Planetary
Management
Other than ‘Mechs, Planets are the most
important resource in the league. Without them you cannot produce
industry or ‘Mechs. The following is a compilation of the rules
that apply to managing your vast (or not so vast) empires.
Industry
Industry is what keeps the league running.
A unit without industry soon goes broke and dies. Most of your planets
will have some sort of industry on them in some form. From the small
50 million backwater world, to the bustling 250 million Factory/Capital,
each adds its own worth to the greater whole. Industry is also used to
determine many other features of the league.
- Recommended
Garrison: Garrison levels are based upon the current industry
level, at a rate of 5 million per Unit. Any Units placed on planet over
this number will result in Over-Garrison
effects kicking in. Inner Sphere and ComStar units have a 10% bonus.
- Battle
Sizes: The sizes of the battles being fought on your planet
are determined by the industry. The larger the industry, the larger
the battles. This applied to both Guerrilla
Raids and Planetary Assaults.
- System-Defense
Stations: The effect of System-Defense
Stations are based upon industry level. Higher industry =
Higher effectiveness.
- Auto-Industry:
This is an automation limit for each planet as to how low the planet
may be reduced in industry.
Industry may be increased on any planet,
up to a maximum of 250 million. The cost of increase is 9-15 c-bills per
point of industry. Increases in industry should be carefully made.
If you want a strong, well-defended border, higher industry planets will
be needed on that border. No risk, no gain. Units with 70+ planets
may only have a maximum industry equal to the # of planets X 125 million.
Industry may be moved from planet to planet
by use of Transports. Industry may only be moved in blocks of 1
million, each block taking up 2 Unit slots. Industry may not drop below
the Auto-Industry level by using this method. When Industry is loaded
or unloaded there is a 25% fee based on the amount of industry and the
current industry cost. There is also a small chance of a planet going
into Political Instability when Industry is removed due to the native
population reacting badly.
Each of your planets is a living, breathing
thing. Occasionally they go through economy problems, or maybe a diamond
mine is discovered, boosting the economy. As such, during the course
of the league you will notice that many of your planets industry levels
will vary from month to month. This variation will be small in the
grand scheme of things (up to a 25 million change, up or down) but taken
together can cause a modest impact upon the league and your strategies.
Political
Instability: A planet may go into PI mode either through a
successful Guerrilla Raid, or through random government problems on the
planet. PI Mode will continue for a period of 45 days, eventually stabilizing
on its own. A unit may choose to drop money into correcting the situation
though (equal to 50% of planetary industry) at the 30 day mark. Instability
effects include:
- No Industry Produced
- Planet owner and allies may not reinforce
the planet (Unit Transfers to and from jumpships are disabled; Mothball
transfers are permitted).
- Attacks are still possible on the planet.
- Enemy Jumpships may choose to Pass Through
the system without fear of a Trespass Dispute being generated.
- Planets with Charge Stations recharge
ALL Jumpships, friend and foe.
Unit Garrison
Limits
Units may have any percentage of their Units
in Garrison or Attack status at any time. Having an excessively offensive
based force can cause economic problems for the unit to support the scale
of their offensive activities.
- At 75%-100% Garrison levels, normal maintenance
fees apply.
- At 74%-50% Garrison levels, all maintenance costs are increased by
10%
- At 49% and lower Garrison levels, all maintenance costs are increased
by 25%
- Units that have less than 1000 Units are exempt from the above increases.
Planetary Unit Limits
Each planet has a Recommended Garrison Limit
assigned to it. This limit is based upon the planets current industry
at a curve of 5 million for each Unit. Inner Sphere and ComStar units
have a 4.5 million rate. Salvage effects and industry destruction
are only applied to Planetary Assault type battles.
Over-Garrisoning
a planet – A planet may hold up to its Recommended Garrison +50%. If RG
is 100 Units, then Over-Garrison will allow another 50 Units to be placed.
Doing so will negatively effect both the planet, and any battles launched
against that planet. These same rules apply for Over-Attacking a
planet.
- Battle Penalties – Over-garrisoning
a planet, as with over-attacking during a PA (i.e. sending in more attacking
units based on the defending planets industry) will damage the planet’s
industry, and lower your salvage. The more Units you have, the greater
the damage.
- Attackers that damage the industry
on a successful PA will be auto-charged to repair the damaged industry
at the current industry prices.
