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	<title>Sphere - User contributions [en]</title>
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	<updated>2026-04-13T06:43:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Vampire:2020&amp;diff=67976</id>
		<title>Vampire:2020</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Vampire:2020&amp;diff=67976"/>
		<updated>2020-02-12T03:59:46Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Vampire 2020==&lt;br /&gt;
In ten years, two Princes and then none. The tyrannical Prince Wallace, who called sixteen bloodhunts in six months, cut down by his former ally Victor Syrenno. Syrenno himself forced to step down pending the election of a new Prince… Now, enter a coterie of neonates, or more seasoned kindred, assembled for a job. Boons and rewards promised and signed. And then the job goes badly- somebody fucked up, intelligence was bad, and now the coterie is left holding the bag. But hey, there’s another job to make up for your botches in a  city trembling on the brink of a power struggle. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kindred of Note===&lt;br /&gt;
Bruce Hutton, Brujah, 7th Generation. Childe of Theodore the Armenian. Immigrated to the City from England in 1851. Sire of Mac Bishop. Publicly volunteered his childe for the &#039;&#039;&#039;Important Mission&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===THE CITY, East Coast of the US.===&lt;br /&gt;
:&#039;&#039;&#039;Southside&#039;&#039;&#039; ghetto/depressed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The Eastside dock district&#039;&#039;&#039;&lt;br /&gt;
::Greene Shipyard&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Old town&#039;&#039;&#039;. A Mix of old buildings and new business/commercial office buildings and sites.&lt;br /&gt;
::The Confessional Nightclub (on the edge of the dock district)&lt;br /&gt;
::Endron International Tower (South of the old town district)&lt;br /&gt;
::Leonas Tower (a gothic style office skyscraper built in the 1980&#039;s. Features alternating sections with no windows). One of the primary Elysium&#039;s.&lt;br /&gt;
::Old Church University, established 1880. (One of the campus&#039; is the site of the Tremere Chantry)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Industrial District&#039;&#039;&#039; (West, and north)&lt;br /&gt;
::Old canning factory&lt;br /&gt;
::JB&#039;s Meat Packers&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;North-side area&#039;&#039;&#039;&lt;br /&gt;
::Museum of Mechanical Science&lt;br /&gt;
::Ballard Institute of the Arts&lt;br /&gt;
&lt;br /&gt;
==Stuff==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*Vampire 20th Edition. Revised books are compatible.&lt;br /&gt;
*By default it is assumed that the characters are members of the Camarilla (or if playing a clan normally outside of it, on the job to get in).&lt;br /&gt;
*Consider why your character as included in the job. What reward did they ask for? What were they promised?&lt;br /&gt;
*[[Example Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alive&#039;&#039;&#039;&lt;br /&gt;
:Mac Bishop. WhiteStar. Brujah.&lt;br /&gt;
*Desc: Apparently Healthy caucasion male in his late 20&#039;s/early thirties, with short black hair and brown eyes. Usually dressed in nondescript and practical clothes.&lt;br /&gt;
*Bio: Former US Army Tracked Vehicle Repairer (91H), went survivalist after mustering out before being embraced by his sire Bruce Hutton who was in need of hands on technical skills from the modern day. When he proved to not be susceptible to blood bonding this caused a minor falling out, leaving Bishop to set up a fly by night PI business to get by, eventually culminating in Hutton volunteering him to the local Camerilla for a high risk mission. Bishop privately suspects it was a plot to tie up loose ends without his Sire getting his hands dirty but can&#039;t prove it. Yet.&lt;br /&gt;
:James Rathmore. Oseng. Salubri.&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Vampire:2020&amp;diff=67975</id>
		<title>Vampire:2020</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Vampire:2020&amp;diff=67975"/>
		<updated>2020-02-12T03:58:55Z</updated>

		<summary type="html">&lt;p&gt;Ws60: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Vampire 2020==&lt;br /&gt;
In ten years, two Princes and then none. The tyrannical Prince Wallace, who called sixteen bloodhunts in six months, cut down by his former ally Victor Syrenno. Syrenno himself forced to step down pending the election of a new Prince… Now, enter a coterie of neonates, or more seasoned kindred, assembled for a job. Boons and rewards promised and signed. And then the job goes badly- somebody fucked up, intelligence was bad, and now the coterie is left holding the bag. But hey, there’s another job to make up for your botches in a  city trembling on the brink of a power struggle. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kindred of Note===&lt;br /&gt;
Bruce Hutton, Brujah, 7th Generation. Childe of Theodore the Armenian. Immigrated to the City from England in 1851. Sire of Mac Bishop. Publicly volunteered his childe for the &#039;&#039;&#039;Important Mission&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===THE CITY, East Coast of the US.===&lt;br /&gt;
:&#039;&#039;&#039;Southside&#039;&#039;&#039; ghetto/depressed&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The Eastside dock district&#039;&#039;&#039;&lt;br /&gt;
::Greene Shipyard&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Old town&#039;&#039;&#039;. A Mix of old buildings and new business/commercial office buildings and sites.&lt;br /&gt;
::The Confessional Nightclub (on the edge of the dock district)&lt;br /&gt;
::Endron International Tower (South of the old town district)&lt;br /&gt;
::Leonas Tower (a gothic style office skyscraper built in the 1980&#039;s. Features alternating sections with no windows). One of the primary Elysium&#039;s.&lt;br /&gt;
::Old Church University, established 1880. (One of the campus&#039; is the site of the Tremere Chantry)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Industrial District&#039;&#039;&#039; (West, and north)&lt;br /&gt;
::Old canning factory&lt;br /&gt;
::JB&#039;s Meat Packers&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;North-side area&#039;&#039;&#039;&lt;br /&gt;
::Museum of Mechanical Science&lt;br /&gt;
::Ballard Institute of the Arts&lt;br /&gt;
&lt;br /&gt;
==Stuff==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*Vampire 20th Edition. Revised books are compatible.&lt;br /&gt;
*By default it is assumed that the characters are members of the Camarilla (or if playing a clan normally outside of it, on the job to get in).&lt;br /&gt;
*Consider why your character as included in the job. What reward did they ask for? What were they promised?&lt;br /&gt;
*[[Example Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alive&#039;&#039;&#039;&lt;br /&gt;
:Mac Bishop. WhiteStar. Brujah.&lt;br /&gt;
*Desc: Apparently Healthy caucasion male in his late 20&#039;s/early thirties, with short black hair and brown eyes. Usually dressed in nondescript and practical clothes.&lt;br /&gt;
*Bio: Former US Army Tracked Vehicle Repairer (91H), went survivalist after mustering out before being embraced by his sire Bruce Hutton who was in need of hands on technical skills from the modern day. When he proved to not be susceptible to blood bonding this caused a minor falling out, leaving Bishop to set up a fly by night PI business, eventually culminating in Hutton volunteering him to the local Camerilla for a high risk mission. Bishop privately suspects it was a plot to tie up loose ends without his Sire getting his hands dirty but can&#039;t prove it. Yet.&lt;br /&gt;
:James Rathmore. Oseng. Salubri.&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=PaladinCraft_Delta&amp;diff=66747</id>
		<title>PaladinCraft Delta</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=PaladinCraft_Delta&amp;diff=66747"/>
		<updated>2019-01-15T22:33:41Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Tips, Tricks, and Trolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We were explorers.  We thought to travel the stars, to defeat all who stood against us, to defy time itself.  And for a time, we were successful.&lt;br /&gt;
In the end, our hubris was our undoing, and we fled the apocalypse we unleashed.&lt;br /&gt;
We set sail in an End ship, crossing through the angles of space, to a new world, with new possibilities.&lt;br /&gt;
What path would the future hold in the Delta world?&lt;br /&gt;
&lt;br /&gt;
== Server Rules ==&lt;br /&gt;
&lt;br /&gt;
This is a PVE building server.  The goal is to build cool stuff, not to destroy people&#039;s stuff.  I don&#039;t plan on using fancy server utilities - we should be fine, but I will ban people who decide to be assholes.  We have several mods with extreme destructive potential, including Thaumcraft, ICBM, and IC2.  I can easily add dimensions for unleashing hell.&lt;br /&gt;
&lt;br /&gt;
This is a whitelisted private server.  Do not post the IP here.  Only bring people you trust on the server.  Please avoid introducing drama.  &lt;br /&gt;
&lt;br /&gt;
The last Minecraft server ran for a year.  I intend to keep this map running even longer, regardless of Minecraft versions.  &lt;br /&gt;
&lt;br /&gt;
Some mods in this modpack can be exploited in combination with other mods.  Don&#039;t try to break the server or cheese the game.&lt;br /&gt;
&lt;br /&gt;
=== Safety Rules ===&lt;br /&gt;
*Any fission fuel from IC2 is extremely radioactive, and will poison you if it is in your inventory&lt;br /&gt;
*Improperly built IC2 reactors can explode, and the explosion can go through obsidian.  Reinforced blocks are the only useful containment.&lt;br /&gt;
*Nothing will stop an antimatter explosive or red matter explosive.  Only bedrock is not destroyed&lt;br /&gt;
*Thaumcraft is extremely dangerous.  Misuse can infest the land with monsters or even drive you insane.&lt;br /&gt;
*None of the other planets is habitable without environmental suits, oxygen, and often thermal or radiation protection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mod Usage Warnings ===&lt;br /&gt;
Recipe conflicts can resolved using alternate production methods - using metal presses to make gears, for example - or using a worktable to switch between different product of a single recipe.&lt;br /&gt;
&lt;br /&gt;
Do not use Railcraft boilers until further notice.&lt;br /&gt;
&lt;br /&gt;
==Tips, Tricks, and Trolls==&lt;br /&gt;
*ICBM allows easy access to both Steel (One Iron Ingot plus Three Coal/Charcoal in the crafting grid) along with IE wire. &lt;br /&gt;
*Crafting Coal/Charcoal with Chaos Shards gained from Chaos Ore can massively boost their output. In the case of a Chaos Coal/Charcoal Block on the order of 640k RF/block. For comparison a default Charcoal block only provides 120k RF/block. &lt;br /&gt;
*Thermal Expansion Hardened Glass is witherproof, can be wrenched out of place, and is fairly cheap to make. Used properly this can make farming Netherstars easy as going down to the local market. &lt;br /&gt;
*Thermal Expansion energy cells and satchels can be enchanted with Holding, which at Holding Three will increase their capacity by 3x. This allows silly levels of energy storage even using a fairly low tier item in exchange for a few pieces of Lapis and some XP.&lt;br /&gt;
*Openblocks adds XP drain grates which can be set up to automatically drain you of XP when walking over them and turn it into Liquid XP that will not be lost in the case of death. This can be later used in various processes or consumed when needed (say for enchanting).&lt;br /&gt;
*Funky Locomotion allows the creation of true blast doors and other advanced piston creations if desired. &lt;br /&gt;
*Blaze Powder can be produced using Cinderpearls from Thaumcraft in the Phytogenic Insolator from Thermal Expansion if provided with a supply of Fluxed Phytogrow.&lt;br /&gt;
&lt;br /&gt;
== Solar System ==&lt;br /&gt;
*Sol&lt;br /&gt;
**Mercury = -1005&lt;br /&gt;
**Venus = -31 &lt;br /&gt;
**Overworld = 0&lt;br /&gt;
***Moon = -28&lt;br /&gt;
***Space Station = -27&lt;br /&gt;
**Mars = -29&lt;br /&gt;
***Phobos&lt;br /&gt;
***Deimos&lt;br /&gt;
**Asteroid Belt = -30&lt;br /&gt;
***Ceres = -1007&lt;br /&gt;
**Jupiter&lt;br /&gt;
***Io = -1014&lt;br /&gt;
***Europa = -1015&lt;br /&gt;
***Ganymede = -1016&lt;br /&gt;
***Callisto = -1022&lt;br /&gt;
**Saturn&lt;br /&gt;
***Enceladus = -1017&lt;br /&gt;
***Titan = -10&lt;br /&gt;
**Uranus&lt;br /&gt;
***Oberon = -1019&lt;br /&gt;
***Miranda = -1024&lt;br /&gt;
**Neptune&lt;br /&gt;
***Proteus&lt;br /&gt;
***Triton&lt;br /&gt;
**Pluto = -1008&lt;br /&gt;
**Kuiper Belt = -1009&lt;br /&gt;
***Haumea&lt;br /&gt;
***Makemake&lt;br /&gt;
&lt;br /&gt;
*Alpha Centauri&lt;br /&gt;
*Proxima Centauri&lt;br /&gt;
**Promixa Centauri B = -1025&lt;br /&gt;
&lt;br /&gt;
== Dimensions ==&lt;br /&gt;
:The Nether = -1&lt;br /&gt;
:The Overworld = 0&lt;br /&gt;
:The End = 1&lt;br /&gt;
:The Twilight Forest = 7&lt;br /&gt;
:Old Terra = 30&lt;br /&gt;
:Trinity Site = 31&lt;br /&gt;
:Untouched World = 32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Engineering ==&lt;br /&gt;
:Major increases in the efficiency of Immersive Engineering power systems have been made&lt;br /&gt;
:There are additional reservoirs in the Nether and on other planets.  Europa is notable for not having mineral reserves, but plenty of water.&lt;br /&gt;
&lt;br /&gt;
;BLUEX Process&lt;br /&gt;
:Centrifuging Cyanite waste blocks from a reactor can produce Blutonium, Plutonium, and liquid Uranium. &lt;br /&gt;
&lt;br /&gt;
;Additional Refining&lt;br /&gt;
:Refineries from Immersive engineering can produce a large range of products, including hot spring water, liquid slime, coolant, and empowered canola oil.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
Coordinates: X:Z:Y&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MadWookies Retreate: -83:1929:69&amp;lt;br/&amp;gt;&lt;br /&gt;
OmegaPaladins Base: -16:464:66&amp;lt;br/&amp;gt;&lt;br /&gt;
Osengs Towers: 776:2465:68&amp;lt;br/&amp;gt;&lt;br /&gt;
Psychicandroids Base: -58:1011:63&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Mine: 157:982:73&amp;lt;br/&amp;gt;&lt;br /&gt;
Rexdome: 444:558:72&amp;lt;br/&amp;gt;&lt;br /&gt;
Shrike Base: 780:-125:110&amp;lt;br/&amp;gt;&lt;br /&gt;
Spawn Ship: -174:282:93&amp;lt;br/&amp;gt;&lt;br /&gt;
Valley of Silence: -686:284:78&amp;lt;br/&amp;gt;&lt;br /&gt;
Ws Temp Camp: 1698:2759:70&amp;lt;br/&amp;gt;&lt;br /&gt;
Zerobunker: -187:61:68&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MegaProject Suggestions ==&lt;br /&gt;
Rex Railroad:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Rex has suggested making an overworld railline via Railcraft to connect all of our bases. Considering most of them are fairly close togeather that seems to be a quite useful and practical suggestion.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nuclear War&lt;br /&gt;
*Current tentative plans for sending this map off is via a full on nuclear exchance as we have ICBM installed. If desired building with this in mind could be fairly entertaining.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Current Mod Pack ==&lt;br /&gt;
Version 1.1 of the modpack is available for download - I will be putting it on the server 1/14/2018&lt;br /&gt;
&lt;br /&gt;
=== Getting it Working === &lt;br /&gt;
Make sure to disable Mipmaps - I went from 1 FPS to 25 FPS just with that.  Optifine is also recommended for borderline computers.&lt;br /&gt;
&lt;br /&gt;
==== Option 1: MultiMC ====&lt;br /&gt;
&lt;br /&gt;
Get MultiMC [https://multimc.org/ here]&lt;br /&gt;
&lt;br /&gt;
Download the [https://www.dropbox.com/s/l686dd464qs498s/PaladinCraft_Delta_MMC.zip?dl=0 PaladinCraft-MMC Modpack]&lt;br /&gt;
&lt;br /&gt;
Follow the instructions [https://github.com/MultiMC/MultiMC5/wiki/Import-Instance here] to import the instance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Option 2: Twitch App ====&lt;br /&gt;
&lt;br /&gt;
Get the Twitch app [https://www.curseforge.com/twitch-client here]&lt;br /&gt;
&lt;br /&gt;
Then [https://help.twitch.tv/customer/en/portal/articles/2764215-guide-to-modpacks#Import install] the modpack: [https://www.dropbox.com/s/xedlt07w6d90dqx/Paladincraft%20Delta-1.1.zip?dl=0 TwitchApp Modpack Zip]&lt;br /&gt;
&lt;br /&gt;
=== Let&#039;s Fly! ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228029 Davincis Vessels (by darkevilmac) ]&lt;br /&gt;
*[https://wiki.micdoodle8.com/wiki/Galacticraft GalactiCraft (by micDoodle8) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238770 Galaxy Space Addon for GalactiCraft (by BlesseNtumble) ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Requests ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223150 Recurrent Complex (by Ivorforce) ]   Random structures / dungeons&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/244451 ICBM - Classic (by darkguardsman) ]   &#039;&#039;&#039;NUKES!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/278882 Blockcraftery (by epicsquid319) ]   &#039;&#039;&#039;SLOPES!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/51195 Railcraft (by CovertJaguar) ]   &#039;&#039;&#039;TRAINS!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224190 Funky Locomotion (by RWTema) ]   Moving Blocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guidance ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/32274 JourneyMap (by techbrew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224712 Wawla - What Are We Looking At (by darkh4x) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/253449 Hwyla (by TehNut) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/79287 Waila Harvestability (by squeek502) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238222 Just Enough Items (JEI) (by mezz) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/248370 JEI Bees (by bdew) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/265917 JEI Integration (by SnowShock35) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/267939 Just Enough HarvestCraft (JEHC) (by mrAppleXZ) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/248747 Just Enough Buttons (by universaI)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/240630 Just Enough Resources (JER) (by Way2muchnoise)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/292952 Just Enough Reactors (by The_BrainStone) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/291727 Just Enough Petroleum (by BordListian) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/295765 Thaumcraft 6 Aspects for JEI (by zabi94) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/291786 Tinker&#039;s JEI (by Possible_Triangle) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/285492 Thaumic JEI (by Buuz135) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/239197 CraftTweaker (by jaredlll08)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/220954 ModTweaker (by jaredlll08)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/286116 Galacticraft Tweaker (by MJRLegends) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243478 More Overlays (by feldim2425) ]&lt;br /&gt;
&lt;br /&gt;
=== World Effects ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/255105 Friendly Fire (by darkh4x) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/225839 Quick Leaf Decay (by lumien231) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227083 Baubles (by azanor) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/271384 CoFH World (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243121 Quark (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/262823 Tomb Many Graves 2 (by M4thG33k) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/294212 TombManyPlugins: Galacticraft (by M4thG33k) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/220318 Biomes O&#039; Plenty (by Glitchfiend) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227639 The Twilight Forest (by Benimatic) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250577 Akashic Tome (by Vazkii)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223957 Backpacks! (by Brad16840)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/240950 RFTools Dimensions (by McJty)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/235444 Simple Dimensions (by lumien231)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/60089 Mouse Tweaks (by YaLTeR97) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229002 MrTJPCore (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/258426 Forge MultiPart CBE (by covers1624) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228702 Project Red - Base (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229049 Project Red - World (by Mr_TJP) ]&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/231951 Immersive Engineering (by BluSunrize) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268250 Immersive Petroleum (by theFlaxbeard) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/251121 Industrial Wires (by malte0811)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228404 Actually Additions (by Ellpeck) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/273430 Actually Baubles (by Jacky1356400) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224641 RFTools (by McJty) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/250763 RFTools Control (by McJty) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/69163 Thermal Expansion (by TeamCoFH) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/227443 Thermal Dynamics (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/268560 Mekanism (by aidancbrady) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268566 Mekanism Generators (by aidancbrady) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268567 Mekanism Tools (by aidancbrady) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/281211 Computacube (by shiranui007)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228816 OpenBlocks (by OpenMods) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242638 Industrial Craft (by Player) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70492 Gendustry (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/221214 Pressure Pipes (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229045 Project Red - Integration (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229050 Project Red - Compat (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230111 Project Red - Fabrication (by Mr_TJP) ]&lt;br /&gt;
&lt;br /&gt;
==== Storage ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223852 Storage Drawers (by jaquadro) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/74120 Storage Drawers Extras (by jaquadro) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243076 Refined Storage (by raoulvdberge) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228756 Iron Chests (by progwml6) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/245174 Ender Storage 1.8.+ (by covers1624) ]&lt;br /&gt;
&lt;br /&gt;
==== Tools ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/74072 Tinkers Construct (by mDiyo) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/263624 Moar Tinkers (by Bartz24)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/220311 Silent&#039;s Gems (by SilentChaos512) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70631 Redstone Arsenal (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/291737 Thermal Innovation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/271835 Thermal Cultivation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/59816 Random Things (by lumien231) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/279905 Hammer Metals (by Zeitheron) ]&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250277 Extreme Reactors (by ZeroNoRyouki) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223622 Advanced Generators (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/291884 Advanced Power Systems: Repowered (by Zeitheron) ]&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/246640 Mystical Agriculture (by BlakeBr0) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/225643 Botania (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/241721 Astral Sorcery (by HellFirePvP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/300777 Embers Rekindled (by BordListian) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/281528 Soot (by BordListian)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223628 Thaumcraft (by azanor) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/293505 Thaumic Periphery (by mangoose3039) ]&lt;br /&gt;
&lt;br /&gt;
=== Decoration ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/235279 Chisel (by tterrag1098) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/300928 ChiseledAdditions (by canitzp) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223891 MalisisDoors (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/237862 MalisisBlocks (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/79616 DecoCraft2 (by RazzleberryFox) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229046 Project Red - Lighting (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228027 BiblioCraft (by JDSinclair) ]&lt;br /&gt;
&lt;br /&gt;
=== Agriculture / Food ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/59751 Forestry (by SirSengir) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/231484 Cooking for Blockheads (by BlayTheNinth) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/261924 Farming for Blockheads (by BlayTheNinth) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/266515 Industrial Foregoing (by Buuz135) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/277938 Integration Foregoing (by Jacky1356400) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/281525 Industrial Meat (by abused_master)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/248787 AppleSkin (by squeek502) ]&lt;br /&gt;
&lt;br /&gt;
===Performance Boosters===&lt;br /&gt;
*[https://unascribed.com/b/2017-17-10-so-heres-how-foamfix-works.html Foamfix]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/278494 FoamFix for Minecraft (by asiekierka) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229876 BetterFps (by Guichaguri) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270330 TickProfiler (by minimallycorrect) ]&lt;br /&gt;
&lt;br /&gt;
===Libraries for Mods===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/272335 Cucumber (by BlakeBr0) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/248453 Shadowfacts&#039; Forgelin (by shadowfactsmc) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/254602 Tesla Core Lib (by Face_of_Cat) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70496 BdLib (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/74924 Mantle (by mDiyo) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223896 MalisisCore (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242818 CodeChicken Lib 1.8.+ (by covers1624) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230497 Chameleon (by jaquadro) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/267602 ConnectedTexturesMod (by tterrag1098) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270789 Redstone Flux (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242998 Silent Lib (by SilentChaos512) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/69162 CoFH Core (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/247921 ZeroCore (by ZeroNoRyouki) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/233105 McJtyLib (by McJty) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/222880 Thermal Foundation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227391 ElecCore (by Elec332) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230495 MovingWorld (by darkevilmac) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270789 Redstone Flux (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250363 AutoRegLib (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/253211 MTLib (by jaredlll08)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/255973 CsokiCraftUtil (by bence98)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228815 OpenModsLib (by OpenMods) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/277064 MysticalLib (by epicsquid319) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/247401 Hammer Core (by Zeitheron) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/303101 AsmodeusCore (by BlesseNtumble) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238170 VanillaFoodPantry Mod (by The_Wabbit) ]&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=PaladinCraft_Delta&amp;diff=66746</id>
		<title>PaladinCraft Delta</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=PaladinCraft_Delta&amp;diff=66746"/>
		<updated>2019-01-15T22:33:04Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Tips, Tricks, and Trolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We were explorers.  We thought to travel the stars, to defeat all who stood against us, to defy time itself.  And for a time, we were successful.&lt;br /&gt;
In the end, our hubris was our undoing, and we fled the apocalypse we unleashed.&lt;br /&gt;
We set sail in an End ship, crossing through the angles of space, to a new world, with new possibilities.&lt;br /&gt;
What path would the future hold in the Delta world?&lt;br /&gt;
&lt;br /&gt;
== Server Rules ==&lt;br /&gt;
&lt;br /&gt;
This is a PVE building server.  The goal is to build cool stuff, not to destroy people&#039;s stuff.  I don&#039;t plan on using fancy server utilities - we should be fine, but I will ban people who decide to be assholes.  We have several mods with extreme destructive potential, including Thaumcraft, ICBM, and IC2.  I can easily add dimensions for unleashing hell.&lt;br /&gt;
&lt;br /&gt;
This is a whitelisted private server.  Do not post the IP here.  Only bring people you trust on the server.  Please avoid introducing drama.  &lt;br /&gt;
&lt;br /&gt;
The last Minecraft server ran for a year.  I intend to keep this map running even longer, regardless of Minecraft versions.  &lt;br /&gt;
&lt;br /&gt;
Some mods in this modpack can be exploited in combination with other mods.  Don&#039;t try to break the server or cheese the game.&lt;br /&gt;
&lt;br /&gt;
=== Safety Rules ===&lt;br /&gt;
*Any fission fuel from IC2 is extremely radioactive, and will poison you if it is in your inventory&lt;br /&gt;
*Improperly built IC2 reactors can explode, and the explosion can go through obsidian.  Reinforced blocks are the only useful containment.&lt;br /&gt;
*Nothing will stop an antimatter explosive or red matter explosive.  Only bedrock is not destroyed&lt;br /&gt;
*Thaumcraft is extremely dangerous.  Misuse can infest the land with monsters or even drive you insane.&lt;br /&gt;
*None of the other planets is habitable without environmental suits, oxygen, and often thermal or radiation protection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mod Usage Warnings ===&lt;br /&gt;
Recipe conflicts can resolved using alternate production methods - using metal presses to make gears, for example - or using a worktable to switch between different product of a single recipe.&lt;br /&gt;
&lt;br /&gt;
Do not use Railcraft boilers until further notice.&lt;br /&gt;
&lt;br /&gt;
==Tips, Tricks, and Trolls==&lt;br /&gt;
*ICBM allows easy access to both Steel (One Iron Ingot plus Three Coal/Charcoal in the crafting grid) along with IE wire. &lt;br /&gt;
*Crafting Coal/Charcoal with Chaos Shards gained from Chaos Ore can massively boost their output. In the case of a Chaos Coal/Charcoal Block on the order of 640k RF/block. For comparison a default Charcoal block only provides 120k RF/block. &lt;br /&gt;
*Thermal Expansion Hardened Glass is witherproof, can be wrenched out of place, and is fairly cheap to make. Used properly this can make farming Netherstars easy as going down to the local market. &lt;br /&gt;
*Thermal Expansion energy cells and satchels can be enchanted with Holding, which at Holding Three will increase their capacity by 3x. This allows silly levels of energy storage even using a fairly low tier item in exchange for a few pieces of Lapis and some XP.&lt;br /&gt;
*Openblocks adds XP drain grates which can be set up to automatically drain you of XP when walking over them and turn it into Liquid XP that will not be lost in the case of death. This can be later used in various processes or consumed when needed (say for enchanting).&lt;br /&gt;
*Funky Locomotion allows the creation of true blast doors and other advanced piston creations if desired. &lt;br /&gt;
*Blaze Powder can be produced using Cinderpearls from Thaumcraft in the Phytogenic Insolator from Thermal Expansion if provided with a supply of Fluxed Rich Phytogrow.&lt;br /&gt;
&lt;br /&gt;
== Solar System ==&lt;br /&gt;
*Sol&lt;br /&gt;
**Mercury = -1005&lt;br /&gt;
**Venus = -31 &lt;br /&gt;
**Overworld = 0&lt;br /&gt;
***Moon = -28&lt;br /&gt;
***Space Station = -27&lt;br /&gt;
**Mars = -29&lt;br /&gt;
***Phobos&lt;br /&gt;
***Deimos&lt;br /&gt;
**Asteroid Belt = -30&lt;br /&gt;
***Ceres = -1007&lt;br /&gt;
**Jupiter&lt;br /&gt;
***Io = -1014&lt;br /&gt;
***Europa = -1015&lt;br /&gt;
***Ganymede = -1016&lt;br /&gt;
***Callisto = -1022&lt;br /&gt;
**Saturn&lt;br /&gt;
***Enceladus = -1017&lt;br /&gt;
***Titan = -10&lt;br /&gt;
**Uranus&lt;br /&gt;
***Oberon = -1019&lt;br /&gt;
***Miranda = -1024&lt;br /&gt;
**Neptune&lt;br /&gt;
***Proteus&lt;br /&gt;
***Triton&lt;br /&gt;
**Pluto = -1008&lt;br /&gt;
**Kuiper Belt = -1009&lt;br /&gt;
***Haumea&lt;br /&gt;
***Makemake&lt;br /&gt;
&lt;br /&gt;
*Alpha Centauri&lt;br /&gt;
*Proxima Centauri&lt;br /&gt;
**Promixa Centauri B = -1025&lt;br /&gt;
&lt;br /&gt;
== Dimensions ==&lt;br /&gt;
:The Nether = -1&lt;br /&gt;
:The Overworld = 0&lt;br /&gt;
:The End = 1&lt;br /&gt;
:The Twilight Forest = 7&lt;br /&gt;
:Old Terra = 30&lt;br /&gt;
:Trinity Site = 31&lt;br /&gt;
:Untouched World = 32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Engineering ==&lt;br /&gt;
:Major increases in the efficiency of Immersive Engineering power systems have been made&lt;br /&gt;
:There are additional reservoirs in the Nether and on other planets.  Europa is notable for not having mineral reserves, but plenty of water.&lt;br /&gt;
&lt;br /&gt;
;BLUEX Process&lt;br /&gt;
:Centrifuging Cyanite waste blocks from a reactor can produce Blutonium, Plutonium, and liquid Uranium. &lt;br /&gt;
&lt;br /&gt;
;Additional Refining&lt;br /&gt;
:Refineries from Immersive engineering can produce a large range of products, including hot spring water, liquid slime, coolant, and empowered canola oil.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
Coordinates: X:Z:Y&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MadWookies Retreate: -83:1929:69&amp;lt;br/&amp;gt;&lt;br /&gt;
OmegaPaladins Base: -16:464:66&amp;lt;br/&amp;gt;&lt;br /&gt;
Osengs Towers: 776:2465:68&amp;lt;br/&amp;gt;&lt;br /&gt;
Psychicandroids Base: -58:1011:63&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Mine: 157:982:73&amp;lt;br/&amp;gt;&lt;br /&gt;
Rexdome: 444:558:72&amp;lt;br/&amp;gt;&lt;br /&gt;
Shrike Base: 780:-125:110&amp;lt;br/&amp;gt;&lt;br /&gt;
Spawn Ship: -174:282:93&amp;lt;br/&amp;gt;&lt;br /&gt;
Valley of Silence: -686:284:78&amp;lt;br/&amp;gt;&lt;br /&gt;
Ws Temp Camp: 1698:2759:70&amp;lt;br/&amp;gt;&lt;br /&gt;
Zerobunker: -187:61:68&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MegaProject Suggestions ==&lt;br /&gt;
Rex Railroad:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Rex has suggested making an overworld railline via Railcraft to connect all of our bases. Considering most of them are fairly close togeather that seems to be a quite useful and practical suggestion.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nuclear War&lt;br /&gt;
*Current tentative plans for sending this map off is via a full on nuclear exchance as we have ICBM installed. If desired building with this in mind could be fairly entertaining.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Current Mod Pack ==&lt;br /&gt;
Version 1.1 of the modpack is available for download - I will be putting it on the server 1/14/2018&lt;br /&gt;
&lt;br /&gt;
=== Getting it Working === &lt;br /&gt;
Make sure to disable Mipmaps - I went from 1 FPS to 25 FPS just with that.  Optifine is also recommended for borderline computers.&lt;br /&gt;
&lt;br /&gt;
==== Option 1: MultiMC ====&lt;br /&gt;
&lt;br /&gt;
Get MultiMC [https://multimc.org/ here]&lt;br /&gt;
&lt;br /&gt;
Download the [https://www.dropbox.com/s/l686dd464qs498s/PaladinCraft_Delta_MMC.zip?dl=0 PaladinCraft-MMC Modpack]&lt;br /&gt;
&lt;br /&gt;
Follow the instructions [https://github.com/MultiMC/MultiMC5/wiki/Import-Instance here] to import the instance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Option 2: Twitch App ====&lt;br /&gt;
&lt;br /&gt;
Get the Twitch app [https://www.curseforge.com/twitch-client here]&lt;br /&gt;
&lt;br /&gt;
Then [https://help.twitch.tv/customer/en/portal/articles/2764215-guide-to-modpacks#Import install] the modpack: [https://www.dropbox.com/s/xedlt07w6d90dqx/Paladincraft%20Delta-1.1.zip?dl=0 TwitchApp Modpack Zip]&lt;br /&gt;
&lt;br /&gt;
=== Let&#039;s Fly! ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228029 Davincis Vessels (by darkevilmac) ]&lt;br /&gt;
*[https://wiki.micdoodle8.com/wiki/Galacticraft GalactiCraft (by micDoodle8) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238770 Galaxy Space Addon for GalactiCraft (by BlesseNtumble) ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Requests ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223150 Recurrent Complex (by Ivorforce) ]   Random structures / dungeons&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/244451 ICBM - Classic (by darkguardsman) ]   &#039;&#039;&#039;NUKES!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/278882 Blockcraftery (by epicsquid319) ]   &#039;&#039;&#039;SLOPES!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/51195 Railcraft (by CovertJaguar) ]   &#039;&#039;&#039;TRAINS!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224190 Funky Locomotion (by RWTema) ]   Moving Blocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guidance ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/32274 JourneyMap (by techbrew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224712 Wawla - What Are We Looking At (by darkh4x) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/253449 Hwyla (by TehNut) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/79287 Waila Harvestability (by squeek502) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238222 Just Enough Items (JEI) (by mezz) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/248370 JEI Bees (by bdew) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/265917 JEI Integration (by SnowShock35) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/267939 Just Enough HarvestCraft (JEHC) (by mrAppleXZ) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/248747 Just Enough Buttons (by universaI)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/240630 Just Enough Resources (JER) (by Way2muchnoise)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/292952 Just Enough Reactors (by The_BrainStone) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/291727 Just Enough Petroleum (by BordListian) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/295765 Thaumcraft 6 Aspects for JEI (by zabi94) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/291786 Tinker&#039;s JEI (by Possible_Triangle) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/285492 Thaumic JEI (by Buuz135) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/239197 CraftTweaker (by jaredlll08)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/220954 ModTweaker (by jaredlll08)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/286116 Galacticraft Tweaker (by MJRLegends) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243478 More Overlays (by feldim2425) ]&lt;br /&gt;
&lt;br /&gt;
=== World Effects ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/255105 Friendly Fire (by darkh4x) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/225839 Quick Leaf Decay (by lumien231) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227083 Baubles (by azanor) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/271384 CoFH World (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243121 Quark (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/262823 Tomb Many Graves 2 (by M4thG33k) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/294212 TombManyPlugins: Galacticraft (by M4thG33k) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/220318 Biomes O&#039; Plenty (by Glitchfiend) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227639 The Twilight Forest (by Benimatic) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250577 Akashic Tome (by Vazkii)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223957 Backpacks! (by Brad16840)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/240950 RFTools Dimensions (by McJty)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/235444 Simple Dimensions (by lumien231)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/60089 Mouse Tweaks (by YaLTeR97) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229002 MrTJPCore (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/258426 Forge MultiPart CBE (by covers1624) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228702 Project Red - Base (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229049 Project Red - World (by Mr_TJP) ]&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/231951 Immersive Engineering (by BluSunrize) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268250 Immersive Petroleum (by theFlaxbeard) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/251121 Industrial Wires (by malte0811)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228404 Actually Additions (by Ellpeck) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/273430 Actually Baubles (by Jacky1356400) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224641 RFTools (by McJty) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/250763 RFTools Control (by McJty) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/69163 Thermal Expansion (by TeamCoFH) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/227443 Thermal Dynamics (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/268560 Mekanism (by aidancbrady) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268566 Mekanism Generators (by aidancbrady) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268567 Mekanism Tools (by aidancbrady) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/281211 Computacube (by shiranui007)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228816 OpenBlocks (by OpenMods) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242638 Industrial Craft (by Player) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70492 Gendustry (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/221214 Pressure Pipes (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229045 Project Red - Integration (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229050 Project Red - Compat (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230111 Project Red - Fabrication (by Mr_TJP) ]&lt;br /&gt;
&lt;br /&gt;
==== Storage ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223852 Storage Drawers (by jaquadro) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/74120 Storage Drawers Extras (by jaquadro) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243076 Refined Storage (by raoulvdberge) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228756 Iron Chests (by progwml6) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/245174 Ender Storage 1.8.+ (by covers1624) ]&lt;br /&gt;
&lt;br /&gt;
==== Tools ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/74072 Tinkers Construct (by mDiyo) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/263624 Moar Tinkers (by Bartz24)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/220311 Silent&#039;s Gems (by SilentChaos512) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70631 Redstone Arsenal (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/291737 Thermal Innovation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/271835 Thermal Cultivation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/59816 Random Things (by lumien231) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/279905 Hammer Metals (by Zeitheron) ]&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250277 Extreme Reactors (by ZeroNoRyouki) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223622 Advanced Generators (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/291884 Advanced Power Systems: Repowered (by Zeitheron) ]&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/246640 Mystical Agriculture (by BlakeBr0) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/225643 Botania (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/241721 Astral Sorcery (by HellFirePvP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/300777 Embers Rekindled (by BordListian) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/281528 Soot (by BordListian)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223628 Thaumcraft (by azanor) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/293505 Thaumic Periphery (by mangoose3039) ]&lt;br /&gt;
&lt;br /&gt;
=== Decoration ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/235279 Chisel (by tterrag1098) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/300928 ChiseledAdditions (by canitzp) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223891 MalisisDoors (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/237862 MalisisBlocks (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/79616 DecoCraft2 (by RazzleberryFox) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229046 Project Red - Lighting (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228027 BiblioCraft (by JDSinclair) ]&lt;br /&gt;
&lt;br /&gt;
=== Agriculture / Food ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/59751 Forestry (by SirSengir) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/231484 Cooking for Blockheads (by BlayTheNinth) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/261924 Farming for Blockheads (by BlayTheNinth) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/266515 Industrial Foregoing (by Buuz135) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/277938 Integration Foregoing (by Jacky1356400) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/281525 Industrial Meat (by abused_master)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/248787 AppleSkin (by squeek502) ]&lt;br /&gt;
&lt;br /&gt;
===Performance Boosters===&lt;br /&gt;
*[https://unascribed.com/b/2017-17-10-so-heres-how-foamfix-works.html Foamfix]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/278494 FoamFix for Minecraft (by asiekierka) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229876 BetterFps (by Guichaguri) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270330 TickProfiler (by minimallycorrect) ]&lt;br /&gt;
&lt;br /&gt;
===Libraries for Mods===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/272335 Cucumber (by BlakeBr0) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/248453 Shadowfacts&#039; Forgelin (by shadowfactsmc) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/254602 Tesla Core Lib (by Face_of_Cat) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70496 BdLib (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/74924 Mantle (by mDiyo) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223896 MalisisCore (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242818 CodeChicken Lib 1.8.+ (by covers1624) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230497 Chameleon (by jaquadro) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/267602 ConnectedTexturesMod (by tterrag1098) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270789 Redstone Flux (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242998 Silent Lib (by SilentChaos512) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/69162 CoFH Core (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/247921 ZeroCore (by ZeroNoRyouki) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/233105 McJtyLib (by McJty) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/222880 Thermal Foundation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227391 ElecCore (by Elec332) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230495 MovingWorld (by darkevilmac) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270789 Redstone Flux (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250363 AutoRegLib (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/253211 MTLib (by jaredlll08)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/255973 CsokiCraftUtil (by bence98)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228815 OpenModsLib (by OpenMods) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/277064 MysticalLib (by epicsquid319) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/247401 Hammer Core (by Zeitheron) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/303101 AsmodeusCore (by BlesseNtumble) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238170 VanillaFoodPantry Mod (by The_Wabbit) ]&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=PaladinCraft_Delta&amp;diff=66745</id>
		<title>PaladinCraft Delta</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=PaladinCraft_Delta&amp;diff=66745"/>
		<updated>2019-01-15T22:29:00Z</updated>

		<summary type="html">&lt;p&gt;Ws60: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We were explorers.  We thought to travel the stars, to defeat all who stood against us, to defy time itself.  And for a time, we were successful.&lt;br /&gt;
In the end, our hubris was our undoing, and we fled the apocalypse we unleashed.&lt;br /&gt;
We set sail in an End ship, crossing through the angles of space, to a new world, with new possibilities.&lt;br /&gt;
What path would the future hold in the Delta world?&lt;br /&gt;
&lt;br /&gt;
== Server Rules ==&lt;br /&gt;
&lt;br /&gt;
This is a PVE building server.  The goal is to build cool stuff, not to destroy people&#039;s stuff.  I don&#039;t plan on using fancy server utilities - we should be fine, but I will ban people who decide to be assholes.  We have several mods with extreme destructive potential, including Thaumcraft, ICBM, and IC2.  I can easily add dimensions for unleashing hell.&lt;br /&gt;
&lt;br /&gt;
This is a whitelisted private server.  Do not post the IP here.  Only bring people you trust on the server.  Please avoid introducing drama.  &lt;br /&gt;
&lt;br /&gt;
The last Minecraft server ran for a year.  I intend to keep this map running even longer, regardless of Minecraft versions.  &lt;br /&gt;
&lt;br /&gt;
Some mods in this modpack can be exploited in combination with other mods.  Don&#039;t try to break the server or cheese the game.&lt;br /&gt;
&lt;br /&gt;
=== Safety Rules ===&lt;br /&gt;
*Any fission fuel from IC2 is extremely radioactive, and will poison you if it is in your inventory&lt;br /&gt;
*Improperly built IC2 reactors can explode, and the explosion can go through obsidian.  Reinforced blocks are the only useful containment.&lt;br /&gt;
*Nothing will stop an antimatter explosive or red matter explosive.  Only bedrock is not destroyed&lt;br /&gt;
*Thaumcraft is extremely dangerous.  Misuse can infest the land with monsters or even drive you insane.&lt;br /&gt;
*None of the other planets is habitable without environmental suits, oxygen, and often thermal or radiation protection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mod Usage Warnings ===&lt;br /&gt;
Recipe conflicts can resolved using alternate production methods - using metal presses to make gears, for example - or using a worktable to switch between different product of a single recipe.&lt;br /&gt;
&lt;br /&gt;
Do not use Railcraft boilers until further notice.&lt;br /&gt;
&lt;br /&gt;
==Tips, Tricks, and Trolls==&lt;br /&gt;
*ICBM allows easy access to both Steel (One Iron Ingot plus Three Coal/Charcoal in the crafting grid) along with IE wire. &lt;br /&gt;
*Crafting Coal/Charcoal with Chaos Shards gained from Chaos Ore can massively boost their output. In the case of a Chaos Coal/Charcoal Block on the order of 640k RF/block. For comparison a default Charcoal block only provides 120k RF/block. &lt;br /&gt;
*Thermal Expansion Hardened Glass is witherproof, can be wrenched out of place, and is fairly cheap to make. Used properly this can make farming Netherstars easy as going down to the local market. &lt;br /&gt;
*Thermal Expansion energy cells and satchels can be enchanted with Holding, which at Holding Three will increase their capacity by 3x. This allows silly levels of energy storage even using a fairly low tier item in exchange for a few pieces of Lapis and some XP.&lt;br /&gt;
*Openblocks adds XP drain grates which can be set up to automatically drain you of XP when walking over them and turn it into Liquid XP that will not be lost in the case of death. This can be later used in various processes or consumed when needed (say for enchanting). &lt;br /&gt;
&lt;br /&gt;
== Solar System ==&lt;br /&gt;
*Sol&lt;br /&gt;
**Mercury = -1005&lt;br /&gt;
**Venus = -31 &lt;br /&gt;
**Overworld = 0&lt;br /&gt;
***Moon = -28&lt;br /&gt;
***Space Station = -27&lt;br /&gt;
**Mars = -29&lt;br /&gt;
***Phobos&lt;br /&gt;
***Deimos&lt;br /&gt;
**Asteroid Belt = -30&lt;br /&gt;
***Ceres = -1007&lt;br /&gt;
**Jupiter&lt;br /&gt;
***Io = -1014&lt;br /&gt;
***Europa = -1015&lt;br /&gt;
***Ganymede = -1016&lt;br /&gt;
***Callisto = -1022&lt;br /&gt;
**Saturn&lt;br /&gt;
***Enceladus = -1017&lt;br /&gt;
***Titan = -10&lt;br /&gt;
**Uranus&lt;br /&gt;
***Oberon = -1019&lt;br /&gt;
***Miranda = -1024&lt;br /&gt;
**Neptune&lt;br /&gt;
***Proteus&lt;br /&gt;
***Triton&lt;br /&gt;
**Pluto = -1008&lt;br /&gt;
**Kuiper Belt = -1009&lt;br /&gt;
***Haumea&lt;br /&gt;
***Makemake&lt;br /&gt;
&lt;br /&gt;
*Alpha Centauri&lt;br /&gt;
*Proxima Centauri&lt;br /&gt;
**Promixa Centauri B = -1025&lt;br /&gt;
&lt;br /&gt;
== Dimensions ==&lt;br /&gt;
:The Nether = -1&lt;br /&gt;
:The Overworld = 0&lt;br /&gt;
:The End = 1&lt;br /&gt;
:The Twilight Forest = 7&lt;br /&gt;
:Old Terra = 30&lt;br /&gt;
:Trinity Site = 31&lt;br /&gt;
:Untouched World = 32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Engineering ==&lt;br /&gt;
:Major increases in the efficiency of Immersive Engineering power systems have been made&lt;br /&gt;
:There are additional reservoirs in the Nether and on other planets.  Europa is notable for not having mineral reserves, but plenty of water.&lt;br /&gt;
&lt;br /&gt;
;BLUEX Process&lt;br /&gt;
:Centrifuging Cyanite waste blocks from a reactor can produce Blutonium, Plutonium, and liquid Uranium. &lt;br /&gt;
&lt;br /&gt;
;Additional Refining&lt;br /&gt;
:Refineries from Immersive engineering can produce a large range of products, including hot spring water, liquid slime, coolant, and empowered canola oil.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
Coordinates: X:Z:Y&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MadWookies Retreate: -83:1929:69&amp;lt;br/&amp;gt;&lt;br /&gt;
OmegaPaladins Base: -16:464:66&amp;lt;br/&amp;gt;&lt;br /&gt;
Osengs Towers: 776:2465:68&amp;lt;br/&amp;gt;&lt;br /&gt;
Psychicandroids Base: -58:1011:63&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Mine: 157:982:73&amp;lt;br/&amp;gt;&lt;br /&gt;
Rexdome: 444:558:72&amp;lt;br/&amp;gt;&lt;br /&gt;
Shrike Base: 780:-125:110&amp;lt;br/&amp;gt;&lt;br /&gt;
Spawn Ship: -174:282:93&amp;lt;br/&amp;gt;&lt;br /&gt;
Valley of Silence: -686:284:78&amp;lt;br/&amp;gt;&lt;br /&gt;
Ws Temp Camp: 1698:2759:70&amp;lt;br/&amp;gt;&lt;br /&gt;
Zerobunker: -187:61:68&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MegaProject Suggestions ==&lt;br /&gt;
Rex Railroad:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Rex has suggested making an overworld railline via Railcraft to connect all of our bases. Considering most of them are fairly close togeather that seems to be a quite useful and practical suggestion.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nuclear War&lt;br /&gt;
*Current tentative plans for sending this map off is via a full on nuclear exchance as we have ICBM installed. If desired building with this in mind could be fairly entertaining.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Current Mod Pack ==&lt;br /&gt;
Version 1.1 of the modpack is available for download - I will be putting it on the server 1/14/2018&lt;br /&gt;
&lt;br /&gt;
=== Getting it Working === &lt;br /&gt;
Make sure to disable Mipmaps - I went from 1 FPS to 25 FPS just with that.  Optifine is also recommended for borderline computers.&lt;br /&gt;
&lt;br /&gt;
==== Option 1: MultiMC ====&lt;br /&gt;
&lt;br /&gt;
Get MultiMC [https://multimc.org/ here]&lt;br /&gt;
&lt;br /&gt;
Download the [https://www.dropbox.com/s/l686dd464qs498s/PaladinCraft_Delta_MMC.zip?dl=0 PaladinCraft-MMC Modpack]&lt;br /&gt;
&lt;br /&gt;
Follow the instructions [https://github.com/MultiMC/MultiMC5/wiki/Import-Instance here] to import the instance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Option 2: Twitch App ====&lt;br /&gt;
&lt;br /&gt;
Get the Twitch app [https://www.curseforge.com/twitch-client here]&lt;br /&gt;
&lt;br /&gt;
Then [https://help.twitch.tv/customer/en/portal/articles/2764215-guide-to-modpacks#Import install] the modpack: [https://www.dropbox.com/s/xedlt07w6d90dqx/Paladincraft%20Delta-1.1.zip?dl=0 TwitchApp Modpack Zip]&lt;br /&gt;
&lt;br /&gt;
=== Let&#039;s Fly! ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228029 Davincis Vessels (by darkevilmac) ]&lt;br /&gt;
*[https://wiki.micdoodle8.com/wiki/Galacticraft GalactiCraft (by micDoodle8) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238770 Galaxy Space Addon for GalactiCraft (by BlesseNtumble) ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Requests ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223150 Recurrent Complex (by Ivorforce) ]   Random structures / dungeons&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/244451 ICBM - Classic (by darkguardsman) ]   &#039;&#039;&#039;NUKES!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/278882 Blockcraftery (by epicsquid319) ]   &#039;&#039;&#039;SLOPES!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/51195 Railcraft (by CovertJaguar) ]   &#039;&#039;&#039;TRAINS!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224190 Funky Locomotion (by RWTema) ]   Moving Blocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guidance ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/32274 JourneyMap (by techbrew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224712 Wawla - What Are We Looking At (by darkh4x) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/253449 Hwyla (by TehNut) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/79287 Waila Harvestability (by squeek502) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238222 Just Enough Items (JEI) (by mezz) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/248370 JEI Bees (by bdew) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/265917 JEI Integration (by SnowShock35) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/267939 Just Enough HarvestCraft (JEHC) (by mrAppleXZ) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/248747 Just Enough Buttons (by universaI)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/240630 Just Enough Resources (JER) (by Way2muchnoise)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/292952 Just Enough Reactors (by The_BrainStone) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/291727 Just Enough Petroleum (by BordListian) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/295765 Thaumcraft 6 Aspects for JEI (by zabi94) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/291786 Tinker&#039;s JEI (by Possible_Triangle) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/285492 Thaumic JEI (by Buuz135) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/239197 CraftTweaker (by jaredlll08)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/220954 ModTweaker (by jaredlll08)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/286116 Galacticraft Tweaker (by MJRLegends) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243478 More Overlays (by feldim2425) ]&lt;br /&gt;
&lt;br /&gt;
=== World Effects ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/255105 Friendly Fire (by darkh4x) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/225839 Quick Leaf Decay (by lumien231) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227083 Baubles (by azanor) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/271384 CoFH World (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243121 Quark (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/262823 Tomb Many Graves 2 (by M4thG33k) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/294212 TombManyPlugins: Galacticraft (by M4thG33k) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/220318 Biomes O&#039; Plenty (by Glitchfiend) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227639 The Twilight Forest (by Benimatic) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250577 Akashic Tome (by Vazkii)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223957 Backpacks! (by Brad16840)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/240950 RFTools Dimensions (by McJty)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/235444 Simple Dimensions (by lumien231)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/60089 Mouse Tweaks (by YaLTeR97) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229002 MrTJPCore (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/258426 Forge MultiPart CBE (by covers1624) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228702 Project Red - Base (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229049 Project Red - World (by Mr_TJP) ]&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/231951 Immersive Engineering (by BluSunrize) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268250 Immersive Petroleum (by theFlaxbeard) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/251121 Industrial Wires (by malte0811)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228404 Actually Additions (by Ellpeck) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/273430 Actually Baubles (by Jacky1356400) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224641 RFTools (by McJty) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/250763 RFTools Control (by McJty) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/69163 Thermal Expansion (by TeamCoFH) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/227443 Thermal Dynamics (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/268560 Mekanism (by aidancbrady) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268566 Mekanism Generators (by aidancbrady) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268567 Mekanism Tools (by aidancbrady) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/281211 Computacube (by shiranui007)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228816 OpenBlocks (by OpenMods) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242638 Industrial Craft (by Player) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70492 Gendustry (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/221214 Pressure Pipes (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229045 Project Red - Integration (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229050 Project Red - Compat (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230111 Project Red - Fabrication (by Mr_TJP) ]&lt;br /&gt;
&lt;br /&gt;
==== Storage ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223852 Storage Drawers (by jaquadro) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/74120 Storage Drawers Extras (by jaquadro) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243076 Refined Storage (by raoulvdberge) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228756 Iron Chests (by progwml6) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/245174 Ender Storage 1.8.+ (by covers1624) ]&lt;br /&gt;
&lt;br /&gt;
