Difference between revisions of "Agents Of Empire/Economics"

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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.
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.


Houses which are Good in a particular skill buy units 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.
== 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:
Also, as usual, suitable character actions can be used to bend the rules around purchasing units, either in terms of relaxing cost or requirements.
 
== Goods ==
{|border="1"
{|border="1"
! Type
! Skill Rank
! Buy
! Buy/Build Modifier
! Sell
! Sell Modifier
! Notes
|-
|-
|Raw materials||1||2||Straight from the mine
| Average (+0)
| 95%*
| 105%*
|-
|-
|Processed rank 1||4||8||Made from one type of raw material
| Good (+2)
| 90%
| 110%
|-
|-
|Processed rank 2||5||10||Made from two types of raw material
| Great (+4)
| 80%
| 120%
|-
|-
|Processed rank 3||6||12||Made from three types of raw material
| Superb (+6)
|}
| 70%
 
| 130%
== Producers ==
{|border="1"
! Type
! Rank
! Cost
! Notes
|-
|-
|Basic||1||5||Must be built on a hex with a rank-1 or better source
| Fantastic (+8)
| 60%
| 140%
|-
|-
|Large||2||12||Must be built on a hex with a rank-2 or better source
| Epic (+10) and above
|-
| 50%
|Extensive||3||21||Must be built on a hex with a rank-3 or better source
| 150%
|}
|}
*PCs only; NPCs are 100%


== Processors ==
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 ==
{|border="1"
{|border="1"
! Type
! Type
! Rank
! Buy
! Cost
! Sell
! Notes
! Notes
|-
|-
|Simple||1||10||
|Raw materials||2||1||Straight from the mine
|-
|-
|Advanced||2||22||
|Processed rank 1||8||4||Made from three units of one type of raw material
|-
|-
|Top of the Line||3||36||
|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
|}
|}
Refining Regions, 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 refinery 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 ==
== Explorers ==
Line 63: Line 75:
|Professional||3||9||Requires an explorer's academy to build
|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
|Elite||4||14||Requires an explorer's academy to build
|}
|}


Line 71: Line 83:
! Rank
! Rank
! Cost
! Cost
! Notes
! Notes  
|-
|-
|Novice||1||3||
|Novice||1||3||
Line 77: Line 89:
|Trained||2||7||
|Trained||2||7||
|-
|-
|Professional||3||12||Requires a barracks to build
|Professional||3||12||Requires an appropriate factory to build
|-
|-
|Elite||4||18||Requires a barracks to build, takes two turns to build
|Elite||4||18||Requires an appropriate factory to build
|-
|-
|Specialist||4||25||Requires a barracks and an appropriate research institution, takes two turns to build
|Specialist||5||25||Requires an appropriate factory and an appropriate research institution
|-
|-
|Duo-Specialist||4||30||Requires a barracks and two appropriate research institutions, takes three turns to build
|Duo-Specialist||6||30||Requires an appropriate factory and two appropriate research institutions
|}
|}


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.
Specialists and duo-specialists are considered rank 4 normally but 6 when their specialty comes into play. Flying military units take twice the cost of the equivalent ground unit to build, and space units take four times the cost.


== Politicians and Diplomats ==
== Politicians and Diplomats ==
Line 95: Line 107:
! Notes
! Notes
|-
|-
|Novice||1||6||Takes two turns to build
|Novice||1||6||
|-
|-
|Trained||2||14||Takes two turns to build
|Trained||2||14||
|-
|-
|Professional||3||24||Requires a palace to build, takes two turns to build
|Professional||3||24||Requires a palace to build
|-
|-
|Elite||4||36||Requires a palace to build, takes four turns to build
|Elite||4||36||Requires a palace to build
|}
|}


Line 111: Line 123:
! Notes
! Notes
|-
|-
|Basic||1||6||Takes two turns to build
|Basic||1||6||
|-
|Advanced||2||14||
|-
|World-class||3||24||
|}
 
== Cargo Ships ==
{|border="1"
! Type
! Rank
! Cost
! Notes
|-
|Basic||1||9||Holds 5 units
|-
|Large||2||18||Holds 12 units
|-
|-
|Advanced||2||14||Takes three turns to build
|Hugo||3||32||Holds 25 units
|-
|-
|World-class||3||24||Takes four turns to build
|Titanic||4||51||Holds 45 units
|}
|}
[[Category:AgentsOfEmpire]]

Latest revision as of 18:34, 18 August 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%

*PCs only; NPCs are 100%

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

Refining Regions, 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 refinery 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

Military

Unit Rank Cost Notes
Novice 1 3
Trained 2 7
Professional 3 12 Requires an appropriate factory to build
Elite 4 18 Requires an appropriate factory to build
Specialist 5 25 Requires an appropriate factory and an appropriate research institution
Duo-Specialist 6 30 Requires an appropriate factory and two appropriate research institutions

Specialists and duo-specialists are considered rank 4 normally but 6 when their specialty comes into play. Flying military units take twice the cost of the equivalent ground unit to build, and space units take four times the cost.

Politicians and Diplomats

Unit Rank Cost Notes
Novice 1 6
Trained 2 14
Professional 3 24 Requires a palace to build
Elite 4 36 Requires a palace to build

Research Institutions

Type Rank Cost Notes
Basic 1 6
Advanced 2 14
World-class 3 24

Cargo Ships

Type Rank Cost Notes
Basic 1 9 Holds 5 units
Large 2 18 Holds 12 units
Hugo 3 32 Holds 25 units
Titanic 4 51 Holds 45 units