Human Republic Playtest Thread
Posted: Tue Jul 26, 2011 3:05 am
The Human Republic
A VBAM 2E Playtest Camapign
Summer 2011
To kick off the finalization of the rules, and give me a springboard for some final rules testing, I am going to be posting up some explanatory journals for a new playtest campaign. If you run into any rules that don't seem very intuitive or problems with the math/logic, don't be shy; speak up and let us know. I'll also plan on holding player votes on some courses of action, just to make things more interesting.
Campaign Setup
This campaign is an exploration campaign using a randomized startup for the Human Republic. I rolled randomly for each of the human's homeworld system statistics (Carrying Capacity, RAW, Orbital, Biosphere, Science, and Jump Lanes), with the only difference being that I applied a +2 modifier to each roll to ensure that they would be above minimums. The human home system, Terra Nova, has the following statistics at the start of the game:
8 Carrying Capacity, 6 RAW, 3 Orbital, 3 Biosphere, 4 Science, 6 Jump Lanes
The Orbital and Biosphere values are only average, but the other values are above average. In particular, the RAW and Jump Lane values are particularly good. I'm glad the Republic is starting with 6 RAW, but I am a bit trepidatious about the number of jump lanes connecting to our home system. This gives us ample room to explore and expand, and the amount of commerce income we can generate in our home system will be quite high; however, it also means that it is going to be more difficult to protect our system from outside attack.
Terra Nova is currently the only system on our campaign map. We are using a hex map to track the star systems on our campaign map, with one star system present in each hex. Because Terra Nova has 6 Jump Lanes, there is a jump lane connecting it to each of the adjacent hexes on the map. I am using the optional exploration rules from the Companion, which function much like their 1E counterparts, so each of these jump lanes are currently unexplored. The Republic will have to build FTL-capable scouts to explore these lands before it can start exploring into neighboring space.
If a player wasn't using the optional exploration rules, they could instead just start sending ships across the jump lanes to rapidly start exploring the campaign map just by moving into new systems without any delay whatsoever.
The following colony statistics have been assigned to Terra Nova at the start of the game:
6 Census, 4 Morale, 5 Productivity, 5 Shipyards, 5 Agriculture, 5 Tech, 5 Intel
These stats give us a pretty average start for the campaign. We have room to grow still in our home system, so even if we don't find any really good systems immediately we'll still have some place to purchase Census increases. Morale we'll have to worry about a bit, but we do receive a +1 bonus to our morale checks since Terra Nova is a capital system. That reduces the chances of a -1 Morale penalty from a morale check to about 3% per turn (not very likely).
Terra Nova has a production capacity of 5 x 6 = 30 (Utilized Productivity x RAW). This means that we'll earn 30 EP per turn from the colony in income, and we can purchase up to 30 EP of non-starship units at this colony every turn.
Our shipyard capacity (Utilized Shipyards x Orbital) is more worrisome, as it is only 15. This means we can purchase a maximum of 15 EP of starships per turn at Terra Nova. Another consequence is that the most expensive starship we can build at Terra Nova is also 15 EP. We won't be able to build any large battleships here anytime soon, and even large cruisers and battlecruisers will be difficult without some colonial improvements.
The colony's agriculture capacity (Utilized Agriculture x Biosphere) is 15, and our colony requires 6 agriculture capacity per turn to feed our Census. This leaves 9 excess agriculture capacity per turn that are converted into population points. We use population points to increase colony Census values, at a cost of 10 times the colony's new Census value. It would cost us 70 population points to increase Terra Nova's Census to 7, for example. That means that, at present, it would take 70 turns for us to be able to experience population growth at Terra Nova! However, that same 70 PP could be used to purchase 1 Census in seven different systems, and if we can find a system with 4+ Biosphere we can actually end up with enough agriculture capacity to double the rate at which we generate population points.
Our tech capacity (Utilized Tech x Science) is 20, which means that we can purchase at most 20 tech points at Terra Nova each turn. Our current tech advancement cost is 70 tech points [(# of Census + # of Colonies) x 10], so it would take a minimum of 4 turns of full tech investment for us to achieve a tech advance. This ignores the fact that, of our 30 EP a turn we earn, quite a bit of our income is going to be spent on maintenance costs for our units, building new units, purchasing new colonies, upgrading infrastructure, etc. We could spend the full 20 EP per turn on tech points, but that would tie up a significant amount of our income and slow down our expansion plans.
Intel capacity (Utilized Intel x Jump Lanes) at Terra Nova is currently 30, so we can purchase at most 30 intel points per turn there. That is more than enough for our needs, and we probably won't need much intel infrastructure at our other colonies since our home system's intel capacity is so high. Your average system only has 3 Jump Lanes, so Terra Nova's intel capacity is actually pretty anomalous. It does mean that the Human Republic might want to hew towards an intel-heavy game strategy, as they are actually in a position to pursue one.
The next step after generating our home system's statistics is to design and purchase our starting units. We start with a total construction cost of non-starship unit classes equal to our production capacity (30) and a total construction cost of starship unit classes equal to our shipyard capacity (15). Obviously, if we controlled more colonies we would start with more unit classes available. As it is our options are fairly limited, and we'll have to be careful as to how we spend our points.
