Phoenix: Starbase Rulebook |
Starbases Recruitment and Training of Personnel
Authorisations
Shipyards and Ship Design Recreation
and Maintenance Complexes
Links to
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StarbasesStarbases and outposts both make use of complexes. Complexes are fixed installations that perform a certain task or have a specific role. Both starbases and outposts have a region of the facility dedicated to housing visiting positions such as ships and ground parties. This is known as a starport. A starport may be anything from a flattened ridge, cleared of snow and ice, through to docking bays and extending airlocks. For game purposes, though the starport is presumed to be whatever is necessary to accommodate visitors. All visiting positions will be restricted to the starport, but allowed access to certain facilities. They will never be allowed open access to the entire establishment. The only way to achieve this is to actively assault the starbase/outpost.
The primary difference between an outpost and a starbase
is that an outpost cannot make use of the entire range of complexes. As such unless otherwise stated treat references
to Starbases as including outposts as well. GovernorEach starbase has a governor. This may either be a generic title for one of the personnel or it may be a specific person, in which case the governor is given a unique item number. The governor is the effective ruler of the starbase, making all decisions of importance. He (a generic pronoun, used for simplicity to denote male, female or one of the alien genders) is surrounded by the best security that the starbase has to offer - this assumes a personal bodyguard of the most highly trained troops. Governors will not be wandering the starport by themselves just waiting to get blown up or kidnapped, nor will they allow visitors to get within striking distance while carrying any form of weapons. Special actions will not circumvent the standard assassination order. Governors do not live permanently in stone bunkers, but by the same token they do not frequent recreation complexes filled with off-worlders. The only way to make a governor more secure is to conduct regular security sweeps and monitor all positions that pass close to the starbase. Work HoursVirtually all complexes require personnel to run them. There are a few exceptions (see appendix for complex descriptions) but for the most part this is 500 work hours per week. Since time within the game is standardised, each standard employee will produce 50 work hours per week. As such it is generally the case that a starbase will require 10 employees per active complex. Each week, the total work hours for the starbase are calculated. This is compared to the total requirements for the starbase. If there are excess work-hours, the starbase will run at 100% efficiency. If there is a deficit the starbase will work at the appropriate efficiency percentage, i.e. only having 75% of the required work-hours will mean that the starbase runs at 75% efficiency. Active/Closed ComplexesComplexes are active immediately upon construction. There may come times however when the complex is required to be closed. It may be the case that there is a personnel shortage, or that the complex is temporarily not required - such as a recruitment complex. Using the “activate complex” order, indicating the total number of active complexes required (and not the change in number) will close the remaining complexes. Closed complexes still need to be maintained which requires 50 work hours per week – a single “caretaker” employee. A more drastic measure is to scrap a closed complex. This will utterly destroy a complex, removing it from the outpost completely. Nothing can be salvaged from the ruins but there will be no further drain on total work hours. WagesOne of the single most important aspects of running an outpost is the weekly wage bill. In this instance, starbases and outposts are treated differently as employees have to be paid more to work in an outpost. The standard wage for a starbase is 1 stellar per troop and 1 stellar per employee. An outpost has to pay 2 stellars per troop and 2 stellars per employee each week. Command ComplexesThese are generally one of the first complexes to be built. They are the operational brain of the starbase and have a number of basic roles. They have a very limited production capability, which is presumed to be used completely, to churn out low-key peripheral items, such as environmental suits, some food and provide some living facilities for personnel. A command complex performs two important roles. The primary one is that it co-ordinates operations within the starbase. As long as there is a minimum requirement of 1 complex per 100 other complexes, in which case the starbase will run at normal efficiency providing all other parameters are met. Excess work-hours may be used to accommodate any efficiency drop from lack of command complexes (or any other reason). The second role of a command complex is to dampen nuclear weaponry. The command complex emits a very low strength ISR field. The gravity well of the world on which the starbase is constructed means that this ISR field cannot hope to perform its normal function of transportation, but it does interfere with atoms at a nuclear level. When there is a high-energy nuclear reaction (fission or fusion) the produced particles have enough energy to push them over the quantum threshold for ISR field formation. The result is that the particles (even gamma particles, due to the energy/matter duality already known to 20th century scientists) perform jumps in random directions. This effectively disperses the initial energy of the reaction over the local region of space, effectively ending the nuclear explosion almost as soon as it began. As this needs only be a very weak field, a single command complex will cover an entire planet and it is even hypothesised to eventually lead to core cooling which would be detectable over a period of a few hundred thousand years. This use of ISR fields to dampen nuclear weapons, including fusion (as they include initial fission) means that attacking starships with nuclear weaponry will only work if a ship has neither jump nor ISR drives installed. |
Documentation For ease of reference unless otherwise stated, references to starbases also include outposts.
