Here is my draft for the long awaited Great Economy Rework.
Having consulted with the finest Magi of the Machine Cult, I've come up with the following, which should give some indication of the systems I'm planning to use to run the production side of the quest, which will be changing at the end of this arc.
Firstly, you have conquered and build several polities. Each produce various resources based on their average size and particulars. For example, a tribal group will produce almost nothing, whereas a forge of the Mechanicus will produce a great deal.
Pop | Type | Basic | Advanced | Exotic | Relic | Promethium |
10000 | Tribal Confederation | 0.1 | | 0.001 | | |
20000 | City | 10 | 1 | 0.001 | 0.001 | |
100000 | Forge | 2000 | 800 | 30 | 4 | 400 |
1000000 | Hive | -400 | 200 | 5 | 0.1 | -200 |
50000 | Fortress | -500 | 1200 | 15 | 2 | 50 |
This production is then modified by various factors, for example, a religious centre will convert basic and advanced materials into relic material due to the various sacred functions in such a place.
Modifier Table | Basic | Advanced | Exotic | Relic | Promethium |
Trade | -40% | 30% | 10% | 10% | |
Capital | -20% | 10% | 5% | 2% | |
Basic | 25% | | | | |
Advanced | | 25% | | | |
Exotic | | | 25% | | |
Relic | | | | 25% | |
Promethium | | | | 25% | |
Unrest | -50% | -75% | -90% | -100% | |
Religious Centre | -20% | -30% | 35% | 50% | |
The interactions of these production figures and modifiers are shown below, for example, Pharos is a small hive city, with hive city level technology and processes, it consumed a small amount of basic resources like any hive does, converting these into other resources through the starndard work of the hive.
| Settlements | Category | Population | Population Modifier | Type Modifier | Basic | Basic Modifier | Pop+Basic | Advanced | Advanced Modifier | Advanced | Exotic | Exotic Modifier | Pop+Exotic | Relic | Relic Modifier | Pop+Relic | Promethium | Promethium Modifer | Pop+Promethium |
Imperial holdings | Pharos | Hive | 150000 | 0.15 | Capital | -60 | -20% | -48 | 30 | 10% | 33 | 0.75 | 5% | 0.7875 | 0.015 | 2% | 0.0153 | -30 | 0 | -30 |
| Arx Acheron | Forge | 70000 | 0.7 | Basic | 1400 | 25% | 1750 | 560 | 0% | 560 | 21 | 0% | 21 | 2.8 | 0% | 2.8 | 280 | 0 | 280 |
| Atakora | Fortress | 30000 | 0.6 | Relic | -300 | 0% | -300 | 720 | 0% | 720 | 9 | 0% | 9 | 1.2 | 25% | 1.5 | 30 | 0 | 30 |
Totals | | | 250000 | | | | | 1402 | | | 1313 | | | 30.7875 | | | 4.3153 | | | 280 |
Medes | El-Kalabad | City | 50000 | 2.5 | Religious Centre | 25 | -20% | 20 | 2.5 | -30% | 1.75 | 0.0025 | 35% | 0.003375 | 0.0025 | 50% | 0.00375 | 0 | 0 | 0 |
| Sudenburg | City | 30000 | 1.5 | Trade | 15 | -40% | 9 | 1.5 | 30% | 1.95 | 0.0015 | 10% | 0.00165 | 0.0015 | 10% | 0.00165 | 0 | 0 | 0 |
| Antoch | City | 40000 | 2 | Trade | 20 | -40% | 12 | 2 | 30% | 2.6 | 0.002 | 10% | 0.0022 | 0.002 | 10% | 0.0022 | 0 | 0 | 0 |
| Ka-Sahab | City | 10000 | 0.5 | Advanced | 5 | 0% | 5 | 0.5 | 25% | 0.625 | 0.0005 | 0% | 0.0005 | 0.0005 | 0% | 0.0005 | 0 | 0 | 0 |
