I cut a version of my modding framework for Fall of Humanity which will be my first conversion mod.
Here's a rough draft of my plans which will mostly be a lot of coding work. I'm wanting more emphasis on fleet engagements and less on geeking star bases and titans against the AI. Hopefully it all pans out well and since it's all primarily coding I only have myself to work against me on this. Like I said previously magic casting abilities are out of the mod as I'm wanting to focus on a more limited hard scifi theme. Maybe it will be fun, maybe it won't. I'm just going to enjoy trying something different.
Fall of Humanity will be told in 3 acts.
Act 1: War
Act 2: First Contact
Act 3: Extinction
War Factions: Alliance and Syndicate
First Contact Factions: Unknown aliens yet to be discovered
Extinction Factions: Unknown new threat arrives
Human Fleet Roles
Flagship
- Your fleets main Battlecruiser which coordinates fleet strategy
- Flagships won't be overly powerful but will retain levels when rebuilt.
- You'll only be able to build 1 flagship (similar to titans in vanilla).
Battleships
- Heavily armored
- Heavily Gunned
- Extremely slow.
- Capable of extremely long range Kinetic Bombardment
Battlecruisers
- Sacrifices armor for speed
- Heavily gunned
- General purpose attack battleship capable of taking on Cruisers
- Capable of engaging battleships in number or supported with Heavy Cruisers
Auxililiary Cruisers
- Heavily armored
- Slow
- Lightly gunned
- Responsible for resupply and performing remote fleet repairs (ship yards will be capable of performing on site repairs)
- Able to exploit remote resources while in hostile territory to manufacture additional expendable munitions
Heavy Cruisers
- Moderate speed
- Moderately Armored
- Heavy Weapons for engaging Battleships
Light Cruisers
- Lightly Armored
- Fast
- Capable of defending Battleships or Battlecruisers from Heavy Cruiser attacks
Destroyers
- Very Lightly Armored
- Very Fast
- Primary role is to defend heavier unites from Light Cruisers
- Speed advantage can be used to strike fleeing targets or targets of opportunity
There will be no strikecraft
General Characteristics of ships
All ships will have dynamic movement
All ships will have shields though shield mitigation as a mechanic will be out.
All heavy cruisers or larger while taking damage will begin to have critical systems go offline at various intervals. Eventually ships will lose the propulsion and if damaged enough will slowly float away and die. As ships are damaged they will take less and less physical damage depending on the class of ship. Battleships for example will become increasingly difficult to destroy as they're hull reaches 5-10% though at this point they will be floating husks without any weapons or propulsion.
All ships will have expendable munitions represented by their reserve capacity. When expendable munitions run out weapons such as missiles or kinetic based weapons will be disabled. Powerful shorter range energy based weapons will still be available until expendable munitions are re-supplied.
Escape pods will be launched from dying cruisers and battleships. Escape pods making it to friendly planets or fleet will add back to your available Military Personnel. Escape pods may be captured for additional experience by enemies.
Economies
Resources will include Personnel, Raw Materials and Research.
Research facilities may be built on key planets only and can be used to focus on improving key areas of your empire.
It will be possible to divert Personnel for temporary increases in Raw Materials or Research.
Raw Materials and Research may also be sold to acquire additional Personnel.
Personnel and Raw Materials will be used when constructing ships and structures.
Research points will be required to start any improvements through the various research trees.
Additional personnel will mainly be acquired by building orbital training facilities. The rate of increase in personnel will largely depend on the population size of the planet and available training facilities.
Alliance forces will rely on a steady stream of recruits and will experience surges in volunteers after successful engagements.
Syndicate forces will rely heavily on forced conscription for resupplying additional personnel. Their surges will occur when acquiring new planets or after suffering losses.
Colonizing planets will require dedicating a large amount of personnel to secure the planet and enough raw materials to start operations. Integrating a planet fully into your empire will be a costly affair.
Research
Fleet combat tactics, command and control research will be based on the number and presence of capital class ships in the fleet.
Planet side operations including planet development, training facilities, construction yards, etc will depend on the number of research stations built.
New technology or advancements will be acquired by spending accumulated or purchased research points.