Ruins 2 Economics and Industry: Difference between revisions
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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. | 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 | '''State Budget (SB)''' is based on XX% of their total Gross Domestic Product. | ||
:State Budget is expended for upkeep, used to purchase resources for government use, diplomacy, to build units, etc. | :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 (DI)''' is XX% of the Industrial Sector. | ||
Line 19: | Line 19: | ||
'''Benefits of High Resource Sector:''' | '''Benefits of High Resource Sector:''' | ||
* 15%: | * 15%: Developments and Investments made in the Industrial Sector benefit from enhanced yields when responding to Shortages. | ||
* | * 35%: Developments and Investments you make roll their potential income at 12.5% instead of 10%. | ||
* | * 55%: Developments and Investments you make roll their potential income at 15% instead of 10%. | ||
==== | ==== Resources and Supply ==== | ||
If a state has Resources production in excess of their domestic consumption (from Industry and Services), it can either be stockpiled or exported. Stockpiled resource is functionally non-productive (not contributing to GDP and therefore, state income) but creates strategic supply which can be tapped into in emergencies or sent to other players in a crisis. Exported Resources are productive (contribute to GDP) but are vulnerable to disruptions to trade such as blockades, piracy or embargoes. | |||
=== Industry === | === Industry === | ||
Line 37: | Line 34: | ||
'''Benefits of High Industrial Sector:''' | '''Benefits of High Industrial Sector:''' | ||
* 15%: | * 15%: Developments and Investments made in the Resource Sector benefit from enhanced yields when responding to Shortages. | ||
* | * 35%: Gain an extra 25% DI, which you cannot use directly but can be rented by foreign buyers, UN Taskforces and others. | ||
* | * 55%: Gain an extra 50% DI, which you cannot use directly but can be rented by foreign buyers, UN Taskforces and others. | ||
==== Industry and Supply ==== | |||
Fully functioning Industry requires a Resources input equal to 50% of itself to function effectively. If there is a domestic shortfall, the state must either provide resources from stockpiles (which only last as long as the state's supplies have) or allow imports. Imports are subject to the same hazards as all international trade: embargoes, piracy and blockades can all severely hamper the performance of industry. Unsupplied Industry (without a corresponding input) shuts down. | |||
Industry in turn supports the Services sector, providing finished goods and infrastructure necessary for it to function. Excess Industry can then be exported or reserved for state use. Exported industry is productive (generates GDP) but subject to the hazards of international trade, as above. Reserved industry does not produce additional GDP, but increases DI at a 1-1 ratio. | |||
=== Services === | === Services === | ||
The Services sector encompasses the tertiary and quarternary sectors in standard breakdowns of labour, the functions associated with 'a state' like healthcare, administration and security services, but also private sector ventures like retail, tourism, etc. Service economies are top-heavy and oriented towards social reproduction and welfare. | |||
Example Services Types: Healthcare, Education, | Example Services Types: Healthcare, Education, Entertainment, Finance, Research, Administration, Security | ||
(*) Tagged has specific requirements described below. | (*) Tagged has specific requirements described below. | ||
'''Benefits of High Service Sector:''' | '''Benefits of High Service Sector:''' | ||
* 15%: | * 15%: Developments and Investments made in the Services Sector benefit from enhanced yields when responding to Shortages. | ||
* | * 35%: Gain +1 yearly Growth Points. | ||
* | * 55%: Gain +2 yearly Growth Points. | ||
==== Services and Supply ==== | |||
The Services requires an aggregate input of Services and Resources equal to 50% of itself to be productive (generate GDP), with any shortages made up via imports or stockpiles. A thriving services sector otherwise has no weaknesses. | |||
=== Gross Domestic Product === | === Gross Domestic Product === | ||
Line 58: | Line 62: | ||
== Growing the Economy == | == Growing the Economy == | ||
Players enjoy continuous yearly growth by default, as defined by the Growth numbers in the yearly rollover summary. This growth can be encouraged via various efforts such as Developments, Investments, Colonization or outright conquest of other states. All new growth has to be allocated to both a Sector and a Territory. | |||
By default, all player activity is meant to reward around 5% return on investment in the long term. Greater benefits only occur when responding to crisis or following multi-year opportunities. | |||
==== Shortages ==== | |||
Depending on a combination of player actions, ongoing storylines and random events, Shortages may emerge to reflect their impacts on interstellar society. These affect specific type of type of production in given region of space, e.g.: a blockade against a major water-exporting planet may cause a localized shortage, while a distributed cyberattack on one of the major Helium-3 firms could result in all-out fuel shortages that effect the entirety of human space. | |||
'''Minor Shortages''' affect a single region of space, such as one or two star sectors. They may cause minor slowdowns to economic growth. | |||
'''Major Shortages''' affect all players and states, and are serious enough to retard economic growth until resolved. | |||
