Space Conflict Rules

Overview on the Versions

You do not want to be limited in fighting conflicts only on the surface of the Earth? You want to help propagate conflict to the Solar System? Very well, you have come to the right place. This is an overview of the Space Colonization mods I have created for the AT engine. This page is constantly updated with new information. In case you have any questions you can also send me a private message over the forums. I am always interested in feedback, questions and comments on my mods.

Overview and History of the Space Colonization Mods: There are several different mods which share some basic similarities but with some differences as to gameplay: 1. AT Space Colonization This is the first and basic mod which uses only the AT rules. It is played with exactly 4 human players who are fighting for military supremacy in the Solar System. An AAR of the playtest is here. 2. AT Random Game This is a Random Game version which uses only the AT rules and engine. It is designed to be played by exactly two human players. It supports several of the standard random game features like maploop and hidden/shrouded maps. After nearly a half-dozen testgames it can be considered stable and with balanced unit configuration. The scenario could be expanded for more players on request. 3. AT Gold Trading Companies This is the advanced game which uses several features of the AT Gold engine. In this version there are 5 nations which are fighting for supremacy. Each nation can be player controlled or AI controlled (recommended to play with 3 or more human players). The nations are not set up on the map but buy stakes in the available 8 companies. The companies venture forth to colonize the Solar System and make profit (or not) doing so. The profit is then paid out as dividends to the shareholding nations. This scenario has a strong economic background as the richest nation will be considered to be the winner. 4. AT Gold Random Game (in planning) Is a planned version for AT Gold random games. Not yet available.

Here is an overview of the characteristics and rules for the different versions: (tbd 8-O)

Trading Companies Rules

This is the Trading Companies ruleset:

Intro

Space. The final - unreachable - Frontier. Or so we thought. This game simulates the reach for the Solar Systems and the first Worlds beyond. And the attempt of the ruthless to make as much money out of this as possible. The year is 2020. Earth is divided into 5 wealthy nation-states who watch each other very closely: The US, the refounded Soviet Union, the EU, China and Switzerland. As war on Earth is not an option all nations know that supremacy can and will be gained by winning the race for the Solar System. At the start each player gets a nation which can buy stakes of the eight companies which are equipped to go forth and colonize the Solar System. The nations will never act directly on the map but will only invest and divest in the companies. The companies play on the actual map and try to exploit the riches of the solar system. If the companies prosper they will pay back dividends to their owners, or they might go down and are never heard from again. In the end the most wealthy nation will win. This is playtest version 0.67. Many thanks to Vic for the great AT game on which this mod is built.

Changelog for Trading Companies V0.67

Enabled neutral hex sea sharing Fixed Wormholes Construction Pods no longer loose engineering points when moving Ending of War after 3 turns without losses on either side will now happen Unfloated Companies now pay 3% of their investment back per round Asteroids have less production points but produce more minerals Stations cost 10% less Some map changes (Pluto and Jupiter) Balanced Food production and requirements Admirals can command more troops Slightly adjusted the possible starting capital values for companies Fixed a lot of bugs AI enhancements

Trading Companies Overview

1. In this game nations act as the investors who can buy and sell parts of the eight companies. Nations and companies have to be seen as strictly separated regimes and never may any political points (called “credits” in this mod) be directly transferred. 2. In game terms each player will always play for his nation and then execute the turns of all companies where he is the majority investor. Companies are switched between players as the majority stock owner will execute their turn. The name of a company will always include the controlling nation to provide some clarity. Example: Lets assume the US controls the MA and the Soviet Union controls the TF.Then there will be additional regimes called US: MA and SU: TF. And the turn order is US → US: MA → Soviet Union → Soviet Union: TF → European Union → China → Switzerland. If the US now also takes over the TF then the regime Soviet Union: TF will be deactivated and a new regime called US: TF will be activated (taking over all settings) and the new turn order will be US → US: MA → US: TF → Soviet Union → European Union → China → Switzerland.