==== Tools ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/74072 Tinkers Construct (by mDiyo) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/263624 Moar Tinkers (by Bartz24)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/220311 Silent&#039;s Gems (by SilentChaos512) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70631 Redstone Arsenal (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/291737 Thermal Innovation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/271835 Thermal Cultivation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/59816 Random Things (by lumien231) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/279905 Hammer Metals (by Zeitheron) ]&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250277 Extreme Reactors (by ZeroNoRyouki) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223622 Advanced Generators (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/291884 Advanced Power Systems: Repowered (by Zeitheron) ]&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/246640 Mystical Agriculture (by BlakeBr0) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/225643 Botania (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/241721 Astral Sorcery (by HellFirePvP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/300777 Embers Rekindled (by BordListian) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/281528 Soot (by BordListian)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223628 Thaumcraft (by azanor) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/293505 Thaumic Periphery (by mangoose3039) ]&lt;br /&gt;
&lt;br /&gt;
=== Decoration ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/235279 Chisel (by tterrag1098) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/300928 ChiseledAdditions (by canitzp) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223891 MalisisDoors (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/237862 MalisisBlocks (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/79616 DecoCraft2 (by RazzleberryFox) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229046 Project Red - Lighting (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228027 BiblioCraft (by JDSinclair) ]&lt;br /&gt;
&lt;br /&gt;
=== Agriculture / Food ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/59751 Forestry (by SirSengir) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/231484 Cooking for Blockheads (by BlayTheNinth) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/261924 Farming for Blockheads (by BlayTheNinth) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/266515 Industrial Foregoing (by Buuz135) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/277938 Integration Foregoing (by Jacky1356400) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/281525 Industrial Meat (by abused_master)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/248787 AppleSkin (by squeek502) ]&lt;br /&gt;
&lt;br /&gt;
===Performance Boosters===&lt;br /&gt;
*[https://unascribed.com/b/2017-17-10-so-heres-how-foamfix-works.html Foamfix]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/278494 FoamFix for Minecraft (by asiekierka) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229876 BetterFps (by Guichaguri) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270330 TickProfiler (by minimallycorrect) ]&lt;br /&gt;
&lt;br /&gt;
===Libraries for Mods===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/272335 Cucumber (by BlakeBr0) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/248453 Shadowfacts&#039; Forgelin (by shadowfactsmc) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/254602 Tesla Core Lib (by Face_of_Cat) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70496 BdLib (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/74924 Mantle (by mDiyo) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223896 MalisisCore (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242818 CodeChicken Lib 1.8.+ (by covers1624) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230497 Chameleon (by jaquadro) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/267602 ConnectedTexturesMod (by tterrag1098) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270789 Redstone Flux (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242998 Silent Lib (by SilentChaos512) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/69162 CoFH Core (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/247921 ZeroCore (by ZeroNoRyouki) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/233105 McJtyLib (by McJty) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/222880 Thermal Foundation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227391 ElecCore (by Elec332) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230495 MovingWorld (by darkevilmac) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270789 Redstone Flux (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250363 AutoRegLib (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/253211 MTLib (by jaredlll08)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/255973 CsokiCraftUtil (by bence98)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228815 OpenModsLib (by OpenMods) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/277064 MysticalLib (by epicsquid319) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/247401 Hammer Core (by Zeitheron) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/303101 AsmodeusCore (by BlesseNtumble) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238170 VanillaFoodPantry Mod (by The_Wabbit) ]&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=PaladinCraft_Delta&amp;diff=66744</id>
		<title>PaladinCraft Delta</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=PaladinCraft_Delta&amp;diff=66744"/>
		<updated>2019-01-15T22:20:46Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* MegaProject Suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We were explorers.  We thought to travel the stars, to defeat all who stood against us, to defy time itself.  And for a time, we were successful.&lt;br /&gt;
In the end, our hubris was our undoing, and we fled the apocalypse we unleashed.&lt;br /&gt;
We set sail in an End ship, crossing through the angles of space, to a new world, with new possibilities.&lt;br /&gt;
What path would the future hold in the Delta world?&lt;br /&gt;
&lt;br /&gt;
== Server Rules ==&lt;br /&gt;
&lt;br /&gt;
This is a PVE building server.  The goal is to build cool stuff, not to destroy people&#039;s stuff.  I don&#039;t plan on using fancy server utilities - we should be fine, but I will ban people who decide to be assholes.  We have several mods with extreme destructive potential, including Thaumcraft, ICBM, and IC2.  I can easily add dimensions for unleashing hell.&lt;br /&gt;
&lt;br /&gt;
This is a whitelisted private server.  Do not post the IP here.  Only bring people you trust on the server.  Please avoid introducing drama.  &lt;br /&gt;
&lt;br /&gt;
The last Minecraft server ran for a year.  I intend to keep this map running even longer, regardless of Minecraft versions.  &lt;br /&gt;
&lt;br /&gt;
Some mods in this modpack can be exploited in combination with other mods.  Don&#039;t try to break the server or cheese the game.&lt;br /&gt;
&lt;br /&gt;
=== Safety Rules ===&lt;br /&gt;
*Any fission fuel from IC2 is extremely radioactive, and will poison you if it is in your inventory&lt;br /&gt;
*Improperly built IC2 reactors can explode, and the explosion can go through obsidian.  Reinforced blocks are the only useful containment.&lt;br /&gt;
*Nothing will stop an antimatter explosive or red matter explosive.  Only bedrock is not destroyed&lt;br /&gt;
*Thaumcraft is extremely dangerous.  Misuse can infest the land with monsters or even drive you insane.&lt;br /&gt;
*None of the other planets is habitable without environmental suits, oxygen, and often thermal or radiation protection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mod Usage Warnings ===&lt;br /&gt;
Recipe conflicts can resolved using alternate production methods - using metal presses to make gears, for example - or using a worktable to switch between different product of a single recipe.&lt;br /&gt;
&lt;br /&gt;
Do not use Railcraft boilers until further notice.&lt;br /&gt;
&lt;br /&gt;
== Solar System ==&lt;br /&gt;
*Sol&lt;br /&gt;
**Mercury = -1005&lt;br /&gt;
**Venus = -31 &lt;br /&gt;
**Overworld = 0&lt;br /&gt;
***Moon = -28&lt;br /&gt;
***Space Station = -27&lt;br /&gt;
**Mars = -29&lt;br /&gt;
***Phobos&lt;br /&gt;
***Deimos&lt;br /&gt;
**Asteroid Belt = -30&lt;br /&gt;
***Ceres = -1007&lt;br /&gt;
**Jupiter&lt;br /&gt;
***Io = -1014&lt;br /&gt;
***Europa = -1015&lt;br /&gt;
***Ganymede = -1016&lt;br /&gt;
***Callisto = -1022&lt;br /&gt;
**Saturn&lt;br /&gt;
***Enceladus = -1017&lt;br /&gt;
***Titan = -10&lt;br /&gt;
**Uranus&lt;br /&gt;
***Oberon = -1019&lt;br /&gt;
***Miranda = -1024&lt;br /&gt;
**Neptune&lt;br /&gt;
***Proteus&lt;br /&gt;
***Triton&lt;br /&gt;
**Pluto = -1008&lt;br /&gt;
**Kuiper Belt = -1009&lt;br /&gt;
***Haumea&lt;br /&gt;
***Makemake&lt;br /&gt;
&lt;br /&gt;
*Alpha Centauri&lt;br /&gt;
*Proxima Centauri&lt;br /&gt;
**Promixa Centauri B = -1025&lt;br /&gt;
&lt;br /&gt;
== Dimensions ==&lt;br /&gt;
:The Nether = -1&lt;br /&gt;
:The Overworld = 0&lt;br /&gt;
:The End = 1&lt;br /&gt;
:The Twilight Forest = 7&lt;br /&gt;
:Old Terra = 30&lt;br /&gt;
:Trinity Site = 31&lt;br /&gt;
:Untouched World = 32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Engineering ==&lt;br /&gt;
:Major increases in the efficiency of Immersive Engineering power systems have been made&lt;br /&gt;
:There are additional reservoirs in the Nether and on other planets.  Europa is notable for not having mineral reserves, but plenty of water.&lt;br /&gt;
&lt;br /&gt;
;BLUEX Process&lt;br /&gt;
:Centrifuging Cyanite waste blocks from a reactor can produce Blutonium, Plutonium, and liquid Uranium. &lt;br /&gt;
&lt;br /&gt;
;Additional Refining&lt;br /&gt;
:Refineries from Immersive engineering can produce a large range of products, including hot spring water, liquid slime, coolant, and empowered canola oil.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
Coordinates: X:Z:Y&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MadWookies Retreate: -83:1929:69&amp;lt;br/&amp;gt;&lt;br /&gt;
OmegaPaladins Base: -16:464:66&amp;lt;br/&amp;gt;&lt;br /&gt;
Osengs Towers: 776:2465:68&amp;lt;br/&amp;gt;&lt;br /&gt;
Psychicandroids Base: -58:1011:63&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Mine: 157:982:73&amp;lt;br/&amp;gt;&lt;br /&gt;
Rexdome: 444:558:72&amp;lt;br/&amp;gt;&lt;br /&gt;
Shrike Base: 780:-125:110&amp;lt;br/&amp;gt;&lt;br /&gt;
Spawn Ship: -174:282:93&amp;lt;br/&amp;gt;&lt;br /&gt;
Valley of Silence: -686:284:78&amp;lt;br/&amp;gt;&lt;br /&gt;
Ws Temp Camp: 1698:2759:70&amp;lt;br/&amp;gt;&lt;br /&gt;
Zerobunker: -187:61:68&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MegaProject Suggestions ==&lt;br /&gt;
Rex Railroad:&amp;lt;br/&amp;gt;&lt;br /&gt;
*Rex has suggested making an overworld railline via Railcraft to connect all of our bases. Considering most of them are fairly close togeather that seems to be a quite useful and practical suggestion.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nuclear War&lt;br /&gt;
*Current tentative plans for sending this map off is via a full on nuclear exchance as we have ICBM installed. If desired building with this in mind could be fairly entertaining.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Current Mod Pack ==&lt;br /&gt;
Version 1.1 of the modpack is available for download - I will be putting it on the server 1/14/2018&lt;br /&gt;
&lt;br /&gt;
=== Getting it Working === &lt;br /&gt;
Make sure to disable Mipmaps - I went from 1 FPS to 25 FPS just with that.  Optifine is also recommended for borderline computers.&lt;br /&gt;
&lt;br /&gt;
==== Option 1: MultiMC ====&lt;br /&gt;
&lt;br /&gt;
Get MultiMC [https://multimc.org/ here]&lt;br /&gt;
&lt;br /&gt;
Download the [https://www.dropbox.com/s/l686dd464qs498s/PaladinCraft_Delta_MMC.zip?dl=0 PaladinCraft-MMC Modpack]&lt;br /&gt;
&lt;br /&gt;
Follow the instructions [https://github.com/MultiMC/MultiMC5/wiki/Import-Instance here] to import the instance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Option 2: Twitch App ====&lt;br /&gt;
&lt;br /&gt;
Get the Twitch app [https://www.curseforge.com/twitch-client here]&lt;br /&gt;
&lt;br /&gt;
Then [https://help.twitch.tv/customer/en/portal/articles/2764215-guide-to-modpacks#Import install] the modpack: [https://www.dropbox.com/s/xedlt07w6d90dqx/Paladincraft%20Delta-1.1.zip?dl=0 TwitchApp Modpack Zip]&lt;br /&gt;
&lt;br /&gt;
=== Let&#039;s Fly! ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228029 Davincis Vessels (by darkevilmac) ]&lt;br /&gt;
*[https://wiki.micdoodle8.com/wiki/Galacticraft GalactiCraft (by micDoodle8) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238770 Galaxy Space Addon for GalactiCraft (by BlesseNtumble) ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Requests ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223150 Recurrent Complex (by Ivorforce) ]   Random structures / dungeons&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/244451 ICBM - Classic (by darkguardsman) ]   &#039;&#039;&#039;NUKES!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/278882 Blockcraftery (by epicsquid319) ]   &#039;&#039;&#039;SLOPES!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/51195 Railcraft (by CovertJaguar) ]   &#039;&#039;&#039;TRAINS!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224190 Funky Locomotion (by RWTema) ]   Moving Blocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guidance ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/32274 JourneyMap (by techbrew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224712 Wawla - What Are We Looking At (by darkh4x) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/253449 Hwyla (by TehNut) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/79287 Waila Harvestability (by squeek502) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238222 Just Enough Items (JEI) (by mezz) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/248370 JEI Bees (by bdew) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/265917 JEI Integration (by SnowShock35) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/267939 Just Enough HarvestCraft (JEHC) (by mrAppleXZ) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/248747 Just Enough Buttons (by universaI)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/240630 Just Enough Resources (JER) (by Way2muchnoise)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/292952 Just Enough Reactors (by The_BrainStone) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/291727 Just Enough Petroleum (by BordListian) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/295765 Thaumcraft 6 Aspects for JEI (by zabi94) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/291786 Tinker&#039;s JEI (by Possible_Triangle) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/285492 Thaumic JEI (by Buuz135) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/239197 CraftTweaker (by jaredlll08)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/220954 ModTweaker (by jaredlll08)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/286116 Galacticraft Tweaker (by MJRLegends) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243478 More Overlays (by feldim2425) ]&lt;br /&gt;
&lt;br /&gt;
=== World Effects ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/255105 Friendly Fire (by darkh4x) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/225839 Quick Leaf Decay (by lumien231) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227083 Baubles (by azanor) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/271384 CoFH World (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243121 Quark (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/262823 Tomb Many Graves 2 (by M4thG33k) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/294212 TombManyPlugins: Galacticraft (by M4thG33k) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/220318 Biomes O&#039; Plenty (by Glitchfiend) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227639 The Twilight Forest (by Benimatic) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250577 Akashic Tome (by Vazkii)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223957 Backpacks! (by Brad16840)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/240950 RFTools Dimensions (by McJty)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/235444 Simple Dimensions (by lumien231)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/60089 Mouse Tweaks (by YaLTeR97) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229002 MrTJPCore (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/258426 Forge MultiPart CBE (by covers1624) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228702 Project Red - Base (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229049 Project Red - World (by Mr_TJP) ]&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/231951 Immersive Engineering (by BluSunrize) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268250 Immersive Petroleum (by theFlaxbeard) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/251121 Industrial Wires (by malte0811)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228404 Actually Additions (by Ellpeck) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/273430 Actually Baubles (by Jacky1356400) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224641 RFTools (by McJty) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/250763 RFTools Control (by McJty) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/69163 Thermal Expansion (by TeamCoFH) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/227443 Thermal Dynamics (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/268560 Mekanism (by aidancbrady) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268566 Mekanism Generators (by aidancbrady) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268567 Mekanism Tools (by aidancbrady) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/281211 Computacube (by shiranui007)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228816 OpenBlocks (by OpenMods) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242638 Industrial Craft (by Player) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70492 Gendustry (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/221214 Pressure Pipes (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229045 Project Red - Integration (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229050 Project Red - Compat (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230111 Project Red - Fabrication (by Mr_TJP) ]&lt;br /&gt;
&lt;br /&gt;
==== Storage ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223852 Storage Drawers (by jaquadro) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/74120 Storage Drawers Extras (by jaquadro) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243076 Refined Storage (by raoulvdberge) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228756 Iron Chests (by progwml6) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/245174 Ender Storage 1.8.+ (by covers1624) ]&lt;br /&gt;
&lt;br /&gt;
==== Tools ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/74072 Tinkers Construct (by mDiyo) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/263624 Moar Tinkers (by Bartz24)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/220311 Silent&#039;s Gems (by SilentChaos512) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70631 Redstone Arsenal (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/291737 Thermal Innovation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/271835 Thermal Cultivation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/59816 Random Things (by lumien231) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/279905 Hammer Metals (by Zeitheron) ]&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250277 Extreme Reactors (by ZeroNoRyouki) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223622 Advanced Generators (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/291884 Advanced Power Systems: Repowered (by Zeitheron) ]&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/246640 Mystical Agriculture (by BlakeBr0) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/225643 Botania (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/241721 Astral Sorcery (by HellFirePvP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/300777 Embers Rekindled (by BordListian) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/281528 Soot (by BordListian)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223628 Thaumcraft (by azanor) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/293505 Thaumic Periphery (by mangoose3039) ]&lt;br /&gt;
&lt;br /&gt;
=== Decoration ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/235279 Chisel (by tterrag1098) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/300928 ChiseledAdditions (by canitzp) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223891 MalisisDoors (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/237862 MalisisBlocks (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/79616 DecoCraft2 (by RazzleberryFox) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229046 Project Red - Lighting (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228027 BiblioCraft (by JDSinclair) ]&lt;br /&gt;
&lt;br /&gt;
=== Agriculture / Food ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/59751 Forestry (by SirSengir) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/231484 Cooking for Blockheads (by BlayTheNinth) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/261924 Farming for Blockheads (by BlayTheNinth) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/266515 Industrial Foregoing (by Buuz135) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/277938 Integration Foregoing (by Jacky1356400) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/281525 Industrial Meat (by abused_master)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/248787 AppleSkin (by squeek502) ]&lt;br /&gt;
&lt;br /&gt;
===Performance Boosters===&lt;br /&gt;
*[https://unascribed.com/b/2017-17-10-so-heres-how-foamfix-works.html Foamfix]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/278494 FoamFix for Minecraft (by asiekierka) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229876 BetterFps (by Guichaguri) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270330 TickProfiler (by minimallycorrect) ]&lt;br /&gt;
&lt;br /&gt;
===Libraries for Mods===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/272335 Cucumber (by BlakeBr0) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/248453 Shadowfacts&#039; Forgelin (by shadowfactsmc) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/254602 Tesla Core Lib (by Face_of_Cat) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70496 BdLib (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/74924 Mantle (by mDiyo) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223896 MalisisCore (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242818 CodeChicken Lib 1.8.+ (by covers1624) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230497 Chameleon (by jaquadro) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/267602 ConnectedTexturesMod (by tterrag1098) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270789 Redstone Flux (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242998 Silent Lib (by SilentChaos512) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/69162 CoFH Core (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/247921 ZeroCore (by ZeroNoRyouki) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/233105 McJtyLib (by McJty) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/222880 Thermal Foundation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227391 ElecCore (by Elec332) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230495 MovingWorld (by darkevilmac) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270789 Redstone Flux (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250363 AutoRegLib (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/253211 MTLib (by jaredlll08)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/255973 CsokiCraftUtil (by bence98)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228815 OpenModsLib (by OpenMods) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/277064 MysticalLib (by epicsquid319) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/247401 Hammer Core (by Zeitheron) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/303101 AsmodeusCore (by BlesseNtumble) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238170 VanillaFoodPantry Mod (by The_Wabbit) ]&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=PaladinCraft_Delta&amp;diff=66743</id>
		<title>PaladinCraft Delta</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=PaladinCraft_Delta&amp;diff=66743"/>
		<updated>2019-01-15T22:17:48Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Notable Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We were explorers.  We thought to travel the stars, to defeat all who stood against us, to defy time itself.  And for a time, we were successful.&lt;br /&gt;
In the end, our hubris was our undoing, and we fled the apocalypse we unleashed.&lt;br /&gt;
We set sail in an End ship, crossing through the angles of space, to a new world, with new possibilities.&lt;br /&gt;
What path would the future hold in the Delta world?&lt;br /&gt;
&lt;br /&gt;
== Server Rules ==&lt;br /&gt;
&lt;br /&gt;
This is a PVE building server.  The goal is to build cool stuff, not to destroy people&#039;s stuff.  I don&#039;t plan on using fancy server utilities - we should be fine, but I will ban people who decide to be assholes.  We have several mods with extreme destructive potential, including Thaumcraft, ICBM, and IC2.  I can easily add dimensions for unleashing hell.&lt;br /&gt;
&lt;br /&gt;
This is a whitelisted private server.  Do not post the IP here.  Only bring people you trust on the server.  Please avoid introducing drama.  &lt;br /&gt;
&lt;br /&gt;
The last Minecraft server ran for a year.  I intend to keep this map running even longer, regardless of Minecraft versions.  &lt;br /&gt;
&lt;br /&gt;
Some mods in this modpack can be exploited in combination with other mods.  Don&#039;t try to break the server or cheese the game.&lt;br /&gt;
&lt;br /&gt;
=== Safety Rules ===&lt;br /&gt;
*Any fission fuel from IC2 is extremely radioactive, and will poison you if it is in your inventory&lt;br /&gt;
*Improperly built IC2 reactors can explode, and the explosion can go through obsidian.  Reinforced blocks are the only useful containment.&lt;br /&gt;
*Nothing will stop an antimatter explosive or red matter explosive.  Only bedrock is not destroyed&lt;br /&gt;
*Thaumcraft is extremely dangerous.  Misuse can infest the land with monsters or even drive you insane.&lt;br /&gt;
*None of the other planets is habitable without environmental suits, oxygen, and often thermal or radiation protection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mod Usage Warnings ===&lt;br /&gt;
Recipe conflicts can resolved using alternate production methods - using metal presses to make gears, for example - or using a worktable to switch between different product of a single recipe.&lt;br /&gt;
&lt;br /&gt;
Do not use Railcraft boilers until further notice.&lt;br /&gt;
&lt;br /&gt;
== Solar System ==&lt;br /&gt;
*Sol&lt;br /&gt;
**Mercury = -1005&lt;br /&gt;
**Venus = -31 &lt;br /&gt;
**Overworld = 0&lt;br /&gt;
***Moon = -28&lt;br /&gt;
***Space Station = -27&lt;br /&gt;
**Mars = -29&lt;br /&gt;
***Phobos&lt;br /&gt;
***Deimos&lt;br /&gt;
**Asteroid Belt = -30&lt;br /&gt;
***Ceres = -1007&lt;br /&gt;
**Jupiter&lt;br /&gt;
***Io = -1014&lt;br /&gt;
***Europa = -1015&lt;br /&gt;
***Ganymede = -1016&lt;br /&gt;
***Callisto = -1022&lt;br /&gt;
**Saturn&lt;br /&gt;
***Enceladus = -1017&lt;br /&gt;
***Titan = -10&lt;br /&gt;
**Uranus&lt;br /&gt;
***Oberon = -1019&lt;br /&gt;
***Miranda = -1024&lt;br /&gt;
**Neptune&lt;br /&gt;
***Proteus&lt;br /&gt;
***Triton&lt;br /&gt;
**Pluto = -1008&lt;br /&gt;
**Kuiper Belt = -1009&lt;br /&gt;
***Haumea&lt;br /&gt;
***Makemake&lt;br /&gt;
&lt;br /&gt;
*Alpha Centauri&lt;br /&gt;
*Proxima Centauri&lt;br /&gt;
**Promixa Centauri B = -1025&lt;br /&gt;
&lt;br /&gt;
== Dimensions ==&lt;br /&gt;
:The Nether = -1&lt;br /&gt;
:The Overworld = 0&lt;br /&gt;
:The End = 1&lt;br /&gt;
:The Twilight Forest = 7&lt;br /&gt;
:Old Terra = 30&lt;br /&gt;
:Trinity Site = 31&lt;br /&gt;
:Untouched World = 32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Engineering ==&lt;br /&gt;
:Major increases in the efficiency of Immersive Engineering power systems have been made&lt;br /&gt;
:There are additional reservoirs in the Nether and on other planets.  Europa is notable for not having mineral reserves, but plenty of water.&lt;br /&gt;
&lt;br /&gt;
;BLUEX Process&lt;br /&gt;
:Centrifuging Cyanite waste blocks from a reactor can produce Blutonium, Plutonium, and liquid Uranium. &lt;br /&gt;
&lt;br /&gt;
;Additional Refining&lt;br /&gt;
:Refineries from Immersive engineering can produce a large range of products, including hot spring water, liquid slime, coolant, and empowered canola oil.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
Coordinates: X:Z:Y&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MadWookies Retreate: -83:1929:69&amp;lt;br/&amp;gt;&lt;br /&gt;
OmegaPaladins Base: -16:464:66&amp;lt;br/&amp;gt;&lt;br /&gt;
Osengs Towers: 776:2465:68&amp;lt;br/&amp;gt;&lt;br /&gt;
Psychicandroids Base: -58:1011:63&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Mine: 157:982:73&amp;lt;br/&amp;gt;&lt;br /&gt;
Rexdome: 444:558:72&amp;lt;br/&amp;gt;&lt;br /&gt;
Shrike Base: 780:-125:110&amp;lt;br/&amp;gt;&lt;br /&gt;
Spawn Ship: -174:282:93&amp;lt;br/&amp;gt;&lt;br /&gt;
Valley of Silence: -686:284:78&amp;lt;br/&amp;gt;&lt;br /&gt;
Ws Temp Camp: 1698:2759:70&amp;lt;br/&amp;gt;&lt;br /&gt;
Zerobunker: -187:61:68&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MegaProject Suggestions ==&lt;br /&gt;
&lt;br /&gt;
== Current Mod Pack ==&lt;br /&gt;
Version 1.1 of the modpack is available for download - I will be putting it on the server 1/14/2018&lt;br /&gt;
&lt;br /&gt;
=== Getting it Working === &lt;br /&gt;
Make sure to disable Mipmaps - I went from 1 FPS to 25 FPS just with that.  Optifine is also recommended for borderline computers.&lt;br /&gt;
&lt;br /&gt;
==== Option 1: MultiMC ====&lt;br /&gt;
&lt;br /&gt;
Get MultiMC [https://multimc.org/ here]&lt;br /&gt;
&lt;br /&gt;
Download the [https://www.dropbox.com/s/l686dd464qs498s/PaladinCraft_Delta_MMC.zip?dl=0 PaladinCraft-MMC Modpack]&lt;br /&gt;
&lt;br /&gt;
Follow the instructions [https://github.com/MultiMC/MultiMC5/wiki/Import-Instance here] to import the instance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Option 2: Twitch App ====&lt;br /&gt;
&lt;br /&gt;
Get the Twitch app [https://www.curseforge.com/twitch-client here]&lt;br /&gt;
&lt;br /&gt;
Then [https://help.twitch.tv/customer/en/portal/articles/2764215-guide-to-modpacks#Import install] the modpack: [https://www.dropbox.com/s/xedlt07w6d90dqx/Paladincraft%20Delta-1.1.zip?dl=0 TwitchApp Modpack Zip]&lt;br /&gt;
&lt;br /&gt;
=== Let&#039;s Fly! ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228029 Davincis Vessels (by darkevilmac) ]&lt;br /&gt;
*[https://wiki.micdoodle8.com/wiki/Galacticraft GalactiCraft (by micDoodle8) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238770 Galaxy Space Addon for GalactiCraft (by BlesseNtumble) ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Requests ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223150 Recurrent Complex (by Ivorforce) ]   Random structures / dungeons&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/244451 ICBM - Classic (by darkguardsman) ]   &#039;&#039;&#039;NUKES!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/278882 Blockcraftery (by epicsquid319) ]   &#039;&#039;&#039;SLOPES!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/51195 Railcraft (by CovertJaguar) ]   &#039;&#039;&#039;TRAINS!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224190 Funky Locomotion (by RWTema) ]   Moving Blocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guidance ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/32274 JourneyMap (by techbrew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224712 Wawla - What Are We Looking At (by darkh4x) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/253449 Hwyla (by TehNut) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/79287 Waila Harvestability (by squeek502) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238222 Just Enough Items (JEI) (by mezz) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/248370 JEI Bees (by bdew) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/265917 JEI Integration (by SnowShock35) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/267939 Just Enough HarvestCraft (JEHC) (by mrAppleXZ) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/248747 Just Enough Buttons (by universaI)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/240630 Just Enough Resources (JER) (by Way2muchnoise)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/292952 Just Enough Reactors (by The_BrainStone) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/291727 Just Enough Petroleum (by BordListian) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/295765 Thaumcraft 6 Aspects for JEI (by zabi94) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/291786 Tinker&#039;s JEI (by Possible_Triangle) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/285492 Thaumic JEI (by Buuz135) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/239197 CraftTweaker (by jaredlll08)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/220954 ModTweaker (by jaredlll08)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/286116 Galacticraft Tweaker (by MJRLegends) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243478 More Overlays (by feldim2425) ]&lt;br /&gt;
&lt;br /&gt;
=== World Effects ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/255105 Friendly Fire (by darkh4x) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/225839 Quick Leaf Decay (by lumien231) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227083 Baubles (by azanor) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/271384 CoFH World (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243121 Quark (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/262823 Tomb Many Graves 2 (by M4thG33k) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/294212 TombManyPlugins: Galacticraft (by M4thG33k) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/220318 Biomes O&#039; Plenty (by Glitchfiend) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227639 The Twilight Forest (by Benimatic) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250577 Akashic Tome (by Vazkii)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223957 Backpacks! (by Brad16840)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/240950 RFTools Dimensions (by McJty)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/235444 Simple Dimensions (by lumien231)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/60089 Mouse Tweaks (by YaLTeR97) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229002 MrTJPCore (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/258426 Forge MultiPart CBE (by covers1624) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228702 Project Red - Base (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229049 Project Red - World (by Mr_TJP) ]&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/231951 Immersive Engineering (by BluSunrize) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268250 Immersive Petroleum (by theFlaxbeard) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/251121 Industrial Wires (by malte0811)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228404 Actually Additions (by Ellpeck) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/273430 Actually Baubles (by Jacky1356400) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224641 RFTools (by McJty) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/250763 RFTools Control (by McJty) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/69163 Thermal Expansion (by TeamCoFH) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/227443 Thermal Dynamics (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/268560 Mekanism (by aidancbrady) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268566 Mekanism Generators (by aidancbrady) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268567 Mekanism Tools (by aidancbrady) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/281211 Computacube (by shiranui007)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228816 OpenBlocks (by OpenMods) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242638 Industrial Craft (by Player) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70492 Gendustry (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/221214 Pressure Pipes (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229045 Project Red - Integration (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229050 Project Red - Compat (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230111 Project Red - Fabrication (by Mr_TJP) ]&lt;br /&gt;
&lt;br /&gt;
==== Storage ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223852 Storage Drawers (by jaquadro) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/74120 Storage Drawers Extras (by jaquadro) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243076 Refined Storage (by raoulvdberge) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228756 Iron Chests (by progwml6) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/245174 Ender Storage 1.8.+ (by covers1624) ]&lt;br /&gt;
&lt;br /&gt;
==== Tools ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/74072 Tinkers Construct (by mDiyo) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/263624 Moar Tinkers (by Bartz24)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/220311 Silent&#039;s Gems (by SilentChaos512) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70631 Redstone Arsenal (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/291737 Thermal Innovation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/271835 Thermal Cultivation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/59816 Random Things (by lumien231) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/279905 Hammer Metals (by Zeitheron) ]&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250277 Extreme Reactors (by ZeroNoRyouki) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223622 Advanced Generators (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/291884 Advanced Power Systems: Repowered (by Zeitheron) ]&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/246640 Mystical Agriculture (by BlakeBr0) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/225643 Botania (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/241721 Astral Sorcery (by HellFirePvP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/300777 Embers Rekindled (by BordListian) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/281528 Soot (by BordListian)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223628 Thaumcraft (by azanor) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/293505 Thaumic Periphery (by mangoose3039) ]&lt;br /&gt;
&lt;br /&gt;
=== Decoration ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/235279 Chisel (by tterrag1098) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/300928 ChiseledAdditions (by canitzp) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223891 MalisisDoors (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/237862 MalisisBlocks (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/79616 DecoCraft2 (by RazzleberryFox) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229046 Project Red - Lighting (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228027 BiblioCraft (by JDSinclair) ]&lt;br /&gt;
&lt;br /&gt;
=== Agriculture / Food ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/59751 Forestry (by SirSengir) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/231484 Cooking for Blockheads (by BlayTheNinth) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/261924 Farming for Blockheads (by BlayTheNinth) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/266515 Industrial Foregoing (by Buuz135) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/277938 Integration Foregoing (by Jacky1356400) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/281525 Industrial Meat (by abused_master)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/248787 AppleSkin (by squeek502) ]&lt;br /&gt;
&lt;br /&gt;
===Performance Boosters===&lt;br /&gt;
*[https://unascribed.com/b/2017-17-10-so-heres-how-foamfix-works.html Foamfix]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/278494 FoamFix for Minecraft (by asiekierka) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229876 BetterFps (by Guichaguri) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270330 TickProfiler (by minimallycorrect) ]&lt;br /&gt;
&lt;br /&gt;
===Libraries for Mods===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/272335 Cucumber (by BlakeBr0) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/248453 Shadowfacts&#039; Forgelin (by shadowfactsmc) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/254602 Tesla Core Lib (by Face_of_Cat) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70496 BdLib (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/74924 Mantle (by mDiyo) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223896 MalisisCore (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242818 CodeChicken Lib 1.8.+ (by covers1624) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230497 Chameleon (by jaquadro) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/267602 ConnectedTexturesMod (by tterrag1098) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270789 Redstone Flux (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242998 Silent Lib (by SilentChaos512) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/69162 CoFH Core (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/247921 ZeroCore (by ZeroNoRyouki) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/233105 McJtyLib (by McJty) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/222880 Thermal Foundation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227391 ElecCore (by Elec332) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230495 MovingWorld (by darkevilmac) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270789 Redstone Flux (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250363 AutoRegLib (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/253211 MTLib (by jaredlll08)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/255973 CsokiCraftUtil (by bence98)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228815 OpenModsLib (by OpenMods) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/277064 MysticalLib (by epicsquid319) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/247401 Hammer Core (by Zeitheron) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/303101 AsmodeusCore (by BlesseNtumble) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238170 VanillaFoodPantry Mod (by The_Wabbit) ]&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=PaladinCraft_Delta&amp;diff=66742</id>
		<title>PaladinCraft Delta</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=PaladinCraft_Delta&amp;diff=66742"/>
		<updated>2019-01-15T22:16:00Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Notable Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We were explorers.  We thought to travel the stars, to defeat all who stood against us, to defy time itself.  And for a time, we were successful.&lt;br /&gt;
In the end, our hubris was our undoing, and we fled the apocalypse we unleashed.&lt;br /&gt;
We set sail in an End ship, crossing through the angles of space, to a new world, with new possibilities.&lt;br /&gt;
What path would the future hold in the Delta world?&lt;br /&gt;
&lt;br /&gt;
== Server Rules ==&lt;br /&gt;
&lt;br /&gt;
This is a PVE building server.  The goal is to build cool stuff, not to destroy people&#039;s stuff.  I don&#039;t plan on using fancy server utilities - we should be fine, but I will ban people who decide to be assholes.  We have several mods with extreme destructive potential, including Thaumcraft, ICBM, and IC2.  I can easily add dimensions for unleashing hell.&lt;br /&gt;
&lt;br /&gt;
This is a whitelisted private server.  Do not post the IP here.  Only bring people you trust on the server.  Please avoid introducing drama.  &lt;br /&gt;
&lt;br /&gt;
The last Minecraft server ran for a year.  I intend to keep this map running even longer, regardless of Minecraft versions.  &lt;br /&gt;
&lt;br /&gt;
Some mods in this modpack can be exploited in combination with other mods.  Don&#039;t try to break the server or cheese the game.&lt;br /&gt;
&lt;br /&gt;
=== Safety Rules ===&lt;br /&gt;
*Any fission fuel from IC2 is extremely radioactive, and will poison you if it is in your inventory&lt;br /&gt;
*Improperly built IC2 reactors can explode, and the explosion can go through obsidian.  Reinforced blocks are the only useful containment.&lt;br /&gt;
*Nothing will stop an antimatter explosive or red matter explosive.  Only bedrock is not destroyed&lt;br /&gt;
*Thaumcraft is extremely dangerous.  Misuse can infest the land with monsters or even drive you insane.&lt;br /&gt;
*None of the other planets is habitable without environmental suits, oxygen, and often thermal or radiation protection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mod Usage Warnings ===&lt;br /&gt;
Recipe conflicts can resolved using alternate production methods - using metal presses to make gears, for example - or using a worktable to switch between different product of a single recipe.&lt;br /&gt;
&lt;br /&gt;
Do not use Railcraft boilers until further notice.&lt;br /&gt;
&lt;br /&gt;
== Solar System ==&lt;br /&gt;
*Sol&lt;br /&gt;
**Mercury = -1005&lt;br /&gt;
**Venus = -31 &lt;br /&gt;
**Overworld = 0&lt;br /&gt;
***Moon = -28&lt;br /&gt;
***Space Station = -27&lt;br /&gt;
**Mars = -29&lt;br /&gt;
***Phobos&lt;br /&gt;
***Deimos&lt;br /&gt;
**Asteroid Belt = -30&lt;br /&gt;
***Ceres = -1007&lt;br /&gt;
**Jupiter&lt;br /&gt;
***Io = -1014&lt;br /&gt;
***Europa = -1015&lt;br /&gt;
***Ganymede = -1016&lt;br /&gt;
***Callisto = -1022&lt;br /&gt;
**Saturn&lt;br /&gt;
***Enceladus = -1017&lt;br /&gt;
***Titan = -10&lt;br /&gt;
**Uranus&lt;br /&gt;
***Oberon = -1019&lt;br /&gt;
***Miranda = -1024&lt;br /&gt;
**Neptune&lt;br /&gt;
***Proteus&lt;br /&gt;
***Triton&lt;br /&gt;
**Pluto = -1008&lt;br /&gt;
**Kuiper Belt = -1009&lt;br /&gt;
***Haumea&lt;br /&gt;
***Makemake&lt;br /&gt;
&lt;br /&gt;
*Alpha Centauri&lt;br /&gt;
*Proxima Centauri&lt;br /&gt;
**Promixa Centauri B = -1025&lt;br /&gt;
&lt;br /&gt;
== Dimensions ==&lt;br /&gt;
:The Nether = -1&lt;br /&gt;
:The Overworld = 0&lt;br /&gt;
:The End = 1&lt;br /&gt;
:The Twilight Forest = 7&lt;br /&gt;
:Old Terra = 30&lt;br /&gt;
:Trinity Site = 31&lt;br /&gt;
:Untouched World = 32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Engineering ==&lt;br /&gt;
:Major increases in the efficiency of Immersive Engineering power systems have been made&lt;br /&gt;
:There are additional reservoirs in the Nether and on other planets.  Europa is notable for not having mineral reserves, but plenty of water.&lt;br /&gt;
&lt;br /&gt;
;BLUEX Process&lt;br /&gt;
:Centrifuging Cyanite waste blocks from a reactor can produce Blutonium, Plutonium, and liquid Uranium. &lt;br /&gt;
&lt;br /&gt;
;Additional Refining&lt;br /&gt;
:Refineries from Immersive engineering can produce a large range of products, including hot spring water, liquid slime, coolant, and empowered canola oil.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
Coordinates: X:Z:Y&lt;br /&gt;
&lt;br /&gt;
MadWookies Retreate: -83:1929:69&lt;br /&gt;
OmegaPaladins Base: -16:464:66&lt;br /&gt;
Osengs Towers: 776:2465:68&lt;br /&gt;
Psychicandroids Base: -58:1011:63&lt;br /&gt;
Public Mine: 157:982:73&lt;br /&gt;
Rexdome: 444:558:72&lt;br /&gt;
Shrike Base: 780:-125:110&lt;br /&gt;
Spawn Ship: -174:282:93&lt;br /&gt;
Valley of Silence: -686:284:78&lt;br /&gt;
Ws Temp Camp: 1698:2759:70&lt;br /&gt;
Zerobunker: -187:61:68&lt;br /&gt;
&lt;br /&gt;
== MegaProject Suggestions ==&lt;br /&gt;
&lt;br /&gt;
== Current Mod Pack ==&lt;br /&gt;
Version 1.1 of the modpack is available for download - I will be putting it on the server 1/14/2018&lt;br /&gt;
&lt;br /&gt;
=== Getting it Working === &lt;br /&gt;
Make sure to disable Mipmaps - I went from 1 FPS to 25 FPS just with that.  Optifine is also recommended for borderline computers.&lt;br /&gt;
&lt;br /&gt;
==== Option 1: MultiMC ====&lt;br /&gt;
&lt;br /&gt;
Get MultiMC [https://multimc.org/ here]&lt;br /&gt;
&lt;br /&gt;
Download the [https://www.dropbox.com/s/l686dd464qs498s/PaladinCraft_Delta_MMC.zip?dl=0 PaladinCraft-MMC Modpack]&lt;br /&gt;
&lt;br /&gt;
Follow the instructions [https://github.com/MultiMC/MultiMC5/wiki/Import-Instance here] to import the instance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Option 2: Twitch App ====&lt;br /&gt;
&lt;br /&gt;
Get the Twitch app [https://www.curseforge.com/twitch-client here]&lt;br /&gt;
&lt;br /&gt;
Then [https://help.twitch.tv/customer/en/portal/articles/2764215-guide-to-modpacks#Import install] the modpack: [https://www.dropbox.com/s/xedlt07w6d90dqx/Paladincraft%20Delta-1.1.zip?dl=0 TwitchApp Modpack Zip]&lt;br /&gt;
&lt;br /&gt;
=== Let&#039;s Fly! ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228029 Davincis Vessels (by darkevilmac) ]&lt;br /&gt;
*[https://wiki.micdoodle8.com/wiki/Galacticraft GalactiCraft (by micDoodle8) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238770 Galaxy Space Addon for GalactiCraft (by BlesseNtumble) ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Requests ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223150 Recurrent Complex (by Ivorforce) ]   Random structures / dungeons&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/244451 ICBM - Classic (by darkguardsman) ]   &#039;&#039;&#039;NUKES!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/278882 Blockcraftery (by epicsquid319) ]   &#039;&#039;&#039;SLOPES!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/51195 Railcraft (by CovertJaguar) ]   &#039;&#039;&#039;TRAINS!&#039;&#039;&#039;&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224190 Funky Locomotion (by RWTema) ]   Moving Blocks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guidance ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/32274 JourneyMap (by techbrew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224712 Wawla - What Are We Looking At (by darkh4x) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/253449 Hwyla (by TehNut) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/79287 Waila Harvestability (by squeek502) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238222 Just Enough Items (JEI) (by mezz) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/248370 JEI Bees (by bdew) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/265917 JEI Integration (by SnowShock35) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/267939 Just Enough HarvestCraft (JEHC) (by mrAppleXZ) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/248747 Just Enough Buttons (by universaI)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/240630 Just Enough Resources (JER) (by Way2muchnoise)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/292952 Just Enough Reactors (by The_BrainStone) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/291727 Just Enough Petroleum (by BordListian) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/295765 Thaumcraft 6 Aspects for JEI (by zabi94) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/291786 Tinker&#039;s JEI (by Possible_Triangle) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/285492 Thaumic JEI (by Buuz135) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/239197 CraftTweaker (by jaredlll08)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/220954 ModTweaker (by jaredlll08)]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/286116 Galacticraft Tweaker (by MJRLegends) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243478 More Overlays (by feldim2425) ]&lt;br /&gt;
&lt;br /&gt;
=== World Effects ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/255105 Friendly Fire (by darkh4x) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/225839 Quick Leaf Decay (by lumien231) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227083 Baubles (by azanor) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/271384 CoFH World (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243121 Quark (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/262823 Tomb Many Graves 2 (by M4thG33k) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/294212 TombManyPlugins: Galacticraft (by M4thG33k) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/220318 Biomes O&#039; Plenty (by Glitchfiend) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227639 The Twilight Forest (by Benimatic) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250577 Akashic Tome (by Vazkii)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223957 Backpacks! (by Brad16840)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/240950 RFTools Dimensions (by McJty)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/235444 Simple Dimensions (by lumien231)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/60089 Mouse Tweaks (by YaLTeR97) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229002 MrTJPCore (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/258426 Forge MultiPart CBE (by covers1624) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228702 Project Red - Base (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229049 Project Red - World (by Mr_TJP) ]&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/231951 Immersive Engineering (by BluSunrize) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268250 Immersive Petroleum (by theFlaxbeard) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/251121 Industrial Wires (by malte0811)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228404 Actually Additions (by Ellpeck) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/273430 Actually Baubles (by Jacky1356400) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/224641 RFTools (by McJty) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/250763 RFTools Control (by McJty) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/69163 Thermal Expansion (by TeamCoFH) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/227443 Thermal Dynamics (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/268560 Mekanism (by aidancbrady) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268566 Mekanism Generators (by aidancbrady) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/268567 Mekanism Tools (by aidancbrady) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/281211 Computacube (by shiranui007)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228816 OpenBlocks (by OpenMods) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242638 Industrial Craft (by Player) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70492 Gendustry (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/221214 Pressure Pipes (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229045 Project Red - Integration (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229050 Project Red - Compat (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230111 Project Red - Fabrication (by Mr_TJP) ]&lt;br /&gt;
&lt;br /&gt;
==== Storage ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223852 Storage Drawers (by jaquadro) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/74120 Storage Drawers Extras (by jaquadro) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/243076 Refined Storage (by raoulvdberge) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228756 Iron Chests (by progwml6) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/245174 Ender Storage 1.8.+ (by covers1624) ]&lt;br /&gt;
&lt;br /&gt;
==== Tools ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/74072 Tinkers Construct (by mDiyo) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/263624 Moar Tinkers (by Bartz24)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/220311 Silent&#039;s Gems (by SilentChaos512) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70631 Redstone Arsenal (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/291737 Thermal Innovation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/271835 Thermal Cultivation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/59816 Random Things (by lumien231) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/279905 Hammer Metals (by Zeitheron) ]&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250277 Extreme Reactors (by ZeroNoRyouki) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223622 Advanced Generators (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/291884 Advanced Power Systems: Repowered (by Zeitheron) ]&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/246640 Mystical Agriculture (by BlakeBr0) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/225643 Botania (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/241721 Astral Sorcery (by HellFirePvP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/300777 Embers Rekindled (by BordListian) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/281528 Soot (by BordListian)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223628 Thaumcraft (by azanor) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/293505 Thaumic Periphery (by mangoose3039) ]&lt;br /&gt;
&lt;br /&gt;
=== Decoration ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/235279 Chisel (by tterrag1098) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/300928 ChiseledAdditions (by canitzp) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223891 MalisisDoors (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/237862 MalisisBlocks (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/79616 DecoCraft2 (by RazzleberryFox) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229046 Project Red - Lighting (by Mr_TJP) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228027 BiblioCraft (by JDSinclair) ]&lt;br /&gt;
&lt;br /&gt;
=== Agriculture / Food ===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/59751 Forestry (by SirSengir) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/231484 Cooking for Blockheads (by BlayTheNinth) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/261924 Farming for Blockheads (by BlayTheNinth) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/266515 Industrial Foregoing (by Buuz135) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/277938 Integration Foregoing (by Jacky1356400) ]&lt;br /&gt;
**[https://minecraft.curseforge.com/mc-mods/281525 Industrial Meat (by abused_master)  ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/248787 AppleSkin (by squeek502) ]&lt;br /&gt;
&lt;br /&gt;
===Performance Boosters===&lt;br /&gt;
*[https://unascribed.com/b/2017-17-10-so-heres-how-foamfix-works.html Foamfix]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/278494 FoamFix for Minecraft (by asiekierka) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/229876 BetterFps (by Guichaguri) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270330 TickProfiler (by minimallycorrect) ]&lt;br /&gt;
&lt;br /&gt;
===Libraries for Mods===&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/272335 Cucumber (by BlakeBr0) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/248453 Shadowfacts&#039; Forgelin (by shadowfactsmc) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/254602 Tesla Core Lib (by Face_of_Cat) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/70496 BdLib (by bdew) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/74924 Mantle (by mDiyo) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/223896 MalisisCore (by Ordinastie) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242818 CodeChicken Lib 1.8.+ (by covers1624) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230497 Chameleon (by jaquadro) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/267602 ConnectedTexturesMod (by tterrag1098) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270789 Redstone Flux (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/242998 Silent Lib (by SilentChaos512) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/69162 CoFH Core (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/247921 ZeroCore (by ZeroNoRyouki) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/233105 McJtyLib (by McJty) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/222880 Thermal Foundation (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/227391 ElecCore (by Elec332) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/230495 MovingWorld (by darkevilmac) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/270789 Redstone Flux (by TeamCoFH) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/250363 AutoRegLib (by Vazkii) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/253211 MTLib (by jaredlll08)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/255973 CsokiCraftUtil (by bence98)]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/228815 OpenModsLib (by OpenMods) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/277064 MysticalLib (by epicsquid319) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/247401 Hammer Core (by Zeitheron) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/303101 AsmodeusCore (by BlesseNtumble) ]&lt;br /&gt;
*[https://minecraft.curseforge.com/mc-mods/238170 VanillaFoodPantry Mod (by The_Wabbit) ]&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=WS-Varied_Game_Pitches&amp;diff=65546</id>
		<title>WS-Varied Game Pitches</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=WS-Varied_Game_Pitches&amp;diff=65546"/>
		<updated>2018-04-17T06:04:03Z</updated>

		<summary type="html">&lt;p&gt;Ws60: Removed the &amp;quot;Coming Soon&amp;quot; tag and ended up breaking the original page link. Go figure. :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a collection of potential campaign style game pitches for the Lords room. Each are developed to a varying degree as some are fairly new while others have been stewing for years. Each has notation for its intended tone, amount of social or combat, and how &#039;weird&#039; it might be either from the start or when it gets rolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, that I tend to stick to the following golden rules when GMing (unless otherwise noted):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Sandbox style games where I try rolling with the consequences of what the PC&#039;s do. Intentional or otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; NPC&#039;s are more than loot and XP dispensers and have their own goals and motivations. That said the time spent on those aspects depend entirely on how important a given character is.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; Anything the PC&#039;s can do in terms of tactics or tricks the NPC&#039;s can and will eventually figure out themselves given enough time and exposure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Steel Sky==&lt;br /&gt;
&#039;&#039;“This is not a peace. It is an armistice for 20 years.”&#039;&#039; - &#039;&#039;&#039;(Ferdinand Foch, 1918)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                          &lt;br /&gt;
&#039;&#039;&amp;quot;In 1918 upon eleventh hour of the eleventh day of the eleventh month, the battlefields of the Great War fell silent and the world once again breathed easy. Many proclaimed that it had been the war to end all wars, and that with Germany disarmed at the point of a bayonet the future would no longer suffer the horrors that had been unleashed upon European soil. They said that science and reason would now stride forth, unshackled from its chains of misery and death, and with its burning light of optimism lead all of mankind into a new age. Others saw it differently, seeing the Treaty of Versailles as merely continuing the horrors that had been first birthed upon the battlefield; Dehumanization of the individual, the destruction of society as they knew it, even the apparent death of free will itself.&amp;lt;br&amp;gt;&lt;br /&gt;
