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Industry | Growth and development. | Economy | |
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caret-right | Demand | Leverage the population's whims. | Vitality |
caret-right | Diversification | Better yields. | Economy |
caret-right | Exchange | Get what others have. | Influence |
exporter: turn progress into a point of capital instead, max times/session 1/3 economy
Economy | plus-circleProduction: The base has a local industry to drive its prosperity, such as farming, fishery, lumber harvesting, mining, or similar. Once per session, roll a number of dice equal to the base's Economy rating. For every result of 12, the base immediately makes +1 progress towards the construction of a new establishment of your choice. minus-circleNot Triggers: The dice rolled to see if an Industry has produced any new base growth are not trigger dice and cannot have their values changed by any effect that manipulates trigger dice. |
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Vitality | plus-circleWhat They Want: A growing population always has something they want, and proper management of private development can yield significant benefits for the base as a whole. When rolling for industry development, you may also roll one die for every point of the base's Vitality rating. minus-circleThey Want What?: Select a single type of establishment randomly. All bonus progress from Vitality-based development dice must be applied to this random establishment instead of to whatever you want. If the base already has an establishment of the randomly-selected type, randomly select one of its advanced facilities that the base does not yet have to be what the people are currently demanding. |
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Economy | plus-circleMore Eggs, More Baskets: The base has multiple local industries, making it somewhat less affected by poor yields in any one of them. When you roll a development die from the Industry establishment (or from its Demand/Exchange facilities, if you have them), you may treat a result of 10-11 as a result of 12. minus-circleNot Infinite: This can be done a maximum number of times per session equal to the base's Economy rating, no matter how many 10-11 results you actually roll. |
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Influence | plus-circleTrade Deals: A local surplus can be traded away to another base for something produced there. When rolling for industry development, you may also roll one die for every point of the base's Influence rating. minus-circleTrade Diffusion: All bonus progress from Influence-based development dice must be applied to an establishment that the nearest other base has that your base does not. If your base has literally every single establishment that the nearest other base has, you can switch to the second-nearest base instead. If multiple bases are equidistant, you can choose which to utilize when selecting an establishment to add progress to. If you don't know of any other bases that have establishments you don't, Exchange is worthless and does nothing for you. |
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Economy | plus-circlePack It Up, Ship It Out: Instead of applying Industry-created progress directly to the construction of a local establishment, you can choose to instead create a point of Capital of whatever type you want. minus-circleSpecial Interest Funnels: Progress resulting from Demand or Exchange facilities (if any) cannot be used to create Capital. It's already been earmarked for something local and very specific. minus-circleLiquidation Rate: You may turn regular progress into Capital a maximum of 1 time per session per 3 points of the base's Economy rating. |
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