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Majors are the GM's
Hmmm. I may be interested, but would like a more concise explanation as to just how much of a gap there is between the Major/Minor nations, both technologically and militarily.
FTL is the highest tech for everyone. Sublight isn't very different. Depending on the nations choice of weapons, each weapon will have a very slightly effectiveness against another type i.e. Railguns and lasers uneffected by environmental shields, but plasma is nulled out.
I'm typing up more information in our PM's, but for right now we have a simple system. Keyguy wasn't supposed to post the NS but I can tell you the system. It's simple because anything anyone does falls into the rule and still defines the battle result.
Majors get 2 Standard, and 1 Superior tech. Minors get 1 Substandard, 1 Standard, and 1 Superior. Sort of balance, which still gives the fact a Minor can't take on a Major alone, can fight a Minor but the fight nulls itself out, unless they have more ships or an ally.
The Minors will have a fleet, which I have yet to edit the CS for, and
@Keyguyperson posted it without it being ready :P at most, Majors have 4 fleets, but as said, if anyone gets attacked, the Celestal Empire comes to their defense.
Majors create ships slightly faster, but that's because they will start out with one more shipyard than Minors (at the start) one ship per shipyard at a time, unless you create a ring shipyard or something. Each planet/colony can build a shipyard, and we're letting you make a custom System with a rule system on the main page, not here.
Celestial Empire is the only humans, if someone wants to make a minor nation of rogue humans, you won't get any support, seen as rebels, and fought (not sought out). If you want to act as an underling colony, you swear full allegiance to Celestial Empire.
P. S. - we have a 'bonus' tech, which we haven't fully made a list for (you can submit), it's tech level is experimental always, which is somewhere between Substandard and standard, but increasing or stripping other areas will increase its effectiveness (increasing power generation, less guns or armor, makes stealth last longer and be better) . Bonus isn't really used in combat much, since to create nonstandard ships take longer because they aren't designed for mass production. And using one ship to stealth around a fleet to take out a command ship doesn't ensure victory. Your bonus tech can almost be anything, depending what it is will determine its benefits, stealth van serve other missions.
Example of fighting using my quantity rule system and tech system. Two Minors have 10 ships each. Nation A has electronic/energy shields and railgun weaponry, Nation B has environmental shields and plasma weapons. They both have advantages over each other, but if Nation B had laser weapons, Nation A will be able to kill the other slightly faster, so they may survive the fight, with around 2 ships. Armor will rarely have bonuses, depending on which kind, mostly it'll have more or less armor, which plays roles in atmospheric conditions (more armor, means more weight, means more thrusting power, means less power to weapons and shields, unless a new design is made to increase such things, meaning nonstandard, taking longer)
Everyone makes ships at about 4-5 posts. Depending on labor force, that may be longer or shorter