Ok, here's some idea's I've come up with.
We have a collection of star systems, connected by Warp Routes. Each star system may have one or several worlds, and possibly other interesting celestial bodies. The worlds have a value representing their possible contribution to the war effort. Ex: Three systems in a warp chain: Elsik (with a Value 8 Forgeworld), Dramis (with a value 2 agriworld and a value 5 civilized world), and Corvis Minor (with a value 1 mining colony, and a space hulk)
Each race (excepting raiders: Necron and DE at least, possibly Eldar) has "Fleets" and "Armies." Fleets are located in a system, Armies are located on planets. The actual number of Fleets and Armies don't matter all that much, as long as the amount that each race has shows their relative strength. Ex: The Imperium holds Elsik, with a garrison of 10 armies on its world, and 7 fleets over it. The Tau hold Dramis I with 2 armies, but Dramis III is Imperium with 4 armies. The Tau and Imperium both have 3 fleets in system. Corvis minor's world is held by the Tau with a token garrison of 1. The Tau have 6 Fleets fighting with 4 Imperium fleets for the space hulk.
When multiple races have fleets in a system, BFG battles are possible. The varying number of fleets will be taken into account later. Ex: The Tau and Imperium fleets battling in Dramis are evenly matched. A victory by either side is worth the same. But in Corvis Minor, each Tau victory will end up being more important
When multiple armies are present on a world, Epic and 40k battles are possible there. Like the BFG battles, the army levels effect the import of the battles. Ex: The Imperium shuttles armies through the maelstrom of battle in Dramis from Elsiik and Dramis III to land on Dramis I. 3 Armies succeed, so battles there can be fought, and with an advantage for the Imperium
Every "Campaign Turn" should last for... I don't know, 2 weeks maybe? At the end of the two weeks, three things happen: First, battle results are tallied for each location. Fleets and Armies are removed according to the win ratio for each force. Next, new fleets and armies are created at uncontested worlds. Lastly, the "Strategic Command" on the forums direct any movements of fleets and armies. The fighting for Corvis Minor's hulk has been fierce, the Imperium winning frequently despite their lesser forces. The Imperium has 6 victories, while the Tau only have 4. With the force disparities involved, this results in an equal loss for each side of 2 fleets. In Dramis, the Tau have performed well in space, scoring 4 victories to the Imperium's 2. As such, the Imperium loses 2 fleets while the Tau only lose one. On the ground of Dramis I, the Tau have acquitted themselves valiantly, but they are being overwhelmed by numbers. 4 Tau victories compared to 4 Imperium(3 Epic vics and 2 40k vics), but the Imperial forces are winning overall. The Tau lose the planet, but grind down an Imperial army.
The Imperium gets 8 new units from Elsik, deciding on 4 fleets and 4 armies. They also get new units from Dramis III, but only half normal because the system is contested. They decide on 2 fleets. Dramis I was contested on the ground this turn, and as such produces nothing. Corvis Minor's colony produces another fleet for the battle over the space hulk.
The Imperium decides to move a vast naval force of 5 fleets from Elsik to Dramis, bringing 4 armies. Those armies are vulnerable in space, but it is worth the risk. Next turn those fleets plus those in Dramis will be moved up to Corvis. Tau Command withdraws all assets from Dramis to concentrate on Corvis Minor.
[Note: All casualty figures are made up. I haven't yet constructed a casualty system, and I belive any such system will require much greater numbers of fleets and armies than I have made an example of here]
Now, when this is expanded to include double-digit (low double digit, hopefully) numbers of systems, we should have several points of conflict between several races. This is good, for the different kinds of games that can be played, but also requires some additional complexity in casualty resolution. The way I see this could be resolved is by artifically spliting forces between each opponent and calculating them seperately Ex: On Livilius V, the Imperium, the Forces of Chaos, the Orks, and the Tau are fighting. There are 28 Imperial Armies, 15 Chaos Armies, 27 Ork armies, and 14 Tau armies. The Imperial Armies are broken up so there are effectively 7 fighting the Tau, 14 (from 13.5) against the orks, and 7 (from 7.5) against Chaos. Those numbers are from this equation: [#Armies]*([#vs. given race Armies]/[#All enemy armies])
As for raiders like the Necrons and Dark Eldar, they may fight anywhere and everywhere against anyone and anything, as long as there is already a battle brewing. When they do so, their victories act as a half victory for one of the other races in battle of their choice. If their target wins... nothing happens. Raider victories may not count for more than 50% of the total victories against their target. Note that that is for raiders in general, Necrons and Dark Eldar cannot work together and get over 50% of the victories. They have effectively infinite forces, but they can only indirectly affect the war. The Eldar may fight as raiders in addition to holding a conventional empire, but any fight involving Eldar directly doesn't count as a raid. Ex: Over Dalaran VI, Chaos and the Eldar are engaged, each with 5 fleets in system. Chaos wins 4 games, and the Eldar only win 2. However, the Dark Eldar, for reasons known only to them, have decided to attack Chaos here, playing three games and winning two of them. It is now Chaos 4, Eldar 3, but the loss of the Dark Eldar is irrelevant to either power.
The only other race that needs special mention is the Tyranids. They gain productivity from planets like normal, except that they gain more from undeveloped worlds (worlds will have a secondary value for nids only). In addition, the normal value of the planet will go down by one for every turn under nid control. The nid value will decline as well, by one for every two turns. Ex: The Tyranids control two worlds, a Forgeworld of value 8(4), and a agri-world of value 2(8). Next turn, the values will be 7(4) and 1(8). Next, 6(3) and 0(7). The new units are produced before the values are reduced.
Well, that ended up being alot longer than I meant it to be... anyways, what do you think?
_________________ ___ My name is Magus. I just managed to spell my name wrong while registering. How? Because I'm a dumbass.
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