Basic Requirements Command Complex - All starbases should have 1 command complex per 100 complexes (rounding up). Failing to have this will result in a drop in efficiency. Personnel - It normally requires 10 personnel to run a complex. This is based on the requirement of 500 work hours to run each complex at maximum efficiency. Each standard employee will produce 50 work hours per week, i.e. the standard requirement of 10 employees per complex. There are other tasks require work-hours. These include closing down complexes and demolishing them. There are also other sources that provide work hours beyond employees. Certain robotic devices and slaves also provide labour. These alternative sources usually either have drawbacks to their use or are restricted technology and difficult to obtain. Efficiency Where there are sufficient work hours to run all complexes and extras, the starbase will run at 100% efficiency. If there are insufficient work hours, then there will be a drop in efficiency. This will reduce the output of all complexes for the following week, e.g. factory complexes will produce less, shuttle port complexes will not be able to move as much mass etc. Wages Each troop and employee requires weekly wages. This is normally taken from the player’s central political account automatically each week. Troops are paid first to prevent a military coup, then the employees are paid to prevent them quitting the facility. Peripheral Items This is a game not an accounting package. Certain things are therefore assumed. It is assumed that there is life support for personnel within a starbase. It is assumed that there is power to run complexes and provide lighting and heating. It is assumed that there are tools for personnel to use. Food is provided and generally speaking all basic requirements are met. These items have no commercial value and their mass is assumed to be accommodated within standard complex, item and life form mass (mu's). |
Recruitment and Training of PersonnelIf a planet has a population, recruitment complexes can be built. There are two types of recruitment complex; these are designed to recruit either mercenaries or employees. MercenariesMercenaries are basic troops that will work for anyone - as long as there is a wage at the end of the week. They have their own weapons and some basic combat skills. They have little loyalty to the starbase that has recruited them and will therefore swap sides if the starbase ever surrenders. EmployeesThese work for a wage and like mercenaries have little loyalty to the starbase. They have absolutely no combat training and will surrender in combat immediately. SlavesSlaves will work for a starbase without having to be paid. They do however have to be supervised by troops at all times. This could lead to a shortfall in crew factors for the manning of weaponry during combat. Slaves are normally brought into the starbase from outside. Some governors will however be tempted to use brute force to throw normal employees into slavery. This should be avoided as the remaining employees may well leave. Also, if word gets out, the planetary population may boycott the starbase, interfering with planetary resources and finances. RobotsCertain automated machines exist which will contribute work-hours each week. As they do not need paying, they are most suited to working in outposts due to the wage demand of employees. TrainingMercenaries can be trained into specific troop types. This requires training complexes. These complexes are both training camps and hi-tech surgeries. Each complex has a limit of 10 training programmes per week. This is set during weekly maintenance. The training program combines physical training, neural grafting of knowledge and even some augmentation surgery in order to impart years of training and 'false' experience within a week. Each training program, e.g. “Human Marines”, has a specific tooled blueprint. To perform a training program, the starbase requires a blueprint of the technology to be used. Each blueprint allows the starbase to train up to 20 mercenaries of the specified race to the specified troop, e.g. the blueprint Human Marine can only be used to train human mercenaries into human marines, it cannot be used to train dewiek mercenaries nor can it be used to train human mercenaries into human soldiers. The total number of troops that can be trained is limited by the quantity of blueprints, the quantity of training complexes and obviously the quantity of mercenaries of the appropriate race. Each mercenary costs 10 stellars to train, although after being trained the troop is still only paid the standard weekly wage. Each type of troop is proficient in a certain field. SoldiersThe basic trained troop, these ground-pounders are ideal for planetary defence forces. They are the most proficient troops when it comes to mid range combat manoeuvres such as urban defence and assault. StartroopersThese are trained in personal shuttle suits that are capable of reaching orbit. They can therefore assault a ground-based installation without the need of personnel carriers. They can also move from one side of the planet directly to the other without the need to move over land or use personnel carriers. CrewCrew are trained in the use of vehicles, large weaponry and all manner of ordnance and electronics, including security. This makes them ideal for running space weaponry as well as remote controlling tanks and mechanised infantry such as warbots. They have never been trained in the use of personal weaponry, so are only as good as basic marines in open conflict. MarinesThese specialise in close quarters combat such as within the hold of a ship or on an orbital platform. They are the most proficient at short range/hand-to-hand confrontations. They are also only second to crew when it comes to control of ordnance and space weaponry. ScoutsThe job of the scout is to evaluate the military capabilities of other positions. This could be to done on positions in the starport although it is more usual for the scouts to be placed into ground-parties in order to perform the mission at another location. GuardsGuards are similar to crew but provide better crew-factors for security purposes only. This makes them ideal for taking care of slaves and other unsavoury jobs. VeteransEach time troops are involved in conflict, depending on
the severity of the action, a number of troops will gain experience. Those
that do will be converted into veterans of the same troop type as before.
Veterans are effectively superior versions of the basic troop type. Veteran mercenaries however have become
unsuitable for specialised training, and as such cannot be trained into a
specific troop type (this prevents players engaging in 'friendly' battles
using mercenaries as cannon fodder in order to train the resulting veterans). |
Requirements Work-hours - these are needed to run complexes. Crew-factors - these are needed to run ordnance during combat. Slaves have a weekly crew-factor requirement, which will be deducted from crew-factors before determining combat efficiency.