- Daily Over-Garrison Fees – Each
day that a planet is Over-Garrisoned, you bank will be charged a fee
of 2% of the planetary industry. This represents the additional
cost of keeping such a large force of Units on a planet that cannot
support them.
- Weekly Over-Garrison Fees – Each
week that a planet is Over-Garrisoned, Units will begin to fall into
disrepair, and eventually be disabled and unusable. In order to prevent
this, a substantial sum must be paid each week, based upon the amount
of Over-Garrison present.
- Allied Garrison – While a unit
is Over-Garrisoning their own planet, their allies can not drop Units
onto the planet to help with its defense.
- Political Instability - When a PA is completed on a planet
that was Over-Garrisoned or Over-Attacked, there is a scaled chance
that the planet will fall into PI mode.
Under-Garrisoning
a planet – Like with the Attacker, if you decide to lightly garrison a
planet that is PA’d, then salvage BONUSES apply to your unit, up to 75%
salvage.
Allied Garrison
Every planet has the ability to support
two types of garrison forces, yours and that of one ally. In order
for an ally to garrison one of your planets, they must be set at Full
Alliance or Military Alliance on the Diplomacy
page. Allied Garrison is counted toward the total number of Units on planet
and any negative effects of Over-Garrisoning still apply. You must have
5 units in Allied Garrison mode in order to gain the following Allied
Garrison abilities:
- The planet owner can transfer battles on the planet to the Ally
- The Ally may have Black Market units delivered to the planet
Breaking
of Alliance – If your alliance setting drops to Neutral Allied
Garrison is in place, several things will happen. First is that
the automation will ask you if you are REALLY sure you want to do this.
Once you confirm this choice, it will then convert all Allied Garrison
between the 2 units to Mothball status. The Units will be unusable
until pulled off planet, or Military Alliance status is restored. If the
alliance setting drops further (Border Dispute or War), ALL Units that
either unit has placed as Allied Garrison will launch Guerrilla Raids
on the other unit (yes, this means that 20 or 30 battles could be launched
in about 5 seconds).
- Pulling this stunt can really
damage both units, taking up a lot of time and resources to handle the
battles, as well as to recover from the losses. Consider carefully
before executing this maneuver. All normal Guerrilla
Raid rules apply (# of battles, tonnage and pilot restrictions).
- If a Battle is currently active on a
planet where Allied Garrison is present, then those Units default to
the planet owners control. No Guerrilla Raids will be fought. Consider
this confiscation of the on-planet Units due to planetary emergency
(under attack).
System-Defense Stations
Capital, Factory and Charge Station
planets are protected by System-Defense Stations. After the
24-hour window has expired on a Planetary Assault, and all Attacker’s
Units have dropped, the SD Stations have a 50% chance of forcing a minimum
of 25% of the Attacking Dropships to return to their Jumpships.
These Units are not destroyed; only returned to the in-system Jumpships.
This can drastically reduce the # of available attacking Units in a Planetary
Assault. SD Stations have no effect on any other battle type.
The more SDS variables on the planet, the more
powerful the SD Stations are. If multiple SDS variables exist on the
same planet, then the above percentages are all increased by 10% for each
variable (3 maximum). Ex: Capital + Charge station = minimum 35% Attacking
force returns to their Jumpships OR Capital + Charge Station + Factory =
minimum 45% Attacking force returns to their Jumpships . Remember it is not
an automatic SDS, the results are a 50/50 chance.
The Attacker may attempt to disable the SD
Stations by launching a successful Guerrilla Raid before the Planetary Assault,
taking them offline for 30 days. The Defender may also select to disable
their SD Stations through the Planetary Management page. Once disabled,
they will remain offline for around 2 days, then they will be reactivated.
Capitals:
Each unit receives one Capital planet by
default. Capital planets are the center of your unit’s economy and
civilization. Capitals of House, Periphery and Clan units are split
into a number of sub-sectors. If a Capital Prime planet is lost (taken
in PA), then your entire economy will undergo a period of instability
representing the chaos that results from the seat of government being
destroyed. Every planet in your space will have a 25% chance of
falling into Political Instability. At the end of this period, you may
choose a new Capital planet within your space. We suggest guarding your
Capital well (high industry, large defensive force)
In order to launch a PA on the Prime Sector
of a Capital, your unit must already control 30% (rounded up) of the sub-sectors
of that Capital. The specific number varies depending on what type of
Capital you are assaulting. This represents having a major foothold on
the planet.
