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 region requires one unit of Food a turn, or the citizenry will suffer. Furthermore, they have no access to cash: however, units of raw material can be spent to purchase things, with each resource unit being worth 2 to 4 mega-credits, depending on its relevance to the thing being bought. | While the wormhole is gone, the colony worlds must be self-sufficient: each explored region requires one unit of Food a turn, or the citizenry will suffer. Furthermore, they have no access to cash: however, units of raw material can be spent to purchase things, with each resource unit being worth 2 to 4 mega-credits, depending on its relevance to the thing being bought. |
Revision as of 11:35, 12 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.
Industrialized
Regions can be unindustrialized, or industrialized rank I through IV. It costs [TBD] to raise the industrialization rank from N-1 to N. The industrialization rank can be raised no higher than the exploration rank. Each turn, an industrialized region can produce credits, raw materials, processed materials, buildings, or units, as follows: [TBD]
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, characters can do at most one adventure per (real-time) week; their other actions can be training, assistance with building, or hedonistic self-indulgence.
Cut off!
While the wormhole is gone, the colony worlds must be self-sufficient: each explored region requires one unit of Food a turn, or the citizenry will suffer. Furthermore, they have no access to cash: however, units of raw material can be spent to purchase things, with each resource unit being worth 2 to 4 mega-credits, depending on its relevance to the thing being bought.