May 2013 Development Update
Posted: Mon May 20, 2013 4:43 am
Since I'm waiting to hear back from Jay so that we can get this playtest on the road, I thought I would take some time to share some quick thoughts based on a quick game I've been running to test out the newest version of the 2E rules. It's looking good for having a current draft copy out to players by the middle of this week, but this weekend's tests have helped to point out some issues that need to be addressed in some form (even if it's in the "yeah, its a game mechanic, deal with it" way).
For some quick background on the test game I ran, I did the classic 4X "start from scratch" scenario where you start from a single star system and expand and explore from there. You know the routine. It's how I usually use the rules, and why I'm interested in seeing how Jay's campaign turns out. I have managed to get through 19 turns in about 2-3 hours of actual game play, and have encountered a single one-system power two jumps from my homeworld (yea!).
There are a lot of things I want to comment on, most of which won't make any sense without additional context, but bear with me as I talk about some of the new rules and what my concerns have been going into this final round of testing. One common thread you'll see is that I have gone back to an earlier development fork and built back off of that, incorporating the newer rules concepts back into that earlier set of rules that are closer to 1E than several versions of 2E have been.
Exploration
Exploration is probably the one piece of the rules that I use the most. Early in 2E's development I really pushed for a more progressive approach to exploration missions, with successes building up over time and eventually leading to jump lanes being explored. This led to several major issues when it came time to actually run a campaign. First, a problem inherited from 1E is that exploring jump lanes instead of star systems led to situations where players had to try and figure out where their exploration forces really were when their systems were attacked. I know I ran into that on more than one occasion. The second major problem was with the progressive exploration. Keeping track of those exploration modifiers ended up being something of a nuisance. A great idea on paper, but more trouble than it was probably worth.
That pushed me into exploring (pun intended) the idea of having ships actually move into unexplored systems and then perform exploration from there. So far, this has seemed to have addressed the issue of trying to figure out where explorers are at during the Space Combat Phase later in the turn.
What I have ended up doing is rolling back to a very 1E style exploration table with a simple modifier based on how much Scout or Explorer value you have in the system that you're trying to explore (+1 per Explorer, +1 per 2 Scout). The Pathfinder class light scout cruisers that my Solar Union are using in this test campaign have the following stats:
Pathfinder-class Light Scout Cruiser
Cost 10, Maint 1/2, TL 0, DV 4, AS 0, AF 0, PD 3, CR 4, CC 2, FTL, Explorer (2)
This means that each Pathfinder gives me a +2 to my exploration rolls, and I successfully explore on a 12+. The end result in this campaign is that, by the end 18 turns, I have managed to explore seven star systems. I started with one Pathfinder and eventually expanded to a fleet of four of them. The rate of exploration seems to fit about what I'd like out of the game.
I am aware of the issue that a player could just load up a fleet with enough Scout or Explorer value to more or less automatically explore every system that they visit in a single turn. The trade off is that the empire is paying a lot of maintenance for that ability, and it's constraining them to a single point of exploration rather than spreading them around. Largely I don't think it will be a huge problem, as putting too many ships in a single exploration fleet is still generally a bad idea.
I made the point cost of both Scout and Explorer must more expensive than before (4 points each) to dissuade the use of throwaway scout units. The Pathfinder about is more or less my attempt to min/max the design to get myself a really good scout that could still actually survive taking a bit of damage. I could have gone -2 DV, -2 CR and got +1 Explorer, but then the ship would have been made out of tissue paper. Not a good idea for such an expensive ship.
Unit Statistics
Since I posted the stats for the Pathfinder above, I might as well touch on a few of the changes here. The biggest change is that I decided to split Anti-Fighter and Point Defense back apart into separate stats. AF is used against flights, PD is used to raise formation levels. I had hoped to keep a single PD value, but I started realizing that combining the two effects was muddying the waters in the CSCR. Splitting them makes it much easier to resolve battles because you don't have to split PD between the two functions, which is an extra decision point that can slow the game down. I'm a bit cautious about the change still, but I can see good situations where "rock-paper-scissor" effects between different units could make for interesting gameplay.