Let's start with our non-starship unit classes first. We have 30 points to split between all of our ground force, starbase, and fighter unit classes. I think it might be a good idea for the purposes of this playtest to split these evenly down the middle, with 10 points allocated to each option.
First, I'm going to design a starbase class that we can use to protect our home system from attack in case we run into any hostile alien powers early on. This will be the Protector-class defense base, with a construction cost of 10 EP. UPDATE: I just realized that I messed up the starbase construction rules. I originally said the Protector base should have 10 x 1.5 = 15 mass units at TL 0 and 10 EP cost, but this is incorrect. The base should only have 10 mass units (equal to construction cost) because the current TL doesn't give any bonuses. The starbase doesn't get the mass unit bonus but instead halves its mass unit cost before calculating maintenance costs. Doh. I think we want the Protector-class to serve as a multi-function base that can do a little bit of everything, so I am going to give it the following stats:
Protector-class - Starbase - 2 DV, 2 AS, 2 PD, 2 CR, 2 BC
Tech Level: 0, Construction Cost: 10, Maintenance Cost: 1, Command Cost: 1
This makes the Protector-class of starbase a jack of all trades that can take a bit of punishment, has equal offensive and defensive weapons capabilities, and enough Basing Capacity (BC) to base 2 EP of flights (fighters, shuttles, bombers, gunboats, etc.). I think this is a good idea for us, as it frees up our starships from having to provide these services to our home system.
Veteran VBAM players will notice that the starbase has Command Rating. All units in 2E need Command rating because that is what is used to assemble them into squadrons (space) or divisions (ground), and planetary defenses are no exception. When a scenario is generated, each player chooses one or more squadrons/divisions to include in the battle -- so small squadrons provide less concentrated firepower. The Command statistic is also used to generate formation points that a task force uses to purchase formation levels which in turn define how many hits it takes to damage them. High formation levels make units harder to damage, so having a high Command rating is good even if a unit isn't serving as a squadron's command element.
Next up in the hopper is a ground unit. We can build troops, installations, or aircraft, which are the ground equivalents of starships, starbases, and flights. In this case we're just going to design a troop unit to garrison our home system. We'll call this Infantry-I, as it is going to represent a standard infantry unit:
Infantry-I-class - Troop - 3 DV, 2 AS, 2 PD, 3 CR, 0 BC
Tech Level: 0, Construction Cost: 10 , Maintenance Cost: 1, Command Cost: 1
In designing this unit class I opted to give it higher Defense and Command ratings, skimping out on Attack Strength (AS) and Point Defense (PD). I also completely omitted Basing Capacity as I don't intend on building any planetary aircraft anytime soon. Aircraft can be useful, especially if an enemy doesn't have any PD to defend against them, but they can't fight by themselves and what we need now is a decent defensive troop unit.
We've allocated 10 EP towards flight unit classes, so now is the time to spend those points. Unlike the previous unit examples, however, we aren't going to spend all 10 EP on a single flight unit class, as that would make it much too large for the kinds of carriers we have available. Instead, I am going to split the points between a series of different flight classes, each with their own mission roles.
Flights and basing are a topic that has been in a state of flux since 2E started development. One of the elements that has been up for debate a number of times is how to handle flight basing in 2E. In 1E, each point of Basing could hold a single flight unit of any size. In 2E, we have approached the problem where each flight has its own command cost, and the maximum command cost of flights a carrier can hold is equal to its Basing rating. The question then became this: how do you determine a flight's command cost? After much testing, the current rules say that a flight unit's command cost is equal to its construction cost. This limits the number of flights that a unit can base, but it also makes it so that some flights are just too large to be based from some carriers.
Keeping that in mind, we want to field enough flight classes so that each is useful, but we don't want any of them to cost more than 3 EP each because our Protector-class base only has 3 Basing available.
Gladiator-class Heavy Fighter - Flight - 1 DV, 2 AS
Tech Level: 0, Construction Cost: 3, Maintenance Cost: 1/3, Command Cost: 3
Falchion-class Medium Fighter - Flight - 1 DV, 1 AS
Tech Level: 0, Construction Cost: 2, Maintenance Cost: 1/4, Command Cost: 2
Jian-class Medium Fighter - Flight - 1 AS, 1 PD
Tech Level: 0, Construction Cost: 2, Maintenance Cost: 1/4, Command Cost: 2
Dart-class Light Fighter - Flight - 1 PD
Tech Level: 0, Construction Cost: 1, Maintenance Cost: 1/5, Command Cost: 1
Banshee-class Shuttle - Flight - 1 DV, 1 CR
Tech Level: 0, Construction Cost: 2, Maintenance Cost: 1/4, Command Cost: 2
Each of these five flight classes offers its own advantages and disadvantages. The Gladiator can take a bit of damage and has good firepower, but it is large and doesn't have any anti-fighter defenses. The Falchion is a smaller version of the Gladiator with a bit less firepower but the same Defense rating. Both the Jian and Dart have Defense ratings of 0, meaning that the first point of damage they receive will destroy them. The Jian trades survivability for dual AS/PD weapons, while the Dart is a pure interceptor. The last flight design is the Banshee, a recon shuttle meant to serve a similar role as the Raptors from Battlestar: Galactica. They have some Defense rating, but they also have a point of Command rating. The humans can use this flight to artificially boost a fleet's Command rating, and a carrier or fleet that bases a lot of them could end up much better defended as a result.
