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='''Overview'''=
='''Overview'''=
Adaption of the Gurps 3d6 roll under system to an Empire SD format.
Adaption of the Gurps 3d6 roll under system, with inspiration from HoI2 and SMAC to an Empire SD format.


='''Technology'''=
='''Technology'''=
''[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's then randomly distributed. Points can be focused on certain categories, but at the cost of sacrificing potential advancement in others.]'''<br>


='''Infrastructure'''=
*Critical Success: Counts as three Successes.
: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'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.<br>
*Success: Every three cumulative successes gives one advancement point.
*Failure: Gives no points, failed research effort.
*Critical Failure: Means all rolls that month automatically fail.


:'''Inactive''' is Infrastructure that is lacking the minimum population 'draft' 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.<br>
='''Economy'''=
[Some random placeholder notes, incomplete.]<br>
'''Wealth'''<br>
*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.<br>


:'''Active''' 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.<br>


:'''Mobilized''' 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.<br>
'''Industry'''<br>
 
*Separated into Light Industry (LP), Heavy Industry (HP), and Advanced Industry (AP).<br>
:'''Mothballed''' 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 .
**Light Industry: Produces light industrial goods.<br>
 
**Heavy Industry: Produces heavy industrial goods.<br>
==='''Industry'''===
**Advanced Industry: Produces high tech goods.<br>
: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.
 
*'''Primary:'''
**Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.
**Costs X Wealth to Mobilize per Point.
**Requires X Population per point to function.
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.
**Can be: Inactive, Active, Mobilized, Mothballed.
 
*'''Biological'''
**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.
**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.
**Requires X Population per point to function.
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.
**Can be: Inactive, Active, Mobilized, Mothballed.
 
*'''Chemical'''
**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.
**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.
**Requires X Population per point to function.
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.
**Can be: Inactive, Active, Mobilized, Mothballed.
 
*'''Nuclear'''
**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.
**Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.
**Requires X Population per point to function.
**Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.
**Can be: Inactive, Active, Mobilized, Mothballed.
 
==='''Population'''===
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled.
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.
*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.
*Grows at 2% yearly, though sustained shortages of food/water can result in slowed growth or even loss of population.
*Costs X Primary Industry for every level of Hardening against attack.
*Cannot be: Inactive, Active, Mobilized, Mothballed.
 
==='''Research'''===
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains.
*Allows the development of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized.
*Requires X Population per point to function.
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.
*Can be: Inactive, Active, Mobilized, Mothballed.
 
==='''Wealth'''===
:Unlike in other SD's Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry and Research, Trade, and certain resources.
*The exact amount is controlled by Economic Strength and Corruption.
*Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, and L = Loss.
*Deficit spending is legal, but avoiding excessive amounts is recommended.
*Does NOT requires any population to function.
*Cannot be mobilized or hardened.
*Cannot be: Inactive, Active, Mobilized, Mothballed.


='''Social Modifiers'''=
='''Social Modifiers'''=
: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 'level' so minor fluctuations won'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.  
: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.  


==='''Economic Strength'''===
==='''Economic Strength'''===
: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 'drop' 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.<br>
: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.<br>
*Formula
**Support: S=ES, where S = Support and ES = Economic Strength.
**Cost: AC=(B*(ES*100)), where C = Actual Cost, B = Base Cost, and ES = Economic Strength.<br>


'''Key'''
==='''Corruption'''===
*'''Type of Economy'''
: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.<br>
**Econ: How strong is your economy?
**Taxes: What percentage of total Industry and Research count towards your Tax Base?
**Upkeep: What does this level of activity cost to maintain?<br>


*'''Robust'''
*Formula
**Econ: 91-100%
**Loss: L=C, where L = Loss and C = Corruption.
**Tax:  
**Cost: AC=(B*(C*100), where AC = Actual Cost, B = Base Cost, and C = Corruption. <br>
**Upkeep: X
*'''Extremely Strong'''
**Econ: 81-90%
**Tax:
**Upkeep: X
*'''Very Strong'''
**Econ: 71-80%
**Tax:
**Upkeep: X
*'''Strong'''
**Econ: 61-70%
**Tax:
**Upkeep: X
*'''Average'''
**Econ: 51-60%
**Tax:
**Upkeep: X
*'''Weak'''
**Econ: 41-50%
**Tax:
**Upkeep: X
*'''Very Weak'''
**Econ: 31-40%
**Tax:
**Upkeep: X
*'''Extremely Weak'''
**Econ: 21-30%
**Taxes:
**Upkeep: X
*'''Anemic'''
**Econ: 11-20%
**Tax:
**Upkeep:
*'''Depression'''
**Econ: 1-10%
**Tax:
**Upkeep: X


