SW:ROE Economics

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These are voluntary rules I was putting up for consideration. People who do wish to use these rules are welcome to ignore them

Star Wars Economics

Star Wars is not like real life economies. For one, star-faring civilization has been around for millennia. Technology in the Old Republic era was quite similar to modern ROE era tech. There's much more of a technological plateau than in real life, but that does not prevent advancement. Technology is refined over the years, and some advancements are lost and later recovered. Also, everything operates on a scale that makes anything on Earth look tiny, with giant droid-based factories that operate day and night. Raw materials are available on a truly massive scale.

The availability of droids means that there is very little demand for menial labor, and reduced demand for skilled labor. There's a lot of poverty, as there are considerably fewer jobs needed to be filled by people. Those that involve personal interaction and use of a variety of skills are harder to fill with droids, and thus provide work for people. That said, goods are also very, very cheap, especially used / jury-rigged parts. Richer worlds have moved more industries into precision labor, technical, and service work. Rich people often prefer the skill of sentient workers over simple droids. (Droids with the kind of skill that R2-D2 has don't come cheap - the Jawas got ripped off)

National economics tie into this. The hard part of building ships is in the design and tooling up phase, requiring actual engineers and crafters to create the factory infrastructure. The actual costs of raw building materials are probably fairly cheap.

Economic Rules

Economy Rating

Take your basic fleet rating and divide it by 500. This is your economic rating. This can be divided up among a variety of different tasks.

Maintenance / Upkeep
For every 1000 points of Naval vessels you have in active service, spending 1 point of economic rating ensures that they are available for patrol and minor combat actions
Combat Operations
Spending 1 point for every 1000 points of Naval vessels you have committed to an active campaign ensures full combat readiness, replaces consumables, and pays for minor repairs.
Shipyard Operations
Repairs, refits, and new construction requires spending 1 point for every 500 points of vessels that are in the shipyards.
Infrastructure
Building up your nation in any number of ways, including skyhooks, planetary fortresses, hyperlane mapping, and other elements of physical advancement. The more points you invest, the grander the project.
Popular Support
Sometimes, governments tend to spend money on the people who have something to do them being in power. This could consist of welfare, work programs, medical aid, or even some forms of infrastructure like hospitals or schools. Evil powers are careful not neglect this, as it can support indoctrination, propaganda, and general acts to guarantee your population's undying loyalty. Again, the more you spend, the more appreciative your subjects are.
Exploration and Colonization
There are still a large number of systems that currently are empty or unclaimed. With the right amount of funding, these can become
Special Projects
Researching something dangerous and useful? Supporting a new puppet state? Creating a new paramilitary arm? All of these require funding.

Strategic Resources