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Shai-Hulud
Shai-Hulud
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Join date : 2018-10-29
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Starting Resources and Basic Economics. v1.0 Empty Starting Resources and Basic Economics. v1.0

Mon Nov 05, 2018 11:27 am
The Second Imperial Renaissance:
Starting Resources

Income within the Imperium is based on several economic spheres and Status. The higher one's status, the larger the spoils. At the start of the Game, Houses will be awarded an Imperial Grant. This initial funding is awarded by decree of the Throne to help entities establish and in some cases, re-establish themselves in the Empire. Starting Resources are non-tithable, nor is a Player required to pay Travel Fees in their first Round of Play.

Imperial/Great House Starting Resources:

Starting: 15,000 solari
Base: 2,000 per turn per planet
Fief Cap: 7
Spice: 10 Units
1 Elite Battalion/1 Sardaukar Battalion
1 Mentat
1 Swordmaster

Note: The Imperial House claims direct Siridarship of Kaitain, III Delta Kaising and Salusa Secundus.

Elevated Minor:

Starting: 10,000 solari
Base: 1,000 per turn per planet
Fief Cap: 5
Spice: 10 Units
1 House Battalion
1 Mentat
1 Swordmaster

Regional/Faction/GSoT:

Starting: 7,500
Base: 500 per turn
Fief Cap: N/A [Retains Planetary Governorship under a Siridar]
Spice: 10 Units
1 Mentat
1 Swordmaster

Note I: The Bene Gesserit and the Guild have Siridarship of Wallach IX and Junction respectively. They also have Chapterhouses/Guild Bank Branches all over the Empire e.g. Lampadas. While the Imperial House acknowledges their influence on these planets, they do not claim income from them.

Note II: The Bene Tleilax retain indepedent Siridarship of Thalim.

Persona:

Starting: 2,500
Base: 0
Fief Cap: Must seek employment with an entity of the Imperium.


Last edited by Shai-Hulud on Mon Nov 05, 2018 3:01 pm; edited 2 times in total
Shai-Hulud
Shai-Hulud
Admin
Posts : 54
Join date : 2018-10-29
https://thesequel.rpg-board.net

Starting Resources and Basic Economics. v1.0 Empty Re: Starting Resources and Basic Economics. v1.0

Mon Nov 05, 2018 12:10 pm
The Second Imperial Renaissance:
Contract Types and Planetary Income:

Introduction:

CHOAM Company Contracts, known informally as Sales Contracts, are the rights of Siridari to purvey Items or to engage in trade within the Empire. Without permission from The CHOAM Board of Directors, Entities within the Imperium may not engage in economic activity, an is actively enforced by The Spacing Guild. All CHOAM Company Contracts are subject to Tithe and Taxation set by the Imperial House and The CHOAM Board of Directors respectively.

CHOAM Company Contract Types:

Academy Contracts: School Contracts are the rights to purvey personnel to the Imperial. These prized Contracts are coveted by the Siridari and Factions due to their earning potential. There are several available at the start of the Game with room to allow the development of more Personnel Types in the future.

Value Per Round: 1,500 Solari Per Turn [Regardless of Status]

Custom Contracts: Custom Contracts are the rights to purvey unique items that offer a variety of benefits to both Fief and Personnel. These prized Contracts are coveted by the Siridari and Factions due to their earning potential. Due to the strictures enforced by the Great Convention, all Custom Contracts must be presented to The CHOAM Oversight Committee for review and follow Manufacturing Guildlines.

Value Per Round: Set according to Status, See Below.

GH: 2,500
EMH: 1,500
Regional: 1,000
Faction: 1,000

Common Contracts: These items are what economists term "Trade fodder" and form an integral part of the Imperial Economy. Each Contract comes with a pre-set amount of ongoing trade agreements the needn't be reviewed by the CHOAM Board every Accounting Period. These items are understood to offer no benefit to personnel or fief and are thus cleared for Trade by The CHOAM Oversight Committee.

Value Per Round: Set according to Status, see below.

GH: 5,000 [10 Trade Slots Per Contract]
EMH: 2,500 [6 Trade Slots Per Contract]
Regional: 1,000 [3 Trade Slots Per Contract]
Faction: 1,000 [12 trade Slots Per Contract]

Special Contracts:

Special Contracts are prized contracts held by Siridari who hold tenure over items and technology vital to the continued function of the Imperium. Examples of Special Contracts include the Holtzmann Shield, Las-guns, Poisons from Ecaz and the famous Spice Melange from Arrakis. Due to their uniqueness and rarity, the holders may develop products for both sale and trade and are considerably more valuable than other contracts.

