Difference between revisions of "Economy and Diplomacy Prototypes"

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(→‎PACT: Edited to make NAM match House of War)
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Morale is rated on a 0-10 scale. A default power has a morale of 5, increased or decreased by 1 for every +/- morale that the power has. 0 morale represents an entirely dysfunctional power in the throes of full revolt, 1-3 likely represents a power with its rulers scrabbling desperately to hold on against a tide of public dissatisfaction, 4-6 morale is normal for the average democracy, 7-8 morale normal for particularly propagandized powers with nationalistic streaks or significant brainwashing, and 9-10 equivalent to thought control powers or powers with truly inhuman levels of population support.  
 
Morale is rated on a 0-10 scale. A default power has a morale of 5, increased or decreased by 1 for every +/- morale that the power has. 0 morale represents an entirely dysfunctional power in the throes of full revolt, 1-3 likely represents a power with its rulers scrabbling desperately to hold on against a tide of public dissatisfaction, 4-6 morale is normal for the average democracy, 7-8 morale normal for particularly propagandized powers with nationalistic streaks or significant brainwashing, and 9-10 equivalent to thought control powers or powers with truly inhuman levels of population support.  
  
Domestic Support is generated quarterly by Morale, representing the goodwill your power can "burn" every so often without larger repercussions. A power has a certain number of points equal to (Morale * 5?) worth of domestic support it can use freely. Domestic support may not be banked-taxing an extra 5% of someone's income is likely to make them grumble, but suddenly taking away 100% of their income for a month is likely to make them revolt.
+
Domestic Support is generated quarterly by Morale, representing the goodwill your power can "burn" every so often without larger repercussions. A power has a certain number of Support points that it can use freely, scaling up or down dependent on the current situation. Domestic support may not be banked-taxing an extra 5% of someone's income is likely to make them grumble, but suddenly taking away 100% of their income for a month is likely to make them revolt.
  
 
Certain events such as fighting a defensive war may increase the available domestic support to a power.
 
Certain events such as fighting a defensive war may increase the available domestic support to a power.
 +
 +
==Generating Support==
 +
Support is generated dependent on the situation the power is in, with no . Note that for this chart, "High Morale" means a Morale of 4+, and Low Morale means a Morale of 0-3.
 +
 +
*Unthreatened (i.e., Core World): (Morale) support generated
 +
*Elevated Tensions (i.e. ZOCU, Core): (Morale x 2) support generated
 +
*Crisis Situation/Cold War (i.e. League, Magnates): (Morale x 3) support generated
 +
*Offensive War: (Morale x 4) support generated
 +
*Defensive War, Low Morale: '''NEGATIVE''' (Morale) support generated. The invading power may choose any Morale effect and either take advantage of it himself or reverse it (reducing your production, creating insurgents and spies for his own use, etcetera)
 +
*Defensive War, High Morale: (Morale x 6) support generated
  
 
==Using Support==
 
==Using Support==
Domestic Support can be used in several ways.
+
Support can be used in several ways.
 +
 
 +
===Peacetime===
 +
: Mobilizing infrastructure-whether it involves taxing people more or forcing them to work long unpaid hours in the factories, domestic support can be used to increase income. Each point of Support may be traded in for (15 - Trade Index) points of CIP, PIP, or Wealth. This may never be more than double the population bonus-the people may only work so hard, and you can only tax 100% of their income.
  
: Mobilizing infrastructure-whether it involves taxing people more or forcing them to work long unpaid hours in the factories, domestic support can be used to increase income.
+
: Improving diplomatic relations-giving concessions to foreign powers tends to annoy citizens of your nation, but appeasement might be critical to seal a deal. During peacetime, 1 point of Support can be traded in for one point of DAP, representing making unpopular concessions to another foreign power (examples?) to gain concessions in the form of military or economic aid, reduced sanctions, or what have you.
  
: Allowing atrocities-people tend to dislike committing atrocities, but with enough domestic support you can ram a couple down people's throats.
+
===Wartime===
 +
: War upkeep-offensive wars cost domestic support, with the cost increasing as the war drags on. Defensive wars do not cost morale. In general, an offensive war costs 6 Support during the first quarters, costing an additional +2 for every quarter after that. Police actions, where the war has largely petered out, cost much less, generally cost much less, somewhere around 2-4 Support per quarter depending on the scale and how long you've been around (but naturally, police actions and nationbuilding don't give the patriotic fervor that wars do).
  
