League Economics
Everything costs money, from jumps to buying unit types. The league currency will be noted as C-bills since the BattleTech universe uses that as their primary currency rather than a separate league standard or individual House Currencies, such as the Kroner or Eagle. It makes for large numbers but it keeps the bookkeeping simple. NBT has a fluid economy system. All prices are subject to change based upon league availability and activity with some price fluxuation.
Monthly Income:
Income is paid to each Unit every Sunday. Maintenance costs are taken out at the same time. Each payment is determined by the Gross Income – Maintenance Costs, divided by 4 (weeks). That way each unit has money coming in every week. It also means that 4 times out of the year, you get an extra paycheck.
Each and every planet in the galaxy has an industry amount assigned to it. This can be from 0 to upwards of 250,000,000 c-bills. The total of all of the industry on a Unit’s planets will determine how much they will receive each month. Teams will be able to invest in their planets to increase their output per month. The cost of this increase will be based upon the current economy (ranging from 5-13 c-bills per point of increase).
Maximum Funds / Maximum Industry Limit: Each Unit may have a maximum of 25 billion C-bills saved in their bank. If a Unit exceeds this amount on payday, a worker’s holiday will be declared, and no income will be generated for that week. Units with 70+ planets may only have a maximum industry equal to the # of planets X 125 million.
Jump Types & Costs:
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|
Light |
Medium |
Heavy
/Flag |
Transport |
|
Normal Jump - |
100,000 |
300,000 |
500,000 |
50,000 |
|
Clan / Merc / Periphery
Jumps - |
20,000,000 |
60,000,000 |
100,000,000 |
10,000,000 |
|
Pirate Point Jump
- |
300,000 |
900,000 |
1,500,000 |
150,000 |
|
Surgical Strike
Jump - |
5,000,000 |
15,000,000 |
25,000,000 |
2,500,000 |
|
Purchasing Resources:
The following items may be purchased and delivered to various planets throughout your space. Certain restrictions apply to each.
- Unit Types:
Cost and availability varies by chassis. Factory
Production and Black Market are the only Unit Type sources.
- Industry
upgrade: 9-15 c-bills per 1 point of upgrade (any owned
planet / 250 million per planet)
- Transferring
Industry: When Industry is loaded or unloaded there is a
25% fee based on the amount of industry and the current industry cost.
- Transferring
Charge Stations: When Charge Stations are loaded or unloaded
there is an approximate 250 million fee charged. The fee will vary based on the current Charge Station pricing, as well as Unit class.
- Jumpships:
The following Units have the ability to purchase Jumpships at any of
their factories: Capellan Confederation, Draconis Combine, Federated
Commonwealth, Free Worlds League, Lyran Alliance, Free Rasalhague Republic,
Word of Blake, Clan Diamond Shark, Clan Snow Raven. There is a limit
to the number of Jumpships that may be purchased from each unit’s factories.
The ability to produce Jumpships is a Unit specific ability, not factory
specific (thus taking a factory from the above Unit will not magically
grant Jumpship production to the attacking unit).
- FlagShip Exception: Additional
FlagShips may be acquired by converting an existing Heavy Jumpship
into a FlagShip. The carrying capacity of the JS is reduced to Medium
level, and Flag bonuses apply. The cost of this upgrade varies.
The Heavy JS must be located at your Capital, and be empty of ‘Mechs.
Black Market:
The Black Market is a back room method for
Teams to purchase the plethora of unit types available for league play. Unit types purchased from the
Black Market may be delivered to ANY owned planet, regardless of factory
status. All units sold from any Team will go into the Black Market. In
addition, Mercenary and Pirate Teams may elect to sell to the Black Market unit types
stolen in a successful Raid for full purchase price. Only Teams with their primary technology base being IS may purchase units from the Black Market.
- The Black Market may deliver unit types to
any owned planet or any planet where you have Allied Garrison present.
A minimum of 10 of your units must already be present in an Allied Garrison
for it to be a valid delivery point.
- The cost of the unit types available on the Black Market are directly related to the number of each chassis available. The more of a certain unit is available, the less the cost. Rare units are much more expensive.
- Black Market deliveries take place immediately,
unless the designated delivery point is under Full Battle Lockdown.
Maintenance Costs:
There are certain costs entailed in maintaining such large units in the BattleTech universe. The automation will keep track of all resources that you own and deduct the following maintenance costs from your account.
- Planets:
10,000,000 per
- Charge Station:
75,000,000 per
- Command Flagships: 75,000,000 per
- ComStar Fees:
1,250,000 (or more) per planet
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- Heavy Jumpships: 35,000,000 per
- Medium Jumpships: 20,000,000 per
- Light Jumpships: 12,500,000 per
- Transports:
6,250,000 per
|
- 'Mechs: The maintenance cost of each ‘Mech is determined by its current status within the league, as well as its specific Chassis. The base cost is 250,000 per month, and goes up from there.