           &lt;br /&gt;
      &lt;br /&gt;
&#039;&#039;Despite these growing troubles the world, as always, continued to turn. Even the sudden invention of the Quantum Electrodynamic Engine by Canadian Professor Erick Freeman in 1921, in rumored secret collaboration with Nikola Tesla himself, did little to slow the roaring 20&#039;s down. The QED was a device that, through use of precisely formed coils of Uranium bearing alloy electrically energized to high potential, allowed a heavier then air device to repel the Earth itself, as if by magic. While the public dreamed of everything from flying cars to flying cities the Great Powers dreamed in secret of flying Dreadnoughts capable of seizing the sky from any foe who stood in their way. Despite the tight control Freeman maintained over the new technology, until his death a few years later in a tragic plane crash in the Canadian wilderness during a hunting trip, within a few short years later in a tragic by hook or crook every major power seemed to possess the secret.&amp;lt;br&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Soon the Roaring Twenties and their illicit, booze fueled boom gave way to the sullen 1930&#039;s as economic depression, sparked by Black Friday in 1929, gripped the entire world though for a lucky few the party never stopped. Despite the sullen days for the economy progress continued to charge onward as the first flight of a commercial heavier-than-air lift-assisted craft took place on December 12th, 1933, with the Spirit of America traveling from New York to London in 24 hours. Many  however didn&#039;t care, as riots over food, rampant unemployment, government bonuses for Great War veterans, and even race grew to be regular occurrences as the very fabric of society itself began to unravel. Something a few who had long predicted it since the end of the war took cold comfort in. The idea even began to emerge that democracy itself was finished causing people to flock to any radical theory that promised to fix whatever was deeply wrong with society, be it Socialism, Communism, Fascism, Technocracy, or even Eugenics. &amp;lt;br&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
            &lt;br /&gt;
&#039;&#039;As commercial flights of lift assisted craft became more common, Roosevelt&#039;s New Deal raised hopes for economic recovery, and the death of Prohibition the US raised hopes among some for a better future. However this did little to assuage the fears of the general population as the decade came to a close. For upon the horizon once again, the clouds of war seemed to be gathering. Fascism and Socialism were on the march, crying for the blood of their enemies, Hitler was growing bolder and more belligerent each day, the Nanking Massacre was ripping through the headlines, and there was even the outbreak of civil war in Spain as bloody fighting between Nationalist and Republican forces tore the country apart. Finally on October 12th, 1937, the HMLS^ Nelson, first of the long dreamed aerial Dreadnoughts, took its maiden flight. Queen Elizabeth herself declared it a defensive weapon, a weapon meant to bring an end to war itself and ensure the Great War could never happen again. However despite the attempt at reassurance, the launch&#039;s fanfare, or its attendance by foreign dignitaries, many feared this new ship would just herald the beginning of yet another arms race.&amp;lt;br&amp;gt;&lt;br /&gt;
     &lt;br /&gt;
   &lt;br /&gt;
&#039;&#039;It is now New Years eve 1937 and the world stands at a crossroads. Down one path lies the peace and prosperity that had been promised for twenty years as the spoils of the Great War, while down the other hangs clouds heavy with the promise of conflict that threaten to dwarf the last war in both scale and ferocity. All while a most delicate game of intrigue and conspiracy plays out in the shadows. Only one question remains. In a world balanced upon a knife&#039;s edge, what will you do?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
^Her Majesty&#039;s Lift Ship.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Gritty Pulp, PCs are still &#039;real people&#039; in the &#039;real world&#039; but clearly stand head and shoulders above the common folk even at game start.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Medium/High, depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low/Medium, depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Medium, starts with a interwar era we&#039;d recognize but with the recent development of practical anti-gravity called &#039;lift engines&#039;. The potential only goes up from there. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Dawn==&lt;br /&gt;
&#039;&#039;&amp;quot;The world as we knew it ended that Christmas of 91, a cold war boiling over as the Commies breached the Rhine and France carried out its long promised retaliation. A thermonuclear spark that once struck quickly blazed out of control. Millions died in the resulting strikes with many more perishing in the unraveling of society that followed. Swallowed by a contaminated veil of silence lasting many years, the dead becoming part of the background radiation that now blanketed the Earth. Humanity was almost extinguished but life, as always, would try to find a way. In time new civilizations would struggle to arise but the scars left by the war have not yet healed and the Earth has not forgotten.&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are one of the lucky ones, born within the territory of the &#039;&#039;&#039;Phoenix Initiative&#039;&#039;&#039; based around the old pre-war town of Truth and Consequences, New Mexico. Nestled along the Rio Grand between the Black Range to the West, and both the the Sacramento and SanAnders ranges to the East the valley has remained relatively free of radiation and other contamination. The mountains on each side and the elevated levels of radiation to the North and South along I-25 standing as quiet sentries against the horrors of the outside world. Descendant from both survival minded locals and a detachment from the Army corp of Engineers tasked with refurbishing the nearby Elephant Butte Dam when contact with their superiors was cut off your people are hardy, resourceful, and determined to rebuild the world they once knew. Though opinions remained divided on seeking out survivors further afield, even as a growing population back home slowly strained the resources available despite heroic effort to keep pace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eventually the issue would be forced not by internal pressures but via an external event no one expected. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Red August of 2039 found the Ranger border patrols, whom previously had to deal with the occasional lone bandit or small pack of mutants, inundated with a sudden influx of refugee&#039;s from the West. A ragged starving force numbering in the hundreds washing over them, many sick with radiation poisoning or already showing signs of mutation. Desperate men, women, and children who not only possessed the will to take what they needed but also the force of arms to do so. Training and discipline that filled the surviving Army Engineer founders with unease as they recognized its all too familiar roots. Cold soil and rock ran red with blood from both sides as the invaders were eventually broken, survivors either dispersed or captured. But the price was high for the newborn state and weeks of debriefings and investigations later finally gave four pieces of evidence that none could dispute.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; That despite years of radio silence and isolation they were not alone.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; That the natural barriers they had sheltered behind for decades finally had been breached.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; That background contamination levels were decreasing to the point that previous deadzones could with preparation be traveled again.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; That something had destroyed a smaller faction to the West called the &#039;&#039;&#039;Free State of Arizona&#039;&#039;&#039; that  in many ways was similar to the &#039;&#039;&#039;Phoenix Initiative&#039;&#039;&#039;. Routed by a foe prisoners called the &#039;&#039;&#039;Iron Men&#039;&#039;&#039;; an opponent who possessed unbreakable armor, weapons that could burn a man down from the inside out, and craft whose passage overhead made no sound. Most alarmingly one that refused any attempt at communication and gave no quarter or mercy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus after much debate &#039;&#039;&#039;Project Argus&#039;&#039;&#039; was born. Twelve teams of their best and brightest from any walk of life would each be trained as Elite Rangers, each assigned one of twelve pie shaped sectors of responsibility centered on the now small city of Truth or Consequences. Their goal to discover any friends, defeat any foe, secure any resources vital to The Phoenix Initiatives future survival, by any and all methods deemed necessary per each team leaders personal judgment. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are part of one such team. Assigned to &#039;&#039;&#039;Sector Alpha&#039;&#039;&#039; you and your team are the first to step beyond your borders in nearly a half century. Your actions will become the stuff of legend, helping determine the fate of your nation and perhaps even that of the American Wasteland itself. Only one question remains...what will you do?&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Gritty Post Apoc with a very heavy dash of Fallout/Wasteland like Pulp for levity, PCs are still &#039;real people&#039; in the &#039;real world&#039; but clearly stand head and shoulders above the common folk even at game start. They can get sick, crippled, and even gear with bad luck  can break however such things may not be permanent...for a price. But remember anything the PCs have to worry about also will affect the NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, lots of trying to win Hearts and Minds though depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low/Medium, there are Bad Dude and Bad Things out there but a lot combat can be avoided often with guile or silver tongue. This is fortunate as when combat does happen its going to be rough and brutal even if the PC&#039;s do get a bit of an edge. Once again depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low/Medium, viable mutations and mutants are known to exist while radiation /mostly/ works like we expect IRL. Though it can be as likely to give you a mutation, useful or otherwise, as it is to give you Super Cancer. And who knows what else might be lurking out there... &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gods of War==&lt;br /&gt;
&#039;&#039;&amp;quot;AU Battletech&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lost Souls==&lt;br /&gt;
&#039;&#039;&amp;quot;Get out of here STALKER&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crush Depth==&lt;br /&gt;
&#039;&#039;&amp;quot;Underwater Space Opera set on Earth After the End.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tombstone==&lt;br /&gt;
&#039;&#039;&amp;quot;The last thing you heard was the hammer of an outlaws revolver or the crack of a hangman&#039;s rope as you swore vengeance in this life or the next. Funny thing about oaths is they always hold a spark o power and something out there decided to hold you to it. Welcome back, partner.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Larger than Life with a bit of grit and light horror for flavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Medium, depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Medium/High, depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, you start as the undead freshly risen from your grave in the old west for reasons and methods unknown to you. Things will only get stranger from there.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saucers==&lt;br /&gt;
&#039;&#039;&amp;quot;Outside of Rosewell, NM, in 1947 Earth made its first proper contact with alien life and learned that not only are we far from alone we are the intergalactic equivalent of a 3rd world nation sitting on top of a goldmine. Caught between numerous rival alien powers and our system astride a key jump point nexus the US and USSR have begrudgingly teamed up to keep the Earth free and her people unaware for fear of the damage such a culture shock could inflict. To this end they wheel, deal, politic, and plan cover ups with their frenemy counterparts even as they try to quietly make sure their side is the one who comes out on top the most as the cold war rolls on in the background.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Space Fantasy Cold War Pulp with Square Jawed American Heros, Wylie Soviet Agents, and Suave British Diplomats pitted against a number of potential mutual foes with only each other to rely on. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, intergalactic diplomacy and intrigue (both of the regular and Kirk variety) are the main point of the setting. Earth doesn&#039;t stand much of a chance militarily anytime soon should the Space Tanks roll in so words are the only real weapon of choice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low, there will be some fighting but it will likely be out of the ordinary and tied to the climax of various plots.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, aliens are generally humans with funny bits for the most part with tech that is understandable in form and function even if very advanced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Duty and Dusters==&lt;br /&gt;
&#039;&#039;&amp;quot;Lord Fredrick Bartholomew Horatio, a wealthy and influential member of the House of Lords in a quasi-steampunk 18xx London. Gentleman, Scientist, Adventurer, voted Best Mustache by his peers three years running, he is the very definition of Victorian Upper Crust. His son, Ulysses  Bartholomew Horatio ... is not. A useless fop with a spine of mud, ego only rivaled by the size of the moon, able to be outwitted by a stale loaf of bread, possessing the grace of a dead fish, and sadly sole heir to family title and fortune. You are part of the long suffering neko-house staff, under the stern guidance of House Steward Helga von Zyperkatze, that are not only responsible for the day to day operations but on personal request from Lord Fredrick himself quietly responsible for keeping Ulysses out as much trouble as possible. There is hope that with time and firm but soft guidance from both father and staff the boy will shed his foolishness and become the man his father has long hoped for. Unfortunately for you this does not seem to be likely anytime soon. Even Helga is rumored to be eyeing retirement at this point, to a place where the waters are warm and so is the..company. Which would naturally mean someones getting a Promotion if and when she leaves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thankfully you have the power of Neko-Magic and slapstick physics to help in the face of all these challenges. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Light hearted Slice of Life anime with Nekomaids, steampunk, cat magic, and where Status is tracked rather than HP for the sake of &#039;injury. Though on the rare occasion darker plots might occur for so called &#039;WHAM&#039; episodes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, overt violence is likely to just cause loss of status in many situations. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low, what does occur is likely to be more of the silly/over the top variety. Yes, including Hammer Space Arsenals and being mildly inconvenienced/embarrassed via what should otherwise be fatal injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, its cat-staff in a steampunkish London with actual magic. Do you /really/ need to ask? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hostile Skies==&lt;br /&gt;
&#039;&#039;&amp;quot;XCOM, Lords edition.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Dark, Gritty, Violent and with the occasional splash of humor. Just like old school XCOM and UFO.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Low/Medium, while some politicking and whatnot will occur most of the focus is on shooting filthy Xenos dead and Stealing their Stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; High, defend Earth, find the Truth...and kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low, while it will involve aliens and potentially other weirdness the game should remain grounded in a fairly &#039;realistic&#039; tone with those concessions in mind. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rust==&lt;br /&gt;
&#039;&#039;&amp;quot;When the world fell in fire and blood it ripped away the masks of civility we wore. Demons, cowards, heros, lunatics, every man or woman who survived saw what they truly were inside. For some the truth broke them while others embraced it. One such man was Colonel Blackwell. He rose up from the ashes of the old world and forged ragged bands of marauders into a fighting force that would terrorize the western wastes for years, a threat so strong even the great oil cities with their vast black wealth could barely hold before his fury. The Blackhearts grew strong and fat from tithes of men and material ripped from the hands of those weaker then themselves. Then one day before a force of over a hundred vehicles and thousands of men he proclaimed a great crusade. The single greatest concentration of force the wasteland had ever seen before or since set off for the Northern Deadzone with naught but a skeleton crew to watch what little was left at home. They never returned.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Two decades have passed since the Blackhearts vanished and those left behind fell upon each other in petty squabbling, the bandits groups they became mere shadows of what once was. A dozen fledgling city-states still look to the north with quiet unease as they fear Blackwells return even as they begin to plot and scheme against each other. Some worry that Blackwells return would be the end of our bastard civilization while others say it shall be its salvation. Still others say he&#039;s d dead and the old records are little more than stories now told to scare young whelps into behaving. Hmph. An ancient saying comes to mind, those who forget their history are doomed to repeat it.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Dark and gritty post apoc heavily cribbing off Mad Max with influences from Fallout and Wasteland. Roaring V8s, neo-pagen religions, and the day to day struggle to survive in a harsh new world where happy ending must be earned at the cost of blood and sweat. That said while the PC&#039;s will be better than your average survivor with odds weighted slightly in their favor they are far from invincible.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Low-Medium; the dozen or so city-states (and smaller settlements between them) have recovered sufficiently that the great game of politics has recommenced as they jocky for dominance of the known wasteland.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low-Medium; people will fight smart and when they do occur expect most of them to be short, brutal, and bloody.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low-Medium; with the setting concessions in mine the world works much like one would expect. However the occasional mutation (sometimes beneficial) are known to exist and there are rumors of things like prophetic visions or magic often found where alcohol flows free but most dismiss such as little more than fairy tales...&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=65545</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=65545"/>
		<updated>2018-04-17T06:01:07Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Misc. Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==RPGs==&lt;br /&gt;
===Currently Running===&lt;br /&gt;
&#039;&#039;&#039;Dirt Simple Calendar Link:&#039;&#039;&#039;  http://teamup.com/ks3f90d5d685b8344f&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s set to UTC time, so remember to adjust for your timezone!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ascension Isle: Legacy]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Deep Sky]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: Garden of Forking Paths]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Shattered World]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: Drifting Tokyo]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[All Those Oneshots]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Developing Games===&lt;br /&gt;
[[FBH Pathfinder: Curse of the Rune Throne]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Somehow We Were All Reincarnated in a Fantasy World!?]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Witchcraft]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Montauk Moment]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eclipse Phase: Free Fall Motion]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Aberrant: The Mayfair List]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Neo Robots]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Princes of the Earth]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[International Brigade]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hiatused Games===&lt;br /&gt;
[[Hell&#039;s Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Hell&#039;s Garden:  SiNNeRS]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Hell&#039;s Garden REDAMNATION]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Ascension]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peelmage]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampire: LA in Summer]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Magus_Novice_Opus:_Prima_Materia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Days of Judgement]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Geometry of Badb]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Princesses]] &amp;lt;br&amp;gt;&lt;br /&gt;
:[[Space Princes]] &amp;lt;s&amp;gt;February 23rd&amp;lt;/s&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
:[[Desperta Ferro: Revolt in the Year 8999]] &amp;lt;Br&amp;gt;&lt;br /&gt;
:[[Big Sky County]]&lt;br /&gt;
&lt;br /&gt;
===Finished Games===&lt;br /&gt;
[[Black Pearl Gate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[BloodFest 2020]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blue Archives]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Epitaph: A Gothic Fantasy Game]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exalted: Silence]] *brought back for syndication*&amp;lt;br&amp;gt;&lt;br /&gt;
[[FSN: Clock Tower]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heaven&#039;s Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Isolated: Superhero Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Paint It Black]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[PIP]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Planar City: A BM Miniseries]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prayer Drive]] * Buy the Season 1 Blu-Rays! * &amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Cruiser Amahara]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Sunken Worlds]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Shadow Haunted World: A Conspiracy Game]]/[[The Candlelight]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Painted Dream]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Hunt for Manticore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Appalachia]] (may return for season 2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Story Debates==&lt;br /&gt;
[[Ascension Isle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Star Wars Rebuilding of Empires]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nexus: Memories of Silver]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[UnderRealm]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruined Cosmos]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[After Ether]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sift the Ashes]]&amp;lt;br&amp;gt;&lt;br /&gt;
===Rabid Dog SDs===&lt;br /&gt;
[[Galactic Empire Builder]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[Long Live the Queen]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[The N-Field]]==&lt;br /&gt;
&lt;br /&gt;
==Fictive Prose==&lt;br /&gt;
[[Spherefic]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Haraway Shorts]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Tempest Fic]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Solstice]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Last]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Border Skirmish]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sphereberrant]] &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[FBH&#039;s Writing Challenge]] &amp;lt;br&amp;gt; &lt;br /&gt;
[[FBH&#039;s Second Writing Challenge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peel Short Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gunpla Garden.ZERO]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Poetry]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nanowrimo===&lt;br /&gt;
[[Shrike&#039;s Nanowrimo Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Singh&#039;s Nanowrimo stuff]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FBH&#039;s Nanowrimo]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exhack&#039;s Nanowrimo]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Misc. Projects==&lt;br /&gt;
[[Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aberrant 2.0]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wheel Respun]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage 2012]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empires of Ragnarok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Creation Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FATE NOOSPHERE]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[WS-Varied Game Pitches]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Recommendations]]&lt;br /&gt;
&lt;br /&gt;
===Theory===&lt;br /&gt;
[[The State of the Nation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Of Gods and Mods: How to run a good nation SD]]&lt;br /&gt;
&lt;br /&gt;
==Misc Contents==&lt;br /&gt;
XML dumps of the current contents of the wiki are made on a regular basis, currently at least once a week. See [http://fancruft.com/swikitest/backup.7z backup.7z].  A backup of the wiki including page history and revisions is made less frequently, see [http://fancruft.com/swikitest/backup-full.7z backup-full.7z].&lt;br /&gt;
&lt;br /&gt;
You will need [[wikipedia:7-Zip|7-Zip]] or similar for this.&lt;br /&gt;
&lt;br /&gt;
- [[User:RedWordSmith|RWS]], [http://fancruft.com/ FanCruft] 13:25, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=WS-Varied_Game_Pitches_(Coming_Soon)&amp;diff=65544</id>
		<title>WS-Varied Game Pitches (Coming Soon)</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=WS-Varied_Game_Pitches_(Coming_Soon)&amp;diff=65544"/>
		<updated>2018-04-17T05:59:25Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Rust */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a collection of potential campaign style game pitches for the Lords room. Each are developed to a varying degree as some are fairly new while others have been stewing for years. Each has notation for its intended tone, amount of social or combat, and how &#039;weird&#039; it might be either from the start or when it gets rolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, that I tend to stick to the following golden rules when GMing (unless otherwise noted):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Sandbox style games where I try rolling with the consequences of what the PC&#039;s do. Intentional or otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; NPC&#039;s are more than loot and XP dispensers and have their own goals and motivations. That said the time spent on those aspects depend entirely on how important a given character is.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; Anything the PC&#039;s can do in terms of tactics or tricks the NPC&#039;s can and will eventually figure out themselves given enough time and exposure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Steel Sky==&lt;br /&gt;
&#039;&#039;“This is not a peace. It is an armistice for 20 years.”&#039;&#039; - &#039;&#039;&#039;(Ferdinand Foch, 1918)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                          &lt;br /&gt;
&#039;&#039;&amp;quot;In 1918 upon eleventh hour of the eleventh day of the eleventh month, the battlefields of the Great War fell silent and the world once again breathed easy. Many proclaimed that it had been the war to end all wars, and that with Germany disarmed at the point of a bayonet the future would no longer suffer the horrors that had been unleashed upon European soil. They said that science and reason would now stride forth, unshackled from its chains of misery and death, and with its burning light of optimism lead all of mankind into a new age. Others saw it differently, seeing the Treaty of Versailles as merely continuing the horrors that had been first birthed upon the battlefield; Dehumanization of the individual, the destruction of society as they knew it, even the apparent death of free will itself.&amp;lt;br&amp;gt;&lt;br /&gt;
           &lt;br /&gt;
      &lt;br /&gt;
&#039;&#039;Despite these growing troubles the world, as always, continued to turn. Even the sudden invention of the Quantum Electrodynamic Engine by Canadian Professor Erick Freeman in 1921, in rumored secret collaboration with Nikola Tesla himself, did little to slow the roaring 20&#039;s down. The QED was a device that, through use of precisely formed coils of Uranium bearing alloy electrically energized to high potential, allowed a heavier then air device to repel the Earth itself, as if by magic. While the public dreamed of everything from flying cars to flying cities the Great Powers dreamed in secret of flying Dreadnoughts capable of seizing the sky from any foe who stood in their way. Despite the tight control Freeman maintained over the new technology, until his death a few years later in a tragic plane crash in the Canadian wilderness during a hunting trip, within a few short years later in a tragic by hook or crook every major power seemed to possess the secret.&amp;lt;br&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Soon the Roaring Twenties and their illicit, booze fueled boom gave way to the sullen 1930&#039;s as economic depression, sparked by Black Friday in 1929, gripped the entire world though for a lucky few the party never stopped. Despite the sullen days for the economy progress continued to charge onward as the first flight of a commercial heavier-than-air lift-assisted craft took place on December 12th, 1933, with the Spirit of America traveling from New York to London in 24 hours. Many  however didn&#039;t care, as riots over food, rampant unemployment, government bonuses for Great War veterans, and even race grew to be regular occurrences as the very fabric of society itself began to unravel. Something a few who had long predicted it since the end of the war took cold comfort in. The idea even began to emerge that democracy itself was finished causing people to flock to any radical theory that promised to fix whatever was deeply wrong with society, be it Socialism, Communism, Fascism, Technocracy, or even Eugenics. &amp;lt;br&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
            &lt;br /&gt;
&#039;&#039;As commercial flights of lift assisted craft became more common, Roosevelt&#039;s New Deal raised hopes for economic recovery, and the death of Prohibition the US raised hopes among some for a better future. However this did little to assuage the fears of the general population as the decade came to a close. For upon the horizon once again, the clouds of war seemed to be gathering. Fascism and Socialism were on the march, crying for the blood of their enemies, Hitler was growing bolder and more belligerent each day, the Nanking Massacre was ripping through the headlines, and there was even the outbreak of civil war in Spain as bloody fighting between Nationalist and Republican forces tore the country apart. Finally on October 12th, 1937, the HMLS^ Nelson, first of the long dreamed aerial Dreadnoughts, took its maiden flight. Queen Elizabeth herself declared it a defensive weapon, a weapon meant to bring an end to war itself and ensure the Great War could never happen again. However despite the attempt at reassurance, the launch&#039;s fanfare, or its attendance by foreign dignitaries, many feared this new ship would just herald the beginning of yet another arms race.&amp;lt;br&amp;gt;&lt;br /&gt;
     &lt;br /&gt;
   &lt;br /&gt;
&#039;&#039;It is now New Years eve 1937 and the world stands at a crossroads. Down one path lies the peace and prosperity that had been promised for twenty years as the spoils of the Great War, while down the other hangs clouds heavy with the promise of conflict that threaten to dwarf the last war in both scale and ferocity. All while a most delicate game of intrigue and conspiracy plays out in the shadows. Only one question remains. In a world balanced upon a knife&#039;s edge, what will you do?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
^Her Majesty&#039;s Lift Ship.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Gritty Pulp, PCs are still &#039;real people&#039; in the &#039;real world&#039; but clearly stand head and shoulders above the common folk even at game start.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Medium/High, depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low/Medium, depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Medium, starts with a interwar era we&#039;d recognize but with the recent development of practical anti-gravity called &#039;lift engines&#039;. The potential only goes up from there. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Dawn==&lt;br /&gt;
&#039;&#039;&amp;quot;The world as we knew it ended that Christmas of 91, a cold war boiling over as the Commies breached the Rhine and France carried out its long promised retaliation. A thermonuclear spark that once struck quickly blazed out of control. Millions died in the resulting strikes with many more perishing in the unraveling of society that followed. Swallowed by a contaminated veil of silence lasting many years, the dead becoming part of the background radiation that now blanketed the Earth. Humanity was almost extinguished but life, as always, would try to find a way. In time new civilizations would struggle to arise but the scars left by the war have not yet healed and the Earth has not forgotten.&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are one of the lucky ones, born within the territory of the &#039;&#039;&#039;Phoenix Initiative&#039;&#039;&#039; based around the old pre-war town of Truth and Consequences, New Mexico. Nestled along the Rio Grand between the Black Range to the West, and both the the Sacramento and SanAnders ranges to the East the valley has remained relatively free of radiation and other contamination. The mountains on each side and the elevated levels of radiation to the North and South along I-25 standing as quiet sentries against the horrors of the outside world. Descendant from both survival minded locals and a detachment from the Army corp of Engineers tasked with refurbishing the nearby Elephant Butte Dam when contact with their superiors was cut off your people are hardy, resourceful, and determined to rebuild the world they once knew. Though opinions remained divided on seeking out survivors further afield, even as a growing population back home slowly strained the resources available despite heroic effort to keep pace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eventually the issue would be forced not by internal pressures but via an external event no one expected. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Red August of 2039 found the Ranger border patrols, whom previously had to deal with the occasional lone bandit or small pack of mutants, inundated with a sudden influx of refugee&#039;s from the West. A ragged starving force numbering in the hundreds washing over them, many sick with radiation poisoning or already showing signs of mutation. Desperate men, women, and children who not only possessed the will to take what they needed but also the force of arms to do so. Training and discipline that filled the surviving Army Engineer founders with unease as they recognized its all too familiar roots. Cold soil and rock ran red with blood from both sides as the invaders were eventually broken, survivors either dispersed or captured. But the price was high for the newborn state and weeks of debriefings and investigations later finally gave four pieces of evidence that none could dispute.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; That despite years of radio silence and isolation they were not alone.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; That the natural barriers they had sheltered behind for decades finally had been breached.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; That background contamination levels were decreasing to the point that previous deadzones could with preparation be traveled again.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; That something had destroyed a smaller faction to the West called the &#039;&#039;&#039;Free State of Arizona&#039;&#039;&#039; that  in many ways was similar to the &#039;&#039;&#039;Phoenix Initiative&#039;&#039;&#039;. Routed by a foe prisoners called the &#039;&#039;&#039;Iron Men&#039;&#039;&#039;; an opponent who possessed unbreakable armor, weapons that could burn a man down from the inside out, and craft whose passage overhead made no sound. Most alarmingly one that refused any attempt at communication and gave no quarter or mercy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus after much debate &#039;&#039;&#039;Project Argus&#039;&#039;&#039; was born. Twelve teams of their best and brightest from any walk of life would each be trained as Elite Rangers, each assigned one of twelve pie shaped sectors of responsibility centered on the now small city of Truth or Consequences. Their goal to discover any friends, defeat any foe, secure any resources vital to The Phoenix Initiatives future survival, by any and all methods deemed necessary per each team leaders personal judgment. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are part of one such team. Assigned to &#039;&#039;&#039;Sector Alpha&#039;&#039;&#039; you and your team are the first to step beyond your borders in nearly a half century. Your actions will become the stuff of legend, helping determine the fate of your nation and perhaps even that of the American Wasteland itself. Only one question remains...what will you do?&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Gritty Post Apoc with a very heavy dash of Fallout/Wasteland like Pulp for levity, PCs are still &#039;real people&#039; in the &#039;real world&#039; but clearly stand head and shoulders above the common folk even at game start. They can get sick, crippled, and even gear with bad luck  can break however such things may not be permanent...for a price. But remember anything the PCs have to worry about also will affect the NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, lots of trying to win Hearts and Minds though depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low/Medium, there are Bad Dude and Bad Things out there but a lot combat can be avoided often with guile or silver tongue. This is fortunate as when combat does happen its going to be rough and brutal even if the PC&#039;s do get a bit of an edge. Once again depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low/Medium, viable mutations and mutants are known to exist while radiation /mostly/ works like we expect IRL. Though it can be as likely to give you a mutation, useful or otherwise, as it is to give you Super Cancer. And who knows what else might be lurking out there... &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gods of War==&lt;br /&gt;
&#039;&#039;&amp;quot;AU Battletech&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lost Souls==&lt;br /&gt;
&#039;&#039;&amp;quot;Get out of here STALKER&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crush Depth==&lt;br /&gt;
&#039;&#039;&amp;quot;Underwater Space Opera set on Earth After the End.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tombstone==&lt;br /&gt;
&#039;&#039;&amp;quot;The last thing you heard was the hammer of an outlaws revolver or the crack of a hangman&#039;s rope as you swore vengeance in this life or the next. Funny thing about oaths is they always hold a spark o power and something out there decided to hold you to it. Welcome back, partner.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Larger than Life with a bit of grit and light horror for flavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Medium, depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Medium/High, depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, you start as the undead freshly risen from your grave in the old west for reasons and methods unknown to you. Things will only get stranger from there.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saucers==&lt;br /&gt;
&#039;&#039;&amp;quot;Outside of Rosewell, NM, in 1947 Earth made its first proper contact with alien life and learned that not only are we far from alone we are the intergalactic equivalent of a 3rd world nation sitting on top of a goldmine. Caught between numerous rival alien powers and our system astride a key jump point nexus the US and USSR have begrudgingly teamed up to keep the Earth free and her people unaware for fear of the damage such a culture shock could inflict. To this end they wheel, deal, politic, and plan cover ups with their frenemy counterparts even as they try to quietly make sure their side is the one who comes out on top the most as the cold war rolls on in the background.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Space Fantasy Cold War Pulp with Square Jawed American Heros, Wylie Soviet Agents, and Suave British Diplomats pitted against a number of potential mutual foes with only each other to rely on. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, intergalactic diplomacy and intrigue (both of the regular and Kirk variety) are the main point of the setting. Earth doesn&#039;t stand much of a chance militarily anytime soon should the Space Tanks roll in so words are the only real weapon of choice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low, there will be some fighting but it will likely be out of the ordinary and tied to the climax of various plots.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, aliens are generally humans with funny bits for the most part with tech that is understandable in form and function even if very advanced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Duty and Dusters==&lt;br /&gt;
&#039;&#039;&amp;quot;Lord Fredrick Bartholomew Horatio, a wealthy and influential member of the House of Lords in a quasi-steampunk 18xx London. Gentleman, Scientist, Adventurer, voted Best Mustache by his peers three years running, he is the very definition of Victorian Upper Crust. His son, Ulysses  Bartholomew Horatio ... is not. A useless fop with a spine of mud, ego only rivaled by the size of the moon, able to be outwitted by a stale loaf of bread, possessing the grace of a dead fish, and sadly sole heir to family title and fortune. You are part of the long suffering neko-house staff, under the stern guidance of House Steward Helga von Zyperkatze, that are not only responsible for the day to day operations but on personal request from Lord Fredrick himself quietly responsible for keeping Ulysses out as much trouble as possible. There is hope that with time and firm but soft guidance from both father and staff the boy will shed his foolishness and become the man his father has long hoped for. Unfortunately for you this does not seem to be likely anytime soon. Even Helga is rumored to be eyeing retirement at this point, to a place where the waters are warm and so is the..company. Which would naturally mean someones getting a Promotion if and when she leaves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thankfully you have the power of Neko-Magic and slapstick physics to help in the face of all these challenges. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Light hearted Slice of Life anime with Nekomaids, steampunk, cat magic, and where Status is tracked rather than HP for the sake of &#039;injury. Though on the rare occasion darker plots might occur for so called &#039;WHAM&#039; episodes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, overt violence is likely to just cause loss of status in many situations. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low, what does occur is likely to be more of the silly/over the top variety. Yes, including Hammer Space Arsenals and being mildly inconvenienced/embarrassed via what should otherwise be fatal injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, its cat-staff in a steampunkish London with actual magic. Do you /really/ need to ask? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hostile Skies==&lt;br /&gt;
&#039;&#039;&amp;quot;XCOM, Lords edition.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Dark, Gritty, Violent and with the occasional splash of humor. Just like old school XCOM and UFO.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Low/Medium, while some politicking and whatnot will occur most of the focus is on shooting filthy Xenos dead and Stealing their Stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; High, defend Earth, find the Truth...and kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low, while it will involve aliens and potentially other weirdness the game should remain grounded in a fairly &#039;realistic&#039; tone with those concessions in mind. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rust==&lt;br /&gt;
&#039;&#039;&amp;quot;When the world fell in fire and blood it ripped away the masks of civility we wore. Demons, cowards, heros, lunatics, every man or woman who survived saw what they truly were inside. For some the truth broke them while others embraced it. One such man was Colonel Blackwell. He rose up from the ashes of the old world and forged ragged bands of marauders into a fighting force that would terrorize the western wastes for years, a threat so strong even the great oil cities with their vast black wealth could barely hold before his fury. The Blackhearts grew strong and fat from tithes of men and material ripped from the hands of those weaker then themselves. Then one day before a force of over a hundred vehicles and thousands of men he proclaimed a great crusade. The single greatest concentration of force the wasteland had ever seen before or since set off for the Northern Deadzone with naught but a skeleton crew to watch what little was left at home. They never returned.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Two decades have passed since the Blackhearts vanished and those left behind fell upon each other in petty squabbling, the bandits groups they became mere shadows of what once was. A dozen fledgling city-states still look to the north with quiet unease as they fear Blackwells return even as they begin to plot and scheme against each other. Some worry that Blackwells return would be the end of our bastard civilization while others say it shall be its salvation. Still others say he&#039;s d dead and the old records are little more than stories now told to scare young whelps into behaving. Hmph. An ancient saying comes to mind, those who forget their history are doomed to repeat it.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Dark and gritty post apoc heavily cribbing off Mad Max with influences from Fallout and Wasteland. Roaring V8s, neo-pagen religions, and the day to day struggle to survive in a harsh new world where happy ending must be earned at the cost of blood and sweat. That said while the PC&#039;s will be better than your average survivor with odds weighted slightly in their favor they are far from invincible.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Low-Medium; the dozen or so city-states (and smaller settlements between them) have recovered sufficiently that the great game of politics has recommenced as they jocky for dominance of the known wasteland.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low-Medium; people will fight smart and when they do occur expect most of them to be short, brutal, and bloody.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low-Medium; with the setting concessions in mine the world works much like one would expect. However the occasional mutation (sometimes beneficial) are known to exist and there are rumors of things like prophetic visions or magic often found where alcohol flows free but most dismiss such as little more than fairy tales...&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=WS-Varied_Game_Pitches_(Coming_Soon)&amp;diff=65543</id>
		<title>WS-Varied Game Pitches (Coming Soon)</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=WS-Varied_Game_Pitches_(Coming_Soon)&amp;diff=65543"/>
		<updated>2018-04-17T05:07:27Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Tombstone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a collection of potential campaign style game pitches for the Lords room. Each are developed to a varying degree as some are fairly new while others have been stewing for years. Each has notation for its intended tone, amount of social or combat, and how &#039;weird&#039; it might be either from the start or when it gets rolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, that I tend to stick to the following golden rules when GMing (unless otherwise noted):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Sandbox style games where I try rolling with the consequences of what the PC&#039;s do. Intentional or otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; NPC&#039;s are more than loot and XP dispensers and have their own goals and motivations. That said the time spent on those aspects depend entirely on how important a given character is.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; Anything the PC&#039;s can do in terms of tactics or tricks the NPC&#039;s can and will eventually figure out themselves given enough time and exposure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Steel Sky==&lt;br /&gt;
&#039;&#039;“This is not a peace. It is an armistice for 20 years.”&#039;&#039; - &#039;&#039;&#039;(Ferdinand Foch, 1918)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                          &lt;br /&gt;
&#039;&#039;&amp;quot;In 1918 upon eleventh hour of the eleventh day of the eleventh month, the battlefields of the Great War fell silent and the world once again breathed easy. Many proclaimed that it had been the war to end all wars, and that with Germany disarmed at the point of a bayonet the future would no longer suffer the horrors that had been unleashed upon European soil. They said that science and reason would now stride forth, unshackled from its chains of misery and death, and with its burning light of optimism lead all of mankind into a new age. Others saw it differently, seeing the Treaty of Versailles as merely continuing the horrors that had been first birthed upon the battlefield; Dehumanization of the individual, the destruction of society as they knew it, even the apparent death of free will itself.&amp;lt;br&amp;gt;&lt;br /&gt;
           &lt;br /&gt;
      &lt;br /&gt;
&#039;&#039;Despite these growing troubles the world, as always, continued to turn. Even the sudden invention of the Quantum Electrodynamic Engine by Canadian Professor Erick Freeman in 1921, in rumored secret collaboration with Nikola Tesla himself, did little to slow the roaring 20&#039;s down. The QED was a device that, through use of precisely formed coils of Uranium bearing alloy electrically energized to high potential, allowed a heavier then air device to repel the Earth itself, as if by magic. While the public dreamed of everything from flying cars to flying cities the Great Powers dreamed in secret of flying Dreadnoughts capable of seizing the sky from any foe who stood in their way. Despite the tight control Freeman maintained over the new technology, until his death a few years later in a tragic plane crash in the Canadian wilderness during a hunting trip, within a few short years later in a tragic by hook or crook every major power seemed to possess the secret.&amp;lt;br&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Soon the Roaring Twenties and their illicit, booze fueled boom gave way to the sullen 1930&#039;s as economic depression, sparked by Black Friday in 1929, gripped the entire world though for a lucky few the party never stopped. Despite the sullen days for the economy progress continued to charge onward as the first flight of a commercial heavier-than-air lift-assisted craft took place on December 12th, 1933, with the Spirit of America traveling from New York to London in 24 hours. Many  however didn&#039;t care, as riots over food, rampant unemployment, government bonuses for Great War veterans, and even race grew to be regular occurrences as the very fabric of society itself began to unravel. Something a few who had long predicted it since the end of the war took cold comfort in. The idea even began to emerge that democracy itself was finished causing people to flock to any radical theory that promised to fix whatever was deeply wrong with society, be it Socialism, Communism, Fascism, Technocracy, or even Eugenics. &amp;lt;br&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
            &lt;br /&gt;
&#039;&#039;As commercial flights of lift assisted craft became more common, Roosevelt&#039;s New Deal raised hopes for economic recovery, and the death of Prohibition the US raised hopes among some for a better future. However this did little to assuage the fears of the general population as the decade came to a close. For upon the horizon once again, the clouds of war seemed to be gathering. Fascism and Socialism were on the march, crying for the blood of their enemies, Hitler was growing bolder and more belligerent each day, the Nanking Massacre was ripping through the headlines, and there was even the outbreak of civil war in Spain as bloody fighting between Nationalist and Republican forces tore the country apart. Finally on October 12th, 1937, the HMLS^ Nelson, first of the long dreamed aerial Dreadnoughts, took its maiden flight. Queen Elizabeth herself declared it a defensive weapon, a weapon meant to bring an end to war itself and ensure the Great War could never happen again. However despite the attempt at reassurance, the launch&#039;s fanfare, or its attendance by foreign dignitaries, many feared this new ship would just herald the beginning of yet another arms race.&amp;lt;br&amp;gt;&lt;br /&gt;
     &lt;br /&gt;
   &lt;br /&gt;
&#039;&#039;It is now New Years eve 1937 and the world stands at a crossroads. Down one path lies the peace and prosperity that had been promised for twenty years as the spoils of the Great War, while down the other hangs clouds heavy with the promise of conflict that threaten to dwarf the last war in both scale and ferocity. All while a most delicate game of intrigue and conspiracy plays out in the shadows. Only one question remains. In a world balanced upon a knife&#039;s edge, what will you do?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
^Her Majesty&#039;s Lift Ship.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Gritty Pulp, PCs are still &#039;real people&#039; in the &#039;real world&#039; but clearly stand head and shoulders above the common folk even at game start.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Medium/High, depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low/Medium, depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Medium, starts with a interwar era we&#039;d recognize but with the recent development of practical anti-gravity called &#039;lift engines&#039;. The potential only goes up from there. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Dawn==&lt;br /&gt;
&#039;&#039;&amp;quot;The world as we knew it ended that Christmas of 91, a cold war boiling over as the Commies breached the Rhine and France carried out its long promised retaliation. A thermonuclear spark that once struck quickly blazed out of control. Millions died in the resulting strikes with many more perishing in the unraveling of society that followed. Swallowed by a contaminated veil of silence lasting many years, the dead becoming part of the background radiation that now blanketed the Earth. Humanity was almost extinguished but life, as always, would try to find a way. In time new civilizations would struggle to arise but the scars left by the war have not yet healed and the Earth has not forgotten.&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are one of the lucky ones, born within the territory of the &#039;&#039;&#039;Phoenix Initiative&#039;&#039;&#039; based around the old pre-war town of Truth and Consequences, New Mexico. Nestled along the Rio Grand between the Black Range to the West, and both the the Sacramento and SanAnders ranges to the East the valley has remained relatively free of radiation and other contamination. The mountains on each side and the elevated levels of radiation to the North and South along I-25 standing as quiet sentries against the horrors of the outside world. Descendant from both survival minded locals and a detachment from the Army corp of Engineers tasked with refurbishing the nearby Elephant Butte Dam when contact with their superiors was cut off your people are hardy, resourceful, and determined to rebuild the world they once knew. Though opinions remained divided on seeking out survivors further afield, even as a growing population back home slowly strained the resources available despite heroic effort to keep pace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eventually the issue would be forced not by internal pressures but via an external event no one expected. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Red August of 2039 found the Ranger border patrols, whom previously had to deal with the occasional lone bandit or small pack of mutants, inundated with a sudden influx of refugee&#039;s from the West. A ragged starving force numbering in the hundreds washing over them, many sick with radiation poisoning or already showing signs of mutation. Desperate men, women, and children who not only possessed the will to take what they needed but also the force of arms to do so. Training and discipline that filled the surviving Army Engineer founders with unease as they recognized its all too familiar roots. Cold soil and rock ran red with blood from both sides as the invaders were eventually broken, survivors either dispersed or captured. But the price was high for the newborn state and weeks of debriefings and investigations later finally gave four pieces of evidence that none could dispute.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; That despite years of radio silence and isolation they were not alone.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; That the natural barriers they had sheltered behind for decades finally had been breached.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; That background contamination levels were decreasing to the point that previous deadzones could with preparation be traveled again.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; That something had destroyed a smaller faction to the West called the &#039;&#039;&#039;Free State of Arizona&#039;&#039;&#039; that  in many ways was similar to the &#039;&#039;&#039;Phoenix Initiative&#039;&#039;&#039;. Routed by a foe prisoners called the &#039;&#039;&#039;Iron Men&#039;&#039;&#039;; an opponent who possessed unbreakable armor, weapons that could burn a man down from the inside out, and craft whose passage overhead made no sound. Most alarmingly one that refused any attempt at communication and gave no quarter or mercy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus after much debate &#039;&#039;&#039;Project Argus&#039;&#039;&#039; was born. Twelve teams of their best and brightest from any walk of life would each be trained as Elite Rangers, each assigned one of twelve pie shaped sectors of responsibility centered on the now small city of Truth or Consequences. Their goal to discover any friends, defeat any foe, secure any resources vital to The Phoenix Initiatives future survival, by any and all methods deemed necessary per each team leaders personal judgment. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are part of one such team. Assigned to &#039;&#039;&#039;Sector Alpha&#039;&#039;&#039; you and your team are the first to step beyond your borders in nearly a half century. Your actions will become the stuff of legend, helping determine the fate of your nation and perhaps even that of the American Wasteland itself. Only one question remains...what will you do?&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Gritty Post Apoc with a very heavy dash of Fallout/Wasteland like Pulp for levity, PCs are still &#039;real people&#039; in the &#039;real world&#039; but clearly stand head and shoulders above the common folk even at game start. They can get sick, crippled, and even gear with bad luck  can break however such things may not be permanent...for a price. But remember anything the PCs have to worry about also will affect the NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, lots of trying to win Hearts and Minds though depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low/Medium, there are Bad Dude and Bad Things out there but a lot combat can be avoided often with guile or silver tongue. This is fortunate as when combat does happen its going to be rough and brutal even if the PC&#039;s do get a bit of an edge. Once again depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low/Medium, viable mutations and mutants are known to exist while radiation /mostly/ works like we expect IRL. Though it can be as likely to give you a mutation, useful or otherwise, as it is to give you Super Cancer. And who knows what else might be lurking out there... &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gods of War==&lt;br /&gt;
&#039;&#039;&amp;quot;AU Battletech&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lost Souls==&lt;br /&gt;
&#039;&#039;&amp;quot;Get out of here STALKER&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crush Depth==&lt;br /&gt;
&#039;&#039;&amp;quot;Underwater Space Opera set on Earth After the End.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tombstone==&lt;br /&gt;
&#039;&#039;&amp;quot;The last thing you heard was the hammer of an outlaws revolver or the crack of a hangman&#039;s rope as you swore vengeance in this life or the next. Funny thing about oaths is they always hold a spark o power and something out there decided to hold you to it. Welcome back, partner.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Larger than Life with a bit of grit and light horror for flavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Medium, depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Medium/High, depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, you start as the undead freshly risen from your grave in the old west for reasons and methods unknown to you. Things will only get stranger from there.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saucers==&lt;br /&gt;
