FIRST THINGS
RU are potential, influence, get-things-doneability on the Pocket Empire scale.
RU are Strategy Points. RU are not measured in (for example) billions of credits (BCr). It is more likely that they represent the ability to buy task rolls, shift the balance of payoffs, or otherwise affect power relationships on the Pocket Empire scale. A frequent problem is that I tend to want to buy things with RU, and I think that's an incorrect metaphor. For example, I said that a cruiser is 1 RU, as if 1 RU were equal to BCr 20 or BCr 40. But really, what RU buys seems more like strategic moves.
RU is COMPARATIVE STRENGTH
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[FONT=arial,helvetica]WHAT ABOUT TECH LEVEL?
Two components of RU (Resources and Infrastructure) take TL into account in a very general way: TL 8+ gives Resources a boost, and Importance gets a boost at TL 10+, which in turn boosts Infrastructure. So RU is relatively independent of TL.
That frees us to use TL as (for example) a Target Number for strategic tasks which are mainly technological. For example, battles (which could be opposed tasks, right?)
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RU is ALL ABOUT EMPIRE-BUILDING[FONT=arial,helvetica][FONT=arial,helvetica]
[/FONT][/FONT]Consider three demands of empire: Diplomacy, Economics, War. Consider how we resolve each of these. They are task-driven, but there are different actors for each.
Economics could be a mix of Interpersonals (legislating taxes, for instance) and fleet or squadron actions (tradewar and interdiction). Economics tends to be the most productive -- and both sides of an economic exchange tend to split the benefits, don't they? Ideally they split the benefits 50-50. HOWEVER, the stronger entity will want to spend RU in order to shift political power in their favor. Right? So political power determines the split of economic benefits?
Diplomats might be corporate factors, lobbyists, ambassadors and embassies, agents, and other interesting personalities. They might use Interpersonal tasks straight out of the T5 book. Note that assassination is one of many ways to use a diplomat to get rid of another diplomat -- in essence, you're shifting the political power from one side to the other. Right? In Diplomacy, one side gets the lion's share, and the other side gets a concession. It's seldom just win-lose. And it's typically complex.
War is fought by fleets or squadrons or task forces, but at the end of the fight, it comes down to the two admirals meeting on the deck of a capital ship, surrounded by smoking hulls, for a duel to preserve honor. Or it comes down to a world surrendering on the terms of the intruder. War tends to be win-lose, and so it's the least profitable for both sides. But it does settle an argument.
HYPOTHESES
Hypothesis 1. 150 RU per year can pay for and maintain 1 heavy cruiser, 50 RU for one medium cruiser, and that 25 RU for a light cruiser.
In another thread I got some thoughts about what ships Regina might be fielding. The reason I asked was because I was angling to figure out what a single world can support (buy?) with RU.
Of course, I don't know what percent of RU "goes to building a space navy" -- or if indeed that's the right way to see it. The most interesting use of RU is in balancing a world's needs with it. Maybe the navy gets 5%. Maybe not.
So.
Say we have a remote pocket empire, and the capital world is "like" Regina, because I know that Regina has 6,000 RU. That may have changed in all the rules updates. But let's just say it's 6,000 RU. And say that this Regina-like world uses its budget to pay for and maintain 2 Light CruRons.
So a pocket empire, 6,000 RU. Say 5% is for its navy -- so 300 RU.
Now suppose that 300 RU can buy 2 Light CruRons, or 150 RU per CruRon. Assuming 6 light cruisers, that's 25 RU for a light cruiser. If it's 3 medium cruisers, then 50 RU for a medium cruiser. And, assuming 1 heavy cruiser, then that's about 150 RU.
That's where I'm going with this -- trying to guesstimate some benchmarks, perhaps to destroy later when the numbers prove unworkable.
WHAT DO YOU BUY WITH RU? (more hypothesizing)
[/FONT][FONT=arial,helvetica][FONT=arial,helvetica]I think RU gives you advantage, sometimes overwhelmingly so, but I think there are subtleties that numbers can't measure -- leadership, a veteran team, and opportunity.
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Inside Battles. Various competing interests within the world in question. Balkanized worlds thus are simply at one extreme end of a continuum.
Coalition Forming. External coalitions are needed to push an agenda on the empire level. As smaller coalitions merge into larger ones, the stakes get higher. At this level, it doesn't matter what the agenda is: the struggle is over who is in charge of a coalition.
Diplomacy. Once coalition building stops, then you have to wrestle your opponents to the floor. One option is to use Diplomacy: use bargaining and favor-currying and string-pulling to trade off items on agendas to get some of what you want.
Economics. When diplomacy fails, fall back on an economic struggle. Force your opponents to yield via interstellar industry and trade. Price controls, taxation, tradewar, whatever.
War. When diplomacy and economics fails, war is expensive and dangerous.
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RU are potential, influence, get-things-doneability on the Pocket Empire scale.
RU are Strategy Points. RU are not measured in (for example) billions of credits (BCr). It is more likely that they represent the ability to buy task rolls, shift the balance of payoffs, or otherwise affect power relationships on the Pocket Empire scale. A frequent problem is that I tend to want to buy things with RU, and I think that's an incorrect metaphor. For example, I said that a cruiser is 1 RU, as if 1 RU were equal to BCr 20 or BCr 40. But really, what RU buys seems more like strategic moves.