- Vehicle: The maintenance cost of each Vechicle is determined by its current status within the league, as well as its specific Chassis. The base cost is 250,000 per month, and goes up from there.
- Battle Armor: The maint
- enance cost of each Battle Armor contingent is determined by its current status within the league, as well as its specific Chassis. The base cost is 250,000 per month, and goes up from there.
- Infantry: The maintenance cost of each Infantry contingent is determined by its current status within the league, as well as its specific Chassis. The base cost is 250,000 per month, and goes up from there. Infantry has yet to be implemented and is presently unavailable.
- VTOL: The maintenance cost of each VTOL is determined by its current status within the league, as well as its specific Chassis. The base cost is 250,000 per month, and goes up from there. Due to Total War Rules on rotor damage, VTOLs are prohibited.
|
Garrison |
Attack |
Mothball /
Transport |
Light ‘Mechs |
250,000 |
1,250,000 |
750,000 |
Medium ‘Mechs |
250,000 |
1,250,000 |
750,000 |
Heavy ‘Mechs |
312,500 |
1,562,500 |
937,500 |
Assault ‘Mechs |
375,000 |
1,875,000 |
1,125,000 |
|
Transferring Money:
Money (C-Bills) may be transferred at anytime between Teams by using the automation. Unless you are at Full Alliance with the receiving unit, a percentage of the funds will be deducted from the money transfer. The lower your Diplomacy setting, the higher the transfer fee. See Alliances & Diplomacy for fee schedule.
Teams may setup automatic money transfers to take place to Mercenary Units, as part of their contract obligations. These are set on the Diplomacy page.
Factories
Ordering ‘Mechs:
‘Mechs may only be ordered and delivered from Factory planets spread throughout the galaxy. If a planet does not have a Factory present, no standard ‘Mech deliveries may be made (see Black Market). You may order from your own Factories, or from Allied Factories. There is a built in delay of three days from the time you make your purchases until the time they are actually delivered to your planet.
A planets total production capabilities are determined by the total factories present on planet. All discounts, production resources, and chassis selections of individual factories apply to the planet as a whole.
Ordering Vehicles:
Vehicles may be purchased from any factory. The Unit's Technology Base and Class will determine which set of Vehicles may be purchased from any of the Faction's factories.
Owned Factories:
- All deliveries will be made to the Mothball
Area on the planet. You may then transfer the unit types to
either the Planetary Garrison, or to in-system Jumpships.
- If your Factory planet comes under attack during the 3 day wait, the delivered units will still go to the Mothball area. You can still transfer unit types to Jumpships, but not to the Primary Garrison (Full Lockdown).
Allied Factories:
To order ‘Mechs or Vehicles from an Allied
Factory, you must have a Jumpship in-system at the time of your order.
Otherwise, you will not be able to even see the factory on your order
screen. The units are then delivered to your Mothball Area on the planet.
You may then transfer the units to the orbiting Jumpship. If you
have no Jumpship in orbit at the time of delivery, the delivery will be
waiting for pickup in the Mothball area. Purchases made from Allied
Factories while at Military Alliance are charged a 50% surcharge. 50%
of the final purchase price goes to the bank of the factory owner.
Pirates
and Unassigned Factories: Pirates may order units from factories
on any Unassigned planet (Pirate’s Haven is an example). Normal
Allied Factory rules apply.
Factory Slots:
Each Factory planet has a predetermined number of Factory slots. Some have only 1 slot, while others might have 9 or 10 different slots. Each Factory Slot has 4 properties assigned to it:
- Tech Class – Clan or IS – This will determine the Technology Base and output of the Factory
- Preferred Chassis – This will be set to a specific ‘Mech, within the Factory Tech Class. Anytime this ‘Mech is ordered from this Factory, normal 'Mech Costs apply.
- Chassis Class – Light, Medium, Heavy, Assault – This is determined by the Preferred Chassis. Any ‘Mech chassis of a set class may be ordered from this factory. Whenever a Secondary 'Mech is purchased, a 15% surcharge is applied to the purchase.
- Monthly Production – Each Factory Slot may only produce a certain number of ‘Mechs per month. Each week, the Factory partially ‘recharges’ as additional production materials are brought in. Heavy and Assault factory production is a little slower due to the longer build times. Factories of inactive or vacant units will recharge as a drastically reduced rate.
