D:
Research and development, this will effect how fast your engineers and scientists are able create and adapt both old and new technology to the new world.
Population:
How much non-military people does your population contain. Single X roughly represent 1 million people
Morale:
How much national unity and faith in your nation does you population have.
You will have 35 points to spend on your profile.
All points must have single X at minimum
IC military must be at least half of the military supply.
IC Civilian must match or be higher than the highest number among population, R&D and infrastructure.
Player name:
Faction name:
Goverment type:
Military Supply:
IC
-Civilian:
-Military:
Infrastructure:
R&D:
Population:
Morale:
Ground order of battle:
Air squadrons
Background.
Planet EE-97234 or Erebos first become viable target for colonisation during the turmoil in aftermath of world war 4 and unification wars that following it. During this era newly ascendant United Solar Federation faced issue of maintaining order across the solar system as various national and ideological
used the disorder to run rampant as overextended USF forces tried to restore.
Eventually USF ended with chose of either starting new set of wars to restore it's rule among the insurgent states or so called Plan Blue. Using various mix of diplomacy, economic pressure and orbital bombardment, USF managed to convince large amounts of problematic population to participate in it's new colonisation plan.
Using massive colony transports, USF launched millions into the void in sleeping pods while satisfied that it had disposed most of it's problem elements without publicly dirtying it's hands. Your predecessors were among these ships and that is how they arrived to Erebos 90 years ago.
Erebos itself proved to be promising planet. Despite it's strange environments and semi-hostile fauna, the planet is rich in minerals and has atmosphere good enough to support human life.
Unfortunately, planet itself proved to be least of colonist problems. Without strong USF presence breathing down their necks various groups that populated the ships started to drift apart while the small USF escort force desperately attempted to maintain order while horribly outnumbered. This eventually caused several of the colony pods creating their own independent powerblocks while USF was busy assembling orbital defence network and trying to work as peacekeepers at same time.
Over time as colonists become more established, newly named United Solar Federation Colonial Orbital Defence Force or USFCODF ended up being pushed from surface and was stuck maintaining it's orbital defence while being regarded as political paper tiger. This status que was maintained for several decades as colonies fought and explored the planet while USFCODF watched from orbit. This peace was shattered after USF finally broke it's non-intervention policy during the so called "6 hour war" where USF garrison used it's orbital KE barriers in anger alongside blooding of it's orbital drop troops.
During the decade following the one sided massacre in first USF VS colony war, USF made extensive use of it's orbital ordinance to maintain peace among the planet. This peace was ended when massive meteoroid crashed it's way through the orbital defence network and smothered the planet in dust blanked, presumably killing USF troops still stuck in orbit.
Following the impact on the other side of the planet, your predecessors hid what they could inside large underground network created from parts of the original colony ship, bomb shelters and general mining tunnels during the few weeks they had before the dust storm made it's way from other side of the planet.
Now after three decades, things have calmed down enough for you to go out and see what has happened to the planet and those that were left outside.
Right, as i have been saying in skype there will be change in military mechanics.
As it's now, army size, strength and airpower will be replaced with military supply. You will get your new supply rating by adding the old stats together and using their sum.
Using this new supply stat, you will be able to purchase pre-set units from list provided.
Also Civilian IC has been changed to "must match highest number of its area".
Units with 2x1 or similar will add former amount of units while costing the latter in points.
Detachments cannot operate alone and will require parent unit to work.
Detachments can stack.
Spec-ops and heliborne cannot take detachments
If you want something outside of this list just ask.
As example:
Force with 2 motorized, med artillery and attack helo squadron would cost 4X and could be presented like this
Ground forces
-1st Motorized brigade
--Med. artillery battalion
-2nd Motorized brigade
--Med. artillery battalion
Air squadrons
-1st Attack helicopter squadron.
Spec-ops and independent recon battalions are permitted to stay hidden from public and will not be marked in your public profile.
However, you must report your entire army without anything removed to me via PM.
You can rename or tittle your units to your liking, just make sure to tell me what they are.
As it's now, army size, strength and airpower will be replaced with military supply. You will get your new supply rating by adding the old stats together and using their sum.