Security Complexes These aid in the control of ordnance, making crew-factors more efficient. Security complexes act as a multiplier to the number of provided crew-factors when calculating ordnance requirements. Population Diversity The planetary population determines which life forms are recruited. The recruitment is based on the relative percentages of sentient life forms present on the world. This may mean that if one type is undesired, standing orders will have to be used to sack the specific race.
Training Restrictions Specialist troop training is restricted technology. Blueprints for the specific troop are needed. If the starbase does not have any then all training will fail.
Blueprints These combine both data and specific peripheral items required to perform some task that is normally restricted. Each blueprint is 100 mu's in size. A blueprint can only be used by a starbase if it is tooled. Tooling a blueprint is accomplished by using the Tool Tech order. Once tooled a technology item cannot be taken out of the starbase until it is untooled. If a blueprint is not tooled it cannot be used, i.e. it is considered inactive. Tooling and untooling requires a week.
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Sensors and Surface AreaThe size of a starbase determines if it can be detected. Due to the very nature of starbases, this would normally render them easily detected. There are however a number of factors which will reduce the overall sensor profile of the starbase. Mines have natural storage facilities that can be used to hold large stockpiles of ore. Each mine complex will reduce the overall visible mass of ores present in the starbase by up to 500 mu's for the purposes of determining sensor profile. Caves are structures that are constructed either underground or within a mountain or other land mass. As such the natural background shields the starbase from sensors. Each cave will remove up to 20,000 mu's from the overall mass when determining sensor profile. Optical Depth of a planet is a measure of the dampening effect on sensors (amongst other things). This can in effect reduce the sensor profile of the starbase. |
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Research and TechnologyResearch
is the conversion of theories and hypotheses into formulated procedures that
can be used either for the furthering of specific fields of research or to
create blueprints for the construction of advanced items in factory
complexes. TheoryResearch is the development of technology as well as the duplication of existing technology. Research complexes produce research points. These represent theories as well as the equipment needed to test the theories. It is presumed that research can be broken down into smaller steps. The governor of the starbase determines these research steps, although there are always a minimum number of steps that must be taken. This is the theoretical minimum time to develop a project. Research PointsResearch points are accumulated at a rate of 100 per complex per week. There is no limit to the number of research complexes that can be accumulated. At any time the starbase governor can elect to put the researched theories to the test. The test will (hopefully!) convert research points into mass of the principle, tech or blueprint being researched. Once the mass of the item has been accumulated, the research is completed. As with all research, there may be unforeseen factors involved. These may aid the research or may cause a set back. The greater the amount of research points at the time of conversion, the greater the analysis of the theory and therefore the smaller the chance of something going wrong. The conversion table on the next page indicates the results. The governor can set the conversion amount as a number of research points, allowing for relatively predictable results. Conversion
Worst Conversion Result The table above shows the maximum research points needed to achieve the result, not the minimum, e.g. accumulating 8100 points at the time of conversion assures that at least 20mu’s will be constructed, although depending on circumstance as much as 100mu’s could be built. The reason for this is that there is the chance of flukes or breakthroughs. The worst conversion result presumes that absolutely everything has been covered by the theory and nothing is left to chance. Obviously using less research points than the worst possible conversion is taking risks in an attempt at fast tracking. NB. Maximum research presumes all underlying technology is present (see below). Research/ConstructionThere are three types of basic research. These are blueprints, tech and principles. Blueprints are needed to build advanced items. As these items cannot be built without a blueprint, they are known as restricted items. Items with similar properties will generally be researched from a single tech. They are shown grouped together under the tech from which they can be researched. Thus a tech may be useful in researching a number of blueprints. Finally, each tech is itself founded on principles. These are wide fields of research covering many aspects, not all of which will be applied to a tech. It is often the case that a tech will be founded on a number of principles. In general, the more advanced a tech, the greater the number of principles that will be needed. Principles are often themselves founded on other principles. The diagram below show a flow chart showing the relationship between a principle known as energetics and the various types of photon beam weapons. All these photon weapons are restricted items. Lack of Underlying TechnologyNormally research is conducted based on previously acquired technologies. Jumps and shortcuts can be taken although these will make all research harder. Research can be conducted without the underlying principles. If this is done though, the maximum conversion result will be shifted towards failure. Insufficient prerequisite principles at the time of conversion will shift the result towards failure by 3 rows per principle order. Insufficient tech will