You'll also notice that fractional maintenance costs are back. I am using a fixed set of maintenance brackets that assign maintenance based on construction cost. This ended up seeming like the easiest solution to that problem. I have an optional rule that might be able to reintroduce the concept of more advanced units having higher maintenance which will likely appear in the main book. 1E players should note that the maintenance group rules from 1E *aren't* coming back. When a unit has a maintenance cost of 1/2 it just means 0.50 EP per turn.
FTL and Atmospheric are also back to being fixed special abilities that are just purchased a single time. There are several special abilities that are like that. They only provide their benefits once. The Fast special ability is back to being the way that units can end up being able to move multiple times in a single turn.
Ground units are having their AS and AF compressed into a single Anti-Ground (AG) stat based on a few other changes that I am working on for those rules.
Movement
Movement has been reworked a bit. I was reading through some old campaign diaries and realized that I preferred the movement rules that Charlie used in one of his old EA games. It had the feel that I was aiming for, and I shamelessly stole the concept and ran with it. Under these rules a starship can move across one normal lane or two major lanes each turn is performs a movement action. FTL Drives let a starship move across a restricted lane like it was a normal lane. Flights can't perform jump lane movement unless they have FTL Drives, at which point they move like they were a starship (but they still can't cross restricted lanes). Originally I had played with non-FTL flights being able to move a single major lane per turn, but I ended up rolling that back for the moment.
FTL-capable starships can escort non-FTL ships across restricted jump lanes, too.
This makes FTL Drives important because they are the only way that starships can cross restricted lanes (or escort other units across them). Non-FTL starships can still move around, but their movement is more constrained.
Civilian Fleets
Civilian fleets are back (in pog form). The three classic fleets are all back, and each has its own purpose. Transport fleets are used to carry supplies, units, and perform base construction in a system. Trade fleets are used to establish trade routes to other system. Colony fleets are used to move Census or colonize systems.
Trade Routes
I am in the middle of overhauling a bit of the trade rules. I had really hoped to make the trading post rules work, but the more I used them the more I disliked them. Instead, the rule is focusing to creating trade routes between systems. You move a trade fleet into a system and then have it establish a trade route back to one of your systems. Starports are being removed from the rules; instead, each of your colonies can support 1 trade route for every Utilized Productivity (yes, Infrastructure is back to being Productivity - absolutely retro). A system with 6 Utilized Productivity could have 6 trade routes connecting to it, for example.
A trade route than gives its owner income equal to the system's trade value. Trade value is equal to the average of Census and Utilized Productivity, rounding up. This gives a fair bit of commerce income each turn.
The issue of domestic trade has been another problem for awhile, with a lot of debate. The solution I'm implementing in this draft is that trade routes that connect to your own systems only provide half the normal trade value (round up). This gives players an incentive to trade with other players instead of their own systems.
Population Growth & Tech Advancement
Another round of soul searching has left me rolling back some of these concepts to a version that is closer to 1E than what you've seen lately in 2E. Using food production to control population growth was an interesting experiment, but ultimately it just added another thing that had to be tracked and it was extremely difficult to properly control the rate of population expansion.
With population growth, I have ended up going back to a modified version of the 1E rules where you roll D10+Census and have a population increase on 15+. The two key differences in 2E is that 1) population increase rolls are made every 6 turns instead of every 12; and 2) Charlie's Frontier population growth rules are now standard fair, with systems that have 4 or less Census gaining a cumulative +2 bonus when they fail their population growth checks.
The end result is that population growth is more spread out and out of the player's control, but it still happens often enough to allow a player to keep expanding. More importantly, the frontier colony bonus gives players a reason to invest in new colonies as their populations will grow a bit more rapidly than normal.
Under this growth pattern, food goes back to just being an upper limit on the number of Census that an empire can support before it starts experiencing formation, kind of like how I had it back in the 1.5E interim period.
Tech advancement is also going back to being a percentage check like in 1E, but with checks made every 6 turns instead of every 12. This is working out well in my current test game, mainly because I am keeping a version of the research capacity concept from 2E that limits the maximum number of tech points that an empire can purchase each turn to its total Utilized Productivity. Tech advancement costs are then based on the empire's total Census. This system keeps empires from teching too fast (max +2 TL per year, if you're lucky) and prevents a player from dropping all of their points into tech on the last turn of the cycle.
