ND Rules: Difference between revisions
Line 63: | Line 63: | ||
==='''Wealth'''=== | ==='''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. | :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. | *The exact amount is controlled by Economic Strength and Corruption. Tentative formula is Total Wealth =(Base*Active Infrastructure)*(Taxes-Corruption) | ||
*Deficit spending is legal, but avoiding excessive amounts is recommended. | *Deficit spending is legal, but avoiding excessive amounts is recommended. | ||
*Does NOT requires any population to function. | *Does NOT requires any population to function. |
Revision as of 06:11, 14 August 2009
Overview
Adaption of the Gurps 3d6 roll under system to an Empire SD format.
Technology
Infrastructure
- 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.
- 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.
- 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.
- 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.
- 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 .
Industry
- 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 =(Base*Active Infrastructure)*(Taxes-Corruption)
- 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
- 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 necessarily mean a full 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.
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.
Note that this percentage is not your
Key
- Type of Economy
- Taxes: What percentage of total Industry and Research counts for Wealth generation.
- Upkeep: What does this level of activity cost to maintain?
- Robust
- Taxes: 95-86%
- Upkeep: X
- Very Strong
- Taxes: 85-76%
- Upkeep: X
- Strong
- Taxes: 75-66%
- Upkeep: X
- Average
- Taxes: 65-56%
- Upkeep: X
- Weak
- Taxes: 55-46%
- Upkeep: X
- Very Weak
- Taxes: 45-36%
- Upkeep: X
- Extremely Weak
- Taxes: 35-26%
- Upkeep: X
- Anemic
- Taxes: 25-16%
- Upkeep: X
- Depression
- Taxes: 15-06%
- Upkeep: X
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. 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.
Key
- Level of Corruption
- Loss: By how much is Domestic Support and Economic Strength reduced?
- Upkeep: What does it cost to remain at this level?
- Rife
- Loss: 95-86%
- Upkeep: X
- Extremely High
- Loss: 85-76%
- Upkeep: X
- Very High
- Loss: 75-66%
- Upkeep: X
- High
- Loss: 65-56%
- Upkeep: X
- Medium
- Loss: 55-46%
- Upkeep: X
- Low
- Loss: 45-36%
- Upkeep: X
- Very Low
- Loss: 35-26%
- Upkeep: X
- Extremely Low
- Loss: 25-16%
- Upkeep: X
- Non Existent
- Loss: 15-06%
- 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. Rules for maintenance and increase as per Economic Strength, with both Mobilization and Draft keeping in relative lockstep with ones level of support.
- 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 15%, your power is in dire risk of falling into civil war from internal discontent, and if it ever drops to 5% or less has automatically fallen into civil war, This translates into now having to contend with one or more new NPC's factions with both 'liberated' equipment, territory and an axe to grind
Key
- Level of Support
- Supp: What percentage of support does your power enjoy?
- Mob: What percentage of Infrastructure mobilization will be accepted?
- Draft: How large of a draft will they accept?
- Upkeep: X
- Absolute
- Supp: 95-86%
- Mob: 90%
- Draft: 50%
- Upkeep: X
- Extremely High
- Supp: 85-76%
- Mob: 80%
- Draft: 45%
- Upkeep: X
- Very High
- Supp: 75-66%
- Mob: 70%
- Draft: 40%
- Upkeep: X
- High
- Supp: 65-56%
- Mob: 60%
- Draft: 35%
- Upkeep: X
- Average
- Supp: 55-46%
- Mob: 50%
- Draft: 30%
- Upkeep: X
- Weak
- Supp: 45-36%
- Mob: 40%
- Draft: 25%
- Upkeep: X
- Very Weak
- Supp: 35-26%
- Mob: 30%
- Draft: 20%
- Upkeep: X
- Extremely Weak
- Supp: 25-16%
- Mob: 20%
- Draft: 15%
- Upkeep: X
- Revolution
- Supp: 15-06%
- Mob: 10%
- Draft: 10%
- Upkeep: X
Resources
Strategic
Luxury
Design and Manufacture
Development
- Also know as 'how do I build all these neat toys?'
Better organized blurb here on how Research works for Systems, System Integration, and Tech advancement requiring three cumulative successes per point of cost/advancement on a 3d6 set of dice vs 14 with each month getting a single roll per point of mobilization. Previously researched Systems/vehicles that are related can be used to speed development, with only the difference having to be developed. Failures count as a month wasted, Crit success counts as three successes, Crit failure counts as success but means the System or Vehicle has one or more hidden design flaws that won't become apparent till actual combat; or an automatic failure for all rolls that month in the case of tech advancement.
These flaws do no decrease production cost or system size as they are unintentional and can only be researched out once known as per related systems, but a critical failure during this refinement will mean one or more flaws are a intrinsic part of the design and cannot be removed save by starting from scratch. An additional roll can be bought per point by every full mobilization payment made after the first, increasing the speed of research but also the chance of significant failure.