Agents Of Empire/Economics

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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.

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:

Skill Rank Buy/Build Modifier Sell Modifier
Great (+4) 80% 120%
Good (+2) 90% 110%
Average (+0) 95% 105%

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

Goods

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

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
Advanced 2 22
Top of the Line 3 36

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