Talk:Economy and Diplomacy Prototypes

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Foreign Relations

Foreign Relations are measured on a 0-10 scale.

0: At war. The two nations are actively at war and no normal communication can be created.
1-2: Hostile. There are no normal communications at this point but there is no active war either.

It's a good system, but there are flaws to work out; 'Friendly' should be a logical step up from 'Neutral', not the starting point for intra-bloc relations. 'Friendly' is what the EU and PACT were during the Zodiac War. Blocs like the EU, PACT, and ZOCU should start off 'Allied' to any other bloc member. --Ezekiel- 21:55, 10 February 2010 (UTC)

Foreign Relations By Bloc

PACT

ZOCU: 4 (higher than EU, less enthused and invested during the war)

EU

ZOCU: 3 (The EU has accepted ZOCU's independence, however grudgingly)

CIS

China: 3 (they are stealing china's colonies right now)
[Fringe State] China -2 [1]

China

CIS: 3 (they are stealing china's colonies right now)
[Running Back Into The Fold] China +2 [8]

ZOCU

Magnate: 3

Magnate

ZOCU: 3 (mags invaded and are jerks)
[We're People Too] +1 to all relations

Peel 12:34, 10 February 2010 (UTC)

Independent

All Relations at 4 (except Magnates which defaults to 3)
10 points to improve relations (up to +3 in any one category)
Every +2 to EU or PACT relations applies -1 to ZOCU relations
Every +2 to ZOCU relations applies -1 to EU relations
Every +2 to China or CIS relations applies -1 to the other
Every +2 to League or Magnate relations applies -1 to the other
Phezzan grants a +1 bonus to all relations

Peel 21:17, 10 February 2010 (UTC)

Mobilisation

When straits are dire, you can mobilise.

Mobilising Population

People can work longer hours, try harder, save food, stop skimming that little off the top that 'doesn't hurt'. To mobilise Population, you must spend Wealth on overtime pay, propaganda campaigns, coordination and so on. The default rate is 1 wealth for 1 PIP or CIP in a quarter. This additional production is added to the base output of population, and so can be multiplied by transgenic bonuses.

Mobilising Industry

Factories can run longer hours, at higher output. To mobilise Industry, you must spend Wealth or Supplies. The default rate is 1 wealth or supply to add 1 PIP or CIP in a quarter.

Supplies

Supplies represent reserves of processed materials, spare parts, red star transfers and so on. They have some special effect to be determined later!

Cost Modifiers

The cost of mobilisation is affected by various factors.

  • -10% for every point of morale.
  • +50% for mobilising without publicly accepted cause appropriate to the mobilisation level
  • +50% for mobilising more than (50% + 50% per point of morale) above normal production.
  • +25% after (2 + morale) quarters. This bonus stacks, so +50% after (4 + 2*morale) quarters, and so on.

Acceptable Cause

  • Partial mobilisation (+50%): Heightened tensions with a national enemy (The Core).
  • War mobilisation (+100%): A war with a national enemy (ZOCU, Core colonies).
  • Total mobilisation (+200%): A war of national survival (ZOCU frontline).
  • Silly mobilisation (+300%): A war of literal or social survival (First Nibiru, League frontline).

Aftermath

Mobilisation puts an incredible strain on a people and economy. When a power ends or reduces mobilisation, they suffer various penalties including:

  • Temporary reduction of all forms of production.
  • Social unrest.

Morale

Reduce current morale values by 5.

  • -5: Your state does not exist except in those areas where your remaining loyal soldiers or foreign peacekeepers force it to. Autonomous regions will appear and demand recognition. Production mostly vanishes and will reappear in the hands of your enemies. All basic production is lost, treat your territory as occupied.
  • -4: The rule of law is tenuous, many areas are no-go for your soldiers and revolutionary groups openly challenge your rule. Rebels will spawn and your own soldiers may join them. Production is greatly reduced. Population bonus is lost and basic industry is halved.
  • -3: Rioters clash with police and bombs threaten your institutions. Stay in the palace. Population bonus is lost.
  • -2: The government is deeply unpopular. People will turn to unorthodox methods and parties to express this. Population bonus is halved.
  • -1: The government is unpopular. Democratic incumbents should consider being attacked or possibly abolishing elections.
  • 0: Eh.
  • 1: The government is popular. Even if people grumble, they fundamentally approve and will defend their nation against jeers and heckles.
  • 2: The government is very popular. People who seriously question its policies face ostracism and questions about their loyalty.
  • 3: Society is unashamedly ultranationalist. Significant dissent is unpatriotic, and the unpatriotic face open discrimination and even violence.
  • 4: The people will gladly go to their deaths in droves for the cause. To abandon the nation is to abandon what makes life worth living. Sustaining this level suggests some degree of unnatural engineering.
  • 5: There is little distinction to be made between the will of the government and the will of the people. Notions of 'democracy' or 'dictatorship' cease to have meaning. This degree of support is impossible in normal societies.

Benefits of Morale

  • Mobilisation (see above)
  • +50% per level logistics penalty to occupying armies
  • Some kind of bonus to ground combat
  • Stirring patriotic songs