Hey everyone! I'd like to give you a Development Update for GCWIII!
Things are moving along more slowly than anticipated. Given the relative size and scope of GCWIII, in addition to vast array of new features we are adding to the game, this Episode/Chapter of GCW is going to be EPIC! Greg and I are working hard to give the SWSF Community something special - something that captures the essence of the Star Wars mythology whilst delivering a satisfying gaming experience. We feel that the appropriate level of strategy vs tactics is adequately balanced to let players focus on both story/character development and "blowing shit up".
While we are filling the GCWIII portal with Rules, Specs, and Game Content, I didn't want to leave the SWSF Community in the dark about what's coming, so consider this the official in-depth "trailer" of GCWIII: Rise of the Republic!
[] Player Characters will be represented by Hero Units that come with 3 Core Abilities that can dramatically influence the game both IN and OUT of battle. Similar to the abilities seen in GCWII, Core Abilities represent the final evolution of the Player Character in terms of the skills that character brings to the table.
[] At the start of the game, each Hero Unit will come with a free Companion Unit that has 2 Ability slots. These Companion Units are unrestricted in terms of which abilities you want for them and how you want to use them. Consider them your "right hand man/woman" in terms of character development. Not to leave the people who handle the day-to-day affairs aside, Leader Units come with 1 Ability slot and can be used in any capacity you want them to for that extra edge. Players interested in expanding their entourage will not be disappointed! Hero Units are allowed to command up to 2 Companion Units and 3 Leader Units.
[] Command Points as you know them are being restructured. Command Points, for all intents and purposes, are equivalent to the cost of EVERY unit, from the Capital Ship to the Infantry Squad. 1 KC = 1 CP. Players will be given 5000 CPs initially to use towards their forces, so this means 5000 KCs worth of gear.
[] Missions will be dramatically streamlined to facilitate different aspects of warfare: Blockade, Occupation, Conquest, Diplomacy, and Total War.
[] As you may have noticed from the Planet List, Systems themselves have dramatically changed. Facilities are GONE. Production capabilities are now INTRINSIC planetary features that cannot be removed (but can be suspended via Total War). Each system now has two economic components: Industrial Output and Supply Production. Industrial Output is simply the amount of cash the system generates. Supply Production on the other hand is the amount of Supply Units the system generates.
[] Supply Units are a new economic feature to this game that represents the tangible goods that a System generates either through raw or processed resources. Supply Units are VITAL components to your economy that are required to support your war machine. Supply Units can be sold to other players at agreed upon rates or simply sold at "Market Price" for 100 KCs a pop if you go beyond your Surplus capacity (which will be explained later).
[] The events and conclusion of GCWII have forced the galaxy to agree upon the Pellaeon-Mothma Treaty, which defined terms to create a galaxy-wide cease-fire by letting factions and systems determine their own governance. How this Treaty will be represented in the actual game is through a "Planetary Draft". Once Capitols are determined, players will begin picking systems 1 at a time until each player has 3 systems (plus their capitol). Further rules and the exact procedures for this event will be detailed in the days to come, however I would encourage everyone to begin selecting prospective systems for their faction. I will enforce all selections as the GM so that "canon" system alignment can be respected (i.e. I will veto the Sith Empire grabbing Yavin IV, for instance).