&#039;&#039;&amp;quot;Outside of Rosewell, NM, in 1947 Earth made its first proper contact with alien life and learned that not only are we far from alone we are the intergalactic equivalent of a 3rd world nation sitting on top of a goldmine. Caught between numerous rival alien powers and our system astride a key jump point nexus the US and USSR have begrudgingly teamed up to keep the Earth free and her people unaware for fear of the damage such a culture shock could inflict. To this end they wheel, deal, politic, and plan cover ups with their frenemy counterparts even as they try to quietly make sure their side is the one who comes out on top the most as the cold war rolls on in the background.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Space Fantasy Cold War Pulp with Square Jawed American Heros, Wylie Soviet Agents, and Suave British Diplomats pitted against a number of potential mutual foes with only each other to rely on. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, intergalactic diplomacy and intrigue (both of the regular and Kirk variety) are the main point of the setting. Earth doesn&#039;t stand much of a chance militarily anytime soon should the Space Tanks roll in so words are the only real weapon of choice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low, there will be some fighting but it will likely be out of the ordinary and tied to the climax of various plots.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, aliens are generally humans with funny bits for the most part with tech that is understandable in form and function even if very advanced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Duty and Dusters==&lt;br /&gt;
&#039;&#039;&amp;quot;Lord Fredrick Bartholomew Horatio, a wealthy and influential member of the House of Lords in a quasi-steampunk 18xx London. Gentleman, Scientist, Adventurer, voted Best Mustache by his peers three years running, he is the very definition of Victorian Upper Crust. His son, Ulysses  Bartholomew Horatio ... is not. A useless fop with a spine of mud, ego only rivaled by the size of the moon, able to be outwitted by a stale loaf of bread, possessing the grace of a dead fish, and sadly sole heir to family title and fortune. You are part of the long suffering neko-house staff, under the stern guidance of House Steward Helga von Zyperkatze, that are not only responsible for the day to day operations but on personal request from Lord Fredrick himself quietly responsible for keeping Ulysses out as much trouble as possible. There is hope that with time and firm but soft guidance from both father and staff the boy will shed his foolishness and become the man his father has long hoped for. Unfortunately for you this does not seem to be likely anytime soon. Even Helga is rumored to be eyeing retirement at this point, to a place where the waters are warm and so is the..company. Which would naturally mean someones getting a Promotion if and when she leaves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thankfully you have the power of Neko-Magic and slapstick physics to help in the face of all these challenges. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Light hearted Slice of Life anime with Nekomaids, steampunk, cat magic, and where Status is tracked rather than HP for the sake of &#039;injury. Though on the rare occasion darker plots might occur for so called &#039;WHAM&#039; episodes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, overt violence is likely to just cause loss of status in many situations. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low, what does occur is likely to be more of the silly/over the top variety. Yes, including Hammer Space Arsenals and being mildly inconvenienced/embarrassed via what should otherwise be fatal injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, its cat-staff in a steampunkish London with actual magic. Do you /really/ need to ask? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hostile Skies==&lt;br /&gt;
&#039;&#039;&amp;quot;XCOM, Lords edition.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Dark, Gritty, Violent and with the occasional splash of humor. Just like old school XCOM and UFO.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Low/Medium, while some politicking and whatnot will occur most of the focus is on shooting filthy Xenos dead and Stealing their Stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; High, defend Earth, find the Truth...and kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low, while it will involve aliens and potentially other weirdness the game should remain grounded in a fairly &#039;realistic&#039; tone with those concessions in mind. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rust==&lt;br /&gt;
&#039;&#039;&amp;quot;Totally not Mad Max with the serial numbers filed off. Honest.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; TBA.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; TBA.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; TBA.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; TBA. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=WS-Varied_Game_Pitches_(Coming_Soon)&amp;diff=65542</id>
		<title>WS-Varied Game Pitches (Coming Soon)</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=WS-Varied_Game_Pitches_(Coming_Soon)&amp;diff=65542"/>
		<updated>2018-04-17T05:06:00Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Saucers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a collection of potential campaign style game pitches for the Lords room. Each are developed to a varying degree as some are fairly new while others have been stewing for years. Each has notation for its intended tone, amount of social or combat, and how &#039;weird&#039; it might be either from the start or when it gets rolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, that I tend to stick to the following golden rules when GMing (unless otherwise noted):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Sandbox style games where I try rolling with the consequences of what the PC&#039;s do. Intentional or otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; NPC&#039;s are more than loot and XP dispensers and have their own goals and motivations. That said the time spent on those aspects depend entirely on how important a given character is.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; Anything the PC&#039;s can do in terms of tactics or tricks the NPC&#039;s can and will eventually figure out themselves given enough time and exposure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Steel Sky==&lt;br /&gt;
&#039;&#039;“This is not a peace. It is an armistice for 20 years.”&#039;&#039; - &#039;&#039;&#039;(Ferdinand Foch, 1918)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                          &lt;br /&gt;
&#039;&#039;&amp;quot;In 1918 upon eleventh hour of the eleventh day of the eleventh month, the battlefields of the Great War fell silent and the world once again breathed easy. Many proclaimed that it had been the war to end all wars, and that with Germany disarmed at the point of a bayonet the future would no longer suffer the horrors that had been unleashed upon European soil. They said that science and reason would now stride forth, unshackled from its chains of misery and death, and with its burning light of optimism lead all of mankind into a new age. Others saw it differently, seeing the Treaty of Versailles as merely continuing the horrors that had been first birthed upon the battlefield; Dehumanization of the individual, the destruction of society as they knew it, even the apparent death of free will itself.&amp;lt;br&amp;gt;&lt;br /&gt;
           &lt;br /&gt;
      &lt;br /&gt;
&#039;&#039;Despite these growing troubles the world, as always, continued to turn. Even the sudden invention of the Quantum Electrodynamic Engine by Canadian Professor Erick Freeman in 1921, in rumored secret collaboration with Nikola Tesla himself, did little to slow the roaring 20&#039;s down. The QED was a device that, through use of precisely formed coils of Uranium bearing alloy electrically energized to high potential, allowed a heavier then air device to repel the Earth itself, as if by magic. While the public dreamed of everything from flying cars to flying cities the Great Powers dreamed in secret of flying Dreadnoughts capable of seizing the sky from any foe who stood in their way. Despite the tight control Freeman maintained over the new technology, until his death a few years later in a tragic plane crash in the Canadian wilderness during a hunting trip, within a few short years later in a tragic by hook or crook every major power seemed to possess the secret.&amp;lt;br&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Soon the Roaring Twenties and their illicit, booze fueled boom gave way to the sullen 1930&#039;s as economic depression, sparked by Black Friday in 1929, gripped the entire world though for a lucky few the party never stopped. Despite the sullen days for the economy progress continued to charge onward as the first flight of a commercial heavier-than-air lift-assisted craft took place on December 12th, 1933, with the Spirit of America traveling from New York to London in 24 hours. Many  however didn&#039;t care, as riots over food, rampant unemployment, government bonuses for Great War veterans, and even race grew to be regular occurrences as the very fabric of society itself began to unravel. Something a few who had long predicted it since the end of the war took cold comfort in. The idea even began to emerge that democracy itself was finished causing people to flock to any radical theory that promised to fix whatever was deeply wrong with society, be it Socialism, Communism, Fascism, Technocracy, or even Eugenics. &amp;lt;br&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
            &lt;br /&gt;
&#039;&#039;As commercial flights of lift assisted craft became more common, Roosevelt&#039;s New Deal raised hopes for economic recovery, and the death of Prohibition the US raised hopes among some for a better future. However this did little to assuage the fears of the general population as the decade came to a close. For upon the horizon once again, the clouds of war seemed to be gathering. Fascism and Socialism were on the march, crying for the blood of their enemies, Hitler was growing bolder and more belligerent each day, the Nanking Massacre was ripping through the headlines, and there was even the outbreak of civil war in Spain as bloody fighting between Nationalist and Republican forces tore the country apart. Finally on October 12th, 1937, the HMLS^ Nelson, first of the long dreamed aerial Dreadnoughts, took its maiden flight. Queen Elizabeth herself declared it a defensive weapon, a weapon meant to bring an end to war itself and ensure the Great War could never happen again. However despite the attempt at reassurance, the launch&#039;s fanfare, or its attendance by foreign dignitaries, many feared this new ship would just herald the beginning of yet another arms race.&amp;lt;br&amp;gt;&lt;br /&gt;
     &lt;br /&gt;
   &lt;br /&gt;
&#039;&#039;It is now New Years eve 1937 and the world stands at a crossroads. Down one path lies the peace and prosperity that had been promised for twenty years as the spoils of the Great War, while down the other hangs clouds heavy with the promise of conflict that threaten to dwarf the last war in both scale and ferocity. All while a most delicate game of intrigue and conspiracy plays out in the shadows. Only one question remains. In a world balanced upon a knife&#039;s edge, what will you do?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
^Her Majesty&#039;s Lift Ship.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Gritty Pulp, PCs are still &#039;real people&#039; in the &#039;real world&#039; but clearly stand head and shoulders above the common folk even at game start.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Medium/High, depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low/Medium, depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Medium, starts with a interwar era we&#039;d recognize but with the recent development of practical anti-gravity called &#039;lift engines&#039;. The potential only goes up from there. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Dawn==&lt;br /&gt;
&#039;&#039;&amp;quot;The world as we knew it ended that Christmas of 91, a cold war boiling over as the Commies breached the Rhine and France carried out its long promised retaliation. A thermonuclear spark that once struck quickly blazed out of control. Millions died in the resulting strikes with many more perishing in the unraveling of society that followed. Swallowed by a contaminated veil of silence lasting many years, the dead becoming part of the background radiation that now blanketed the Earth. Humanity was almost extinguished but life, as always, would try to find a way. In time new civilizations would struggle to arise but the scars left by the war have not yet healed and the Earth has not forgotten.&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are one of the lucky ones, born within the territory of the &#039;&#039;&#039;Phoenix Initiative&#039;&#039;&#039; based around the old pre-war town of Truth and Consequences, New Mexico. Nestled along the Rio Grand between the Black Range to the West, and both the the Sacramento and SanAnders ranges to the East the valley has remained relatively free of radiation and other contamination. The mountains on each side and the elevated levels of radiation to the North and South along I-25 standing as quiet sentries against the horrors of the outside world. Descendant from both survival minded locals and a detachment from the Army corp of Engineers tasked with refurbishing the nearby Elephant Butte Dam when contact with their superiors was cut off your people are hardy, resourceful, and determined to rebuild the world they once knew. Though opinions remained divided on seeking out survivors further afield, even as a growing population back home slowly strained the resources available despite heroic effort to keep pace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eventually the issue would be forced not by internal pressures but via an external event no one expected. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Red August of 2039 found the Ranger border patrols, whom previously had to deal with the occasional lone bandit or small pack of mutants, inundated with a sudden influx of refugee&#039;s from the West. A ragged starving force numbering in the hundreds washing over them, many sick with radiation poisoning or already showing signs of mutation. Desperate men, women, and children who not only possessed the will to take what they needed but also the force of arms to do so. Training and discipline that filled the surviving Army Engineer founders with unease as they recognized its all too familiar roots. Cold soil and rock ran red with blood from both sides as the invaders were eventually broken, survivors either dispersed or captured. But the price was high for the newborn state and weeks of debriefings and investigations later finally gave four pieces of evidence that none could dispute.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; That despite years of radio silence and isolation they were not alone.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; That the natural barriers they had sheltered behind for decades finally had been breached.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; That background contamination levels were decreasing to the point that previous deadzones could with preparation be traveled again.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; That something had destroyed a smaller faction to the West called the &#039;&#039;&#039;Free State of Arizona&#039;&#039;&#039; that  in many ways was similar to the &#039;&#039;&#039;Phoenix Initiative&#039;&#039;&#039;. Routed by a foe prisoners called the &#039;&#039;&#039;Iron Men&#039;&#039;&#039;; an opponent who possessed unbreakable armor, weapons that could burn a man down from the inside out, and craft whose passage overhead made no sound. Most alarmingly one that refused any attempt at communication and gave no quarter or mercy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus after much debate &#039;&#039;&#039;Project Argus&#039;&#039;&#039; was born. Twelve teams of their best and brightest from any walk of life would each be trained as Elite Rangers, each assigned one of twelve pie shaped sectors of responsibility centered on the now small city of Truth or Consequences. Their goal to discover any friends, defeat any foe, secure any resources vital to The Phoenix Initiatives future survival, by any and all methods deemed necessary per each team leaders personal judgment. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are part of one such team. Assigned to &#039;&#039;&#039;Sector Alpha&#039;&#039;&#039; you and your team are the first to step beyond your borders in nearly a half century. Your actions will become the stuff of legend, helping determine the fate of your nation and perhaps even that of the American Wasteland itself. Only one question remains...what will you do?&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Gritty Post Apoc with a very heavy dash of Fallout/Wasteland like Pulp for levity, PCs are still &#039;real people&#039; in the &#039;real world&#039; but clearly stand head and shoulders above the common folk even at game start. They can get sick, crippled, and even gear with bad luck  can break however such things may not be permanent...for a price. But remember anything the PCs have to worry about also will affect the NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, lots of trying to win Hearts and Minds though depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low/Medium, there are Bad Dude and Bad Things out there but a lot combat can be avoided often with guile or silver tongue. This is fortunate as when combat does happen its going to be rough and brutal even if the PC&#039;s do get a bit of an edge. Once again depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low/Medium, viable mutations and mutants are known to exist while radiation /mostly/ works like we expect IRL. Though it can be as likely to give you a mutation, useful or otherwise, as it is to give you Super Cancer. And who knows what else might be lurking out there... &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gods of War==&lt;br /&gt;
&#039;&#039;&amp;quot;AU Battletech&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lost Souls==&lt;br /&gt;
&#039;&#039;&amp;quot;Get out of here STALKER&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crush Depth==&lt;br /&gt;
&#039;&#039;&amp;quot;Underwater Space Opera set on Earth After the End.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tombstone==&lt;br /&gt;
&#039;&#039;&amp;quot;The last thing you heard was the hammer of an outlaws revolver as you swore vengeance in this life or the next. Funny thing about oaths is they always hold a spark o power and something decided to hold you to it. Welcome back, partner.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Larger than Life with a bit of grit for flavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Medium, depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Medium/High, depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, you start as the undead freshly risen from your grave in the old west for reasons and methods unknown to you. Things will only get stranger from there.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saucers==&lt;br /&gt;
&#039;&#039;&amp;quot;Outside of Rosewell, NM, in 1947 Earth made its first proper contact with alien life and learned that not only are we far from alone we are the intergalactic equivalent of a 3rd world nation sitting on top of a goldmine. Caught between numerous rival alien powers and our system astride a key jump point nexus the US and USSR have begrudgingly teamed up to keep the Earth free and her people unaware for fear of the damage such a culture shock could inflict. To this end they wheel, deal, politic, and plan cover ups with their frenemy counterparts even as they try to quietly make sure their side is the one who comes out on top the most as the cold war rolls on in the background.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Space Fantasy Cold War Pulp with Square Jawed American Heros, Wylie Soviet Agents, and Suave British Diplomats pitted against a number of potential mutual foes with only each other to rely on. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, intergalactic diplomacy and intrigue (both of the regular and Kirk variety) are the main point of the setting. Earth doesn&#039;t stand much of a chance militarily anytime soon should the Space Tanks roll in so words are the only real weapon of choice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low, there will be some fighting but it will likely be out of the ordinary and tied to the climax of various plots.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, aliens are generally humans with funny bits for the most part with tech that is understandable in form and function even if very advanced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Duty and Dusters==&lt;br /&gt;
&#039;&#039;&amp;quot;Lord Fredrick Bartholomew Horatio, a wealthy and influential member of the House of Lords in a quasi-steampunk 18xx London. Gentleman, Scientist, Adventurer, voted Best Mustache by his peers three years running, he is the very definition of Victorian Upper Crust. His son, Ulysses  Bartholomew Horatio ... is not. A useless fop with a spine of mud, ego only rivaled by the size of the moon, able to be outwitted by a stale loaf of bread, possessing the grace of a dead fish, and sadly sole heir to family title and fortune. You are part of the long suffering neko-house staff, under the stern guidance of House Steward Helga von Zyperkatze, that are not only responsible for the day to day operations but on personal request from Lord Fredrick himself quietly responsible for keeping Ulysses out as much trouble as possible. There is hope that with time and firm but soft guidance from both father and staff the boy will shed his foolishness and become the man his father has long hoped for. Unfortunately for you this does not seem to be likely anytime soon. Even Helga is rumored to be eyeing retirement at this point, to a place where the waters are warm and so is the..company. Which would naturally mean someones getting a Promotion if and when she leaves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thankfully you have the power of Neko-Magic and slapstick physics to help in the face of all these challenges. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Light hearted Slice of Life anime with Nekomaids, steampunk, cat magic, and where Status is tracked rather than HP for the sake of &#039;injury. Though on the rare occasion darker plots might occur for so called &#039;WHAM&#039; episodes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, overt violence is likely to just cause loss of status in many situations. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low, what does occur is likely to be more of the silly/over the top variety. Yes, including Hammer Space Arsenals and being mildly inconvenienced/embarrassed via what should otherwise be fatal injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, its cat-staff in a steampunkish London with actual magic. Do you /really/ need to ask? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hostile Skies==&lt;br /&gt;
&#039;&#039;&amp;quot;XCOM, Lords edition.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Dark, Gritty, Violent and with the occasional splash of humor. Just like old school XCOM and UFO.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Low/Medium, while some politicking and whatnot will occur most of the focus is on shooting filthy Xenos dead and Stealing their Stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; High, defend Earth, find the Truth...and kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low, while it will involve aliens and potentially other weirdness the game should remain grounded in a fairly &#039;realistic&#039; tone with those concessions in mind. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rust==&lt;br /&gt;
&#039;&#039;&amp;quot;Totally not Mad Max with the serial numbers filed off. Honest.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; TBA.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; TBA.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; TBA.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; TBA. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=WS-Varied_Game_Pitches_(Coming_Soon)&amp;diff=65541</id>
		<title>WS-Varied Game Pitches (Coming Soon)</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=WS-Varied_Game_Pitches_(Coming_Soon)&amp;diff=65541"/>
		<updated>2018-04-17T04:58:43Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Duty and Dusters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a collection of potential campaign style game pitches for the Lords room. Each are developed to a varying degree as some are fairly new while others have been stewing for years. Each has notation for its intended tone, amount of social or combat, and how &#039;weird&#039; it might be either from the start or when it gets rolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, that I tend to stick to the following golden rules when GMing (unless otherwise noted):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Sandbox style games where I try rolling with the consequences of what the PC&#039;s do. Intentional or otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; NPC&#039;s are more than loot and XP dispensers and have their own goals and motivations. That said the time spent on those aspects depend entirely on how important a given character is.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; Anything the PC&#039;s can do in terms of tactics or tricks the NPC&#039;s can and will eventually figure out themselves given enough time and exposure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Steel Sky==&lt;br /&gt;
&#039;&#039;“This is not a peace. It is an armistice for 20 years.”&#039;&#039; - &#039;&#039;&#039;(Ferdinand Foch, 1918)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                          &lt;br /&gt;
&#039;&#039;&amp;quot;In 1918 upon eleventh hour of the eleventh day of the eleventh month, the battlefields of the Great War fell silent and the world once again breathed easy. Many proclaimed that it had been the war to end all wars, and that with Germany disarmed at the point of a bayonet the future would no longer suffer the horrors that had been unleashed upon European soil. They said that science and reason would now stride forth, unshackled from its chains of misery and death, and with its burning light of optimism lead all of mankind into a new age. Others saw it differently, seeing the Treaty of Versailles as merely continuing the horrors that had been first birthed upon the battlefield; Dehumanization of the individual, the destruction of society as they knew it, even the apparent death of free will itself.&amp;lt;br&amp;gt;&lt;br /&gt;
           &lt;br /&gt;
      &lt;br /&gt;
&#039;&#039;Despite these growing troubles the world, as always, continued to turn. Even the sudden invention of the Quantum Electrodynamic Engine by Canadian Professor Erick Freeman in 1921, in rumored secret collaboration with Nikola Tesla himself, did little to slow the roaring 20&#039;s down. The QED was a device that, through use of precisely formed coils of Uranium bearing alloy electrically energized to high potential, allowed a heavier then air device to repel the Earth itself, as if by magic. While the public dreamed of everything from flying cars to flying cities the Great Powers dreamed in secret of flying Dreadnoughts capable of seizing the sky from any foe who stood in their way. Despite the tight control Freeman maintained over the new technology, until his death a few years later in a tragic plane crash in the Canadian wilderness during a hunting trip, within a few short years later in a tragic by hook or crook every major power seemed to possess the secret.&amp;lt;br&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Soon the Roaring Twenties and their illicit, booze fueled boom gave way to the sullen 1930&#039;s as economic depression, sparked by Black Friday in 1929, gripped the entire world though for a lucky few the party never stopped. Despite the sullen days for the economy progress continued to charge onward as the first flight of a commercial heavier-than-air lift-assisted craft took place on December 12th, 1933, with the Spirit of America traveling from New York to London in 24 hours. Many  however didn&#039;t care, as riots over food, rampant unemployment, government bonuses for Great War veterans, and even race grew to be regular occurrences as the very fabric of society itself began to unravel. Something a few who had long predicted it since the end of the war took cold comfort in. The idea even began to emerge that democracy itself was finished causing people to flock to any radical theory that promised to fix whatever was deeply wrong with society, be it Socialism, Communism, Fascism, Technocracy, or even Eugenics. &amp;lt;br&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
            &lt;br /&gt;
&#039;&#039;As commercial flights of lift assisted craft became more common, Roosevelt&#039;s New Deal raised hopes for economic recovery, and the death of Prohibition the US raised hopes among some for a better future. However this did little to assuage the fears of the general population as the decade came to a close. For upon the horizon once again, the clouds of war seemed to be gathering. Fascism and Socialism were on the march, crying for the blood of their enemies, Hitler was growing bolder and more belligerent each day, the Nanking Massacre was ripping through the headlines, and there was even the outbreak of civil war in Spain as bloody fighting between Nationalist and Republican forces tore the country apart. Finally on October 12th, 1937, the HMLS^ Nelson, first of the long dreamed aerial Dreadnoughts, took its maiden flight. Queen Elizabeth herself declared it a defensive weapon, a weapon meant to bring an end to war itself and ensure the Great War could never happen again. However despite the attempt at reassurance, the launch&#039;s fanfare, or its attendance by foreign dignitaries, many feared this new ship would just herald the beginning of yet another arms race.&amp;lt;br&amp;gt;&lt;br /&gt;
     &lt;br /&gt;
   &lt;br /&gt;
&#039;&#039;It is now New Years eve 1937 and the world stands at a crossroads. Down one path lies the peace and prosperity that had been promised for twenty years as the spoils of the Great War, while down the other hangs clouds heavy with the promise of conflict that threaten to dwarf the last war in both scale and ferocity. All while a most delicate game of intrigue and conspiracy plays out in the shadows. Only one question remains. In a world balanced upon a knife&#039;s edge, what will you do?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
^Her Majesty&#039;s Lift Ship.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Gritty Pulp, PCs are still &#039;real people&#039; in the &#039;real world&#039; but clearly stand head and shoulders above the common folk even at game start.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Medium/High, depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low/Medium, depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Medium, starts with a interwar era we&#039;d recognize but with the recent development of practical anti-gravity called &#039;lift engines&#039;. The potential only goes up from there. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Dawn==&lt;br /&gt;
&#039;&#039;&amp;quot;The world as we knew it ended that Christmas of 91, a cold war boiling over as the Commies breached the Rhine and France carried out its long promised retaliation. A thermonuclear spark that once struck quickly blazed out of control. Millions died in the resulting strikes with many more perishing in the unraveling of society that followed. Swallowed by a contaminated veil of silence lasting many years, the dead becoming part of the background radiation that now blanketed the Earth. Humanity was almost extinguished but life, as always, would try to find a way. In time new civilizations would struggle to arise but the scars left by the war have not yet healed and the Earth has not forgotten.&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are one of the lucky ones, born within the territory of the &#039;&#039;&#039;Phoenix Initiative&#039;&#039;&#039; based around the old pre-war town of Truth and Consequences, New Mexico. Nestled along the Rio Grand between the Black Range to the West, and both the the Sacramento and SanAnders ranges to the East the valley has remained relatively free of radiation and other contamination. The mountains on each side and the elevated levels of radiation to the North and South along I-25 standing as quiet sentries against the horrors of the outside world. Descendant from both survival minded locals and a detachment from the Army corp of Engineers tasked with refurbishing the nearby Elephant Butte Dam when contact with their superiors was cut off your people are hardy, resourceful, and determined to rebuild the world they once knew. Though opinions remained divided on seeking out survivors further afield, even as a growing population back home slowly strained the resources available despite heroic effort to keep pace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eventually the issue would be forced not by internal pressures but via an external event no one expected. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Red August of 2039 found the Ranger border patrols, whom previously had to deal with the occasional lone bandit or small pack of mutants, inundated with a sudden influx of refugee&#039;s from the West. A ragged starving force numbering in the hundreds washing over them, many sick with radiation poisoning or already showing signs of mutation. Desperate men, women, and children who not only possessed the will to take what they needed but also the force of arms to do so. Training and discipline that filled the surviving Army Engineer founders with unease as they recognized its all too familiar roots. Cold soil and rock ran red with blood from both sides as the invaders were eventually broken, survivors either dispersed or captured. But the price was high for the newborn state and weeks of debriefings and investigations later finally gave four pieces of evidence that none could dispute.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; That despite years of radio silence and isolation they were not alone.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; That the natural barriers they had sheltered behind for decades finally had been breached.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; That background contamination levels were decreasing to the point that previous deadzones could with preparation be traveled again.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; That something had destroyed a smaller faction to the West called the &#039;&#039;&#039;Free State of Arizona&#039;&#039;&#039; that  in many ways was similar to the &#039;&#039;&#039;Phoenix Initiative&#039;&#039;&#039;. Routed by a foe prisoners called the &#039;&#039;&#039;Iron Men&#039;&#039;&#039;; an opponent who possessed unbreakable armor, weapons that could burn a man down from the inside out, and craft whose passage overhead made no sound. Most alarmingly one that refused any attempt at communication and gave no quarter or mercy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus after much debate &#039;&#039;&#039;Project Argus&#039;&#039;&#039; was born. Twelve teams of their best and brightest from any walk of life would each be trained as Elite Rangers, each assigned one of twelve pie shaped sectors of responsibility centered on the now small city of Truth or Consequences. Their goal to discover any friends, defeat any foe, secure any resources vital to The Phoenix Initiatives future survival, by any and all methods deemed necessary per each team leaders personal judgment. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are part of one such team. Assigned to &#039;&#039;&#039;Sector Alpha&#039;&#039;&#039; you and your team are the first to step beyond your borders in nearly a half century. Your actions will become the stuff of legend, helping determine the fate of your nation and perhaps even that of the American Wasteland itself. Only one question remains...what will you do?&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Gritty Post Apoc with a very heavy dash of Fallout/Wasteland like Pulp for levity, PCs are still &#039;real people&#039; in the &#039;real world&#039; but clearly stand head and shoulders above the common folk even at game start. They can get sick, crippled, and even gear with bad luck  can break however such things may not be permanent...for a price. But remember anything the PCs have to worry about also will affect the NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, lots of trying to win Hearts and Minds though depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low/Medium, there are Bad Dude and Bad Things out there but a lot combat can be avoided often with guile or silver tongue. This is fortunate as when combat does happen its going to be rough and brutal even if the PC&#039;s do get a bit of an edge. Once again depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low/Medium, viable mutations and mutants are known to exist while radiation /mostly/ works like we expect IRL. Though it can be as likely to give you a mutation, useful or otherwise, as it is to give you Super Cancer. And who knows what else might be lurking out there... &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gods of War==&lt;br /&gt;
&#039;&#039;&amp;quot;AU Battletech&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lost Souls==&lt;br /&gt;
&#039;&#039;&amp;quot;Get out of here STALKER&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crush Depth==&lt;br /&gt;
&#039;&#039;&amp;quot;Underwater Space Opera set on Earth After the End.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tombstone==&lt;br /&gt;
&#039;&#039;&amp;quot;The last thing you heard was the hammer of an outlaws revolver as you swore vengeance in this life or the next. Funny thing about oaths is they always hold a spark o power and something decided to hold you to it. Welcome back, partner.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Larger than Life with a bit of grit for flavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Medium, depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Medium/High, depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, you start as the undead freshly risen from your grave in the old west for reasons and methods unknown to you. Things will only get stranger from there.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saucers==&lt;br /&gt;
&#039;&#039;&amp;quot;Outside of Rosewell, NM, in 1947 Earth made its first proper contact with alien life and learned that not only are we far from alone we are the intergalactic equivalent of a 3rd world nation sitting on top of a goldmine. Caught between numerous rival alien powers and our system astride a key jump point nexus the US and USSR have begrudgingly teamed up to keep the Earth free and her people unaware for fear of the damage such a culture shock could inflict. To this end they wheel, deal, politic, and plan cover ups with their frenemy counterparts even as they try to quietly make sure their side is the one who comes out on top the most as the cold war rolls on in the background.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Find the truth and Date it. For Earth.&amp;quot;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Space Fantasy Cold War Pulp with Square Jawed American Heros, Wylie Soviet Agents, and Suave British Diplomats pitted against a number of potential mutual foes with only each other to rely on. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, intergalactic diplomacy and intrigue (both of the regular and Kirk variety) are the main point of the setting. Earth doesn&#039;t stand much of a chance militarily anytime soon should the Space Tanks roll in so words are the only real weapon of choice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low, there will be some fighting but it will likely be out of the ordinary and tied to the climax of various plots.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, aliens are generally humans with funny bits for the most part and who&#039;s tech is understandable in form and function even if very advanced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Duty and Dusters==&lt;br /&gt;
&#039;&#039;&amp;quot;Lord Fredrick Bartholomew Horatio, a wealthy and influential member of the House of Lords in a quasi-steampunk 18xx London. Gentleman, Scientist, Adventurer, voted Best Mustache by his peers three years running, he is the very definition of Victorian Upper Crust. His son, Ulysses  Bartholomew Horatio ... is not. A useless fop with a spine of mud, ego only rivaled by the size of the moon, able to be outwitted by a stale loaf of bread, possessing the grace of a dead fish, and sadly sole heir to family title and fortune. You are part of the long suffering neko-house staff, under the stern guidance of House Steward Helga von Zyperkatze, that are not only responsible for the day to day operations but on personal request from Lord Fredrick himself quietly responsible for keeping Ulysses out as much trouble as possible. There is hope that with time and firm but soft guidance from both father and staff the boy will shed his foolishness and become the man his father has long hoped for. Unfortunately for you this does not seem to be likely anytime soon. Even Helga is rumored to be eyeing retirement at this point, to a place where the waters are warm and so is the..company. Which would naturally mean someones getting a Promotion if and when she leaves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thankfully you have the power of Neko-Magic and slapstick physics to help in the face of all these challenges. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Light hearted Slice of Life anime with Nekomaids, steampunk, cat magic, and where Status is tracked rather than HP for the sake of &#039;injury. Though on the rare occasion darker plots might occur for so called &#039;WHAM&#039; episodes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, overt violence is likely to just cause loss of status in many situations. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low, what does occur is likely to be more of the silly/over the top variety. Yes, including Hammer Space Arsenals and being mildly inconvenienced/embarrassed via what should otherwise be fatal injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, its cat-staff in a steampunkish London with actual magic. Do you /really/ need to ask? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hostile Skies==&lt;br /&gt;
&#039;&#039;&amp;quot;XCOM, Lords edition.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Dark, Gritty, Violent and with the occasional splash of humor. Just like old school XCOM and UFO.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Low/Medium, while some politicking and whatnot will occur most of the focus is on shooting filthy Xenos dead and Stealing their Stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; High, defend Earth, find the Truth...and kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low, while it will involve aliens and potentially other weirdness the game should remain grounded in a fairly &#039;realistic&#039; tone with those concessions in mind. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rust==&lt;br /&gt;
&#039;&#039;&amp;quot;Totally not Mad Max with the serial numbers filed off. Honest.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; TBA.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; TBA.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; TBA.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; TBA. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=WS-Varied_Game_Pitches_(Coming_Soon)&amp;diff=65540</id>
		<title>WS-Varied Game Pitches (Coming Soon)</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=WS-Varied_Game_Pitches_(Coming_Soon)&amp;diff=65540"/>
		<updated>2018-04-17T04:57:13Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* New Dawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a collection of potential campaign style game pitches for the Lords room. Each are developed to a varying degree as some are fairly new while others have been stewing for years. Each has notation for its intended tone, amount of social or combat, and how &#039;weird&#039; it might be either from the start or when it gets rolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, that I tend to stick to the following golden rules when GMing (unless otherwise noted):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Sandbox style games where I try rolling with the consequences of what the PC&#039;s do. Intentional or otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; NPC&#039;s are more than loot and XP dispensers and have their own goals and motivations. That said the time spent on those aspects depend entirely on how important a given character is.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; Anything the PC&#039;s can do in terms of tactics or tricks the NPC&#039;s can and will eventually figure out themselves given enough time and exposure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Steel Sky==&lt;br /&gt;
&#039;&#039;“This is not a peace. It is an armistice for 20 years.”&#039;&#039; - &#039;&#039;&#039;(Ferdinand Foch, 1918)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                          &lt;br /&gt;
&#039;&#039;&amp;quot;In 1918 upon eleventh hour of the eleventh day of the eleventh month, the battlefields of the Great War fell silent and the world once again breathed easy. Many proclaimed that it had been the war to end all wars, and that with Germany disarmed at the point of a bayonet the future would no longer suffer the horrors that had been unleashed upon European soil. They said that science and reason would now stride forth, unshackled from its chains of misery and death, and with its burning light of optimism lead all of mankind into a new age. Others saw it differently, seeing the Treaty of Versailles as merely continuing the horrors that had been first birthed upon the battlefield; Dehumanization of the individual, the destruction of society as they knew it, even the apparent death of free will itself.&amp;lt;br&amp;gt;&lt;br /&gt;
           &lt;br /&gt;
      &lt;br /&gt;
&#039;&#039;Despite these growing troubles the world, as always, continued to turn. Even the sudden invention of the Quantum Electrodynamic Engine by Canadian Professor Erick Freeman in 1921, in rumored secret collaboration with Nikola Tesla himself, did little to slow the roaring 20&#039;s down. The QED was a device that, through use of precisely formed coils of Uranium bearing alloy electrically energized to high potential, allowed a heavier then air device to repel the Earth itself, as if by magic. While the public dreamed of everything from flying cars to flying cities the Great Powers dreamed in secret of flying Dreadnoughts capable of seizing the sky from any foe who stood in their way. Despite the tight control Freeman maintained over the new technology, until his death a few years later in a tragic plane crash in the Canadian wilderness during a hunting trip, within a few short years later in a tragic by hook or crook every major power seemed to possess the secret.&amp;lt;br&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Soon the Roaring Twenties and their illicit, booze fueled boom gave way to the sullen 1930&#039;s as economic depression, sparked by Black Friday in 1929, gripped the entire world though for a lucky few the party never stopped. Despite the sullen days for the economy progress continued to charge onward as the first flight of a commercial heavier-than-air lift-assisted craft took place on December 12th, 1933, with the Spirit of America traveling from New York to London in 24 hours. Many  however didn&#039;t care, as riots over food, rampant unemployment, government bonuses for Great War veterans, and even race grew to be regular occurrences as the very fabric of society itself began to unravel. Something a few who had long predicted it since the end of the war took cold comfort in. The idea even began to emerge that democracy itself was finished causing people to flock to any radical theory that promised to fix whatever was deeply wrong with society, be it Socialism, Communism, Fascism, Technocracy, or even Eugenics. &amp;lt;br&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
            &lt;br /&gt;
&#039;&#039;As commercial flights of lift assisted craft became more common, Roosevelt&#039;s New Deal raised hopes for economic recovery, and the death of Prohibition the US raised hopes among some for a better future. However this did little to assuage the fears of the general population as the decade came to a close. For upon the horizon once again, the clouds of war seemed to be gathering. Fascism and Socialism were on the march, crying for the blood of their enemies, Hitler was growing bolder and more belligerent each day, the Nanking Massacre was ripping through the headlines, and there was even the outbreak of civil war in Spain as bloody fighting between Nationalist and Republican forces tore the country apart. Finally on October 12th, 1937, the HMLS^ Nelson, first of the long dreamed aerial Dreadnoughts, took its maiden flight. Queen Elizabeth herself declared it a defensive weapon, a weapon meant to bring an end to war itself and ensure the Great War could never happen again. However despite the attempt at reassurance, the launch&#039;s fanfare, or its attendance by foreign dignitaries, many feared this new ship would just herald the beginning of yet another arms race.&amp;lt;br&amp;gt;&lt;br /&gt;
     &lt;br /&gt;
   &lt;br /&gt;
&#039;&#039;It is now New Years eve 1937 and the world stands at a crossroads. Down one path lies the peace and prosperity that had been promised for twenty years as the spoils of the Great War, while down the other hangs clouds heavy with the promise of conflict that threaten to dwarf the last war in both scale and ferocity. All while a most delicate game of intrigue and conspiracy plays out in the shadows. Only one question remains. In a world balanced upon a knife&#039;s edge, what will you do?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
^Her Majesty&#039;s Lift Ship.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Gritty Pulp, PCs are still &#039;real people&#039; in the &#039;real world&#039; but clearly stand head and shoulders above the common folk even at game start.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Medium/High, depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low/Medium, depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Medium, starts with a interwar era we&#039;d recognize but with the recent development of practical anti-gravity called &#039;lift engines&#039;. The potential only goes up from there. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Dawn==&lt;br /&gt;
&#039;&#039;&amp;quot;The world as we knew it ended that Christmas of 91, a cold war boiling over as the Commies breached the Rhine and France carried out its long promised retaliation. A thermonuclear spark that once struck quickly blazed out of control. Millions died in the resulting strikes with many more perishing in the unraveling of society that followed. Swallowed by a contaminated veil of silence lasting many years, the dead becoming part of the background radiation that now blanketed the Earth. Humanity was almost extinguished but life, as always, would try to find a way. In time new civilizations would struggle to arise but the scars left by the war have not yet healed and the Earth has not forgotten.&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are one of the lucky ones, born within the territory of the &#039;&#039;&#039;Phoenix Initiative&#039;&#039;&#039; based around the old pre-war town of Truth and Consequences, New Mexico. Nestled along the Rio Grand between the Black Range to the West, and both the the Sacramento and SanAnders ranges to the East the valley has remained relatively free of radiation and other contamination. The mountains on each side and the elevated levels of radiation to the North and South along I-25 standing as quiet sentries against the horrors of the outside world. Descendant from both survival minded locals and a detachment from the Army corp of Engineers tasked with refurbishing the nearby Elephant Butte Dam when contact with their superiors was cut off your people are hardy, resourceful, and determined to rebuild the world they once knew. Though opinions remained divided on seeking out survivors further afield, even as a growing population back home slowly strained the resources available despite heroic effort to keep pace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eventually the issue would be forced not by internal pressures but via an external event no one expected. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Red August of 2039 found the Ranger border patrols, whom previously had to deal with the occasional lone bandit or small pack of mutants, inundated with a sudden influx of refugee&#039;s from the West. A ragged starving force numbering in the hundreds washing over them, many sick with radiation poisoning or already showing signs of mutation. Desperate men, women, and children who not only possessed the will to take what they needed but also the force of arms to do so. Training and discipline that filled the surviving Army Engineer founders with unease as they recognized its all too familiar roots. Cold soil and rock ran red with blood from both sides as the invaders were eventually broken, survivors either dispersed or captured. But the price was high for the newborn state and weeks of debriefings and investigations later finally gave four pieces of evidence that none could dispute.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; That despite years of radio silence and isolation they were not alone.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; That the natural barriers they had sheltered behind for decades finally had been breached.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; That background contamination levels were decreasing to the point that previous deadzones could with preparation be traveled again.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; That something had destroyed a smaller faction to the West called the &#039;&#039;&#039;Free State of Arizona&#039;&#039;&#039; that  in many ways was similar to the &#039;&#039;&#039;Phoenix Initiative&#039;&#039;&#039;. Routed by a foe prisoners called the &#039;&#039;&#039;Iron Men&#039;&#039;&#039;; an opponent who possessed unbreakable armor, weapons that could burn a man down from the inside out, and craft whose passage overhead made no sound. Most alarmingly one that refused any attempt at communication and gave no quarter or mercy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus after much debate &#039;&#039;&#039;Project Argus&#039;&#039;&#039; was born. Twelve teams of their best and brightest from any walk of life would each be trained as Elite Rangers, each assigned one of twelve pie shaped sectors of responsibility centered on the now small city of Truth or Consequences. Their goal to discover any friends, defeat any foe, secure any resources vital to The Phoenix Initiatives future survival, by any and all methods deemed necessary per each team leaders personal judgment. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are part of one such team. Assigned to &#039;&#039;&#039;Sector Alpha&#039;&#039;&#039; you and your team are the first to step beyond your borders in nearly a half century. Your actions will become the stuff of legend, helping determine the fate of your nation and perhaps even that of the American Wasteland itself. Only one question remains...what will you do?&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Gritty Post Apoc with a very heavy dash of Fallout/Wasteland like Pulp for levity, PCs are still &#039;real people&#039; in the &#039;real world&#039; but clearly stand head and shoulders above the common folk even at game start. They can get sick, crippled, and even gear with bad luck  can break however such things may not be permanent...for a price. But remember anything the PCs have to worry about also will affect the NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, lots of trying to win Hearts and Minds though depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low/Medium, there are Bad Dude and Bad Things out there but a lot combat can be avoided often with guile or silver tongue. This is fortunate as when combat does happen its going to be rough and brutal even if the PC&#039;s do get a bit of an edge. Once again depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low/Medium, viable mutations and mutants are known to exist while radiation /mostly/ works like we expect IRL. Though it can be as likely to give you a mutation, useful or otherwise, as it is to give you Super Cancer. And who knows what else might be lurking out there... &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gods of War==&lt;br /&gt;
&#039;&#039;&amp;quot;AU Battletech&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lost Souls==&lt;br /&gt;
&#039;&#039;&amp;quot;Get out of here STALKER&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crush Depth==&lt;br /&gt;
&#039;&#039;&amp;quot;Underwater Space Opera set on Earth After the End.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tombstone==&lt;br /&gt;
&#039;&#039;&amp;quot;The last thing you heard was the hammer of an outlaws revolver as you swore vengeance in this life or the next. Funny thing about oaths is they always hold a spark o power and something decided to hold you to it. Welcome back, partner.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Larger than Life with a bit of grit for flavor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Medium, depends heavily on PC choices. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Medium/High, depends heavily on PC choices.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, you start as the undead freshly risen from your grave in the old west for reasons and methods unknown to you. Things will only get stranger from there.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saucers==&lt;br /&gt;
&#039;&#039;&amp;quot;Outside of Rosewell, NM, in 1947 Earth made its first proper contact with alien life and learned that not only are we far from alone we are the intergalactic equivalent of a 3rd world nation sitting on top of a goldmine. Caught between numerous rival alien powers and our system astride a key jump point nexus the US and USSR have begrudgingly teamed up to keep the Earth free and her people unaware for fear of the damage such a culture shock could inflict. To this end they wheel, deal, politic, and plan cover ups with their frenemy counterparts even as they try to quietly make sure their side is the one who comes out on top the most as the cold war rolls on in the background.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Find the truth and Date it. For Earth.&amp;quot;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Space Fantasy Cold War Pulp with Square Jawed American Heros, Wylie Soviet Agents, and Suave British Diplomats pitted against a number of potential mutual foes with only each other to rely on. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, intergalactic diplomacy and intrigue (both of the regular and Kirk variety) are the main point of the setting. Earth doesn&#039;t stand much of a chance militarily anytime soon should the Space Tanks roll in so words are the only real weapon of choice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low, there will be some fighting but it will likely be out of the ordinary and tied to the climax of various plots.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, aliens are generally humans with funny bits for the most part and who&#039;s tech is understandable in form and function even if very advanced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Duty and Dusters==&lt;br /&gt;
&#039;&#039;&amp;quot;Lord Fredrick Bartholomew Horatio, a wealthy and influential member of the House of Lords in a quasi-steampunk 18xx London. Gentleman, Scientist, Adventurer, voted Best Mustache by his peers three years running, he is the very definition of Victorian Upper Crust. His son, Ulysses  Bartholomew Horatio ... is not. A useless fop with a spine of mud, ego only rivaled by the size of the moon, able to be outwitted by a stale loaf of bread, the grace of a flopping fish, and sadly sole heir to family title and fortune. You are part of the long suffering neko-house staff, under the stern guidance of House Steward Helga von Zyperkatze, that are not only responsible for the day to day operations but on personal request from Lord Fredrick himself quietly responsible for keeping Ulysses out as much trouble as possible. There is hope that with time and firm but soft guidance from both father and staff the boy will shed his foolishness and become the man his father has long hoped for. Unfortunately for you this does not seem to be likely anytime soon. Even Helga is rumored to be eyeing retirement at this point, to a place where the waters are warm and so is the..company. Which would naturally mean someones getting a Promotion if and when she leaves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thankfully you have the power of Neko-Magic and slapstick physics to help in the face of all these challenges. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Light hearted Slice of Life anime with Nekomaids, steampunk, cat magic, and where Status is tracked rather than HP for the sake of &#039;injury. Though on the rare occasion darker plots might occur for so called &#039;WHAM&#039; episodes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; High, overt violence is likely to just cause loss of status in many situations. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; Low, what does occur is likely to be more of the silly/over the top variety. Yes, including Hammer Space Arsenals and being mildly inconvenienced/embarrassed via what should otherwise be fatal injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; High, its cat-staff in a steampunkish London with actual magic. Do you /really/ need to ask how weird it can get? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hostile Skies==&lt;br /&gt;
&#039;&#039;&amp;quot;XCOM, Lords edition.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; Dark, Gritty, Violent and with the occasional splash of humor. Just like old school XCOM and UFO.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; Low/Medium, while some politicking and whatnot will occur most of the focus is on shooting filthy Xenos dead and Stealing their Stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; High, defend Earth, find the Truth...and kill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; Low, while it will involve aliens and potentially other weirdness the game should remain grounded in a fairly &#039;realistic&#039; tone with those concessions in mind. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rust==&lt;br /&gt;
&#039;&#039;&amp;quot;Totally not Mad Max with the serial numbers filed off. Honest.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tone:&#039;&#039;&#039; TBA.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Social:&#039;&#039;&#039; TBA.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; TBA.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weird:&#039;&#039;&#039; TBA. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=17871</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=17871"/>
