SS+Rules

**Stats**
This is pretty basic. How many soldiers you have and how good they are. At the start of the game only the Central government will have warships. So everyone's mil will look like this 0/+++ The 0 is your space capable forces. The +s are your ground troops.
 * Military**

How many factories and such you have. Your production capabilities essentially. Not too different from most games
 * Economy**

How your people feel about things. Somewhat limited in its usage, but can be used to boost other actions.
 * Morale**

The capability of your scientists to research and develop new technologies
 * Research**

Your counter espionage agents. Works exactly the same as external espionage but functions within your colony only.
 * Internal Espionage**

Your more traditional spies. Functions only outside your colony.
 * External Espionage**

How the various people of the system view you. Note that the vast majority of humanity lives on Earth. So this pretty much boils down to what they think of you.
 * Public Opinion**

How many resources you automatically produce each turn.
 * Resource Extraction**

How many resources you require to fund all your stats. You can use less resources by letting some of your stats idle if necessary.
 * Resource Usage**

The difference between your resource extraction and usage is stored away for later use. Or that's the idea. More likely it will all be shipped to Earth.
 * Resource Stockpile**

**Stat Mechanics**
Unlike most TW games stats are not equal. Morale and Econ cost 1 resource per point to maintain and are the easiest to develop more of. They're also the easiest to lose if you don't have enough resources. Military and both espionages cost 2 resources per point and are harder to build up. But if you don't have enough resources you can safely let them idle without worrying about losses. Research is the most expensive stat at 4 resources per point. This is because the rules can be modified through technology and only through technology. This can range from boosting further production of other stats. Increasing the efficiency of resource extraction or usage or even changing how communication and travel works. PO costs nothing to maintain, but is harder to harder to raise then econ and morale.

For the purpose of increasing stats. All points are equal except research. This is is because military and espionage have other uses to counteract their higher costs. Research however will award four times as much as econ. The rate of growth is + econ for +++++ of investment.

Every ten resources counts as one economy point for purposes of both investment and increase. Population can be increased on a one to one basis for every point invested in it. But it only counts as one point for every ten points of population.

Only Research can actively develop research projects. But other stats directed to that goal will automatically bleed into funding more research points.
 * Research Projects**

**Communications**
There are four levels of communications in the game.

Omnidirectional broadcast and no encryption. Anyone can read it.
 * Open Broadcast**

Sent to a specific person, but not heavily encrypted. The lowest espionage of the sender and recipients is used to determine who can read it.
 * Directional Broadcast.**

Heavily encrypted message. The highest espionage involved is used to determine who can read it. However the codes must be set up ahead of time which costs an investment of espionage.
 * Encrypted Broadcast**

An envoy travels between the colonies. Essentially PM level, but it requires an investment, not an especially large one, to hire the ship.
 * Personal Communications**

These levels can all be changed by setting up relay stations, or reaching the holy grail of FTL communications.

**Technology Sharing**
Sharing a technology with another player does not give them the capabilities of that technology. Instead it is the transfer of blueprints. This allows the other player to construct that technology using other stats. This is important because research allows the construction of technologies with benefits not usually available through other stats.

**Travel**
Interplanetary travel is not yet perfected and as such it costs quite a lot to move large quantities of material around. Travel is calculated by AU with each AU taking up a certain amount of resources. Basically for every point you move you must pay 1 resource for every ten AU. So sending large forces is actually a fairly costly endeavor. Once a point reaches its destination it does not require additional expenditure to maintain its position, at least not more than the normal resource cost, but if it moves back it must pay the travel fee again. The exception to this is resources. Cargo routes are well established so resources can be sent with no additional resource fee as you're just loading your cargo onto freighters that are already headed in the right direction.

To send a PM costs 1 resource no matter how far you move, because after the initial charter of the vessel you're really only moving a few people around. Not very expensive at all. You can also send multiple PMs with the same vessel (message post) as long as you don't intend to actually stay at any one port and engage in conversation.

**Government Regulations (Going down the list from strictest measures to lightest.)**
The use of nanotechnology is outlawed.

The use of antimatter is restricted to Earth Sphere vehicle and facilities.

The use of armed warships is restricted the Earth Sphere.

Mass drivers and lasers above a certain level of power [interplanetary weapons grade] are subject to close oversight by Earth Sphere forces.

The use of AI technology is subject to Earth Sphere restrictions. [Light restrictions.]

Research into high energy and gravitational technologies (including black holes) is subject to Earth Sphere oversight.

Projects involving genetic engineering must be approved by the Earth Sphere Bureau of Technology.

Planet Limits
Any one planet can only support a limited amount of resource gathering. 300 for rocky planets like Earth and per asteroid belt, 1000 for the three smaller gas giants and 2000 for Jupiter. Harvesting beyond this point is only possibly through researching new technologies and will most likely begin to deplete the planet completely if used too much.

**Military**
The attacker and the defender each roll a number of d4s equal to their committed espionage. The winner gets a +1 bonus for every 4 above the loser. They then roll a numbers of d4s equal to their committed forces with appropriate modifiers. These can be positive like from ambushes or fortifications, or negative such as being unprepared or in the wrong place. Stats used to support a fight add a straight +1 bonus for every stat.

Result Table
 * Win By || Winner Losses || Loser Losses ||
 * <8 || - || - ||
 * 8 || 0 || - ||
 * 16 || 0 || + ||
 * 24 || 0 || +- ||
 * 32 || 0 || ++ ||
 * Every additional 8 || 0 || - ||