The Brazilian Slaughter
Arcane
So, I was thinking about how the bros want to play a Paradox-made Grand Strategy game in space...
The first thing to think is scope. I think the most basic would be game on the solar system, where many countries start on the road to space exploration and colonization of the solar system, while others try to catch up.
So in this case, here's some questions I would like to bounce on fellow Codexers:
Starting Date (s)? Modern Day (NOW), somewhat futuristic (2050 is a much-liked date because it sounds futuristic) or more futuristic (2100? 2200)? I ask this because it is a question of contemporary visibility vs possibility of allowing time to give the game developers a chance to change each nation into something more... iconic, or even alter the world balance in interest of equilibrium.
Playable nations? Just the big powers with enough muscle and jewgold (oops, no jews in paradox sorry), inclusion of smaller powers that would eventually enter space exploration or allow the player to play even with some 4th world shithole in central africa?
Resources? What there is to take in space? Off my mind, I'm thinking He³ (Nuclear Fusion Fuel) from the Moon and Gas Planets, Rare Earths from asteroids, Tholin for fertilizant in space and Hydrocarbons in Titan. I''m assuming realistic resources, no plebotinum akin to TN minerals from Aurora.
Game map? I'm thinking as far as Pluto's or Neptune's orbit, I thought about Kuiper Belt but I don't think there's truly any need to olonize/explore there, all the necessary resources are already in the Asteroid Belt and on the Outer/Inner Planets. Perhaps Black Colonies, but can something or someone even survive there? Is there even anythng worth there?
Combat system? Thing is, there are essentially three main areas of combat here: Earth (Land/Naval/Air), space and other planets.
My idea is that Earth is essentially HOI-style (who knows how it will work in East vs West) combat with some new additions from tech (Drones, Hipersonic planes, Power Armor, combat robots, Rods from God, etc...) and orbital support options. Oh yeah, and MAD in the early game so you can't bullrush the world in the early game. I think it might be a good idea to simplify Earth combat, because you will probably expend more time here building stuff than fighting, at least until you are advanced and strong enough to Take Over the World (and not get nuked, that is).
Space I'm thinking of a pretty realistic system. Craft range is determined by Delta V required and Delta V possessed by craft, so, say, a flight to Mercury should spend more Delta V than anywhere else outside the system and only be done by craft full of fuel. I'm unsure if fleet combat should be tactical or auto-solved, auto-solved is classical paradox but space combat seems too cool to be left to automatic resolution. I'm thinking pretty realistic space combat, so fleets in transit get near each other, fire their weapons and ships capable of aceleration eventually leave on the path they're acelerating towards, assuming they survive.
On other planets I'm thinking combats would be quick, automated espartier-attack affairs - Some guys land in drop pods near a enemy base, destroy defenses, take over base/colony. Perhaps taking more time to win if base is heavily defended or hidden underground. There is, of course, the "Nuke it from orbit option", but there should be some penality for that.
Asteroid movement I like, but I'm unsure of the technological need. I like the idea of asteroid bases, factories and fortresses around Earth. How much craft power and size one would need to move a asteroid? Can any mathmagicians point me towards the solution?
I don't think RKVs would figure in-game, or if they figure I think they would be regarded as something akin to SMAC's Planet Busters.
Politics I'm thinking something akin to SMAC's Social Engineering with special events and mechanics for each choice - for example, elections in a democracy.
I'm unsure about research, but it would be probably something akin to HOI's research. I think being able to research many things makes a lot more sense than one nation devoting itself for years towards simply one research subject.
The first thing to think is scope. I think the most basic would be game on the solar system, where many countries start on the road to space exploration and colonization of the solar system, while others try to catch up.
So in this case, here's some questions I would like to bounce on fellow Codexers:
Starting Date (s)? Modern Day (NOW), somewhat futuristic (2050 is a much-liked date because it sounds futuristic) or more futuristic (2100? 2200)? I ask this because it is a question of contemporary visibility vs possibility of allowing time to give the game developers a chance to change each nation into something more... iconic, or even alter the world balance in interest of equilibrium.
Playable nations? Just the big powers with enough muscle and jewgold (oops, no jews in paradox sorry), inclusion of smaller powers that would eventually enter space exploration or allow the player to play even with some 4th world shithole in central africa?
Resources? What there is to take in space? Off my mind, I'm thinking He³ (Nuclear Fusion Fuel) from the Moon and Gas Planets, Rare Earths from asteroids, Tholin for fertilizant in space and Hydrocarbons in Titan. I''m assuming realistic resources, no plebotinum akin to TN minerals from Aurora.
Game map? I'm thinking as far as Pluto's or Neptune's orbit, I thought about Kuiper Belt but I don't think there's truly any need to olonize/explore there, all the necessary resources are already in the Asteroid Belt and on the Outer/Inner Planets. Perhaps Black Colonies, but can something or someone even survive there? Is there even anythng worth there?
Combat system? Thing is, there are essentially three main areas of combat here: Earth (Land/Naval/Air), space and other planets.
My idea is that Earth is essentially HOI-style (who knows how it will work in East vs West) combat with some new additions from tech (Drones, Hipersonic planes, Power Armor, combat robots, Rods from God, etc...) and orbital support options. Oh yeah, and MAD in the early game so you can't bullrush the world in the early game. I think it might be a good idea to simplify Earth combat, because you will probably expend more time here building stuff than fighting, at least until you are advanced and strong enough to Take Over the World (and not get nuked, that is).
Space I'm thinking of a pretty realistic system. Craft range is determined by Delta V required and Delta V possessed by craft, so, say, a flight to Mercury should spend more Delta V than anywhere else outside the system and only be done by craft full of fuel. I'm unsure if fleet combat should be tactical or auto-solved, auto-solved is classical paradox but space combat seems too cool to be left to automatic resolution. I'm thinking pretty realistic space combat, so fleets in transit get near each other, fire their weapons and ships capable of aceleration eventually leave on the path they're acelerating towards, assuming they survive.
On other planets I'm thinking combats would be quick, automated espartier-attack affairs - Some guys land in drop pods near a enemy base, destroy defenses, take over base/colony. Perhaps taking more time to win if base is heavily defended or hidden underground. There is, of course, the "Nuke it from orbit option", but there should be some penality for that.
Asteroid movement I like, but I'm unsure of the technological need. I like the idea of asteroid bases, factories and fortresses around Earth. How much craft power and size one would need to move a asteroid? Can any mathmagicians point me towards the solution?
I don't think RKVs would figure in-game, or if they figure I think they would be regarded as something akin to SMAC's Planet Busters.
Politics I'm thinking something akin to SMAC's Social Engineering with special events and mechanics for each choice - for example, elections in a democracy.
I'm unsure about research, but it would be probably something akin to HOI's research. I think being able to research many things makes a lot more sense than one nation devoting itself for years towards simply one research subject.