		<updated>2010-06-22T12:50:18Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Infrastructure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system, with inspiration from HoI2 and SMAC to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&#039;&#039;[Tech is split into application categories, like weapons, powerplant, armor, etc. Range from TL 1 through TL10, with the former being Early Industrial revolution and the latter being Future Tech. Levels in each category go to the second decimal place, with every tenth of a level achieved giving a cumulative 5% bonus to any items built with the relevant tech. Advancement is done by spending mobilized Research Points, with each point giving a single check that month for success. three successes or one critical successes are required to gain a single advancement point that&#039;s then randomly distributed. Points can be focused on certain categories, but at the cost of sacrificing potential advancement in others.]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Critical Success: Counts as three Successes.&lt;br /&gt;
*Success: Every three cumulative successes gives one advancement point.&lt;br /&gt;
*Failure: Gives no points, failed research effort.&lt;br /&gt;
*Critical Failure: Means all rolls that month automatically fail.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Economy&#039;&#039;&#039;=&lt;br /&gt;
[Some random placeholder notes, incomplete.]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wealth&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Produced by the consumption of domestic produced Goods and resources by a population either foreign or domestic; also can be produced by investing in another power or possibly even trading their currency.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Industry&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Separated into Light Industry (LP), Heavy Industry (HP), and Advanced Industry (AP).&amp;lt;br&amp;gt;&lt;br /&gt;
**Light Industry: Produces light industrial goods.&amp;lt;br&amp;gt;&lt;br /&gt;
**Heavy Industry: Produces heavy industrial goods.&amp;lt;br&amp;gt;&lt;br /&gt;
**Advanced Industry: Produces high tech goods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support that all range from 0-100%. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is and determines just how large of an active industrial base it can support, and is a percentage . It costs X wealth to purchase a 3d6 roll to check for a possible increase, with cumulative chance of success raising the value by 1% that month. To simply maintain the present level costs only 1/2 this amount. If not paid, or if the power makes unsound financial decisions, another check with cumulative success is made to see if it decreases.&amp;lt;br&amp;gt;&lt;br /&gt;
*Formula&lt;br /&gt;
**Support: S=ES, where S = Support and ES = Economic Strength.&lt;br /&gt;
**Cost: AC=(B*(ES*100)), where C = Actual Cost, B = Base Cost, and ES = Economic Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. This obviously is a bad thing and acts as a net drain on both a powers net income their Domestic Support. Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability thus leaving this unchecked could be disastrous. Due note that occasional flair ups may occur at times even with the heaviest spending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Formula&lt;br /&gt;
**Loss: L=C, where L = Loss and C = Corruption.&lt;br /&gt;
**Cost: AC=(B*(C*100), where AC = Actual Cost, B = Base Cost, and C = Corruption. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate either Wealth or &#039;&#039;&#039;foreign&#039;&#039;&#039; Trade Goods to try maintaining it as high as possible. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Formula&lt;br /&gt;
**Mob: M=DS, Where M = Mobilization, and DS = Domestic Support.&lt;br /&gt;
**Draft: D=(DS*5), where D = Draft, and DS = Domestic Support.&lt;br /&gt;
**Cost: AC=(B*(DS*100), where AC = Actual Cost, B = Base Cost, and DS = Domestic Support.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
:[Text Blurb here]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Metals&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Rare Materials&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Food&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Water&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Oil&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Uranium&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
[Note to Self: Going to split this into two sections, a simple batch system for logistics and the more detailed system for actual combat unit design]&amp;lt;br&amp;gt;&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They do not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Hull or Turret, how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:&#039;&#039;&#039;Initial Design&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Now that you understand the three basic components used in a design, lets cover how to create your own. First all designs require at least one Structure System, representing the basic framework used to tie all other systems together. This is generally a Hull, though Turrets are also possible for certain applications. Second any unit that is to be mobile requires a Drivetrain, this representing the system of wheels, legs, or propellers that determines what sort of movement it can make and how resilient the drive train is. If intended to be self-propelled then a Powerplant is also needed to provide the necessary motive force, determining how fast it can move given its size. A list of all systems can be found at the end of this section, with notes giving further explanation of the effects each have or any relevant info; though a general rule of thumb would be that the larger a system is the more pronounced its specific effect and the greater punishment it can take.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A1&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B1&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C1&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Final Statistics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Once the initial design work is finished, then its a simple matter of determining the final statistics. While many more are calculated on the GM&#039;s part, these are the only immediately relevant ones for a Player. &lt;br /&gt;
*Size: Sum of all Structure slots plus any exposed slots, as modified by any caps. This controls what it takes to transport and target profile. &lt;br /&gt;
*Cost: Sum of all system slots including Structures, as modified by any caps.  This controls how much it costs to produce and rebuild.&lt;br /&gt;
*Draft: [TBA]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A2&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B2&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C2&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System List&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Needs to be cleaned up]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Structure - The foundation for any design, the larger these are the more internal slots they give towards mounting other Systems. &lt;br /&gt;
**+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
**+X Turret - The basic framework and equipment for a rotating superstructure, takes up 1/2 its size in slots in the hull or turret its mounted on for internal machinery. If this is not included the turrets assumed to be a fixed superstructure. &lt;br /&gt;
*Protection - The physical protection for a unit or structure.&lt;br /&gt;
**+X Armor - The total protection mounted, and is split between 6 faces; Front, Back, Left, Right, Top, Bottom. Slotless for the purpose of calculating size.&lt;br /&gt;
*Weapons - Any and all methods of causing harm to the enemy against their will, from bayonets to bombs. The larger the system the bigger its caliber and punch but the slower its rate of fire.&lt;br /&gt;
**+X Projectile - Firearm or cannon.&lt;br /&gt;
**+X Rocket - Unguided rockets.&lt;br /&gt;
**+X Energy - Directed Energy Weapon.&lt;br /&gt;
**+X Melee - Glorified sharpened sticks.&lt;br /&gt;
*Drivetrain - The method of propulsion for a unit, required if its to be mobile. The larger this is, the more robust its assumed to be.&lt;br /&gt;
**+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs&lt;br /&gt;
**+X Sea - Moves on or under the water.&lt;br /&gt;
**+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
**+X Space - Moves through the vacuum of space.&lt;br /&gt;
**+1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots. Only so much gear a single man or woman can carry before becoming a walking vehicle.&lt;br /&gt;
*Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Powerplant - The actual power source for your vehicle, from an engine to reactor. Required if a vehicle is to be self-propelled. The larger it is the greater the performance but the more fuel it requires.&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Design in hand, lets go over how to develop it in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points and Industry that have been Mobilized since those prototypes aren&#039;t grown out of the dirt. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched as part of that system. Thus a +5 Cannon with +2 Extended Range would have to be researched together, but a +5 Hull with +4 Drivetrain(Land) could be researched separately without issue. An item requires its Cost in both mobilized Research Points AND Mobilized Primary Industry per month, with each pair of points giving a single check on 3d6 dice. To be fully developed an item needs 3 cumulative successes per point of Cost, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent to increase the number of rolls it has for that month at the ratio of an extra roll per additional RP point spent, which can help rush an item through with a minimum development time of a month while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A3&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B3&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C3&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;[Under Construction]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:So now that you&#039;ve gone through all the hard work of designing a unit then researching it, now comes the fairly easy part.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A4&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B4&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C4&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Visual_Fiction_in_2195&amp;diff=11301</id>
		<title>Visual Fiction in 2195</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Visual_Fiction_in_2195&amp;diff=11301"/>
		<updated>2010-01-24T00:18:36Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* PACT Shows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Visual Fiction in 2195==&lt;br /&gt;
&lt;br /&gt;
Despite all the advances in culture since the end of the twentieth century, there is still a market for passive (or indeed active) visual fiction entertainment shows. Rather than televisions, most programming is now supplied as software through planetary computer networks rather than through specialist devices like old style televisions. &lt;br /&gt;
&lt;br /&gt;
Below are by no means exhaustive selection of drama, science fiction and comedy shows showing in 2195. &lt;br /&gt;
&lt;br /&gt;
==European Union Shows==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolutions:&#039;&#039;&#039; Shown on EBC through out Europe, Revolutions is a lavish and high budget retelling of the French Revolution and Napoleonic wars, told from the perspective of both real historical figures and several fictional characters, both military and civilian. The story follows all sides of the war and is very historically accurate, generally giving a sense of the grandeur of 18th and 19th century Europe, but also reflecting themes of the terrible cost of nationalism. &lt;br /&gt;
&lt;br /&gt;
The show has been a general critical success, though it’s depiction of action between Britain and American during the war of 1812 has attracted some negative reviews in America. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Unit Five:&#039;&#039;&#039; a police procedural drama set in contemporary Paris and following a French police unit and investigative judge attempting to solve a the murders of a series of young men, leading them into a tangle of intrigue involving a corrupt European MP and illegal biotechnology research. Unit 18 has been an international success across Europe, though some non-European audiences have found some points of the inquisitorial system hard to grasp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;South Street:&#039;&#039;&#039; a popular soap opera in England, centring around South Street, a small suburban street in London, and the tribulations in love and life of the families who live there. South Street is quiet popular across Europe and features several characters from other EU nations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Excelsior:&#039;&#039;&#039; one of the few professional science fiction produced in the European Union, and one of the longest running, Excelsior follows the adventures of a European Union exploration craft more than a hundred years in the future. While initially heavily focused on education and teaching children the physics of space travel later seasons have moved more towards high adventure and drama, including the exploration of new worlds, and confrontations with hostile aliens. &lt;br /&gt;
&lt;br /&gt;
The aliens, who resemble giant scorpions called the Tokomids, and are regarded by many as a thinly disguised stand in for ZOCU, with the hostile group the Excelsior encounters being separatists from a much larger and more civilised alien empire, and using extensive cybernetic modification. &lt;br /&gt;
&lt;br /&gt;
Excelsior has gained a good following across earth and in the colonies, and now includes several characters not from the EU, including a charismatic American fighter ace and a Russian navigator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Guardian Force:&#039;&#039;&#039;&lt;br /&gt;
Guardian Forces is a crime/law enforcement drama show produced by one of Garun&#039;s largest entertainment networks. Rather surprisingly, considering it&#039;s original focus on GEIB and Garun, the show has become popular throughout the EU and networks are beginning to air it in the PACT to fairly good reviews. &lt;br /&gt;
&lt;br /&gt;
The show follows an elite major case team of GEIB Agents(Garun Enforcement and Investigation Bureau) as they investigate and solve crimes, face terrorists, and other threats and issues. Part of the show&#039;s charm is it&#039;s eclectic mix of agents and support staff - from the retired GFN team leader to the medical examiner and forensic specialist. Each character is well developed and rounded and the writers have built on that as the show goes on by further developing the characters, killing some off, etc etc.&lt;br /&gt;
&lt;br /&gt;
Among other rewards Guardian Force has won significant acclaim for it&#039;s realistic, fairly accurate, and well researched depiction of law enforcement work. The fictional criminal cases used in the show are noted for being well thought out and put together, often with a number of surprising twists. They have law enforcement experts serving as consultants and advisers and they actually listen to them when appropriate. They also take the time to talk to the agencies they are planning to use and just get some general feedback. The actual director of GEIB has appeared on the show more then once and GEIB along with other agencies have also cooperated in other ways with the show&#039;s directors and producers. &lt;br /&gt;
&lt;br /&gt;
It was never thought that the show would become popular beyond the Federation but as it has the producers have begun adding in episodes with GEIB cooperating with law enforcement agencies from other powers both in the Polgara system and outside. There was even a small arc involving a murder on an ARROWs ship which was filmed on an actual ARROWs vessel.&lt;br /&gt;
&lt;br /&gt;
Guardian Force is scheduled to begin airing it&#039;s third season in late February 2195. It has become one of if not the most popular shows produced by any Federation entertainment company. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonists Marooned:&#039;&#039;&#039;&lt;br /&gt;
Colonists Marooned is an interactive drama focusing on the survivors of the passenger liner Maria. The Maria&#039;s power plant goes critical and only a small group of colonists make to &#039;safety&#039; in the liner&#039;s escape pods. The survivors land on a strange but seemingly Earth-like planet that grows even more mysterious with nearly every episode. The show focuses on the survivors exploits and adventures as they try to survive and discover the truth about the uncharted planet that they have found themselves.&lt;br /&gt;
&lt;br /&gt;
Colonists Marooned is popular in the EU and surprisingly ZOCU, and has a cult following in PACT space. Marooned has won acclaim for it&#039;s acting and plot, but has also been the subject of controversy over several very gory scenes - especially one involving some of the few surviving children. Colonist&#039;s Marooned is scheduled to start airing it&#039;s second season in February of 2195.&lt;br /&gt;
&lt;br /&gt;
==PACT Shows==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Crisis in August:&#039;&#039;&#039; A popular historical drama in Korea, the Crisis in August follows the events of leading up to the Reunification of Korea from the perspective of the various political figures involved. The drama contains a high degree of historical accuracy, but is more willing to fictionalise events than EU historical shows like Revolutions. The show is based on the book of the same name. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Lions:&#039;&#039;&#039; A recent historical show, Black Lions follows the adventures of a US Marine armoured unit during the ZOCU war, fighting in several engagements across PACAM. The show is completely fictional, and follows entirely fictional engagements on Theia both against ZOCU tanks and mobile suits. The show is supported by the US Marine Corp. who provided the armoured vehicles used on the show. The program has spawned several spin offs including video games and a sister show dealing with marine infantry in the same conflict. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Izanagi X (Earth Defender Izanagi X):&#039;&#039;&#039; Produced in Japan in the old anime style, Izanagi X is a homage to the old super robot shows that were popular in the late 20th and early 21st centuries. The show follows the adventures of a teenage boy named Ken who encounters an injured post human girl and upon saving her is recruited to fly the titular Robot, Izanagi X in battle against a race of mysterious aliens, the Mazids who are overrunning humanity in space, and launching terror raids against earth. The show also features a romance between Ken and his post human benefactor. It has seen substantial success in Japan and has been a surprise hit elsewhere and in the colonies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Shining Tower:&#039;&#039;&#039; A Brazilian soap opera following the adventures of the Brazilian elite in Rio’s glitzy financial district. The show includes quiet a large amount of plot for a soap opera, with episodes dealing with office politics, business dealings and frauds as well as the usual soap opera staples of relationships and family.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Purple Heart Battalion:&#039;&#039;&#039; A historical documentary about the remobilized 442nd Infantry Regiment, an all-transhuman PACT unit which fought in several of the bloodiest infantry battles in the Pac-Am arm. Although somewhat less popular than &amp;quot;Black Lions&amp;quot;, the show is historically accurate, with several of the veterans of the engagements reprising their roles in the engagements. One of the relatively few shows with Adharans featured semi-prominently, it has been praised by the Church of the Imminent Eschaton for portraying the religion and its tenets with accuracy and respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Into the Black:&#039;&#039;&#039; A wild west in space historical epic about the initial American colonisation to the stars. Notable for including three real starships (members of the UN stargazer triad) leased from the UN, and its rather uncompromising portrayal of early colony life. Into the Black has a generally pro-colonisation pro-exploration message however, and is popular, feel good television to many American households.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subjugation&#039;&#039;&#039; A fantasy show produced by Adharan media (extremely unusual), Subjugation is set in a world where the rich are immortal and superior in every way to the poor by dint of ancient magics, surveying the suffering masses in their ivory towers as they toil in the fields or in the armies of these empires. Only a small sect of dissenters dares to claim otherwise, seeking to share the gift to whomever wishes it. The hero and his dying love journey to find these magicians, and possibly to rearrange the social order. Reactions are generally positive although critics say that the entire plot is Eschatonic propaganda, and an extended insult to every major power bloc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Razor Bradshaw in: Return To Kanon&#039;&#039;&#039; A high octane, high patriotic action movie staring the currently most famous action star of the Hollywood circuit, former Marine, William Duke.  In this movie, former Marine Razor Bradshaw, is recited from his isolated cabin in Pacific Northwest to lead a small commando team to rescue, his former commanding officer and several other officers thought dead that are still secrectly in captivty of an depraved Kanon noblewoman.  Notable for breaking budget on SFX, to its witty one liners, it broke the record as one of the highest grossing movies of the year it came out.  Though, its not that popular outside of the PACT arm.  Lead to a series of films that are while considered good, are never quite acheived the same magic as the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some like it cold&#039;&#039;&#039; an comedy movie about a inept dysfunctional cargo freight crew trapped onboard their ship for months, set during the Breakdown.  Known for its anachronism in having ZOCU space pirates fighting Magnates.  Critical acclaimed was held for first time Director Alonso Rameriz.  It won best picture of the year, as well as best supporting actor for Bryant Kennedy, who played the over the top menacing Captain Rockbottom of the Hampshire commerce raider that was chasing the freighter.  Panned by some critics for its poor history and stereotypes of Hampshire as being full of drunken Irishmen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; Corrigedor for the most part hadn&#039;t had much of its own entertainment industry, till recently.  The Delta Hills media complex was only recently built by a coalition of actors and directors who were wooed away from Hollywood by the promise of tax free exemption for several years, as well as moving towards creating an unique market for the rich colony.   The first native drama series is based on Deckard Maxwell, who plays a thinly disguised version of the controversial first Territorial Governor of Hiram Maxwell, who ran Corrigedor at the beginning.  Dealing with issues such as the catapults worker&#039;s strike, as well as the problems of trying to organize a mobile population such as Corrigedor into something resembling a government, to his famous secretly love affair with his political rival.  Power often uses the past events to comments on the current affairs, and surprising holds a rather critical view of the United States government and its writers are often accused of putting in Sons of Liberty talking points in.&lt;br /&gt;
&lt;br /&gt;
==Chinese shows==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Romance of the Three Kingdoms:&#039;&#039;&#039; Yeah, this again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chronicle of Heroes:&#039;&#039;&#039; This lavishly produced TV show is a digital reconstruction of famous battles and campaigns throughout the the history of China, using a blend of archival material and reenactments.  While state-funded, the show portrays mistakes accurately, and presents enemies realistically, though still focusing on heroic units and leaders.  It has some popularity in other states, but is one of the more popular shows on State TV.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In The Shadows:&#039;&#039;&#039;  Set in mid-21st century Shanghai, with its corruption and crime, this portrays a disgraced cop trying to infiltrate the Triads amidst a web of betrayal and deception.  Noted for its amazing action scenes and tense drama, it is a hit both in China and abroad.  Many of the minor characters have become almost as popular as the heroes, but critics have complained about the astounding amount of violence.&lt;br /&gt;
&lt;br /&gt;
==ZOCU media==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Knives:&#039;&#039;&#039; One of the first Harawayian shows to attract an off world following, Fire Knives follows the adventures, military and romantic of a group of Harawayian shock infantry in a near future conflict with a virulent strain of feral drones (recently revealed to be a new alien race) on the rim. Fire Knives is notable for its high level of interactivity, with some regarding it as more a game than a program, and the capacity for view choice to influence how the show goes for them. Fire Knives is also known for its extremely realistic portrayal of battle suit combat, and has attracted audiences of both sexes off world, it is also one of the first Harawayian interactive fictions to include options for heterosexual romance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zero-Hime:&#039;&#039;&#039; A popular Kanonian anime, Zero-Hime is set in an alternate universe with a larger similar level of technology to ours, but also including hidden magical and supernatural elements. The story follows a princess named Ayeko whose home planet has come under the control of the oppressive Empire of the Grand Wheel, which rules earth and the inner colonies. The show centres on Ayeko’s quest to raise an army and navy to liberate her home world from the Wheel Empire, and on the strange power she finds attached to her bloodline and that of the Empire’s royal family. &lt;br /&gt;
&lt;br /&gt;
Zero-Hime is currently in its second season. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sign of Asilis:&#039;&#039;&#039; Based on a once obscure manga, Sign of Asilis is about a fictional strategy game with mystical properties that enable biological humans to easily outplay cyborgs or computers regardless of the processing power or dust used in their construction. It features a contemporary high school setting with a largely female cast as well as an unexpectedly depressing ending. It was the most popular anime on Kanon for 2194 and propelled three members of its cast to great fame. A second series has been confirmed, rumored to start airing in early 2196 with &amp;quot;what should be a very surprising plot twist&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lords of Ether&#039;&#039;&#039;: Written by a small Choson gaming company with art by Kanonian studio &#039;&#039;Eastern Wonder&#039;&#039;, LoE is by far the most popular MMORPG outside the Core. However, its recent anime adaptation received negative reviews.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tales of the Winter Court:&#039;&#039;&#039; a long running Londiniumsoap opera, Tales of the Winter Court centres around a young noble woman from the Londinium country side arriving at the royal court during the breakdown Londinium. Tales includes some heavy political elements but really centres on romance and glamor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secrets of the Rim:&#039;&#039;&#039; another ZOCU science fiction, created in Londinium, Secrets of the Rim follows the multinational crew of a fictional Ionia class starship, the &amp;lt;i&amp;gt;Ares&amp;lt;/i&amp;gt; tasked with investigating strange alien ruins in the rim, and battling the Magnate super villains, feral drones and core forces. The show includes a considerable amount of science fiction technology, mostly created from the alien sites on the rim, and is generally designed more towards adventure and fun than more serious shows like Fire Knives. &lt;br /&gt;
&lt;br /&gt;
Now in it’s third season, the crew of the Ares have recently confronted live variants of the aliens that created the sites, with hostile intent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great House:&#039;&#039;&#039; a political drama about a fictional, recently married ambassador from Londinium to Kanon, and the affairs of the embassy; it’s great house and the like, notable for dealing with issues of the day, and produced jointly by teams from Kanon and Londinium. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Skies:&#039;&#039;&#039; A Harawayian Soap opera set in the city of New Reykjavik’s immigrant district, and dealing with the culture shock between immigrants and native Harawayians. Filmed on location in New Reykjavik.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Many Worlds:&#039;&#039;&#039; a Harawayian science fiction show featuring a group of four Harawayian Sarissa pilots during the ZOCU war who are abducted by a mysterious post human entity and sent back to change the results of famous historical battles, sometimes using their suits, sometimes using period aircraft. Notable episodes include the team fighting destroying the Coalition fleet during the second gulf war, the team flying American interceptors over Pearl Habour, and the team flying PAK-FA’s during the Venezuela-American War of 2040. Many Worlds is notable for featuring period aircraft recreated in loving detail, and a very realistic depiction of contemporary mecha, and many mind screw elements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes of the Elements:&#039;&#039;&#039; An Ithacan digitally animated TV show, Heroes of the Elements follows a group of chosen warriors from across a technomagic fantasy kingdom.  HotE fans are found across known space, and the show has spawned a large franchise of novels, games, and a number of spin-off shows.  Some of there are quite notable - the Minkowski-produced &#039;&#039;&#039;Gravitomancer&#039;&#039;&#039; is one of the few Mink shows that is popular off of the fleet, and the Corregidor-produced &#039;&#039;Gunsmith Chronicles&#039;&#039; puts a Western spin on the setting.  Politics are generally absent from the setting, and Ithacan conservative values seem less unusual in a fantasy setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sphere Academy:&#039;&#039;&#039; Sphere Academy is a extremely popular stereovision show on IthacaNet Stereovision (INS). It follows the adventures of a group of high school students at Sphere Academy, a major secondary school in the suburbs of Telemak, and is a cel-shaded animation akin to those popular in the Pac-Am arm. What makes Sphere Academy special is that the characters and plot are based on a light-hearted version of current political events. Every major nation is represented as a student, and the producers aim to be at least somewhat fair in their depictions. (though Ithaca-tan and her ZOCU [in this case referring to Zany Outsider Classmates United] friends are clearly the heroes of the show)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Journey:&#039;&#039;&#039; A Harawayian non-interactive drama following the adventures of an embassy team to the EU during the beginning of the breakdown, and their attempts to get home to Haraway from Earth through the chaos of the break down and the magnate war. Themes include prejudice, diplomacy, politics and romance between members of the team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ESA:&#039;&#039;&#039; A Harawayian alternate-history show that postulates that the end of the ZOCU war was brought about by a massive EU bombing campaign in 2187 that destroyed almost half of Haraway&#039;s population with high-yield nuclear weapons.  The first season was set in an alternate 2184, where Haraway ended up breaking away from ZOCU and forming its own political bloc.  The second season was set in 2185 but was cancelled midway through due to failing ratings.  General criticism was the implausibility of the premise and the unsympathetic portrayal of everyone not Harawayan or allied.&lt;br /&gt;
&lt;br /&gt;
The creators were said to have been bitterly disappointed by the show&#039;s cancellation, which occurred just before a pivotal episode and key plot twist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Case Lilith:&#039;&#039;&#039;Created by General Mitzi Val, &#039;&#039;Case Lilith&#039;&#039; is an interactive alternate history scenario exploring what a third invasion of Haraway after the defeat of the combined ZOCU fleets at the battle of Haraway would have looked like.  It is known for its punishing difficulty, exciting visuals and extreme realism, as well as it’s downer ending, with Haraway being simply overwhelmed by massive numbers of core forces and remaining Harawayian forces waging a grinding insurgency. &lt;br /&gt;
&lt;br /&gt;
While not exactly a best seller either on or off world, the fact a general created it lends it a certain cachet, and it’s huge level of difficult has won it many fans among hard core gamers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is Human?&#039;&#039;&#039;:  Created by a team of experts in transhuman development and history, this documentary series has become a major critical success, with elements of serious facts and comedy elements.  The show first appeared on Ithacan Stereovision with a detailed discussion of the Harawayan Colors, but has been widely syndicated.  The most famous program was the &amp;quot;Outside Looking In&amp;quot; program, distributed to Magnate exhuman nations, which focused on the unique features of near-baseline and slightly advanced humans.&lt;br /&gt;
&lt;br /&gt;
==League Shows==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horizon:&#039;&#039;&#039; Minkowskan science fiction. In AD 2222, Minkowskan scientists notice Mara&#039;s event horizon beginning to grow spines. Some weeks later Earth collapses in on itself, followed by the Sun and other bodies, spreading outwards. Minkowsky&#039;s relevant experience thrusts it into a leadership position in the fightback against the sinister, inhuman Horizon. The programme is criticised for dodgy special effects, ham acting, contrived plots and nonsensical science but is nevertheless popular domestically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minkowski Jones: Drone Hunter:&#039;&#039;&#039; Minkowski Jones hunts drones in the Rim and the Neutral Zone with his intelligent hybrid sidekick (and her hot humanoid avatar). Frequent enemies include a moustache-twirling hunter working for the Magnates, the actual Magnates, unique hybrid drones and sinister Rim states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcana:Iron and Magic&#039;&#039;&#039; Biladi Fantasy series.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Magnate War:&#039;&#039;&#039; Biladi episodic documentary, with each episode focusing on a specific battle or ground campaign during the Magnate War. Popular episodes include the Eid al-Adha war and the Battle of Finnegan&#039;s folly, as well as the episode focusing on the use of mobile suits throughout the war.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lost Frontier: The Agm Ciik Chronicles:&#039;&#039;&#039; Altan historical fiction chronicling the final days of a now long dead alien race, ruins of which were discovered on Gehenna&#039;s moon. While initially drab, the show has been cited for its intense character focus, emotional developement, and growing intensity. Currently being renewed for a third season.&lt;br /&gt;
&lt;br /&gt;
==Magnate Shows==&lt;br /&gt;
&#039;&#039;&#039;Redemption:&#039;&#039;&#039; This details a former deathist, now converted into a transhuman, who has realised the errors of his ways. After joining the Hyperborean Intelligence Service he&#039;s sent to infiltrate a world belonging to an unspecified powerblock. Here he has to deal with the terrible consequences of an unmanaged society, most poignantly shown by his elderly landlady who is slowly wasting away, much to the horror of her young daughter. All through the series it&#039;s an open question of how many people will die because of the cruel and backwards policies of the world he is on. Sometimes his own good deeds, such as secretly providing advanced medication, almost give him away to the rather stupid but still dangerous secret police.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Storm Clouds:&#039;&#039;&#039; A complex Hyperborean drama that begins a few years prior to the Magnate War. The first season is weirdly upbeat, showing a generally contented people who seem almost excited about the prospect of a War of Liberation against the fringe. The main focus is on five young men and women who volunteer for the Special Reconnaissance Battalions in hope hopes of being able to make a difference. Throughout their fairly rough boot camp, and the troubles of adjusting to their new cybernetic implants, they tend to retain a remarkably upbeat attitude. Indeed everyone seems to get along reasonably well with everyone else.&lt;br /&gt;
&lt;br /&gt;
This creates a sharp contrast with the beginning of Season Two where our five protagonists are loaded aboard a stealth ship and sent off to the Styx system. The trip to the Styx system and the approach to the planet itself has a dark almost claustrophobic feel to it. This sense of loneliness continues as the heroes drop into the atmosphere in their disposable pods, landing in a deserted wilderness hundreds of miles away from any settlement. The alien feel of the world they&#039;re on, the strange radio chatter they pick up on, and the way they have to continually hide from both satellites and UAVs gives the second season a strange, almost surreal feel. Most of Season Two shows scouting, intercepting enemy signals, and checking various potential landing sites. The only combat comes towards the very end when the Hyperborean fleet arrives and begins its invasion.&lt;br /&gt;
&lt;br /&gt;
Seasons Three and Four are more standard war movies, where the 4th Special Reconnaissance Battalion travels to various hostile worlds to gather intelligence or carry out assassinations. Interestingly enough there is one example of the unit breaking off an assassination when it becomes clear that the target does not have the responsibilities intelligence claimed he did. Throughout the team grows closer together and reveal previously hidden sides, such as when they adopt a puppy they find abandoned by a bombed out house.&lt;br /&gt;
&lt;br /&gt;
Season Five shows the unit dropped off into Finnigans Folly, where they continue their standard operations. However as the Magnate fortunes turn they are cut off from resupply and retreat, while League troops begin to close in on their position. In the last episode they are all huddled together, wondering what to do, but in the end they agree with Marc Aureigny who says, &amp;quot;We fight, because we&#039;re right.&amp;quot; During their Last Stand the five main characters actually close in to close quarter combat, before being cut down.&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Second_Sphere_Suggestion_Box&amp;diff=10120</id>
		<title>Second Sphere Suggestion Box</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Second_Sphere_Suggestion_Box&amp;diff=10120"/>
		<updated>2010-01-13T05:20:38Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Megaprojects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Put any and all your random suggestions here.  Please try to avoid one-sentence suggestions unless they&#039;re pretty self-evident.  A short description of the idea would be nice.  Also, please sign the suggestion so I know who to get back to in case I need clarification or expansion.&lt;br /&gt;
&lt;br /&gt;
Possibilities could include&lt;br /&gt;
:Technologies&lt;br /&gt;
:NPC worlds&lt;br /&gt;
:Rules for &#039;&#039;anything&#039;&#039;&lt;br /&gt;
:Fluff (I&#039;ll contact you to hash it out in greater detail)&lt;br /&gt;
:Plot hooks&lt;br /&gt;
:Political events&lt;br /&gt;
:Histories&lt;br /&gt;
:Art&lt;br /&gt;
:General suggestions&lt;br /&gt;
:Things to keep in mind&lt;br /&gt;
:Criticisms or pitfalls&lt;br /&gt;
&lt;br /&gt;
Keep it constructive!&lt;br /&gt;
&lt;br /&gt;
Remember that chances are I can&#039;t use everything, so don&#039;t be discouraged if your suggestion doesn&#039;t get used.   I appreciate the help.&lt;br /&gt;
&lt;br /&gt;
[[Economy Suggestions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tech and Transhumanism]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Personnel Acquisition]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sign your suggestions==&lt;br /&gt;
I mean it. :p&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
I recommend that these be ones that fit the paradigm.&lt;br /&gt;
&lt;br /&gt;
===Baseline Tech===&lt;br /&gt;
:Spinal Cannons&lt;br /&gt;
:Pin-Point Barriers&lt;br /&gt;
:Overshields&lt;br /&gt;
:Ablative armor&lt;br /&gt;
:Fission reactor&lt;br /&gt;
::Breeder fission reactor (bulkier, higher endurance)&lt;br /&gt;
::Liquid-metal fission reactor (higher power, more vulnerable to damage)&lt;br /&gt;
::Thorium fission reactor (cheaper fuel costs, bulky)&lt;br /&gt;
::Fission-fragment reactor (expensive to build, but comparable to fusion reactors in effectiveness and size)&lt;br /&gt;
:Improved Fusion reactors&lt;br /&gt;
::Monopole-Catalyzed Fusion (higher efficiency, requires monopoles)&lt;br /&gt;
::Muon-Catalyzed Fusion (more compact, requires dust to build)&lt;br /&gt;
::Hydrogen-Iron Fusion System (maximum fuel efficiency, extremely large and heavy)&lt;br /&gt;
::Polywell Fusion (Extremely small, expensive, fuel-hungry, probably require dust.)&lt;br /&gt;
:Chemical population control&lt;br /&gt;
:Specialist shells&lt;br /&gt;
::Overload&lt;br /&gt;
::Dust disruption (exotic)&lt;br /&gt;
::Gunk&lt;br /&gt;
::Chaff&lt;br /&gt;
::STACK&lt;br /&gt;
::Armour-piercing&lt;br /&gt;
::Added propulsion&lt;br /&gt;
&lt;br /&gt;
===Exotic Tech===&lt;br /&gt;
:Combat Teleport&lt;br /&gt;
:I-Fields&lt;br /&gt;
:Forcefield drives&lt;br /&gt;
:Self-repairing armor&lt;br /&gt;
:Photon Matrix (high-storage batteries)&lt;br /&gt;
:Decoherence beams (shield disruptors)&lt;br /&gt;
:Megaparticle Shell (projectile disintegrator)&lt;br /&gt;
:Dust cybernetics&lt;br /&gt;
:Glitterblower ECM&lt;br /&gt;
:Radiation wave&lt;br /&gt;
:Holographic decoys -FBH&lt;br /&gt;
:Mind control implants&lt;br /&gt;
&lt;br /&gt;
===Posthuman Hypertech Bullshit===&lt;br /&gt;
:Bendy Beams&lt;br /&gt;
:Zero Shift&lt;br /&gt;
:Longshot FTL&lt;br /&gt;
:Geometry warpers&lt;br /&gt;
:Asymmetric generator (perpetual power source)&lt;br /&gt;
:attack memetics -FBH&lt;br /&gt;
:Shear beams -FBH&lt;br /&gt;
:Dust Jammer&lt;br /&gt;
:Prador Hull Armor (self-repairs armor damage from energy weapons)&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Power Systems===&lt;br /&gt;
Since this is better organized in one category.&lt;br /&gt;
:Solar power (cheap, infinite endurance on a planet, zero performance)&lt;br /&gt;
:Matter-conversion reactors (effectively infinite endurance, ridiculous performance, theta requisite, posthuman bullshit)&lt;br /&gt;
:Superconducting storage grids (near-infinite capacity batteries, explode when breached)&lt;br /&gt;
:Hypercombustion Engines (cheap, robust, can use just about anything combustible as fuel, low to moderate performance)&lt;br /&gt;
&lt;br /&gt;
===Variable Fighters===&lt;br /&gt;
Suggestion for a new unit type.&lt;br /&gt;
&lt;br /&gt;
Required Technologies:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Practical Transforming Mechanisms&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements: Mecha Construction 2, Aerospace Construction 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Fighter Construction&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements: Practical Transforming Mechanisms&amp;lt;br&amp;gt;&lt;br /&gt;
Permits construction of Variable Fighters.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the subsequent hull expansion techs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Fighter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Internal Component Space: 8&amp;lt;br&amp;gt;&lt;br /&gt;
Hull Growth Factor: 2&amp;lt;br&amp;gt;&lt;br /&gt;
External Carriage: 10&amp;lt;br&amp;gt;&lt;br /&gt;
External Growth Factor: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Hull Coefficient: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Armour:&amp;lt;br&amp;gt;&lt;br /&gt;
Base HP:&amp;lt;br&amp;gt;&lt;br /&gt;
Base Agility:&amp;lt;br&amp;gt;&lt;br /&gt;
Base Speed:&amp;lt;br&amp;gt;&lt;br /&gt;
Base Deck Points: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Deck Point Growth Factor: 1/3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very preliminary figures at the moment. General logic is that it has lower internal space and growth factor due to the space taken up by the transforming mechanisms, but larger external carriage, comparable to that of a Combat Frame. It also has the same deck size and deck size growth factor as a Heavy Fighter/Combat Frame.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the best I could come up with on my own, feel free to help develop the idea.&lt;br /&gt;
--[[User:Dacis2|Dacis2]] 12:15, 18 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Additional notes: Both Fighter and Battroid modes will share a similar agility value, but Battroid mode will have speed halved in exchange for mecha abilities like arms and ability to walk around. Any ideas for Gerwalk mode? The only thing I could come up with is that they become like gunships or something.&lt;br /&gt;
&lt;br /&gt;
Can anyone come up with a tech that&#039;ll give it external carriage that permits it to carry FAST Super Packs and Armour packs.&lt;br /&gt;
&lt;br /&gt;
I tried adjusting the hull growth and carriage growth as a temporary measure.&lt;br /&gt;
--[[User:Dacis2|Dacis2]] 06:46, 20 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===More Stuff From MJ12===&lt;br /&gt;
&#039;&#039;&#039;Armor Upgrades on Small Craft&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The scale for small craft and armor upgrades is pretty small, but if you change how they work on the fighter/mecha/tank scale you can have them viable for smaller units. Suggestions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dilatant Armor Core&#039;&#039;&#039;: +1 level of armor against kinetic weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Superconductive Grid&#039;&#039;&#039;: +1 level of armor against energy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bafflecladding&#039;&#039;&#039;: +something to stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damper Fields&#039;&#039;&#039; (Shield Tech)&amp;lt;br&amp;gt;&lt;br /&gt;
Damper Fields are a extremely powerful, high-draw shield technology that bends space similar to a reactionless drive. However, the lower sustained impulse (albeit higher peak impulse) allow them to function without Theta. A damper field is nigh-impenetrable when active but its systems burn out rapidly. Because of its characteristics it is primarily a defense designed to protect scout units, allowing them to use their great speed to break contact while the damper field protects them.&lt;br /&gt;
: &#039;&#039;&#039;Near Invulnerability&#039;&#039;&#039;: A damper field is an extremely capable shield system that can deflect even the heaviest weapons with ease.&lt;br /&gt;
: &#039;&#039;&#039;Single-Use&#039;&#039;&#039;: A damper field&#039;s power draw is such that it only is useful against an enemy&#039;s initial assault, after which the field projector shuts down for a span of several minutes to hours.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
EM Projector&#039;&#039;&#039; (Shield Tech)&amp;lt;br&amp;gt;&lt;br /&gt;
One of the most basic shield designs, the EM Projector&#039;s operating principles were developed long before even the Scattering Field, but only recently has technology advanced sufficiently to allow its use. Despite this, it still provides an adequate defense against most weaponry-if the user is willing to accept the shortcomings.&lt;br /&gt;
: &#039;&#039;&#039;Magnetize!&#039;&#039;&#039;: The EM projector primarily protects against projectile weapons, giving moderate protection against particle beams, and no protection whatsoever against lasers.&lt;br /&gt;
: &#039;&#039;&#039;Stealth? What stealth?&#039;&#039;&#039;: A vessel with an EM projector is extremely detectable.&lt;br /&gt;
: &#039;&#039;&#039;Fragile&#039;&#039;&#039;: The projector itself is thousands of thin, relatively fragile antennas on the hull of the vessel. Any damage to the vessel disables the projector.&lt;br /&gt;
&lt;br /&gt;
==Sentient AI==&lt;br /&gt;
Given the processing and efficiency constraints on sentient AI, battlefield deployable sentient AI may be rare to nonexistent-a nonsentient tactical savant will do just as well without the morality questions and expense of making and growing your own sentient mind. Furthermore, given the primary use of AI technology is to reduce overall losses, AI technology should be generally used to make expendable troops more morally acceptable or as assistance to human piloting-low cost, low-capability units given AI governance to allow them to be spent like munitions or systems designed to improve the situational awareness and reaction speed of a (trans)human pilot. More advanced AI systems, capable of matching a skilled pilot or soldier, should be a rarer, more expensive, and difficult to produce (high CIP cost) option. This is only for battlefield designs-large-scale civilian networks can be made sentient for cheaper, as they rarely suffer the same space and hardening constraints-and when you have a planet&#039;s mass to play with hardening isn&#039;t hard. --[[User:MJ12 Commando|MJ12 Commando]] 03:44, 19 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Supersoldier Stuff==&lt;br /&gt;
[[Supersoldier Stuff Scribbles]]&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:MJ12 Commando|MJ12 Commando]] 03:34, 30 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Prestige Projects==&lt;br /&gt;
&#039;&#039;&#039;By MJ12&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Or:&#039;&#039;&#039; Because everyone likes one-upmanship.&lt;br /&gt;
&lt;br /&gt;
Prestige projects are high-profile projects that stretch the limits of human science and technology, impressive constructs that are spoken of in awe. These are projects like the Apollo Launch, the construction of the Empire State Building, building the LHC-projects that of themselves have little benefit, but in the end are beneficial because of how they advance one&#039;s technical base.&lt;br /&gt;
&lt;br /&gt;
In effect, a Prestige Project is a method to trade PIP and CIP for morale and RP-by demanding that this must be built, one creates a pull for technology in a specific field, which often makes significant breakthroughs trying to supply the resources needed to construct something of this magnitude, and by finishing it your nation has something its people can be proud of, a legacy to remember for centuries to come.&lt;br /&gt;
&lt;br /&gt;
Prestige Projects are not to be taken lightly, and are a significant investment, but their rewards can be worth it. A Major prestige project, like the Large Hadron Collider, Panama Canal, or Hoover Dam, often instantly grants a free advancement in a related technical field as well as a morale booster-building a hypercollider that spans the planet&#039;s diameter may increase one&#039;s expertise in the field of particle weapons, while building a powerful AI control system might increase expertise in the field of artificial intelligence, or something such as a massive kilometers-high megascraper might translate into improved structural engineering technology. Furthermore Major projects grant a significant morale boost. In some cases, prestige projects may have significant other effects, like terraforming a continent from a patch of sand and sun into a verdant garden world.&lt;br /&gt;
&lt;br /&gt;
Minor prestige projects are smaller and more commonl, but still expensive undertakings. These often simply add RP to certain fields, making further research into them somewhat cheaper. An example may be attempting to break the speed record for a powered vehicle, which could translate into advancements in aerospace or mecha technology, or a massive public transport array might translate into improved prosperity (RP put into economic development.) Minor prestige projects grant morale boosts but they are proportionally less extreme than the ones from major prestige projects, owing to their smaller scale.&lt;br /&gt;
&lt;br /&gt;
==Fun stuff from OmegaPaladin==&lt;br /&gt;
[[Second Sphere Suggestion Box/OmegaPaladin |Moved here]]&lt;br /&gt;
&lt;br /&gt;
==ZOCU==&lt;br /&gt;
&lt;br /&gt;
Given ZOCU gets both starting debts and treaty of Sirus, you might want to consider what they get in return in order to make the game a bit fair, especially given the ZOCU alliance as a whole seems to be less powerful than the Core.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Treaty, is it safe to say that ZOCU players will start with the same limits as before (i.e., 5 cruisers or 3 cruisers and one battleship; no carriers and no stealth ships)?&lt;br /&gt;
-Lokar&lt;br /&gt;
&lt;br /&gt;
==PL&#039;s suggestions==&lt;br /&gt;
===History Paths===&lt;br /&gt;
Accumulated - penalties beyond 0, for things that a player might have no interest in or ability to buy anyway such as theta or transhumanism, should assess a penalty of some kind. -transgene should apply a penalty to diplomacy with Those Freaks. I have no idea what -theta might mean but almost every Core world would have it.&lt;br /&gt;
==NPC worlds==&lt;br /&gt;
===ZOCU===&lt;br /&gt;
&#039;&#039;&#039;[[Belinta]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Heaven&#039;s Shore]]&#039;&#039;&#039; (Mal)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Nidaros]]&#039;&#039;&#039; (Mal)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Ophen]]&#039;&#039;&#039; (Lokar)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Vrijheid]]&#039;&#039;&#039; (Mal)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Welkin&#039;&#039;&#039; (Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Welkin was founded in the early colonial days, as a model project by France and Germany. When the breakdown came, Welkin joined the Zodiac union, but was an eager trader with the Core worlds and a voice of opposition to the War. They joined their allies when the declarations went out, but the sad experience of fighting their european brothers and sisters and having their economy broken to pieces by strain and bombs led them to the strong conclusion that the whole affair was a bad idea.&amp;lt;br&amp;gt;&lt;br /&gt;
As Welkin produces an awful lot of tanks, ZOCU is rather eager to keep them on side - and the EU is just as eager to pry them out.&amp;lt;br&amp;gt;&lt;br /&gt;
Early/baseline/resource/ores/quiet/migration/resources/broken/energy independent/solidarity/ouster/depression/giant robots rule/fort up&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Potos]]&#039;&#039;&#039; (Mal)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Rifulveldt]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===PACT===&lt;br /&gt;
&#039;&#039;&#039;Mandala&#039;&#039;&#039;(Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Early PACT subsidised augmentation colony. Uncovered dust, then active machinery. Eschatonic taliban were about during breakdown which led to some bad things (sometimes involving said active machinery) not seen since the Crazy Times. PACT came back in force once contact was reestablished, but there remains no stable government. However despite the enormous expense they will not withdraw, as Mandala remains their only stable source of the precious theta dust.&amp;lt;br&amp;gt;&lt;br /&gt;
===League===&lt;br /&gt;
&#039;&#039;&#039;Bhutijan&#039;&#039;&#039;(Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Native ecological world settled by transgenic exiles, who wanted to build a peaceful utopia. Some of the plants produce a compound that has a fascinating effect on human psychology. The natives failed to stamp out its use and eventually legalised and taxed it, but external governments took persistent objection to the narcotics entering their markets. During the breakdown, the pleasant climate of Bhutijan recieved legions of refugees from the Magnate wars and in return contributed troops. The refugee strain caused the already creaky government to collapse into a military junta, which to this day battles and has a hand in any number of criminal enterprises in the trackless forests and bustling shanty towns. This &#039;economic activity&#039; has made Bhutijan what passes for a League financial centre, and given it the funds to attempt a modernisation of the military.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc. Note:&#039;&#039;&#039; A common story for poverty tourism networks is of the couple in poverty scrimping and saving money to buy an upgrade package for their next child.&amp;lt;br&amp;gt;&lt;br /&gt;
Longshot/transgene/garden/cash/lacus/crisis/privatise/military/narco-warfare/broken-down/refugee hub/league/law of gun/black market/copycat&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Van der Teega&#039;&#039;&#039; (Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Earth is corrupt! The global village is a false eden, and we eschew its stifled decadence. Humanity must ever spread outward, its fresh growth at the edges better than the rot at the centre. So said the colonists who settled on cold, volcanic Van der Teega and siezed hold of its ores and relics to make themselves a new society. Said relics also attracted the Magnates, hungry for production, and the inhabitants fought years of battles across the firey plains and haphazard spiretowns inbetween haphazard reinforcements from either side. Now Van der Teega is an important production centre and advocate of exploration of the Rim, to map the variety of humanity and take the fight back to the Magnates.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc Note:&#039;&#039;&#039; Every citizen of Van der Teega is guaranteed a basic income from the fabricator output. The remainder is used by the government for various purposes, and a capitalist economy fills in needs beyond that.&amp;lt;br&amp;gt;&lt;br /&gt;
Longshot/mixed/resource/ores/artefacts/fabs/artefacts/fabs/isolated/brazil/fie/exploration/battlefield&amp;lt;br&amp;gt;&lt;br /&gt;
===Rim===&lt;br /&gt;
&#039;&#039;&#039;Extend&#039;&#039;&#039;(Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Home of the Dust Engineers, who live in a series of diamondoid kilostructures and constantly war with defence drones over access to crucial fabricators and delta fountains. Explorers who brave the space perimeter find eager traders whose technology is dust-laden but generations out of date and whose bodies have been altered by persistent exposure to posthuman nanotechnology.&lt;br /&gt;
===EU===&lt;br /&gt;
&#039;&#039;&#039;Rosa&#039;&#039;&#039;(Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Called &#039;Europe&#039;s unluckiest colony&#039;. In March 210X, the EU arrived on their garden world to build a model society. In August, the asteroid hit. Forty years of choked skies, flailing climate and fascinating extinction science later, the breakdown occured, shortly before their catapult was due to arrive. The swift application of martial law by the in-system commanders prevented collapse, and careful rationing saw them through the lean times.&amp;lt;br&amp;gt;&lt;br /&gt;
With utopian plans in tatters, advanced EU investment has long since been elsewhere, leaving the grim planet to develop a large basic industry and build ships for the merchant and military fleets. However during the ZOCU war experience with heavy mining loaders and a vast waiting industry made Rosa the epicentre of the &#039;gundam counterattack&#039;, attracting a degree of fame which the canny colonial governor has transformed into increased investment.&amp;lt;br&amp;gt;&lt;br /&gt;
Early/terraformable/failure/crisis/get help/quiet/broken down/martial law/EU/bureaucracy/regulated/gundam&lt;br /&gt;
===Indie===&lt;br /&gt;
&#039;&#039;&#039;Pierson&#039;s World&#039;&#039;&#039;(Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Garden world colonised by generic pioneer types during the longshot period. Sucked up immigrants during the transgene exodus and Breakdown refugee crisis, and also subsidised childbearing and the bioroid industry. Currently building up its industrual and financial base from this large potential. Sees itself as a potential &#039;second earth&#039; far from the Core and likes to compare itself to Industrial America and Information China. Current problems include placating the myriad ethnic and interest groups, and maintaining the immigrant flow.&amp;lt;br&amp;gt;&lt;br /&gt;
Longshot/garden/boom/migration/quiet/broken/refugees/independence/phezzan/regional hub/????&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wellspring&#039;&#039;&#039;(Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Wellspring is a system with a [http://en.wikipedia.org/wiki/Hot_Jupiter hot jupiter], and the resultant water-rich inner planets, including one in the goldilocks zone. The aquatic inhabitants have constant arguments with the HEC over their cut of its vast operations on the irradiated gas giant, which has led to some violent attacks by extremist groups both in space and on the glacier-based spaceports.&lt;br /&gt;
&lt;br /&gt;
==Chaotic Events==&lt;br /&gt;
Rather than have a preset list of events deemed suitably chaotic, just let everyone exchange 1 +x for 1 -y after history path.[[User:Maloncanth|M.M.]] 03:00, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Megaprojects==&lt;br /&gt;
Megaprojects are big things you can spend time and effort on for some bonus. Here are some concepts.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Space Elevator (+trade)&amp;lt;br&amp;gt;&lt;br /&gt;
:Solar Power Array (+industry)&amp;lt;br&amp;gt;&lt;br /&gt;
:Mass Augmentation (+transgene)&amp;lt;br&amp;gt;&lt;br /&gt;
:Advanced Transport Network (+industry, troop mobility)&amp;lt;br&amp;gt;&lt;br /&gt;
:The Space Internet (+RP, +morale, +CIP)&amp;lt;br&amp;gt;&lt;br /&gt;
:Giant Science Machine (+RP, +prestige)&amp;lt;br&amp;gt;&lt;br /&gt;
:Hyper Computer(+RP, +AI}&amp;lt;br&amp;gt;&lt;br /&gt;
:Thermal Boreholes(+PIP bonus maybe?) [Ws60]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See also Prestige Projects above, they would be a subset of megaprojects providing less tangible bonuses.&lt;br /&gt;
&lt;br /&gt;
==Technical Essays==&lt;br /&gt;
[[Infantry Scale Technology]] --[[User:MJ12 Commando|MJ12 Commando]] 16:07, 20 July 2009 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Stealth Systems]] --[[User:MJ12 Commando|MJ12 Commando]] 22:54, 22 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Diplomacy==&lt;br /&gt;
[[Diplomatic Blandishments]]--[[User:FBH|FBH]]&lt;br /&gt;
&lt;br /&gt;
==Civilian Ship Component Suggestions==&lt;br /&gt;
Suggesting a few civilian ship components as below. How the civilian ship stuff works is that you start from the same base templates as a military ship, but you &#039;declare&#039; it as civilian and incur some penalties to weapons. On the flipside you get the much more favorable ship modifiers below. System may need a lot of work though - Singh. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Docking Collar&#039;&#039;&#039;&lt;br /&gt;
Allows docking and towing of two cargo containers per collar. Allows towing of other ships, however speed is determined by number of engines available. Several collars can be taken on a ship upto a maximum of 6.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space: Hull coefficient x5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tow Lines&#039;&#039;&#039;&lt;br /&gt;
