Production

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Introduction

Very few states are powers without industry. The ability to construct weapons, supply soldiers and export goods is vital. In practice, a nation's Industrial Infrastructure determines how much it can construct in a given month - its IP, or Industry Points.

Industry at the end of the 22nd century is far more powerful than anything pre-singularity. While still nowhere near matching the nearly magical nanotech fabrication of the posthumans, modern manufacturing is massively automated and very rapid, though not instantaneous.

Production Rules

  • All Infantry Battalions take 2 months + 1 month per upgrade, as this has more to do with training time than actually constructing the weapons.
  • All Vehicle Battalions, Aircraft and Ships with a base cost of less than 100 IP build at the rate of 25 IP/Month.
  • All units with a base cost of 100 or more IP build at the rate of 50 IP/month.

Fortifications build at 2x speed.

  • Experimental units use their unmodified base cost for build speed calculation.
  • Strategic Resources do not modify build times.
  • Mass Produced units have the appropriate (normally 15%) reduction in build times.

Round all build times up.

Mass Production

Nations may also take advantage of Mass Production by producing identical units month after month. If a Nation builds the same amount of a given unit design for two or consecutive months, the price for every month after the first is reduced by 15%. Unfortunately due to the inherent size and complexity of capital ships and other expensive vehicles, anything that costs 40 or more IP cannot be Mass Produced. The exception to this is ground Battalions which, as they are made up of a large number of relatively cheap vehicles, can always be Mass Produced.

Finally, a power may start a building project even if it does not have the available IP to complete it in one month. It must start spending the requisite IP and Strategic Resources; construction is considered to begin the month that 100% of the requisite IP and strategic resources were spent.

Sphere Rules
Government Nation Creation Traits Infrastructure Conversion Rules Old Rules
Industry Production Added Capabilities Slot-Free Added Capabilities Externals Support
Military Ground Battalions Aerospace Craft Warships Orbital Fortifications Military Doctrines
Trade Travel Diplomacy Merchant Marines Civilian Shipping