OK this is Another thought that's entered my mind: How do handle our resources in relation to our civilizations?
Let me take a swing and see if you like my ideas~
Now its safe to say we as the Leaders of our respected civilizations in an age where there is space travel across light years all income, wealth , resources of every nature as well where its needed can come to us in a generalized fashion of need-to-know fact for our management with both Gross and Net income of these resources.
For the sake of sanity and speed This level of handling Should you guys like it should be a Side forum where we flag where we get things and how we can explain building and expansion as well as not allow us to just pump out cities and such whenever we want, Updating it when lost or gain occurs.
Not all things need to be in detail and honestly general stats would work fine (pending on how detail you guys want to get) for some resources like Food supply and energy and both of these for a race that is as advance as we are would only matter in extreme encounters (Player some how ruins food production by destroying a planet or blockade) where then a count down would occur to when you start to starve and die...or eat each other, woo cannibalism.
Mines for metals, forges and smelters for alloys, ship yards and military academy And good old foundries with scientific labs
Another detail to flag is where its coming from and generalized info about it, smelters, farms, asteroid mining and good old money. So it could look something like this~
Empire: The Unsuspected Spanish Inquisition (TUS Inquisition)
Gross income: 1000$ --[how much cash you goofs make?]
Source of income: 800$ from internal, 200$ from external [who makes you rich? kin or friends?]
Net income: 400$ (-600$) --[pay those bills!]
Percentage/amount for civil elements: 60%:240$ [paying your people, giving their leaders means to make roads/infrastructure..and not to hate you lol...]
Percentage/amount for military: 35%: 140
Percentage/ amount for Special interest: 5% [ anything you want to focus on, stream line or payoff]
Food: Surplus (Sold/traded) + 10$--[does your empire trade, waste or store its extra food?]
Energy: Abundant (stored) --[ Store, waste, trade extra energy?]
Common metal Gross: 10k units --[How much normal metals your empire can get]
Common metal Net: 4k (6k units are allocated for use else where)--[self explaining

]
Common metal storage: 22k
Percentage of common metals for trade this [Length of time]: 3% :660 units
"" For uncommon metals , Rare metals and unique resources""
Now with this giving you an idea on what i mean it moves into the physical means of resource creation detail is up to you, can just give a flat number of units or a % value base on gross income(meaning they add up to 100%) or net income (anything over 100% is pass what you NEED to have) or in the least just flag it as such:
--->when listing physical structures on planets give them one or more of these tags: Unprotected (can just float over and shoot from orbit), Soft (basic, bulky, mostly on surface) Harden (structures are built to withstand orbital bombardment, deep in planetary crust) , Shielded (some sort of energy barrier is keeping your peeps safe), Within APBI (Anti-Planetary Bombardment Interception effects, whatever they may be) <---
Star: Bob the sun: Standard yellow/light radiation
Planet: Bob 4(local name "Rocks" : Standard orbital station
Surface: 7 Mining operations (n/a) ,4 Smelters (3 are Soft, Within APBI system, 1 is unprotected)
No Commerce, Mining colony only, upkeep needed: 12$
Now for you guys with a lot of planets can just sum it up to planets function in relation to what you get out of it or just sum up solar system under the same theme going into detail when another player is around them.
As an add on Ship cost and time to build with its multiplier for focus, if a small ship is made in something ment for pumping out larger ships it would be built faster, did you reward the project extra resources to speed up? look something like this~
Vessel Class: Frigate [General size-class for your empire?]
Type: (specialized)Anti-Capital Cation Beam Cannon.
Weapons: 4 Plasma lance(thermal lance), 1 specialized AC-DE beam (Anti-Capital Directed Energy) Core [Core=Weapon is so big and or specialized that the ship itself is built around it verses just being apart of it in same way]
Engines: Standard conventional drives, Can Enter FTL wavelength without needing to dock
No internal docking bay
Standard sensory hardware
No stealth capabilities
Common metal cost: 120
Uncommon metal: cost: 80
Personal needed: 28
Construction Time: 3 in-game post / 1 if focused / 1 if built in higher level of drydock
Own X number of construction fields : can make X number within (3) in game post AT C:1203, U:240, R/Uq (N/A)
While each empire refines metals differently and at different efficiency so to can be said about all aspects of building something, an empire that prizes top notch ships may give them more time and resources as some one who just wants to have tin buckets with guns all over the place who could make them fast and cheaply. also this helps when we deal with Stealing or salvaging other crafts from other races. If we can come to terms with what a general ship would cost at some size we can ball park what smaller or larger craft would cost as well as when we want to add new technology or some such to the rp--rather than forcing to give it some operational weakness we could just make an unholy undertaking in cost and time to produce much less fit to a ship giving other players who are in the know to black mail, sell the info or try to stop if not just out right jack it before it leave fully built, SPACE GTA ! but uh GTSS ?
Adding too that if we have carriers that can repair or construct other smaller craft we can flag how much RU (resource units) they have so they cant repair or endlessly pump out shps without stopping to mine now and then..prime time to launch an attack/Be sneaky BASTARD BTW!!!!
The point of all this being that we can follow to some end where we get what we have and how we use it, for a space civ rp would be useful. more so when some one spat out 200 fighters "cause Sci-fi reasons!" when you at least need to know where they came from or where the resources come from so if your empire cant handle fighting out right messing with another empires logistics could be a good way to get some time or even turn the tables. This would also define how we move around and mind the map, pending on how hyper space high ways work and there may be hot spots for conflict or key points of value like a solar system that sits right on edge of a multi-points FLT space ways--like a a gas station for like 100 miles in the middle of a desert, it knows it got you by the balls and the gas prices sure as all hell reflect it.
Could build a station that sends out a powerful type of energy that distorts the FTL wavelength and slows you down or pushes you back into normal space less you pay them something, meaning you'd have to brave a blind jump, take a lot of time to map out a new way around those punks or just pay them.
What do you guys think?
oh yeah, time would factor into this some how either we define after so many post X time goes by or if we are turn base just once every one has had their go at it. Or when ever the gm feels our post have added up to equal some amount of time has gone by posting a small time stamp now and then.