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Old July 11th, 2001, 03:44 PM
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Default Re: grit-tech

Basically the underlying assumption for this game is that we are close to the limit today in terms of the basic fundamentals in physics and there aren't any great breakthroughs just around the corner that will allow the "super techs" so common in science fiction. Or they are thousands of years in the future, and this game is only hundreds of years in the future so they haven't been discovered yet.

Here is the complete list of tech areas I intend to disallow for this game:

No Racial Techs: Crystal Technology and Weapons, Organic Technology and Weapons, Psychic Tech and Weapons, Religious Technology and weapons, Temporal Tech and Weapons.

No Energy Weapons: Energy Pulse and Stream Weapons, Engine Overloading Weapons, High Energy Discharge Weapons, Null-Space Weapons, Phased Energy Weapons, Shield Damaging Weapons, Tractor/repulser weapons, weapon overloading weapons, warp weapons, gravatic weapons, Torpedo Weapons.

No Energy Shields (armor is allowed)

No Cloaking (other than stealth armor)

Other: Gravatic Tech, resource manipulation, scanners (Combat sensors allowed, but no scanners that can look inside other ships), Stellar Manipulation, Planetary Engineering.

If you are concerned about allowing stealth armor and not scanners, hyper-optic sensors are still allowed. They are in the Advanced Military Science tree.


This format is going to severely limit the variety of weapons available for ships. It should come down to tactics and diplomacy cause we are all going to be pretty equally armed. If this interests you, great!
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