shift the result towards failure by 7 levels per tech order. Example A starbase has accumulated 22500 research points and want to convert them into mass. This would normally generate a minimum of 80 mu's but the starbase does not own one principle. The missing principle is classed as level 1. The result is shifted by three levels towards failure giving a minimum result of 50mu's. Obviously the more complicated the item, the more prerequisite principles. In general blueprints only require tech, but the shift of 7 levels per tech order is a severe penalty. This said, it is often faster to develop blueprints for relatively simple items such as photon weaponry directly (despite the penalty), than to complete research into both the principle and the photon weaponry tech. The trade off though comes when better versions of the weapon are desired, or if blueprints are wanted in many starbases. In this case, a single set of principle(s) and tech(s) is often fastest, with the blueprints then being distributed to the required destination StalledStalled research means that no new conversions can be made until the requested item is used. The required item may be rare minerals, bio-organisms or really anything. Even though the construction has been stalled, research points can still be accumulated. Alternatively, if research becomes stalled, the governor can elect to scrap half of the current construction and carry on. Obviously this may not be a viable option later on. Example When researching energetics, the conversion throws up “stalled 100mu thorlium”. Thus, until 100 mu's of thorlium are used no more conversions can be made. As this was the very first conversion and thus no mass has been built yet, the governor elects to scrap the project. Duplicating Principles, Tech and BlueprintsHaving the original present gives a +2 shift towards success on the conversion table but does not cover all the prerequisites. Example 1 A governor gets his hands on a tech that requires 2 1st order principles that he does not have, he is still at a penalty of -4 (-6+2) to researching a copy of the tech. Example 2 A governor acquires a Light Photon Gun mkII blueprint. This is dependent on Photon Weaponry mkII, a 2nd order tech. Research to copy the blueprint can be conducted at -12 ((-7x2)+2). The starbase is going to need a scientist specialising in Photon weaponry in order to stand even the remotest chance of copying the blueprint. This makes blueprints of higher mark items often irreplaceable. ScientistsA scientist is a unique item similar to an officer. Once created the item will be checked during research to see if the scientist will give a bonus to the research. A bonus will be given if the principle/tech/blueprint the scientist is specialised in is a pre-requisite of the research or the target of the research. Scientists come into play at the time of conversion of research points into mass. They oversee the testing of the theories among other things. The best scientist available will shift the results towards success per bonus. A scientist will give a bonus range for 1 to 5, e.g. a +4 scientist will turn a result of 'stalled 1 item required' into '30mu built'. Even scientists with a +1 bonus are uncommon while a +3 bonus will only be given by a super genius. Scientist CreationA scientist is somebody that has proved himself to have a flair for the research project undertaken. This will only be revealed during the final analysis of the research, i.e. when the project is finally completed. The check is automatic and it is presumed that everything is done to recruit and identify anyone with a particular talent in this field during the course of the research. At the time of completion there is a check to determine if one of the employees that worked at the research complex is upgraded to scientist. The speciality of the scientist will be the project target and the chance of producing a scientist is directly proportional to the size of the project undertaken. The scientist bonus is very rarely above +1. Tooling TechnologyIn order
to make use of any principle, tech or blueprint, it needs to be functional.
Making it active is called tooling. This can be seen as the distribution of
the data and special parts throughout the starbase. When tooled technology
cannot be removed from the starbase - although it can still be destroyed. Due
to the amount of care and precision that is required during tooling a fixed
amount of time is required based on the type of technology is being tooled.
In order
to move a piece of technology to a new location, the technology needs to be
untooled. As this is fairly straightforward, it only takes a week to untool
any piece of technology although any attempt to use it during the time of
untooling will fail. Blueprint 100muBlueprints are needed to build items that are not classified as common. They are also used to build ships and train troops to advanced levels. They may also be required for the exploitation of rare resources. They therefore represent a unique set of equipment including schematics and the basic processing equipment needed to produce specialist aspects of the item such as widgets. It is not just a load of data. As can be seen in the conversion table, a blueprint can be produced in a single step. Damage Each blueprint is unique, as by their very nature they do not represent ubiquitous technology. Further, as blueprints not only represent data, but also what is often irreplaceable equipment, they can be broken due to damage such that caused by sabotage or during combat. If this happens, they are basically useless and are scrapped. Production LimitsBlueprints not only represent data, but also specific tools needed in factory production and various protocols to be used. As such, each blueprint regulates the maximum amount of production that used to build the restricted item. Generally speaking, a mkI blueprint will allow the production of 1000mu’s of an item. For each mk increase in the blueprint, this amount will halve. The table below gives an example for all the various photon weaponry blueprints.