Individually none of these flight classes are all that impressive. This is because the Human Republic is only a TL 0 power, and the units it can design are extremely limited as a result. Once we get to TL 5 we'll be able to build a Gladiator-sized 3 EP fighter with 5 mass units to spend instead of the 3 we had to spend at TL 0. Even our light fighters will have twice their capability at TL 5. At TL 10 we'll be able to design units with twice our original mass unit limits -- quite an improvement! Of course, our maintenance costs will also increase as a unit's maintenance cost is equal to 10% times the number of mass units spent. Since all of our flights were designed using 4 or less mass units, special fractional maintenance costs are applied to them. This helps to make up for the fact that they are really quite weak.
To put the maintenance cost issue into perspective, a TL 5 successor to the Gladiator -- let's call it to the Myrmidon -- would have 5 mass units to spend (150% x 3), but its maintenance cost would be 1. This is three times the maintenance cost of the Gladiator for only a 66% gain in actual performance. This might seem high, but the Myrmidon's extra mass units could make it anywhere from two to three times hardier than the Gladiator, and possibly have even better firepower (if splitting between Defense and Attack Strength). The Myrmidon remains the same size as the Gladiator, too, so it has the same command cost. The difference in maintenance is also pretty marginal considering that a unit with maintenance cost of 1 only pays 1 EP per campaign year in maintenance.
Okay, we've designed our non-starship units, so now it is time to design our initial starship classes. Our poor shipyard capacity has left us with only 15 EP of starting starship designs, which is honestly pretty limiting. I would normally want to split that 15 EP between a few different ship designs, but in this case I think we might be better off starting with a single mid-sized scout ship that we can use to start exploring the galaxy. We've got our defense bases for protection after all, so it isn't like we have to have a destroyer-size ship to protect Terra Nova right now.
Pandora-class Scout Carrier - Starship - 4 DV, 0 AS, 0 PD, 2 CR, 3 BC, 1 FTL, 1 Scout
Tech Level: 0, Construction Cost: 14 , Maintenance Cost: 1, Command Cost: 2
The Pandora-class scout carrier is going to be our starting ship. I know, I know... it is a completely unarmed ship that has little to recommend it other than the fact that it has a FTL drive and scout equipment, plus enough Basing to carry a few fighters. I ended up making the ship cost 14 EP in order to keep the class' maintenance cost down, as I don't think the 1 mass unit that the extra economic point buys us is worth the doubling of the unit's maintenance cost. Give us a couple of tech levels of refinement and then the extra costs would more than worth it, but we're just not there yet.
What do we do with the leftover economic point? We might as well use it to design something, even if it isn't going to be worthwhile.
Iris-class Courier - Starship - 0 DV, 0 AS, 0 PD, 0 CR, 0 BC, 1 FTL
Tech Level: 0, Construction Cost: 1, Maintenance Cost: 1/5, Command Cost: 1
Welp, that's definitely a starship. The Iris has nothing but a FTL drive strapped onto it. A single point of damage destroys it, and it doesn't have the electronic warfare systems to even coordinate with other fleet units. It's dead weight in a battle, but couriers of this class might be useful if we want to put a cheap picket in a system to take ownership of it or watch the traffic that passes through it.
Our initial unit classes are now designed. Now we can spend points from our initial economic pool to purchase some of these units and place them at Terra Nova. The Human Republic has five times its production capacity in economic points to spend, so that is 5 x 30 = 150 EP. This is what I am spending the human's points on:
4 Infantry-I
4 Protector SB
4 Pandora CVX
6 Iris CR
4 Gladiator HF
4 Jian MF
4 Dart LF
This spends all 150 EP in our initial economic pool. I am not sure if purchasing those 6 Iris-class vessels is going to benefit us long-term, but it would be nice to be able to station one of those in each of our adjacent star systems once we have them explored. That way if someone stumbles into one of the systems we'll at least know about it.
It dawns on me that we haven't assigned any AIX values to the Human Republic. The VBAM 2E diplomacy rules use the Aggressiveness (AG), Integrity (IN), and Xenophobia (XE) rules that were originally published in the 1E Companion, though with a few alterations so that the non-player empire rules can be used with player empires without putting too many diplomatic restrictions on the players. There are limitations now, though -- an empire has a diplomatic relationship value with each opponent it has come in contact with, and this relationship value determines how easy it is for an empire to sign treaties or issue declarations against them. The Human Republic will have 50 AG, 50 IN, and 50 XE, making them exceptionally average.
Year 1, Turn 1
It's the start of the campaign, and as such we start with game with a resolution of the Economics Phase of Turn 0. This gives us some economic points to work with. The Republic's colony income is 30 EP and we don't have any commerce income yet because we haven't built a trade link at Terra Nova yet (that is going to be one of our first priorities). Our purchases expense for Turn 0 was 150 EP, covering the cost of our starting units. That leaves maintenance expense to be calculated. Our total maintenance cost of units should be 16.33; an empire pays 10% of its total unit maintenance costs each turn as maintenance expense (round fractions up). The human's current maintenance expense is therefore 2 EP per turn.
