Saturday, February 18, 2017

Economies Part II, Fixed Assets and Such




     The stuff that you came here to build, because nothing says "Civilization" like making other people build things that they don't want. These improvements upon the native landscape such as fortifications, mines, dams, factories and so on help to protect your troops, enhance income  and utilize resources.



BUILDINGS

Outpost  (holds up to 24 figures and can mount one cannon or MG)................5 points
Fort (holds upo to 60 figures and up to 4 mounts)...........................................15 points
Walled Town (up to 72" of walling and two mounts)........................................8 points
Barracks/Stable (holds one unit of foot or cavalry or two guns)...................... 1 points
Trading Post (must have to trade with Native Peoples).....................................2 points
Impressive Embassy (improves relations with Native Empire).........................5 points
Factory (1.5 x income from natural resource0.................................................18 points
Research Station ( explores one type of new technology)...............................18 points

TRANSPORTATION

50 miles of railroad tracks (one inch on the big map)........................................1 point
100 miles of roadway ( two inches on the big map)...........................................1 point
-prior two items through hills or desert..............................................................2 points
-prior two items through swamps, mountains or deltas......................................4 points
Railway bridge (will also carry a roadway)........................................................2 points
Roadway bridge...................................................................................................1 point
Switch-yard (joins two railway tracks).................................................................1 point
Locomotive and six cars (one unit each car).....................................................10 points
Armor for loco and cars.....................................................................................10 points

PUBLIC WORKS

Opening a mine....................................................................................................15 points
Opening a port......................................................................................................30 points
Dam (prevents floods)..........................................................................................30 points
Flood control (reduces impact of floods)...............................................................5 points
Irrigation System (1.5 x farm output).....................................................................3 points
Clearing land for farming (jungle, forest or delta)..................................................2 points
Initiate modern farming methods (create Grain, Rice,or Hides resource)..............2 points
Improve wells (safeguards against droughts)..........................................................2 points
Drain Swamp or delta (creates farmland)................................................................4 points
Fresh water and Sanitation (safeguards against epidemic)......................................5 points
Telegraph system per 100 miles...............................................................................1 point

UPKEEP

Fixed Assets cost 10% of value per year to maintain, if this isn't met later repairs will cost twice as much as the missed upkeep until the value equals the cost of the asset, in that case the asset is gone. Fuel costs have been figured into the cost of the asset. Assets come on line the eyaer after they are constructed.

Troops that survive the campaign year will be retained at half cost, fractional units combined with like troops to make full sized units, the extras being lost to desertion and disease.

NOTES ON BUILDINGS

    This provides a fuller description of the effects that the buildings have beyond the admittedly cryptic notes in the price list.

     Barracks/Stables  Properly equipped housing reduces the risk of disease and helps maintain morale. As a Player you will never know the exact amount, but I don't suggest leaving you troops in cantonments for too long.

     Trading Post; this allows you to access the resources of friendly native populations. It will collect in profits the half value of the six nearest spaces that surround it. The price includes the supply and transit of goods to and from the Trading Post.

     Impressive Embassy, properly projects the grandeur and power of your nation. It can also serve as a base for spying, influence peddling and subversion.

     Factory is the processing center for one resource type, it can handle up to five resource units per year. It improves value by finishing the resource using cheap native labor  and then shipping finished goods instead of raw materials.

     Research Station, these fall into broad categories "Weapons" "Advanced Power Sources" "Botanical Wonders" etc.  Players will submit a short synopsis of the work being conducted  with the knowledge that they are unlikely to get results right away. Bonus points will be given for using period "science" and having whacky-cool names for the project.


     Roadways, double the movement rate of troops using them

     Railways, troops can be moved up to 300 miles per week and are required to move bulk mineral to port (so run a line from the mine to the port)

    Mines are requires for any bulk mineral collection (iron, copper etc) as well as diamonds.

    Ports, allow you to repair and construct ships of any size. By speeding the handling of goods they add 1% to your total economic output (after all costs have been deducted)

    





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