There are exceptions to this rule. Certain blueprints allow the construction of a single item per blueprint. Having multiple blueprints in all cases allows the starbase to build the limit multiplied by the quantity present. Training LimitsAs blueprints for items do not only represent data, so too training blueprints cover the construction of small weapons needed for the troops, skills needed to subliminally implant into the minds of the troops and much more. As much of the blueprint covers neurological lacing, the artificial implanting of learned instincts and knowledge, each blueprint is also tied to a race. A blueprint for the training of human crew cannot be used to train dewiek mercenaries. These blueprints also require troop-training complexes, as some simulation training is also necessary. Most training blueprints allow up to 20 mercenaries of the appropriate species to be trained up to the specified troop each week. Veteran mercenaries cannot be trained. Shipbuilding LimitOnce a design of ship is decided on, a blueprint is created for it. This is a list of parameters for the ship, including hull type, size, armour and installed items. During construction this list is referred to in order to build the ship to the specified capability. The blueprint also includes unique construction techniques to ensure that the ship is spaceworthy once built and not merely a lot of randomly bolted hulls. Each blueprint will allow up to 25 hulls to be assembled per week towards the specified ship, although the number of shipyards may reduce this. As such, presuming all items are present and that there are sufficient shipyards, having 4 blueprints will allow a 100 hull ship to be built each and every week. Tech 1000muThis covers the specific application of principles within a select field. It is also the basis for a number of blueprints. It may well be the case that a number of different items will fall into one technology, e.g. thruster tech will cover standard, landing and combat thrusters. Higher order versions of the same tech are often based on the lower order techs combined with another principle. Example Development of the mkII landing thruster blueprint uses Thrusters mkII Tech. All mkI Photon weaponry such as the Photon Gun, Photon Cannon and Photon Battery use the Photon Weaponry Tech. Even without the Technology though, the blueprints can be researched, but a penalty is applied (see above). Example 2 Photon Weaponry Tech is based on the Energetics Principle. Photon Weaponry mkII Tech is based on Photon Weaponry Tech and the Anti-Matter Manipulation Principle. The conversion table shows that a minimum of 10 steps must be taken in order to complete research of techs. Principle 5000muPrinciples cover a wide range of aspects within the field. The mass covers not only data but everything needed for research and development such as linear accelerators, nuclear plants, firing ranges, computer simulations, artificial intelligence simulators, laboratories, even torture chambers and whatever else will be needed. Without principles, developing tech is very difficult although not impossible for tech based on the lower order principles. Known principles have been placed into a tree showing their order of magnitude and what they are dependent on. There may be other principles waiting to be discovered that are not commonly known about. As can be seen on the conversion table, due to the limit of 100mu’s per week, it takes a minimum of one year to complete any principle. |
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Shipyards and Ship DesignOnce a blueprint has been designed using the ship utility it can be sent to KJC Games as a special action in order to start research. The referee will import all the statistics into the game as well as check certain details such as conflict of name or some glaring error that would make its research a waste of time. After acceptance, the ship can be researched as per the standard research rules. Each ship blueprint has a limit similar to production limits of item blueprints. This is normally 25 hulls, i.e. having 4 blueprints for the same design of 100 hull ship will allow it to be constructed in a single week provided there are sufficient shipyards at the starbase. ShipbuildingA starbase requires shipyards in order to build starships. Each shipyard is able to assemble up to five hulls per week although multiple shipyards can work together in order to build a single ship, i.e. 20 shipyards will built a 100 hull ship in a week provided there are sufficient blueprints. Construction ListEach starbase will have a list of ships currently queued for construction. Each ship will be attempted in list order. If a ship cannot be constructed for any reason, the next one on the line will be attempted. Prioritising a ship will place it at the top of the queue, shuffling the rest down one step. Incorporating ItemsAlong with hulls and armour, a ship will require the installation of the items listed on the blueprint. At the time of adding a ship to the construction list, a check will be done on the items present in the starbase and all the items listed will be removed from the starbase. If there are insufficient items present, then all that can be taken will be. A list of missing items will be displayed on the starbase report and then stored. At the final stages of construction a second check will be made, in order to incorporate any items that were not present at the beginning.
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Recreation and maintenance complexesNot all
complexes present at a starbase directly aid the starbase. Recreation and
maintenance complexes are built solely for the use by visiting ships. The
quantity to build is dependent on the frequency that they will be used. Recreation ComplexesMaintenance Complexes |