In the first 18 turns of my current game, the Solar Union has only managed to get one tech advance.
It got close on one other check, but it didn't quite make it. By contrast, the interplanetary empire that they made contact with *did* manage to luck out and advance to TL 0 on Turn 18 and will be able to start prototyping their first FTL-capable starship.
Fleet Sizes
I've been mindful of the size of military forces in 2E, as I wanted to keep them large enough to be interesting. Right now, the Solar Union is spending about 50% of its per turn income on maintenance (35 income, 17 maintenance). That is letting is maintain 4 light scout cruisers, 2 small freighters, 21 frigates, 6 heavy cruisers, 1 battleship, 1 large starbase, 1 infantry, 1 shipyard, and 1 supply depot. All of the units are in active status, not reserves of mothballs.
Meanwhile, the Alashai Federation (the interplanetary power that just researched FTL) only has 16 income and is paying 6 per turn in maintenance. It has 2 battlecruisers, 4 light cruisers, 4 frigates, 4 small starbases, 2 infantry, and 1 shipyard. I think that's a pretty respectable military for that small of an empire. It might only be about 3 squadrons in total, but it's a pretty concentrated fighting force.
Diplomacy
I'm in the process of revising the diplomacy rules so that the basic diplomacy rules that govern player interactions are stripped back to roughly 1E levels of detail. However, at the same time I'm also making some start revisions to the NPE rules that are intended to make them easier for players to run. The AIX components are also likely to become optional components of those rules, although I'm still testing the implications of doing that. I need to run some more turns in this game to verify those changes before I commit them to the page.
System Generation
I've relented and moved the more detailed spectral and luminosity class elements of system generation back to the optional rules and replaced them with a middle ground option that is a bit closer to the generic sysgen from 1E. The end result is that I was able to simplify a few rules that had gotten more gnarled than they ever needed to be (system importance and colony size) and have found a few new tricks that I want to try out in the more detailed rules.
Anyway, I thought I would throw these thoughts out there. It's remarkable how fast some of the revised rules are falling together once I can actually get all of the notes together and hammer through everything after testing. The playtesting from the last two days has been invaluable in figuring out which rules seem to be holding up and which seem to still be giving me problems.
Once Jay has the system stats done for his game, I'm going to get the force lists drawn up for every one and we can start getting those initial purchases taken care of.
For some quick background on the test game I ran, I did the classic 4X "start from scratch" scenario where you start from a single star system and expand and explore from there. You know the routine. It's how I usually use the rules, and why I'm interested in seeing how Jay's campaign turns out. I have managed to get through 19 turns in about 2-3 hours of actual game play, and have encountered a single one-system power two jumps from my homeworld (yea!).
There are a lot of things I want to comment on, most of which won't make any sense without additional context, but bear with me as I talk about some of the new rules and what my concerns have been going into this final round of testing. One common thread you'll see is that I have gone back to an earlier development fork and built back off of that, incorporating the newer rules concepts back into that earlier set of rules that are closer to 1E than several versions of 2E have been.
Exploration
Exploration is probably the one piece of the rules that I use the most. Early in 2E's development I really pushed for a more progressive approach to exploration missions, with successes building up over time and eventually leading to jump lanes being explored. This led to several major issues when it came time to actually run a campaign. First, a problem inherited from 1E is that exploring jump lanes instead of star systems led to situations where players had to try and figure out where their exploration forces really were when their systems were attacked. I know I ran into that on more than one occasion. The second major problem was with the progressive exploration. Keeping track of those exploration modifiers ended up being something of a nuisance. A great idea on paper, but more trouble than it was probably worth.
That pushed me into exploring (pun intended) the idea of having ships actually move into unexplored systems and then perform exploration from there. So far, this has seemed to have addressed the issue of trying to figure out where explorers are at during the Space Combat Phase later in the turn.
