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[ SWUnleashed Rules ] { Economy }
A- Materials
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- The economy has 8 different materials: Durasteel, Quantum, Tibanna Gas, Bacta, Plasteel, Methane, Ardanium,
and Durelium. Each material is used for a different purpose, and has a direct effect on the economy.
- Each material has a Credit Exchange Rate. These values will shift slightly with the market.
Credit Exchange Rate
| Material |
Rate |
Purpose |
| Durasteel |
1:100 |
Starship/Vehicle Hulls Weapon/Item Components |
| Quantum |
1:230 |
Capital Starship Hulls |
| Tibanna Gas |
1:50 |
Starship/Vehicle Shields Weapons |
| Methane |
1:60 |
Vehicle Engines Weapon Components |
| Plasteel |
1:120 |
Starship/Vehicle Components Weapon/Item Components |
| Ardanium |
1:150 |
Starship Sublight Engines |
| Durelium |
1:120 |
Starship Hyperdrive Engines |
| Bacta |
1:130 |
Medical Items |
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B- Mineral Deposit Locations
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- Each different material can be found in different terrains and on different planet types.
Mineral Deposit Locations
| Material |
Terrains |
Planet Type |
| Durasteel |
Rock, Plains, Ocean Floor |
Rock, Desert, Temperate, Ocean |
| Quantum |
Mountain, Ocean Floor |
Rock, Desert, Ocean |
| Tibanna Gas |
Gas |
Gas |
| Methane |
Gas |
Gas |
| Plasteel |
Rock |
Rock, Temperate |
| Ardanium |
Rock, Plains |
Rock, Desert, Temperate |
| Durelium |
Rock, Plains |
Rock, Desert, Temperate |
| Bacta |
Plains |
Forest |
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C- Mineral Scarcity
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- Not every single square of a planet has minerals in it. Each material has a scarcity rating, determining how
often each terrain type that it can be found in will actually have that material in it. Similarly, if a terrain tile
happens to have that material, the size of the deposit depends on that material.
Mineral Scarcity
| Material |
Scarcity |
Deposit Size |
| Durasteel |
93% |
13950 |
| Quantum |
68% |
10200 |
| Tibanna Gas |
100% |
15000 |
| Methane |
100% |
15000 |
| Plasteel |
97% |
14550 |
| Ardanium |
95% |
14250 |
| Durelium |
90% |
13500 |
| Bacta |
50% |
7500 |
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D- Mineral Replenishment
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- When a mineral deposit reaches 0 on resources of any type within a given terrain, mining will stop. The
replenishment process will then commence its period of time. During the replenishment, the mine can be
reactivated for that mineral, but at the cost of ending replenishment until the mine is depleted.
- Only the mineral deactivated for replenishment will rejuvenate. All others will continue on unless
they too are deactivated.
- When a mine has reached its quota, it can be turned off, prior to depletion, to allow replenishment
of resources to refill the mine. This way groups can plan ahead and make sure they’re never unable to
mine the resources they need.
- Replenishment of any given terrain square will take a full three weeks to replenish the terrain’s
resources to full. Mining will continue on this terrain for any material, other then the depleted or replenishing resources.
- When a resource is stopped in its replenishment process, it will only have a artial amount of resources regenerated.
This can be determined by:
( Mineral Deposit / 21 days ) * Days Replenished = Minerals regenerated
- Should a mine continue to be mined while a deposit is being replenished, over time the deposit's overall size will lower.
For every one day a deposit is mined during the replenishment cycle, 2% of the deposits total possible yield will be
lost for the depleted material.
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E- Mining and Refining
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- The time it takes to extract and refine minerals depends on the difficulty of the material being extracted or
refined. Each NPC worker can mine and refine materials at a set rate.
- Mined material per day:
Mined Material per day = [ Material / ( equipment * difficulty) ]
Material = Mineral Deposit
Equipment = Number of Extractors
Difficulty = Mining Difficulty
Time to Clear = Material / Mined Material |
- Refined material per day:
Refined Material per day = [ Material / (equipment * difficulty) ]
Material = Mineral Deposit
Equipment = Number of Refiners
Difficulty = Refining Difficulty
Time to Clear = Material / Refined Material |
Mining and Refining
| Material |
Mining Difficulty |
Refining Difficulty |
| Durasteel |
3 |
1 |
| Quantum |
3.3 |
1.6 |
| Tibanna Gas |
2.5 |
1.05 |
| Methane |
2.6 |
1.2 |
| Plasteel |
2.9 |
1.5 |
| Ardanium |
2.7 |
1 |
| Durelium |
2.85 |
1.1 |
| Bacta |
3.5 |
1.5 |
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