==='''Corruption'''===
==='''Domestic Support'''===
: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.  
: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 '''foreign''' Trade Goods to try maintaining it as high as possible. Or in other words, via bribes to the people...or paychecks to those who 'gently persuade' them to stay in line.<br>


'''Key'''
: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 '''automatically''' occurs. This translates into now having to contend with one or more new NPC's factions with potentially 'liberated' equipment, matching 'liberated' territory and a very large axe to grind.<br>
*'''Level of Corruption'''
**Cor: How much corruption and crime is there?
**Loss: By how much is Domestic Support and Economic Strength reduced?
**Upkeep: What does it cost to remain at this level?<br>


*Formula
**Mob: M=DS, Where M = Mobilization, and DS = Domestic Support.
**Draft: D=(DS*5), where D = Draft, and DS = Domestic Support.
**Cost: AC=(B*(DS*100), where AC = Actual Cost, B = Base Cost, and DS = Domestic Support.<br>


*'''Rife'''
='''Resources'''=
**Cor: 91-100%
:[Text Blurb here]<br>
**Loss:
**Upkeep: X
*'''Extremely High'''
**Cor: 81-90%
**Loss:
**Upkeep: X
*'''Very High'''
**Cor: 71-80%
**Loss:
**Upkeep: X
*'''High'''
**Cor: 61-70%
**Loss:
**Upkeep: X
*'''Average'''
**Cor: 51-60%
**Loss:
**Upkeep: X
*'''Low'''
**Cor: 41-50%
**Loss:
**Upkeep: X
*'''Very Low'''
**Cor: 31-40%
**Loss:
**Upkeep: X
*'''Extremely Low'''
**Cor: 21-30%
**Loss:
**Upkeep: X
*'''Scarce'''
**Cor: 11-20%
**Loss:
**Upkeep: X
*'''Nonexistent'''
**Cor: 1-19%
**Loss:
**Upkeep: X


==='''Domestic Support'''===
: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 'gently persuade' them to stay in line.<br>


: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 '''automatically''' occurs. This translates into now having to contend with one or more new NPC's factions with potentially 'liberated' equipment, matching 'liberated' territory and a very large axe to grind.<br>
*Metals
**[Text Blurb here]
*Rare Materials
**[Text Blurb here]
*Food
**[Text Blurb here]
*Water
**[Text Blurb here]
*Oil
**[Text Blurb here]
*Uranium
**[Text Blurb here]


'''Key'''<br>
='''Design and Manufacture'''=
*'''Level of Support'''
[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]<br>
**Supp: What percentage of support does your power enjoy?
: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'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'll be seeing in the following section.
**Mob: What percentage of Infrastructure mobilization will be accepted?
**Draft: How large of a draft will they accept?
**Upkeep: X<br>


:'''System''': 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 '''Slots''' it requires to mount.


*'''Absolute'''
:'''Caps''': A cap is a single optional modification that has been made to a '''System''' to either increase or decrease its statistics in a single area. They do not usually alter the '''Slots''' 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.
**Supp: 91-100%
**Mob:
**Draft:
**Upkeep: X
*'''Extremely High'''
**Supp: 81-90%
**Mob:
**Draft:
**Upkeep: X
*'''Very High'''
**Supp: 71-80%
**Mob:
**Draft:
**Upkeep: X
*'''High'''
**Supp: 61-70%
**Mob:
**Draft:
**Upkeep: X
*'''Average'''
**Supp: 51-60%
**Mob:
**Draft:
**Upkeep: X
*'''Weak'''
**Supp: 41-50%
**Mob:
**Draft:
**Upkeep: X
*'''Very Weak'''
**Supp: 31-40%
**Mob:
**Draft:
**Upkeep: X
*'''Extremely Weak'''
**Supp: 21-30%
**Mob:
**Draft:  
**Upkeep: X
*'''Scarce'''
**Supp: 11-20%
**Mob:
**Draft:
**Upkeep: X
*'''Revolution'''
**Supp: 1-10%
**Mob:
**Draft:
**Upkeep: X


='''Resources'''=
:'''Slots''': 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'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.


==='''Strategic'''===


==='''Luxury'''===
==='''Design'''===
:'''Initial Design'''<br>
: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.<br>


='''Design and Manufacture'''=
: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?