- Terra & Strana Mechty: 5 Sub-Sectors
required
- Kerensky Cluster Capitals: 3 Sub-Sectors
required (does not apply to non-Capital planets)
- Inner Sphere Capitals: 2 Sub-Sectors
required (this includes Periphery and Ghost Bear Dominion)
Terra & Strana
Mechty:
Terra and Strana Mechty are the primary
worlds in the Inner Sphere and the Clan Homeworlds (respectively). Each
planet is broken up into 15 sectors. Each of these 15 sectors falls
under normal planet rules throughout the league. At league start
WoB will own all 15 Terra sectors. The 15 Strana Mechty sectors will be
apportioned among the Clans (Prime going to the ilKhan).
- In order to launch a Planetary Assault
on the prime sector, a unit must own five (30%) of the other
sectors. This represents having a major foothold on the planet.
- Please note that while some units' goals may include the taking of
either of these planets, neither planet is considered the goal of the
entire league.
Sub-Sectors:
All planets in the Kerensky Cluster, Terra,
Strana Mechty, all Inner Sphere and Periphery Capitals are split into
a number of sub-sectors. Each of these sectors falls under normal planet
rules throughout the league. Jumpships may move between any of the
the sub-sectors without cost or loss of charge. The movement of the Jumpships
represents the use of Dropships to move around the surface of the planet.
Factories
Factory specifics are covered under League
Economics / Factories.
Mothball
Storage Area
Factory planets have an additional storage
area that can be used to hold Units awaiting delivery to Jumpships.
Units that are stored in this area are NOT usable in combat. They
may be transferred to Garrison status, but once the planet is locked,
Units in the Mothball area are unusable in the planets defense. The Mothball
area is NOT locked by a battle. Units may still be transferred to
and from the area (Factory Purchases, transfers to Jumpships). Mothball
Units suffer from increased maintenance costs due to their being kept
in a heightened state of readiness (generally always recently purchased
Units).
Units that are ordered from Allied Factories
are also delivered to the Mothball Area, one owned by the ordering unit.
Those Units may then be transferred to an in-system Jumpship. Thus several
units could have Mothball Areas on the same Factory planet.
Planet Lockdown:
Once a battle has been launched, Initial
Lockdown begins. Any Units on planet may NOT be removed from the
planets surface (they are stuck there for the duration of the battle).
During this time period you may transfer Units to the planets surface
at will. The Attacker and the Defender both can use their Jumpships
to send Units to the planet. Failure to do so could result in the
24 hour window expiring, and the battle being lost due to lack of forces.
Full Planet Lockdown occurs 24 hours after
the first incoming hostile Jumpship is detected. Once this time period
has expired no forces may be transferred either to or from the planet.
It is effectively isolated until the battle is resolved. Jumpships
may still jump into the system, but they may not continue further into
enemy space. They must jump into allied space to continue jumping.
This time window allows for the following
to occur:
- Gives the Attacker ample time to position
all of his forces.
- Gives an Allied Attacker time to jump
in-system to join the fight.
- Gives the Defender some time to reinforce
the planet, if he can, either with his own forces, or with those of
a nearby ally.
ComStar Facilities
- On planets with upgraded ComStar Facilities present, Full Lockdown is
delayed for an additional 12 hours, thus allowing additional reinforcements
to be dropped on planet. The locations of ComStar Facilities can be found
in the public planet listings.
The above does NOT apply to Trespass Disputes.
This is the only battle type to not lock down the Defender’s forces on
planet.
Planetary
Protections:
ComStar
Units: For the first month of the league, the planets owned
by Word of Blake and Free Rasahuague Republic will not be attackable by
Planetary Assaults. After 30 days they are fair game. This is to give
time for the IS and Periphery units to figure out their ComStar alliances,
as well as for the ComGuard allotment of Units to be delivered and activated
throughout the Inner Sphere.
Unassigned
Planets: Pirates frequently make use of Unassigned planets
as temporary bases (their capitals). These planets may be attacked, but
may NOT be occupied for any length of time. When a successful PA is done
against such a world, the planet will remain in the Attacker’s control
long enough for them to acquire the spoils (salvage, repair, remaining
Units) as well as receiving a cash bonus equal to the current industry.
The world will then revert to Unassigned status.
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