> > At the end of a turn any fleets in a system fight it out to the
> > death. (Or withdraw - I don't know if that is implemented
> > however).  Allies.. sod that.
> 
> Yep, and withdraws aren't supported in the current version. No
> promises otherwise.

I'm not sure if PDBs count in system battles or a separate battle after?
I have a horrible feeling it is a separate battle, which makes them
even more useless (so 200 attacking ships vs 100 defenders + 100 PDBs
becomes two battles 200 vs 100, followed by 150 odd remaining vs 100
PDBs).

> > That's dependant on the turn order, but construction completes
> > before battles I believe.  So on turn N you build a pair of mark
> > Is, it finishes in turn N+1 and gets blown out of the sky by the 47
> > Mark IVs in orbit.
> 
> Let's see. I'd say it's implemented as 'A1'. Battles occur at the very
> end of the turn, and Nash's above scenario is correct. In my head
> everything happens at 'end of turn', but all production should finish
> before battles occur.

For a rule set 'end of turn' is the turn - sequencing is vital.  
 
> >
> > Yes to all of the above in the original game, although it was
> > intentionally not specified. Many more ships are more useful then
> > higher tech, but higher tech nearly always beats lower tech of
> > similar numbers.
> 
> Currently the calculations scale linearly, but I would like to
> change/fix that to be more like the original. Also there's no
> implemented "home turf" advantage.

Not sure how big that was.  Not for space battles, but I think there
was a bonus vs invasions.  

Also changed the rules for invasions:
Normally if Player B invades player As world, then player C invades, if
C leaves it becomes player B's world.  But if it's a homeworld, it's
always player A's.  It is in the rulebook (and if you ally with someone
it's a great way to a) find homeworlds & b) permanently take over a
world ;-)

>   Check xdotx's code for the
> > specific details. ;-)
> *Notes to make battle calculation code especially tricky (overloaded
> functions and pre/post increments galore).*

Please don't... it's the sort of rules that get tweaked many many
times ;-)
> >> Ok, that was important to know :)
> >> OH, what about Resource Points? Are they global??
> >
> > There are local ones and global ones.  Buying globals cost 2:1.
> > (Spending still one for one).  Globals earn interest, but can only
> > be accessed if there are no enemy fleets in orbit.  (Else the are
> > interdicted).
> 
> Oh yeah! I totally forgot to ad... I mean, I decided that feature was
> lame and chose not to implement it. :P Currently all are local, global
> would be useful (though I rarely used it). Should global points be
> implemented? Also how/where would it display?

Please implement.  I think interest is only in the advanced
ruleset thinking about it, but a large part of the strategy was global
RP management. It makes colonisation _much_ easier as you use RPs from a
strong colony to boost a weak one, but this works only while you
control the space, also the pros and cons of spending the RPs (which
cost 2 to buy remember)... or save for another turn.  

Also allows you to move production closer to hotspots when things start
hitting the fan - so a planet turning out 20 mark IVs in one turn...
while your bank balance falls through the floor.  (But interdiction
means if you invade you don't get 32 mark IIIs suddenly in orbit with
you).

Also it opens up the sit & wait strategy, where every turn you dump as
much as you can into global RPs and then use the money to go on a
buying spree later (ala risk).  Otherwise the expand like crazy option
is your only choice.

> > I'm pretty sure it used to be ships were either in perfect health or
> > destroyed.  Once the battle is over, auto heal.
> 
> Just double checked.  Fleets have damage/health (not ships), and
> damage carries over. I'd be fine to remove this :) The damage calcs
> are only used during battle. Also... it may be a little broken. (shhh)

I may be wrong however.  It has been a long time since I played ;-)
(Although I played a lot).

> >> Right, so it's quite possible that the optimal strategy would be to
> >> stay in level 2 and opt for numbers, or go to level 4 as quickly as
> >> possible, and have substantially higher quality armies. But this is
> >> what I need to know ;)
> >
> > Actually it used to be a horrible combination of both.  Basically
> > you want comparable numbers, slightly weighted at the heavy end.
> 
> Sounds right. The TP RFTS battle calcs are going to be an evolved
> thing that comes with more testing.

Indeed.  I wonder if you could reverse engineer it...

If recollection is right, I used to get to mark IIs quickly, (in very
low numbers) to fight the mark Is.  Then research other things
(industry & navigation). Once I got my arse handed to me by a mark III,
then I'd race to mark IVs, and then just build as many of them as I
could.  By then it would generally be end game, so transports/colonists
were purely invasion, no new colonies any more, just pure war really ;-)

> >>                       Not really for the sake of making an
> >> impossibly hard, but uninteresting robot to play against, but
> >> really for the sake of making an ~interesting~ robot to play
> >> against. Or even just for the sake of knowing why the hell
> >> Hypothetical_robot_c3p0 beats Hypothetical_robot_c3p1 in 20
> >> rounds :)))
> >
> > 20 rounds would be damn good in RFTS ;-)
> 
> Though that depends on the game length ;)

The only way to win (properly) is annihilation.

        nash
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