PLAYER MEGACORPORATIONS
Like it or not--economies drive societies and their efforts. No matter how idealistic or centrally controlled, mercantilism and trade lead everything and isolated economies will not thrive in the face of diverse, external competition. To grow they must in some way competitively interact with other economies.
Enter player megacorporations.
Within the Sinperium, the primary political factions form the organizations, unions and conglomerations that comprise the governments of empire…the factions. Within each of these factions, individual player megacorporations form the parts with which the whole of government and economy is assembled. These megacorporations provide various commodities and services throughout their empires.
Each player will serve--in addition to their military roles--as a director or CEO of one of these ventures. Any profits they make through them can be added to their military budgets at will and are not assets that must be shared.
Following are the details of each such industry maintained by a player megacorporation.
ORBITAL CONSTRUCTION
After the combat phase is completed, each player may declare what structures will be built at planets owned by them at combat’s end within a cluster. The owning player must then purchase these structures from his own budget. Structures already owned may be retained.
At the beginning of the following and each successive strategic phase, players will gain a return of 10% of the cost of each such structure. Structures already purchased may be deconstructed for salvage worth and new structures built as desired.
Additionally, orders for particular structures may be received from other players within the same faction and the order may be refused or a price can be mutually settled between them.
CRYSTAL & METAL MINING
Resource asteroids held at the end of combat provide raw materials for the owning player’s use during the strategic phase--building ships or structures, investing in research, etc., etc.
They are owned by the owning player and may be traded, used or sold as they desire with any same-faction and/or allied players with which a direct route of travel can be established.
PLANETARY DEVELOPMENT
During the strategic phase, planetary upgrades may be purchased just as during the game. If already purchased, they may be maintained at 1/10th the normal cost, per level. Failure to maintain a development level means it is lost. Orbital facilities and planetary development levels at the start of a combat phase are determined by their state in the preceding strategic phase.
Investing in the Civilian Infrastructure of planets gains the player the same benefits present within the game and determines available construction limits.
Investing in the Military Infrastructure of planets gains the player the same benefits present within the game and determines available construction limits.
Investing in Planet Exploration reduces the chance of losing artifacts found during game play. At one level, one artifact will cease functioning due to lack of study and research. At two levels of exploration, all artifacts will remain operational.
Investing in Emergency Facilities prevents economic loss resulting from unexpected disasters. Planetary allegiance drops by 15% for each level not maintained.
SHIP PRODUCTION AND MAINTENANCE
For each construction factory present, current fleet logistics costs are reduced by 5%.
Any existing ship types for which there are no existing factories must be scrapped for salvage and no other ships of that type may be built until an appropriate factory is acquired.
This penalty may be avoided by leasing a ship factory from a connected, same-faction player. The lease rate will be mutually determined as desired. An owning player leasing out a ship factory may not use it or gain a benefit from it while leased. The leasee player does gain these benefits so long as it is leased.
GLOBAL AND CAPITAL FLEET SUPPLY
Fleets are taxed and maintained at the same rates as within the game. Fleet supply levels and Capital Ship Crews are maintained each strategic phase by expending 10% of their game cost, per level. Any level not maintained is lost. Ship and crew numbers exceeding the allowed levels must be scrapped and salvaged to bring them down to allowable levels.