Mar 6, 2017, 9:11 PM

@Ganymede


Colony Economy:

Each day you can allocate an off camera Action Point.
	1 	Selfish.
	2	Communal.
	3 	Crisis.
It takes 10 APs to earn  Resource Point.  Resource Points can be spent to achieve different things.

**+AP 1 2 3 adds .1 to ResPoint stat.
**+TAP 1 2 3 adds .1 to ResPoint stat for each team controlled. 

The Community Status:

The community spends X RP per week to survive.
The community spends Y RP per week to thrive.

Community Respoints: 100,000 RP
Community Population: 100.

Every 10 colonists requires 1 resource point to survive.
Every 10 colonists requires 2 resource points to gain a thrive point.

Thrive points:

A thriving colony can expand to support more colonists.
2 TP Create Colony outposts.
1; Hab Post. Can house 1 team to reduce their resource drain by ½.
2. Food Post. Can house 1 support team to generate 1 RP per week
3. Mining Post. Can house 1 tech team to generate 1 RP per week.
4. Science Post. Can convert 10RP into 1 Science PP per week.
5. Militia Post. Can house 1 Milita team, reducing their resource drain by ½. They also guard the colony.
6. Tech Post. Can convert 10 RP into 1 Tech PP per week.

Each supported Outpost generates Production points per week.

Sample things PP can be spent on:

Shipyard: 100 Tech PP, 100 Science PP.
A Corvette: 10 Tech PP, 5 Science PP.
A Frigate: 100 Tech PP, 40 Science PP.
Weapons (enought for a team):
Primitive weapons 1 Tech PP
Basic Firearms 2 Tech PP 1 Science PP
Advanced Firearms 3 Tech PP 2 Science PP
Futuristic Firearms 3 Tech PP 4 Science PP.

Crisis:
A crisis occurs that costs X RP to resolve.
Players can choose to spend Communal RP, Personal RP, or run a PrP to try and gain the RP needed to resolve the crisis.

Personal RP:
In order to advance a player needs to spend personal RP.
You can also shop with personal RP, acquiring better gear or private quarters. Beware, if everyone else is in rags, and you’re rocking swag, they may lynch you.
Status. You can spend personal RP to gain rank over some NPC Colonists and get them working for you.


Using NPC Colonists for a crisis.

The NPCs aren’t great at things that they aren’t specialized in. Each Team of 10 colonists will have a specialty:

Science Teams can help with research.
Technical Teams can help with fixing and building.
Militia teams can help with security.
Support teams can help with support issues.

When teams are used for something they’re specialized in, they will have a full AP to contribute. Otherwise they fail to contribute meaningfully.


Crisis tables:
Bad Weather (Support/Technical) Bad weather threatens the settlement. Emergency measures must be taken otherwise there may be 200 RP worth of damage.

Major Malfunction. (technical) A damaged component has may cause a disaster. 
Poison (science) one of the supply caches may be poisoned!  Science the shit out of it to find out what’s going on!
Creepy Crawlies! (Militia/Support) Alien life has been discovered!  Unfortunately, it wants to eat our food!
The lurker (Militia) A. People go missing.  B. Bodies are found.

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Using Self Resource Points.
1 RP can be used to spend xp.
1 RP plus current rank can be used to gain a promotion. Each rank gives you direct control over 10 colonists(if available) in your field. Your field being whatever your highest stat is.
1 RP per team - stend one of your teams to sabotage the outposts controlled by another player (you dick).

Weapons:
You can steal from the colony supply, getting personal weapons(not mission specific). 1rp primitive, 2 rp firearms, 3 rp advanced. 4 rp future.