Main Menu

Economy

Started by snip, August 01, 2017, 09:26:05 AM

Previous topic - Next topic

snip

Basics

The economy of each country is described by two parameters:

Industrial Capacity (unit of measure: one IC)
Build Points (unit of measure: one BP)

If a country consists of more than one geographic area - such as a homeland and colonies - each is to be individually described within the sim reports.

Industrial Capacity

Industrial capacity is representative of the size of the economy. In particular, it is an abstract model of the capital-forming section of the economy such as the financial services, etc. A player increases his industrial capacity by purchasing units of it's in-game representation, IC. The base cost of each IC is $15 and produces income in the half-year following its completion. Player may also earn IC through role-play, though this is rare.

Starting when a nation's net income reaches $50, an additional $5 is added to the base cost per every additional $25 in income. This limitation applies only to Homeland territory.

By default, each IC generates $1. This is modified in two circumstances. First, if the IC is placed in a colony, it generates $1.50. Second, if an IC exists or is constructed in a piece of territory taken from another nation's homeland, it only generates $0.25 for a period of 10 years since the territory changed hands.

IC can be destroyed. If this happens, the IC is simply lost, although new IC can replace it.

Build Points

Build Points represent the manufacturing portion of the economy that your government has access to. It is likely that additional capacity exists in your nation but is being used for more menial things such as building houses, paving roads, building civilian shipping, and so forth. It is also likely that additional capacity exists in your nation that cannot be meaningfully accessed and redirected by the government, such as small family furnaces, mom&pop sewing shops, etc.

A player increases his Build Points by purchasing units of it's in-game representation, BP. Each BP has a scaling cost based on how many BP already exist within the nation and each becomes functional in the sim half-year following completion.

BP costs $50 base. Every 10 BP in existence within the nation increases the base cost of BP by $10 (stacking). Every 100 BP in existence within the nation further increases the base cost of BP by $50 (stacking). BP cannot be constructed in colonies.

BP can be destroyed, and if such occurs, it is lost although new BP can replace it. BP can earned outside of the default method through significantly enhancing gameplay, such as introducing new, participating players. This is at the discretion of the Moderators and occurs very rarely.

Using Build Points

When making use of his nation's own BP, a player simply notes in his sim report how much BP is being used in each project (ship, army unit, etc) purchased or under construction, or for specific items being stockpiled.  A player can carry-over unused BP originating in his own nation from one half year to the next, but not between multiple half years.. 

When making use of another nation's BP, the second nation may charge the player for the right to make use of that BP - but this does not count against the cash price of whatever item the player is building.  It is strictly a surcharge for the second nation's profit.

Example: Gran Colombia is building a 4,000 t cruiser locally, at a cost of $4. As its own BP is already completely in use, Gran Colombia orders 2,000 t of parts from the Hapsburgers. The Hapsburgers charge $3 for the right to make use of their industry. This $3 is strictly profit for the Hapsburgers - the Colombians must still pay the full $4 cost of the cruiser just as if the parts were all coming from their own BP.
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

Kaiser Kirk

Effective as of 1929.5

Enclaves
Each Player may designate up to 3 'Port Symbols' on the map as "Enclaves"
           -  These must be symbolized as Port Symbols on the map.
           -  They can not be on single-province island(s) like Jamaica. They can be on large multi-province islands like Cuba.
           -  They represent a regional trade and industrial hub, gathering extensive income and investment, and so become especially important.
Each Enclave shall have the following attributes
            -  Be listed by name and accounted for under the "Regional Income" or "Home" portion of the economic tab
            -  Host up to 3 additional IC, paid for per the cost for that province, and generating $1.5 income per IC.
                              * This is in addition to the normal provincial IC
                              * The normal 2 provincial IC are accounted, and receives any rich/poor modifiers, for by region in the standard 'Developed IC' portion of the economic tab.
            -  Host up to 2 BP, paid for per the BP cost formula.
                              * This BP allows items to be constructed in the Enclave, rather than be built at home and shipped.
            -  Shall automatically be considered a 'Naval Base' for Coast Defense considerations; and compared to the rest of the territorial region, +1 coastal fortification per IC in the enclave. *
            -  Once designated, Enclaves may not be moved without agreement from the player base.
            -  A player who seizes Enclaves from other Players may have more than 3.
            -  A player who looses one or more Enclaves may designate (a) replacement(s).
Did they beat the drum slowly,
Did they play the fife lowly,
Did they sound the death march, as they lowered you down,
Did the band play the last post and chorus,
Did the pipes play the flowers of the forest