Our economic point pool is going to start at 28 EP this turn, based on this calculation: 150 (initial economic pool) + 30 (colony income) - 150 (purchases expense) - 2 (maintenance expense). That is the maximum number of economic points we can spend this turn.
In the interests of long-term economic development, I am going to record an order to purchase a trade link in Terra Nova. That costs us 25 EP, but will generate about 36 EP per campaign year once it's built and active (with rounding it would actually generate 4 EP per turn in commerce income). That's enough to cover the cost of maintaining our military forces for the near term. Most starting systems would only generate 18 EP per year under these conditions, but we have twice as many jump lanes present and that boosts our system's Commerce value (Census x Jump Lanes).
We have 3 EP left that we could spend on tech or intel points, but for right now I am just going to bank them for use on future turns.
The Republic Navy is currently split into four squadrons, each containing a single Pandora and a mixed compliment of fighters. These squadrons are going to be issued exploration orders for the turn to start them exploring the jump lanes that radiate outward from Terra Nova.
That completes the Turn Orders Phase. There isn't much going on this turn, so we skip forward to the Movement Phase to resolve exploration attempts. Our rolls were 8, 4, 10, and 2. Each of our Pandora scout carriers have 1 Scout rating, so they gain a +1 to their rolls. The third exploration squadron's 11 roll gives it a +1 to future scout rolls, but the fourth's unmodified snake eyes means that it is in peril. The simplified peril rules currently in playtest for the COMPANION requires us to roll a D6 for this squadron; this is the number of turns that the squadron will be lost and out of supply before returning to Terra Nova. I rolled a 3, so the squadron will be out of supply for three turns (starting this turn) and will return to Terra Nova on Turn 4 after its third Supply Phase that it is out of supply.
Let's look at the ramifications of being in peril for this squadron. The Pandora-class has 4 DV, and a unit takes 1 damage per turn it is out of supply. By the time the carrier gets back it will have racked up 3 damage. This isn't enough damage to cripple the ship, but it is pretty close. If the ship had been out of supply for 4 turns or more it would have been crippled and it would have been forced to destroy some of its based flights to cover its reduced (halved) Basing rating. The cost to repair the Pandora when it gets back is going to be 25% x 14 = 3.5 = 4 EP. The repair cost would have been increased to 50% x 14 = 7 EP if the ship had received crippling damage.
This exploration mechanic for resolving units in peril replaces the systems previously used in VBAM 1E, and even contradicts the exploration rules found in previous VBAM 2E drafts. I adopted this change to the exploration rules because it makes them simpler to apply and eliminates a lookup table. It's always nice to have one less table to have to refer to!
On to the Piracy Phase to see if we have any pirate activity. Piracy checks are resolved by rolling 2D6 for each capital system, then going through the list of systems on the campaign map and using the result rolled for the nearest capital system and adding any applicable modifiers that the system might have. Terra Nova currently has a +1 modifier because the system doesn't contain a trade link (e.g., nobody trading there means that there is less chance of piracy). The system receives an additional +1 because it currently contains a total construction cost of combat units greater than or equal to its Commerce value. Terra Nova rolls a 5, so the system itself has a 7 after modifiers. That's a no effect result, so nothing happens.
For the sake of argument, let's say that we had another system near Terra Nova that had a trade link in it and a Piracy value greater than zero. That hypothetical system would have a piracy modifier of -1. Terra Nova is the closest capital system to this other system, so it would take the 5 we rolled for that and apply its -1 modifier. This gives it a piracy check result of 4. 3 or less is +1 Piracy, so the system just skates by without getting a Piracy increase.
During the Morale Phase we roll our morale checks. We again roll 2D6 for each capital system and then evaluate each colony to see if it the morale check has triggered a change in Morale. The morale check roll for Terra Nova was a '3', which would normally be a -1 Morale penalty. However, Terra Nova receives a +1 modifier to its morale check roll because it is a capital system. This gives the system a '4' result, which is no effect.
Agriculture production for the turn is 15, with a total agriculture cost of 6. This gives us 9 excess agriculture capacity. An empire earns 10% of its excess agriculture points as population points each turn (round up), so we earn 1 PP this turn.
The Economic Phase now comes at the end of the turn... which doesn't make that much difference compared to how VBAM 1E worked, but it does make sure that it takes place at the end of the campaign turn when the income was earned and not at the start of the next turn. We haven't done anything to change our income this turn (our trade link won't actually be completed until the end of the current turn -- that ensures we don't earn income on things that weren't in place this turn!), so our income stays the same as on Turn 0. We earn 30 EP colony income but have purchases expense of 25 EP and maintenance expense of 2 EP. That leaves us with 28 + 30 - 25 - 2 = 31 EP in our point pool for next turn.
The last phase of the turn is the Update Phase. This is when our infrastructure changes and trade links are placed. As mentioned previously, because these improvements are implemented after the Economic Phase any new Productivity or trade links we purchase won't make us any money until the Economic Phase of the next campaign turn. The trade link in Terra Nova will generate us 4 EP per turn next turn, increasing our per-turn income by 13%.
