I would like to create a doc on this if it sounds good. Basically, I want to encourage a system where instead of players needing to destroy enemy players, players are encouraged to destroy themselves. This is accomplished by declaring as many simultaneous wars as possible. The more population you lose, the more technology is researched. Players can easily recolonize their population by logging in and choosing a new world to settle on. While players gain research points by creating planetary wars, alliances gain alliance points (used for alliance-funded projects) by preventing war.
Ground Combat
- Losing colonists —> research points
- Declaring war —> lose colonists
- Planetary population decreased —> planetary resource concentrations increased
- Colonists on a planet exterminated —> can recolonize at any planet + facility production decreased
- Facility production decreased —> Maximum fleet cost decreased
- Recolonize a planet —> can pick a favorable location + population will regenerate over time
- High resource concentration + normal population —> high facility production
- High facility production —> resource concentration down
- High technology level + normal population + allied population —> boosted facility production
Example: Low resource concentration + normal population + multiple allied populations —> high facility production
Note: Sharing a facility with other players will divide the production towards each player. Yet sharing a facility with allies will provide a boost. If you have enough allies sharing one facility then the boost will be much, much greater than the loss due to sharing.
So basically, every time you want to increase your population, you must declare a war, wait for your population to die-off, and then repeat the cycle by colonizing a planet that has not recently had its resources extracted. If your population is at war and wins, then they will start a civil war until your population dies-off. Larger wars take more time (1-4 hours) to lose. Uneven wars (e.g. you have low population) take very little time (2-8 minutes).
You can also avoid war, and try gaining research points for your alliance.
Players at war take longer to die if there is a pacifist player on the planet.
You gain extra research points by losing to pacifists.
Pacifists gain research points for their alliance by slowing-down wars.
Players at war can speed-up a war by halving the pacifist-modifiers every f(n,x) seconds (by clicking the "speed-up" button).
Pacifists are divided into five categories:
Clan Pacifist, n=1, research points go towards a clan, which is composed of two or more players
Alliance Pacifist, n=2, research points go towards an alliance, which is composed of two or more clans
Guild Pacifist, n=3, research points go towards a guild, which is composed of two or more alliances
Faction Pacifist, n=3, research points go towards a faction, which is composed of two or more guilds
Coalition Pacifist, n=4, research points go towards a coalition, which is composed of two or more factions
More categories (n=5,6,7, etc.) as the playerbase increases.
Note: You can fight with guild members (depending on guild policy) to gain research points, but it won't increase your guild's research points.
Now for the value of 'n' and 'x'.
Time for population to die-off = 1 hour * (your population) / (enemy population) * (1+planet clan modifier) * (1+planet alliance modifier) * (1+planet guild modifier) * (1+planet faction modifier) * other modifiers
Note: For multiple clans on the same planet, the planet clan modifier is the root-sum of each clan's tech levels.
For example, with one clan, the clan modifier might be 1.
For each clan, alliance, guild, faction, etc. the player at war can click on a "Speed-Up" button.
The speed-up button will halve the clan/alliance/guild/faction modifier.
Example:
Time for population to die-off = 1 hour * (10,000) / (10,000) * (1+clan modifier)
After declaring war —> X=1
clan modifier = 1 / (2^(X-1))
clan modifier = 1 / 1
1+clan modifier = 2
Time for population to die-off = 1 hour * 2
Time for population to die-off = 2 hours
After exp(n*2) seconds —> X=2
Player clicked "Speed-Up" once, after waiting e^(n*X) seconds.
This is a clan, so n=1
clan modifier = 1 / (2^(X-1))
clan modifier = 1 / 2
1+clan modifier = 1.5
Time for population to die-off = 1 hour * 1.5
Time for population to die-off = 1.5 hours
After exp(n*2) + exp(n*3) seconds —> X=3
Player clicked "Speed-Up" a second time. Had to wait e^(n*X) seconds for the "Speed-Up" button to recharge.
clan modifier = 1 / (2^(X-1))
clan modifier = 1 / 4
1+clan modifier = 1.25
Time for population to die-off = 1 hour * 1.25
Time for population to die-off = 1.25 hours
Note: There is one "Speed-Up" button for every single clan/alliance/guild/faction/coalition with a member on the planet. Players have to be online in order to click the "Speed-Up" button. Longer wars give more research points to the players involved (calculated before any "Speed-Up" buttons). Research points are distributed once the player declaring the war has his population die-off. Players declaring a war get research points, and the clans/alliances/guilds/factions/coalitions get research points for prolonging them by pacifism.
Player techs are different from clan techs are different from alliance techs are different from guild techs. They each have a different tech-tree. For example, an alliance tech may be to increase the size of the alliance by +1 clan, or to grant a production-bonus to all facilities shared by alliance members.
Wars are planet-only. After the war is done (i.e. attacker's population has died off due to losing, or due to winning and then civil war), the players involved are automatically at peace again.
Space Combat
- Maximum fleet cost increased —> can keep more ships in orbit
- Planet with fleet in orbit —> no non-allies may colonize
- Ships in orbit —> can attack another fleet in orbit (travel time between planets is instant; travel time between solar systems is not instant)
- Attacking a fleet in orbit —> fleet in orbit destroyed
- Successful attack —> can now colonize planet
- Failed attack —> your ships are instantly rebuilt at the nearest colony and can attack again
Defending orbital fleets take a long time to regenerate if the player is offline (e.g. 50% of ships rebuilt after 30 minutes).
Fleets regenerate instantly if you are online.
Attacks take 2-8 minutes.
Defender and attacker gain research points for space battles.
Key points: The more production, the higher your fleet cost, and the harder it is to destroy.
Lots of players or one player with lots of time can destroy a large enemy fleet.
Fleets regenerate instantly if you are online.
Emphasis on "instant". The game… Now revolves around killing yourself by attacking as many people at once as possible. The faster you lose, the faster you gain research points, and the better your research, the more stuff you can control, and lose more quickly —> faster research.
Summary:
If I want to get research points then what I do is destroy an enemy blockade (2-8 minutes), colonize the planet (instant), wait for my population to grow (10-180 minutes), declare war (instant), wait for my population to die-off (can take up to eight hours), and then repeat! Any clans/alliances/guilds/factions/coalitions with members present at the planet will also gain research points. When I log-off for the day, I want to be colonized at a planet with high resource-concentrations and setup an orbital blockade there in order to:
a) boost my allies' production-bonuses
b) hope that someone will attack me
As my research points increase, I can maximize my maximum number of planets. This means that I can have multiple wars running on different planets.