GrantDavis.net

BattleTech 3000

Land Holdings

The Land Grant advantage provides productive land to a Noble, which generates income as follows:

+Discretionary Taxes
+Factory Production
-Factory Salaries
-Factory Maintenance

Population

Population, or POP, is a measure of the number of people in an area. One POP point represents about 500 people, 100 in the town and 400 in the surrounding countryside.

Taxes

Most of the economic activity on Simpson Desert is generated by a peasant farmer waking up, going out and growing enough food to feed their family, plus a little extra to take into town. The manor lord (your character) taxes this production by going out and collecting a portion of the peoples' harvest.

Taxes are collected as a percentage of the average 1000 H-bills of production by each of the 500 people per POP. You control the "Discretionary Tax Rate" that starts at 5%; you actually tax at a much higher rate, but most of that goes to maintaining essential services such as running water, a few years of schooling and churches.

Factory Production

Your factory output is the lowest of:

  • POP times productivity
  • Capacity times productivity
  • Demand

Productivity

Each commodity has a Productivity for each point of POP; for instance, Tilshead has a POP of 2 and a Productivity of 100, so it starts out producing 200 Heat Sinks per year based on its capacity and worker base. Productivity doesn't change.

Factory Salaries

Factory Salaries are 28,000 H-bills per POP of capacity employed at the factory.

Capacity and Maintenance

Factory maintenance costs 10,500 H-bills per POP of capacity. Factories were built at a higher capacity than they are currently producing at, and new capacity cannot be built. Landowners may wish to preserve excess capacity by paying a higher maintenance value. Once maintenance is neglected, it requires Administration 3+ and five years payment of back maintenance to restore the capacity.

Demand

Demand may change from year to year at GM discretion.

Wholesale versus Retail

The price list shows what a given good costs and what it sells for. Your factories sell at the lower value, then the goods are processed and transported throughout the countryside for sale at the higher value. To bypass this system, Nobles can make their own deals, but they must provide transportation and (for Mech parts) use their own Techs to install the parts. Unless noted otherwise, shipping a good costs 5% of its retail value per day's travel and is vulnerable to raiders.

Supply and Demand

For now, prices are stable and cannot be affected by producing more or less of a particular good. As I get the economy mapped out and the Demand numbers start coming in, Nobles will be able to establish monopolies and embargoes to change prices.

Update: Due to the PC Houses providing fresh water to their people, the cost of water has risen 20%, affecting the cost of everyone's Mech patrols. To compete, the neighboring NPC towns have reduced their tax rates. They are not pleased.

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Last Modified on 01/07/04
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