Araby | Lashiek | City | 12000 | 0.6 | Basic | 6 | 25% | 7.5 | 0.6 | 0% | 0.6 | 0.0006 | 0% | 0.0006 | 0.0006 | 0% | 0.0006 | 0 | 0 | 0 |
| Copher | City | 60000 | 3 | Trade | 30 | -40% | 18 | 3 | 30% | 3.9 | 0.003 | 10% | 0.0033 | 0.003 | 10% | 0.0033 | 0 | 0 | 0 |
| Eye of the Panther | City | 3000 | 0.15 | Advanced | 1.5 | 0% | 1.5 | 0.15 | 25% | 0.1875 | 0.00015 | 0% | 0.00015 | 0.00015 | 0% | 0.00015 | 0 | 0 | 0 |
| Al-Haikk | City | 70000 | 3.5 | Capital | 35 | -20% | 28 | 3.5 | 10% | 3.85 | 0.0035 | 5% | 0.003675 | 0.0035 | 2% | 0.00357 | 0 | 0 | 0 |
| Fryus | City | 8000 | 0.4 | Unrest | 4 | -50% | 2 | 0.4 | -75% | 0.1 | 0.0004 | -90% | 0.00004 | 0.0004 | -100% | 0 | 0 | 0 | 0 |
| Bel-Aliad | City | 14000 | 0.7 | Unrest | 7 | -50% | 3.5 | 0.7 | -75% | 0.175 | 0.0007 | -90% | 0.00007 | 0.0007 | -100% | 0 | 0 | 0 | 0 |
Totals | | | 297000 | | | | | 106.5 | | | 15.7375 | | | 0.01556 | | | 0.01572 | | | 0 |
Tribe | Jungle tribes | Tribal Confederation | 200000 | 20 | Exotic | 2 | 0% | 2 | 0 | 0% | 0 | 0.02 | 0% | 0.02 | 0 | 0% | 0 | 0 | 0% | 0 |
| Desert tribes | Tribal Confederation | 10000 | 1 | Trade | 0.1 | -40% | 0.06 | 0 | -40% | 0 | 0.001 | -40% | 0.0006 | 0 | -40% | 0 | 0 | -40% | 0 |
| Plains tribes | Tribal Confederation | 5000 | 0.5 | | 0.05 | 0% | 0.05 | 0 | 0% | 0 | 0.0005 | 0% | 0.0005 | 0 | 0% | 0 | 0 | 0% | 0 |
Totals | | | 215000 | | | | | 2.11 | | | 0 | | | 0.0211 | | | 0 | | | |
You can see above that the actual Imperial holdings produce far more than the tributary states you've set up. This is fairly obvious because the cities of Araby are very primitive. If you built a certain thing, you would get '+X' in a particular resource. You then consume your resources through spending.
Onto your spending.
I'm going to be removing the actions and converting them to a 'build capacity'. Some things won't have a capacity, for example training troops doesn't need anyone actually building much, so it would just consume the resources you extract from your cities.
Each officer below represents a level of certain skill and technical ability, which goes toward your total build capacity.
Organisation | Officer | Number | Build Capacity | Total Build Capacity |
Armoury | Master of the Forge | 1 | 20 | 20 |
| Techmarine Suprema | 2 | 13 | 26 |
| Techmarine | 6 | 8 | 48 |
Librarium | Chief Librarian | 1 | 6 | 6 |
| Epistolary | 1 | 3 | 3 |
| Codicier | | 2 | 0 |
| Lexicanium | | 1 | 0 |
Apocetharium | Chief Apothecary | 1 | 8 | 8 |
| Apothecary | 2 | 4 | 8 |
| Initiate Apothecary | 3 | 1 | 3 |
Divisio Explorator | Magos Explorator | 1 | 10 | 10 |
| Astra-Magos | 8 | 5 | 40 |
Divisio Fabricator | Engineseer Prime | 1 | 24 | 24 |
| Engineseer | 8 | 10 | 80 |
Divisio Artisan | Forge Lord | 1 | 30 | 30 |
| Cybersmith | 5 | 14 | 70 |
Divisio Genetor | Genetor | 1 | 10 | 10 |
| Metasurgeon | 6 | 6 | 36 |
Divisio Electromagneticus | Electro-Avatar | 1 | 8 | 8 |
| Electro-Priest | 18 | 2 | 36 |
Total | | 67 | | 466 |
Each 10 (or possibly 5) turns, you will create a 10 (or 5) year plan, detailing what you want built in the next few years. I may move the whole quest to 5 year turn times, or I may not, I've yet to really decide.