Ranged version of the docking collar. Essentially used by pirates to harpoon containers or ships and drag them along. Success of towing depends on engine power of the ship(s) involves. Useful for also pulling wrecks or heavily damaged ships. Structural enhancements and firing system takes more space than a regular docking collar. Only one can be placed on a ship.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space: Hull coefficient x7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Small Cargo Bay&#039;&#039;&#039;&lt;br /&gt;
Best cargo bay for storing supplies, but not much else. Can be taken multiple times but still holds only supplies.  No structure penalties apply.&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Military ships): Hull coefficient x4&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian ships): Hull coefficient x2&amp;lt;br&amp;gt;&lt;br /&gt;
Storage capacity: (Hull coefficient) x 20 Supplies or (Hull coefficient) x 1/4 Battalion of troops or (Hull coefficient) x 1/2 DIP of inactive fighters&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medium Cargo Bay&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Suitable for storing some more stuff, including personnel or inactive fighters.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Ship structure is slightly weakened.&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Military ships): Hull coefficient x7&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian ships): Hull coefficient x5&amp;lt;br&amp;gt;&lt;br /&gt;
Storage capacity: (Hull Coefficient) x 15 Supplies or (Hull coefficient) x 1/2 Battalion of troops or (Hull coefficient) x 1 DIP of inactive fighters&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Large Cargo Bay&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Really big cargo bay around that carry quite a bit.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Ship structure is severely weakened.&amp;lt;br&amp;gt;&lt;br /&gt;
Space (military ships): hull coefficient x9&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian ships): Hull coefficient x7&amp;lt;br&amp;gt;&lt;br /&gt;
Storage capacity: (Hull Coefficient) x 30 Supplies or (Hull coefficient) x 2 Battalions of troops or (Hull coefficient) x 2 DIP of inactive fighters&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlarge Cargo Bay&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you need to &#039;&#039;really&#039;&#039; move stuff around. Thats what this baby&#039;s for. Can only be put on Civilian shipping and generally takes up most component space.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Its a big fat freighter that pop easily :(&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian Ships): Hull coefficient x15&amp;lt;br&amp;gt;&lt;br /&gt;
Storage Capacity: (Hull Coefficient) x 60 Supplies or (Hull coefficient) x 4 Battalions of troops or (Hull coefficient) x 5 DIP of inactive fighters&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ration Reactor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A Ration reactor is an additional reactor placed on a ship that essentially feeds secondary material into traditional fusion reactors as an alternative to He3. Although not as efficient or as clean as pure He3 fusion, it has found popular use amongst the rim where He3 is in significantly short supply.&amp;lt;br&amp;gt;&lt;br /&gt;
Special: allows power to be paid by supply as opposed to He3.&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Can be switched on or off&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: reduces total power generated by 25%&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space: Hull coefficient x5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;He3 Tanks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Allows for storage of He3 beyond what is immediately needed by the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space: 15&amp;lt;br&amp;gt;&lt;br /&gt;
Storage Capacity: Allows for storage of (hull coefficient) x 10 units of He3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deep Space Sensor Array&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I can see you!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Allows scanning an entire system for stealthed ships.&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Equipped ship cannot use stealth tech when activated&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Weakens ship structure&amp;lt;br&amp;gt;&lt;br /&gt;
Space: 20&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mobile Research and Laboratory Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Come accross a posthuman artifact? Want to know what lurks in that nebula? Wondering why the sun in your sector&#039;s winking at you? Look no further for your answers than the Mobile Research and Laboratory Module (MRLM). Filled with scientists working around the clock to determine if that brown substance is chocolate or a screaming postie pile of goo, this module is your one-stop-shop for solving all those mysteries out in the wild, wild frontier of the rim.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Allows for more plot hooks/lewt from your exploration missions!&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Only available to rim/indie/expanse league states&amp;lt;br&amp;gt;&lt;br /&gt;
Space: 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;He3 Scoop and Refinery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Allows for mining of gas giants or direct collection of He3 sources while on the go. Most useful in the deep rim.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Allows mining of He3 on the go. &amp;lt;br&amp;gt;&lt;br /&gt;
Space (Military Ships): Hull Coefficient x4&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian Ships): 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mobile Spacedock&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Like floating drydocks of today, they permit the conduct of ship repair where proper infrastructure is lacking.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: ?&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Allows for major repairs to be conducted to ships. Only ships of similar size or smaller may use the mobile spacedock&amp;lt;br&amp;gt;&lt;br /&gt;
Space: ? Probably a large amount, say 80-90% of all available space.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage Smelter and foundry&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Allows Salvage and stripping of shipwrecks/asteroids for their supplies/raw materials. &amp;lt;br&amp;gt;&lt;br /&gt;
Special: Converts shipwrecks into supplies&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Converts suitable asteroids into supplies&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Military Ships): Hull Coefficient x8&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian Ships): Hull Coefficient x5&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Reduces hull structure strength 50%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Support Tender&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Designed to provide support to multiple ships, this component represents a ship&#039;s ability of conducting repairs to other vessels, including via EVA walks and usage of multiple shuttles. It is capable of conducting basic repairs to vessels and holding significant number of supplies without incurring major penalties.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonus: Reduces small cargo bay space requirements by 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Allows for basic repairs and refueling in the field&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Military Ships): Hull Coefficient x9&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian Ships): Hull Coefficient x6&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Reduces ship strategic speed by 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Support Tender&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the support tender, save that this one is far more advanced and allows for significant repairs to be committed even to badly damaged ships. &amp;lt;br&amp;gt;&lt;br /&gt;
Special: Can pay a supply cost to give shipwrecks a minimum functionality&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Allows for advanced repairs and refueling in the field&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Military Ships): Hull Coefficient x12&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilain Ships): Hull Coefficient x9&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Reduces ship strategic speed by 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Reduces ship tactical speed by 30%&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Second_Sphere_Suggestion_Box&amp;diff=10017</id>
		<title>Second Sphere Suggestion Box</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Second_Sphere_Suggestion_Box&amp;diff=10017"/>
		<updated>2010-01-11T14:21:44Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Indie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Put any and all your random suggestions here.  Please try to avoid one-sentence suggestions unless they&#039;re pretty self-evident.  A short description of the idea would be nice.  Also, please sign the suggestion so I know who to get back to in case I need clarification or expansion.&lt;br /&gt;
&lt;br /&gt;
Possibilities could include&lt;br /&gt;
:Technologies&lt;br /&gt;
:NPC worlds&lt;br /&gt;
:Rules for &#039;&#039;anything&#039;&#039;&lt;br /&gt;
:Fluff (I&#039;ll contact you to hash it out in greater detail)&lt;br /&gt;
:Plot hooks&lt;br /&gt;
:Political events&lt;br /&gt;
:Histories&lt;br /&gt;
:Art&lt;br /&gt;
:General suggestions&lt;br /&gt;
:Things to keep in mind&lt;br /&gt;
:Criticisms or pitfalls&lt;br /&gt;
&lt;br /&gt;
Keep it constructive!&lt;br /&gt;
&lt;br /&gt;
Remember that chances are I can&#039;t use everything, so don&#039;t be discouraged if your suggestion doesn&#039;t get used.   I appreciate the help.&lt;br /&gt;
&lt;br /&gt;
[[Economy Suggestions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tech and Transhumanism]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Personnel Acquisition]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sign your suggestions==&lt;br /&gt;
I mean it. :p&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
I recommend that these be ones that fit the paradigm.&lt;br /&gt;
&lt;br /&gt;
===Baseline Tech===&lt;br /&gt;
:Spinal Cannons&lt;br /&gt;
:Pin-Point Barriers&lt;br /&gt;
:Overshields&lt;br /&gt;
:Ablative armor&lt;br /&gt;
:Fission reactor&lt;br /&gt;
::Breeder fission reactor (bulkier, higher endurance)&lt;br /&gt;
::Liquid-metal fission reactor (higher power, more vulnerable to damage)&lt;br /&gt;
::Thorium fission reactor (cheaper fuel costs, bulky)&lt;br /&gt;
::Fission-fragment reactor (expensive to build, but comparable to fusion reactors in effectiveness and size)&lt;br /&gt;
:Improved Fusion reactors&lt;br /&gt;
::Monopole-Catalyzed Fusion (higher efficiency, requires monopoles)&lt;br /&gt;
::Muon-Catalyzed Fusion (more compact, requires dust to build)&lt;br /&gt;
::Hydrogen-Iron Fusion System (maximum fuel efficiency, extremely large and heavy)&lt;br /&gt;
::Polywell Fusion (Extremely small, expensive, fuel-hungry, probably require dust.)&lt;br /&gt;
:Chemical population control&lt;br /&gt;
:Specialist shells&lt;br /&gt;
::Overload&lt;br /&gt;
::Dust disruption (exotic)&lt;br /&gt;
::Gunk&lt;br /&gt;
::Chaff&lt;br /&gt;
::STACK&lt;br /&gt;
::Armour-piercing&lt;br /&gt;
::Added propulsion&lt;br /&gt;
&lt;br /&gt;
===Exotic Tech===&lt;br /&gt;
:Combat Teleport&lt;br /&gt;
:I-Fields&lt;br /&gt;
:Forcefield drives&lt;br /&gt;
:Self-repairing armor&lt;br /&gt;
:Photon Matrix (high-storage batteries)&lt;br /&gt;
:Decoherence beams (shield disruptors)&lt;br /&gt;
:Megaparticle Shell (projectile disintegrator)&lt;br /&gt;
:Dust cybernetics&lt;br /&gt;
:Glitterblower ECM&lt;br /&gt;
:Radiation wave&lt;br /&gt;
:Holographic decoys -FBH&lt;br /&gt;
:Mind control implants&lt;br /&gt;
&lt;br /&gt;
===Posthuman Hypertech Bullshit===&lt;br /&gt;
:Bendy Beams&lt;br /&gt;
:Zero Shift&lt;br /&gt;
:Longshot FTL&lt;br /&gt;
:Geometry warpers&lt;br /&gt;
:Asymmetric generator (perpetual power source)&lt;br /&gt;
:attack memetics -FBH&lt;br /&gt;
:Shear beams -FBH&lt;br /&gt;
:Dust Jammer&lt;br /&gt;
:Prador Hull Armor (self-repairs armor damage from energy weapons)&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Power Systems===&lt;br /&gt;
Since this is better organized in one category.&lt;br /&gt;
:Solar power (cheap, infinite endurance on a planet, zero performance)&lt;br /&gt;
:Matter-conversion reactors (effectively infinite endurance, ridiculous performance, theta requisite, posthuman bullshit)&lt;br /&gt;
:Superconducting storage grids (near-infinite capacity batteries, explode when breached)&lt;br /&gt;
:Hypercombustion Engines (cheap, robust, can use just about anything combustible as fuel, low to moderate performance)&lt;br /&gt;
&lt;br /&gt;
===Variable Fighters===&lt;br /&gt;
Suggestion for a new unit type.&lt;br /&gt;
&lt;br /&gt;
Required Technologies:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Practical Transforming Mechanisms&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements: Mecha Construction 2, Aerospace Construction 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Fighter Construction&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements: Practical Transforming Mechanisms&amp;lt;br&amp;gt;&lt;br /&gt;
Permits construction of Variable Fighters.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the subsequent hull expansion techs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Fighter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Internal Component Space: 8&amp;lt;br&amp;gt;&lt;br /&gt;
Hull Growth Factor: 2&amp;lt;br&amp;gt;&lt;br /&gt;
External Carriage: 10&amp;lt;br&amp;gt;&lt;br /&gt;
External Growth Factor: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Hull Coefficient: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Armour:&amp;lt;br&amp;gt;&lt;br /&gt;
Base HP:&amp;lt;br&amp;gt;&lt;br /&gt;
Base Agility:&amp;lt;br&amp;gt;&lt;br /&gt;
Base Speed:&amp;lt;br&amp;gt;&lt;br /&gt;
Base Deck Points: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Deck Point Growth Factor: 1/3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very preliminary figures at the moment. General logic is that it has lower internal space and growth factor due to the space taken up by the transforming mechanisms, but larger external carriage, comparable to that of a Combat Frame. It also has the same deck size and deck size growth factor as a Heavy Fighter/Combat Frame.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the best I could come up with on my own, feel free to help develop the idea.&lt;br /&gt;
--[[User:Dacis2|Dacis2]] 12:15, 18 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Additional notes: Both Fighter and Battroid modes will share a similar agility value, but Battroid mode will have speed halved in exchange for mecha abilities like arms and ability to walk around. Any ideas for Gerwalk mode? The only thing I could come up with is that they become like gunships or something.&lt;br /&gt;
&lt;br /&gt;
Can anyone come up with a tech that&#039;ll give it external carriage that permits it to carry FAST Super Packs and Armour packs.&lt;br /&gt;
&lt;br /&gt;
I tried adjusting the hull growth and carriage growth as a temporary measure.&lt;br /&gt;
--[[User:Dacis2|Dacis2]] 06:46, 20 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===More Stuff From MJ12===&lt;br /&gt;
&#039;&#039;&#039;Armor Upgrades on Small Craft&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The scale for small craft and armor upgrades is pretty small, but if you change how they work on the fighter/mecha/tank scale you can have them viable for smaller units. Suggestions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dilatant Armor Core&#039;&#039;&#039;: +1 level of armor against kinetic weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Superconductive Grid&#039;&#039;&#039;: +1 level of armor against energy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bafflecladding&#039;&#039;&#039;: +something to stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damper Fields&#039;&#039;&#039; (Shield Tech)&amp;lt;br&amp;gt;&lt;br /&gt;
Damper Fields are a extremely powerful, high-draw shield technology that bends space similar to a reactionless drive. However, the lower sustained impulse (albeit higher peak impulse) allow them to function without Theta. A damper field is nigh-impenetrable when active but its systems burn out rapidly. Because of its characteristics it is primarily a defense designed to protect scout units, allowing them to use their great speed to break contact while the damper field protects them.&lt;br /&gt;
: &#039;&#039;&#039;Near Invulnerability&#039;&#039;&#039;: A damper field is an extremely capable shield system that can deflect even the heaviest weapons with ease.&lt;br /&gt;
: &#039;&#039;&#039;Single-Use&#039;&#039;&#039;: A damper field&#039;s power draw is such that it only is useful against an enemy&#039;s initial assault, after which the field projector shuts down for a span of several minutes to hours.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
EM Projector&#039;&#039;&#039; (Shield Tech)&amp;lt;br&amp;gt;&lt;br /&gt;
One of the most basic shield designs, the EM Projector&#039;s operating principles were developed long before even the Scattering Field, but only recently has technology advanced sufficiently to allow its use. Despite this, it still provides an adequate defense against most weaponry-if the user is willing to accept the shortcomings.&lt;br /&gt;
: &#039;&#039;&#039;Magnetize!&#039;&#039;&#039;: The EM projector primarily protects against projectile weapons, giving moderate protection against particle beams, and no protection whatsoever against lasers.&lt;br /&gt;
: &#039;&#039;&#039;Stealth? What stealth?&#039;&#039;&#039;: A vessel with an EM projector is extremely detectable.&lt;br /&gt;
: &#039;&#039;&#039;Fragile&#039;&#039;&#039;: The projector itself is thousands of thin, relatively fragile antennas on the hull of the vessel. Any damage to the vessel disables the projector.&lt;br /&gt;
&lt;br /&gt;
==Sentient AI==&lt;br /&gt;
Given the processing and efficiency constraints on sentient AI, battlefield deployable sentient AI may be rare to nonexistent-a nonsentient tactical savant will do just as well without the morality questions and expense of making and growing your own sentient mind. Furthermore, given the primary use of AI technology is to reduce overall losses, AI technology should be generally used to make expendable troops more morally acceptable or as assistance to human piloting-low cost, low-capability units given AI governance to allow them to be spent like munitions or systems designed to improve the situational awareness and reaction speed of a (trans)human pilot. More advanced AI systems, capable of matching a skilled pilot or soldier, should be a rarer, more expensive, and difficult to produce (high CIP cost) option. This is only for battlefield designs-large-scale civilian networks can be made sentient for cheaper, as they rarely suffer the same space and hardening constraints-and when you have a planet&#039;s mass to play with hardening isn&#039;t hard. --[[User:MJ12 Commando|MJ12 Commando]] 03:44, 19 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Supersoldier Stuff==&lt;br /&gt;
[[Supersoldier Stuff Scribbles]]&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:MJ12 Commando|MJ12 Commando]] 03:34, 30 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Prestige Projects==&lt;br /&gt;
&#039;&#039;&#039;By MJ12&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Or:&#039;&#039;&#039; Because everyone likes one-upmanship.&lt;br /&gt;
&lt;br /&gt;
Prestige projects are high-profile projects that stretch the limits of human science and technology, impressive constructs that are spoken of in awe. These are projects like the Apollo Launch, the construction of the Empire State Building, building the LHC-projects that of themselves have little benefit, but in the end are beneficial because of how they advance one&#039;s technical base.&lt;br /&gt;
&lt;br /&gt;
In effect, a Prestige Project is a method to trade PIP and CIP for morale and RP-by demanding that this must be built, one creates a pull for technology in a specific field, which often makes significant breakthroughs trying to supply the resources needed to construct something of this magnitude, and by finishing it your nation has something its people can be proud of, a legacy to remember for centuries to come.&lt;br /&gt;
&lt;br /&gt;
Prestige Projects are not to be taken lightly, and are a significant investment, but their rewards can be worth it. A Major prestige project, like the Large Hadron Collider, Panama Canal, or Hoover Dam, often instantly grants a free advancement in a related technical field as well as a morale booster-building a hypercollider that spans the planet&#039;s diameter may increase one&#039;s expertise in the field of particle weapons, while building a powerful AI control system might increase expertise in the field of artificial intelligence, or something such as a massive kilometers-high megascraper might translate into improved structural engineering technology. Furthermore Major projects grant a significant morale boost. In some cases, prestige projects may have significant other effects, like terraforming a continent from a patch of sand and sun into a verdant garden world.&lt;br /&gt;
&lt;br /&gt;
Minor prestige projects are smaller and more commonl, but still expensive undertakings. These often simply add RP to certain fields, making further research into them somewhat cheaper. An example may be attempting to break the speed record for a powered vehicle, which could translate into advancements in aerospace or mecha technology, or a massive public transport array might translate into improved prosperity (RP put into economic development.) Minor prestige projects grant morale boosts but they are proportionally less extreme than the ones from major prestige projects, owing to their smaller scale.&lt;br /&gt;
&lt;br /&gt;
==Fun stuff from OmegaPaladin==&lt;br /&gt;
[[Second Sphere Suggestion Box/OmegaPaladin |Moved here]]&lt;br /&gt;
&lt;br /&gt;
==ZOCU==&lt;br /&gt;
&lt;br /&gt;
Given ZOCU gets both starting debts and treaty of Sirus, you might want to consider what they get in return in order to make the game a bit fair, especially given the ZOCU alliance as a whole seems to be less powerful than the Core.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Treaty, is it safe to say that ZOCU players will start with the same limits as before (i.e., 5 cruisers or 3 cruisers and one battleship; no carriers and no stealth ships)?&lt;br /&gt;
-Lokar&lt;br /&gt;
&lt;br /&gt;
==PL&#039;s suggestions==&lt;br /&gt;
===History Paths===&lt;br /&gt;
Accumulated - penalties beyond 0, for things that a player might have no interest in or ability to buy anyway such as theta or transhumanism, should assess a penalty of some kind. -transgene should apply a penalty to diplomacy with Those Freaks. I have no idea what -theta might mean but almost every Core world would have it.&lt;br /&gt;
==NPC worlds==&lt;br /&gt;
===ZOCU===&lt;br /&gt;
&#039;&#039;&#039;[[Belinta]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Heaven&#039;s Shore]]&#039;&#039;&#039; (Mal)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Nidaros]]&#039;&#039;&#039; (Mal)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Ophen]]&#039;&#039;&#039; (Lokar)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Vrijheid]]&#039;&#039;&#039; (Mal)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Welkin&#039;&#039;&#039; (Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Welkin was founded in the early colonial days, as a model project by France and Germany. When the breakdown came, Welkin joined the Zodiac union, but was an eager trader with the Core worlds and a voice of opposition to the War. They joined their allies when the declarations went out, but the sad experience of fighting their european brothers and sisters and having their economy broken to pieces by strain and bombs led them to the strong conclusion that the whole affair was a bad idea.&amp;lt;br&amp;gt;&lt;br /&gt;
As Welkin produces an awful lot of tanks, ZOCU is rather eager to keep them on side - and the EU is just as eager to pry them out.&amp;lt;br&amp;gt;&lt;br /&gt;
Early/baseline/resource/ores/quiet/migration/resources/broken/energy independent/solidarity/ouster/depression/giant robots rule/fort up&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Potos]]&#039;&#039;&#039; (Mal)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Rifulveldt]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===PACT===&lt;br /&gt;
&#039;&#039;&#039;Mandala&#039;&#039;&#039;(Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Early PACT subsidised augmentation colony. Uncovered dust, then active machinery. Eschatonic taliban were about during breakdown which led to some bad things (sometimes involving said active machinery) not seen since the Crazy Times. PACT came back in force once contact was reestablished, but there remains no stable government. However despite the enormous expense they will not withdraw, as Mandala remains their only stable source of the precious theta dust.&amp;lt;br&amp;gt;&lt;br /&gt;
===League===&lt;br /&gt;
&#039;&#039;&#039;Bhutijan&#039;&#039;&#039;(Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Native ecological world settled by transgenic exiles, who wanted to build a peaceful utopia. Some of the plants produce a compound that has a fascinating effect on human psychology. The natives failed to stamp out its use and eventually legalised and taxed it, but external governments took persistent objection to the narcotics entering their markets. During the breakdown, the pleasant climate of Bhutijan recieved legions of refugees from the Magnate wars and in return contributed troops. The refugee strain caused the already creaky government to collapse into a military junta, which to this day battles and has a hand in any number of criminal enterprises in the trackless forests and bustling shanty towns. This &#039;economic activity&#039; has made Bhutijan what passes for a League financial centre, and given it the funds to attempt a modernisation of the military.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc. Note:&#039;&#039;&#039; A common story for poverty tourism networks is of the couple in poverty scrimping and saving money to buy an upgrade package for their next child.&amp;lt;br&amp;gt;&lt;br /&gt;
Longshot/transgene/garden/cash/lacus/crisis/privatise/military/narco-warfare/broken-down/refugee hub/league/law of gun/black market/copycat&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Van der Teega&#039;&#039;&#039; (Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Earth is corrupt! The global village is a false eden, and we eschew its stifled decadence. Humanity must ever spread outward, its fresh growth at the edges better than the rot at the centre. So said the colonists who settled on cold, volcanic Van der Teega and siezed hold of its ores and relics to make themselves a new society. Said relics also attracted the Magnates, hungry for production, and the inhabitants fought years of battles across the firey plains and haphazard spiretowns inbetween haphazard reinforcements from either side. Now Van der Teega is an important production centre and advocate of exploration of the Rim, to map the variety of humanity and take the fight back to the Magnates.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc Note:&#039;&#039;&#039; Every citizen of Van der Teega is guaranteed a basic income from the fabricator output. The remainder is used by the government for various purposes, and a capitalist economy fills in needs beyond that.&amp;lt;br&amp;gt;&lt;br /&gt;
Longshot/mixed/resource/ores/artefacts/fabs/artefacts/fabs/isolated/brazil/fie/exploration/battlefield&amp;lt;br&amp;gt;&lt;br /&gt;
===Rim===&lt;br /&gt;
&#039;&#039;&#039;Extend&#039;&#039;&#039;(Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Home of the Dust Engineers, who live in a series of diamondoid kilostructures and constantly war with defence drones over access to crucial fabricators and delta fountains. Explorers who brave the space perimeter find eager traders whose technology is dust-laden but generations out of date and whose bodies have been altered by persistent exposure to posthuman nanotechnology.&lt;br /&gt;
===EU===&lt;br /&gt;
&#039;&#039;&#039;Rosa&#039;&#039;&#039;(Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Called &#039;Europe&#039;s unluckiest colony&#039;. In March 210X, the EU arrived on their garden world to build a model society. In August, the asteroid hit. Forty years of choked skies, flailing climate and fascinating extinction science later, the breakdown occured, shortly before their catapult was due to arrive. The swift application of martial law by the in-system commanders prevented collapse, and careful rationing saw them through the lean times.&amp;lt;br&amp;gt;&lt;br /&gt;
With utopian plans in tatters, advanced EU investment has long since been elsewhere, leaving the grim planet to develop a large basic industry and build ships for the merchant and military fleets. However during the ZOCU war experience with heavy mining loaders and a vast waiting industry made Rosa the epicentre of the &#039;gundam counterattack&#039;, attracting a degree of fame which the canny colonial governor has transformed into increased investment.&amp;lt;br&amp;gt;&lt;br /&gt;
Early/terraformable/failure/crisis/get help/quiet/broken down/martial law/EU/bureaucracy/regulated/gundam&lt;br /&gt;
===Indie===&lt;br /&gt;
&#039;&#039;&#039;Pierson&#039;s World&#039;&#039;&#039;(Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Garden world colonised by generic pioneer types during the longshot period. Sucked up immigrants during the transgene exodus and Breakdown refugee crisis, and also subsidised childbearing and the bioroid industry. Currently building up its industrual and financial base from this large potential. Sees itself as a potential &#039;second earth&#039; far from the Core and likes to compare itself to Industrial America and Information China. Current problems include placating the myriad ethnic and interest groups, and maintaining the immigrant flow.&amp;lt;br&amp;gt;&lt;br /&gt;
Longshot/garden/boom/migration/quiet/broken/refugees/independence/phezzan/regional hub/????&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wellspring&#039;&#039;&#039;(Peel)&amp;lt;br&amp;gt;&lt;br /&gt;
Wellspring is a system with a [http://en.wikipedia.org/wiki/Hot_Jupiter hot jupiter], and the resultant water-rich inner planets, including one in the goldilocks zone. The aquatic inhabitants have constant arguments with the HEC over their cut of its vast operations on the irradiated gas giant, which has led to some violent attacks by extremist groups both in space and on the glacier-based spaceports.&lt;br /&gt;
&lt;br /&gt;
==Chaotic Events==&lt;br /&gt;
Rather than have a preset list of events deemed suitably chaotic, just let everyone exchange 1 +x for 1 -y after history path.[[User:Maloncanth|M.M.]] 03:00, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Megaprojects==&lt;br /&gt;
Megaprojects are big things you can spend time and effort on for some bonus. Here are some concepts.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Space Elevator (+trade)&amp;lt;br&amp;gt;&lt;br /&gt;
:Solar Power Array (+industry)&amp;lt;br&amp;gt;&lt;br /&gt;
:Mass Augmentation (+transgene)&amp;lt;br&amp;gt;&lt;br /&gt;
:Advanced Transport Network (+industry, troop mobility)&amp;lt;br&amp;gt;&lt;br /&gt;
:The Space Internet (+RP, +morale, +CIP)&amp;lt;br&amp;gt;&lt;br /&gt;
:Giant Science Machine (+RP, +prestige)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See also Prestige Projects above, they would be a subset of megaprojects providing less tangible bonuses.&lt;br /&gt;
&lt;br /&gt;
==Technical Essays==&lt;br /&gt;
[[Infantry Scale Technology]] --[[User:MJ12 Commando|MJ12 Commando]] 16:07, 20 July 2009 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Stealth Systems]] --[[User:MJ12 Commando|MJ12 Commando]] 22:54, 22 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Diplomacy==&lt;br /&gt;
[[Diplomatic Blandishments]]--[[User:FBH|FBH]]&lt;br /&gt;
&lt;br /&gt;
==Civilian Ship Component Suggestions==&lt;br /&gt;
Suggesting a few civilian ship components as below. How the civilian ship stuff works is that you start from the same base templates as a military ship, but you &#039;declare&#039; it as civilian and incur some penalties to weapons. On the flipside you get the much more favorable ship modifiers below. System may need a lot of work though - Singh. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Docking Collar&#039;&#039;&#039;&lt;br /&gt;
Allows docking and towing of two cargo containers per collar. Allows towing of other ships, however speed is determined by number of engines available. Several collars can be taken on a ship upto a maximum of 6.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space: Hull coefficient x5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tow Lines&#039;&#039;&#039;&lt;br /&gt;
Ranged version of the docking collar. Essentially used by pirates to harpoon containers or ships and drag them along. Success of towing depends on engine power of the ship(s) involves. Useful for also pulling wrecks or heavily damaged ships. Structural enhancements and firing system takes more space than a regular docking collar. Only one can be placed on a ship.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space: Hull coefficient x7&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Small Cargo Bay&#039;&#039;&#039;&lt;br /&gt;
Best cargo bay for storing supplies, but not much else. Can be taken multiple times but still holds only supplies.  No structure penalties apply.&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Military ships): Hull coefficient x4&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian ships): Hull coefficient x2&amp;lt;br&amp;gt;&lt;br /&gt;
Storage capacity: (Hull coefficient) x 20 Supplies or (Hull coefficient) x 1/4 Battalion of troops or (Hull coefficient) x 1/2 DIP of inactive fighters&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medium Cargo Bay&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Suitable for storing some more stuff, including personnel or inactive fighters.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Ship structure is slightly weakened.&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Military ships): Hull coefficient x7&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian ships): Hull coefficient x5&amp;lt;br&amp;gt;&lt;br /&gt;
Storage capacity: (Hull Coefficient) x 15 Supplies or (Hull coefficient) x 1/2 Battalion of troops or (Hull coefficient) x 1 DIP of inactive fighters&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Large Cargo Bay&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Really big cargo bay around that carry quite a bit.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Ship structure is severely weakened.&amp;lt;br&amp;gt;&lt;br /&gt;
Space (military ships): hull coefficient x9&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian ships): Hull coefficient x7&amp;lt;br&amp;gt;&lt;br /&gt;
Storage capacity: (Hull Coefficient) x 30 Supplies or (Hull coefficient) x 2 Battalions of troops or (Hull coefficient) x 2 DIP of inactive fighters&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superlarge Cargo Bay&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes you need to &#039;&#039;really&#039;&#039; move stuff around. Thats what this baby&#039;s for. Can only be put on Civilian shipping and generally takes up most component space.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Its a big fat freighter that pop easily :(&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian Ships): Hull coefficient x15&amp;lt;br&amp;gt;&lt;br /&gt;
Storage Capacity: (Hull Coefficient) x 60 Supplies or (Hull coefficient) x 4 Battalions of troops or (Hull coefficient) x 5 DIP of inactive fighters&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ration Reactor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A Ration reactor is an additional reactor placed on a ship that essentially feeds secondary material into traditional fusion reactors as an alternative to He3. Although not as efficient or as clean as pure He3 fusion, it has found popular use amongst the rim where He3 is in significantly short supply.&amp;lt;br&amp;gt;&lt;br /&gt;
Special: allows power to be paid by supply as opposed to He3.&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Can be switched on or off&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: reduces total power generated by 25%&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space: Hull coefficient x5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;He3 Tanks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Allows for storage of He3 beyond what is immediately needed by the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space: 15&amp;lt;br&amp;gt;&lt;br /&gt;
Storage Capacity: Allows for storage of (hull coefficient) x 10 units of He3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deep Space Sensor Array&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I can see you!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Allows scanning an entire system for stealthed ships.&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Equipped ship cannot use stealth tech when activated&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Weakens ship structure&amp;lt;br&amp;gt;&lt;br /&gt;
Space: 20&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mobile Research and Laboratory Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Come accross a posthuman artifact? Want to know what lurks in that nebula? Wondering why the sun in your sector&#039;s winking at you? Look no further for your answers than the Mobile Research and Laboratory Module (MRLM). Filled with scientists working around the clock to determine if that brown substance is chocolate or a screaming postie pile of goo, this module is your one-stop-shop for solving all those mysteries out in the wild, wild frontier of the rim.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Allows for more plot hooks/lewt from your exploration missions!&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Only available to rim/indie/expanse league states&amp;lt;br&amp;gt;&lt;br /&gt;
Space: 15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;He3 Scoop and Refinery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Allows for mining of gas giants or direct collection of He3 sources while on the go. Most useful in the deep rim.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Allows mining of He3 on the go. &amp;lt;br&amp;gt;&lt;br /&gt;
Space (Military Ships): Hull Coefficient x4&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian Ships): 5&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mobile Spacedock&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Like floating drydocks of today, they permit the conduct of ship repair where proper infrastructure is lacking.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: ?&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Allows for major repairs to be conducted to ships. Only ships of similar size or smaller may use the mobile spacedock&amp;lt;br&amp;gt;&lt;br /&gt;
Space: ? Probably a large amount, say 80-90% of all available space.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Salvage Smelter and foundry&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Allows Salvage and stripping of shipwrecks/asteroids for their supplies/raw materials. &amp;lt;br&amp;gt;&lt;br /&gt;
Special: Converts shipwrecks into supplies&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Converts suitable asteroids into supplies&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Military Ships): Hull Coefficient x8&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian Ships): Hull Coefficient x5&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Reduces hull structure strength 50%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Support Tender&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Designed to provide support to multiple ships, this component represents a ship&#039;s ability of conducting repairs to other vessels, including via EVA walks and usage of multiple shuttles. It is capable of conducting basic repairs to vessels and holding significant number of supplies without incurring major penalties.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonus: Reduces small cargo bay space requirements by 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Allows for basic repairs and refueling in the field&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Military Ships): Hull Coefficient x9&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilian Ships): Hull Coefficient x6&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Reduces ship strategic speed by 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Support Tender&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the support tender, save that this one is far more advanced and allows for significant repairs to be committed even to badly damaged ships. &amp;lt;br&amp;gt;&lt;br /&gt;
Special: Can pay a supply cost to give shipwrecks a minimum functionality&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Allows for advanced repairs and refueling in the field&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Military Ships): Hull Coefficient x12&amp;lt;br&amp;gt;&lt;br /&gt;
Space (Civilain Ships): Hull Coefficient x9&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Reduces ship strategic speed by 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Penalty: Reduces ship tactical speed by 30%&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Second_Sphere_Nations_and_Powers&amp;diff=10002</id>
		<title>Second Sphere Nations and Powers</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Second_Sphere_Nations_and_Powers&amp;diff=10002"/>
		<updated>2010-01-11T04:54:43Z</updated>

		<summary type="html">&lt;p&gt;Ws60: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PC Nations==&lt;br /&gt;
Note:  This is currently &lt;br /&gt;
&lt;br /&gt;
*[[Adhara|Adhara]] &lt;br /&gt;
*[[The Grand Duchy of Ithaca|Ithaca]]&lt;br /&gt;
*[[The_Federation_of_Garun | Garun]]&lt;br /&gt;
*[[Hampshire]]&lt;br /&gt;
*[[Haraway&#039;s World|Haraway&#039;s World]] &lt;br /&gt;
*[[Markov]]&lt;br /&gt;
*[[Minkowski]]&lt;br /&gt;
*[[New Mercia|The Kingdom of New Mercia]]&lt;br /&gt;
*[[New Silesia]]&lt;br /&gt;
*[[Tast Morei|Tast Morei]] &lt;br /&gt;
*[[Valera|Valera]]&lt;br /&gt;
*[[Outremonde Magnus|Outremonde]]&lt;br /&gt;
*[[Bilad_Al-Rafigayn|Bilad Al-Rafigayn]]&lt;br /&gt;
*[[Confederate Alliance of Sandorn|Confederate Alliance]]&lt;br /&gt;
&lt;br /&gt;
== Merchants and other transnationals  ==&lt;br /&gt;
&lt;br /&gt;
*[[Tensor Industries|Tensor Industries]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PC States]]&lt;br /&gt;
[[Category:Second_Sphere_NPC_Powers]]&lt;br /&gt;
[[Category:EU]]&lt;br /&gt;
[[Category:PACT]]&lt;br /&gt;
[[Category:Sino-Russian_Arm]]&lt;br /&gt;
[[Category:ZOCU]]&lt;br /&gt;
[[Category:Independent_States]]&lt;br /&gt;
[[Category:Expanse_States]]&lt;br /&gt;
[[Category:Rim_States]]&lt;br /&gt;
[[category:Unincorporated_Systems]]&lt;br /&gt;
[[category:Backup]]&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Second_Sphere_Nations_and_Powers&amp;diff=10000</id>
		<title>Second Sphere Nations and Powers</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Second_Sphere_Nations_and_Powers&amp;diff=10000"/>
		<updated>2010-01-11T04:53:40Z</updated>

		<summary type="html">&lt;p&gt;Ws60: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PC Nations==&lt;br /&gt;
Note:  This is currently &lt;br /&gt;
&lt;br /&gt;
*[[Adhara|Adhara]] &lt;br /&gt;
*[[The Grand Duchy of Ithaca|Ithaca]]&lt;br /&gt;
*[[The_Federation_of_Garun | Garun]]&lt;br /&gt;
*[[Hampshire]]&lt;br /&gt;
*[[Haraway&#039;s World|Haraway&#039;s World]] &lt;br /&gt;
*[[Markov]]&lt;br /&gt;
*[[Minkowski]]&lt;br /&gt;
*[[New Mercia|The Kingdom of New Mercia]]&lt;br /&gt;
*[[New Silesia]]&lt;br /&gt;
*[[Tast Morei|Tast Morei]] &lt;br /&gt;
*[[Valera|Valera]]&lt;br /&gt;
*[[Outremonde Magnus|Outremonde]]&lt;br /&gt;
*[[Bilad_Al-Rafigayn|Bilad Al-Rafigayn]]&lt;br /&gt;
*[[New Siberia|Confederate Alliance]]&lt;br /&gt;
&lt;br /&gt;
== Merchants and other transnationals  ==&lt;br /&gt;
&lt;br /&gt;
*[[Tensor Industries|Tensor Industries]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PC States]]&lt;br /&gt;
[[Category:Second_Sphere_NPC_Powers]]&lt;br /&gt;
[[Category:EU]]&lt;br /&gt;
[[Category:PACT]]&lt;br /&gt;
[[Category:Sino-Russian_Arm]]&lt;br /&gt;
[[Category:ZOCU]]&lt;br /&gt;
[[Category:Independent_States]]&lt;br /&gt;
[[Category:Expanse_States]]&lt;br /&gt;
[[Category:Rim_States]]&lt;br /&gt;
[[category:Unincorporated_Systems]]&lt;br /&gt;
[[category:Backup]]&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Second_Sphere_Nations_and_Powers&amp;diff=9996</id>
		<title>Second Sphere Nations and Powers</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Second_Sphere_Nations_and_Powers&amp;diff=9996"/>
		<updated>2010-01-11T04:05:44Z</updated>

		<summary type="html">&lt;p&gt;Ws60: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PC Nations==&lt;br /&gt;
Note:  This is currently &lt;br /&gt;
&lt;br /&gt;
*[[Adhara|Adhara]] &lt;br /&gt;
*[[The Grand Duchy of Ithaca|Ithaca]]&lt;br /&gt;
*[[The_Federation_of_Garun | Garun]]&lt;br /&gt;
*[[Hampshire]]&lt;br /&gt;
*[[Haraway&#039;s World|Haraway&#039;s World]] &lt;br /&gt;
*[[Markov]]&lt;br /&gt;
*[[Minkowski]]&lt;br /&gt;
*[[New Mercia|The Kingdom of New Mercia]]&lt;br /&gt;
*[[New Silesia]]&lt;br /&gt;
*[[Tast Morei|Tast Morei]] &lt;br /&gt;
*[[Valera|Valera]]&lt;br /&gt;
*[[Outremonde Magnus|Outremonde]]&lt;br /&gt;
*[[Bilad_Al-Rafigayn|Bilad Al-Rafigayn]]&lt;br /&gt;
*[[New Siberia|New Siberia]]&lt;br /&gt;
&lt;br /&gt;
== Merchants and other transnationals  ==&lt;br /&gt;
&lt;br /&gt;
*[[Tensor Industries|Tensor Industries]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PC States]]&lt;br /&gt;
[[Category:Second_Sphere_NPC_Powers]]&lt;br /&gt;
[[Category:EU]]&lt;br /&gt;
[[Category:PACT]]&lt;br /&gt;
[[Category:Sino-Russian_Arm]]&lt;br /&gt;
[[Category:ZOCU]]&lt;br /&gt;
[[Category:Independent_States]]&lt;br /&gt;
[[Category:Expanse_States]]&lt;br /&gt;
[[Category:Rim_States]]&lt;br /&gt;
[[category:Unincorporated_Systems]]&lt;br /&gt;
[[category:Backup]]&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6768</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6768"/>
		<updated>2009-08-31T04:14:00Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Industry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system, with inspiration from HoI2 and SMAC to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&#039;&#039;[Tech is split into application categories, like weapons, powerplant, armor, etc. Range from TL 1 through TL10, with the former being Early Industrial revolution and the latter being Future Tech. Levels in each category go to the second decimal place, with every tenth of a level achieved giving a cumulative 5% bonus to any items built with the relevant tech. Advancement is done by spending mobilized Research Points, with each point giving a single check that month for success. three successes or one critical successes are required to gain a single advancement point that&#039;s then randomly distributed. Points can be focused on certain categories, but at the cost of sacrificing potential advancement in others.]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Critical Success: Counts as three Successes.&lt;br /&gt;
*Success: Every three cumulative successes gives one advancement point.&lt;br /&gt;
*Failure: Gives no points, failed research effort.&lt;br /&gt;
*Critical Failure: Means all rolls that month automatically fail.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is for whatever reason is either not having its basic requirements met or being limited in some way and as such produces nothing. This represents idle industry, power plants, or farms and if left fallow for sufficient time its excess capability will rot away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will ideally spend the most time in this state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is both Active and has been Mobilized for government use via Wealth. While in this state it can be used to produce military goods and Services but is removed from the civilian market, thus not generating a net income for Tax purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term caretaking. In this state is has no requirements and will not degrade provided a yearly upkeep payment is made in Wealth. However such infrastructure does not contribute at all, can be expensive to reactivate, and finally can only be brought back online so fast.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents both ones manufacturing capability and the support network for it, this allows you to transform vital resources into military or economic muscle. Each Active point is assumed to generate Wealth, this representing their taxable profits on the civilian market and automatically generate Trade Goods. The former represents the hard currency your power can raise via taxes, and the latter being civilian goods specifically produced for trade. There are two limits on this ability; the first being Domestic Support which controls how much industry your citizens will tolerate being redirected, and the second being Economic Strength which dictates what percentage of active industry your current economy can support.&amp;lt;br&amp;gt;&lt;br /&gt;
*Costs X Wealth to Mobilize per Point.&lt;br /&gt;
*Tentative Formula for Active Industry is MA=(T*S), where A = Maximum Active, T = Total Industry, and S = Support.&lt;br /&gt;
*Tentative Formula for Trade Goods is TG=(B*(AI/2)), where TG =  Trade Goods, B = Base Production, and AI = Active Industry.&lt;br /&gt;
*Requires: X Population, X Metals, X Rare Materials per point along with sufficient economic strength.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires X Food and X Water per population unit.&lt;br /&gt;
*Grows at X yearly, though sustained shortages of Food and Water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development or refinement of equipment when Mobilized, or Tech Advancement when merely Active. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is N=(B*A)*(100-L), Where N = Net Wealth, B = Base Wealth, A = Active Infrastructure, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support that all range from 0-100%. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is and determines just how large of an active industrial base it can support, and is a percentage . It costs X wealth to purchase a 3d6 roll to check for a possible increase, with cumulative chance of success raising the value by 1% that month. To simply maintain the present level costs only 1/2 this amount. If not paid, or if the power makes unsound financial decisions, another check with cumulative success is made to see if it decreases.&amp;lt;br&amp;gt;&lt;br /&gt;
*Formula&lt;br /&gt;
**Support: S=ES, where S = Support and ES = Economic Strength.&lt;br /&gt;
**Cost: AC=(B*(ES*100)), where C = Actual Cost, B = Base Cost, and ES = Economic Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. This obviously is a bad thing and acts as a net drain on both a powers net income their Domestic Support. Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability thus leaving this unchecked could be disastrous. Due note that occasional flair ups may occur at times even with the heaviest spending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Formula&lt;br /&gt;
**Loss: L=C, where L = Loss and C = Corruption.&lt;br /&gt;
**Cost: AC=(B*(C*100), where AC = Actual Cost, B = Base Cost, and C = Corruption. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate either Wealth or &#039;&#039;&#039;foreign&#039;&#039;&#039; Trade Goods to try maintaining it as high as possible. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Formula&lt;br /&gt;
**Mob: M=DS, Where M = Mobilization, and DS = Domestic Support.&lt;br /&gt;
**Draft: D=(DS*5), where D = Draft, and DS = Domestic Support.&lt;br /&gt;
**Cost: AC=(B*(DS*100), where AC = Actual Cost, B = Base Cost, and DS = Domestic Support.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
:[Text Blurb here]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Metals&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Rare Materials&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Food&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Water&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Oil&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Uranium&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
[Note to Self: Going to split this into two sections, a simple batch system for logistics and the more detailed system for actual combat unit design]&amp;lt;br&amp;gt;&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They do not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Hull or Turret, how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:&#039;&#039;&#039;Initial Design&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Now that you understand the three basic components used in a design, lets cover how to create your own. First all designs require at least one Structure System, representing the basic framework used to tie all other systems together. This is generally a Hull, though Turrets are also possible for certain applications. Second any unit that is to be mobile requires a Drivetrain, this representing the system of wheels, legs, or propellers that determines what sort of movement it can make and how resilient the drive train is. If intended to be self-propelled then a Powerplant is also needed to provide the necessary motive force, determining how fast it can move given its size. A list of all systems can be found at the end of this section, with notes giving further explanation of the effects each have or any relevant info; though a general rule of thumb would be that the larger a system is the more pronounced its specific effect and the greater punishment it can take.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A1&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B1&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C1&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Final Statistics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Once the initial design work is finished, then its a simple matter of determining the final statistics. While many more are calculated on the GM&#039;s part, these are the only immediately relevant ones for a Player. &lt;br /&gt;
*Size: Sum of all Structure slots plus any exposed slots, as modified by any caps. This controls what it takes to transport and target profile. &lt;br /&gt;
*Cost: Sum of all system slots including Structures, as modified by any caps.  This controls how much it costs to produce and rebuild.&lt;br /&gt;
*Draft: [TBA]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A2&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B2&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C2&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System List&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Needs to be cleaned up]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Structure - The foundation for any design, the larger these are the more internal slots they give towards mounting other Systems. &lt;br /&gt;
**+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
**+X Turret - The basic framework and equipment for a rotating superstructure, takes up 1/2 its size in slots in the hull or turret its mounted on for internal machinery. If this is not included the turrets assumed to be a fixed superstructure. &lt;br /&gt;
*Protection - The physical protection for a unit or structure.&lt;br /&gt;
**+X Armor - The total protection mounted, and is split between 6 faces; Front, Back, Left, Right, Top, Bottom. Slotless for the purpose of calculating size.&lt;br /&gt;
*Weapons - Any and all methods of causing harm to the enemy against their will, from bayonets to bombs. The larger the system the bigger its caliber and punch but the slower its rate of fire.&lt;br /&gt;
**+X Projectile - Firearm or cannon.&lt;br /&gt;
**+X Rocket - Unguided rockets.&lt;br /&gt;
**+X Energy - Directed Energy Weapon.&lt;br /&gt;
**+X Melee - Glorified sharpened sticks.&lt;br /&gt;
*Drivetrain - The method of propulsion for a unit, required if its to be mobile. The larger this is, the more robust its assumed to be.&lt;br /&gt;
**+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs&lt;br /&gt;
**+X Sea - Moves on or under the water.&lt;br /&gt;
**+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
**+X Space - Moves through the vacuum of space.&lt;br /&gt;
**+1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots. Only so much gear a single man or woman can carry before becoming a walking vehicle.&lt;br /&gt;
*Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Powerplant - The actual power source for your vehicle, from an engine to reactor. Required if a vehicle is to be self-propelled. The larger it is the greater the performance but the more fuel it requires.&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Design in hand, lets go over how to develop it in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points and Industry that have been Mobilized since those prototypes aren&#039;t grown out of the dirt. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched as part of that system. Thus a +5 Cannon with +2 Extended Range would have to be researched together, but a +5 Hull with +4 Drivetrain(Land) could be researched separately without issue. An item requires its Cost in both mobilized Research Points AND Mobilized Primary Industry per month, with each pair of points giving a single check on 3d6 dice. To be fully developed an item needs 3 cumulative successes per point of Cost, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent to increase the number of rolls it has for that month at the ratio of an extra roll per additional RP point spent, which can help rush an item through with a minimum development time of a month while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A3&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B3&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C3&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;[Under Construction]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:So now that you&#039;ve gone through all the hard work of designing a unit then researching it, now comes the fairly easy part.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A4&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B4&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C4&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6767</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6767"/>
		<updated>2009-08-31T04:12:48Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system, with inspiration from HoI2 and SMAC to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&#039;&#039;[Tech is split into application categories, like weapons, powerplant, armor, etc. Range from TL 1 through TL10, with the former being Early Industrial revolution and the latter being Future Tech. Levels in each category go to the second decimal place, with every tenth of a level achieved giving a cumulative 5% bonus to any items built with the relevant tech. Advancement is done by spending mobilized Research Points, with each point giving a single check that month for success. three successes or one critical successes are required to gain a single advancement point that&#039;s then randomly distributed. Points can be focused on certain categories, but at the cost of sacrificing potential advancement in others.]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Critical Success: Counts as three Successes.&lt;br /&gt;
*Success: Every three cumulative successes gives one advancement point.&lt;br /&gt;
*Failure: Gives no points, failed research effort.&lt;br /&gt;
*Critical Failure: Means all rolls that month automatically fail.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is for whatever reason is either not having its basic requirements met or being limited in some way and as such produces nothing. This represents idle industry, power plants, or farms and if left fallow for sufficient time its excess capability will rot away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will ideally spend the most time in this state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is both Active and has been Mobilized for government use via Wealth. While in this state it can be used to produce military goods and Services but is removed from the civilian market, thus not generating a net income for Tax purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term caretaking. In this state is has no requirements and will not degrade provided a yearly upkeep payment is made in Wealth. However such infrastructure does not contribute at all, can be expensive to reactivate, and finally can only be brought back online so fast.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents both ones industrial strength and the necessary infrastructure network to support it, this allows you to transform vital resources into military or economic muscle. Each Active point is assumed to generate Wealth, this representing their taxable profits on the civilian market and automatically generate Trade Goods. The former represents the hard currency your power can raise via taxes, and the latter being civilian goods specifically produced for trade. There are two limits on this ability; the first being Domestic Support which controls how much industry your citizens will tolerate being redirected, and the second being Economic Strength which dictates what percentage of active industry your current economy can support.&amp;lt;br&amp;gt;&lt;br /&gt;
*Costs X Wealth to Mobilize per Point.&lt;br /&gt;
*Tentative Formula for Active Industry is MA=(T*S), where A = Maximum Active, T = Total Industry, and S = Support.&lt;br /&gt;
*Tentative Formula for Trade Goods is TG=(B*(AI/2)), where TG =  Trade Goods, B = Base Production, and AI = Active Industry.&lt;br /&gt;
*Requires: X Population, X Metals, X Rare Materials per point along with sufficient economic strength.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires X Food and X Water per population unit.&lt;br /&gt;
*Grows at X yearly, though sustained shortages of Food and Water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development or refinement of equipment when Mobilized, or Tech Advancement when merely Active. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is N=(B*A)*(100-L), Where N = Net Wealth, B = Base Wealth, A = Active Infrastructure, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support that all range from 0-100%. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is and determines just how large of an active industrial base it can support, and is a percentage . It costs X wealth to purchase a 3d6 roll to check for a possible increase, with cumulative chance of success raising the value by 1% that month. To simply maintain the present level costs only 1/2 this amount. If not paid, or if the power makes unsound financial decisions, another check with cumulative success is made to see if it decreases.&amp;lt;br&amp;gt;&lt;br /&gt;
*Formula&lt;br /&gt;
