[2006.12.11]
[v3.8]

FTCamp0.2: Campaign Round (Resources Phase)

This page includes the full rules for collecting Primary Resources and Loyalty Rating.

0: Content

1: Resolve Loyalty Rating (top)

1.1: The Loyalty Rating System

In FTCamp, all systems are assumed to already have a viable population with a local government. These local governments can be made loyal to your Power, thus they become subjects and all their resources are put under your control.

Thus, the Loyalty Rating of a System is very important. Systems are classed as one of the following types:

System Type Maximum Loyalty Criteria o be classed as this type
Homeworld30 Each Power can have only one (1) Homeworld, if this is lost a new one must be nominated from your set of Primary Systems.
Basic10 The majority of systems are classed as Basic, it is the default.
Standard15 A System is Standard if it has a PL rating greater than or equal to fifteen (15)
Primary20 A Player can decide to turn a Standard System into a Primary, to do so one must pay two (2) Gal per PL of the system. If at any time the PL rating falls below 15 or you fail to pay the Gal required, the system reverts to a lower type - all excess Loyalty is lost.

The Loyalty of a System has the following effects:

Loyalty Effects on...
Production Production Bonus Planetary Projects
0-1none--
2-350% of Ore, Gal and Bio. No PL--
4-5Full Ore, Gal, Bio and PL--
6-10Full Ore, Gal, Bio and PL00
11-15Full Ore, Gal, Bio and PL 10% on O,G,B 25% shift
16-20Full Ore, Gal, Bio and PL 20% on O,G,B 50% shift
21-25Full Ore, Gal, Bio and PL 30% on O,G,B 75% shift
26-30Full Ore, Gal, Bio and PL 40% on O,G,B 75% shift

So systems not sufficiently loyal produce no resources for you, only once their loyalty rating is greater than or equal to 4 do they produce at full capacity.

The Production Bonus is as it implies, once your Loyalty Rating crosses a threshold all Ore, Gal and Bio receive the Bonus (NOT PL).

Planetary Projects allow you to reallocate the efforts of the System and alter it's basic resource rates. See the Support Phase Section for more details of setting up Planetary Projects.

1.2: Altering Loyalty Rating

Now of course, how to alter the Loyalty Rating? There is a special Fleet Order specifically for this (and only this, thus people know when you are affecting the LR), Maintain Orbit.

As discussed in the Fleet Orders Section, this Order can only be given to: Standard Fleet Groups, Groups Transporting Troops (ie. Reserve Fleet Groups can be given Maintain Orbit if they are carry Troops) and Groups containing a Diplomat.

Loyalty Rating is for a specific Power, thus there are ways to increase, decrease and maintain it.

Using Maintain Orbit to +/-1 Loyalty is straight forward. For each round a system is left abandoned it loses 1 LR.

Troops are slightly more complicated. Using Troops on your own Systems is straight forward, they are a one use bonus to the LR and then they are lost. Note, since in a Trade Hub all PL rates are combined, it is possible to convert spare PL into Troops are increase the LR of any System within the Trade Hub - though this happens in the Support Phase, so you can lose the System before getting a chance to fight of the Invaders.

Invading Troops are not one use, they can be recovered. However, if they are taken off the System before it has a positive Loyalty towards you, their effect is negated. Meaning the decrease in LR that Invading Troops provide is only a temporary effect.

The defending player can destroy Invading Troops on a 1-1 basis with their own Troops. So a 12PL rate world could in the Support Phase generate 12 Troops that mutually annihilate 12 of the Invading Troops.

Once a system is at zero Loyalty Rating, all the Invading Troops can either be used to increase the LR towards you OR recovered. To do so the Troop Transports must have been on Maintain Orbit Orders.

2: Generate all Primary Resources (top)

Primary Resources are direct from systems.

2.0: Losing Trade Hub Nodes

Since the resources in a Hub (ie. Ore and Bio) are equally distrbuted. If a Node is lost, through destruction of the Static or a systems Loyalty being reduced to zero, the portion of the resources stored at that Node are lost.

The lost resources are captured by the invader, you must reveal the exact amount of each present at the Node.

Recall, only Ore and Bio have any physical location.