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Planetary ExtremesNot all worlds are garden worlds. Some are so alien that even oxygen freezes. Other worlds may have black seas composed of liquid methane. At the other extreme there may be rivers of molten rock and thick smogs of sulphurous gases. While an outpost can still be built here and upgraded to starbase status it will normally have restrictions placed on it. At a basic level the restrictions apply to which complexes can be built. A world without a population normally has a restriction preventing the construction of merchandising complexes and recruitment complexes. While a gas giant will normally have restrictions preventing the construction of cave complexes. Where a planet is truly hostile, there will generally be a requirement for the construction of domes. These massive structures are constructed in such a way to envelope other complexes, forming an environmental seal. This allows personnel easy transit from one complex to another without the need to suit up against environmental extremes. A starbase can still function without these domes as complexes are designed to withstand the worst that a planetary environment can throw at them, but it will not be as efficient. Caves will also serve the same purpose as domes but obviously cannot be built on a gas giant and generally not in sea or shallows regions. It is often the case that it is desirable to alter the planetary environment in order to make it more suitable to colonisation. Each world therefore has a terraforming value. Terraforming complexes slowly alter the planetary structure over time to the point where the planet has changed so significantly that it no longer requires domes. At this time the temperature and atmospheric conditions will change to be compatible with humanoid life. In some cases however, this terraforming will only exist as long as the terraforming complexes remain active. Loss of the complexes may well result in the slow change of the planet back to it’s original state. A small moon with a low gravity for example will not retain an atmosphere and without the constant work of the terraforming complexes, the atmosphere will gradually dissipate. |
Construction As per the ship rules, an outpost is first constructed and this is upgraded to starbase status. Outposts can be built anywhere, on the insubstantial surface of a gas giant, within a giant crater of a moon or even floating on a black liquid sea of butane. The construction presumes that the basic requirements for survival are met. An outpost built in deep space will be airtight, one built in a gas giant will be able to remain airborne while one built on an ocean will float. They are incapable of moving due to their design, they remain anchored to a fixed location, even when built on water or skimming the air of a gas giant. |
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Orbital PlatformsDefence of starbases is through special structures normally built in orbit. These are similar to starships, in that they are constructed from hulls, although as they are not designed to move they have the benefit of being equivalent to heavy hulls for the purpose of damage tolerance but have the installation space of normal hulls. ConstructionPlatforms are normally constructed as a result of building a platform control complex, although it is possible to build one of the complexes and not build a platform. It is also possible to build a platform without building a complex. A platform built as a result of a starbase action will always be built in orbit. The construction of the platform, either through the use of a build complex order or build platform order will immediately use 10 platforms hulls. These hulls will be incorporated into a new platform. The platform will then be operational (though empty). At this stage the starbase can use the platform control complex to deliver more hulls to the platform as the platform control complex comes with a 500mu shuttle port capability. If the starbase has extra shuttleports, then this capacity can also be used to transfer items to the platform. The platform can also be delivered to just like any other position providing that the delivering position is in range and has the appropriate access codes. As stated, a platform is constructed from hulls. These have to be of a special design, called platform hulls. These hulls have to be built by the starbase or at least imported. They can be delivered directly to the platform. When delivered they will automatically and irrevocably incorporated into the platform, increasing its size and installation space. Armour and SizeA platform can be armoured simply by delivering armour plates to it. Like a ship it can have a maximum number of plates installed. Excess plates will never be delivered. Once delivered plates are considered installed. The armour protection given by delivered armour is always
considered to be based on the maximum size of the platform. Therefore if
hulls are destroyed at a faster rate than the armour, the platform will not
increase its armour thickness. Further, new plates delivered to the platform
are presumed to be placed over the original infrastructure. This means that
a platform that was once two hundred hulls, but has since been reduced to
thirty hulls will still only achieve maximum armour thickness if supplied
sufficient plates to cover a platform of two hundred hulls. ListsEquipping PlatformsAll items delivered to them are considered active, i.e. unlike ships there is no effective cargo section. All items other platform hulls can be delivered and picked up at will without any loss in integrity. While all items are considered active once delivered to a platform, weaponry and ammunition that requires a launcher cannot be used on its own, i.e. sufficient fighter bays, launchers and such need to be present. Control and Efficiency A platform can offset this crew factor requirement
by slaving it to a starbase and taking advantage of the starbase’s platform control complexes.
Each active platform control complex will allow the starbase to control 100
platform hulls. These can be scattered over any number of platforms. Having excess platform control complexes gives no bonus. The wonders of modern instantaneous communication means that a platform need not be in the same system as the starbase it is slaved to. TargetingShieldsStealthRelocationSensor NetsThese are used to manipulate to a lesser degree ISR fields in a similar way that iron bars alter magnetic field lines. The result is that ships moving through space are more likely to take a path close to a platform with sensor nets. In a sense therefore they can be seen as drawing ships towards the platform in a manner not unlike a net. This in turn increases the chance that sensors on the platform will detect the ship.
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Platform Hulls Platform hulls are 100mu in size and have an internal capacity of 50mu. They are considered equivalent to heavy hulls for damage tolerance, i.e. the standard hull can withstand as much as 400mu damage before being destroyed.
Reason for Platforms There are two primary reasons for using a platform for defence rather than leaving all space weaponry in the starbase. Armour A starbase cannot be armoured, as such it is reliant on shields and Scintillators to protect its contents. A platform is automatically armoured as a consequence of platform hulls.
