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 500 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 2.5 million per ‘Mech. Any ‘Mechs placed on planet
over this number will result in Over-Garrison
effects kicking in. Inner Sphere and ComStar units have a 2.25 million
rate.
- 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 500 million. The cost of increase is 5-13 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 ‘Mech 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 30 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 20 day mark. Instability
effects include:
- No Industry Produced
- Planet owner and allies may not reinforce
the planet (‘Mech 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 'Mechs
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 'Mechs are exempt from the above increases.
Planetary ‘Mech Limits
Each planet has a Recommended Garrison Limit
assigned to it. This limit is based upon the planets current industry
at a curve of 3 million for each ‘Mech. Inner Sphere and ComStar units
have a 2.7 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 'Mechs, then Over-Garrison will allow another 50 'Mechs 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
mechs based on the defending planets industry) will damage the planet’s
industry, and lower your salvage. The more ‘Mechs you have, the greater
the damage (twice the # of ‘Mechs means 50% industry destruction, and
only 5% salvage gained). Over-Garrisoning will result in a 10% industry
destruction, no matter the level of OG.
- Attackers that damage the industry
on a successful PA will be auto-charged to repair the damaged industry
at the current industry prices.
- Industry Penalty – 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 ‘Mechs on a planet that cannot support
them.
- ‘Mech Damages – Each week that
a planet is Over-Garrisoned, ‘Mechs 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 ‘Mechs
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 ‘Mechs on
planet and any negative effects of Over-Garrisoning still apply. You must
have 10 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 ‘Mechs will be unusable
until pulled off planet, or Military Alliance status is restored. If the
alliance setting drops further (Border Dispute or War), ALL ‘Mechs 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 ‘Mechs default to
the planet owners control. No Guerrilla Raids will be fought. Consider
this confiscation of the on-planet ‘Mechs due to planetary emergency
(under attack).
System-Defense Stations
Capital, Factory, high-industry and Charge
Station planets are protected by System-Defense Stations. After the
18-hour window has expired on a Planetary Assault, and all Attacker’s
‘Mechs 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 ‘Mechs are not destroyed; only returned to the in-system Jumpships.
This can drastically reduce the # of available attacking ‘Mechs in a Planetary
Assault. 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. SD Stations have no effect on any other battle type.
The higher the industry on the planet, the more powerful the SD Stations
are. Additionally, all planets with an Industry of 400 million or
higher are protected by SD Stations.
The defender may disable their SD Stations
through the Planetary Management page. Once disabled, they will remain
offline for around 2 days, then they will be reactivated.
- Planetary
Industry: Less than 200 million – 25% Attacking forces repelled
- Planetary
Industry: 200 to 400 million – 40% Attacking forces repelled
- Planetary
Industry: Higher than 400 million – 50% Attacking forces
repelled
If multiple SDS variables exist on the same planet, then the above percentages
are all increased by 10% for each variable (4 maximum). Thus a planet
with high industry, a Charge Station and a Capital (3 variables) would
have an 80% chance of SDS repelling 55% of the enemy forces. A planet
with low industry, a Charge Station and a factory (2 variables) would
have a 70% chance of SDS repelling 35% of the enemy forces.
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 ‘Mechs awaiting delivery to Jumpships.
‘Mechs that are stored in this area are NOT usable in combat. They
may be transferred to Garrison status, but once the planet is locked,
‘Mechs in the Mothball area are unusable in the planets defense. The Mothball
area is NOT locked by a battle. ‘Mechs may still be transferred
to and from the area (Factory Purchases, transfers to Jumpships). Mothball
‘Mechs suffer from increased maintenance costs due to their being kept
in a heightened state of readiness (generally always recently purchased
‘Mechs).
‘Mechs that are ordered from Allied Factories
are also delivered to the Mothball Area, one owned by the ordering unit.
Those ‘Mechs 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 ‘Mechs 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 ‘Mechs to the planets surface at will. The Attacker and the Defender both can use their Jumpships screen to send ‘Mechs to the planet. Failure to do so could result in the 18 hour window expiring, and the battle being lost due to lack of forces.
Full Planet Lockdown occurs 18 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 ‘Mechs 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
‘Mechs) as well as receiving a cash bonus equal to the current industry.
The world will then revert to Unassigned status.
|