The Socioeconomic System

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GM-August
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The Socioeconomic System

Post by GM-August »

Wow, no questions about the socioeconomic system yet? Well then, I'll get the ball rolling...

First and foremost, all I can say is wow... The Socioeconomic system is very well written! It's detailed and thorough without being overly complex. Congratulations GMs! It's even tough for me to find questions to ask about it! But somehow, I still do... :D


1.) Can an Organization have more than one Territory?

2.) With Production Sources, you can invest 50 Resource Points to increase the resource output by 10% (for a primary resource). Can you invest partial points to achieve a partial increase? For example, invest 25 resource points to get a 5% increase.

3.) With storehouses, it states that a Craftsman can upgrade a storehouse. How is this done exactly and what is the cost?

4.) With storehouses, it states that a Craftsman can upgrade a storehouse. Can a craftsman downgrade a storehouse? If so, what does it cost and how is it done?

5.) Can a storehouse be demolished by a Craftsman? Weapons can be converted to a base component at anytime by a Craftsman, can a storehouse?

6.) An organization can steal up to (100% minus the stability rating of the Territory). A Territories stability can drop below 0% meaning that you could theoretically steal over 100% of the resources from a production resource. Since you can modify the output of a production resource to make over 100% of the resources capable, can you steal over 100% of the resources, or is it limited to 100% of the resources that are actually produced? (Someone raiding a small production resource with a large amount of resource points would have this problem)

7.) Market Places seem to have no ways to 'PvP' with them. Actually, Market Places aren't mentioned under Military Points at all. Are Market Places 'Immune' to stability issues and military actions? Or are there ways to screw with someones Market Place? (Same goes for Commodities.)

8.) Under Commodities and the Commodity Manager, it states 'It costs 50 Resource Points for an organization to gain the ability to produce one commodity.' It says 50 Resource Points to produce ONE commodity. Does that mean that an Empath Commodity Manager with 50 Resource Points invested can create one commodity TAG, or is only capable of creating one TYPE of commodity?

9.) No Resource Point expenditure is listed under Military Points. Are Resource Point expenditures needed for a military?

10.) If an Organization has 300 Military Points, do they need one or two Military Managers? Since one Military Manager is needed per 200 Military Points, if you have less than 200 Military Points, do you need a Military Manager at all?
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WayneO42
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Post by WayneO42 »

1.) Can an Organization have more than one Territory?
Yes
2.) With Production Sources, you can invest 50 Resource Points to increase the resource output by 10% (for a primary resource). Can you invest partial points to achieve a partial increase? For example, invest 25 resource points to get a 5% increase.
No. All or nothing
3.) With storehouses, it states that a Craftsman can upgrade a storehouse. How is this done exactly and what is the cost?
It is covered in detail on page 8 of the document. Complete with a chart. Basically, inbetween events, the craftsman pays the cost to build the next level of Storehouse.
4.) With storehouses, it states that a Craftsman can upgrade a storehouse. Can a craftsman downgrade a storehouse? If so, what does it cost and how is it done?
No
5.) Can a storehouse be demolished by a Craftsman? Weapons can be converted to a base component at anytime by a Craftsman, can a storehouse?
Sure, it can be demolished by anyone. No resources are recovered
6.) An organization can steal up to (100% minus the stability rating of the Territory). A Territories stability can drop below 0% meaning that you could theoretically steal over 100% of the resources from a production resource. Since you can modify the output of a production resource to make over 100% of the resources capable, can you steal over 100% of the resources, or is it limited to 100% of the resources that are actually produced? (Someone raiding a small production resource with a large amount of resource points would have this problem)
A stability rating CANNOT be lowered below zero so your first question is moot. When stealing resources, the "Raider" gets a percentage of the total resources produced and cannot get more than the production source is capable of producing. No blood from a turnip so to speak.
7.) Market Places seem to have no ways to 'PvP' with them. Actually, Market Places aren't mentioned under Military Points at all. Are Market Places 'Immune' to stability issues and military actions? Or are there ways to screw with someones Market Place? (Same goes for Commodities.)
The way to screw with a marketplace is to screw with the resources going into it.
8.) Under Commodities and the Commodity Manager, it states 'It costs 50 Resource Points for an organization to gain the ability to produce one commodity.' It says 50 Resource Points to produce ONE commodity. Does that mean that an Empath Commodity Manager with 50 Resource Points invested can create one commodity TAG, or is only capable of creating one TYPE of commodity?
One type of commodity
9.) No Resource Point expenditure is listed under Military Points. Are Resource Point expenditures needed for a military?
No, resources are needed to upkeep the MP. You can also never have more MP points than 1/4 your total support points. So an org with 200 support points can only have 50 MP. If the org has 50 MP but looses some support points, they also loose the appropriate number of MP.
10.) If an Organization has 300 Military Points, do they need one or two Military Managers? Since one Military Manager is needed per 200 Military Points, if you have less than 200 Military Points, do you need a Military Manager at all?
You would need 2 military managers.
Wayne O
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GM-August
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Post by GM-August »

Awesome! Quick responce, thank you!
6.) A stability rating CANNOT be lowered below zero so your first question is moot. When stealing resources, the "Raider" gets a percentage of the total resources produced and cannot get more than the production source is capable of producing. No blood from a turnip so to speak.
Cool. The reason I asked this question, is because page 6 has a chart that shows stability ratings from 70% to -30% so I thought that it could drop below 0%.
7.) The way to screw with a marketplace is to screw with the resources going into it.
Do the resources need to come directly from a Production Resource or another organization? Or can a person with ten food lying around give it to a market place via a marketplace manager? I guess what i'm asking is the way to screw with the resources by preventing the market place manager from turning in x amount of resources? (stealing, etc.)
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