Using this new supply stat, you will be able to purchase pre-set units from list provided.
Also Civilian IC has been changed to "must match highest number of its area".
Conscript brigade 2x1p
Motorized brigade 1p
Mechanized brigade 2p
Heliborne brigade 3p
Reserve armored brigade 1p
Armored brigade 2p
Heavy armored brigade 3p
Independent recon battalion 2x1p
Spec-ops battalion 2p
Detachments
Light artillery battalion 3x1p
Medium artillery battalion 2x1p
Field rocket battalion 2x1p
Heavy rocket battalion 2p
Heavy AA battalion 1p
Assault pioneer battalion 1p
Pioneer battalion 2x1p
Logistic battalion 2x1p
Air squadrons
Ground attack squadron 1p
Interceptor squadron 1p
Multirole squadron 1p
Attack helicopter squadron 1p
Motorized brigade 1p
Mechanized brigade 2p
Heliborne brigade 3p
Reserve armored brigade 1p
Armored brigade 2p
Heavy armored brigade 3p
Independent recon battalion 2x1p
Spec-ops battalion 2p
Detachments
Light artillery battalion 3x1p
Medium artillery battalion 2x1p
Field rocket battalion 2x1p
Heavy rocket battalion 2p
Heavy AA battalion 1p
Assault pioneer battalion 1p
Pioneer battalion 2x1p
Logistic battalion 2x1p
Air squadrons
Ground attack squadron 1p
Interceptor squadron 1p
Multirole squadron 1p
Attack helicopter squadron 1p
Units with 2x1 or similar will add former amount of units while costing the latter in points.
Detachments cannot operate alone and will require parent unit to work.
Detachments can stack.
Spec-ops and heliborne cannot take detachments
If you want something outside of this list just ask.
As example:
Force with 2 motorized, med artillery and attack helo squadron would cost 4X and could be presented like this
Ground forces
-1st Motorized brigade
--Med. artillery battalion
-2nd Motorized brigade
--Med. artillery battalion
Air squadrons
-1st Attack helicopter squadron.
Spec-ops and independent recon battalions are permitted to stay hidden from public and will not be marked in your public profile.
However, you must report your entire army without anything removed to me via PM.
You can rename or tittle your units to your liking, just make sure to tell me what they are.
Ground forces:
Unless otherwise noted, single X will give you access to three brigades.
Discard this, see this post for updated info
Mechanised infantry brigade
Infantry unit mounted on IFV and supported by artillery and main battle tanks. Most common unit for most armies.
Manpower: 7k
Motorized infantry brigade
Light infantry unit mounted on light IFV or APCs and supported by artillery and light tanks.
Manpower:7k
Armoured brigade
Tank unit consisting of main battle tanks and supported by SPGs, SPAA and mechanized infantry.
Manpower: 6k
Heliborne brigade:
Infantry unit mounted on helicopters and supported by towed artillery and attack helos.
Manpower 7k
Marine brigade
Motorized infantry brigade meant for naval operations. This unit has it's own dedicated naval transports that is independent from naval yard stat
Manpower:7k
Cost: 1p
Airborne Brigade
Motorized infantry brigade meant for airborne operations.This unit has it's own dedicated aerial transports that is independent from airfield stat
Manpower:7k
Cost: 1p
Support
These three unit only cost half of what line brigades do so for 1/3p you will get two brigades rather than just one.
Garrison brigade:
Rear echelon unit that lacks most of the heavy equipment that it's line counterparts. Mounted on trucks and supported by large amount towed artillery and converted IFVs. Best used in defence.
Manpower: 5k
Air defence brigade
Support unit consisting of heavy SAM launchers, AAA and supported by truck mounted infantry
Manpower: 4k
Artillery brigade
Support unit consisting of Medium artillery of both tube and rocket variants supported by truck mounted infantry-
Manpower: 4k
Coastal artillery brigade
Support unit consisting of anti-ship missile launchers and artillery.
Manpower: 4k
Infantry unit mounted on IFV and supported by artillery and main battle tanks. Most common unit for most armies.
Manpower: 7k
Motorized infantry brigade
Light infantry unit mounted on light IFV or APCs and supported by artillery and light tanks.
