Manual:Game Mechanics/Economics

Economical Developments
Can provide a way to trade resources of one type for another, improves infrastructure and increases resource storage capacities.

Each time you gain a level in Economical Development, you can choose one Economic Service at the same or lower level.

Level 1 Economics

 * 1 Rank: At the start of your turn you may trade 3 ore for 1 gas on a world or station, or vice-versa, may only be done once per turn.
 * 2 Ranks: You may trade 2 for 1, once per turn, infrastructure cap increased by 1 on all worlds and stations. The resource storage capacities on all your worlds and stations is increased by 2.
 * 3 Ranks: You may trade 1 for 1, once per turn, in addition you gain 1 infrastructure at the start of each turn on each world or station you control.
 * 4 Ranks: You may trade 1 for 1, twice per turn, infrastructure cap increased by 1 on all worlds and stations. The resource storage capacities on all your worlds and stations is increased by 2.

Level 2 Economics

 * 1 Rank: You may trade 1 for 1, 4 times per turn
 * 2 Ranks: You may trade 1 for 1, 6 times per turn, infrastructure cap increased by 1 on all worlds and stations. The resource storage capacities on all your worlds and stations is increased by 2.
 * 3 Ranks: You may trade 1 for 1, 8 times per turn, in addition you gain another 1 infrastructure at the start of each turn on each world and station you control.
 * 4 Ranks: You may trade 1 for 1, 10 times per turn, infrastructure cap increased by 1 on all worlds and stations. The resource storage capacities on all your worlds and stations is increased by 2.

Level 3 Economics

 * 1 Rank: You may trade 1 for 1, 13 times per turn
 * 2 Ranks: You may trade 1 for 1, 16 times per turn, infrastructure cap increased by 2 on all worlds and stations. The resource storage capacities on all your worlds and stations is increased by 2.
 * 3 Ranks: You may trade 1 for 1, 19 times per turn, in addition you gain another 1 infrastructure at the start of each turn you can place on any world or station (they do not all need to go to the same world or station).
 * 4 Ranks: You may trade 1 for 1, 22 times per turn, infrastructure cap increased by 2 on all worlds and stations. The resource storage capities on all your worlds and stations is increased by 2.

Business Opportunities
Your society provides many routes to successful business development. At the start of each turn, you receive 1 infrastructure you may add to any of your worlds or stations. At level 2 Economics, this bonus increases to 2 infrastructure per turn, and at level 3, this bonus increases to 3 infrastructure per turn.

Cost: None

Financial Security Network
Security, both personnel and systems, is tight when it comes to the finances of your people. Subterfuge abilities used that directly affect or target your resources, resource management or would affect a business transaction on your part, are used with a -1 penalty to their value.

Requirement: Security 1

Cost: None

Liquid Asset Management
Your people are skilled at investing and manipulating funds. The resource storage cap of your worlds and stations is increased by 4.

Cost: None

Local Markets
Small businesses and marketplaces dot your society, providing employment and an increase in locally-produced goods. The infrastructure cap of all your worlds and stations is increased by 1. In addition, all of your worlds have the higher of their Ore or Gas increased by 1 for as long as you have at least 8 infrastructure there.

Cost: None

Advanced Banking
Your people enjoy the comforts of financial security and the ease of loans and project funding. For every 4 resources stored against a world's or station's resource cap, it gains a +1 bonus to your choice of production or construction value. This bonus cannot exceed a world's or station's base construction and production values.

Requirement: Liquid Asset Management

Cost: None

Blueprints
Careful planning and controlled material distribution have made standardized spaceships easier to produce in mass. When you build a spaceship or a defense, you may spend 2 ore and 2 gas to standardize its design (this is done as part of the build cost, but doesn't require additional production time). Starting the turn following its completion, when you build a spaceship or defense of the same specifications (same tech, modules, etc), you receive 1 free production/construction value to assign to that spaceship or defense for every 4 actual production/construction value assigned to it in a turn.

Cost: (See above)

Research Investments
You are able to invest in other fields of development and research to make advancements you might not have otherwise made. Select a level 1 or level 2 tech in another development or tech category. You gain access to that tech at the start of the next turn. You must have at least 2 ranks in a field to take a tech from it.

Cost: None

Silver-Tongued Bartering
Increase your maximum number of resource conversions per turn by 6.

Cost: None

Corporate Take-over
Your companies can edge out alien competition on their own worlds, as their own people demand your products over their own. You may spend the cost of this tech and apply it to a colonized alien world or station (the cost may be taken from any single world or station you command). If your Economics is higher than or equal to their own, each turn, that world or station diverts 1 ore and 1 gas (or 2 of one resource if for some reason it doesn't provide the other) to you, to spend amongst any of your worlds or stations. This gives you a foothold for Subterfuge abilities on that world or station. The alien race can attempt to forcibly remove this effect by using its Security or Subterfuge value against your 1/2 your Economics value. Though, if this effect is disrupted and/or removed by the alien race, there is a strong possibility of unrest on that world or station (which could lead to worse problems for them). If this effect is removed from a world or station, it can no longer be applied there for as long as that race controls the world or station.

Requirement: Local Markets

Cost: 1 Ore and 1 Gas

Dedicated Research
You are able to invest a significant amount into other fields of research and development to make huge advancements. Select a level 1, 2 or 3 technology in another tech category. You gain access to that technology at the start of the next turn. You must have reached at least level 2 in a field to take a technology from it in this way.

Cost: None

Global Funding Projects
Your world control cap is increased by 4. In addition, your worlds begin with up to 2 additional infrastructure when colonized.

Cost: None

Intergalactic Exchange Market
At the start of each of your turns, you gain a number of resources equal to the number of worlds and stations you command to distribute amongst any of them as you choose, in any combination of ore and/or gas. In addition, other races may join in the market if you allow them. Doing so provides them with 4 resources to distribute amongst thier worlds and stations each turn, but also increases the resources you gain from this tech by 2 per turn.

Requirement: Advanced Banking

Cost: None