Districts

Districts represent large areas of development on a planet dedicated towards a particular purpose, whether that is housing or resource production. The total number of districts that can be built on a city is limited by district slots, which are equal to the. The number of mining, generator, and agriculture districts is further constrained by the deposit features on the planet.

If you wish to destroy any districts, it is simply an "improve maneuver" and refunds 25% of the cost.

Each Tech level support 5 districts per city(so Tl 0 would be 5, Tl 1 would be 10 Tl 2 would be 15 and so on and so forth)

Primitive district(TL 0)

A primitive district for hunter-gatherer societies(these become obsolete at TL 2/2)

Acts as all TL 0-2/2 structures(no abilities though)

Cost: $2,000,000(+$2,000,000 per era), with an Marshall Manpower roll

City District(TL 3)

These dense urban centers provide large amounts of housing and office space for clerical workers.(Requires 3 power per District)

Grants add +10 to the TL's population on RM per era population capacity(+5 per era)

Cost: $25,000,000(+$25,000,000 per era) with an Marshall Manpower roll

Mining District(Tl 5/A5)

These mining towns and resource extraction centers drill deep into the mantle to access mineral deposits.

Grants +5 to Management(+2 per era) when extracting natural resources

Cost: $25,000,000(+$25,000,000 per era), with a Marshall Manpower roll(requires 2 power)

Agriculture District(Tl 2)

Land set aside for cultivation, either through the growing of crops or animal husbandry.(Requires 2 power per District)

Grants +5 to Management(+2 per era) when gathering agriculture resources

Cost: $25,000,000(+$25,000,000 per era), with an Marshall Manpower roll(requires 2 power)

Industrial District(Tl 5)

Smelting facilities and factories fill this district, creating advanced products out of raw materials.(Requires 7 power per District)

Grants +5 to Management(+2 per era) when manufacturing luxury resources

Cost: $120,000,000(+$120,000,000 per era), with an Marshall Manpower roll.

Trade District(TL 2)

A district of offices and factories(or primitive places) where goods are manufactured and sold.(Requires 3 power per District)

Grants +3(+2 per era) to for trading with NPC factions(must be approved by DM) in addition, for every 4 degrees of success, you can sell a single Natural Resource(or Agriculture) point as if you were selling a Luxury Resource.

Cost: $45,000,000(+$45,000,000 per era)with an Marshall Manpower roll(requires 3 power)

Commercial District(Tl 2)

Civilian industry and infrastructure populate this district dedicated to commerce.(Requires 3 power per District)

Grants +$10,000,000 to income, grants +$10,000,000 per era

Cost: $100,000,000(+$100,000,000 per era), with an Marshall Manpower roll

Criminal District(Tl 2)

A place where crime is rampant. ANY goods can be found here by heroes just about(Requires 2 power per District)

Grants +$75,000,000 to income, grants +$75,000,000 per era, treat as 5 levels of Corrupt, if you receive blackmail Windfall, you double the bonus against the target, if another nation receives the "Corruption" Disruption, you gain that penalty as your bonus(double penalties for you, if you suffer said Disruption as your own official prove too corrupt even for you to handle)

Cost: $100,000,000(+$100,000,000 per era), with an Marshall Manpower roll

Generator District (TL8)

Rows of massive power plants that generate massive amounts of energy which can then be used or converted into energy credits.

Grants +20 to power, grants +2 per Tl after introduced

Cost: $50,000,000(+$50,000,000 per era), with an Marshall Manpower roll

Military District (TL5)

In TL 3-4, entire sections of the city cordoned off into armories, blacksmiths, at TL 5+ Rows of military industrial complexes that store armaments and train troops lie here.(Requires 5 power per District)

Grants Ability to train units from appropriate tech level(Ground, Air, Space, Naval) depending on where it's located.

Cost: $1,000,000,000(+$1,000,000,000 per era) with an Marshall Manpower roll and grants +$10,000,000 to Military Resources(+$1,000,000,000 at TL5+ per era, only gives $10,000,000 for previous era), cost for TL3-4: $1,000,000(+$1,000,000 per era)

Military Academy District (TL9)

A special district that provides equipment to defensive armies and increase army build speed, each Military academy counts as $10,000 for build speed(check GURPS 4e Mass Combat for more rules).(Requires 7 power per District)

Cost: $15,000,000,000(+$15,000,000,000 per era) with an Marshall Manpower roll and grants +$10,000,000,000 to Military Resources(+$10,000,000,000 per era)