Manpower:7k
Armoured brigade
Tank unit consisting of main battle tanks and supported by SPGs, SPAA and mechanized infantry.
Manpower: 6k
Heliborne brigade:
Infantry unit mounted on helicopters and supported by towed artillery and attack helos.
Manpower 7k
Marine brigade
Motorized infantry brigade meant for naval operations. This unit has it's own dedicated naval transports that is independent from naval yard stat
Manpower:7k
Cost: 1p
Airborne Brigade
Motorized infantry brigade meant for airborne operations.This unit has it's own dedicated aerial transports that is independent from airfield stat
Manpower:7k
Cost: 1p
Support
These three unit only cost half of what line brigades do so for 1/3p you will get two brigades rather than just one.
Garrison brigade:
Rear echelon unit that lacks most of the heavy equipment that it's line counterparts. Mounted on trucks and supported by large amount towed artillery and converted IFVs. Best used in defence.
Manpower: 5k
Air defence brigade
Support unit consisting of heavy SAM launchers, AAA and supported by truck mounted infantry
Manpower: 4k
Artillery brigade
Support unit consisting of Medium artillery of both tube and rocket variants supported by truck mounted infantry-
Manpower: 4k
Coastal artillery brigade
Support unit consisting of anti-ship missile launchers and artillery.
Manpower: 4k
Air force:
Multirole wing
Multirole air wing consisting of roughly 60 airframes. Flexible jack of trades aircraft capable of running great deal of mission variety.
Cost 1p
Interceptor wing
Dedicated air superiority air wing consisting of roughly 60 airframes.
Cost 1p
Tactical bomber/CAS wing
Specialised anti-ground wing consisting of roughly 60 airframes. Slower fighter craft capable of lobbing missiles and bombs at ground targets.
Cost 1p
Attack helicopter wing
Unit consisting of 60 helicopters.
Cost 1p
SEAD Bomber wing.
Specialised anti-AA wing consisting of roughly 30 airframes. Capable of hunting down most medium to heavy SAMs and AAAs
Cost 1p
Naval bomber wing
Specialised anti-naval wing consisting of roughly 30 airframes. Dedicated fighter craft carrying AShM missiles tasked with hunting down warships and convoys.
Cost 1p
Heavy bomber
Heavy bomber wing Specialised anti-AA wing consisting of roughly 20 airframes. Heavy missile carrier capable of carrier massive weight of munitions.
Cost 1p
Navy:
FAC squadron
8x Fast attack crafts
1p
Destroyer squadron
2x Light cruiser
4x Destroyer
1p
Cruiser squadron
4x Heavy cruiser
2p
Commando carrier group
Light carrier
-40 Aircraft wing
Supply ship
2x Destroyer
2p
Fleet carrier group
Fleet carrier
-100 aircraft
Supply ship
2x Destroyer
3p
Industrial capacity
How your factory output is spread.
Civilian production:
This is how much production you will be able for civilian consumption and infrastructure.
Military production:
This is how much production you will be able to provide for Military needs.
Trade
How much material you have for external trade.
Infrastructure:
This is stat that represents your different transport capacities. With Airfields and Naval yards, you will get change to dictate how these facilities are spread among your zones during Turn 0.
-Ground based: Roads, Rail-roads and tunnels.
-Airfields: How many airfields you have and their size.
-Naval yards: How many naval facilities you have. This will effect how many naval units you can field and will also effect on how many naval transport convoys you can use.
Economy:
How much money you have
Agriculture:
How much food your people get.
Research:
How effective your research teams are. You will gain additional research slot for every 5 points
Political power:
How much weight your nation has when interacting with other nations and internal factions
National unity:
How much national unity your people have.
Population:
How many people live inside your nation. Single X is roughly equivalent of one million people.
Ground forces:
Air force wings:
Naval units:
As there are high changes that these unit lists will be rather long, it is higly recomended that you will organize them into order of battle for neater look. This will also benefit you since only the largest units will be displayed on public.
Limits on organisation:
Ground forces:
Corp: Max 5 divisions
Army: Max 5 Corps