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.
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
    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
    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:
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
    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.