# Starciv Empires 4X
Players: 2 up to infinite
Galaxy size: 2 - infinite (size * size solar systems. Not all of em have stars)
Starting population: 100
(you can set population to farm, production or research)
## Planets:
Habitability: 500 - 3000 (Max population)
Mineral Resources: 1 - 6 (Production & Construction)
Bioma: 0 - 3 (Food)
Pollution: numbers to be defined. Pollution = bad. If it grows too much reduces habitability, population efficiency, and in extreme cases it can start killing population and reduce the bioma lvl of the planet.
## Base Statistics:
Tax Income: 0.1 C * Population (C = ingame currency)
Production: (Mineral Resources) * Workers
Population growth: 10%/turn in every base
Research: 2 * scientists
Food: Bioma * farmers
Food consumption = 1 by population
Food surplus: converted to 1 C by every extra x food
Beam/Energy Weapons (no restock) (high accuracy) (hit shields first)
* Accuracy is determined by your computer(aiming) tech and oponents dodging etc
* atk = hit power, spc = space required, arm = armor, sh = shiekd, srr = shield regeneration rate
Ships have weapons, armor, hull (0 = destroyed), shields, extras (fighter bays and so), computer(aiming), propulsion system
TODO
Propulsion systems
Computers
Extras
##Ship classes
Frigate (base cost: ? Hull: ?)
Cruiser (base cost: ? Hull: ?)
Hevy Cruiser (base cost: ?, hull: ?)
Dreadnought (base cost: ? hull: ?)
Titan (base cost: ? Hull: ?)
- Laser Cannon (2 atk, 28 spc)
- Gaussian Cannon (4 atk, 52 spc)
- Railgun (8 atk, 96 spc)
- Plasma cannon (16 atk, 176 spc)
- Ionic Cannon (32 atk, 320 spc)
- Photonic Cannon (64 atk, 576 spc)
- Disruptor Beam (128 atk, 1024 spc)
Missiles (need restock) (bypass shields) (interceptable)
- Conventional Missiles (1 atk, 5 spc)
- Nuclear Missiles (3 atk, 12 spc)
- Termonuclear Missiles (6 atk, 18 spc)
- Antimatter Missiles (10 atk, 20 spc)
Armors (names to be defined)
- Iron Armor (10 arm, 5 spc)
- Titanium Armor (20 arm, 4 spc)
- Platinum Armor (30 arm, 3 spc)
- Iridium Armor (40 arm, 2 spc)
- Suprah Pwner l33t Armor (50 arm, 1 spc)
Shields (names to be defined) stats to be defined
- Troyan Shield
- "M" Shield
- Playboy Shield
- Sico Shield
- Extra Lube Sico Shield
*RB* = Requires a Building in every planet to upgrade them
*RB^2* = Same, but you can build more than 1 in every base, increasing its cost exponentially
PERCENTAGES ARE ADITIVE BETWEEN THEM.
Food Techs
- Transgenics - 10% + food production
- Advanced Farms (?) - 20% + food production *RB*
- Hidroponic Farms -> +??? Food production w/o farmers needed. Buildable in 0 Bioma planets. *RB*
- Extremophile Cultives -> +??? Food production buildable in 0 bioma planets. It gives a higher boost in lowest biomas
Production Techs
- Advanced Metal Processing Center -> +10% production *RB*
- Robotics -> +? Production +20% production *RB*
- Mecatronics -> +? Production +30% production *RB*
- Nanotechnology -> +? Production +50% production *RB*
Research related techs
- Gimme Labs (name to be defined) -> +10% research *RB*
- Gimme Advanced Labs -> +20% research *RB*
- Planetary Supercomputer -> +??? Research *RB*
- Computational Matrix -> + 30% research *RB*
- AI -> Dunno yet ?
OTHER TECHS
- Assisted Reproduction ( + 10% reproduction rate)
- Clonation ( + 20% reproduction rate) -> *RB*
- Terraforming ( + 10% habitability) -> *RB^2*
- Microeconomics ( + 10% tax income) -> *RB*
- Advanced Microeconomics ( + 20% tax income) -> *RB*
- Macroeconomics ( - 10% mantenience cost in all the empire)
- Advanced Macroeconomics ( - 20% mantenience cost in all the empire)
- Mineral Excavations (+ 1 Mineral Resources) -> *RB^2*
- Pollution Procesing (- x pollution) *RB*
- Pollutiom Processing 2 (-x pollution) *RB*
- Pollution Processing 3 (-x pollution) *RB*
- Pollution Processing 4 (-x pollution) *RB*
- MOAR TECHS