: War upkeep-offensive wars cost domestic support, with the cost increasing as the war drags on. Defensive wars do not.
+
: Allowing atrocities-particularly heinous atrocities may inflict temporary support penalties on your population.
  
: Improving diplomatic relations (temporarily?)-giving concessions to foreign powers tends to annoy citizens of your nation, but appeasement might be critical to seal a deal.
+
: Insurgents-in an invasion, your citizens take to the streets, fighting the enemy with whatever arms they can be equipped or trained with. IEDs, ambushes by partisans with RPGs, intelligence gathering by resistance cells against the occupiers, mass public revolts, and so on. In a war, each point of Support may be traded in for (30 - 2[Trade Index]) military points worth of light infantry, spies, or special forces, representing partisans resisting the
  
Just call it 'support' for simplicity. It should have multiple things it can be used for in peacetime so it's not just a floating production boost (I have no ideas right now though). When you are invaded, support can be traded directly for lightly-equipped infantry at a superior ratio to production. [[User:Peel|Peel]] 20:29, 10 February 2010 (UTC)
+
: Combat Effectiveness-low morale means a low tolerance for hard fights. Every point of Morale below 5 adds a -1 penalty to any rolls made to resist rout or surrender, while every point of Morale above 5 adds a +2 bonus to such rolls. This is in addition to whatever bonuses veteran and elite units have. The forces of a world with high morale are far more likely to fight to the death, while a world with low morale should make sure it chooses its battles carefully.
 +
:: There should be an option to increase a unit's quarterly wealth/etc upkeep to ensure their loyalty, and more elite units such as Orbital Frames, special forces, and whatnot should get innate bonuses to avoid routing under losses.
  
 
==Burning Morale==
 
==Burning Morale==
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==Building Morale==
 
==Building Morale==
I need some suggestions for this guys. How do you get back morale you've burnt?
+
To Be Considered
 
+
* Bread and Circuses
Rallies? Bonuses of money to the people like Rome did? Successful military campaigns? Electing an Obama analogue? These are all relatively temporary boosts, though...
+
* Tax Cuts
--Ezekiel- 05:01, 10 February 2010 (UTC)
+
* False Flag Operations
 
+
* Shooting Dissidents
Spend Wealth to represent Rallies, PR Campaigns, etc. Alternatively, some kind of major policy shift towards what your population wants, like, pulling out of an unpopular war, electing Obama etc.
+
* Short Victorious War
 
+
* Getting Invaded
-- FBH - 13:15, 10 February 2010 (British Time) Is there a way to get your username to time stamp automatically?
 
 
 
Bread & circuses, military victories, and also being attacked (or ''appearing'' to be attacked) give a temporary morale boost. Permanent boosts come from sustaining these things over time. Policy shifts are important but would have to be GM fiat.
 
 
 
Sign with four tildes. [[User:Peel|Peel]] 14:33, 10 February 2010 (UTC)
 
 
 
Random events can have a major effect. For a topical example, the US is getting hit with successive Recession events destroying infra and support, isn't spending enough/correctly to fully compensate, and had the Hope And Change bonus event in Q1 2009 wiped out by Botched Reform penalty event in Q3 or so. [[User:Peel|Peel]] 15:04, 10 February 2010 (UTC)
 
 
 
Tax Cuts.  Like, say, you go down to 95% Wealth production and sustain at that level, and you'd build morale up. In fact, to be honest, we might well link Wealth and Morale- maybe make Morale a value you can buy with wealth over time (So while single big expenditures are good for temporary boosts, you'll have to spend wealth over time consistently to get a 'permanent' boost. This would be good for nations that are wealthy (or have high CIP) but have neglected their populaces. Obviously it would be a plateuing scale- you wouldn't be able to spend 100% of your wealth to get a massive population increase- I'm thinking at most you could reduce your income value to 75%.
 
[[User:Kerrus|Kerrus]] 2:34, 10th February, 2010 (EST)
 
 
 
It'd be simpler to just make it something you buy than have a percentage of production system. Cost would scale with population. [[User:Peel|Peel]] 20:23, 10 February 2010 (UTC)
 
  
 
=Economic Growth=
 
=Economic Growth=

Revision as of 13:55, 5 May 2011

Foreign Relations

Foreign Relations are measured on a 0-10 scale.