Value: Varies, See Below.

Note I: With the exception of Spice Melange, which is set at 10,000 Solari, no Special Contract shall exceed the value of 5,000 Solari to be determined on a 1d5. The value is uniform regardless of social status and comes with 5 trade slots.

Note II: With the exception of Factions, no House may hold more than 2 Amount of Special Contracts.

Note III: A Detailed List of Available Contracts will be made public in short order.

Planetary Income:

Planetary Income is the Solari derived from local economic activity. The Siridari of the Empire accrue their wealth by developing its infrastructure with personnel and buildings. In our game, the Schools of the Imperial [e.g. Suks & Assassins] will offer unique buildings for development, as will CHOAM and The Guild. While it is not mandatory to purchase them, a fief will only reach its max potential once it is augmented with all of the bonuses available.

Base Income:

Base income is the value of each Fief in Possession. It is derived from local economic activity and is earned at the Start of each Round. The value of each planet is determined by Social Status.

Imperial/Great House: 2,000 Solari per Round, per Fief.
Minor House: 1,000 Solari per Round, per Fief.
Regional/Faction/GSoT: 500 Solari per Round, per Fief.

Planetary Infrastructure: [Schools]

Assassin Enclave: [Assassin, WIP]
Listening Post: [Spies, WIP]
Defence Complex: [Warmaster, WIP]
Medical Facilities: [Suks, WIP]
Educational Facilities: [Mentat, WIP]
Chapterhouse: [Bene Gesserit, WIP]
Security Center: [Swordmaster, WIP]
Training Facility: [Saboteur, WIP]
Embassy: [Diplomat, WIP]
Firebase: [Black Market, WIP, Legions and Officers, Resource Deducted]
Palaces: [Black Market, WIP, Available to the Imperium]
Silos: [Black Market, WIP, Available to the Imperium]

Planetary Infrastructure: [CHOAM]

Stock Exchange [WIP]
Trade Distribution Center [WIP]
Kaitain Real-estate [WIP]
CHOAM Manufacturing Facility [WIP]
CHOAM Processing Facility [WIP]

Planetary Infrastructure: [Guild]

Guild Bank Branch: [Allows Savings Accounts]
Guild Vault: [Protects Solari]
Guild Starport: [Required for Fief Application]
Heighliner [Required for Fief Application]
Weather Satellite [WIP]
Military Satellite [WIP]
Communications Satellite [WIP]


Last edited by Shai-Hulud on Mon Nov 05, 2018 3:01 pm; edited 2 times in total
Shai-Hulud
Shai-Hulud
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Posts : 54
Join date : 2018-10-29
https://thesequel.rpg-board.net

Starting Resources and Basic Economics. v1.0 Empty Re: Starting Resources and Basic Economics. v1.0

Mon Nov 05, 2018 1:07 pm
The Second Imperial Renaissance:
Basic House Expenses.

Introduction.

In order to maintain a stable and viable in-game economy, The Houses and Factions of The Imperium are required to pay their way throughout the Realm they inhabit. The Expenses are owed to Major Institutions of the Imperium, while others are act as an economic bleed and removed from the game.

Imperial Tithe:

The Imperial House rules by Right of Arms but due to the vast expanse of the Empire, it is impossible to retain direct rulership over the Imperium. As such, the Emperor rules through Proxies in the form of Siridari who have sworn an Oath of Featly to the Crown. This relationship of trust is symbolised and maitained in the Form of the Imperial Tithe. The Tithe is 10% (and never more than 20%) of all income generated by Sales, Trade, Dividends and Round Income [With the exception of Starting Round]. The Imperial Tithe payment is withheld at your own peril.

Note: Paid to the Imperial House.

Sales and Trade Tax:

Any and all income generated by the Sale and Trade of items under licence of a CHOAM Company Contract are subject to taxation by CHOAM Company. The Rate of Taxation is to be determined every 2 Years (6 Rounds) by the Sitting CHOAM Board of Directors. Its shall be set no less than 15% and no more than 35%.

Note: Paid to CHOAM.

Planetary Upkeep:

Due to the Importance of Spice Melange to the physical and economic well-being of the Imperium, the Imperial House has decreed that the Siridar of Arrakis must produce enough Spice to meet the Planetary Upkeep requirements of all Active Fiefs in Play. Similarly, the Imperial House has decreed that each Active House must purchase enough Spice to maintain their Fiefs per Round. Excessive failure to meet demands will result in the re-allocation of Fiefs if deemed necessary.