Redirection of damage As offensive weaponry will be primarily placed within heavily armoured platforms, attackers are more likely to attack these rather than the starbase. Without a platform, all attacks will be initiated against the starbase and as such, even should the starbase survive, collateral damage to complexes, personnel and ground-based ordnance may be so crippling so as to make its survival a moot point. Other Reasons Optical Depth Optical depth of an atmosphere will impede sensor power thus hampering the targeting capabilities of weaponry based on the ground. Efficiency It is easy to station enough troops to ensure that all space weaponry is working at full efficiency. Nuclear Weaponry Resilience Platform hulls when incorporated into platforms have a low powered ISR field as standard. This is sufficient to dampen nuclear explosions. |
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MaintenanceWhile it is presumed that complexes are working day-in day-out, accounting for this on a daily basis is not considered necessary. Instead, where possible all the accounting for the week is considered on a single day. This is known as weekly maintenance. The day is set to be the same as the original construction day, so that if the outpost was constructed on Tuesday, the following Tuesday it will undergo its first weekly maintenance. This day can be changed although a minimum of 1 week must occur between two weekly maintains. Therefore changing the day will mean between six and nine days will elapse before the next weekly maintenance. Standing OrdersThere are three types of standing order, End-of-week, Pre-production and Post-production. Every order can be set to be a standing order although it will not be appropriate in most cases. It is important to consider into which category a standing order should be set. End of WeekPre-Production
These are most often used to bring in ores from outposts, so that they can be used in production Post-Production
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Process Order
1.Perform end of week standing orders. 2.Pay wages to troops. 3.Pay wages to employees. 4.Calculate work-hours required. 5.Calculate work-hours provided based on wages and employees. 6.Determine employee efficiency. 7.Determine overall efficiency for the starbase. 8.Calculate weekly limits for various complexes. 9.Perform pre-production standing orders. 10.Calculate income from various complexes. 11.Perform production for starbases. 12.Perform post-production standing orders. 13.Generate turn for starbases. |
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MerchandisingMerchandising complexes interact with the world in order to generate stellars for the starbase. This is achieved by promoting trade amongst the population of the world and importing/selling goods to the world. All merchandising complexes will perform both roles. Brokers for World TradeMerchandising complexes act as brokers for the planetary populace to sell their wares to each other. As brokers, the complexes take a percentage of world trade in the form of stellars. The amount of stellars generated per merchandising complex is the total of two variables. These are global and local variables that are largely based on the technology of the world and total world population. Global FactorsGlobal factors represent the proportion of the world economy that is not restricted by location. As a consequence the total number of merchandising complexes on the world is used for purposes of generating the proportion of stellars per merchandising complex as broker fees. Highly technologically advanced worlds generally have economies dominated by global factors as the population have access to rapid transport so are able to trade wherever they want. Local FactorsLocal factors represent the proportion of the world economy that is tied to the nearby sectors. As a consequence only the number of merchandising complexes in the starbase are used for the purposes of generating the proportion broker fees of stellars generated per merchandising complex. It is often the case that while the local maximum is usually lower than the global maximum the local factors will still be contributing to merchandising complexes long after the global factor has been saturated. The total stellars generated per week per starbase is the sum of the above two factors. Selling to Planetary PopulationsEach world has demands for certain commodities. Only starbases can trade with the world population. Ships and ground parties cannot sell directly to the world. A single starbase on a world effectively has a monopoly on selling commodities to the world. Each starbase can satisfy the world demand for commodities by trading with the world through their merchandising complexes. Each merchandising complex will allow the starbase to sell up to 100mu commodities per week LifeLife is the generic terms for living items. This can be anything from civilians wanting to colonise the world, through to alien livestock, flora and fauna. As garden worlds without a native population may well have a demand for life it can be assumed that the actual stellars generated is either from the EEM wanting to develop the world or from the individual civilians wanting to settle on a new world. Either way, it is sufficient to state that supplying items falling into this category will produce stellars. The demand is generally proportional to the attractiveness of the planet and inversely proportional to the current population. Trade Goods“Trade Goods” is the generic term for items that have no strategic value, are non-living and are not pharmaceutical in nature. This covers items such as consumer goods, luxuries, antiques, foods and other perishables. In the case of perishables, these items will naturally degrade from the time of production to the time of sale to a world population. The amount of goods demanded is generally based on the size of the population. So it is found that as the population of a world increases, the demand for life decreases, but the demand for trade goods increases. This is perfectly normal in the development of a new market DrugsDrugs cover all pharmaceuticals – both benign and otherwise. The demand for drugs is generally based on the attitude and size of the population. These may have adverse effects on a planetary population in the long run. Further, this market can (depending on the drugs sold) have adverse effects on planetary revenue and other trade demands over the course of several years. DemandA world has a weekly mass demand and a standard price per mass unit sold. While greater masses can be sold per week, the amount paid for more sales after the weekly mass has already been given drops per multiple of the weekly mass demand. The fall off is quite steep and dynamic so attempting two sales of 2,000mu or one sale of 4,000mu will net the same amount of stellars. Further, excess sales are carried over to the next week so in order to maximise profits it is best to sell where possible only the maximum amount per week. It is important to note that all starbases on the world are selling items to the same population so the demands are adjusted daily. The price per mu is often a reflection of population. A smaller population will generally pay more per mu than a larger one although the mass demand will often be much less. As a consequence smaller planetary populations are more profitable per mu than larger ones although large trade ships may well prefer to trade with larger populations on account of the ability to shift larger amounts of merchandise at a time. ItemsThese standard items are produced via the use of special resource complexes. The items produced may be generic items or items unique to the locale. Each unique item has its own relative value compared to the standard value. Standard commodities are items that are considered luxurious in nature. These commodities have a value of 10stellar per mu. Rare or superior items have a value relatively higher than this, while inferior (or more freely available) items will have lower values. ImportingUnique items are also worth more if shipped off world. The increase in value is proportionate to the distance from origin. Selling them to a world population in a distant periphery will net the most stellars per mu. This can be as much as nine times the value offered by the world they originated from. As the weekly mass demand affects the price for oversupplying, a starbase will generate more stellars by selling the most valuable commodity first and taking a price cut on the lower value items. Importing/Self-sufficient WorldsA Planetary Economy Scan (100TU's), conducted by a ground party or ship in orbit of a world will reveal the planetary market, listing the demands of the world and maximum merchandising revenues from broker fees. A Planetary Economy Scan will also automatically appear on the weekly planetary report of a starbase. Negotiating PricesA starbase owner will be aware of the planetary demands
and prices offered per mu. It is therefore up to him to negotiate prices with
suppliers of merchandise. How much they offer will largely be determined by
the item and how far off the beaten trade traders will have to go in order to
complete the deal. Traders often want to ensure that they do not have an empty
cargo so if a starbase also produces trade goods, selling these at prices
close to or even below their standard value will draw traders to the
starbase. |
This section only applies to Starbases If an outpost has merchandising complexes they will be
ignored. An outpost market will be deleted. In brief Each merchandising complex performs 2 roles:
Generating stellars by acting as brokers. This can be summarised as follows:
Generating stellars by selling to the world Commodities fall into the following three categories: Life Trade Goods Drugs
Each merchandising complex can sell 100 mu's of commodities to the world per week. While up to this limit can be sold the world demands will affect the stellars generated as a consequence of the sale. This can be summarised as:
Commodities cover a broad range of unique items.
