Ok. 24 hours of heavy thought, and I think I might have the faction bonuses sorted out... but it relies on another new rule. See what you think. The numbers are just suggestions.
Fuel and Munitions ProductionEach station produces a certain amount of fuel and munitions each turn. This is represented by a solid number, as opposed to a value like economy points; a population limit, if you like. This can be traded between factions. Once either of the limits is reached, ship production ceases.
Munitions represents the surplus of metal from the production of ships and stations devoted to weapons production. As well as the absolute limit, the munitions limit also results in 'slow down' of ship production, as the wrangles of getting sparser munitions around the fleet kicks in. When the total munitions consumed by a fleet equals the 75% of the total munitions available, each ship production facility reduces to the level below: Large shipyards produce like Small shipyards, Planets like Large stations, Large stations like Small stations, and both Small stations and shipyards have their production values halved. If for any reason, the total number of munitions consumed exceeds that produced:
Up to 25% exceeded: combat effectiveness is reduced by 25%
Up to 50% exceeded: combat effectiveness is reduced by 50%
Over 50% exceeded: combat effectiveness is reduced by 75%
Note that you
cannot stockpile munitions, as any excess will be used for training exercises and lost. If you have no munitions, of course, your ships cannot fight!
You may choose to 'disarm' ships. If you do, they cannot fight, but consume no munitions.
Fuel represents the total H-fuel produced by your faction not devoted to keeping the reactors of your stations running. There is no 'slow down' of ship production for fuel, as fuel distribution is somewhat easier to deal with. If for any reason, the total fuel consumed exceeds that produced, the following effects take place:
Up to 25% exceeded: ships are reduced to a maximum of 2 jumps per turn.
Up to 50% exceeded: ships are reduced to a maximum of 1 jump per turn, and cannot use cruise engines or highly energy demanding technology. Admin decision if techs should be disabled by this if necessary.
Over 50% exceeded: ships are dead in space, power directed to maintaining critical systems. They cannot fight or move if attacked.
Fuel cannot be stockpiled either, as the H-fuel is highly unstable and liable to decompose if not used quickly. Note that you cannot remove fuel supplies from ships.
Type | Fuel consumed | Munitions consumed |
LF | 0.4 | 0.4 |
HF | 0.5 | 0.5 |
VHF | 0.6 | 0.6 |
SHF | 1 | 1 |
SS | 0.6 | 0.6 |
LS | 0.75 | 0.75 |
CL1 | 1 | 1 |
CL2 | 4 | 4 |
CL3 | 16 | 16 |
CL4 | 32 | 32 |
Type | Fuel produced | Munitions produced |
Small station | 20 | 20 |
Large station | 30 | 30 |
Planet | 40 | 40 |
Small shipyard | 20 | 20 |
Large shipyard | 30 | 30 |
Faction BonusesHouses: The huge supply lines and organisation needed to run one of the four most powerful entities in Sirius are a great aid in times of war, whether hot or cold. Liberty, Rheinland, Kusari and Bretonia are not subject to munitions 'slow down' of ship production.
Miner's Guild: The Miners get a 50% bonus to fuel and munitions produced:
Type | Fuel produced | Munitions produced |
Small station | 30 | 30 |
Large station | 45 | 45 |
Planet | 60 | 60 |
Small shipyard | 30 | 30 |
Large shipyard | 45 | 45 |
Revolutionary Union: The RU have had a lot of practice in causing supplies to be 'mislaid' even during times of peace with their antagonists. The RU gets 5 munitions and fuel for each station belonging to an opposing faction in the same system as one of their own. Note that since this is subtle extraction from many sources, this is not actually deducted from that produced for the opposing player. *not sure about this one*
Corsairs: The extreme supply problems recently experienced by the Corsairs has taught them a lot about rationing their resources.
Type | Fuel consumed | Munitions consumed |
LF | 0.3 | 0.3 |
HF | 0.4 | 0.4 |
VHF | 0.5 | 0.5 |
SHF | 0.75 | 0.75 |
SS | 0.5 | 0.5 |
LS | 0.6 | 0.6 |
CL1 | 0.75 | 0.75 |
CL2 | 3 | 3 |
CL3 | 12 | 12 |
CL4 | 24 | 24 |
Outcasts: *not decided*
Corporate Federation: *not decided*
In addition, a faction may choose ONE of the following traits:
Fighter overlord: This faction believes in fighter power to the exclusion of all else. They get Fighter Shipyards that cost 15 points and produce 20 munitions/fuel (30 for MG), 2 points and 30 LF/24 HF/16 VHF/12 SHF per turn. However, Small shipyards cost 15 points and Large shipyards may not be built at all.
Capital overlord: This faction considers fighters to be useless, meat shields at best. Power is achieved through the raw power of the warship. They get Shipyard Complexes that cost 20 points and produce 20 munitions/fuel (30 for MG), 2 points and 1.5 CL4/3 CL3/ 6 CL2/12 CL1/ 24 LS/ 48 SS per turn. However, fighter production reduces to the level below: Planets like Large stations, Large stations like Small stations, and Small stations have their production values halved. If munitions 'slow down' ensues, all values are halved again.
Economic behemoth: The production of fleets and weapons costs money, so riches bring victory! All economic point production is doubled. However, devoting this amount of a station to producing money is to the detriment of ship production. All ship production is halved.
Cover the stars: Seeing an entire horizon covered with the enemy is a psychological blow, quite apart from the power of getting hit by that many enemies. Among the ship details, this faction may declare that a class will be a 'swarm' class. Production values for it are doubled. However, their power must be halved in some way. Admin decision if necessary.
Iron fist: What's worse than getting attacked by a CL4? Getting attacked by a double-size CL4. Among the ship details, this faction may declare that a class will be an 'Iron fist' class. Production values for it are halved. The power for it may be doubled, however. Admin decision if necessary.
The right tool for the job: This faction has a highly varied battlefleet, with a vessel for every situation. They have two more ship types than normal. They must be declared to be part of one of the normal ship types (LF, HF etc.) for ship production values. However, they must be differentiated from the normal type. Here are some suggested synonyms...
LF = F
HF = BF
VHF = VBF
SHF = UHF
SS = GB
LS = CA
CL1 = BC
CL2 = BB
CL3 = DN
CL4 = HDN