==='''Design'''===
::'''Example A1''': [Infantry]<br>
: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 '''Systems''', '''Caps''', and '''Slots'''; 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.<br>


:'''Systems''' 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 '''Slots''', or space. These make up the first tier of the system, and can be further modified by '''Caps'''. 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 <br>
::'''Example B1''': [AT Gun]<br>


::'''Example C1''': [Tank]<br>


:''Example'': 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.<br>


:'''Final Statistics'''<br>
: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's part, these are the only immediately relevant ones for a Player.
*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.
*Cost: Sum of all system slots including Structures, as modified by any caps.  This controls how much it costs to produce and rebuild.
*Draft: [TBA]


:'''Caps''' 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.<br>


::'''Example A2''': [Infantry]<br>


:''Example'': 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'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.<br>
::'''Example B2''': [AT Gun]<br>


::'''Example C2''': [Tank]<br>


:Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn't make use of unit bases, instead assuming there exists a 'universal base' 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.<br>


*'''System List'''
:'''System List'''<br>
**+X Armor - The physical protection for a unit or structure
''[Needs to be cleaned up]''<br>
**+X Weapon - Any and all devices meant to harm the enemy
*Structure - The foundation for any design, the larger these are the more internal slots they give towards mounting other Systems.
***+0 Projectile - Conventional firearm or cannon
**+X Hull - The basic physical framework for a vehicle or field fortification.
***+0 Missile - Unguided rockets
**+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.
***+0 Energy - Directed Energy Weapon
*Protection - The physical protection for a unit or structure.
***+0 Melee - Glorified sharpened sticks
**+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.
**+X Propulsion - Decides how the unit moves and in what environment, if at all
*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.
***+0 Land - Moves on land using anything from Wheels to legs
**+X Projectile - Firearm or cannon.
***+0 Sea - Moves on or under the water with the right caps
**+X Rocket - Unguided rockets.
***+0 Air - Flies through the air via anything from props to jets
**+X Energy - Directed Energy Weapon.
***+0 Space - Moves through the vacuum of space
**+X Melee - Glorified sharpened sticks.
**+X Electronics - From sensors to ECM to Computers, its covered
*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.
**+X Land - Moves on the ground, be it with Tracks, Wheels, or Legs
**+X Sea - Moves on or under the water.
**+X Air - Flies through the air via anything from props to jets.
**+X Space - Moves through the vacuum of space.
**+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.
*Miscellaneous
**+X Electronics - From sensors to ECM to Computers, its covered.
**+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.
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.
**+X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.


==='''Development'''===
==='''Development'''===
: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'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.
:Design in hand, lets go over how to develop it in the game. Like previous systems item cost determines how much it'll take to develop, and this is paid with Research Points and Industry that have been Mobilized since those prototypes aren'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.


: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 '''Critical Success''', '''Success''', '''Failure''', and '''Critical Failure''' which will add a '''Flaw'''. <br>
: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 '''Critical Success''', '''Success''', '''Failure''', and '''Critical Failure''' which will add a '''Flaw'''. <br>


:A '''Flaw''' 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 '''CANNOT''' be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be ''removed'' by cutting your losses and starting over.<br>
:A '''Flaw''' 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 '''CANNOT''' be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be ''removed'' by cutting your losses and starting over.<br>
Line 292: Line 138:




:''Example'': 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.  
::'''Example A3''': [Infantry]<br>
 
::'''Example B3''': [AT Gun]<br>
 
::'''Example C3''': [Tank]<br>
 
==='''Production'''===
''[Under Construction]''<br>
:So now that you've gone through all the hard work of designing a unit then researching it, now comes the fairly easy part.<br>
 
 
::'''Example A4''': [Infantry]<br>
 
::'''Example B4''': [AT Gun]<br>


:''Example'': A player wants to research a +12 Weapon from scratch. To do this will cost 12 RP and need ''36'' 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.<br>
::'''Example C4''': [Tank]<br>


='''Combat '''=
='''Combat '''=

Latest revision as of 05:50, 22 June 2010

Overview

Adaption of the Gurps 3d6 roll under system, with inspiration from HoI2 and SMAC to an Empire SD format.

Technology

[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's then randomly distributed. Points can be focused on certain categories, but at the cost of sacrificing potential advancement in others.]'

  • Critical Success: Counts as three Successes.
  • Success: Every three cumulative successes gives one advancement point.
  • Failure: Gives no points, failed research effort.
  • Critical Failure: Means all rolls that month automatically fail.