=== Developments === | === Developments === | ||
Developments are big ticket economic items typically run as either state enterprises or public-private partnerships. Players invest any amount of income into a specific sector and optionally, production type. 10% of that amount is then set aside as 'potential earnings' and rolled as an 1dX, with X being the potential earnings number. For example, a state desiring to increase their total production of small arms may sink $5000 into Industry (Small Arms). The rolled die is therefore 1d500, with the result being the additions to the economy, gained in the next fiscal year (so for any Developments rolled in Year 1 only pay dividends in Year 2). | |||
During Shortages, development yields are increased to 2dX if the player has the first-tier benefit. | |||
Players can make 1 Development per Sector, per Territory. The new output (i.e.: the rolled value, not spent value) from Developments counts towards the income limit in territories and the ratios for economic sectors. Any changes to capabilities from having a specific percentage in a sector apply in the new financial year. Developments cannot be rolled retroactively and count towards the next year once the new year budget thread has been posted. | |||
=== Investments === | === Investments === | ||
Investments function similarly to Developments, except that the spending player is different from the recipient. A state seeking to improve relations with a neighbouring country or micromanage a vassal can conduct Investments. The receiving state gets the full benefits of a Development made on their behalf with the same limits and conditional modifiers from things like Shortages, while the investing player gets that same value in source-unspecified income. | |||
Investments are therefore one of the few ways to generally increase income without changing ratios between sectors, and provide additional means to exert diplomatic sway over other powers. | |||
Who is valid creator or recipient of Investments is to the discernment of the involved players. By default non-player states will accept Investment by friendly, reputable states and be leery of such by aggressors. | |||
=== Colonization === | === Colonization === | ||
New colonies are generally resource-intensive projects, taking at least 3 years for each step of the exploration process (discovering a system, charting a world, mapping territories). Once a new planet is prepared for colonization however, the burgeoning excitement is an socio-economic force unto itself. Occupied worlds that are fit for settlement enjoy an initial '''Colony Rush''', representing popular enthusiasm for the project. This lasts between 1 and 5 years (based on GM determination), depending on the habitability, profitability and popularity of the state directing the effort. | |||
=== | During the rush, Developments and Investments have their minimum yields increased to 1/2 of the potential earnings. A $5000 Development would therefore yield 1d500 (min 250) potential income. A Development or Investment specifically responding to a Major Shortage when the player has the first-tier benefit would be increased to 2d500 (min 500). | ||
=== Tribute and Tariffs === | |||
Conquered states which are left as autonomous entities rather than incorporated outright can be forced to pay part of their State Budget to their new master. By default 25% is considered to be heavy but reasonable, while 50% or 75% would be considered intolerable in the long term. A conquering state looking to loot rather than rule can skim directly from GDP instead, which will quickly cause domestic issues in the occupied state. | |||
== Economic Warfare == | |||
As stated above, states reliant on trade to function are also subject to economic warfare. The use of military force to constrict a powerful industrial economy or claim the surpluses of a resource-rich state, or deny shipments of war materiel, are expected parts of regular conflict in the post-Breakdown Era. | |||
=== Piracy === | |||
Piracy targets a specific connection between states, attacking ships flagged to one or both participating states. It is less effective than an outright blockade since the transports can use alternative routes but also more difficult to defend against for the same reason, particularly when confronting disguised or low-observation hulls. Successful piracy will generally recover about 20% of the lost value as loot. | |||
=== Blockades === | |||
While piracy is tolerated to a limited extent, let there be no mistake: a blockade is an act of war. Constricting the flow of goods in and out of a state can jam up the economy being targeted, as well as those connected to it. Sustained blockades can claim about 40% of lost value as loot. | |||
=== Embargoes === | |||
Embargoes limit the options for a state's trade, which in turn makes piracy and blockades more effective. A resource-heavy state embargoed by most of known space might then only have one or two options to ship goods to and buy from. Becoming an international pariah has a cost other than sharp diplomacy, as one's options can become enormously constricted in the process. | |||
== Building More, Faster == | == Building More, Faster == | ||
Line 97: | Line 137: | ||
*25% Industry | *25% Industry | ||
*50% Services | *50% Services | ||
=== Default Military Plans === | === Default Military Plans === |
Revision as of 16:39, 21 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 Domestic 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*
(*) Tagged has specific requirements described below.