RU is COMPARATIVE STRENGTH
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[/FONT]The wording may be technically incorrect, but the sense is at least this clear: Alpha has more power than Beta.T5 Core Rules said:Comparative Budgets. RU Resource Units are relative values: they are best understood in comparison to other worlds. Assuming World Alpha produces RU= 100 and World Beta produces RU= 50, one can assume Alpha has an economy twice the size of Beta. Similarly, if Alpha has a naval budget for ship production, Beta probably has a budget equal to half of Alpha’s.
[FONT=arial,helvetica]Good point. Note also that page 404 might be "wrong".Dagrill said:[FONT=arial,helvetica]page 404 says the economic extension allows the calculation of RU's for a world in effect creating a world budget.
So there is a direct link between RU's and the numbers of Battalions and Capital ships deployed by a world.[/FONT]
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[FONT=arial,helvetica]WHAT ABOUT TECH LEVEL?
Two components of RU (Resources and Infrastructure) take TL into account in a very general way: TL 8+ gives Resources a boost, and Importance gets a boost at TL 10+, which in turn boosts Infrastructure. So RU is relatively independent of TL.
That frees us to use TL as (for example) a Target Number for strategic tasks which are mainly technological. For example, battles (which could be opposed tasks, right?)
[/FONT]
RU is ALL ABOUT EMPIRE-BUILDING[FONT=arial,helvetica][FONT=arial,helvetica]
[/FONT][/FONT]Consider three demands of empire: Diplomacy, Economics, War. Consider how we resolve each of these. They are task-driven, but there are different actors for each.
Economics could be a mix of Interpersonals (legislating taxes, for instance) and fleet or squadron actions (tradewar and interdiction). Economics tends to be the most productive -- and both sides of an economic exchange tend to split the benefits, don't they? Ideally they split the benefits 50-50. HOWEVER, the stronger entity will want to spend RU in order to shift political power in their favor. Right? So political power determines the split of economic benefits?
Diplomats might be corporate factors, lobbyists, ambassadors and embassies, agents, and other interesting personalities. They might use Interpersonal tasks straight out of the T5 book. Note that assassination is one of many ways to use a diplomat to get rid of another diplomat -- in essence, you're shifting the political power from one side to the other. Right? In Diplomacy, one side gets the lion's share, and the other side gets a concession. It's seldom just win-lose. And it's typically complex.
War is fought by fleets or squadrons or task forces, but at the end of the fight, it comes down to the two admirals meeting on the deck of a capital ship, surrounded by smoking hulls, for a duel to preserve honor. Or it comes down to a world surrendering on the terms of the intruder. War tends to be win-lose, and so it's the least profitable for both sides. But it does settle an argument.
HYPOTHESES
Hypothesis 1. 150 RU per year can pay for and maintain 1 heavy cruiser, 50 RU for one medium cruiser, and that 25 RU for a light cruiser.
In another thread I got some thoughts about what ships Regina might be fielding. The reason I asked was because I was angling to figure out what a single world can support (buy?) with RU.
Of course, I don't know what percent of RU "goes to building a space navy" -- or if indeed that's the right way to see it. The most interesting use of RU is in balancing a world's needs with it. Maybe the navy gets 5%. Maybe not.
So.
Say we have a remote pocket empire, and the capital world is "like" Regina, because I know that Regina has 6,000 RU. That may have changed in all the rules updates. But let's just say it's 6,000 RU. And say that this Regina-like world uses its budget to pay for and maintain 2 Light CruRons.
So a pocket empire, 6,000 RU. Say 5% is for its navy -- so 300 RU.
Now suppose that 300 RU can buy 2 Light CruRons, or 150 RU per CruRon. Assuming 6 light cruisers, that's 25 RU for a light cruiser. If it's 3 medium cruisers, then 50 RU for a medium cruiser. And, assuming 1 heavy cruiser, then that's about 150 RU.
That's where I'm going with this -- trying to guesstimate some benchmarks, perhaps to destroy later when the numbers prove unworkable.
WHAT DO YOU BUY WITH RU? (more hypothesizing)
[FONT=arial,helvetica](Despite Hans' quote above, I think RUs *do* in fact inform us of how many cruisers a world *could* have. War power is in economic tension with trade power and political power, perhaps.)Hans said:[FONT=arial,helvetica]As long as you don't try to use them to figure out how many cruisers a world has. For that you really ought to use percentages of GWP or PE-style RUs.[/FONT]
[/FONT][FONT=arial,helvetica][FONT=arial,helvetica]I think RU gives you advantage, sometimes overwhelmingly so, but I think there are subtleties that numbers can't measure -- leadership, a veteran team, and opportunity.
[/FONT]
Inside Battles. Various competing interests within the world in question. Balkanized worlds thus are simply at one extreme end of a continuum.
Coalition Forming. External coalitions are needed to push an agenda on the empire level. As smaller coalitions merge into larger ones, the stakes get higher. At this level, it doesn't matter what the agenda is: the struggle is over who is in charge of a coalition.
Diplomacy. Once coalition building stops, then you have to wrestle your opponents to the floor. One option is to use Diplomacy: use bargaining and favor-currying and string-pulling to trade off items on agendas to get some of what you want.
Economics. When diplomacy fails, fall back on an economic struggle. Force your opponents to yield via interstellar industry and trade. Price controls, taxation, tradewar, whatever.
War. When diplomacy and economics fails, war is expensive and dangerous.
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