Nations

0. The only activity nations do is to buy or sell stock of the 8 companies. They do not own units or hexes on the map, they do not do research and they do not go to war directly. 1. Stock of a company can be owned by one of the five nations or by the general anonymous public. All stock market transactions are between the currently acting nation and the general public, no shares are ever sold directly between nations. Stocks are always sold in 5% blocks to simplify things. 2. Normally the nation which has the simple majority of the stock in a company will be the CEO and execute all actions for the company and play its turn until another nation gets a higher investment into the company. The general public will never run a company. If a nation is AI controlled then the nation with the highest investment in the company which is not AI controlled will be appointed CEO. 3. There are 3 stages for all companies: Initial, unfloated and floated. At first there is only the initial share which can be bought. Whoever buys the initial share will be the first CEO and may set the initial value of the public offering of the company. Technically this is done by selecting a company value on the upper left side of the map.The value set may be of tremendous importance for the future of the company. Each nation can at maximum buy one initial share per turn (to avoid manipulation). Once the initial share is sold the company is then said to be in unfloated status. In this state no shares may be sold of the company back to the public and the share price is fixed by the initial public offering. Once 40% of the stock of a company is sold to the nations the company is floated and stays in this state for the rest of the game. It gets ALL of the value of the initial public offering as credits into its treasury. It also gets the latest technology level any other company has invented so far to start with and then immediately starts execution. 4.The shares of a floated company may be traded freely but the general public will never buy more then 60% of the stock, i.e. at least 40% will always be kept by the nations. Also the stock price will fluctuate with the success of the company: Selling shares to the public will lower the stock price. There is some small random fluctuation of the share price of a company dependend on how much of the company is owned by the general public. Most importantly the stock value will rise if a company pays the expected dividends and will decrease if less then the expected dividends are paid. 5. Each nation can each round either buy or sell stock in a company, not both. As many shares of a company can be bought as can be paid for. Buying and selling of stocks is always at the market price (so you get 100% of the value when selling a stock, not 80% like in the commodity market). 6. A nation may at most own 60% of a company due to anti-monopoly restrictions. 7. The dividend which a company is expected to pay is about 5% of the stock price. The amount of dividends a company can pay is dependent on its production capability. Once the company has gotten started for 3 turns the public will react very negatively if dividend expectations are not met. 8. If the CEO of a company changes the old company regime will transfer to a new regime which is to be executed by the new owner. Eg. if the Soviet Union takes control of the Mercantile Alliance from the US the regime “US: Mercantile Alliance” will be deactivated and all units and inventory will be transferred to the regime “SU: Mercantile Alliance” which will restart operations next turn. 9. In order not to discriminate too much against unfloated shares these will pay a small return of 2% per round. It is still generally bad to have unfloated shares lying around. 10. A nation will each round get the recon of all companies of which it owns at least one blockshare. 11. Summary information on stock price influence: The following will lead to a rising stock price → Meet the public expectation on dividends → None/Few stock owned by the public and available (the fewer the better) The following will lead to a decrease in stock price → Fail the public expectation on dividends →High number of stocks owned by the general public (60% or close to this) → Selling of stocks

Companies

0. The scenario is designed to be played with FoW, Shroud and Shroud Peak on. 1. The map consists of the Solar System with some close planets. In the solar system you find the main 8 planets as well as the sun (which is at the current technology level only an obstacle), inner and outer asteroid belt and the main moons (Pluto is depicted as a large moon due to size). Additionally the 4 closest earth-like planets are depicted and can be settled too. They can be reached over wormholes. Each offworld planet has a wormhole at the edge of the solar system in the quadrant close to it. You will get an info once wormhole technology becomes available between rounds 10 to 20. Wormholes transport all units on them to the other side at the beginning of a round. 2. Companies can build 4 kind of orbital constructions to produce units: Civilian Station: Are the most efficient, good for general production but will not produce units usable for attacking. Military Station: Wiill produce all units but are not as efficient as a civilian station. There is a small and large version of each station type. All of these orbital constructions can be build in orbital hexes around planets (and only there) and must have a maximum distance of 3 hexes to each other. Orbital constructions need 1 round till they are usable and will need several more rounds of construction to finish. Orbital constructions require a high initial investment in credits but are necessary for expansion. 3. You can declare war in this scenario by paying the credits required to fill in the paperwork required. Play the corresponding card and select a hex of the company you want to attack. War ends automatically if there were no battles (losses) for 3 rounds or if both companies get the same owner through a stock market transaction. 4. Orbital hexes are considered “land” and can be entered by land units. All unoccupied orbital hexes after each players turn will become unowned so these may not be reserved by players to block other players. Other “land” hexes are owned until conquered. 5. In the turn a company is floated it will get a civilian station and some starting units and resources as well as all credits invested. Also it will get the highest available tech level for free. In its first turn it has the opportunity to buy a fighting force using action cards in order to give it a fighting chance against the established competition. Buying units will increase the market price of resources however. All units bought in the initial round will be of the highest tech level available. Therefore the best order of activities for the initial turn is: Buy resources → Buy research → Buy units. 6. The stronger fleets are only available if some competitor has already built the same kind of unit. 7. Companies are expected to pay dividens using the appropriate card. If companies fail to pay proper dividends their stock price will fall. 8. There are 4 main kind of units: Spaceships (equaling ships), small craft(equaling planes), ground units and missiles. Spaceships are the only units to traverse the solar system and jump to the surrounding planets. Small Craft are good combat vessel, have a high speed on planets and can be carried by spaceships between planets. Ground units defend and attack planets and the orbit around planets and can also be carried around between planets. Missilies are one-shot attack units which can be loaded onto spaceships or shot from orbital constructions. 9. There are 5 resources to be harvested in the solar system: Supply (found on the outlying Gas Giants). Usage is standard AT Minerals (found in the asteroid belt and the Kuiper belt). Usage is for spaceship and small craft construction. Food (found on Earth and Earth-like planets). Usage is to build ground units. Research/Artefacts (found on the barren inner planets): These are transformed into political points. Radioactives (found on the diverse moons): These can be sold on the open market for a very nice price. Resource hexes are randomly distributed at the beginning of the game. 10. With action cards you can sell your resources (minerals, food, radioactives) on the free market against political points or buy more resources for political points. YOU CANNOT BUY OR SELL DURING THE FIRST TURN OF A COMPANY TO PREVENT EXPLOITS. Be aware that all transactions on the market rise or lower the fall for all other factions however. Each turn you can either buy or sell any given resource, not both. When you sell resources you will get only 80% of the market value to handle transaction costs. 11. There are several research areas which can be bought. These will lead to enhanced units being able to be built. Each level will lead to MUCH stronger units with each level doubling the hit points of a unit and giving some additional bonus. Individual units cannot be upgraded. Research will become cheaper over time. 12. When you kill enemy units you will gain credits for these: Each enemy ship killed will give you 10 credits, each ground unit 5 credits and each craft or explorer 3 credits. If you do well war will be profitable after all. 13. Amphibious and paradrop disadvantage is reduced to 2. 14. Anti-artillery fire is turned on. 15. Movement increases slowly in the course of the game as technology advances. 16. Overcrowding is turned off to simplify things.