During the 'production turn' as we'll call it, you can select the things you want to build over the next X period. These have been reached by asking how much a single engineseer could produce in a year of particular goods, or how long it owuld take them to build one if they had the resources, then extrapolating from there. For example, a single engineseer has a production capacity of 10, and they can build a lasgun in a week, therefore a lasgun has a cost of 10/52, 0.19. Therefore, if you devoted 10% of your almost 500 build capacity to just building lasguns, you could make 242 of them a year. Items exponentially increase in cost as they increase in complexity and rarity. Similarly, if your 67 technical people cooperated, they could make 1 land raider in a year.
| | | | Production per year | | | |
Item | Engineseer production time (10 production) | Produced per year | Build Cost | 10% | 25% | 50% | 100% |
Autogun | 1 day | 365.00 | 0.03 | 1725.93 | 4314.81 | 8629.63 | 17259.26 |
Lasgun | 1 week | 52.00 | 0.19 | 242.32 | 605.80 | 1211.60 | 2423.20 |
Bolter | 2 months | 12.00 | 1.67 | 27.96 | 69.90 | 139.80 | 279.60 |
Plasmagun | 8 months | 1.30 | 6.67 | 6.99 | 17.48 | 34.95 | 69.90 |
Autocannon | 1 year | 1.00 | 10.00 | 4.66 | 11.65 | 23.30 | 46.60 |
Earthshaker | 18 months | 0.70 | 15.00 | 3.11 | 7.77 | 15.53 | 31.07 |
Flak Armour | 2 months | 6.00 | 1.67 | 27.96 | 69.90 | 139.80 | 279.60 |
Power Armour | 8 years | 0.13 | 80.00 | 0.58 | 1.46 | 2.91 | 5.83 |
Terminator Armour | 30 years | 0.03 | 300.00 | 0.16 | 0.39 | 0.78 | 1.55 |
Tauros | 2 years | 0.50 | 20.00 | 2.33 | 5.83 | 11.65 | 23.30 |
Leman Russ | 10 years | 0.10 | 100.00 | 0.47 | 1.17 | 2.33 | 4.66 |
Land Raider | 45 years | 0.02 | 450.00 | 0.10 | 0.26 | 0.52 | 1.04 |
Valkyrie | 30 years | 0.03 | 300.00 | 0.16 | 0.39 | 0.78 | 1.55 |
Thunderhawk | 80 years | 0.01 | 800.00 | 0.06 | 0.15 | 0.29 | 0.58 |
For complex projects, I've separated it out, here we have various things, for example, if 10% of your total build capacity was devoted to building a regional project, they could complete 9% of the project in a year.
In theory numbers could go up and down for various reasons. It's implied in various places that the Imperium produces things in less than 'modern' ways, for example the benedictions necessary, the lack of complex computing and AI methods, the relatively artisanal production methods and so on. However, you could build a lasgun factory and have more menial people producing stuff much more cheaply (in terms of buidl capacity) rather than tasking your techpriests to do it.
| | | % completed per year | | | |
Type of project | Years of production for a team of 10 engineseers | Build Cost | 10% | 25% | 50% | 100% |
Single | 1 | 100 | 46.60% | 116.50% | 233.00% | 466.00% |
Local | 3 | 300 | 15.53% | 38.83% | 77.67% | 155.33% |
Regional | 5 | 500 | 9.32% | 23.30% | 46.60% | 93.20% |
National | 10 | 1000 | 4.66% | 11.65% | 23.30% | 46.60% |
International | 30 | 3000 | 1.55% | 3.88% | 7.77% | 15.53% |
Global | 50 | 5000 | 0.93% | 2.33% | 4.66% | 9.32% |
Lots of these numbers are abstractions, but I'd be interested in everyone's views. I'm trying to set it up so it's internally logical, but also so you don't have to learn a whole new system for the quest. In theory, you could ignore the system entirely and just direct me as the GM in the production turns. For example, I would have some in character remarks that you have no airforce, you could decide to build one, and decide what else you wanted to build out of projects, which would be the previous stewardship actions.
I'm open to any changes to numbers here, it's all in excel so I can change small parts and I won't have to change the rest of it. Keep in mind as well that this is all part of my exploration of the CK2 format. In CK2 itself you have game calculating all this, taking into account the various stewardship bonuses of the characters ,the price of materials in versions like vicy2, or trade good modifiers and terrain stuff in eu4.
As questions,
Is the broad impetus of this logical and understandable?
Are ther parts you would change or which need more thought?
Would you employ such a system? How much do you want to do with it? (personally I don't see why people want to micromanage weapon loadouts etc in chaptermaster quests but sure if you want go for it)
What might need changing generally? Could more be done to make it accessible for example?