Difference between revisions of "Economy and Diplomacy Prototypes"

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: 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.
 
: 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.
 +
 +
: Iran-Contra-you can sell arms or give aid to unfriendly powers (the enemy of your enemy is your friend after all). However, this costs domestic support equal to 1 point of support per 50 PIP, CIP, Wealth, or Delta Dust, and 1 point of support per every ''10'' points of Theta or Omega dust. This cost ''may'' be paid over an entire year, unlike most other methods.
  
 
===Wartime===
 
===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 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.
+
'''Allowing atrocities'''
 +
In general, war crimes and other atrocities may inflict temporary support penalties on your population. This costs (base cost * atrocity multiplier) in support. Putting yourself into support debt will either require the burning of permanent support, or paying for a temporary boost of support (i.e. bread and circuses) to distract the populace.
 +
 
 +
'''Atrocity Multipliers (Base)'''-Add the multiplier for government + faction together
 +
: '''Core/ZOCU''': x2.0 (The Core and ZOCU like to think they're the "good guys" and war crimes mar this image.)
 +
: '''Independent''': Special Government Multipliers
 +
: '''House of War ZOCU''': x1.0 against Core worlds only (the populace doesn't give a flying fuck about the Core)
 +
: '''League''': x0.5 (The League's been in a total war with the Magnates for decades and the peace is relatively recent, their population is hardened and embittered)
 +
: '''Magnate''': x0.1 (Magnates ''essentially never'' are penalized domestic support for atrocities due to their thought-control nature and exhuman qualities, but alternative methods are always on the table and atrocities can often be an inefficient waste of resources).
 +
 
 +
'''Atrocity Multipliers (Government)'''
  
 
: 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 enemy with all their might.
 
: 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 enemy with all their might.

Revision as of 17:31, 18 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.
Iran-Contra-you can sell arms or give aid to unfriendly powers (the enemy of your enemy is your friend after all). However, this costs domestic support equal to 1 point of support per 50 PIP, CIP, Wealth, or Delta Dust, and 1 point of support per every 10 points of Theta or Omega dust. This cost may be paid over an entire year, unlike most other methods.

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 In general, war crimes and other atrocities may inflict temporary support penalties on your population. This costs (base cost * atrocity multiplier) in support. Putting yourself into support debt will either require the burning of permanent support, or paying for a temporary boost of support (i.e. bread and circuses) to distract the populace.

Atrocity Multipliers (Base)-Add the multiplier for government + faction together

Core/ZOCU: x2.0 (The Core and ZOCU like to think they're the "good guys" and war crimes mar this image.)
Independent: Special Government Multipliers
House of War ZOCU: x1.0 against Core worlds only (the populace doesn't give a flying fuck about the Core)
League: x0.5 (The League's been in a total war with the Magnates for decades and the peace is relatively recent, their population is hardened and embittered)
Magnate: x0.1 (Magnates essentially never are penalized domestic support for atrocities due to their thought-control nature and exhuman qualities, but alternative methods are always on the table and atrocities can often be an inefficient waste of resources).

Atrocity Multipliers (Government)

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 enemy with all their might.
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