What I have ended up doing is rolling back to a very 1E style exploration table with a simple modifier based on how much Scout or Explorer value you have in the system that you're trying to explore (+1 per Explorer, +1 per 2 Scout). The Pathfinder class light scout cruisers that my Solar Union are using in this test campaign have the following stats:
Pathfinder-class Light Scout Cruiser
Cost 10, Maint 1/2, TL 0, DV 4, AS 0, AF 0, PD 3, CR 4, CC 2, FTL, Explorer (2)
This means that each Pathfinder gives me a +2 to my exploration rolls, and I successfully explore on a 12+. The end result in this campaign is that, by the end 18 turns, I have managed to explore seven star systems. I started with one Pathfinder and eventually expanded to a fleet of four of them. The rate of exploration seems to fit about what I'd like out of the game.
I am aware of the issue that a player could just load up a fleet with enough Scout or Explorer value to more or less automatically explore every system that they visit in a single turn. The trade off is that the empire is paying a lot of maintenance for that ability, and it's constraining them to a single point of exploration rather than spreading them around. Largely I don't think it will be a huge problem, as putting too many ships in a single exploration fleet is still generally a bad idea.
I made the point cost of both Scout and Explorer must more expensive than before (4 points each) to dissuade the use of throwaway scout units. The Pathfinder about is more or less my attempt to min/max the design to get myself a really good scout that could still actually survive taking a bit of damage. I could have gone -2 DV, -2 CR and got +1 Explorer, but then the ship would have been made out of tissue paper. Not a good idea for such an expensive ship.
Unit Statistics
Since I posted the stats for the Pathfinder above, I might as well touch on a few of the changes here. The biggest change is that I decided to split Anti-Fighter and Point Defense back apart into separate stats. AF is used against flights, PD is used to raise formation levels. I had hoped to keep a single PD value, but I started realizing that combining the two effects was muddying the waters in the CSCR. Splitting them makes it much easier to resolve battles because you don't have to split PD between the two functions, which is an extra decision point that can slow the game down. I'm a bit cautious about the change still, but I can see good situations where "rock-paper-scissor" effects between different units could make for interesting gameplay.
You'll also notice that fractional maintenance costs are back. I am using a fixed set of maintenance brackets that assign maintenance based on construction cost. This ended up seeming like the easiest solution to that problem. I have an optional rule that might be able to reintroduce the concept of more advanced units having higher maintenance which will likely appear in the main book. 1E players should note that the maintenance group rules from 1E *aren't* coming back. When a unit has a maintenance cost of 1/2 it just means 0.50 EP per turn.
FTL and Atmospheric are also back to being fixed special abilities that are just purchased a single time. There are several special abilities that are like that. They only provide their benefits once. The Fast special ability is back to being the way that units can end up being able to move multiple times in a single turn.
Ground units are having their AS and AF compressed into a single Anti-Ground (AG) stat based on a few other changes that I am working on for those rules.
Movement
Movement has been reworked a bit. I was reading through some old campaign diaries and realized that I preferred the movement rules that Charlie used in one of his old EA games. It had the feel that I was aiming for, and I shamelessly stole the concept and ran with it. Under these rules a starship can move across one normal lane or two major lanes each turn is performs a movement action. FTL Drives let a starship move across a restricted lane like it was a normal lane. Flights can't perform jump lane movement unless they have FTL Drives, at which point they move like they were a starship (but they still can't cross restricted lanes). Originally I had played with non-FTL flights being able to move a single major lane per turn, but I ended up rolling that back for the moment.
FTL-capable starships can escort non-FTL ships across restricted jump lanes, too.
This makes FTL Drives important because they are the only way that starships can cross restricted lanes (or escort other units across them). Non-FTL starships can still move around, but their movement is more constrained.
Civilian Fleets
Civilian fleets are back (in pog form). The three classic fleets are all back, and each has its own purpose. Transport fleets are used to carry supplies, units, and perform base construction in a system. Trade fleets are used to establish trade routes to other system. Colony fleets are used to move Census or colonize systems.
Trade Routes
I am in the middle of overhauling a bit of the trade rules. I had really hoped to make the trading post rules work, but the more I used them the more I disliked them. Instead, the rule is focusing to creating trade routes between systems. You move a trade fleet into a system and then have it establish a trade route back to one of your systems. Starports are being removed from the rules; instead, each of your colonies can support 1 trade route for every Utilized Productivity (yes, Infrastructure is back to being Productivity - absolutely retro). A system with 6 Utilized Productivity could have 6 trade routes connecting to it, for example.
