Resources in FTCamp0.1 were a mix of complicated mechanics and boring book keeping with little (interesting) player interaction.
With that in mind, we have completely re-written the resources components of FTCamp. Hopefully we've decrease the boring parts but added in a more complex and rich system.
Given the large number of changes, this page is an overview of each type of resource, a general list of its use and the definition of many terms used elsewhere. Not all the rules are presented here, but links to the relevant sections are included.
0: Content
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1: Introduction
- 1.1: Motivation
- 1.2: Glossery
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2: Primary Resources
- 2.1: Ore (O)
- 2.2: Biological (B)
- 2.3: Galactos [Money] (G)
- 2.4: Personnel (PL)
- 2.5: Technology Points (TP)
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2: Secondary Resources/Commodities
- 3.1: Consummables [Commoditity]
- 3.2: Craft Designs [Commoditity]
- 3.3: Endurance Points (EP)
- 3.4: Troop Factors (TF)
- 3.5: Crew Factors (CF)
1: Introduction (top)
1.1: Motivation
The most important thing we wanted to change was the lack of interaction between players, these new ideas will hopefully make trading with allies possible (where it was impractical previously).
Alone these new resource ideas have little merit, but coupled with the new Support Phase rules for collecting and trading resources - we have a whole different approach.
The immediate difference form v0.1 is the splitting of resources into three types, each with their own use and value. Other types of commoditity are also discussed here (though their affects are mostly left to other sections).
1.2: Glossery
This is not a complete glossery, see Glossery Section for that, this is only an overview.
- Primary Resources
- These are generated each turn as specified (eg. each System produces a determined amount of resources.
- Secondary Resources
- Secondary Resources are produced (by various means) from Primary Resources.
- Commodities
- Commodities are produced from Primary Resources, they are tradable with other players - where as secondary resources are not.
- System (Hex)
- Map hex that contains a system, it will produce various amounts of Primary Resources per Camapign Round.
2: Primary Resources (top)
2.1: Ore (O)
Ore is used to build all craft, it is the fundamental resource for a large military force.
2.2: Biology (B)
Only purpose in it's raw form is for trade.
2.3: Galactos (G)
The galaxy standard currency, used for trade and buying/paying for improvements and civilian/private infrastructure and investments.
2.4: Personnel (PL)
Surplus/Volunteer population that you can assign to various tasks/jobs.
2.5: Technology Points (TP)
Used to design new craft (ships), train Commanders and various other tasks.
3: Secondary Resources and Commodities (top)
3.1: Consummables
Ordnance based weapons and fighters (etc) are classed as consummables, after battles they may need replacing. They are all made from Ore, and may be traded with other players.
3.2: Craft Designs
Each new design must be submitted to the UN Inspectors, but there is a cost to generate each design (see Support Phase Section for details). Designs may be given to other players - however there are penalties. [100 TP = 1 New Design, 10+(percentage change) TP = 1 Variant Design].
3.3: Endurance Points (EP)
All Groups that are sent out on missions (ie. away from a friendly System Hex) need supplys. Endurance Points are generated from Biological Resource. [1 Bio = 1 EP].
3.4: Troop Factors (TF)
Troops are used for ship security and system invasions. They are straight recruits from the available Personnel. [1 PL = 1 TF].
3.5: Crew Factors (CF)
Craft don't run themselves, teams of Personnel are trained to operate and maintain their craft. [5 PL = 1 Military CF, 2PL = 1 Civilian CF].