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[Gearheading] Building planetary police forces

Golan2072

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I was reading through Striker when it occured to me: planetary police forces could be constructed in a manner similar to which planetary armies are built in Striker. So here is the system:

1) First, calculate the planetary GNP (Gross "National" Product). Do so by taking the Base per-capita GNP (as given in the first table) and multiplying it by the Trade Code Multipliers (as given in the second table) and by the world's full population.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">TL Base GNP
5 2,000
6 4,000
7 6,000
8 8,000
9 10,000
10 12,000
11 14,000
12 16,000
13 18,000
14 20,000
15 22,000</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Trade Class Multiplier
Rich x1.6
Industrial x1.4
Agricultural x1.2
Poor x0.8
Non-Agricultural x0.8
Non-Industrial x0.8</pre>[/QUOTE]example: New Seattle, a world IMTU, is TL9, Agricultural, Rich and Non-Industrial and with a population of 7 millions. Therefore, its GNP is 15,360 per capita (10,000x1.6x1.2x0.8) and 107,520,000,000 total.

2) Second, decide on the percentage of the GNP spent on the police force (this goes through taxes and government budget and so on, but for the sake of calculation just consider it a percentage of the GNP). This should be one percent per law level number. calculate the total police budget from this.

example: New seattle has a law level of 9. Therefore, it spends 9% of it's GNP on police, or Cr9,676,800,000.

3) Assume that 20% of this budget goes to field or semi-field personnel (beat cops, SWAT, detectives, riot cops etc), 10% to field equipment purchases (weapons, armor, radios, uniforms, handcuffs, vehicles, riot gear, forensics kits etc), 20% to field equipment maintainance and 50% to assorted non-field expenses (facilities, administrative staff, prisons, prison guards, mainframes, security cameras etc). The important things here are the field personnel and the field equipment budget - assume that the police force has 20 years worth of field equipment. Change the ratios if you want.

Example: New Seattle spends Cr1,935,360,000 per year on field police personnel. It also has Cr19,353,600,000 worth in field equipment. What to do with this number? assume that 95% goes to vehicles/big gear (robots, forensic equipment etc) and 5% to personal gear. This will be handy later to determine the quality of personal equipment.

4) decide on the force's quality. As in Striker, there are four levels of quality: Militia, Mediocre ("Conscript"), Professional ("Long Service") and Picked. This determines the cost of the force as well as the composition of the force, as seen in the next table:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Quality Recruit Regular Veteran Elite
Militia 84% 10% 5% 1%
Mediocre 55% 25% 15% 5%
Professional 25% 40% 25% 10%
Picked 0% 45% 30% 25%</pre>[/QUOTE]This has serius implications if your police force engages in Striker combat (as part of an insurrection, merc raid, riot etc), but even without Striker, this will give you a feel of how good the force is and how large are the SWAT/special forces (who should be "elite" cops).

The avarage annual costs per cop are 10,000 for Militiaman, 20,000 for a Mediocre cop, 30,000 per Professional cop and 50,000 per Picked cop. These costs include salaries, civilian support personnel, uniform, benefits, on-duty meals etc. Now divide the total personnel budget by the cost-per-cop to recieve the number of field operatives in the police force.

Example: New Seattle has a Mediocre police force, and thus has 96,768 cops. Of these, 53,221 are raw recruits, 24,192 are regulars, 14,515 are veterans and 4,838 are elites.

5) Calculate the police ratio by dividing the total planetary population by the total number of cops.

Example: New Seattle has a Police Ratio of one cop per 72.34 citizens.

6) Calculate the avarage value of personal equipment per cop by dividing the personal equipment value by the number of cops. Riot cops/SWAT will probably have the better gear, but this is the general guideline.

Example: New Seattle has a total of Cr967,680,000 in personal equipment, which is, on avarage, Cr10,000 per cop. This allows for good-quality TL9 gear, including possibly cloth armor, laser weapons and maybe ACRs. SWAT will probably use imported Combat Armor.

Another Example: Lena's Legacy, another world IMTU, is TL7, Non-Industrial and has a population of 70,000 and a Law Level of 6. It's GNP is Cr4,800 per capita and Cr336,000,000 total. It spends 6% of its GNP (Cr20,160,000) on the police force; of this Cr4,032,000 goes to field personnel and has a total of Cr40,320,000 in field gear, Cr2,016,000 in personal equipment and Cr38,304,000 in vehicles/heavy equipment. It has a Militia-grade police force with 403 cops total; 339 of them are no better than raw recruits; 40 of them are regulars; 20 of them are veterans and only 4 are elites. Lena's Legacy has a Police Ratio of one cop per 173.7 citizens and an avarage equipment value of Cr5,002 per cop.
 
Great concept. Just one point where I think you might want to tweek it.

New Seattle has a Police Ratio of one cop per 72.34 citizens.

That's a lot of cops. Just for comparison I checked out what the ration is in my town (champaign, IL) which I'd call about LL9 and it works out to a ratio of 1 cop for every 700 residents (aproximately, the exact ratio is 1:718). I think you are over estimating the size of your force by about 10 times. I'd reduce the % of GNP spent on police by 10 (so, in this example you'd get .9) and you would get almost exactly the same ratio of police to population as a real LL9 town.

Just my thoughts...
 
Originally posted by Ranger:
Great concept. Just one point where I think you might want to tweek it.

New Seattle has a Police Ratio of one cop per 72.34 citizens.

That's a lot of cops. Just for comparison I checked out what the ration is in my town (champaign, IL) which I'd call about LL9 and it works out to a ratio of 1 cop for every 700 residents (aproximately, the exact ratio is 1:718). I think you are over estimating the size of your force by about 10 times. I'd reduce the % of GNP spent on police by 10 (so, in this example you'd get .9) and you would get almost exactly the same ratio of police to population as a real LL9 town.

Just my thoughts...
That sounds about right.
 
Originally posted by Ranger:
Great concept. Just one point where I think you might want to tweek it.

New Seattle has a Police Ratio of one cop per 72.34 citizens.

That's a lot of cops. Just for comparison I checked out what the ration is in my town (champaign, IL) which I'd call about LL9 and it works out to a ratio of 1 cop for every 700 residents (aproximately, the exact ratio is 1:718). I think you are over estimating the size of your force by about 10 times. I'd reduce the % of GNP spent on police by 10 (so, in this example you'd get .9) and you would get almost exactly the same ratio of police to population as a real LL9 town.

Just my thoughts...
Hmmm... I'll try this later on, though Law Level D (police state) should have a VERY HIGH police ratio, so possibly the multiplier will change for very low and very high law levels.
 
You might want to take a look at Adventure 5, TCS, which has a way to modify naval budgets by government type on pg 31. You could probably use it in a modified form (or unmodified) to adjust your police budgets.
 
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