Note: Resource Deducted.

Defence Budget:

Due to the restrictive nature of The Great Convention with regard to Open Conflict, Houses with Militaries exceeding a cap set by The Imperial House and The Landsraad Council must maintain an active Defence Budget should their military exceed the Limitation.

Note: Resource Deducted:

Space Travel Fees:

The Guild's Monopoly on interstellar travel makes commerce, logistics and tourism impossible without them. As such, each House is obliged to pay for Travel and Shipping Fees based on Social Status to forgo the right and ability to engage with other Entities of The Imperium. This is a Mandatory Expense.

Note: This is an Economic Bleed.

Military Formations, Officers and Firebases.

Due to the sheer volume of numbers and coupled with the issue of loyalty, a House's Military is raised and trained locally. Several types of unit are available to purchase, train and can be supplemented by the Firebase. Their description and cost can be found below.

Imperial Sardaukar: 5,000 Solari & 1 Unit
Battalion Training: 1,000 Solari & 1 Unit
Sardaukar Levenbrech: 1,000 Solari & 1 Unit
Levenbrech Training: 500 Solari & 1 Unit
Sardaukar Burseg:  2,500 Solari & 1 Unit
Burseg Training: 1,000 Solari & 1 Unit

Elite Battalion: 2,500 Solari
House Battalion: 1,250 Solari
Suboid/Penal/Slave:  500 Solari
Officer: 500 Solari
Officer Training: 500 Solari

Firebase: 10,000 Solari

Fremen: WIP
Smugglers: WIP

Note: These are Resource Deducted.


Last edited by Shai-Hulud on Mon Nov 05, 2018 3:01 pm; edited 2 times in total
Shai-Hulud
Shai-Hulud
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Posts : 54
Join date : 2018-10-29
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Starting Resources and Basic Economics. v1.0 Empty Re: Starting Resources and Basic Economics. v1.0

Mon Nov 05, 2018 2:15 pm
The Second Imperial Renaissance:
The Black Market and The Spacing Guild and Their Role.

The Black Market:

The purpose of the Black Market in our Game has Three Primary Uses.

1.) To act as a gateway into the murkier dealings of the Empire. We see this as a viable way for Smugglers or Arrakis and The Entities of The Imperium to engage in illicit Spice Trade. By purchasing a Black Market Agent, Entities will gain in character knowledge and access to the Black Market and the goods within.
2.) To act as a viable way to allow the sale of vital products and personnel, for example Swordmasters and Shields, to the Imperium until they are claimed by players.
3.) To act as an economic bleed for the products it sells.

We want to leave the decision of whether players engage in illegal activity down to them. As such, the Directorate will stipulate clearly which products are exempt from scrutiny by CHOAM Auditors when they are listed. Any items listed for sale by Aetherius Corporation will be considered above board by Auditors.

The Spacing Guild:

Due to the size, scope, Monopoly on Interstellar Banking and Space Travel, it would be impossible to make a game set in the Duniverse without including them in some part. Due to the lack of Player at its helm and the awesome power it can have on a Universe teetering on disaster, the Directorate have concluded that the wisest course of action would be to have it act as Plot Support for scheming Nobles and as an Economic Bleed in the early stages of the Game.

The Spacing Guild is largely Directorate controlled and welcomes the Application of a skilled player. In the interim, Players will be able to hire Navigators to assist them in their schemes for dominance and power. Their services come with the guarantee that your secrets will be kept safe.

Due to its importance to the Spice Based Economy and control over Interstellar Banking, the Guild will make Spice Purchases per Round based on the Number of Heighliners in Play and the need to create a new Stockpile after the devastation of the Muadru Incursions and the Collapse, this will be determined by the roll of a 1d20.

In a bid to add an element of realism, increase the rewards of the resource systems and keep the economy robust, it will become necessary for players to purchase a Heighliner and a Guild Starport to support the Petition for an Additional Fief henceforth. The Directorate feels that there should be a lot of thought and in character planning before embarking upon Expansion as well as more opportunity to increase the relevance and importance of Spice Melange to the Imperium and the Economy.

And last of all, in an effort to provide tangible products and viable long term economic bleeds, the Guild Bank Branches, Vaults and Satellites will be the only items of their kind available.
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