It's time for another quick update!
I've made some good progress on finishing up the rules, but have taken a few side adventures to test out unit abilities and unit design as part of stress testing that portion of the rules. I have also more or less finalized the intel mechanics and now just need to finish compressing the intel mission list into a digestable length that gets to the point without being too verbose.
Another change that I implemented based on further testing and some comments off of this forum is to make the loyalty and piracy checks D20 rolls instead of D100 (percentile) rolls. I was already incrementing most everything by 5% intervals, anyways, and after taking another look at the rules it did seem like it would make more sense to head in that direction. It's another die type that we never really used in 1E, but I think we should still be safe.
Here's some more random updates and thoughts:
- I am considering punting the strategic resources to the Companion to save on space and reduce the complexity of the base rules. Strategic resources are something that would be nice to have, but I think I want extra time to balance them, and they seem like they could be confusing to new players.
- I spent most of the last weekend fighting with the carrier rules trying to find a good way to balance the Carrier ability specifically and flights in general. The solution I am currently testing is to have all flights have a Command Cost of 1 regardless of size/cost, Carrier cost 3 MU a piece and hold 1 CC of flights, and the largest flight that a carrier can carry be limited by its own Command Cost. For example, a 3 CC starship with 6 Carrier would be able to hold up to 6 flights that each cost 3 EP or less. This helps to limit the size of flights that a player can field and ties the fielding of larger flights to larger carriers.
There is one exception to the above. The Launch Bay ability, in addition to aiding launch/land, would increase a carrier's basing limit so that it could base more expensive flights. If the carrier from the previous example had 3 Launch Bays, it would be able to go up to 3 EP over its normal Construction Cost basing limits. That would allow the carrier to base a single 6 EP flight or three 4 EP flights. I'm currently looking at costing this version of Launch Bay at 2 MU.
- Relating to carrier warfare, I have successfully tested a tweak to the CSCR so that the Carrier Phase is moved to the front of the combat round and is the point in the round where task forces roll to see how many flights they can activate (launch) or deactivate (land) that round. You total the task force's Carrier and Launch Bay values, multiply by D6, then divide by 10 (round to nearest) to see how many flights the player can launch or land.
- I am about half finished with the Colony chapter rewrite. I've been bouncing from there back and forth to the other areas of the rules as I find concepts that either need written out or expanded elsewhere in the rules. The back half of that chapter is largely finished, and I just have to finish writing the descriptions for the population and infrastructure statistics. That involves deciding how much of the rules to include with those descriptions and how much to move to other sections of the rules where they might make more sense. Right now I'm leaning towards including them all in the Colonies chapter so that you can flip to that chapter and quickly figure out what each of them does.
- I've changed Stealth and Scout so that they don't impact the detection roll itself but rather apply modifiers to Surprise rolls based on the amount of Stealth / Scout in each task force. This helps me control the two abilities a bit more and makes the detection rolls in an encounter a bit more straightforward.
- Relating to Stealth, I need to add a concealed movement option to the Jump Lane Movement section that gives fleets where all mobile units have Stealth >= CC the ability to move silently through a system as long as their total Stealth value is >= their CC + Enemy Scout value in the system. For example, I have 10 x 2 Stealth, 1 CC cloaked frigates in a fleet. This gives the fleet 20 Stealth and 10 CC. An enemy would need 11 Scout value in a system to have any real chance of detecting this fleet. This would be realized by assigned a very heavy negative modifier to fleet detection (-6), almost guaranteeing that the fleet will go undetected. This makes it possible for a player to play a Romulan force with heavily cloaked ships that can move around more or less at will without worrying about being detected unless the opponent has significant Scout value available to watch for them.
My current plan is to re-PDF and post the chapters that I have finished in the next few days for review, and try to integrate the remaining changes based off of reviews here. Based on current project progress, I expect to be able to start layout on finished chapters within about two weeks. I have the internal layout of the 2E books designed and ready to go and it's just a case of dropping the finished text in and formatting it in InDesign.
As a quick overview, here's a rundown of the current table of contents and a note about where we are on each of them:
Introduction - already have this written from a previous draft, just need to edit it to make sure there aren't any contradictions.
Getting Started - Have the rules for starting forces completed. The Empires chapter has been eliminated and will be included as a section in this chapter instead. Campaign map rules from previous drafts will be shortened and included here.
Star Systems - 95% complete. Making the decision to include or exclude strategic resources from the CG.
Jump Lanes - 90% complete. Have to make sure that the proposed edits to contested movement have been integrated and then add an entry for concealed movement.