Benefits of High Resource Sector:
- 15%: Developments and Investments made in the Industrial Sector benefit from enhanced yields when responding to Shortages.
- 35%: Developments and Investments you make roll their potential income at 12.5% instead of 10%.
- 55%: Developments and Investments you make roll their potential income at 15% instead of 10%.
Resources and Supply
If a state has Resources production in excess of their domestic consumption (from Industry and Services), it can either be stockpiled or exported. Stockpiled resource is functionally non-productive (not contributing to GDP and therefore, state income) but creates strategic supply which can be tapped into in emergencies or sent to other players in a crisis. Exported Resources are productive (contribute to GDP) but are vulnerable to disruptions to trade such as blockades, piracy or embargoes.
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*
(*) Tagged has specific requirements described below.
Benefits of High Industrial Sector:
- 15%: Developments and Investments made in the Resource Sector benefit from enhanced yields when responding to Shortages.
- 35%: Gain an extra 25% DI, which you cannot use directly but can be rented by foreign buyers, UN Taskforces and others.
- 55%: Gain an extra 50% DI, which you cannot use directly but can be rented by foreign buyers, UN Taskforces and others.
Industry and Supply
Fully functioning Industry requires a Resources input equal to 50% of itself to function effectively. If there is a domestic shortfall, the state must either provide resources from stockpiles (which only last as long as the state's supplies have) or allow imports. Imports are subject to the same hazards as all international trade: embargoes, piracy and blockades can all severely hamper the performance of industry. Unsupplied Industry (without a corresponding input) shuts down.
Industry in turn supports the Services sector, providing finished goods and infrastructure necessary for it to function. Excess Industry can then be exported or reserved for state use. Exported industry is productive (generates GDP) but subject to the hazards of international trade, as above. Reserved industry does not produce additional GDP, but increases DI at a 1-1 ratio.
Services
The Services sector encompasses the tertiary and quarternary sectors in standard breakdowns of labour, the functions associated with 'a state' like healthcare, administration and security services, but also private sector ventures like retail, tourism, etc. Service economies are top-heavy and oriented towards social reproduction and welfare.
Example Services Types: Healthcare, Education, Entertainment, Finance, Research, Administration, Security
(*) Tagged has specific requirements described below.
Benefits of High Service Sector:
- 15%: Developments and Investments made in the Services Sector benefit from enhanced yields when responding to Shortages.
- 35%: Gain +1 yearly Growth Points.
- 55%: Gain +2 yearly Growth Points.
Services and Supply
The Services requires an aggregate input of Services and Resources equal to 50% of itself to be productive (generate GDP), with any shortages made up via imports or stockpiles. A thriving services sector otherwise has no weaknesses.
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
Players enjoy continuous yearly growth by default, as defined by the Growth numbers in the yearly rollover summary. This growth can be encouraged via various efforts such as Developments, Investments, Colonization or outright conquest of other states. All new growth has to be allocated to both a Sector and a Territory.
By default, all player activity is meant to reward around 5% return on investment in the long term. Greater benefits only occur when responding to crisis or following multi-year opportunities.
