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Re: FT: Stellar Conquest Campaign

From: "Tron" <cyberdruss@c...>
Date: Mon, 16 Nov 1998 00:46:38 -0000
Subject: Re: FT: Stellar Conquest Campaign

>I'm going to use a heavily modified Stellar Conquest tech tree.
>Starting economics will discourage players from building the best
>possible.  They simply will not have the points to do so.

In my first game,I broke the available technology into tech generations;
Generation, 2nd Generation etc. I think it went up to 5th. Once you'd
1st Generation Technology, you could develop anything listed under that
Generation heading.  It worked very well to break a players fleet up
different tech levels as the game progressed.

>They will have to be built for each "city" on a planet and will act
>level 3 shields against orbital bombardment, but the first hit that
>through in a volley damages the shield, dropping it to level 2, etc.

To make each world a different attack/defence problem, I thought using a
isocohedron (D20) for a base world map would make all of the difference.
Spread the population out over the  20 sides (sectors) and you have
targets for an enemy to attack.  You will also have a rough map you can
'zoom' in on work out where battles are fought.

If Earth is 75% water, this could equate to 15/20 sectors as sea, and
sectors as land.  Thus a TR planet would 25% land.  If you further
the triangles of each face in smaller areas (zones) you have an easy way
distributing that land	over the 20 sectors.  If you make up a pack of
with a random distribution of land/sea zones, you can deal them out
shuffling to create a varied terrain pallette to fight over - you could
cross reference where the zone is (Polar, equatorial, etc) and come up
probable or  realistic terrain for the Dirtside bods to fight over.  You
also have a nice grid reference for all of your.

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