Factory Upgrades:
Factories may be upgraded in two ways. As
the time and expense required to make these changes are rather large,
these can be some of the biggest expenditures in the league. There
are NO REFUNDS. Each factory has a base cost of 2 billion, multiplied by the current 'Mech cost. When you create a new factory slot, you are given the
option to name the factory slot. Please name them in line with CBT standards
for factory names.
- Expand
Existing Factory – This option will create a new Factory
Slot on a planet that ALREADY has Factories present. You will choose
the Preferred Chassis for the Factory creation.
- Create
New Factory – This option will create a new Factory on a
planet that does NOT have Factories present. This is by far the most
expensive option.
Factory Upgrade Costs:
|
Modification
Type
Expand
Existing Factory –
Create New Factory – |
Cost
Multiplier
250x ‘Mech Cost
375x ‘Mech Cost |
Production
Time
17 days
21 days |
|
Cross Tech:
All Factories are locked into their current owners Tech Class. Thus IS owned factories will always produce IS ‘Mechs; Clan owned factories will always produce Clan ‘Mechs. There are two ways around this limitation.
- Capturing
an enemy factory: If an IS unit captures a Clan factory,
that factory will retain its current Preferred Chassis, but its
remaining production will still produce IS chassis. Vice versa
if a Clan captures an IS factory.
- Stolen
Technology: The automation will keep track of all Cross-Tech
‘Mechs that are stolen or salvaged by each unit. Once you have acquired
50 of a specific chassis, you will gain the ability to Expand
one of your factories to that chassis. This applies to any 'Mech chassis
that you do not have initial access from your factories. Once you have
stolen 50 of them, you may then begin to purchase factories of that
chassis type.
Vehicle Factories:
Any unit may order Vehicles from any allied
factory. The vehicles that are available to a unit are based upon its
Unit Class (Inner Sphere, Clan, Pirate, etc). Select the system you wish
to order from, and choose Vehicles from the menu at the top (similar to
Jumpship production). Your available Vehicles will be detailed, as well
as ordering options. Orders take the standard 3 days for delivery, and
are placed in Mothball in the selected system. You may then load them
on your Jumpships or transfer to Garrison status.
Additional Expenses & Abilities
Selling Resources:
- Unit Types
may be sold from any planet you own that is NOT under attack (Initial
or Planetary Lockdown). They will be sold to the Black Market for a
variable fee, depending on how saturated the Black Market is at that
time with that particular chassis.
Black Market Integration - When selling units, you will be given
the option to either sell them immediately to the Black Market, or to
place them up for Auction. Immediate Sell will grant you cash right
away, but at a lower rate. If you choose to Auction off your units,
they are placed in the Auction House, pending purchase from the Black
Market. Once the unit type sells, you will receive your reimbursement, at
a higher rate than an immediate sale.
- Jumpships
may also be sold. They do NOT go into the Black Market. They are returned
to ComStar for safekeeping. You do NOT receive any funds for selling
a JS to ComStar.
- Charge
Stations may NOT be sold.
ComStar Fees:
The following only applies to House and
Periphery Units.
In order to maintain its interstellar communications network, certain maintenance costs are charged to Inner Sphere type Units. Failure to pay these fees results in a shutdown of communications between planets, drastically increasing the operating expenses of all planets. Unfortunately, ComStar has had its own problems as of recent years. Word of Blake has taken control of Terra, and ComStar has moved its base of operations to the Free Rasalhague Republic planet of Tukayyid.
All units have the option of paying a monthly
fee to either FRR or WoB in order to maintain their communications network.
This fee is ranges from 1 million to 10 million c-bills per planet. This
is a monthly fee. Each unit will choose to activate a Full Alliance with
either WoB or FRR. If neither is selected, then your communications
maintenance costs increase by 100% per planet.
ComStar Units may Interdict the communications
of a subscribing Unit by disabling Full Alliance status, thus causing
the former allies communication maintenance costs to skyrocket.
The subscribing Unit may then either attempt to convince the ComStar unit
to reinstate the Full Alliance status, or may choose to subscribe to the
other ComStar’s services.
Star League Defense Force Fees:
The following only applies to Units that are SLDF Members.
Each SLDF Member must pay regular fees to the SLDF to maintain its network of Jumpships and support 'Mechs. These fees are deducted similarly to the ComStar Fees above, but are only paid by the current SLDF Members. These fees enable the unit to call upon the SLDF as a Full Ally, making use of their pilots in drops, Allied Garrison, Allied Attacks and so forth.
SLDF Feels are mandatory, and cannot be disable while a member of the SLDF. Membership to the SLDF is granted only by a unanimous vote of existing SLDF members (as well as extensive supporting role-play). Removal from the SLDF is likewise only able to be done by the membership, requiring a unanimous passing vote (as well as extensive supporting role-play).

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