A trade route than gives its owner income equal to the system's trade value. Trade value is equal to the average of Census and Utilized Productivity, rounding up. This gives a fair bit of commerce income each turn.
The issue of domestic trade has been another problem for awhile, with a lot of debate. The solution I'm implementing in this draft is that trade routes that connect to your own systems only provide half the normal trade value (round up). This gives players an incentive to trade with other players instead of their own systems.
Population Growth & Tech Advancement
Another round of soul searching has left me rolling back some of these concepts to a version that is closer to 1E than what you've seen lately in 2E. Using food production to control population growth was an interesting experiment, but ultimately it just added another thing that had to be tracked and it was extremely difficult to properly control the rate of population expansion.
With population growth, I have ended up going back to a modified version of the 1E rules where you roll D10+Census and have a population increase on 15+. The two key differences in 2E is that 1) population increase rolls are made every 6 turns instead of every 12; and 2) Charlie's Frontier population growth rules are now standard fair, with systems that have 4 or less Census gaining a cumulative +2 bonus when they fail their population growth checks.
The end result is that population growth is more spread out and out of the player's control, but it still happens often enough to allow a player to keep expanding. More importantly, the frontier colony bonus gives players a reason to invest in new colonies as their populations will grow a bit more rapidly than normal.
Under this growth pattern, food goes back to just being an upper limit on the number of Census that an empire can support before it starts experiencing formation, kind of like how I had it back in the 1.5E interim period.
Tech advancement is also going back to being a percentage check like in 1E, but with checks made every 6 turns instead of every 12. This is working out well in my current test game, mainly because I am keeping a version of the research capacity concept from 2E that limits the maximum number of tech points that an empire can purchase each turn to its total Utilized Productivity. Tech advancement costs are then based on the empire's total Census. This system keeps empires from teching too fast (max +2 TL per year, if you're lucky) and prevents a player from dropping all of their points into tech on the last turn of the cycle.
In the first 18 turns of my current game, the Solar Union has only managed to get one tech advance.
It got close on one other check, but it didn't quite make it. By contrast, the interplanetary empire that they made contact with *did* manage to luck out and advance to TL 0 on Turn 18 and will be able to start prototyping their first FTL-capable starship.
Fleet Sizes
I've been mindful of the size of military forces in 2E, as I wanted to keep them large enough to be interesting. Right now, the Solar Union is spending about 50% of its per turn income on maintenance (35 income, 17 maintenance). That is letting is maintain 4 light scout cruisers, 2 small freighters, 21 frigates, 6 heavy cruisers, 1 battleship, 1 large starbase, 1 infantry, 1 shipyard, and 1 supply depot. All of the units are in active status, not reserves of mothballs.
Meanwhile, the Alashai Federation (the interplanetary power that just researched FTL) only has 16 income and is paying 6 per turn in maintenance. It has 2 battlecruisers, 4 light cruisers, 4 frigates, 4 small starbases, 2 infantry, and 1 shipyard. I think that's a pretty respectable military for that small of an empire. It might only be about 3 squadrons in total, but it's a pretty concentrated fighting force.
Diplomacy
I'm in the process of revising the diplomacy rules so that the basic diplomacy rules that govern player interactions are stripped back to roughly 1E levels of detail. However, at the same time I'm also making some start revisions to the NPE rules that are intended to make them easier for players to run. The AIX components are also likely to become optional components of those rules, although I'm still testing the implications of doing that. I need to run some more turns in this game to verify those changes before I commit them to the page.
System Generation
I've relented and moved the more detailed spectral and luminosity class elements of system generation back to the optional rules and replaced them with a middle ground option that is a bit closer to the generic sysgen from 1E. The end result is that I was able to simplify a few rules that had gotten more gnarled than they ever needed to be (system importance and colony size) and have found a few new tricks that I want to try out in the more detailed rules.
Anyway, I thought I would throw these thoughts out there. It's remarkable how fast some of the revised rules are falling together once I can actually get all of the notes together and hammer through everything after testing. The playtesting from the last two days has been invaluable in figuring out which rules seem to be holding up and which seem to still be giving me problems.
Once Jay has the system stats done for his game, I'm going to get the force lists drawn up for every one and we can start getting those initial purchases taken care of.