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| Typical Industrial Values | ||
|---|---|---|
| Population | Value | |
| Outpost | 100 | 0* |
| Small Colony | 1000 | 2* |
| Settlement | 10,000 | 5 |
| Large Colony | 100,000 | 10 |
| Minor World | 10 mln | 25 |
| Small World | 100 mln | 50 |
| Medium World | 1 bln | 100 |
| Major World | 5 bln | 200 |
| * may produce MU or raw materials, but not both | ||
Measures a planet/nation's ship construction capacity. Each point of shipyard value allows construction of 1 combat value of ship per year. (For production purposes, ships are measured at full value despite science or troop modifications. For construction purposes, a point of Freighter Value has a combat value of 5.)
There are no limits on what a player can spend MU on. Some ideas and basic guidelines:
See below.
About 1 MU per 100 people, depending on the destination. Once they reach settlement size, colonies will also grow on their own due to birth rate and immigration.
Approximately 10-15 MU would increase a planet's industrial value by 1.
Increase exploration/exploitation of resources and raw materials. Cost varies.
Increase the freighter value. Costs 10 MU per FtrVal (3 if sub-light).
General scientific research. In general, each MU spent in a certain field will give a chance of some sort of breakthrough.
Research toward a specific goal or production of a specific technological item. Cost (and time) varies.
Maintaining interstellar embassies and communication links costs money. In general, 1 MU will allow a nation to maintain major embassies and consulates in all other nations. This is unnecessary for small nations who only maintain full-scale relations with a few neighbors. Larger amounts might need to be spent by major empires who must maintain very close connections with numerous colonies and client states.
1 MU annually will support a single large network of internal or external agents. Examples of a single network would include a counter-espionage force, a general foreign intelligence agency, a powerful internal secret police, or a single massive spy ring in one nation/region. Specific espionage goals and operations may be described in the player's turn. Note that espionage includes both spies and saboteurs.
Foreign aid (both military and non-), piracy, propaganda, terraforming, cultural programs, etc. Let your imagination run wild.
A generic combat rating. All combat will be conducted by the GMs. No distinction is made between types of combat ships, but for purposes of adding flavor players may specify that certain ships are "missile ships" (heavily armored with long-range weaponry), "dogfight ships" (light armor, fast speed, close-range weaponry), or some other distinction. The GMs will use these to determine the battle results. Also represents the "size" of the ship for construction purposes.
| Ship Construction | ||||
|---|---|---|---|---|
| Combat Value | Speed 0 Cost | Speed 1 Cost | Speed 2 Cost | |
| Frigate | 1 | 1 | 2 | 3 |
| Destroyer | 3 | 2 | 6 | 8 |
| Cruiser | 6 | 4 | 10 | 15 |
| Battleship | 10 | 7 | 16 | 25 |
| Freighter Value | (5)* | 3 | 10 | 15?? |
| * CV of freighters represents construction size only | ||||
These represent only the strategic speed of the ship in covering distance between stars. Combat speed is subsumed into the combat value. Each speed factor is equivalent to approximately 12c. FTL speed is based on "warp quanta" and can only occur in these increments, ie. there is no speed 1.5. Speeds 3 and above are not available with current technology. Speed 0 represents both ships without FTL travel and non-mobile bases, though the two should be kept distinct for game purposes.
Measured in MU. To convert a ship between various speeds or modifications costs the absolute value of the difference between the two versions, plus 1 MU. You cannot convert between size classes.
Useful for survey ships and scouts. Adds 1 MU to the cost.
Allows the ship to survey new worlds for suitability for colonization or exploitation. Subtracts 2 from the combat value.
Allows the ship to carry ground troops. Each combat value can be exchanged for the ability to carry 1 ground troop unit. Ground troop units each cost 1 MU.
One point of iridium can support one year of ftl travel by either 10 points of Freighter Value or 50 combat value of military ships (regardless of modifications). If a ship is only using ftl travel for a portion of a year you may use fractional accounting, but this is suggested only for the truly penny-pinching and/or anal retentive.
Building 1 SyVal costs 5 MU and requires one point of SyVal for one year. (It takes a shipyard to build a shipyard).
Building ships outside a shipyard costs twice as much; freighters cost 1.5 times as much. Construction outside shipyards also takes longer (two to ten times as long, at GM discretion).
Sub-light freighters can make 5 round trips per year within a single planetary system.
In addition to carrying resources, colonists, and monetary units, freighters can be assigned merely to carry generic "trade goods" between two nations. Generic trade may allow one or both partners to gain extra MU; it may also cause a loss of MU due to trade deficits. (But populations may be upset if their government cuts them off from cheap foreign goodies.)
Nations with more than one planet under their control will need freighter values assigned to handle internal trade and travel, or their economies will suffer. (Note this is only separate planets--orbital travel between a planet and its moons is assumed to be covered by other craft not detailed in the game.) See the Gamemasters for the number of freighters required.
| Luna | 2 | Athene | ? | |
| Mars | 3 | Republica Aurora | 2 | |
| Lockheed | 15 | CorpCo | 3 | |
| Benevolence | ? | Other Nations in BCV | 1 | |
| Tyrell | 1 | Imbri | 2 | |
| Kuisti | 1 | The Presidium | 1 |
Any nation not mentioned has a Shipyard Value of 0.
Humanity in the 29th Century |
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