Example Unique
Item For example, the planet Utopia in the Capella system has the resource Strimpler, a creature found in the seas and classed as a luxury food (perishable trade good). A starbase or outpost on this world can exploit this resource and accumulate a mass of the Strimpler. The owner of a starbase (outposts cannot use merchandising complexes) can sell the Strimpler to the planetary population and get a certain amount of revenue. Value
of Unique Item If for example, the Strimpler is considered to be worth 120% standard trade goods per mu and the world is paying 10stellars per mu, it will pay 12stellars per mu of Strimpler. This value is still subject to the mass demand of the world. Issuing a tech manual request for the will reveal the base value of the item and origin. So if Strimpler, worth 12stellars on Utopia is sold in to a planetary population on the other side of the galaxy, it may be worth 108stellars per mu (assuming the world is offering 10stellar per mu of trade goods). Due to its perishable nature however, there may be much less of it by the time it arrives.
Tips to Starbase owners Always try to sell up to the world mass demand if possible - although look to sell on commodities that will be worth more on other worlds.
Always try to sell perishables first.
Where stellars are needed fast, attempt to sell items from distant peripheries first.
Where more than one starbase exists on a planet communicate with other governors in order to regulate sales to the world. This will avoid being paid low amounts for rare items due to making the deal just after another starbase has flooded the market. Sales are not refundable!
If somebody is offering to sell you something that you have never heard of, ask for a sample to be delivered to your starbase then issue a tech manual request. This will even indicate which periphery it was produced in.
Worlds with small populations have low mass demands but often offer higher prices per mu as they have more efficient economies. As a consequence offering larger stellar prices per mu of commodities is possible while still making a profit.
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Factory ProductionFactory complexes are responsible for the creation of items from raw materials. These items can be anything from modules to build new complexes to weapons and even more advanced raw materials such as alloys. There are two types of production, standard batch production and mass production. Standard batch production uses factories that have not been assigned to mass production. Batch production will produce a quantity of an item while mass production will continue to produce the same item week after week. Standard Batch ProductionTo perform production, a Starbase Governor must issue a series of orders that are placed in the Production Schedule. The Production Schedule is a queue that holds orders to produce up to 10 different Items and the quantities required of each. Production occurs during at the time of printout for the Starbase along with other weekly adjustments. As each order is completed it is removed from the Schedule. New production orders are added to the end of the queue. The output from Factories is measured in MU's. A single Factory can produce 50 MU's of finished Items. If you have a large number of Factories the level of bureaucracy involved will lead to inefficiency and waste. Up to fifty Factories can be handled without difficulty. The output from any additional Factories will be reduced as shown in the table below.
Example The production from a Starbase with 65 Factories would be: (25 x 50) + (25 x 40) + (15 x 30) = 2700. Factory output can be improved by using Strion. One MU of Strion will allow four Factories to produce at 120% of normal efficiency. If Strion is available, it will automatically be used in all active factories, even if you do not have enough man-hours to operate them. If you attempt to produce an item and lack sufficient production to complete it, any excess production will be carried over to the following week so it is not lost. If you have a shortage of any item needed to complete your production, production of the item will halt until you either acquire the needed item, or alter your Production Schedule. You can only place items on your Production Schedule that you can currently produce. If you are researching a new item, you can only place it onto your Production Schedule once your starbase has completed the item and has the blueprints. If you lose the blue prints for an item already on the schedule, your production will halt until you remove it or replace the blueprint. You can remove an Item from your Production Schedule but each time you do this, you lose 20% of the following weeks production. This represents the time and effort involved in changing your production lines and preparing new materials. Alternatively, if you have a lot of changes to make, you can clear your Production Schedule, which will close your factories for one week. Mass ProductionMass production differs from standard production in that
each week factories assigned to this task will produce a specific item. The
advantage of this over batch production is that the factories can be
specialised. As such they are not treated as part of the factories assigned
to batch production and therefore have their own efficiency.Each factory in a line of mass production
provides 50mu of production. There are no limits to the number of lines that
can be run concurrently.
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This section only applies to Starbases. If an outpost has factories they will be ignored. Production schedules will halt until the outpost is upgraded to starbase status. |