2.1: Resolve Trade Hub Issues

Trade Hubs are a mechanism to make a set of hexes (usually with systems in them) pool their resources into one larger collection. The resources can be used anywhere within the Hubs reach.

How to setup and maintain Trade Hubs is discussed in the Support Phase Section. Given that knowledge, it is possible to lose systems from invasions (see loyalty rating). In paragraph 5.1 we discuss that although these Hubs pool all the resources, they are still effectivly within the Trade Hub, so lossing nodes from the Hub will result in the loss of some resources stored in the Hub.

A Node on a system is contested if there is an enemy group on Maintain Orbit Orders. A Node on a map hex is contested if there is an enemy marker there.

Contested Nodes can only recieve resources from other Nodes that are directly connected. [Representing local merhant runners who are willing to brave the invading forces and unrest]

As described in the Support Phase Section, each Hub is in fact a collection of Nodes with one designated as the Centre. There will be links between Nodes built at the time of setup/maintainence. Normally resources can be moved from any node to any other alone these links. If a node is contested, then only resources from adjacent nodes can be moved there. You cannot chain moves, they are all simultaneous. Normal usage of Hubs doesn't require this paragraph.

2.2: Generate Gal and TPs

Gal and TPs have no location, they are generated and become instantly available across your entire Power (they are digital in nature).

Each System has a Gal Rate. [This is affected by the Loyalty Rating].

Your Homeworld and Primary Systems generate fifty (50) and (10) TPs per Round respectively.

Note, Gal and TP generation is unaffected if the generating hex is contested.

2.3: Generate Ore and Bio

Generate Ore and Bio at each System according to its rates.

For Systems that are Nodes in a Trade Hub, you can pool Ore and Bio resources - subject to the contraints if the hex is contested. The resources can be moved about and allocated freely within the Hub. (See Trades In and Out for moving between Hubs).

Note, Ore and Bio generation is unaffected if the generating hex is contested. Simply that the generated resources are not as free to move as normal.

2.4: Generate PL

Generate PL at each System according to its rates.

Generate extra PL as follows: for each static with Passenger Space, add one (1) PL to the rate for each whole 25 filled capacity.

That is, a 100 Capacity Passenger Static, that is currently holding 60 PLs would give a bonus of 2 to the generation rate of that hex.

These statics are not restricted to systems, they can be placed in deep space. [Though they will then need EPs].

Finally, each system can boost it's PL generation by expending Loyalty (effectively conscripting the worlds inhabitants). For Each Loyalty Rating you deduct, you gain the full PL rate as extra. [Note, this bonus is on the base PL rate of a system, it does not include any bonus PLs from Statics].

You can pool PL as for Ore and Bio within Trade Hubs, but only for the current round. Any excess PL not assigned to Passenger Space (or another valid type of Space eg. Troop) is lost at the end of the Support Phase.

Note, PL generation is unaffected if the generating hex is contested. Simply that the generated People are not as free to move as normal.

3: Resolve Trades (In) (top)

Receive resources arriving from other places.

3.1: Internal Trades

Resources sent from one Trade Hub to another within your own Power. These resources arrive at the Hubs Trade Centre (the Central Node), whether it is contested or not.

If your Trade Centre is lost due to invasion, the resources are held until the Hub creates a new one, at which point they arrive there. To qualify, the new Centre must have some (preferably the majority) of the old nodes as part of it's network.

3.2: External Trades

Resources sent from an other players Trade Hub to one of your Trade Hubs. These resources arrive at the Trade Centre, whether it is contested or not

If your Trade Centre is lost due to invasion, the resources are held until the Hub creates a new Main Node, at which point they arrive there.

The process of setting up External Trades is detailed in paragraph 5.3.

4: Use the Common Market (top)

There exists a larger economy than each individual power, made up of all the neutral systems, and lesser members of the UN Secondary Council.

At this point of the Round you can trade any ammount of resources (Ore, Gal or Bio) for it's corresponding commodity. Subject to the current Exchange Rate and a Tax.

The Common Market is a one-way cycle. Ore can be converted to Bio, Bio to Gal and Gal to Ore.

Given this cycle, the market is there to assist players whos map location lacks one type of resource. It also compliments inter power trade. Finally, since Gal can be transfered instantaneously (its electronic money), it becomes a powerful thing to trade.