Playing Hints

A. There is an intentional development curve: At the beginning everybody will be able to make profit unless they get drawn into a prolonged war. The stock value of the initial companies will first fall then rise. But as more and stronger companies get to the start (and they get a huge research boost) the companies which started first will get under heavy pressure. Then a third wave of companies might start to take over the solar system for good. B. It is intentional that the initial money will not be sufficient to float a company with just one nation investing. You need to cooperate … at least in the beginning. C. Be careful not to invest too much into an unfloated company. You will not get a serious payback until the company is floated. D. You can play this game as a very activist invester controlling several companies or you can play without controlling many companies directly. Either way it should be possible to win. E. The first companies will likely be running more efficiently if they are not too expensive. Later companies might need the additional cash to survive … or take take over the production of an enemy company. F. At the very beginning you should consider to initiate companies with a value of 1000 credits or 1200 credits, not more. 1000-credit companies will bring tremendous profit short term but might not survive very long. 1400-credit+ companies will not bring as much money short term but might do well in the middle game. G. WARNING: Newly floated companies are very dangerous. They get the current tech, can buy a new tech, buy lots of units at this higher tech and immediately attack in their first turn. So be wary of being blitzed by new companies. H. The most efficient dividend payout is just about what the public expects. This will give the stock value a nice boost. if you pay less the stock price will go down. If you pay more you need to get the cash somewhere. It is always good to pay out some dividends (from a shareholder perspective). I. It is not recommended to spend all the initial credits on troops and fleets. It is recommended to keep something in reserve for later turns to be able to produce stations, do research and pay dividends… J. The fastest way to get some production is on Earth. However each now company can easily invest heavily into ground armies and take these. K. If you have the stomach for it you can also engage in resource speculation (i.e. buy resources and hope their price will go up). L. The price for minerals and food has an equilibrum position (20 credits for 10 units). Radioactive price will rise each turn unless some radioactives are sold. M. Be wary of research. Higher levels are really strong and their powers increase exponentially. N. If you are much stronger then the enemy you might actually live from pillaging enemy positions. N. The AI is really there to make the game playable in the absence of human opponents. It cheats a little bit in the way that it knows more then the human players but on the other hand is very passive. Play with at least 3 humans and the AI or preferably 4 humans and 1 AI opponent. O. Production comparisons (not taking supply into account): –> A small military station costs 90 credits and produces up to 7 credits in research per turn. It has a return on investment of 7,7%. However it will quickly provide you with military superiority if the enemy does not have some military production available. –> A large military station costs 250 credits and produces up to20 credits in research per turn. It has a return on investment of 8%. It will allow you to build a large ground, naval or air force but takes much longer to build then a small military station. –> A small civilian station costs 90 credits and produces up to 15 credits in research per turn. It has a return on investment of 16,7%. Nice to make money but might become a tempting target as it can only build defensive units. –> A large civilian station costs 250 credits and produces up to 40 credits in research per turn. It has a return on investment of 16%. Nice for income but build up slowly and proper defense needs to be taken into consideration. Mining resources and capturing enemy locations on the other hand is free of charge…. P. HOUSE RULE: If there are not at least two floated companies and you have the money to buy at least one share or float a company during your turn you MUST buy a share of float a company. This should be advantegeous anyway but is necessary to prevent stalling the game in the beginning.

 
space/space_conflict_rules.txt · Last modified: 2016/02/26 18:51 (external edit)
 
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