Here're our empire pools at the end of Turn 1:
Economic Pool: 31
Population Pool: 1
Tech Pool: 0
Intel Pool: 0
A VBAM 2E Playtest Camapign
Summer 2011
To kick off the finalization of the rules, and give me a springboard for some final rules testing, I am going to be posting up some explanatory journals for a new playtest campaign. If you run into any rules that don't seem very intuitive or problems with the math/logic, don't be shy; speak up and let us know. I'll also plan on holding player votes on some courses of action, just to make things more interesting.
Campaign Setup
This campaign is an exploration campaign using a randomized startup for the Human Republic. I rolled randomly for each of the human's homeworld system statistics (Carrying Capacity, RAW, Orbital, Biosphere, Science, and Jump Lanes), with the only difference being that I applied a +2 modifier to each roll to ensure that they would be above minimums. The human home system, Terra Nova, has the following statistics at the start of the game:
8 Carrying Capacity, 6 RAW, 3 Orbital, 3 Biosphere, 4 Science, 6 Jump Lanes
The Orbital and Biosphere values are only average, but the other values are above average. In particular, the RAW and Jump Lane values are particularly good. I'm glad the Republic is starting with 6 RAW, but I am a bit trepidatious about the number of jump lanes connecting to our home system. This gives us ample room to explore and expand, and the amount of commerce income we can generate in our home system will be quite high; however, it also means that it is going to be more difficult to protect our system from outside attack.
Terra Nova is currently the only system on our campaign map. We are using a hex map to track the star systems on our campaign map, with one star system present in each hex. Because Terra Nova has 6 Jump Lanes, there is a jump lane connecting it to each of the adjacent hexes on the map. I am using the optional exploration rules from the Companion, which function much like their 1E counterparts, so each of these jump lanes are currently unexplored. The Republic will have to build FTL-capable scouts to explore these lands before it can start exploring into neighboring space.
If a player wasn't using the optional exploration rules, they could instead just start sending ships across the jump lanes to rapidly start exploring the campaign map just by moving into new systems without any delay whatsoever.
The following colony statistics have been assigned to Terra Nova at the start of the game:
6 Census, 4 Morale, 5 Productivity, 5 Shipyards, 5 Agriculture, 5 Tech, 5 Intel
These stats give us a pretty average start for the campaign. We have room to grow still in our home system, so even if we don't find any really good systems immediately we'll still have some place to purchase Census increases. Morale we'll have to worry about a bit, but we do receive a +1 bonus to our morale checks since Terra Nova is a capital system. That reduces the chances of a -1 Morale penalty from a morale check to about 3% per turn (not very likely).
Terra Nova has a production capacity of 5 x 6 = 30 (Utilized Productivity x RAW). This means that we'll earn 30 EP per turn from the colony in income, and we can purchase up to 30 EP of non-starship units at this colony every turn.
Our shipyard capacity (Utilized Shipyards x Orbital) is more worrisome, as it is only 15. This means we can purchase a maximum of 15 EP of starships per turn at Terra Nova. Another consequence is that the most expensive starship we can build at Terra Nova is also 15 EP. We won't be able to build any large battleships here anytime soon, and even large cruisers and battlecruisers will be difficult without some colonial improvements.
The colony's agriculture capacity (Utilized Agriculture x Biosphere) is 15, and our colony requires 6 agriculture capacity per turn to feed our Census. This leaves 9 excess agriculture capacity per turn that are converted into population points. We use population points to increase colony Census values, at a cost of 10 times the colony's new Census value. It would cost us 70 population points to increase Terra Nova's Census to 7, for example. That means that, at present, it would take 70 turns for us to be able to experience population growth at Terra Nova! However, that same 70 PP could be used to purchase 1 Census in seven different systems, and if we can find a system with 4+ Biosphere we can actually end up with enough agriculture capacity to double the rate at which we generate population points.
Our tech capacity (Utilized Tech x Science) is 20, which means that we can purchase at most 20 tech points at Terra Nova each turn. Our current tech advancement cost is 70 tech points [(# of Census + # of Colonies) x 10], so it would take a minimum of 4 turns of full tech investment for us to achieve a tech advance. This ignores the fact that, of our 30 EP a turn we earn, quite a bit of our income is going to be spent on maintenance costs for our units, building new units, purchasing new colonies, upgrading infrastructure, etc. We could spend the full 20 EP per turn on tech points, but that would tie up a significant amount of our income and slow down our expansion plans.
Intel capacity (Utilized Intel x Jump Lanes) at Terra Nova is currently 30, so we can purchase at most 30 intel points per turn there. That is more than enough for our needs, and we probably won't need much intel infrastructure at our other colonies since our home system's intel capacity is so high. Your average system only has 3 Jump Lanes, so Terra Nova's intel capacity is actually pretty anomalous. It does mean that the Human Republic might want to hew towards an intel-heavy game strategy, as they are actually in a position to pursue one.
The next step after generating our home system's statistics is to design and purchase our starting units. We start with a total construction cost of non-starship unit classes equal to our production capacity (30) and a total construction cost of starship unit classes equal to our shipyard capacity (15). Obviously, if we controlled more colonies we would start with more unit classes available. As it is our options are fairly limited, and we'll have to be careful as to how we spend our points.