Colonies - 40% complete. Rules for population and infrastructure are in place, and conquered colonies just needs one more proof. Deciding how much detail to go into on each colony statistic, balancing between providing too much information or just bare facts. With the elimination of the Empires chapter, the rules for imperial capitals will move here.
Facilities - 100% complete. This chapter is complete. I may remove luxury resorts from the book, but probably not. Added asteroid forts and planetary shields. Changed the facility rules so that facilities aren't automatically destroyed by enemy fleets. A player must use bombardment or intel missions to remove them. Undestroyed facilities are captured when a system is captured.
System Loyalty - 100% complete. I moved the civil war rules to the Companion, as to do them justice would require a good 10 pages, and I would rather use that space in another book where they would be more appropriate.
Commerce - 80% complete. The rules are finished, but it seems a bit sparse. I want to make a final test on this to make sure nothing breaks.
Piracy - 60% complete. Piracy checks have been moved to a D20 roll, pirate forces do appear in a system and do commerce raiding in a hybrid call back to 1E. I have to finish pulling the rules for the black market forward to provide a basic framework for pirate operations. I also need to update the rules for pirate ascension so that players will have guidelines for handling pirate forces invading or establishing colonies and becoming empires in their own right. That almost goes beyond the scope of piracy in the main book, and I'm still a bit leery about including them here.
Agriculture - 100% complete. Based on the final system generation rules, I bumped the food cost for Census to 3 food. This isn't quite as clean as 2 food per Census, but at 3 food per Census an average system will be able to grow just enough food to feed itself. Homeworlds with 5 Biosphere and 6 utilized Agriculture would produce 30 food and consume 18, leaving 12 food leftover per turn. This is enough excess food to support 4 Census elsewhere. It is likely that the systems that these Census live in will be able to produce some food themselves. If a homeworld has 6 Biosphere instead, the excess is increased to 18 food per turn or enough to support 6 Census at off-world colonies.
Technology - 50% complete. The rules for pre-interstellar powers are done and the tech advancement rules have worked out fine in all of my tests, but I still need to finish writing up the rest of the rules in the chapter and making sure that none of the old stuff from previous drafts leaks into the final version of the rules.
Military - 40% complete. Fought this chapter this weekend, still hung up on flights and trying to get them to work within the scope of the game. I think I've decided on the option for those and can now finish the remainder of the rules. Special abilities need to be finalized and their costs updated based on recent changes. Construction rules are ready to be finalized now that shipyards as facilities has shook out after testing. A few updates to maintenance activation rules to reflect field repair rules.
Supply - 85% complete. I have one section about cut off regions being treated as blockaded colonies that I have to finish rewriting and this will be done.
Intelligence - 80% complete. The rules for intel operations are done, just need to go through the missions and rewrite/balance to completion. More importantly, I need to decide which missions to save and which to discard as I think I threw in more than is necessary during my last internal playtest.
Diplomacy - 70% complete. After reviewing the direction the rules have been headed, what we'll see in this chapter is a retention of the +-100 relationship system and then each treaty / declaration tied to a relationship breakpoint that has to be reached for a player to offer, sign, or declare. I've been strongly tempted to remove the relationship system entirely, but I think it's important to help minimize the effect of metagaming by controlling what treaties two powers can enter into.
Encounters - 90% complete. I'm finalizing some rule modifications and testing scenario balance, otherwise this chapter is finished. I also have two introductory paragraphs to write, too, but those are pretty minor additions.
Bombardment - 100% compete. Barring any problems, this chapter is done. Added a rule entry for planetary defenses, a special case currently restricted to two facility types (planetary guns, planetary shields) that are activated during the Bombardment Phase. I think minefields will probably fall into this category when they appear in one of the future books.
CSCR - 65% complete. I have to write some more background text and flesh out the combat round sequence. However, most of the actual content is complete or nearly complete. Another few nights of work on this and it'll be done. I'm currently testing changes with some sample fleets designed to break the rules to see what happens.
Scenarios - 20% complete. I'm waiting to work on this until the other rules are finished, because I can be writing scenarios while the rest of the rules are being picked apart.
Non-Player Empires - 50% complete. The rules themselves are more or less finished and just need another round of testing, but we're still debating on whether or not to include them in the Campaign Guide or Companion, mainly due to space concerns. If the CG ends up overly long we'll probably have to hold the NPE rules back. I might be able to strip them down to the diplomatic engine, however, and still get them to fit without problem, as upon further review it looks like most of the thornier sections of those rules are actually tied to empire activation rather than the NPEs themselves. Empire activation would still be nice to have, however... and I'll see what I can do to compress that and maybe include it in the appendices.
That should give you an idea where everything is at. I'll be finishing up the remaining chapters and get them out for review as soon as I can.