Economy

[Some random placeholder notes, incomplete.]
Wealth

  • 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.


Industry

  • Separated into Light Industry (LP), Heavy Industry (HP), and Advanced Industry (AP).
    • Light Industry: Produces light industrial goods.
    • Heavy Industry: Produces heavy industrial goods.
    • Advanced Industry: Produces high tech goods.

Social Modifiers

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.

Economic Strength

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.
  • Formula
    • Support: S=ES, where S = Support and ES = Economic Strength.
    • Cost: AC=(B*(ES*100)), where C = Actual Cost, B = Base Cost, and ES = Economic Strength.

Corruption

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.
  • Formula
    • Loss: L=C, where L = Loss and C = Corruption.
    • Cost: AC=(B*(C*100), where AC = Actual Cost, B = Base Cost, and C = Corruption.

Domestic Support

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 foreign Trade Goods to try maintaining it as high as possible. Or in other words, via bribes to the people...or paychecks to those who 'gently persuade' them to stay in line.
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 automatically occurs. This translates into now having to contend with one or more new NPC's factions with potentially 'liberated' equipment, matching 'liberated' territory and a very large axe to grind.
  • Formula
    • Mob: M=DS, Where M = Mobilization, and DS = Domestic Support.
    • Draft: D=(DS*5), where D = Draft, and DS = Domestic Support.
    • Cost: AC=(B*(DS*100), where AC = Actual Cost, B = Base Cost, and DS = Domestic Support.

Resources

[Text Blurb here]


  • Metals
    • [Text Blurb here]
  • Rare Materials
    • [Text Blurb here]
  • Food
    • [Text Blurb here]
  • Water
    • [Text Blurb here]
  • Oil
    • [Text Blurb here]
  • Uranium
    • [Text Blurb here]

Design and Manufacture

[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]

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'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'll be seeing in the following section.
System: 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 Slots it requires to mount.
Caps: A cap is a single optional modification that has been made to a System to either increase or decrease its statistics in a single area. They do not usually alter the Slots 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.
Slots: 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'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.


Design

Initial Design
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.


Example A1: [Infantry]
Example B1: [AT Gun]
Example C1: [Tank]


Final Statistics
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's part, these are the only immediately relevant ones for a Player.
  • 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.
  • Cost: Sum of all system slots including Structures, as modified by any caps. This controls how much it costs to produce and rebuild.
  • Draft: [TBA]


Example A2: [Infantry]
Example B2: [AT Gun]
Example C2: [Tank]


System List

[Needs to be cleaned up]

  • Structure - The foundation for any design, the larger these are the more internal slots they give towards mounting other Systems.
    • +X Hull - The basic physical framework for a vehicle or field fortification.
    • +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.
  • Protection - The physical protection for a unit or structure.
    • +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.
  • 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.
    • +X Projectile - Firearm or cannon.
    • +X Rocket - Unguided rockets.
    • +X Energy - Directed Energy Weapon.
    • +X Melee - Glorified sharpened sticks.
  • 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.
    • +X Land - Moves on the ground, be it with Tracks, Wheels, or Legs
    • +X Sea - Moves on or under the water.
    • +X Air - Flies through the air via anything from props to jets.
    • +X Space - Moves through the vacuum of space.
    • +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.
  • Miscellaneous
    • +X Electronics - From sensors to ECM to Computers, its covered.
    • +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.
    • +X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.

Development

Design in hand, lets go over how to develop it in the game. Like previous systems item cost determines how much it'll take to develop, and this is paid with Research Points and Industry that have been Mobilized since those prototypes aren'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.
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 Critical Success, Success, Failure, and Critical Failure which will add a Flaw.
A Flaw 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 CANNOT be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be removed by cutting your losses and starting over.
  • Critical Success: Counts as three successes, not only did your people do well they made a breakthrough.
  • Success: Progress has been made towards completion and everything on schedule.
  • Failure: Things didn't quite quite work out right but thankfully have no other effect besides lost time and money.
  • Critical Failure: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.


Example A3: [Infantry]
Example B3: [AT Gun]
Example C3: [Tank]

Production

[Under Construction]

So now that you've gone through all the hard work of designing a unit then researching it, now comes the fairly easy part.


Example A4: [Infantry]
Example B4: [AT Gun]
Example C4: [Tank]

Combat

Mechanics

Resolution


Salvage

Veterancy

Moral