Shortages
Depending on a combination of player actions, ongoing storylines and random events, Shortages may emerge to reflect their impacts on interstellar society. These affect specific type of type of production in given region of space, e.g.: a blockade against a major water-exporting planet may cause a localized shortage, while a distributed cyberattack on one of the major Helium-3 firms could result in all-out fuel shortages that effect the entirety of human space.
Minor Shortages affect a single region of space, such as one or two star sectors. They may cause minor slowdowns to economic growth.
Major Shortages affect all players and states, and are serious enough to retard economic growth until resolved.
Developments
Developments are big ticket economic items typically run as either state enterprises or public-private partnerships. Players invest any amount of income into a specific sector and optionally, production type. 10% of that amount is then set aside as 'potential earnings' and rolled as an 1dX, with X being the potential earnings number. For example, a state desiring to increase their total production of small arms may sink $5000 into Industry (Small Arms). The rolled die is therefore 1d500, with the result being the additions to the economy, gained in the next fiscal year (so for any Developments rolled in Year 1 only pay dividends in Year 2).
During Shortages, development yields are increased to 2dX if the player has the first-tier benefit.
Players can make 1 Development per Sector, per Territory. The new output (i.e.: the rolled value, not spent value) from Developments counts towards the income limit in territories and the ratios for economic sectors. Any changes to capabilities from having a specific percentage in a sector apply in the new financial year. Developments cannot be rolled retroactively and count towards the next year once the new year budget thread has been posted.
Investments
Investments function similarly to Developments, except that the spending player is different from the recipient. A state seeking to improve relations with a neighbouring country or micromanage a vassal can conduct Investments. The receiving state gets the full benefits of a Development made on their behalf with the same limits and conditional modifiers from things like Shortages, while the investing player gets that same value in source-unspecified income.
Investments are therefore one of the few ways to generally increase income without changing ratios between sectors, and provide additional means to exert diplomatic sway over other powers.
Who is valid creator or recipient of Investments is to the discernment of the involved players. By default non-player states will accept Investment by friendly, reputable states and be leery of such by aggressors.
Colonization
New colonies are generally resource-intensive projects, taking at least 3 years for each step of the exploration process (discovering a system, charting a world, mapping territories). Once a new planet is prepared for colonization however, the burgeoning excitement is an socio-economic force unto itself. Occupied worlds that are fit for settlement enjoy an initial Colony Rush, representing popular enthusiasm for the project. This lasts between 1 and 5 years (based on GM determination), depending on the habitability, profitability and popularity of the state directing the effort.
During the rush, Developments and Investments have their minimum yields increased to 1/2 of the potential earnings. A $5000 Development would therefore yield 1d500 (min 250) potential income. A Development or Investment specifically responding to a Major Shortage when the player has the first-tier benefit would be increased to 2d500 (min 500).
Tribute and Tariffs
Conquered states which are left as autonomous entities rather than incorporated outright can be forced to pay part of their State Budget to their new master. By default 25% is considered to be heavy but reasonable, while 50% or 75% would be considered intolerable in the long term. A conquering state looking to loot rather than rule can skim directly from GDP instead, which will quickly cause domestic issues in the occupied state.
Economic Warfare
As stated above, states reliant on trade to function are also subject to economic warfare. The use of military force to constrict a powerful industrial economy or claim the surpluses of a resource-rich state, or deny shipments of war materiel, are expected parts of regular conflict in the post-Breakdown Era.
Piracy
Piracy targets a specific connection between states, attacking ships flagged to one or both participating states. It is less effective than an outright blockade since the transports can use alternative routes but also more difficult to defend against for the same reason, particularly when confronting disguised or low-observation hulls. Successful piracy will generally recover about 20% of the lost value as loot.
Blockades
While piracy is tolerated to a limited extent, let there be no mistake: a blockade is an act of war. Constricting the flow of goods in and out of a state can jam up the economy being targeted, as well as those connected to it. Sustained blockades can claim about 40% of lost value as loot.
Embargoes
Embargoes limit the options for a state's trade, which in turn makes piracy and blockades more effective. A resource-heavy state embargoed by most of known space might then only have one or two options to ship goods to and buy from. Becoming an international pariah has a cost other than sharp diplomacy, as one's options can become enormously constricted in the process.
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