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Miscellaneous Rules | |||||||||||||
Faction Income One of the most important reasons for taking worlds into the boundaries of an interstellar empire is to gain further resources in order to create and maintain the infrastructure of an empire. Be it Starfighters, Capital Ships, space stations or planetary holdings, an empire needs raw materials in order to survive. However, not all worlds yield the same amount of raw material. Indeed, most of the worlds in the galaxy are only Colony Worlds, their output being relatively low in magnitude until they are further industrialized. Below is a full listing of the values of the various types of star systems. |
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System Type Homeworld Industrial Colonial Occupied Uninhabitable |
Industrial Output (RPs) 100 80 40 30 10 |
Description The primary system of the empire and the center of industrial output as well as being the key focus for any research and development stations Systems where the governments have received enough funding to establish strategic factories and shipyards, allowing for increased production potential The most common type of system in most empires, the Colonial World generates a moderate output of resources but lacks the industry to fully exploit the world Worlds under occupation from hostile forces, these planets often fail to meet up to full potential due to local resistance movements and a general apathy throughout the occupied population Barren worlds, these planets are incapable of supporting a massive population without massive efforts on the part of a government to terraform them and therefore yield very little in the way of resources |
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Factions gain income once a month on the 1st day of the month from every planet they hold. They then suffer the following reductions for support costs: | |||||||||||||
Support Cost Individual Capital Ship Support Starfighter Squadron Support Ground Forces Support |
Income Reduction 1/10th the cost of all Capital Ships 1/10th the cost of all Starfighters 1/10th of all Ground Forces |
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Once a Faction has taken into account these reductions, they then gain the remaining resources. In the event that the support reductions equal or exceed the Faction Income, that Faction does not gain any more resources until the situation is resolved through either conquest or the loss of the supported formations. Use of Faction Income Factions are allowed to use their Income in any way they see fit. This includes sending tribute to another faction, hiring mercenary forces, paying for the construction of Starfighters and Capital Ships and anything else that can be imagined. Capital Ship and Starfighter Construction Any number of Capital Ships can be constructed at a time within a series of shipyards, the shipyard facilities being assumed to be large enough to support such construction. To begin construction of a vessel or set of vessels, the Faction MUST have the full amount for the cost of the construction up front. There is no such thing as engaging in installment plans or paying for half the job. A listing of the costs of each type of vessel is below: |
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Ship Name Frontier-class Explorer / Construction Vessel Bin'tak-class Dreadnought Omega-class Destroyer Sharlin-class Warcruiser Primus-class Heavy Cruiser Nova-class Dreadnought G'Quon-class Heavy Cruiser Hyperion-class Heavy Cruiser T'Loth-class Heavy Cruiser Th'Nor-class Cruiser Tinashi-class War Frigate Vorchan-class Light Cruiser Sho'Kas-class Corvette Olympus-class Corvette Nial-class Starfighter Tor'eth-class Starfighter Frazi-class Starfighter Thunderbolt-class Starfighter Rutarian-class Starfighter Starfury-class Starfighter Sentri-class Starfighter |
Cost to Produce 134 RP 100 RP 100 RP 122 RP 96 RP 66 RP 76 RP 48 RP 52 RP 48 RP 68 RP 44 RP 24 RP 24 RP 4 RP 2 RP 1 RP 3 RP 2 RP 2 RP 3 RP |
Days to Build 122 days 38 days 34 days 32 days 31 days 29 days 28 days 24 days 21 days 20 days 18 days 13 days 10 days 9 days 2 days 2 days 2 days 2 days 2 days 2 days 2 days |
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When a vessel has been completed, it transits automatically to the Homeworld of that Faction. In the event that the Homeworld is no longer under that Faction's control, the vessels remain at the appropriate shipyards. Shipyard Repairs When a vessel enters the shipyards, it must take one post to dock with the yards and then it begin repairs. Once under way, repairs take place at a rate of five times as quickly as normal repairs would take. |