**Support: S=ES, where S = Support and ES = Economic Strength.&lt;br /&gt;
**Cost: AC=(B*(ES*100)), where C = Actual Cost, B = Base Cost, and ES = Economic Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. This obviously is a bad thing and acts as a net drain on both a powers net income their Domestic Support. Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability thus leaving this unchecked could be disastrous. Due note that occasional flair ups may occur at times even with the heaviest spending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Formula&lt;br /&gt;
**Loss: L=C, where L = Loss and C = Corruption.&lt;br /&gt;
**Cost: AC=(B*(C*100), where AC = Actual Cost, B = Base Cost, and C = Corruption. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate either Wealth or &#039;&#039;&#039;foreign&#039;&#039;&#039; Trade Goods to try maintaining it as high as possible. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Formula&lt;br /&gt;
**Mob: M=DS, Where M = Mobilization, and DS = Domestic Support.&lt;br /&gt;
**Draft: D=(DS*5), where D = Draft, and DS = Domestic Support.&lt;br /&gt;
**Cost: AC=(B*(DS*100), where AC = Actual Cost, B = Base Cost, and DS = Domestic Support.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
:[Text Blurb here]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Metals&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Rare Materials&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Food&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Water&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Oil&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Uranium&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
[Note to Self: Going to split this into two sections, a simple batch system for logistics and the more detailed system for actual combat unit design]&amp;lt;br&amp;gt;&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They do not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Hull or Turret, how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:&#039;&#039;&#039;Initial Design&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Now that you understand the three basic components used in a design, lets cover how to create your own. First all designs require at least one Structure System, representing the basic framework used to tie all other systems together. This is generally a Hull, though Turrets are also possible for certain applications. Second any unit that is to be mobile requires a Drivetrain, this representing the system of wheels, legs, or propellers that determines what sort of movement it can make and how resilient the drive train is. If intended to be self-propelled then a Powerplant is also needed to provide the necessary motive force, determining how fast it can move given its size. A list of all systems can be found at the end of this section, with notes giving further explanation of the effects each have or any relevant info; though a general rule of thumb would be that the larger a system is the more pronounced its specific effect and the greater punishment it can take.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A1&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B1&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C1&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Final Statistics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Once the initial design work is finished, then its a simple matter of determining the final statistics. While many more are calculated on the GM&#039;s part, these are the only immediately relevant ones for a Player. &lt;br /&gt;
*Size: Sum of all Structure slots plus any exposed slots, as modified by any caps. This controls what it takes to transport and target profile. &lt;br /&gt;
*Cost: Sum of all system slots including Structures, as modified by any caps.  This controls how much it costs to produce and rebuild.&lt;br /&gt;
*Draft: [TBA]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A2&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B2&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C2&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System List&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Needs to be cleaned up]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Structure - The foundation for any design, the larger these are the more internal slots they give towards mounting other Systems. &lt;br /&gt;
**+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
**+X Turret - The basic framework and equipment for a rotating superstructure, takes up 1/2 its size in slots in the hull or turret its mounted on for internal machinery. If this is not included the turrets assumed to be a fixed superstructure. &lt;br /&gt;
*Protection - The physical protection for a unit or structure.&lt;br /&gt;
**+X Armor - The total protection mounted, and is split between 6 faces; Front, Back, Left, Right, Top, Bottom. Slotless for the purpose of calculating size.&lt;br /&gt;
*Weapons - Any and all methods of causing harm to the enemy against their will, from bayonets to bombs. The larger the system the bigger its caliber and punch but the slower its rate of fire.&lt;br /&gt;
**+X Projectile - Firearm or cannon.&lt;br /&gt;
**+X Rocket - Unguided rockets.&lt;br /&gt;
**+X Energy - Directed Energy Weapon.&lt;br /&gt;
**+X Melee - Glorified sharpened sticks.&lt;br /&gt;
*Drivetrain - The method of propulsion for a unit, required if its to be mobile. The larger this is, the more robust its assumed to be.&lt;br /&gt;
**+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs&lt;br /&gt;
**+X Sea - Moves on or under the water.&lt;br /&gt;
**+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
**+X Space - Moves through the vacuum of space.&lt;br /&gt;
**+1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots. Only so much gear a single man or woman can carry before becoming a walking vehicle.&lt;br /&gt;
*Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Powerplant - The actual power source for your vehicle, from an engine to reactor. Required if a vehicle is to be self-propelled. The larger it is the greater the performance but the more fuel it requires.&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Design in hand, lets go over how to develop it in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points and Industry that have been Mobilized since those prototypes aren&#039;t grown out of the dirt. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched as part of that system. Thus a +5 Cannon with +2 Extended Range would have to be researched together, but a +5 Hull with +4 Drivetrain(Land) could be researched separately without issue. An item requires its Cost in both mobilized Research Points AND Mobilized Primary Industry per month, with each pair of points giving a single check on 3d6 dice. To be fully developed an item needs 3 cumulative successes per point of Cost, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent to increase the number of rolls it has for that month at the ratio of an extra roll per additional RP point spent, which can help rush an item through with a minimum development time of a month while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A3&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B3&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C3&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;[Under Construction]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:So now that you&#039;ve gone through all the hard work of designing a unit then researching it, now comes the fairly easy part.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A4&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B4&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C4&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6766</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6766"/>
		<updated>2009-08-31T04:00:55Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Industry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&#039;&#039;[Tech is split into application categories, like weapons, powerplant, armor, etc. Range from TL 1 through TL10, with the former being Early Industrial revolution and the latter being Future Tech. Levels in each category go to the second decimal place, with every tenth of a level achieved giving a cumulative 5% bonus to any items built with the relevant tech. Advancement is done by spending mobilized Research Points, with each point giving a single check that month for success. three successes or one critical successes are required to gain a single advancement point that&#039;s then randomly distributed. Points can be focused on certain categories, but at the cost of sacrificing potential advancement in others.]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Critical Success: Counts as three Successes.&lt;br /&gt;
*Success: Every three cumulative successes gives one advancement point.&lt;br /&gt;
*Failure: Gives no points, failed research effort.&lt;br /&gt;
*Critical Failure: Means all rolls that month automatically fail.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is for whatever reason is either not having its basic requirements met or being limited in some way and as such produces nothing. This represents idle industry, power plants, or farms and if left fallow for sufficient time its excess capability will rot away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will ideally spend the most time in this state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is both Active and has been Mobilized for government use via Wealth. While in this state it can be used to produce military goods and Services but is removed from the civilian market, thus not generating a net income for Tax purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term caretaking. In this state is has no requirements and will not degrade provided a yearly upkeep payment is made in Wealth. However such infrastructure does not contribute at all, can be expensive to reactivate, and finally can only be brought back online so fast.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents both ones industrial strength and the necessary infrastructure network to support it, this allows you to transform vital resources into military or economic muscle. Each Active point is assumed to generate Wealth, this representing their taxable profits on the civilian market and automatically generate Trade Goods. The former represents the hard currency your power can raise via taxes, and the latter being civilian goods specifically produced for trade. There are two limits on this ability; the first being Domestic Support which controls how much industry your citizens will tolerate being redirected, and the second being Economic Strength which dictates what percentage of active industry your current economy can support.&amp;lt;br&amp;gt;&lt;br /&gt;
*Costs X Wealth to Mobilize per Point.&lt;br /&gt;
*Tentative Formula for Active Industry is MA=(T*S), where A = Maximum Active, T = Total Industry, and S = Support.&lt;br /&gt;
*Tentative Formula for Trade Goods is TG=(B*(AI/2)), where TG =  Trade Goods, B = Base Production, and AI = Active Industry.&lt;br /&gt;
*Requires: X Population, X Metals, X Rare Materials per point along with sufficient economic strength.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires X Food and X Water per population unit.&lt;br /&gt;
*Grows at X yearly, though sustained shortages of Food and Water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development or refinement of equipment when Mobilized, or Tech Advancement when merely Active. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is N=(B*A)*(100-L), Where N = Net Wealth, B = Base Wealth, A = Active Infrastructure, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support that all range from 0-100%. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is and determines just how large of an active industrial base it can support, and is a percentage . It costs X wealth to purchase a 3d6 roll to check for a possible increase, with cumulative chance of success raising the value by 1% that month. To simply maintain the present level costs only 1/2 this amount. If not paid, or if the power makes unsound financial decisions, another check with cumulative success is made to see if it decreases.&amp;lt;br&amp;gt;&lt;br /&gt;
*Formula&lt;br /&gt;
**Support: S=ES, where S = Support and ES = Economic Strength.&lt;br /&gt;
**Cost: AC=(B*(ES*100)), where C = Actual Cost, B = Base Cost, and ES = Economic Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. This obviously is a bad thing and acts as a net drain on both a powers net income their Domestic Support. Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability thus leaving this unchecked could be disastrous. Due note that occasional flair ups may occur at times even with the heaviest spending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Formula&lt;br /&gt;
**Loss: L=C, where L = Loss and C = Corruption.&lt;br /&gt;
**Cost: AC=(B*(C*100), where AC = Actual Cost, B = Base Cost, and C = Corruption. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate either Wealth or &#039;&#039;&#039;foreign&#039;&#039;&#039; Trade Goods to try maintaining it as high as possible. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Formula&lt;br /&gt;
**Mob: M=DS, Where M = Mobilization, and DS = Domestic Support.&lt;br /&gt;
**Draft: D=(DS*5), where D = Draft, and DS = Domestic Support.&lt;br /&gt;
**Cost: AC=(B*(DS*100), where AC = Actual Cost, B = Base Cost, and DS = Domestic Support.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
:[Text Blurb here]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Metals&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Rare Materials&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Food&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Water&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Oil&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Uranium&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
[Note to Self: Going to split this into two sections, a simple batch system for logistics and the more detailed system for actual combat unit design]&amp;lt;br&amp;gt;&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They do not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Hull or Turret, how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:&#039;&#039;&#039;Initial Design&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Now that you understand the three basic components used in a design, lets cover how to create your own. First all designs require at least one Structure System, representing the basic framework used to tie all other systems together. This is generally a Hull, though Turrets are also possible for certain applications. Second any unit that is to be mobile requires a Drivetrain, this representing the system of wheels, legs, or propellers that determines what sort of movement it can make and how resilient the drive train is. If intended to be self-propelled then a Powerplant is also needed to provide the necessary motive force, determining how fast it can move given its size. A list of all systems can be found at the end of this section, with notes giving further explanation of the effects each have or any relevant info; though a general rule of thumb would be that the larger a system is the more pronounced its specific effect and the greater punishment it can take.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A1&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B1&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C1&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Final Statistics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Once the initial design work is finished, then its a simple matter of determining the final statistics. While many more are calculated on the GM&#039;s part, these are the only immediately relevant ones for a Player. &lt;br /&gt;
*Size: Sum of all Structure slots plus any exposed slots, as modified by any caps. This controls what it takes to transport and target profile. &lt;br /&gt;
*Cost: Sum of all system slots including Structures, as modified by any caps.  This controls how much it costs to produce and rebuild.&lt;br /&gt;
*Draft: [TBA]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A2&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B2&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C2&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System List&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Needs to be cleaned up]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Structure - The foundation for any design, the larger these are the more internal slots they give towards mounting other Systems. &lt;br /&gt;
**+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
**+X Turret - The basic framework and equipment for a rotating superstructure, takes up 1/2 its size in slots in the hull or turret its mounted on for internal machinery. If this is not included the turrets assumed to be a fixed superstructure. &lt;br /&gt;
*Protection - The physical protection for a unit or structure.&lt;br /&gt;
**+X Armor - The total protection mounted, and is split between 6 faces; Front, Back, Left, Right, Top, Bottom. Slotless for the purpose of calculating size.&lt;br /&gt;
*Weapons - Any and all methods of causing harm to the enemy against their will, from bayonets to bombs. The larger the system the bigger its caliber and punch but the slower its rate of fire.&lt;br /&gt;
**+X Projectile - Firearm or cannon.&lt;br /&gt;
**+X Rocket - Unguided rockets.&lt;br /&gt;
**+X Energy - Directed Energy Weapon.&lt;br /&gt;
**+X Melee - Glorified sharpened sticks.&lt;br /&gt;
*Drivetrain - The method of propulsion for a unit, required if its to be mobile. The larger this is, the more robust its assumed to be.&lt;br /&gt;
**+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs&lt;br /&gt;
**+X Sea - Moves on or under the water.&lt;br /&gt;
**+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
**+X Space - Moves through the vacuum of space.&lt;br /&gt;
**+1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots. Only so much gear a single man or woman can carry before becoming a walking vehicle.&lt;br /&gt;
*Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Powerplant - The actual power source for your vehicle, from an engine to reactor. Required if a vehicle is to be self-propelled. The larger it is the greater the performance but the more fuel it requires.&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Design in hand, lets go over how to develop it in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points and Industry that have been Mobilized since those prototypes aren&#039;t grown out of the dirt. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched as part of that system. Thus a +5 Cannon with +2 Extended Range would have to be researched together, but a +5 Hull with +4 Drivetrain(Land) could be researched separately without issue. An item requires its Cost in both mobilized Research Points AND Mobilized Primary Industry per month, with each pair of points giving a single check on 3d6 dice. To be fully developed an item needs 3 cumulative successes per point of Cost, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent to increase the number of rolls it has for that month at the ratio of an extra roll per additional RP point spent, which can help rush an item through with a minimum development time of a month while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A3&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B3&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C3&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;[Under Construction]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:So now that you&#039;ve gone through all the hard work of designing a unit then researching it, now comes the fairly easy part.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A4&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B4&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C4&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6765</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6765"/>
		<updated>2009-08-31T03:59:59Z</updated>

		<summary type="html">&lt;p&gt;Ws60: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&#039;&#039;[Tech is split into application categories, like weapons, powerplant, armor, etc. Range from TL 1 through TL10, with the former being Early Industrial revolution and the latter being Future Tech. Levels in each category go to the second decimal place, with every tenth of a level achieved giving a cumulative 5% bonus to any items built with the relevant tech. Advancement is done by spending mobilized Research Points, with each point giving a single check that month for success. three successes or one critical successes are required to gain a single advancement point that&#039;s then randomly distributed. Points can be focused on certain categories, but at the cost of sacrificing potential advancement in others.]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Critical Success: Counts as three Successes.&lt;br /&gt;
*Success: Every three cumulative successes gives one advancement point.&lt;br /&gt;
*Failure: Gives no points, failed research effort.&lt;br /&gt;
*Critical Failure: Means all rolls that month automatically fail.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is for whatever reason is either not having its basic requirements met or being limited in some way and as such produces nothing. This represents idle industry, power plants, or farms and if left fallow for sufficient time its excess capability will rot away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will ideally spend the most time in this state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is both Active and has been Mobilized for government use via Wealth. While in this state it can be used to produce military goods and Services but is removed from the civilian market, thus not generating a net income for Tax purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term caretaking. In this state is has no requirements and will not degrade provided a yearly upkeep payment is made in Wealth. However such infrastructure does not contribute at all, can be expensive to reactivate, and finally can only be brought back online so fast.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents both ones industrial strength and the necessary infrastructure network to support it, this allows you to transform vital resources into military or economic muscle. Each Active point is assumed to generate Wealth, this representing their taxable profits on the civilian market and automatically generate Trade Goods. The former represents the hard currency your power can raise via taxes, and the latter being civilian goods specifically produced for trade. There are two limits on this ability; the first being Domestic Support which controls how much industry your citizens will tolerate being redirected, and the second being Economic Strength which dictates what percentage of active industry your current economy can support.&amp;lt;br&amp;gt;&lt;br /&gt;
*Costs X Wealth to Mobilize per Point.&lt;br /&gt;
*Tentative Formula for Active Industry is MA=(T*S), where A = Maximum Active, T = Total Industry, and S = Support.&lt;br /&gt;
*Tentative Formula for Trade Goods is G=(B*(AI/2)), where TG =  Trade Goods, B = Base Production, and AI = Active Industry.&lt;br /&gt;
*Requires: X Population, X Metals, X Rare Materials per point along with sufficient economic strength.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires X Food and X Water per population unit.&lt;br /&gt;
*Grows at X yearly, though sustained shortages of Food and Water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development or refinement of equipment when Mobilized, or Tech Advancement when merely Active. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is N=(B*A)*(100-L), Where N = Net Wealth, B = Base Wealth, A = Active Infrastructure, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support that all range from 0-100%. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is and determines just how large of an active industrial base it can support, and is a percentage . It costs X wealth to purchase a 3d6 roll to check for a possible increase, with cumulative chance of success raising the value by 1% that month. To simply maintain the present level costs only 1/2 this amount. If not paid, or if the power makes unsound financial decisions, another check with cumulative success is made to see if it decreases.&amp;lt;br&amp;gt;&lt;br /&gt;
*Formula&lt;br /&gt;
**Support: S=ES, where S = Support and ES = Economic Strength.&lt;br /&gt;
**Cost: AC=(B*(ES*100)), where C = Actual Cost, B = Base Cost, and ES = Economic Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. This obviously is a bad thing and acts as a net drain on both a powers net income their Domestic Support. Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability thus leaving this unchecked could be disastrous. Due note that occasional flair ups may occur at times even with the heaviest spending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Formula&lt;br /&gt;
**Loss: L=C, where L = Loss and C = Corruption.&lt;br /&gt;
**Cost: AC=(B*(C*100), where AC = Actual Cost, B = Base Cost, and C = Corruption. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate either Wealth or &#039;&#039;&#039;foreign&#039;&#039;&#039; Trade Goods to try maintaining it as high as possible. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Formula&lt;br /&gt;
**Mob: M=DS, Where M = Mobilization, and DS = Domestic Support.&lt;br /&gt;
**Draft: D=(DS*5), where D = Draft, and DS = Domestic Support.&lt;br /&gt;
**Cost: AC=(B*(DS*100), where AC = Actual Cost, B = Base Cost, and DS = Domestic Support.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
:[Text Blurb here]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Metals&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Rare Materials&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Food&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Water&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Oil&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
*Uranium&lt;br /&gt;
**[Text Blurb here]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
[Note to Self: Going to split this into two sections, a simple batch system for logistics and the more detailed system for actual combat unit design]&amp;lt;br&amp;gt;&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They do not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Hull or Turret, how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:&#039;&#039;&#039;Initial Design&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Now that you understand the three basic components used in a design, lets cover how to create your own. First all designs require at least one Structure System, representing the basic framework used to tie all other systems together. This is generally a Hull, though Turrets are also possible for certain applications. Second any unit that is to be mobile requires a Drivetrain, this representing the system of wheels, legs, or propellers that determines what sort of movement it can make and how resilient the drive train is. If intended to be self-propelled then a Powerplant is also needed to provide the necessary motive force, determining how fast it can move given its size. A list of all systems can be found at the end of this section, with notes giving further explanation of the effects each have or any relevant info; though a general rule of thumb would be that the larger a system is the more pronounced its specific effect and the greater punishment it can take.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A1&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B1&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C1&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Final Statistics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Once the initial design work is finished, then its a simple matter of determining the final statistics. While many more are calculated on the GM&#039;s part, these are the only immediately relevant ones for a Player. &lt;br /&gt;
*Size: Sum of all Structure slots plus any exposed slots, as modified by any caps. This controls what it takes to transport and target profile. &lt;br /&gt;
*Cost: Sum of all system slots including Structures, as modified by any caps.  This controls how much it costs to produce and rebuild.&lt;br /&gt;
*Draft: [TBA]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A2&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B2&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C2&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System List&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Needs to be cleaned up]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Structure - The foundation for any design, the larger these are the more internal slots they give towards mounting other Systems. &lt;br /&gt;
**+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
**+X Turret - The basic framework and equipment for a rotating superstructure, takes up 1/2 its size in slots in the hull or turret its mounted on for internal machinery. If this is not included the turrets assumed to be a fixed superstructure. &lt;br /&gt;
*Protection - The physical protection for a unit or structure.&lt;br /&gt;
**+X Armor - The total protection mounted, and is split between 6 faces; Front, Back, Left, Right, Top, Bottom. Slotless for the purpose of calculating size.&lt;br /&gt;
*Weapons - Any and all methods of causing harm to the enemy against their will, from bayonets to bombs. The larger the system the bigger its caliber and punch but the slower its rate of fire.&lt;br /&gt;
**+X Projectile - Firearm or cannon.&lt;br /&gt;
**+X Rocket - Unguided rockets.&lt;br /&gt;
**+X Energy - Directed Energy Weapon.&lt;br /&gt;
**+X Melee - Glorified sharpened sticks.&lt;br /&gt;
*Drivetrain - The method of propulsion for a unit, required if its to be mobile. The larger this is, the more robust its assumed to be.&lt;br /&gt;
**+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs&lt;br /&gt;
**+X Sea - Moves on or under the water.&lt;br /&gt;
**+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
**+X Space - Moves through the vacuum of space.&lt;br /&gt;
**+1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots. Only so much gear a single man or woman can carry before becoming a walking vehicle.&lt;br /&gt;
*Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Powerplant - The actual power source for your vehicle, from an engine to reactor. Required if a vehicle is to be self-propelled. The larger it is the greater the performance but the more fuel it requires.&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Design in hand, lets go over how to develop it in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points and Industry that have been Mobilized since those prototypes aren&#039;t grown out of the dirt. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched as part of that system. Thus a +5 Cannon with +2 Extended Range would have to be researched together, but a +5 Hull with +4 Drivetrain(Land) could be researched separately without issue. An item requires its Cost in both mobilized Research Points AND Mobilized Primary Industry per month, with each pair of points giving a single check on 3d6 dice. To be fully developed an item needs 3 cumulative successes per point of Cost, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent to increase the number of rolls it has for that month at the ratio of an extra roll per additional RP point spent, which can help rush an item through with a minimum development time of a month while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A3&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B3&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C3&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;[Under Construction]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:So now that you&#039;ve gone through all the hard work of designing a unit then researching it, now comes the fairly easy part.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A4&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B4&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C4&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6421</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6421"/>
		<updated>2009-08-23T03:54:17Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&#039;&#039;[Tech is split into application categories, like weapons, powerplant, armor, etc. Range from TL 1 through TL10, with the former being Early Industrial revolution and the latter being Future Tech. Levels in each category go to the second decimal place, with every tenth of a level achieved giving a cumulative 5% bonus to any items built with the relevant tech. Advancement is done by spending mobilized Research Points, with each point giving a single check that month for success. three successes or one critical successes are required to gain a single advancement point that&#039;s then randomly distributed. Points can be focused on certain categories, but at the cost of sacrificing potential advancement in others.]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Critical Success: Counts as three Successes.&lt;br /&gt;
*Success: Every three cumulative successes gives one advancement point.&lt;br /&gt;
*Failure: Gives no points, failed research effort.&lt;br /&gt;
*Critical Failure: Means all rolls that month automatically fail.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They do not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Hull or Turret, how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:&#039;&#039;&#039;Initial Design&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Now that you understand the three basic components used in a design, lets cover how to create your own. First all designs require at least one Structure System, representing the basic framework used to tie all other systems together. This is generally a Hull, though Turrets are also possible for certain applications. Second any unit that is to be mobile requires a Drivetrain, this representing the system of wheels, legs, or propellers that determines what sort of movement it can make and how resilient the drive train is. If intended to be self-propelled then a Powerplant is also needed to provide the necessary motive force, determining how fast it can move given its size. A list of all systems can be found at the end of this section, with notes giving further explanation of the effects each have or any relevant info; though a general rule of thumb would be that the larger a system is the more pronounced its specific effect and the greater punishment it can take.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A1&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B1&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C1&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Final Statistics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Once the initial design work is finished, then its a simple matter of determining the final statistics. While many more are calculated on the GM&#039;s part, these are the only immediately relevant ones for a Player. &lt;br /&gt;
*Size: Sum of all Structure slots plus any exposed slots, as modified by any caps. This controls what it takes to transport and target profile. &lt;br /&gt;
*Cost: Sum of all system slots including Structures, as modified by any caps.  This controls how much it costs to produce and rebuild.&lt;br /&gt;
*Draft: [TBA]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A2&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B2&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C2&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System List&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Needs to be cleaned up]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Structure - The foundation for any design, the larger these are the more internal slots they give towards mounting other Systems. &lt;br /&gt;
**+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
**+X Turret - The basic framework and equipment for a rotating superstructure, takes up 1/2 its size in slots in the hull or turret its mounted on for internal machinery. If this is not included the turrets assumed to be a fixed superstructure. &lt;br /&gt;
*Protection - The physical protection for a unit or structure.&lt;br /&gt;
**+X Armor - The total protection mounted, and is split between 6 faces; Front, Back, Left, Right, Top, Bottom. Slotless for the purpose of calculating size.&lt;br /&gt;
*Weapons - Any and all methods of causing harm to the enemy against their will, from bayonets to bombs. The larger the system the bigger its caliber and punch but the slower its rate of fire.&lt;br /&gt;
**+X Projectile - Firearm or cannon.&lt;br /&gt;
**+X Rocket - Unguided rockets.&lt;br /&gt;
**+X Energy - Directed Energy Weapon.&lt;br /&gt;
**+X Melee - Glorified sharpened sticks.&lt;br /&gt;
*Drivetrain - The method of propulsion for a unit, required if its to be mobile. The larger this is, the more robust its assumed to be.&lt;br /&gt;
**+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs&lt;br /&gt;
**+X Sea - Moves on or under the water.&lt;br /&gt;
**+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
**+X Space - Moves through the vacuum of space.&lt;br /&gt;
**+1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots. Only so much gear a single man or woman can carry before becoming a walking vehicle.&lt;br /&gt;
*Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Powerplant - The actual power source for your vehicle, from an engine to reactor. Required if a vehicle is to be self-propelled. The larger it is the greater the performance but the more fuel it requires.&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Design in hand, lets go over how to develop it in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points and Industry that have been Mobilized since those prototypes aren&#039;t grown out of the dirt. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched as part of that system. Thus a +5 Cannon with +2 Extended Range would have to be researched together, but a +5 Hull with +4 Drivetrain(Land) could be researched separately without issue. An item requires its Cost in both mobilized Research Points AND Mobilized Primary Industry per month, with each pair of points giving a single check on 3d6 dice. To be fully developed an item needs 3 cumulative successes per point of Cost, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent to increase the number of rolls it has for that month at the ratio of an extra roll per additional RP point spent, which can help rush an item through with a minimum development time of a month while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A3&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B3&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C3&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;[Under Construction]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:So now that you&#039;ve gone through all the hard work of designing a unit then researching it, now comes the fairly easy part.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A4&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B4&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C4&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6419</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6419"/>
		<updated>2009-08-23T03:31:06Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Design and Manufacture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They do not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Hull or Turret, how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:&#039;&#039;&#039;Initial Design&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Now that you understand the three basic components used in a design, lets cover how to create your own. First all designs require at least one Structure System, representing the basic framework used to tie all other systems together. This is generally a Hull, though Turrets are also possible for certain applications. Second any unit that is to be mobile requires a Drivetrain, this representing the system of wheels, legs, or propellers that determines what sort of movement it can make and how resilient the drive train is. If intended to be self-propelled then a Powerplant is also needed to provide the necessary motive force, determining how fast it can move given its size. A list of all systems can be found at the end of this section, with notes giving further explanation of the effects each have or any relevant info; though a general rule of thumb would be that the larger a system is the more pronounced its specific effect and the greater punishment it can take.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A1&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B1&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C1&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Final Statistics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Once the initial design work is finished, then its a simple matter of determining the final statistics. While many more are calculated on the GM&#039;s part, these are the only immediately relevant ones for a Player. &lt;br /&gt;
*Size: Sum of all Structure slots plus any exposed slots, as modified by any caps. This controls what it takes to transport and target profile. &lt;br /&gt;
*Cost: Sum of all system slots including Structures, as modified by any caps.  This controls how much it costs to produce and rebuild.&lt;br /&gt;
*Draft: [TBA]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A2&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B2&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C2&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System List&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Needs to be cleaned up]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Structure - The foundation for any design, the larger these are the more internal slots they give towards mounting other Systems. &lt;br /&gt;
**+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
**+X Turret - The basic framework and equipment for a rotating superstructure, takes up 1/2 its size in slots in the hull or turret its mounted on for internal machinery. If this is not included the turrets assumed to be a fixed superstructure. &lt;br /&gt;
*Protection - The physical protection for a unit or structure.&lt;br /&gt;
**+X Armor - The total protection mounted, and is split between 6 faces; Front, Back, Left, Right, Top, Bottom. Slotless for the purpose of calculating size.&lt;br /&gt;
*Weapons - Any and all methods of causing harm to the enemy against their will, from bayonets to bombs. The larger the system the bigger its caliber and punch but the slower its rate of fire.&lt;br /&gt;
**+X Projectile - Firearm or cannon.&lt;br /&gt;
**+X Rocket - Unguided rockets.&lt;br /&gt;
**+X Energy - Directed Energy Weapon.&lt;br /&gt;
**+X Melee - Glorified sharpened sticks.&lt;br /&gt;
*Drivetrain - The method of propulsion for a unit, required if its to be mobile. The larger this is, the more robust its assumed to be.&lt;br /&gt;
**+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs&lt;br /&gt;
**+X Sea - Moves on or under the water.&lt;br /&gt;
**+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
**+X Space - Moves through the vacuum of space.&lt;br /&gt;
**+1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots. Only so much gear a single man or woman can carry before becoming a walking vehicle.&lt;br /&gt;
*Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Powerplant - The actual power source for your vehicle, from an engine to reactor. Required if a vehicle is to be self-propelled. The larger it is the greater the performance but the more fuel it requires.&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Design in hand, lets go over how to develop it in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points and Industry that have been Mobilized since those prototypes aren&#039;t grown out of the dirt. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched as part of that system. Thus a +5 Cannon with +2 Extended Range would have to be researched together, but a +5 Hull with +4 Drivetrain(Land) could be researched separately without issue. An item requires its Cost in both mobilized Research Points AND Mobilized Primary Industry per month, with each pair of points giving a single check on 3d6 dice. To be fully developed an item needs 3 cumulative successes per point of Cost, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent to increase the number of rolls it has for that month at the ratio of an extra roll per additional RP point spent, which can help rush an item through with a minimum development time of a month while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A3&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B3&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C3&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;[Under Construction]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:So now that you&#039;ve gone through all the hard work of designing a unit then researching it, now comes the fairly easy part.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A4&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B4&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C4&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6418</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6418"/>
		<updated>2009-08-23T00:38:13Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Hull or Turret, how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:&#039;&#039;&#039;Initial Design&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Now that you understand the three basic components used in a design, lets cover how to create your own. First all designs require at least one Structure System, representing the basic framework used to tie all other systems together. This is generally a Hull, though Turrets are also possible for certain applications. Second any unit that is to be mobile requires a Drivetrain, this representing the system of wheels, legs, or propellers that determines what sort of movement it can make and how resilient the drive train is. If intended to be self-propelled then a Powerplant is also needed to provide the necessary motive force, determining how fast it can move given its size. A list of all systems can be found at the end of this section, with notes giving further explanation of the effects each have or any relevant info; though a general rule of thumb would be that the larger a system is the more pronounced its specific effect and the greater punishment it can take.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A1&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B1&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C1&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Final Statistics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Once the initial design work is finished, then its a simple matter of determining the final statistics. While many more are calculated on the GM&#039;s part, these are the only immediately relevant ones for a Player. &lt;br /&gt;
*Size: Sum of all Structure slots plus any exposed slots, as modified by any caps. This controls what it takes to transport and target profile. &lt;br /&gt;
*Cost: Sum of all system slots including Structures, as modified by any caps.  This controls how much it costs to produce and rebuild.&lt;br /&gt;
*Draft: [TBA]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A2&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B2&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C2&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System List&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Needs to be cleaned up]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Structure - The foundation for any design, the larger these are the more internal slots they give towards mounting other Systems. &lt;br /&gt;
**+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
**+X Turret - The basic framework and equipment for a rotating superstructure, takes up 1/2 its size in slots in the hull or turret its mounted on for internal machinery. If this is not included the turrets assumed to be a fixed superstructure. &lt;br /&gt;
*Protection - The physical protection for a unit or structure.&lt;br /&gt;
*+X Armor - The total protection mounted, and is split between 6 faces; Front, Back, Left, Right, Top, Bottom. Slotless for the purpose of calculating size.&lt;br /&gt;
*Weapons - Any and all methods of causing harm to the enemy against their will, from bayonets to bombs. The larger the system the bigger its caliber and punch but the slower its rate of fire.&lt;br /&gt;
**+X Projectile - Firearm or cannon.&lt;br /&gt;
**+X Rocket - Unguided rockets.&lt;br /&gt;
**+X Energy - Directed Energy Weapon.&lt;br /&gt;
**+X Melee - Glorified sharpened sticks.&lt;br /&gt;
*Drivetrain - The method of propulsion for a unit, required if its to be mobile. The larger this is, the more robust its assumed to be.&lt;br /&gt;
**+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs&lt;br /&gt;
**+X Sea - Moves on or under the water.&lt;br /&gt;
**+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
**+X Space - Moves through the vacuum of space.&lt;br /&gt;
**+1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots. Only so much gear a single man or woman can carry before becoming a walking vehicle.&lt;br /&gt;
*Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Powerplant - The actual power source for your vehicle, from an engine to reactor. Required if a vehicle is to be self-propelled. The larger it is the greater the performance but the more fuel it requires.&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Design in hand, lets go over how to develop it in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points and Industry that have been Mobilized since those prototypes aren&#039;t grown out of the dirt. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched as part of that system. Thus a +5 Cannon with +2 Extended Range would have to be researched together, but a +5 Hull with +4 Drivetrain(Land) could be researched separately without issue. An item requires its Cost in both mobilized Research Points AND Mobilized Primary Industry per month, with each pair of points giving a single check on 3d6 dice. To be fully developed an item needs 3 cumulative successes per point of Cost, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent to increase the number of rolls it has for that month at the ratio of an extra roll per additional RP point spent, which can help rush an item through with a minimum development time of a month while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A3&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B3&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C3&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;[Under Construction]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:So now that you&#039;ve gone through all the hard work of designing a unit then researching it, now comes the fairly easy part.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A4&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B4&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C4&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6417</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6417"/>
		<updated>2009-08-23T00:35:50Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Hull or Turret, how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:&#039;&#039;&#039;Initial Design&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Now that you understand the three basic components used in a design, lets cover how to create your own. First all designs require at least one Structure System, representing the basic framework used to tie all other systems together. This is generally a Hull, though Turrets are also possible for certain applications. Second any unit that is to be mobile requires a Drivetrain, this representing the system of wheels, legs, or propellers that determines what sort of movement it can make and how resilient the drive train is. If intended to be self-propelled then a Powerplant is also needed to provide the necessary motive force, determining how fast it can move given its size. A list of all systems can be found at the end of this section, with notes giving further explanation of the effects each have or any relevant info; though a general rule of thumb would be that the larger a system is the more pronounced its specific effect and the greater punishment it can take.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A1&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B1&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C1&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Final Statistics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Once the initial design work is finished, then its a simple matter of determining the final statistics. While many more are calculated on the GM&#039;s part, these are the only immediately relevant ones for a Player. &lt;br /&gt;
*Size: Sum of all Structure slots plus any exposed slots, as modified by any caps. This controls what it takes to transport and target profile. &lt;br /&gt;
*Cost: Sum of all system slots including Structures, as modified by any caps.  This controls how much it costs to produce and rebuild.&lt;br /&gt;
*Draft: [TBA]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A2&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B2&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C2&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System List&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Needs to be cleaned up]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Structure - The foundation for any design, the larger these are the more internal slots they give towards mounting other Systems. &lt;br /&gt;
**+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
**+X Turret - The basic framework and equipment for a rotating superstructure, takes up 1/2 its size in slots in the hull or turret its mounted on for internal machinery. If this is not included the turrets assumed to be a fixed superstructure. &lt;br /&gt;
*Protection - The physical protection for a unit or structure.&lt;br /&gt;
*+X Armor - The total protection mounted, and is split between 6 faces; Front, Back, Left, Right, Top, Bottom. Slotless for the purpose of calculating size.&lt;br /&gt;
*Weapons - Any and all methods of causing harm to the enemy against their will, from bayonets to bombs. The larger the system the bigger its caliber and punch but the slower its rate of fire.&lt;br /&gt;
**+X Projectile - Firearm or cannon.&lt;br /&gt;
**+X Rocket - Unguided rockets.&lt;br /&gt;
**+X Energy - Directed Energy Weapon.&lt;br /&gt;
**+X Melee - Glorified sharpened sticks.&lt;br /&gt;
*Drivetrain - The method of propulsion for a unit, required if its to be mobile. The larger this is, the more robust its assumed to be.&lt;br /&gt;
**+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs&lt;br /&gt;
**+X Sea - Moves on or under the water.&lt;br /&gt;
**+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
**+X Space - Moves through the vacuum of space.&lt;br /&gt;
**+1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots. Only so much gear a single man or woman can carry before becoming a walking vehicle.&lt;br /&gt;
*Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Powerplant - The actual power source for your vehicle, from an engine to reactor. Required if a vehicle is to be self-propelled. The larger it is the greater the performance but the more fuel it requires.&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Design in hand, lets go over how to develop it in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched as part of that system. Thus a +5 Cannon with +2 Extended Range would have to be researched together, but a +5 Hull with +4 Drivetrain(Land) could be researched separately without issue. An item requires its Cost in mobilized Research Points per month, with each point giving a single check on 3d6 dice. To be fully developed an item needs 3 cumulative successes per point of Cost, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent to increase the number of rolls it has for that month at the ratio of an extra roll per additional RP point spent, which can help rush an item through with a minimum development time of a month while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A3&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B3&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C3&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;[Under Construction]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:So now that you&#039;ve gone through all the hard work of designing a unit then researching it, now comes the fairly easy part.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A4&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B4&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C4&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6414</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6414"/>
		<updated>2009-08-22T19:48:19Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Design and Manufacture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Hull or Turret, how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:&#039;&#039;&#039;Initial Design&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Now that you understand the three basic components used in a design, lets cover how to create your own. First all designs require at least one Structure System, representing the basic framework used to tie all other systems together. This is generally a Hull, though Turrets are also possible for certain applications. Second any unit that is to be mobile requires a Drivetrain, this representing the system of wheels, legs, or propellers that determines what sort of movement it can make and how resilient the drive train is. If intended to be self-propelled then a Powerplant is also needed to provide the necessary motive force, determining how fast it can move. A list of all systems can be found at the end of this section, with notes giving further explanation of the effects each have or any relevant info; though a general rule of thumb would be that the larger a system is the more pronounced its specific effect and the greater punishment it can take.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A1&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B1&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C1&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Final Statistics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Once the initial design work is finished, then its a simple matter of determining the final statistics. While many more are calculated on the GM&#039;s part, these are the only immediately relevant ones for a Player. &lt;br /&gt;
*Size: Sum of all Structure slots plus any exposed slots, as modified by any caps. This controls what it takes to transport and target profile. &lt;br /&gt;
*Cost: Sum of all system slots including Structures, as modified by any caps.  This controls how much it costs to produce and rebuild.&lt;br /&gt;
*Draft: [TBA]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A2&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B2&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C2&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System List&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Needs to be cleaned up]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Structure - The foundation for any design, the larger these are the more internal slots they give towards mounting other Systems. &lt;br /&gt;
**+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
**+X Turret - The basic framework and equipment for a rotating superstructure, takes up 1/2 its size in slots in the hull or turret its mounted on for internal machinery. If this is not included the turrets assumed to be a fixed superstructure. &lt;br /&gt;
*Protection - The physical protection for a unit or structure.&lt;br /&gt;
*+X Armor - The total protection mounted, and is split between 6 faces; Front, Back, Left, Right, Top, Bottom. Slotless for the purpose of calculating size.&lt;br /&gt;
*Weapons - Any and all methods of causing harm to the enemy against their will, from bayonets to bombs. The larger the system the bigger its caliber and punch but the slower its rate of fire.&lt;br /&gt;
**+X Projectile - Firearm or cannon.&lt;br /&gt;
**+X Rocket - Unguided rockets.&lt;br /&gt;
**+X Energy - Directed Energy Weapon.&lt;br /&gt;
**+X Melee - Glorified sharpened sticks.&lt;br /&gt;
*Drivetrain - The method of propulsion for a unit, required if its to be mobile. The larger this is, the more robust its assumed to be.&lt;br /&gt;
**+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs&lt;br /&gt;
**+X Sea - Moves on or under the water.&lt;br /&gt;
**+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
**+X Space - Moves through the vacuum of space.&lt;br /&gt;
**+1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots. Only so much gear a single man or woman can carry before becoming a walking vehicle.&lt;br /&gt;
*Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Powerplant - The actual power source for your vehicle, from an engine to reactor. Required if a vehicle is to be self-propelled. &lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Design in hand, lets go over how to develop it in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched as part of that system. Thus a +5 Cannon with +2 Extended Range would have to be researched together, but a +5 Hull with +4 Drivetrain(Land) could be researched separately without issue. An item requires its Cost in mobilized Research Points per month, with each point giving a single check on 3d6 dice. To be fully developed an item needs 3 cumulative successes per point of Cost, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent to increase the number of rolls it has for that month at the ratio of an extra roll per additional RP point spent, which can help rush an item through with a minimum development time of a month while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A3&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B3&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C3&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;[Under Construction]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:So now that you&#039;ve gone through all the hard work of designing a unit then researching it, now comes the fairly easy part.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example A4&#039;&#039;&#039;: [Infantry]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example B4&#039;&#039;&#039;: [AT Gun]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example C4&#039;&#039;&#039;: [Tank]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6403</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6403"/>
		<updated>2009-08-22T04:45:49Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Turret, Superstructure or Hull how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Now that you understand the three basic components used in a design, lets discuss how to build your own. The design process is fairly straight forward and modular; you simply choose what System(s) you wish to mount and their size, then pick one or more Structures large enough to house them all.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example&#039;&#039;&#039;: The player wishes to design a TL6 light armored car with 20mm gun in a rotating open topped turret. Since they&#039;ve started with the main weapon in mind, they decide to begin with the Turret first and build the rest of the vehicle around it. First they settle on a nice +4 Projectile Weapon, right in the caliber range they want and happy with its default statistics they do not make use of any caps. Next they move onto the turret, and wanting plenty of room for future upgrades settle on a +8 Turret, and wanting it fairly well armored vs smallarms fire settle on +16 Armor. This they decide to spread fairly evenly with 4 points in to the front, Back, Left, and Right facings while leaving both the Top and Bottom unprotected. A design risk, but one that fits their vision of the finished vehicle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Next they move onto the vehicle, finding that their hull must at least be large enough to accommodate the turrets requirement of +4 internal space. They also decide that the main hull will carry thicker protection then the turret, distributing the resulting +20 armor at 4/4/4/4/3/1. This provides fairly decent protection against most small arms from all but the top and bottom. Despite this protection they still want it to be a fast mover and thus settle on a somewhat beefy +X Drivetrain, giving it a reasonable performance despite the armor. Finally they decide to add +6 Empty space to the Hull, allowing both plenty of elbow room and easing of future expansion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;System List&#039;&#039;&#039;&lt;br /&gt;