Let's start with our non-starship unit classes first. We have 30 points to split between all of our ground force, starbase, and fighter unit classes. I think it might be a good idea for the purposes of this playtest to split these evenly down the middle, with 10 points allocated to each option.
First, I'm going to design a starbase class that we can use to protect our home system from attack in case we run into any hostile alien powers early on. This will be the Protector-class defense base, with a construction cost of 10 EP. UPDATE: I just realized that I messed up the starbase construction rules. I originally said the Protector base should have 10 x 1.5 = 15 mass units at TL 0 and 10 EP cost, but this is incorrect. The base should only have 10 mass units (equal to construction cost) because the current TL doesn't give any bonuses. The starbase doesn't get the mass unit bonus but instead halves its mass unit cost before calculating maintenance costs. Doh. I think we want the Protector-class to serve as a multi-function base that can do a little bit of everything, so I am going to give it the following stats:
Protector-class - Starbase - 2 DV, 2 AS, 2 PD, 2 CR, 2 BC
Tech Level: 0, Construction Cost: 10, Maintenance Cost: 1, Command Cost: 1
This makes the Protector-class of starbase a jack of all trades that can take a bit of punishment, has equal offensive and defensive weapons capabilities, and enough Basing Capacity (BC) to base 2 EP of flights (fighters, shuttles, bombers, gunboats, etc.). I think this is a good idea for us, as it frees up our starships from having to provide these services to our home system.
Veteran VBAM players will notice that the starbase has Command Rating. All units in 2E need Command rating because that is what is used to assemble them into squadrons (space) or divisions (ground), and planetary defenses are no exception. When a scenario is generated, each player chooses one or more squadrons/divisions to include in the battle -- so small squadrons provide less concentrated firepower. The Command statistic is also used to generate formation points that a task force uses to purchase formation levels which in turn define how many hits it takes to damage them. High formation levels make units harder to damage, so having a high Command rating is good even if a unit isn't serving as a squadron's command element.
Next up in the hopper is a ground unit. We can build troops, installations, or aircraft, which are the ground equivalents of starships, starbases, and flights. In this case we're just going to design a troop unit to garrison our home system. We'll call this Infantry-I, as it is going to represent a standard infantry unit:
Infantry-I-class - Troop - 3 DV, 2 AS, 2 PD, 3 CR, 0 BC
Tech Level: 0, Construction Cost: 10 , Maintenance Cost: 1, Command Cost: 1
In designing this unit class I opted to give it higher Defense and Command ratings, skimping out on Attack Strength (AS) and Point Defense (PD). I also completely omitted Basing Capacity as I don't intend on building any planetary aircraft anytime soon. Aircraft can be useful, especially if an enemy doesn't have any PD to defend against them, but they can't fight by themselves and what we need now is a decent defensive troop unit.
We've allocated 10 EP towards flight unit classes, so now is the time to spend those points. Unlike the previous unit examples, however, we aren't going to spend all 10 EP on a single flight unit class, as that would make it much too large for the kinds of carriers we have available. Instead, I am going to split the points between a series of different flight classes, each with their own mission roles.
Flights and basing are a topic that has been in a state of flux since 2E started development. One of the elements that has been up for debate a number of times is how to handle flight basing in 2E. In 1E, each point of Basing could hold a single flight unit of any size. In 2E, we have approached the problem where each flight has its own command cost, and the maximum command cost of flights a carrier can hold is equal to its Basing rating. The question then became this: how do you determine a flight's command cost? After much testing, the current rules say that a flight unit's command cost is equal to its construction cost. This limits the number of flights that a unit can base, but it also makes it so that some flights are just too large to be based from some carriers.
Keeping that in mind, we want to field enough flight classes so that each is useful, but we don't want any of them to cost more than 3 EP each because our Protector-class base only has 3 Basing available.
Gladiator-class Heavy Fighter - Flight - 1 DV, 2 AS
Tech Level: 0, Construction Cost: 3, Maintenance Cost: 1/3, Command Cost: 3
Falchion-class Medium Fighter - Flight - 1 DV, 1 AS
Tech Level: 0, Construction Cost: 2, Maintenance Cost: 1/4, Command Cost: 2
Jian-class Medium Fighter - Flight - 1 AS, 1 PD
Tech Level: 0, Construction Cost: 2, Maintenance Cost: 1/4, Command Cost: 2
Dart-class Light Fighter - Flight - 1 PD
Tech Level: 0, Construction Cost: 1, Maintenance Cost: 1/5, Command Cost: 1
Banshee-class Shuttle - Flight - 1 DV, 1 CR
Tech Level: 0, Construction Cost: 2, Maintenance Cost: 1/4, Command Cost: 2
Each of these five flight classes offers its own advantages and disadvantages. The Gladiator can take a bit of damage and has good firepower, but it is large and doesn't have any anti-fighter defenses. The Falchion is a smaller version of the Gladiator with a bit less firepower but the same Defense rating. Both the Jian and Dart have Defense ratings of 0, meaning that the first point of damage they receive will destroy them. The Jian trades survivability for dual AS/PD weapons, while the Dart is a pure interceptor. The last flight design is the Banshee, a recon shuttle meant to serve a similar role as the Raptors from Battlestar: Galactica. They have some Defense rating, but they also have a point of Command rating. The humans can use this flight to artificially boost a fleet's Command rating, and a carrier or fleet that bases a lot of them could end up much better defended as a result.
