Difference between revisions of "Agents Of Empire/Economics"

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Revision as of 14:31, 22 June 2011

Overview

This page gives costs for the various sorts of units, buildings, and goods available in the game. These are purposely left a little generic; when you buy a unit you're expected to be more specific about what sort of unit it is, and when you find some goods, likewise.

Effects of Character Actions

A suitable character action can be used to relax a single rule around purchasing a unit (eg, remove the need for an explorer's academy when building a rank-3 explorer unit). Character actions can also be used to modify the price when buying, selling, or building a unit as follows:

Skill Rank Buy/Build Modifier Sell Modifier
Average (+0) 95% 105%
Good (+2) 90% 110%
Great (+4) 80% 120%
Superb (+6) 70% 130%
Fantastic (+8) 60% 140%
Epic (+10) and above 50% 150%

If multiple characters work together (or oppose each other), their modifiers are multiplied together. Prices are rounded down to the nearest mega-credit.

Upgrades, Buying, and Building

Except for resources, prices as listed are for building the unit/building yourself, at the given rank. If you want to upgrade a lower-ranked thing, you can just pay the difference in price. You can also buy things from the Empire instead of building them: the cost is twice what is listed, but all prerequisites are ignored and it is completed immediately (though shipping time may increase the effective time). If you want to sell a thing to the Empire, you can do so at half the listed price.

Houses which are Good in a particular skill buy the corresponding units/buildings for the cost of the next-lower-ranked unit (except when buying the lowest-rank unit). Houses which are Bad in a particular skill buy units for the cost of the next-higher-ranked unit. If your House is Good in a particular skill, it can buy rank-1 things at half price. This is also the effective price for your House to upgrade from a rank-1 thing. If your House is Bad in a particular skill, it buys the most expensive things in the category for 150% of the listed price.

Resources

Type Buy Sell Notes
Raw materials 2 1 Straight from the mine
Processed rank 1 8 4 Made from three units of one type of raw material
Processed rank 2 10 5 Made from two units of one type of raw material, and one unit of another type
Processed rank 3 12 6 Made from three units of raw material of three different types

Producers

Type Rank Cost Notes
Basic 1 5 Must be built on a hex with a rank-1 or better source
Large 2 12 Must be built on a hex with a rank-2 or better source
Extensive 3 21 Must be built on a hex with a rank-3 or better source

Processors

Type Rank Cost Notes
Simple 1 10 See below
Advanced 2 22 See below
Top of the Line 3 36 See below

Processors, when built, are declared as processing a certain type of resource (call this the processor's base type). A processor of rank N can execute a formula (a formula is some mapping of three goods to another good -- for instance, "two crystals and one metal to produce a frequency crystal"), as long as that formula contains at least 4-N of the base type. A processor of rank N can execute N formulas/turn, which can be the same or different.

What this means in practice is that if you have a processor based around Fluids, then at rank-1 it can process only (Fluid,Fluid,Fluid -> Superfluid), at rank-2 it can also process things like (Fluid,Fluid,Fiber -> Sponge) and (Fluid,Fluid,Rock -> Greasy Rock), and at rank-3 it can process any formula that includes at least one Fluid.

Explorers

Unit Rank Cost Notes
Novice 1 2
Trained 2 5
Professional 3 9 Requires an explorer's academy to build
Elite 4 14 Requires an explorer's academy to build, takes two turns to build

Military

Unit Rank Cost Notes
Novice 1 3
Trained 2 7
Professional 3 12 Requires a barracks to build
Elite 4 18 Requires a barracks to build, takes two turns to build
Specialist 4 25 Requires a barracks and an appropriate research institution, takes two turns to build
Duo-Specialist 4 30 Requires a barracks and two appropriate research institutions, takes three turns to build

Specialists and duo-specialists are considered rank 6 when their specialty comes into play. Air military units take twice the cost and time of the equivalent ground unit to build, and space units take four times the cost and time. Air and space units require a shipyard to build.

Politicians and Diplomats

Unit Rank Cost Notes
Novice 1 6 Takes two turns to build
Trained 2 14 Takes two turns to build
Professional 3 24 Requires a palace to build, takes two turns to build
Elite 4 36 Requires a palace to build, takes four turns to build

Research Institutions

Type Rank Cost Notes
Basic 1 6 Takes two turns to build
Advanced 2 14 Takes three turns to build
World-class 3 24 Takes four turns to build

Cargo Ships

Type Rank Cost Notes
Basic 1 15 Holds five units, takes two turns to build, requires a shipyard
Large 2 33 Holds ten units, takes three turns to build, requires a shipyard
Enormous 3 54 Holds fifteen units, takes four turns to build, requires a shipyard

Other Buildings

Palaces, explorer's academies, barracks, etc. Usually you don't need more than the basic version.

Type Rank Cost Notes
Basic 1 8 Takes two turns to build
Advanced 2 20 Takes three turns to build
World-class 3 35 Takes four turns to build