0: At war. The two nations are at war and no meaningful communication can be created.
World Wars
1-2: Hostile. There are no meaningful communications at this point but there is no war either
Cuban Missile Crisis
3-4: Cold. Diplomatic relations are strained but normalized.
Cold War
5-6: Neutral. Normal diplomatic relations.
Switzerland with *everybody*
7-8: Friendly. Powers with this relation level like each other and are likely to have very close trade and military relationships.
Taiwan and the US
9: Allied. NPCs with this level of relation to you allow you significant control over what they do and build, although they're still unlikely to share their secrets.
Russia and the Warsaw Pact
10: United. The two nations can essentially share just about everything, including their deepest secrets.
US control of the Phillipines

Relations are generalized to entire blocs. The Blocs that do exist are:

Core
PACT
EU
CIS
China
ZOCU
Unaligned Expanse
League
Magnate
Unaligned Rim

Foreign Relations By Bloc

PACT

PACT: 8 (Shouldn't this be 9? They're allied, not just friends. --Ezekiel- 21:46, 10 February 2010 (UTC))(Nah. I don't think so. Five)
EU: 6
CIS: 5
China: 5
ZOCU: 3
Expanse: 5
League: 5
Magnate: 3
Rim: 5
[New American Millenium] ZOCU - 2 ,Rim + Expanse -3 [2], League -1 [4]

EU

PACT: 6
EU: 8 (Same as above comment - shouldn't these guys be Allied to one another? --Ezekiel- 21:46, 10 February 2010 (UTC))
CIS: 5
China: 5
ZOCU: 3
Expanse: 5
League: 5
Magnate: 3
Rim: 5
[New European Millenium] Rim + Expanse -3 [2], League -1 [4]

CIS

PACT: 5
EU: 5
CIS: 8
China: 4
ZOCU: 5
Expanse: 5
League: 5
Magnate: 5
Rim: 5
[Sovetskiy Soyuz] China -3 [1]

China

PACT: 5
EU: 5
CIS: 4
China: 6
ZOCU: 5
Expanse: 5
League: 5
Magnate: 4
Rim: 5
[Still Free] CIS + 3 [7], China -3 [3]

ZOCU

PACT: 3
EU: 3
CIS: 5
China: 5
ZOCU: 8 (Relations 9, allied, etc --Ezekiel- 21:46, 10 February 2010 (UTC))
Expanse: 5
League: 6
Magnate: 4
Rim: 5
[House of War] Core Relations -2
[Guiding Star] ZOCU Relations +1 [9]
[Hardliner Ouster] ZOCU Relations -2 [6], Core Relations + 2

League

PACT: 5
EU: 5
CIS: 5
China: 5
ZOCU: 6
Expanse: 5
League: 8
Magnate: 1
Rim: 6

Magnate

PACT: 3
EU: 3
CIS: 5
China: 3
ZOCU: 4
Expanse: 4
League: 1
Magnate: 8
Rim: 3

[We're People Too] +2 relations with any three of: CIS/Expanse/League/Rim.

Independent

All Relations at 5 (except Magnates which defaults to 4)
6 points to improve relations (up to +2 in any one category)

[Transhuman Supremacy]: -1 to all non-Magnate relations, max 5 (max 4 with PACT/EU/China), +1 to Magnate relations

Domestic Support

Morale is rated on a 0-10 scale. A default power has a morale of 5, increased or decreased by 1 for every +/- morale that the power has. 0 morale represents an entirely dysfunctional power in the throes of full revolt, 1-3 likely represents a power with its rulers scrabbling desperately to hold on against a tide of public dissatisfaction, 4-6 morale is normal for the average democracy, 7-8 morale normal for particularly propagandized powers with nationalistic streaks or significant brainwashing, and 9-10 equivalent to thought control powers or powers with truly inhuman levels of population support.

Domestic Support is generated quarterly by Morale, representing the goodwill your power can "burn" every so often without larger repercussions. A power has a certain number of Support points that it can use freely, scaling up or down dependent on the current situation. Domestic support may not be banked-taxing an extra 5% of someone's income is likely to make them grumble, but suddenly taking away 100% of their income for a month is likely to make them revolt.