Individually none of these flight classes are all that impressive. This is because the Human Republic is only a TL 0 power, and the units it can design are extremely limited as a result. Once we get to TL 5 we'll be able to build a Gladiator-sized 3 EP fighter with 5 mass units to spend instead of the 3 we had to spend at TL 0. Even our light fighters will have twice their capability at TL 5. At TL 10 we'll be able to design units with twice our original mass unit limits -- quite an improvement! Of course, our maintenance costs will also increase as a unit's maintenance cost is equal to 10% times the number of mass units spent. Since all of our flights were designed using 4 or less mass units, special fractional maintenance costs are applied to them. This helps to make up for the fact that they are really quite weak.
To put the maintenance cost issue into perspective, a TL 5 successor to the Gladiator -- let's call it to the Myrmidon -- would have 5 mass units to spend (150% x 3), but its maintenance cost would be 1. This is three times the maintenance cost of the Gladiator for only a 66% gain in actual performance. This might seem high, but the Myrmidon's extra mass units could make it anywhere from two to three times hardier than the Gladiator, and possibly have even better firepower (if splitting between Defense and Attack Strength). The Myrmidon remains the same size as the Gladiator, too, so it has the same command cost. The difference in maintenance is also pretty marginal considering that a unit with maintenance cost of 1 only pays 1 EP per campaign year in maintenance.
Okay, we've designed our non-starship units, so now it is time to design our initial starship classes. Our poor shipyard capacity has left us with only 15 EP of starting starship designs, which is honestly pretty limiting. I would normally want to split that 15 EP between a few different ship designs, but in this case I think we might be better off starting with a single mid-sized scout ship that we can use to start exploring the galaxy. We've got our defense bases for protection after all, so it isn't like we have to have a destroyer-size ship to protect Terra Nova right now.
Pandora-class Scout Carrier - Starship - 4 DV, 0 AS, 0 PD, 2 CR, 3 BC, 1 FTL, 1 Scout
Tech Level: 0, Construction Cost: 14 , Maintenance Cost: 1, Command Cost: 2
The Pandora-class scout carrier is going to be our starting ship. I know, I know... it is a completely unarmed ship that has little to recommend it other than the fact that it has a FTL drive and scout equipment, plus enough Basing to carry a few fighters. I ended up making the ship cost 14 EP in order to keep the class' maintenance cost down, as I don't think the 1 mass unit that the extra economic point buys us is worth the doubling of the unit's maintenance cost. Give us a couple of tech levels of refinement and then the extra costs would more than worth it, but we're just not there yet.
What do we do with the leftover economic point? We might as well use it to design something, even if it isn't going to be worthwhile.
Iris-class Courier - Starship - 0 DV, 0 AS, 0 PD, 0 CR, 0 BC, 1 FTL
Tech Level: 0, Construction Cost: 1, Maintenance Cost: 1/5, Command Cost: 1
Welp, that's definitely a starship. The Iris has nothing but a FTL drive strapped onto it. A single point of damage destroys it, and it doesn't have the electronic warfare systems to even coordinate with other fleet units. It's dead weight in a battle, but couriers of this class might be useful if we want to put a cheap picket in a system to take ownership of it or watch the traffic that passes through it.
Our initial unit classes are now designed. Now we can spend points from our initial economic pool to purchase some of these units and place them at Terra Nova. The Human Republic has five times its production capacity in economic points to spend, so that is 5 x 30 = 150 EP. This is what I am spending the human's points on:
4 Infantry-I
4 Protector SB
4 Pandora CVX
6 Iris CR
4 Gladiator HF
4 Jian MF
4 Dart LF
This spends all 150 EP in our initial economic pool. I am not sure if purchasing those 6 Iris-class vessels is going to benefit us long-term, but it would be nice to be able to station one of those in each of our adjacent star systems once we have them explored. That way if someone stumbles into one of the systems we'll at least know about it.
It dawns on me that we haven't assigned any AIX values to the Human Republic. The VBAM 2E diplomacy rules use the Aggressiveness (AG), Integrity (IN), and Xenophobia (XE) rules that were originally published in the 1E Companion, though with a few alterations so that the non-player empire rules can be used with player empires without putting too many diplomatic restrictions on the players. There are limitations now, though -- an empire has a diplomatic relationship value with each opponent it has come in contact with, and this relationship value determines how easy it is for an empire to sign treaties or issue declarations against them. The Human Republic will have 50 AG, 50 IN, and 50 XE, making them exceptionally average.
Year 1, Turn 1
It's the start of the campaign, and as such we start with game with a resolution of the Economics Phase of Turn 0. This gives us some economic points to work with. The Republic's colony income is 30 EP and we don't have any commerce income yet because we haven't built a trade link at Terra Nova yet (that is going to be one of our first priorities). Our purchases expense for Turn 0 was 150 EP, covering the cost of our starting units. That leaves maintenance expense to be calculated. Our total maintenance cost of units should be 16.33; an empire pays 10% of its total unit maintenance costs each turn as maintenance expense (round fractions up). The human's current maintenance expense is therefore 2 EP per turn.
