To create a faction, the tech levels of the faction must first be determined. These tech levels determine what kind of ship and weapons the faction can create and act as limiters to keep game balance. There are four steps top filling out this sheet:
How to assign tech levels
The average of the major categories must equal the faction's baseline tech level. The average of the sub categories must equal the major category's tech level.
A tech level can be increased by up to 2 if one or more tech levels are reduced by an equal amount. So, a tech level 6 faction could have a category with tech level 8 as long as another category was tech level 4 (or two were tech level 5).
If a higher tech level is desired, it can be raised 3 or 4, but each raise above 2 costs double in reductions. For example, to raise a tech level from 6 to 9 (a 3 tech level gain) would require a reduction of 4 tech levels in other categories (the first 2 raises are 1 for 1, but the third is 2 for 1). A tech level can be raised 5 levels, but the fifth has a 3 for 1 cost.
Weapon tech levels
A faction can have three different weapon families available to them. These can be either cannons, torpedoes, or any combination of both. When choosing tech levels it is important to realize that you are selecting what would be the best possible weapon for the family. It is entirely possible that this weapon would never actually be created or used due to its size or structure requirements.
Special tech
Every faction has their own special technology that only they can use. The Sol Protectorate has jump pods, the Spartan Worlds has afterburners, the Machines have the integrated link, and the Paq have thrust damaging torpedoes. The costs and limits for the special tech have no direct limitations and thus are not found on the sheet. It is important to balance the tech capabilities with the other factions, and our forums are a great place to discuss this.
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