Economics and Logistics Phase

The Economics and Logistics Phase is divided into several subphases

### Calculate Resource Points

National economies are represented by Resource Points, each nation develops a set number of RP a turn. This number is based on planets held and trade treaties signed with other nations. Each planet is worth 2 RP. Each minor factory world is worth 24 RP. Each Major factory world is worth 40 RP. Each Capital is worth 120 RP. This all comes together to generate the total base RP a faction makes a turn. Each trade treaty with a neighbouring nation adds an additional 10% to the base RP. Each trade treaty with a nation not connected adds an additional 5%.

#### Banking RP

Any RP not used when generated is banked. Banked RP receives an interest of 5% each turn.

### Infrastructure

Worlds can be improved incrementally, one improvement per turn; an Other World, which naturally produces 2 RP a turn, can be improved to a Minor Industrial World that produces 24 RP a turn(576 RP), which in turn can be improved to a Major Industrial World, which produces 40 RP a turn, (960 RP). A world can also be a Regional or National Capital, producing 120 RP a turn, along with an Industrial world. Establishing a new capital reverts the old one to a regional capital (1920 RP).

### Research technology

   Progress moves forward. This is done by the nations of the inner sphere. Each turn a nation may spend up to 15% of its generated RP into development. Each 8 RP buys one DP is a chosen tech tree. Nations under the aegis of Comstar are treated as having a ComTech level of 7 but will revert to their own ComTech level should they lose the patronage of the Precentor.

Tech level can be increased once the requisite number of development points have been met. Once a tech level increases the development points in that tree are reset to zero and the nation must begin development again to reach the next tier.

### Supply

   In the Supply Sub-Phase, a Faction manages resources specific to maintaining and repairing their combat forces. All Formations consume supplies such as ammunition, food, medicine, spare parts, toilet paper, and so on. A unit engaged in combat uses supplies at a much higher rate. Each regiment will have a peacetime and wartime supply cost.

If insufficient RP was left over from the prior turn, a number of units must be designated as having “No Supply” in the subsequent turn a player may choose which units go with or without supply. Each regiment that is designated as such suffers the No Supply penalty. If a Formation does not receive supplies and already has the “No Supply” note on it from the previous turn, apply 10 percent of its starting Armor Value (rounded up) in damage in order to reflect the deterioration of its equipment from ongoing neglect. Roll critical hits for this effect as if the damage occurred in combat

There are numerous times when a Combat Command may find itself unable to receive supplies even when its Faction has the available RP for them. If a Combat Command is operating in hostile or neutral territory, for example, it is automatically assumed to have broken supply lines if it cannot trace a line of friendly or neutral interstellar hexes between its position and the nearest friendly-controlled world. Even if a Combat Command can trace a supply line, the gamemaster should roll 2D6 for any Combat Command that is outside of friendly territory, applying a +1 to the roll if it was in combat during the previous Game Turn. On a modified result of 6 or higher, the Combat Command is suffering from broken supply lines. The roll may be further modified (by either attack or defender) at a cost of 10 RP for +/–1 or 30 RP for +/–2. Any Combat Command that has broken supply lines will suffer the “No Supply” penalty in combat. Any RP assigned to a command that suffers from broken supply lines during this phase will return to the faction’s total RP reserve

#### Mercenary Supply and Hiring

Mercenaries actively employed by a nation are considered, while under contract, part of the national military for supply purposes. To hire a mercenary a Nation player must establish a contract with the following parameters.

A contract is established by sending the information to the GM. More information on the specifics of contracts can be found in the Mercenary Gameplay section of this page.