Certain events such as fighting a defensive war may increase the available domestic support to a power.

Generating Support

Support is generated dependent on the situation the power is in, with no . Note that for this chart, "High Morale" means a Morale of 4+, and Low Morale means a Morale of 0-3.

  • Unthreatened (i.e., Core World): (Morale) support generated
  • Elevated Tensions (i.e. ZOCU, Core): (Morale x 2) support generated
  • Crisis Situation/Cold War (i.e. League, Magnates): (Morale x 3) support generated
  • Offensive War: (Morale x 4) support generated
  • Defensive War, Low Morale: NEGATIVE (Morale) support generated. The invading power may choose any Morale effect and either take advantage of it himself or reverse it (reducing your production, creating insurgents and spies for his own use, etcetera)
  • Defensive War, High Morale: (Morale x 6) support generated

Using Support

Support can be used in several ways.

Peacetime

Mobilizing infrastructure-whether it involves taxing people more or forcing them to work long unpaid hours in the factories, domestic support can be used to increase income. Each point of Support may be traded in for (15 - Trade Index) points of CIP, PIP, or Wealth. This may never be more than double the population bonus-the people may only work so hard, and you can only tax 100% of their income.
Improving diplomatic relations-giving concessions to foreign powers tends to annoy citizens of your nation, but appeasement might be critical to seal a deal. During peacetime, 1 point of Support can be traded in for one point of DAP, representing making unpopular concessions to another foreign power (examples?) to gain concessions in the form of military or economic aid, reduced sanctions, or what have you.

Wartime

War upkeep-offensive wars cost domestic support, with the cost increasing as the war drags on. Defensive wars do not cost morale. In general, an offensive war costs 6 Support during the first quarters, costing an additional +2 for every quarter after that. Police actions, where the war has largely petered out, cost much less, generally cost much less, somewhere around 2-4 Support per quarter depending on the scale and how long you've been around (but naturally, police actions and nationbuilding don't give the patriotic fervor that wars do).
Allowing atrocities-particularly heinous atrocities may inflict temporary support penalties on your population.
Insurgents-in an invasion, your citizens take to the streets, fighting the enemy with whatever arms they can be equipped or trained with. IEDs, ambushes by partisans with RPGs, intelligence gathering by resistance cells against the occupiers, mass public revolts, and so on. In a war, each point of Support may be traded in for (30 - 2[Trade Index]) military points worth of light infantry, spies, or special forces, representing partisans resisting the
Combat Effectiveness-low morale means a low tolerance for hard fights. Every point of Morale below 5 adds a -1 penalty to any rolls made to resist rout or surrender, while every point of Morale above 5 adds a +2 bonus to such rolls. This is in addition to whatever bonuses veteran and elite units have. The forces of a world with high morale are far more likely to fight to the death, while a world with low morale should make sure it chooses its battles carefully.
There should be an option to increase a unit's quarterly wealth/etc upkeep to ensure their loyalty, and more elite units such as Orbital Frames, special forces, and whatnot should get innate bonuses to avoid routing under losses.

Burning Morale

In a very desperate situation, a power can burn morale for an extremely large influx of domestic support points, representing an unpopular decision which may well be necessary to ram through to prevent catastrophe, sometimes at gunpoint. In this case a single morale dot can be "burned" to create an additional influx of domestic support points which lasts for an entire year.

Building Morale

To Be Considered

  • Bread and Circuses
  • Tax Cuts
  • False Flag Operations
  • Shooting Dissidents
  • Short Victorious War
  • Getting Invaded

Economic Growth

PIP, CIP and Wealth can all be boosted with annual spending. Dust production and population can also be expanded, at somewhat greater expense. For every 150? wealth spent (double for dust and population), you can build 5?+trade index of the relevant infrastructure.

Some nations have additional modifiers: (impact on balance not yet assessed)

  • Garden Worlds have +2 bonus to population growth
  • Hell Worlds have a -1 penalty to population growth
  • Longshots have a +1 bonus to population growth

Other forms of industry can be spent to construct infrastructure. PIP and CIP can substitute for wealth at a 1.5x premium. The versatile output of fabricators substitutes at 1x.

Deficit Spending