SPACEPLAN II            

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The rules changes on this page apply immediately in game that are already running. For rules changes that apply for games AFTER game 69 follow the link at the top of the page.


This rule is now in force. Ships normally shoot at the same ship type on the other side. When they run out of targets their own size, the remaining ships shift targets to the next larger ship type. When firing on a larger ship type, you get one extra hit for each firing ship. There is no bonus for shooting at smaller ships. Ground defences DO COUNT for spillover fire in ground battles (they count as marines or militia, which are smaller than fighters/riders).

The order of sizes should obvious, but just in case, the order of smallest to largest is marines & militia, fighters & riders, cruisers & escorts, then carriers.

If your big ships lose their screening units and get caught in a swarm of fighters... it'll be like the Battle of Midway all over again. There's a potential cascade effect. The smallest units can collect the extra hits more than once as they rampage through your fleet (and using unsupported carriers against ground forces is likely to get very expensive as the defenders get three rounds of spillover fire).

This makes it important that you maintain a balanced fleet. The bigger ships, that most players favour at present, are less likely to break through and get the bonus for spillover fire (carriers can't do it all, in fact). The smaller ships are now more valuable, some of the time. But most of the time the balance is the same as it was before.

If you're one of those people who have been ignoring the warnings about keeping a balance of ship types, then you might find some bad things are a about to happen.


This is a new "tech" level, available immediately. The code is GL, cost is normal. This adds population at the end of every every turn, one per system, in a number of systems equal to the growth level (ie. if GL is two, you get one pop in each of two systems). There's no cost in BPs and the systems are selected at random.


There's now a section listing the ships you've got "lost in space". It works the same as in Star Chase, that any ships that are "lost" on deep space moves and any fighters lost when they're unable to retreat get added to this total. A proportion of your battle losses are also lost in space rather than being destroyed.


What's different in Spaceplan relative to Star Chase is there's no RECOVER action. Instead your Recovery Tech (code is RC, cost is normal) moves ships from the "Lost in Space" section to your Fleet Reserve every turn. No action is needed, and there's no cost in BPs.


In systems that are producing riders or marines, if there are any carriers present, then if the carriers are already "full" (ie. no room for more of whatever is being produced) when production starts then a number of carriers (with their attached escorts, riders and marines) equal to your Reserve Tech is removed to your fleet reserve.

This means when a batch of carriers is full, you must move it IMMEDIATELY or it'll wander off into your fleet reserve. Or add some more carriers. This may not be what you want if you are trying to build ships in the locations where you actually want to deploy them. If you want to build ships in the front line, then build carriers or cruisers. But see the next paragraph as well.


For each fleet base, if the supply cost is zero and you have ships in your reserve then a number of carriers (with attached riders and marines) and cruisers equal to your Reserve Tech will deploy from your fleet reserve. This means the size of a force in a fleet base will go on increasing until it starts generating a supply cost. Then it stops.

These two rules together will probably change the way you arrange your shipyards and deployments. Just send your carriers to the appropriate shipyards to have them fitted out. In due course they'll drop into your reserve, and from there they'll deploy into a fleet base. Without using any more actions or BPs. You can control your deployments simply by positioning your fleet bases.


This is a new action that converts a single merchanter to one population at a cost of 3 BPs. There doesn't have to be any existing population in the system and it doesn't matter if there is.

Format is [ COLONISE ]   [ not used ]   [ WHERE ]   [ not used ]   [ not used ]


The old Supply Tech (ST) tech level has been replaced. There are now three different supply tech levels, each corresponding to to threee different things that the old supply tech was used for.

Fleet Supply (FS) counts in the calculation involving ships (and fleet bases).
Population Supply (PS) counts in the calculation involving population and the food price.
Industrial Supply (IS) counts in the calculation involving industry and the hydrocarbons price.

For games in progress you should find your FS level is the same as your old ST level, and your PS and IS levels are half your old ST level. In future games you can expect to have to take more notice of your food and hydrocarbon prices, since you'll have to spend separately on the supply tech that's used to keep the economic supply costs down (at present you effectively get this for free, since you spend so much on fleet supply anyway).


The rules for ecological damage have been updated. Eco damage now applies in all systems, not just the habitable planets. Eco damage is now applied anywhere along with collateral damage (ie. in all "ground" battles) in proportion to the number of hits inflicted in that stage of the battle, and on all planets for mining and industrial activity, planetary bombardments and the use of hyperspace weapons (as before). You also get ecodamage (lots of it) for building hyperspace weapons, anywhere.

Population limits are no longer modified for eco damage (because the rule was too awkward and cumbersome). Instead, eco damage is added in the calculations of supply costs for population and industry (along with the population or industry level and the relevant food price).

Remember, most ecodamage is added in the production stage, AFTER the supply and income calculations and your Eco Tech is applied in the income stage. That means that the ecomdage suffered during production all shows up in your game report and the cleanup doesn't start until next turn.


In reports you'll now find that terraforming is now indicated by a "-" in the eco damage column. It actually works that way, so that any actual damage will act in the opposite direction to your terraforming efforts (previously it would actually speed up the terraforming process, and that was silly). The target level is now -40 instead of +40, obviously.

Note that you can still use terraforming (ie. the FORM action and the TF tech level) to clean up the ecology of any sort of planet. For a non-terran world you can even clean it up in advance of it getting dirty (if you start terra-forming it then the damage has to work back up to zero before it can count up from zero).

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