Ruins 2 Economics and Industry: Difference between revisions
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==== Key Mechanic: Supply Chains ==== | ==== Key Mechanic: Supply Chains ==== | ||
As a rule, the self-sufficiency of state industries requires a 1-2 ratio with both the Industry and Services sectors i.e.: 25% Resources can support 25% Industry + 25% Services, or 40% Industry +10% Services, etc. If the other Although there is no penalty in peacetime, blockades or piracy can cause shortages in those sectors which in turn weakens economic output. | As a rule, the self-sufficiency of state industries requires a 1-2 ratio with both the Industry and Services sectors i.e.: 25% Resources can support 25% Industry + 25% Services, or 40% Industry +10% Services, etc. If the other Although there is no penalty in peacetime, blockades or piracy can cause shortages in those sectors which in turn weakens economic output. If a state is being pirated, every 2 points of Industry or Services not supplied by 1 point of Resources have their output halved. During severe blockades, Industry or Services without a Resources input shuts down outright. | ||
The defending player makes the determination what shuts down and what is left online. | |||
=== Industry === | === Industry === |
Revision as of 23:59, 17 February 2022
Overview
Player Resources
Nation players in Ruins of Alien Suns 2 have two major factors to consider in the economy, their discretionary income and capacity to build industrial units.
State Budget (SB) is based on XX% of their total Gross National Product.
- State Budget is expended for upkeep, used to purchase resources for government use, diplomacy, to build units, etc.
Defence Industry (DI) is XX% of the Industrial Sector.
- Defence Industry is used to build military units.
Sectors of the Economy
Resource
The Resource Sector comprises the industries of agriculture, extraction and refining. Though the general pattern of resource development is rural or suburban communities managing automated or semi-automated Eco-terraces, dense urban centres can easily host quite extensive resource operations via refineries, vertical farms and other facilities. Exotic biospheres often have their own goods which make valuable export commodities with minimal processing.
Example Resources Types: Agriculture, Water, Common Ores, Rare Earth Metals, Hydrocarbons, Construction Materials, Semiconductors, Deuterium*, Helium-3*, Xenofauna*
Benefits of High Resource Sector:
- 15%:
- 30%: You are a significant regional producer of your highest assigned resource type. You can end or prolong related Shortages or Surpluses of that resource once every 2 years.
- 45%:
- 60%: You are the major interstellar producer of your highest assigned resource type. You can effectively cause, end or even prolong related Shortages or Surpluses of that resource at-will. Irresponsible use may result in political censure or attempts to make your controlled resources less relevant over time.
- Tagged has specific requirements described below.
Key Mechanic: Supply Chains
As a rule, the self-sufficiency of state industries requires a 1-2 ratio with both the Industry and Services sectors i.e.: 25% Resources can support 25% Industry + 25% Services, or 40% Industry +10% Services, etc. If the other Although there is no penalty in peacetime, blockades or piracy can cause shortages in those sectors which in turn weakens economic output. If a state is being pirated, every 2 points of Industry or Services not supplied by 1 point of Resources have their output halved. During severe blockades, Industry or Services without a Resources input shuts down outright.
The defending player makes the determination what shuts down and what is left online.
Industry
The Industrial Sector represents both the traditional processing of raw materials into finished goods, construction and civic engineering, as well as boutique industry, fabrication and prototyping. Industry is typically located along transportation corridors, connected to both resources for and consumers of production by rivers, highways, trains and the fortuitous geography that hosts them.
Example Industry Types: Consumer Goods, Electronics, Small Arms, Heavy Machinery, Reactors, Drive Systems, Civilian Spacecraft, Medical Equipment, Exotic Devices*, Designer Organisms*
Benefits of High Industrial Sector:
- 15%:
- 30%: Gain an extra 25% DI, which you cannot use directly but can be rented by foreign buyers, UN Taskforces and others.
- 45%:
- 60%: Gain an extra 50% DI, which you cannot use directly but can be rented by foreign buyers, UN Taskforces and others.
- Tagged has specific requirements described below.
Services
Example Services Types: Healthcare, Education, Tourism, Entertainment, Research, Administration
Benefits of High Service Sector:
- 15%:
- 30%: Gain +1 yearly Growth Points.
- 45%:
- 60%: Gain +2 yearly Growth Points.
Gross Domestic Product
The sum of Resource, Industry and Services totals. Gross Domestic Product represents a state's economic power and clout on the international stage.
Growing the Economy
Developments
Investments
Colonization
Trade, Tribute and Tariffs
Building More, Faster
Nationalization, Expropriation and War Measures
Merchant Marine
Okay, But This Sounds Complicated
Default Economic Plans
The following Default Economic Plans are options for players who do not want to allocate economic sectors for each territory and instead want to pick a 'general' description of their initial situation. Plans can be followed as long as the player likes, at the cost of some flexibility. Default economies cannot capitalize on yearly shortages/crises for boosted growth, or use Developments to rush growth. The default plans can be left at any point (including the very first year after game start) in the case of a player simply wanting to breeze past initial nation generation, but cannot be returned to once the ratios of the default allocations are broken in any way. The extra benefits
Self-Sufficient: Does not suffer under blockade, doesn't benefit from shortages elsewhere, a balanced approach to economics. Typical post-Collapse economic system. Self-Sufficient economies basically never suffer maluses when disruptions to trade cause privation, as their well-planned economies self-regulate against shocks and surpluses meant for other states are marginal. The economy distributed inside each territory is evenly divided between the three Sectors.
- 33% Resources
- 33% Industry
- 33% Services
Resource Exporter: A fairly typical pre-Collapse colonial economy designed to lifeline valuable resources back to Sol and the Inner Colonies. Resource-heavy economies often support more developed states in easy trade range, so blockades and piracy against them tend to have sector-wide repercussions while causing minimal shortfalls domestically.
- 50% Resources
- 25% Industry
- 25% Services
Industrial Powerhouse: An economy designed to maximize production, Industrial states are often military ones thanks to their sheer ability to churn out war materiel. Blockades can severely hamper their productivity, resulting in losses of production or cuts to the services sector.
- 25% Resources
- 50% Industry
- 25% Services
Knowledge Economy: A mature economy based on tourism, education, R&D and a large government services sector.
- 25% Resources
- 25% Industry
- 50% Services