**Structure&lt;br /&gt;
***+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
***+X Superstructure - The basic framework for a fixed superstructure mounted on a Structure.&lt;br /&gt;
***+X Turret - The basic framework and equipment for a rotating turret mounted on a Structure. The required supports and machinery take up 1/2 its total size in whatever its mounted on.&lt;br /&gt;
**Protection&lt;br /&gt;
**+X Armor - The physical protection for a unit or structure. Is assumed to be the total protection, and is split between 6 faces. Front, Back, Left, Right, Top, Bottom. Is considered slotless for the purpose of size.&lt;br /&gt;
**Weapons - Any and all methods of causing harm to the enemy against their will, from bayonets to bombs. The larger the system the bigger its caliber and punch but the slower its rate of fire.&lt;br /&gt;
***+X Projectile - Firearm or cannon.&lt;br /&gt;
***+X Rocket - Unguided rockets.&lt;br /&gt;
***+X Energy - Directed Energy Weapon.&lt;br /&gt;
***+X Melee - Glorified sharpened sticks.&lt;br /&gt;
**Drivetrain - The method of propulsion for a unit, required if its to be mobile. &lt;br /&gt;
***+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs&lt;br /&gt;
***+X Sea - Moves on or under the water.&lt;br /&gt;
***+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
***+X Space - Moves through the vacuum of space.&lt;br /&gt;
***+1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots. Only so much gear a single man or woman can carry before becoming a walking vehicle.&lt;br /&gt;
**Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Outdated, under revision]&amp;lt;br&amp;gt;&lt;br /&gt;
:Now that you know how to make designs, lets go over how to develop them in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched together. Each slot of an item, modified by any caps, that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per slot, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player wants to research a +12 Weapon from scratch. To do this will cost 12 RP and need &#039;&#039;36&#039;&#039; cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled. Big steps are not always bold ones.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6401</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6401"/>
		<updated>2009-08-22T04:44:30Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Turret, Superstructure or Hull how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Now that you understand the three basic components used in a design, lets discuss how to build your own. The design process is fairly straight forward and modular; you simply choose what System(s) you wish to mount and their size, then pick one or more Structures large enough to house them all.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Example&#039;&#039;&#039;: The player wishes to design a TL6 light armored car with 20mm gun in a rotating open topped turret. Since they&#039;ve started with the main weapon in mind, they decide to begin with the Turret first and build the rest of the vehicle around it. First they settle on a nice +4 Projectile Weapon, right in the caliber range they want and happy with its default statistics they do not make use of any caps. Next they move onto the turret, and wanting plenty of room for future upgrades settle on a +8 Turret, and wanting it fairly well armored vs smallarms fire settle on +16 Armor. This they decide to spread fairly evenly with 4 points in to the front, Back, Left, and Right facings while leaving both the Top and Bottom unprotected. A design risk, but one that fits their vision of the finished vehicle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Next they move onto the vehicle, finding that their hull must at least be large enough to accommodate the turrets requirement of +4 internal space. They also decide that the main hull will carry thicker protection then the turret, distributing the resulting +20 armor at 4/4/4/4/3/1. This provides fairly decent protection against most small arms from all but the top and bottom. Despite this protection they still want it to be a fast mover and thus settle on a somewhat beefy +X Drivetrain, giving it a reasonable performance despite the armor. Finally they decide to add +6 Empty space to the Hull, allowing both plenty of elbow room and easing of future expansion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Outdated, under revision]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;System List&#039;&#039;&#039;&lt;br /&gt;
**Structure&lt;br /&gt;
***+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
***+X Superstructure - The basic framework for a fixed superstructure mounted on a Structure.&lt;br /&gt;
***+X Turret - The basic framework and equipment for a rotating turret mounted on a Structure. The required supports and machinery take up 1/2 its total size in whatever its mounted on.&lt;br /&gt;
**Protection&lt;br /&gt;
**+X Armor - The physical protection for a unit or structure. Is assumed to be the total protection, and is split between 6 faces. Front, Back, Left, Right, Top, Bottom. Is considered slotless for the purpose of size.&lt;br /&gt;
**Weapons - Any and all methods of causing harm to the enemy against their will, from bayonets to bombs. The larger the system the bigger its caliber and punch but the slower its rate of fire.&lt;br /&gt;
***+X Projectile - Firearm or cannon.&lt;br /&gt;
***+X Rocket - Unguided rockets.&lt;br /&gt;
***+X Energy - Directed Energy Weapon.&lt;br /&gt;
***+X Melee - Glorified sharpened sticks.&lt;br /&gt;
**Drivetrain - The method of propulsion for a unit, required if its to be mobile. &lt;br /&gt;
***+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs&lt;br /&gt;
***+X Sea - Moves on or under the water.&lt;br /&gt;
***+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
***+X Space - Moves through the vacuum of space.&lt;br /&gt;
***+1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots. Only so much gear a single man or woman can carry before becoming a walking vehicle.&lt;br /&gt;
**Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
:Now that you know how to make designs, lets go over how to develop them in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched together. Each slot of an item, modified by any caps, that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per slot, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player wants to research a +12 Weapon from scratch. To do this will cost 12 RP and need &#039;&#039;36&#039;&#039; cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled. Big steps are not always bold ones.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6397</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6397"/>
		<updated>2009-08-22T03:15:20Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Design and Manufacture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Turret, Superstructure or Hull how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
[Outdated, under revision]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;System List&#039;&#039;&#039;&lt;br /&gt;
**Structure&lt;br /&gt;
***+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
***+X Superstructure - The basic framework for a fixed superstructure mounted on a Structure.&lt;br /&gt;
***+X Turret - The basic framework and equipment for a rotating turret mounted on a Structure. The required supports and machinery take up X system size in whatever its mounted on.&lt;br /&gt;
**Protection&lt;br /&gt;
**+X Armor - The physical protection for a unit or structure.&lt;br /&gt;
**Weapons&lt;br /&gt;
***+X Projectile - Firearm or cannon.&lt;br /&gt;
***+X Rocket - Unguided rockets.&lt;br /&gt;
***+X Energy - Directed Energy Weapon.&lt;br /&gt;
***+X Melee - Glorified sharpened sticks.&lt;br /&gt;
**Drivetrain&lt;br /&gt;
***+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs&lt;br /&gt;
***+X Sea - Moves on or under the water.&lt;br /&gt;
***+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
***+X Space - Moves through the vacuum of space.&lt;br /&gt;
***+1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots.&lt;br /&gt;
**Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
**+X Powerplant - The engine or power source for your unit. Infantry do not require one by default.&lt;br /&gt;
&lt;br /&gt;
:Now that you know how to make designs, lets go over how to develop them in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched together. Each slot of an item, modified by any caps, that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per slot, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player wants to research a +12 Weapon from scratch. To do this will cost 12 RP and need &#039;&#039;36&#039;&#039; cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled. Big steps are not always bold ones.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6359</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6359"/>
		<updated>2009-08-21T01:42:14Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Design and Manufacture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Turret, Superstructure or Hull how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that&#039;s larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
[Outdated, under revision]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;System List&#039;&#039;&#039;&lt;br /&gt;
**Structure&lt;br /&gt;
***+X Hull - The basic physical framework for a vehicle or field fortification.&lt;br /&gt;
***+X Superstructure - The basic framework for a fixed superstructure mounted on a Structure.&lt;br /&gt;
***+X Turret - The basic framework and equipment for a rotating turret mounted on a Structure. The required supports and machinery take up X system size in whatever its mounted on.&lt;br /&gt;
**Protection&lt;br /&gt;
**+X Armor - The physical protection for a unit or structure.&lt;br /&gt;
**Weapons&lt;br /&gt;
***+X Projectile - Firearm or cannon.&lt;br /&gt;
***+X Rocket - Unguided rockets.&lt;br /&gt;
***+X Energy - Directed Energy Weapon.&lt;br /&gt;
***+X Melee - Glorified sharpened sticks.&lt;br /&gt;
**Propulsion - Decides how the unit moves and in what environment, if at all.&lt;br /&gt;
***+X Land - Moves on land using anything from Wheels to legs.&lt;br /&gt;
***+X Sea - Moves on or under the water with the right caps.&lt;br /&gt;
***+X Air - Flies through the air via anything from props to jets.&lt;br /&gt;
***+X Space - Moves through the vacuum of space.&lt;br /&gt;
**Miscellaneous&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered.&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
:Now that you know how to make designs, lets go over how to develop them in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched together. Each slot of an item, modified by any caps, that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per slot, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player wants to research a +12 Weapon from scratch. To do this will cost 12 RP and need &#039;&#039;36&#039;&#039; cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled. Big steps are not always bold ones.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6319</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6319"/>
		<updated>2009-08-20T04:00:17Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Design and Manufacture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single optional modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Turret, Superstructure or Chassis how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
[Outdated, under revision]&amp;lt;br&amp;gt;&lt;br /&gt;
:First let me explain exactly how to construct your own designs, as this will help lay the foundation for understanding how to actually research them. This system makes use of three components instead of the traditional two, these being &#039;&#039;&#039;Systems&#039;&#039;&#039;, &#039;&#039;&#039;Caps&#039;&#039;&#039;, and &#039;&#039;&#039;Slots&#039;&#039;&#039;; with Cost usually determined by the number of slots used. One can add slots of Empty Space to a system to make room for future upgrades, up to 1/2 the total slot value of the system rounded down for no increase in cost.  Otherwise a unit, be it structure or vehicle, is assumed to be just large enough to house all its equipment and required crew with no extra space left over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Systems&#039;&#039;&#039; are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more &#039;&#039;&#039;Slots&#039;&#039;&#039;, or space. These make up the first tier of the system, and can be further modified by &#039;&#039;&#039;Caps&#039;&#039;&#039;. Some caps are mandatory, serving to denote what specific type a system is when necessary. These are denoted by a +0 value and are both free and slotless. Note if &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: You design a +12 Weapon for a new tank, decide its a large bore tank gun by assigning +0 Projectile, and forgo any optional caps. Its Cost is 12, has a Size of 12 and is assumed to be a functional if plain cannon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039; form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are almost entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. Remember that the +0 Projectile remains unmodified and remains both free and slotless. All total there&#039;s +3 in changes, which give a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn&#039;t make use of unit bases, instead assuming there exists a &#039;universal base&#039; that all units and field structures share from the lowly infantry all the way up to the largest battleship. Thus the only differences between units are the type of systems mounted, their quantity, and the total size. For example a unit lacking any sort of Propulsion system is assumed to be an immobile field structure of some sort.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;System List&#039;&#039;&#039;&lt;br /&gt;
**+X Armor - The physical protection for a unit or structure&lt;br /&gt;
**+X Weapon - Any and all devices meant to harm the enemy&lt;br /&gt;
***+0 Projectile - Conventional firearm or cannon&lt;br /&gt;
***+0 Missile - Unguided rockets&lt;br /&gt;
***+0 Energy - Directed Energy Weapon&lt;br /&gt;
***+0 Melee - Glorified sharpened sticks&lt;br /&gt;
**+X Propulsion - Decides how the unit moves and in what environment, if at all&lt;br /&gt;
***+0 Land - Moves on land using anything from Wheels to legs&lt;br /&gt;
***+0 Sea - Moves on or under the water with the right caps&lt;br /&gt;
***+0 Air - Flies through the air via anything from props to jets&lt;br /&gt;
***+0 Space - Moves through the vacuum of space&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
[Outdated, under revision]&amp;lt;br&amp;gt;&lt;br /&gt;
:Now that you know how to make designs, lets go over how to develop them in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched together. Each slot of an item, modified by any caps, that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per slot, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player wants to research a +12 Weapon from scratch. To do this will cost 12 RP and need &#039;&#039;36&#039;&#039; cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled. Big steps are not always bold ones.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6318</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6318"/>
		<updated>2009-08-20T03:59:33Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Design and Manufacture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who&#039;s mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you&#039;ll be seeing in the following section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;System&#039;&#039;&#039;: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more &#039;&#039;&#039;Slots&#039;&#039;&#039; it requires to mount. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039;: A cap is a single modification that has been made to a &#039;&#039;&#039;System&#039;&#039;&#039; to either increase or decrease its statistics in a single area. They not usually alter the &#039;&#039;&#039;Slots&#039;&#039;&#039; a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Slots&#039;&#039;&#039;: This is the measure of how much physical room is required to mount a system internally; or in the case of a Turret, Superstructure or Chassis how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
[Outdated, under revision]&amp;lt;br&amp;gt;&lt;br /&gt;
:First let me explain exactly how to construct your own designs, as this will help lay the foundation for understanding how to actually research them. This system makes use of three components instead of the traditional two, these being &#039;&#039;&#039;Systems&#039;&#039;&#039;, &#039;&#039;&#039;Caps&#039;&#039;&#039;, and &#039;&#039;&#039;Slots&#039;&#039;&#039;; with Cost usually determined by the number of slots used. One can add slots of Empty Space to a system to make room for future upgrades, up to 1/2 the total slot value of the system rounded down for no increase in cost.  Otherwise a unit, be it structure or vehicle, is assumed to be just large enough to house all its equipment and required crew with no extra space left over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Systems&#039;&#039;&#039; are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more &#039;&#039;&#039;Slots&#039;&#039;&#039;, or space. These make up the first tier of the system, and can be further modified by &#039;&#039;&#039;Caps&#039;&#039;&#039;. Some caps are mandatory, serving to denote what specific type a system is when necessary. These are denoted by a +0 value and are both free and slotless. Note if &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: You design a +12 Weapon for a new tank, decide its a large bore tank gun by assigning +0 Projectile, and forgo any optional caps. Its Cost is 12, has a Size of 12 and is assumed to be a functional if plain cannon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039; form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are almost entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. Remember that the +0 Projectile remains unmodified and remains both free and slotless. All total there&#039;s +3 in changes, which give a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn&#039;t make use of unit bases, instead assuming there exists a &#039;universal base&#039; that all units and field structures share from the lowly infantry all the way up to the largest battleship. Thus the only differences between units are the type of systems mounted, their quantity, and the total size. For example a unit lacking any sort of Propulsion system is assumed to be an immobile field structure of some sort.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;System List&#039;&#039;&#039;&lt;br /&gt;
**+X Armor - The physical protection for a unit or structure&lt;br /&gt;
**+X Weapon - Any and all devices meant to harm the enemy&lt;br /&gt;
***+0 Projectile - Conventional firearm or cannon&lt;br /&gt;
***+0 Missile - Unguided rockets&lt;br /&gt;
***+0 Energy - Directed Energy Weapon&lt;br /&gt;
***+0 Melee - Glorified sharpened sticks&lt;br /&gt;
**+X Propulsion - Decides how the unit moves and in what environment, if at all&lt;br /&gt;
***+0 Land - Moves on land using anything from Wheels to legs&lt;br /&gt;
***+0 Sea - Moves on or under the water with the right caps&lt;br /&gt;
***+0 Air - Flies through the air via anything from props to jets&lt;br /&gt;
***+0 Space - Moves through the vacuum of space&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
[Outdated, under revision]&amp;lt;br&amp;gt;&lt;br /&gt;
:Now that you know how to make designs, lets go over how to develop them in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched together. Each slot of an item, modified by any caps, that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per slot, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player wants to research a +12 Weapon from scratch. To do this will cost 12 RP and need &#039;&#039;36&#039;&#039; cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled. Big steps are not always bold ones.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6312</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6312"/>
		<updated>2009-08-19T16:22:31Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Design and Manufacture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital tasks? &lt;br /&gt;
&lt;br /&gt;
[Under revision]&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:First let me explain exactly how to construct your own designs, as this will help lay the foundation for understanding how to actually research them. This system makes use of three components instead of the traditional two, these being &#039;&#039;&#039;Systems&#039;&#039;&#039;, &#039;&#039;&#039;Caps&#039;&#039;&#039;, and &#039;&#039;&#039;Slots&#039;&#039;&#039;; with Cost usually determined by the number of slots used. One can add slots of Empty Space to a system to make room for future upgrades, up to 1/2 the total slot value of the system rounded down for no increase in cost.  Otherwise a unit, be it structure or vehicle, is assumed to be just large enough to house all its equipment and required crew with no extra space left over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Systems&#039;&#039;&#039; are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more &#039;&#039;&#039;Slots&#039;&#039;&#039;, or space. These make up the first tier of the system, and can be further modified by &#039;&#039;&#039;Caps&#039;&#039;&#039;. Some caps are mandatory, serving to denote what specific type a system is when necessary. These are denoted by a +0 value and are both free and slotless. Note if &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: You design a +12 Weapon for a new tank, decide its a large bore tank gun by assigning +0 Projectile, and forgo any optional caps. Its Cost is 12, has a Size of 12 and is assumed to be a functional if plain cannon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039; form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are almost entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. Remember that the +0 Projectile remains unmodified and remains both free and slotless. All total there&#039;s +3 in changes, which give a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn&#039;t make use of unit bases, instead assuming there exists a &#039;universal base&#039; that all units and field structures share from the lowly infantry all the way up to the largest battleship. Thus the only differences between units are the type of systems mounted, their quantity, and the total size. For example a unit lacking any sort of Propulsion system is assumed to be an immobile field structure of some sort.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;System List&#039;&#039;&#039;&lt;br /&gt;
**+X Armor - The physical protection for a unit or structure&lt;br /&gt;
**+X Weapon - Any and all devices meant to harm the enemy&lt;br /&gt;
***+0 Projectile - Conventional firearm or cannon&lt;br /&gt;
***+0 Missile - Unguided rockets&lt;br /&gt;
***+0 Energy - Directed Energy Weapon&lt;br /&gt;
***+0 Melee - Glorified sharpened sticks&lt;br /&gt;
**+X Propulsion - Decides how the unit moves and in what environment, if at all&lt;br /&gt;
***+0 Land - Moves on land using anything from Wheels to legs&lt;br /&gt;
***+0 Sea - Moves on or under the water with the right caps&lt;br /&gt;
***+0 Air - Flies through the air via anything from props to jets&lt;br /&gt;
***+0 Space - Moves through the vacuum of space&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Now that you know how to make designs, lets go over how to develop them in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched together. Each slot of an item, modified by any caps, that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per slot, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player wants to research a +12 Weapon from scratch. To do this will cost 12 RP and need &#039;&#039;36&#039;&#039; cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled. Big steps are not always bold ones.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6234</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6234"/>
		<updated>2009-08-16T01:15:16Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital tasks? &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:First let me explain exactly how to construct your own designs, as this will help lay the foundation for understanding how to actually research them. This system makes use of three components instead of the traditional two, these being &#039;&#039;&#039;Systems&#039;&#039;&#039;, &#039;&#039;&#039;Caps&#039;&#039;&#039;, and &#039;&#039;&#039;Slots&#039;&#039;&#039;; with Cost usually determined by the number of slots used. One can add slots of Empty Space to a system to make room for future upgrades, up to 1/2 the total slot value of the system rounded down for no increase in cost.  Otherwise a unit, be it structure or vehicle, is assumed to be just large enough to house all its equipment and required crew with no extra space left over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Systems&#039;&#039;&#039; are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more &#039;&#039;&#039;Slots&#039;&#039;&#039;, or space. These make up the first tier of the system, and can be further modified by &#039;&#039;&#039;Caps&#039;&#039;&#039;. Some caps are mandatory, serving to denote what specific type a system is when necessary. These are denoted by a +0 value and are both free and slotless. Note if &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: You design a +12 Weapon for a new tank, decide its a large bore tank gun by assigning +0 Projectile, and forgo any optional caps. Its Cost is 12, has a Size of 12 and is assumed to be a functional if plain cannon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039; form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are almost entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. Remember that the +0 Projectile remains unmodified and remains both free and slotless. All total there&#039;s +3 in changes, which give a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn&#039;t make use of unit bases, instead assuming there exists a &#039;universal base&#039; that all units and field structures share from the lowly infantry all the way up to the largest battleship. Thus the only differences between units are the type of systems mounted, their quantity, and the total size. For example a unit lacking any sort of Propulsion system is assumed to be an immobile field structure of some sort.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;System List&#039;&#039;&#039;&lt;br /&gt;
**+X Armor - The physical protection for a unit or structure&lt;br /&gt;
**+X Weapon - Any and all devices meant to harm the enemy&lt;br /&gt;
***+0 Projectile - Conventional firearm or cannon&lt;br /&gt;
***+0 Missile - Unguided rockets&lt;br /&gt;
***+0 Energy - Directed Energy Weapon&lt;br /&gt;
***+0 Melee - Glorified sharpened sticks&lt;br /&gt;
**+X Propulsion - Decides how the unit moves and in what environment, if at all&lt;br /&gt;
***+0 Land - Moves on land using anything from Wheels to legs&lt;br /&gt;
***+0 Sea - Moves on or under the water with the right caps&lt;br /&gt;
***+0 Air - Flies through the air via anything from props to jets&lt;br /&gt;
***+0 Space - Moves through the vacuum of space&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Now that you know how to make designs, lets go over how to develop them in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched together. Each slot of an item, modified by any caps, that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per slot, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player wants to research a +12 Weapon from scratch. To do this will cost 12 RP and need &#039;&#039;36&#039;&#039; cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled. Big steps are not always bold ones.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6233</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6233"/>
		<updated>2009-08-16T01:06:08Z</updated>

		<summary type="html">&lt;p&gt;Ws60: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
:The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital tasks? &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:First let me explain exactly how to construct your own designs, as this will help lay the foundation for understanding how to actually research them. This system makes use of three components instead of the traditional two, these being &#039;&#039;&#039;Systems&#039;&#039;&#039;, &#039;&#039;&#039;Caps&#039;&#039;&#039;, and &#039;&#039;&#039;Slots&#039;&#039;&#039;; with Cost usually determined by the number of slots used. One can add slots of Empty Space to a system to make room for future upgrades, up to 1/2 the total slot value of the system rounded down for no increase in cost.  Otherwise a unit, be it structure or vehicle, is assumed to be just large enough to house all its equipment and required crew with no extra space left over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Systems&#039;&#039;&#039; are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more &#039;&#039;&#039;Slots&#039;&#039;&#039;, or space. These make up the first tier of the system, and can be further modified by &#039;&#039;&#039;Caps&#039;&#039;&#039;. Some caps are mandatory, serving to denote what specific type a system is when necessary. These are denoted by a +0 value and are both free and slotless. Note if &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: You design a +12 Weapon for a new tank, decide its a large bore tank gun by assigning +0 Projectile, and forgo any optional caps. Its Cost is 12, has a Size of 12 and is assumed to be a functional if plain cannon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039; form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are almost entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. Remember that the +0 Projectile remains unmodified and remains both free and slotless. All total there&#039;s +3 in changes, which give a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn&#039;t make use of unit bases, instead assuming there exists a &#039;universal base&#039; that all units and field structures share from the lowly infantry all the way up to the largest battleship. Thus the only differences between units are the type of systems mounted, their quantity, and the total size. For example a unit lacking any sort of Propulsion system is assumed to be an immobile field structure of some sort.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;System List&#039;&#039;&#039;&lt;br /&gt;
**+X Armor - The physical protection for a unit or structure&lt;br /&gt;
**+X Weapon - Any and all devices meant to harm the enemy&lt;br /&gt;
***+0 Projectile - Conventional firearm or cannon&lt;br /&gt;
***+0 Missile - Unguided rockets&lt;br /&gt;
***+0 Energy - Directed Energy Weapon&lt;br /&gt;
***+0 Melee - Glorified sharpened sticks&lt;br /&gt;
**+X Propulsion - Decides how the unit moves and in what environment, if at all&lt;br /&gt;
***+0 Land - Moves on land using anything from Wheels to legs&lt;br /&gt;
***+0 Sea - Moves on or under the water with the right caps&lt;br /&gt;
***+0 Air - Flies through the air via anything from props to jets&lt;br /&gt;
***+0 Space - Moves through the vacuum of space&lt;br /&gt;
**+X Electronics - From sensors to ECM to Computers, its covered&lt;br /&gt;
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:Now that you know how to make designs, lets go over how to design them in the game. Like previous systems item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched together. Each slot of an item, modified by any caps, that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per slot, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player wants to research a +12 Weapon from scratch. To do this will cost 12 RP and need &#039;&#039;36&#039;&#039; cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled. Big steps are not always bold ones.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6232</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6232"/>
		<updated>2009-08-15T23:21:41Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital research and development?&lt;br /&gt;
&lt;br /&gt;
:First off lets start with the similarities to other previous systems. Item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can default to one another, allowing one to merely pay the difference instead of having work from scratch and the larger the item being worked on the more capable its assumed to be. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any &#039;Caps&#039; mounted onto a &#039;System&#039; must be researched together. Each &#039;slot&#039; (more on Systems, Caps, and Slots later) of an item as determined for cost that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per &#039;slot&#039;, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. If they were researching it from scratch however it would cost 12 RP and need &#039;&#039;36&#039;&#039; cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Design&#039;&#039;&#039;===&lt;br /&gt;
:So now that you know how to design your weapons of war, let me explain exactly how to build them and what those mysterious &#039;Systems, Slots, and Caps&#039; actually mean keeping in mind that this is a two tier system with both Cost in Industry and Size being determined by the number of Slots used. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Systems&#039;&#039;&#039; are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more &#039;&#039;&#039;Slots&#039;&#039;&#039;, or space. These make up the first tier of the system, and can be further modified by &#039;&#039;&#039;Caps&#039;&#039;&#039;. Some caps are mandatory, serving to denote what specific type a system is when necessary. These are denoted by a +0 value and are both free and slotless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: You design a +12 Weapon for a new tank, decide its a large bore tank gun by assigning +0 Projectile, and forgo any optional caps. Its Cost is 12, has a Size of 12 and is assumed to be a functional if plain cannon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039; form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are almost entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. Remember that the +0 Projectile remains unmodified and remains both free and slotless. All total there&#039;s +3 in changes, which give a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn&#039;t make use of unit bases, instead assuming there exists a &#039;universal base&#039; that all units and field structures share from the lowly infantry all the way up to the largest battleship. Thus the only differences between units are the type of systems mounted, their quantity, and the total size. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Systems&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Upkeep&#039;&#039;&#039;===&lt;br /&gt;
:&amp;quot;My tanks cost WHAT?!&amp;quot;&lt;br /&gt;
[TBA]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6230</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6230"/>
		<updated>2009-08-15T23:09:03Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital research and development?&lt;br /&gt;
&lt;br /&gt;
:First off lets start with the similarities to other previous systems. Item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can default to one another, allowing one to merely pay the difference instead of having work from scratch and the larger the item being worked on the more capable its assumed to be. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any &#039;Caps&#039; mounted onto a &#039;System&#039; must be researched together. Each &#039;slot&#039; (more on Systems, Caps, and Slots later) of an item as determined for cost that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per &#039;slot&#039;, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. If they were researching it from scratch however it would cost 12 RP and need &#039;&#039;36&#039;&#039; cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
:So now that you know how to design your weapons of war, let me explain exactly how to build them and what those mysterious &#039;Systems, Slots, and Caps&#039; actually mean keeping in mind that this is a two tier system with both Cost in Industry and Size being determined by the number of Slots used. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Systems&#039;&#039;&#039; are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more &#039;&#039;&#039;Slots&#039;&#039;&#039;, or space. These make up the first tier of the system, and can be further modified by &#039;&#039;&#039;Caps&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: You design a +12 Weapon for a new tank and don&#039;t use any caps to modify it. Its Cost is 12, has a Size of 12 and is assumed to be functional if a bit plain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039; form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. All total that&#039;s +3 in changes, with a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn&#039;t make use of unit bases, instead assuming there exists a &#039;universal base&#039; that all units and field structures share from the lowly infantry all the way up to the largest battleship. Thus the only differences between units are the type of systems mounted, their quantity, and the total size. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Systems&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Upkeep&#039;&#039;&#039;===&lt;br /&gt;
:&amp;quot;My tanks cost WHAT?!&amp;quot;&lt;br /&gt;
[TBA]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6229</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6229"/>
		<updated>2009-08-15T23:08:15Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital research and development?&lt;br /&gt;
&lt;br /&gt;
:First off lets start with the similarities to other previous systems. Item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can default to one another, allowing one to merely pay the difference instead of having work from scratch and the larger the item being worked on the more capable its assumed to be. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any &#039;Caps&#039; mounted onto a &#039;System&#039; must be researched together. Each &#039;slot&#039; (more on Systems, Caps, and Slots later) of an item as determined for cost that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per &#039;slot&#039;, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. If they were researching it from scratch however it would cost 12 RP and need &#039;&#039;36&#039;&#039; cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
:So now that you know how to design your weapons of war, let me explain exactly how to build them and what those mysterious &#039;Systems, Slots, and Caps&#039; actually mean keeping in mind that this is a two tier system with both Cost in Industry and Size being determined by the number of Slots used. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Systems&#039;&#039;&#039; are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more &#039;&#039;&#039;Slots&#039;&#039;&#039;, or space. These make up the first tier of the system, and can be further modified by &#039;&#039;&#039;Caps&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;&#039;: You design a +12 Weapon for a new tank and don&#039;t use any caps to modify it. Its Cost is 12 Industry, has a Size of 12 and is assumed to be functional if a bit plain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039; form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. All total that&#039;s +3 in changes, with a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn&#039;t make use of unit bases, instead assuming there exists a &#039;universal base&#039; that all units and field structures share from the lowly infantry all the way up to the largest battleship. Thus the only differences between units are the type of systems mounted, their quantity, and the total size. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Systems&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Upkeep&#039;&#039;&#039;===&lt;br /&gt;
:&amp;quot;My tanks cost WHAT?!&amp;quot;&lt;br /&gt;
[TBA]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6228</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6228"/>
		<updated>2009-08-15T23:07:54Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital research and development?&lt;br /&gt;
&lt;br /&gt;
:First off lets start with the similarities to other previous systems. Item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can default to one another, allowing one to merely pay the difference instead of having work from scratch and the larger the item being worked on the more capable its assumed to be. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any &#039;Caps&#039; mounted onto a &#039;System&#039; must be researched together. Each &#039;slot&#039; (more on Systems, Caps, and Slots later) of an item as determined for cost that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per &#039;slot&#039;, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. If they were researching it from scratch however it would cost 12 RP and need &#039;&#039;36&#039;&#039; cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
:So now that you know how to design your weapons of war, let me explain exactly how to build them and what those mysterious &#039;Systems, Slots, and Caps&#039; actually mean keeping in mind that this is a two tier system with both Cost in Industry and Size being determined by the number of Slots used. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Systems&#039;&#039;&#039; are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more &#039;&#039;&#039;Slots&#039;&#039;&#039;, or space. These make up the first tier of the system, and can be further modified by &#039;&#039;&#039;Caps&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;&#039;: You design a +12 Weapon for a new tank and don&#039;t use any caps to modify it. Its Cost is 12 Industry, has a Size of 12 and is assumed to be functional if a bit plain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039; form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. All total that&#039;s +3 in changes, with a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn&#039;t make use of unit bases, instead assuming there exists a &#039;universal base&#039; that all units and field structures share from the lowly infantry all the way up to the largest battleship. Thus the only differences between units are the type of systems mounted, their quantity, and the total size. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Systems&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Upkeep&#039;&#039;&#039;===&lt;br /&gt;
:&amp;quot;My tanks cost WHAT?!&amp;quot;&lt;br /&gt;
[TBA]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6227</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6227"/>
		<updated>2009-08-15T23:00:33Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* =Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital research and development?&lt;br /&gt;
&lt;br /&gt;
:First off lets start with the similarities to other previous systems. Item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can default to one another, allowing one to merely pay the difference instead of having work from scratch and the larger the item being worked on the more capable its assumed to be. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any &#039;Caps&#039; mounted onto a &#039;System&#039; must be researched together. Each &#039;slot&#039; (more on Systems, Caps, and Slots later) of an item as determined for cost that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per &#039;slot&#039;, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
:So now that you know how to design your weapons of war, let me explain exactly how to build them and what those mysterious &#039;Systems, Slots, and Caps&#039; actually mean keeping in mind that this is a two tier system with both Cost in Industry and Size being determined by the number of Slots used. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Systems&#039;&#039;&#039; are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more &#039;&#039;&#039;Slots&#039;&#039;&#039;, or space. These make up the first tier of the system, and can be further modified by &#039;&#039;&#039;Caps&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;&#039;: You design a +12 Weapon for a new tank and don&#039;t use any caps to modify it. Its Cost is 12 Industry, has a Size of 12 and is assumed to be functional if a bit plain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039; form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. All total that&#039;s +3 in changes, with a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn&#039;t make use of unit bases, instead assuming there exists a &#039;universal base&#039; that all units and field structures share from the lowly infantry all the way up to the largest battleship. Thus the only differences between units are the type of systems mounted, their quantity, and the total size. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Systems&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Upkeep&#039;&#039;&#039;===&lt;br /&gt;
:&amp;quot;My tanks cost WHAT?!&amp;quot;&lt;br /&gt;
[TBA]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6226</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6226"/>
		<updated>2009-08-15T23:00:17Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Design and Manufacture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital research and development?&lt;br /&gt;
&lt;br /&gt;
:First off lets start with the similarities to other previous systems. Item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can default to one another, allowing one to merely pay the difference instead of having work from scratch and the larger the item being worked on the more capable its assumed to be. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any &#039;Caps&#039; mounted onto a &#039;System&#039; must be researched together. Each &#039;slot&#039; (more on Systems, Caps, and Slots later) of an item as determined for cost that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per &#039;slot&#039;, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
:So now that you know how to design your weapons of war, let me explain exactly how to build them and what those mysterious &#039;Systems, Slots, and Caps&#039; actually mean keeping in mind that this is a two tier system with both Cost in Industry and Size being determined by the number of Slots used. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Systems&#039;&#039;&#039; are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more &#039;&#039;&#039;Slots&#039;&#039;&#039;, or space. These make up the first tier of the system, and can be further modified by &#039;&#039;&#039;Caps&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;&#039;: You design a +12 Weapon for a new tank and don&#039;t use any caps to modify it. Its Cost is 12 Industry, has a Size of 12 and is assumed to be functional if a bit plain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039; form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. All total that&#039;s +3 in changes, with a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn&#039;t make use of unit bases, instead assuming there exists a &#039;universal base&#039; that all units and field structures share from the lowly infantry all the way up to the largest battleship. Thus the only differences between units are the type of systems mounted, their quantity, and the total size. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Systems&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Upkeep&#039;&#039;&#039;===&lt;br /&gt;
:&amp;quot;My tanks cost WHAT?!&amp;quot;&lt;br /&gt;
[TBA]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6225</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6225"/>
		<updated>2009-08-15T22:58:50Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital research and development?&lt;br /&gt;
&lt;br /&gt;
:First off lets start with the similarities to other previous systems. Item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can default to one another, allowing one to merely pay the difference instead of having work from scratch and the larger the item being worked on the more capable its assumed to be. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any &#039;Caps&#039; mounted onto a &#039;System&#039; must be researched together. Each &#039;slot&#039; (more on Systems, Caps, and Slots later) of an item as determined for cost that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per &#039;slot&#039;, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
:So now that you know how to design your weapons of war, let me explain exactly how to build them and what those mysterious &#039;Systems, Slots, and Caps&#039; actually mean keeping in mind that this is a two tier system with both Cost in Industry and Size being determined by the number of Slots used. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Systems&#039;&#039;&#039; are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more &#039;&#039;&#039;Slots&#039;&#039;&#039;, or space. These make up the first tier of the system, and can be further modified by &#039;&#039;&#039;Caps&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;&#039;: You design a +12 Weapon for a new tank and don&#039;t use any caps to modify it. Its Cost is 12 Industry, has a Size of 12 and is assumed to be functional if a bit plain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caps&#039;&#039;&#039; form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Example&#039;&#039;: The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. All total that&#039;s +3 in changes, with a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn&#039;t make use of unit bases, instead assuming there exists a &#039;universal base&#039; that all units and field structures share from the lowly infantry all the way up to the largest battleship. Thus the only differences between units are the type of systems mounted, their quantity, and the total size. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Upkeep&#039;&#039;&#039;===&lt;br /&gt;
[TBA]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6224</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6224"/>
		<updated>2009-08-15T21:47:10Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital research and development?&lt;br /&gt;
&lt;br /&gt;
:First off lets start with the similarities to other previous systems. Item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can default to one another, allowing one to merely pay the difference instead of having work from scratch and the larger the item being worked on the more capable its assumed to be. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any &#039;Caps&#039; mounted onto a &#039;System&#039; must be researched together. Each &#039;slot&#039; (more on Systems, Caps, and Slots later) of an item as determined for cost that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per &#039;slot&#039;, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Conventional&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;WMD&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6223</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6223"/>
		<updated>2009-08-15T21:46:20Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital research and development?&lt;br /&gt;
&lt;br /&gt;
:First off lets start with the similarities to other previous systems. Item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can default to one another, allowing one to merely pay the difference instead of having work from scratch and the larger the item being worked on the more capable its assumed to be. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is not fixed and any &#039;Caps&#039; mounted onto a &#039;System&#039; must be researched as a whole unit. Each &#039;slot&#039; (more on Systems, Caps, and Slots later) of an item as determined for cost that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per &#039;slot&#039;, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Conventional&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;WMD&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6222</id>
		<title>ND Rules</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=ND_Rules&amp;diff=6222"/>
		<updated>2009-08-15T21:12:09Z</updated>

		<summary type="html">&lt;p&gt;Ws60: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Overview&#039;&#039;&#039;=&lt;br /&gt;
Adaption of the Gurps 3d6 roll under system to an Empire SD format.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Technology&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;=&lt;br /&gt;
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD&#039;s with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Inactive&#039;&#039;&#039; is Infrastructure that is lacking the minimum population &#039;draft&#039; required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Active&#039;&#039;&#039; is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will likely spend its life here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mobilized&#039;&#039;&#039; is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mothballed&#039;&#039;&#039; is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Industry&#039;&#039;&#039;===&lt;br /&gt;
:Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.&lt;br /&gt;
**Costs X Wealth to Mobilize per Point.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biological&#039;&#039;&#039;&lt;br /&gt;
**The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents. &lt;br /&gt;
**Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical&#039;&#039;&#039;&lt;br /&gt;
**Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.&lt;br /&gt;
**Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&lt;br /&gt;
**Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors. &lt;br /&gt;
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.&lt;br /&gt;
**Requires X Population per point to function.&lt;br /&gt;
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
**Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Population&#039;&#039;&#039;===&lt;br /&gt;
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled. &lt;br /&gt;
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.&lt;br /&gt;
*Requires a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.&lt;br /&gt;
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.&lt;br /&gt;
*Costs X Primary Industry for every level of Hardening against attack.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Research&#039;&#039;&#039;===&lt;br /&gt;
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains. &lt;br /&gt;
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized. &lt;br /&gt;
*Requires X Population per point to function.&lt;br /&gt;
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.&lt;br /&gt;
*Can be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Wealth&#039;&#039;&#039;===&lt;br /&gt;
:Unlike in other SD&#039;s Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources. &lt;br /&gt;
*The exact amount is controlled by Economic Strength and Corruption. &lt;br /&gt;
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.&lt;br /&gt;
*Deficit spending is legal, but avoiding excessive amounts is recommended.&lt;br /&gt;
*Does NOT requires any population to function.&lt;br /&gt;
*Cannot be mobilized or hardened.&lt;br /&gt;
*Cannot be: Inactive, Active, Mobilized, Mothballed.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Social Modifiers&#039;&#039;&#039;=&lt;br /&gt;
:While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support. Each has a little bit of wiggle room per &#039;level&#039; so minor fluctuations won&#039;t always require an immediate level change. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Economic Strength&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how strong your economy is, and in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can &#039;drop&#039; one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Type of Economy&#039;&#039;&#039;&lt;br /&gt;
**Econ: How strong is your economy?&lt;br /&gt;
**Taxes: What percentage of total Industry and Research count towards your Tax Base?&lt;br /&gt;
**Upkeep: What does this level of activity cost to maintain?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
**Econ: 91-100%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 81-90%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 71-80%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Strong&#039;&#039;&#039;&lt;br /&gt;
**Econ: 61-70%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Econ: 51-60%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 41-50%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 31-40%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Econ: 21-30%&lt;br /&gt;
**Taxes: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Anemic&#039;&#039;&#039;&lt;br /&gt;
**Econ: 11-20%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep:&lt;br /&gt;
*&#039;&#039;&#039;Depression&#039;&#039;&#039;&lt;br /&gt;
**Econ: 1-10%&lt;br /&gt;
**Tax: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corruption&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Level of Corruption&#039;&#039;&#039;&lt;br /&gt;
**Cor: How much corruption and crime is there?&lt;br /&gt;
**Loss: By how much is Domestic Support and Economic Strength reduced?&lt;br /&gt;
**Upkeep: What does it cost to remain at this level?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rife&#039;&#039;&#039;&lt;br /&gt;
**Cor: 91-100%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 81-90%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 71-80%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Cor: 61-70%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Cor: 51-60%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 41-50%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 31-40%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Low&#039;&#039;&#039;&lt;br /&gt;
**Cor: 21-30%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Cor: 11-20%&lt;br /&gt;
**Loss: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Nonexistent&#039;&#039;&#039;&lt;br /&gt;
**Cor: 1-19%&lt;br /&gt;
**Loss:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Domestic Support&#039;&#039;&#039;===&lt;br /&gt;
:This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate money to try maintaining it as high as possible via anything from propaganda to socialized institutions. Or in other words, via bribes to the people...or paychecks to those who &#039;gently persuade&#039; them to stay in line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Other factors include a healthy economy, low crime rate, ample access to food and water, access to a number of luxury goods, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it &#039;&#039;&#039;automatically&#039;&#039;&#039; occurs. This translates into now having to contend with one or more new NPC&#039;s factions with potentially &#039;liberated&#039; equipment, matching &#039;liberated&#039; territory and a very large axe to grind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Level of Support&#039;&#039;&#039;&lt;br /&gt;
**Supp: What percentage of support does your power enjoy?&lt;br /&gt;
**Mob: What percentage of Infrastructure mobilization will be accepted?&lt;br /&gt;
**Draft: How large of a draft will they accept?&lt;br /&gt;
**Upkeep: X&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute&#039;&#039;&#039;&lt;br /&gt;
**Supp: 91-100%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 81-90%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 71-80%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
**Supp: 61-70%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
**Supp: 51-60%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 41-50%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Very Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 31-40%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Extremely Weak&#039;&#039;&#039;&lt;br /&gt;
**Supp: 21-30%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Scarce&#039;&#039;&#039;&lt;br /&gt;
**Supp: 11-20%&lt;br /&gt;
**Mob:&lt;br /&gt;
**Draft:&lt;br /&gt;
**Upkeep: X&lt;br /&gt;
*&#039;&#039;&#039;Revolution&#039;&#039;&#039;&lt;br /&gt;
**Supp: 1-10%&lt;br /&gt;
**Mob: &lt;br /&gt;
**Draft: &lt;br /&gt;
**Upkeep: X&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Resources&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Strategic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Luxury&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Design and Manufacture&#039;&#039;&#039;=&lt;br /&gt;
===&#039;&#039;&#039;Development&#039;&#039;&#039;===&lt;br /&gt;
:The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital research and development?&lt;br /&gt;
&lt;br /&gt;
:First off lets start with the similarities to other previous systems. Item cost determines how much it&#039;ll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can default to one another, allowing one to merely pay the difference instead of having work from scratch and the larger the item being worked on the more capable its assumed to be. With that covered, now to the differences.&lt;br /&gt;
&lt;br /&gt;
:Unlike in other systems research time is neither fixed nor a simple measure of how much it costs. Each &#039;slot&#039; (more on them later) of an item as determined for cost that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per &#039;slot&#039;, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through while increasing the chances of the designers making mistakes. The four possible roll results for a check are &#039;&#039;&#039;Critical Success&#039;&#039;&#039;, &#039;&#039;&#039;Success&#039;&#039;&#039;, &#039;&#039;&#039;Failure&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; which will add a &#039;&#039;&#039;Flaw&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A &#039;&#039;&#039;Flaw&#039;&#039;&#039; is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be &#039;&#039;removed&#039;&#039; by cutting your losses and starting over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Critical Success&#039;&#039;&#039;: Counts as three successes, not only did your people do well they made a breakthrough.&lt;br /&gt;
*&#039;&#039;&#039;Success&#039;&#039;&#039;: Progress has been made towards completion and everything on schedule.&lt;br /&gt;
*&#039;&#039;&#039;Failure&#039;&#039;&#039;: Things didn&#039;t quite quite work out right but thankfully have no other effect besides lost time and money.&lt;br /&gt;
*&#039;&#039;&#039;Critical Failure&#039;&#039;&#039;: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Production&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Conventional&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;WMD&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat &#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mechanics&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Resolution&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
====&#039;&#039;&#039;Salvage&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Veterancy&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Moral&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Ws60</name></author>
	</entry>
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