Our economic point pool is going to start at 28 EP this turn, based on this calculation: 150 (initial economic pool) + 30 (colony income) - 150 (purchases expense) - 2 (maintenance expense). That is the maximum number of economic points we can spend this turn.
In the interests of long-term economic development, I am going to record an order to purchase a trade link in Terra Nova. That costs us 25 EP, but will generate about 36 EP per campaign year once it's built and active (with rounding it would actually generate 4 EP per turn in commerce income). That's enough to cover the cost of maintaining our military forces for the near term. Most starting systems would only generate 18 EP per year under these conditions, but we have twice as many jump lanes present and that boosts our system's Commerce value (Census x Jump Lanes).
We have 3 EP left that we could spend on tech or intel points, but for right now I am just going to bank them for use on future turns.
The Republic Navy is currently split into four squadrons, each containing a single Pandora and a mixed compliment of fighters. These squadrons are going to be issued exploration orders for the turn to start them exploring the jump lanes that radiate outward from Terra Nova.
That completes the Turn Orders Phase. There isn't much going on this turn, so we skip forward to the Movement Phase to resolve exploration attempts. Our rolls were 8, 4, 10, and 2. Each of our Pandora scout carriers have 1 Scout rating, so they gain a +1 to their rolls. The third exploration squadron's 11 roll gives it a +1 to future scout rolls, but the fourth's unmodified snake eyes means that it is in peril. The simplified peril rules currently in playtest for the COMPANION requires us to roll a D6 for this squadron; this is the number of turns that the squadron will be lost and out of supply before returning to Terra Nova. I rolled a 3, so the squadron will be out of supply for three turns (starting this turn) and will return to Terra Nova on Turn 4 after its third Supply Phase that it is out of supply.
Let's look at the ramifications of being in peril for this squadron. The Pandora-class has 4 DV, and a unit takes 1 damage per turn it is out of supply. By the time the carrier gets back it will have racked up 3 damage. This isn't enough damage to cripple the ship, but it is pretty close. If the ship had been out of supply for 4 turns or more it would have been crippled and it would have been forced to destroy some of its based flights to cover its reduced (halved) Basing rating. The cost to repair the Pandora when it gets back is going to be 25% x 14 = 3.5 = 4 EP. The repair cost would have been increased to 50% x 14 = 7 EP if the ship had received crippling damage.
This exploration mechanic for resolving units in peril replaces the systems previously used in VBAM 1E, and even contradicts the exploration rules found in previous VBAM 2E drafts. I adopted this change to the exploration rules because it makes them simpler to apply and eliminates a lookup table. It's always nice to have one less table to have to refer to!
On to the Piracy Phase to see if we have any pirate activity. Piracy checks are resolved by rolling 2D6 for each capital system, then going through the list of systems on the campaign map and using the result rolled for the nearest capital system and adding any applicable modifiers that the system might have. Terra Nova currently has a +1 modifier because the system doesn't contain a trade link (e.g., nobody trading there means that there is less chance of piracy). The system receives an additional +1 because it currently contains a total construction cost of combat units greater than or equal to its Commerce value. Terra Nova rolls a 5, so the system itself has a 7 after modifiers. That's a no effect result, so nothing happens.
For the sake of argument, let's say that we had another system near Terra Nova that had a trade link in it and a Piracy value greater than zero. That hypothetical system would have a piracy modifier of -1. Terra Nova is the closest capital system to this other system, so it would take the 5 we rolled for that and apply its -1 modifier. This gives it a piracy check result of 4. 3 or less is +1 Piracy, so the system just skates by without getting a Piracy increase.
During the Morale Phase we roll our morale checks. We again roll 2D6 for each capital system and then evaluate each colony to see if it the morale check has triggered a change in Morale. The morale check roll for Terra Nova was a '3', which would normally be a -1 Morale penalty. However, Terra Nova receives a +1 modifier to its morale check roll because it is a capital system. This gives the system a '4' result, which is no effect.
Agriculture production for the turn is 15, with a total agriculture cost of 6. This gives us 9 excess agriculture capacity. An empire earns 10% of its excess agriculture points as population points each turn (round up), so we earn 1 PP this turn.
The Economic Phase now comes at the end of the turn... which doesn't make that much difference compared to how VBAM 1E worked, but it does make sure that it takes place at the end of the campaign turn when the income was earned and not at the start of the next turn. We haven't done anything to change our income this turn (our trade link won't actually be completed until the end of the current turn -- that ensures we don't earn income on things that weren't in place this turn!), so our income stays the same as on Turn 0. We earn 30 EP colony income but have purchases expense of 25 EP and maintenance expense of 2 EP. That leaves us with 28 + 30 - 25 - 2 = 31 EP in our point pool for next turn.
The last phase of the turn is the Update Phase. This is when our infrastructure changes and trade links are placed. As mentioned previously, because these improvements are implemented after the Economic Phase any new Productivity or trade links we purchase won't make us any money until the Economic Phase of the next campaign turn. The trade link in Terra Nova will generate us 4 EP per turn next turn, increasing our per-turn income by 13%.
Here're our empire pools at the end of Turn 1:
Economic Pool: 31
Population Pool: 1
Tech Pool: 0
Intel Pool: 0