The Cycle described here can be altered for individuals tastes, or extended to include more complicated mechanisms.

4.1: Exchange Rates

During the UN Meeting Phase there is a Common Market Report every three (3) rounds. At that time the larger scale economy is adjusted to reflect the supply and demand of resources.

It is essentially a supply-demand process, if lots of players are buying Ore using Gal, then the price should go up. If the demand then drops off, the price should fall.

Thus the exchange rates are set by the UN Council. Its based on the ammounts traded, the total ammount available in all systems and other factors (such as multiple wars crashing the market).

Market crashes are possible, it is up to the UN Monetary Committee to decide the best way to deal with such crashes and the consequences.

This paragraph has been left intentionally vague, as it is so dependent upon the situation and players. There is no mathematical way to define the exchange rates - players must agree, perhaps by vote. A definite use of the UN (and bribes).

4.2: Using the Common Market

Decide how much of Ore/Gal/Bio you wish to sell, keep a record of this ammount (and on what round it was traded), this is then sold to the market at the current exchange rate. It is possible to make multiple exchanges in the same round, all bought goods arrive at the relevant Trade Centres.

Trade Hubs can sell as one entity, the purchased resource arrives at the Hubs Trade Centre.

There is a possibility that the UN could impose Taxes on the Common Market, perhaps on specific resources or even just on specific powers. Though actions against a specific power require unamious votes. (see the UN Meeting Section).

5: Distribute Resources and Trade (Out) (top)

You now have all the Primary Resources generated, we now distribute them as required.

Remember that within a Trade Hub all resources are 'everywhere and nowhere', they exist in a common pool that can be directed anywhere.

However, the resources are still physically within the Hub, equally distributed among its nodes.

5.1: Assign Resources to Trade Hubs

The exact amounts of each resource: Ore, Bio and PL; within each Trade Hub must be kept account of.

Note, excess PL will be lost at the end of the Round - so moving People (PLs) to Hubs with spare Passenger Capacity in Statics can effectivly stockpile people.

The Storage of Resources is assumed to be in infinite stockpiles. There is potential for the Monetary Committee (representatives of the Guilds at the UN) to impose Taxes on stored resources - a matter for later discussion. Perhaps capped in some manner by the properties of the Node.

5.1.1: Equally Distributed

The default for each Trade Hub is that all Ore and Bio are equally distributed among the Nodes.

The simplifies book keeping, and makes for a better PSB for the Trade Hubs.

Since People cannot be stockpiled (unless on a specific Civilian Static with Passenger Space - which is implicitly at a specific location), you can ignore the distribution of PL.

5.1.2: Manually Distributed

If a Player wishes to manually distribut Ore and Bio (but not PL for the reason given above), they may do so.

The Player must still observe the restrictions for 'moving' resources along links to contested Nodes. Otherwise they are free to assign the Ore and Bio in any amounts to any Node they please.

5.2: Internal Trading

To move resources between your own Trade Hubs they must each have their Trade Centres upgraded to Guild Nodes. See the Support Phase Section for details of how to setup and maintain Guild Nodes.

To move Ore or Bio. Calculate the distance between the two Hubs Trade Centres. It costs 1% per 5 hexes distance (round up) of the resource being moved (round cost up). It will arrive at the destination Hub in (distance /20) round up Rounds.

To move PL is the same, except the Cost is paid in Gal.

Minimum Cost is 1%, minimum travel time is 1 round.

The cost is paid by either end of the Trade.

5.3: External Trading

To move resources between one of your Trade Hubs and another Powers they must both be upgraded to Guild Nodes. See the Support Phase Section for details of how to setup and maintain Guild Nodes.

To exchange goods, you do not need to inform your trading partner of where exactly the resources are coming from. You agree with your partner to deposit a certain number of resources (amount after costs), at a given hex on a given round.

Costs and travel times are as for Internal Trades (5.2), except for each partner in the trade there is only one end, thus the costs must be paid at the Trade Centre where you send the resources from.

There is no chance of any other player intercepting these goods by force, only Diplomatic Missions can affect trades. See the Support Phase Section for details of using Diplomats.

Part of the negotiation process is where and when to deposit the resources. The closer to your Trade Centre Node the less Costs you need to pay.

This page © Copyright 2006, Simon White