Difference between revisions of "Agents Of Empire/Mechanics II"
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While the wormhole is gone, the colony worlds must be self-sufficient: each | While the wormhole is gone, the colony worlds must be self-sufficient: each non-natural region requires one unit of Food a turn, or the citizenry will suffer. |
Revision as of 20:26, 16 August 2011
Overview
Here's what's new in part 2 of the game. If not mentioned, everything from the old mechanics and economics pages are still in effect.
Regions
Instead of individual hexes, planets are now divided into regions (the colony planets have ten regions each).
Exploration
Regions can be unexplored, or explored rank I through IV. To explore a region from rank N-1 to rank N, it takes a rank-N explorer 6 turns (or two rank-N explorers 3 turns, or a rank-N*2 explorer 3 turns). Exploration locates features of interest, which can be things like potential mine spots or things of interest to characters.
Type
Regions have a type: natural, mining, refining, factory, or mercantile, and a rank in that type (I through IV). The rank of a region can be no higher than the exploration level. Each type has a cost per level (to raise it from I to II, say, or convert a natural region to a rank-I of that type) and a kind of thing it can consume to produce another kind of thing each turn, as follows:
Type | Cost/Level | Consumes | Produces |
---|---|---|---|
Natural | n/a | n/a | n/a |
Mining | 10 | nothing | 3 units of raw materials per rank |
Refining | 20* | 3 units of raw materials per rank | 1 unit of processed materials per rank |
Factory | 25 | Processed materials | Cargo ships, military units, explorers, luxury goods (subtype), useful devices (subtype) |
Mercantile | 30 | Cargo ships, military units, explorers, luxury goods, useful devices | Mega-credits |
Natural regions produce nothing, but might be good for tourism or settlement or other uses.
Mining regions can produce any combination of raw materials, but everything produced must be a type found in the region.
Refining regions must have a type specified on creation, and at least one of the raw materials in each group of three must be of that type. The processed material has a rank equal to the number of types of raw materials used in its creation. To use N goods in creating a processed good, the region must be at least rank N.
- The cost of a refining region is 15/rank for Houses with Good Industry, and 30/rank for Houses with Bad Industry.
Factory regions are used to create finished goods. The region must have a type specified on creation (cargo ships and military spacecraft; intra-system ships and military air units; explorers and military ground units; luxury goods of some subtype specified to the same degree as research institutions; useful devices specified ditto) and can only produce things of that type. To produce an item of rank N and list cost C:
- The region must be at least rank N
- Exception: to produce an explorer or military ground unit of rank N, the region must be at least rank N-2; to produce a luxury good or useful device of rank N, the region must be at least rank N-1.
- Floor(C/(N+5)) units of appropriate rank-N processed goods are required
- A minimum of one unit is always required, even for small C
- Two rank-(R-1) processed goods may be substituted for one rank-R good, two rank-(R-2) for a rank-(R-1), and so on (raw goods may not be used in construction)
- A rank-(R+1) processed good may be substituted for a rank-R good (but provides no additional benefit)
- If the item is a luxury good or useful device, you can decide on N and C as part of deciding what the item is.
Example: A rank-2 cargo ship costs 33 mega-credits. Thus it requires a rank-2 factory region to produce, and requires floor(33/7) = 4 appropriate rank-2 processed goods to produce.
These rules replace the requirements to take extra time, and to have a barracks, explorer's academy, shipyard, etc for creating higher-level units (but specialist and duo-specialist units still require an appropriate research institution).
Rank 1 and 2 explorers and military ground units, and rank 1 luxury goods and useful devices can be produced without a factory, by paying the list price in mega-credits (as before). Relevant processed goods of the appropriate rank (with substitutions as above) can be used to pay 4 mega-credits of the price (but this isn't the floor function, as with a factory; the remainder has to be paid in mega-credits or extra processed goods).
Mercantile regions are used to sell finished goods (and raw/processed materials). A mercantile region of rank N can, each turn, sell things with total list price of N*20 mega-credits, and individual list price of no more than half the total. Goods are sold at the list price.
Regions are normally bought with credits. However, units of relevant processed goods of the appropriate rank (with substitutions as for factories) can be used to pay 5 mega-credits of the price (again, not using the floor function -- any remainder has to be paid for with mega-credits or other goods).
Activity
In addition to features found by exploration, regions have ongoing activity -- unrest among the population, disease, native uprisings, festivals, gold rushes, etc. Putting a diplomat in the region can help reduce unpleasant activities.
Fame, Fortune, and Flattery
The colony worlds now track a Fame score and an Influence score. Fame is raised by starting new fashions, holding parties, and winning astro-polo tournaments. It is useful in spreading rumors, starting trends, and changing popular opinion. The initial fame of the colony worlds is 10.
Influence is raised by blackmail, bribery, supporting other people's bills, and making politically-advantageous deals. It is useful in getting bills passed and also in influencing other Houses outside the political process. The initial influence of the colony worlds is 10 (having spent much of their previous total on the tax bill).
Research
Research is going to be revised somehow. TBD.
Character Activity
Characters can act once per turn, as before. However, players can do at most one adventure per (real-time) week; characters' other actions can be training, assistance with House activities, or hedonistic self-indulgence.
Cut off!
While the wormhole is gone, the colony worlds must be self-sufficient: each non-natural region requires one unit of Food a turn, or the citizenry will suffer.