House Management

House Management

House Management acts as the fulcrum for a Grand Campaign Cycle. It includes a summary of your resources, much of your key information and also how to spend your resources. The different elements of Management will be explained below.

House Summary

This area lists the various Assets of your House:
Entry Description
Advice and Reminders At the start of your Resource Review section, your advisors will remind you of the status of your Officers as well as on pressing issues.
House Influence This entry lists your current House Influence level, along with a breakdown of contributions and the effects this level is having.
House Treasury This entry lists your current CP and Reserve levels.
House Demesnse This entry lists the House Demesne: its Size, Happiness, Order, Productivity, Loyalty, Defense as well as its Resources and Improvements.
House Prestige This entry lists how many Prestige Points you possess, along with how you may use them this Cycle. Prestige Points are like Fate Points, but for your faction; they are expended each Cycle, and regenerate next Cycle, and may be burned (used permanently) to gain special bonuses. Prestige Points are rarely gained.
Officers This entry lists all of your Officers and their current status. It also displays their Modular Suits if applicable.
S-Scale Squads This entry lists all of your S-Scale Squads, as well as their Captains, their Unit Power and their training level.
P-Scale Forces This entry lists all of your Forces, divided by class type. It lists their Squad Strength and their training level.
Terraclads This entry lists all of your Terraclads, including their damage status and their weapon loadouts.

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Chancellor's Office

The Chancellor's Office tracks the influence and finances of the House. It also is where Demesne management is undertaken.

House Influence

House Influence is a representation of the House's financial resources, political clout, favours owed and sheer reputation. It operates similarly to normal Influence, but represents such things on a much larger scale. It determines the following:

  • Every Cycle, the House generates a number of Capacity Points (CP) equal to 1 per 10 House Influence. CP is like a currency that is spent to purchase upgrades, raise Reserves and trade with other Factions.
  • The "Supply Acquisition" CP Purchase adds House Influence to Officers' Influence for the purpose of Acquisition tests made within the House Demesne.
  • Some Events or Occupations call for a House Influence test to be made, which is a normal Test using the House Influence as the Characteristic.
Each Cycle, House Influence is broken down as below:
Total Influence Base House Traits Demesne Bonus Other Bonuses Penalties
The total sum of House Influence. The base House Influence. This is 10. The House Influence gained from the traits of the House (eg. Wealthy). The House Influence gained from the Demesne. Miscellaneous bonuses to Influence. Miscellaneous penalties to Influence.
Example
60 10 +10 (Core), +10 (Wealthy), +5 (Founding) 30 - -5 (Brisbane Embargo)

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House Demesne

A chart breaking down the influences between House Characteristics.
The House Demesne represents the territory under the House's direct administration. It is a way of abstracting the House's most important resource. House Demenses are central to much of the game. House Demesnes have Characteristics, which determine the House's mechanical effects.
Although this space looks overly complicated, in reality House Demesne mechanics boil down to four simple ideas:

  • Size is the most important Characteristic. Size*2 is added to your House Influence.
  • When a Characteristic is above Size, it (usually) adds +2 to a different Characteristic. If it's five higher than Size it adds +4.
  • Happiness affects Order and Loyalty. Order affects Production and Defense. Loyalty affects Production and Size. Production affects the House Influence bonus. Defense affects Demesne troops.
  • Bad things happen if a Characteristic hits zero.

Below is listed the full details of how Demesne Characteristics operate.

  • Size. Size represents the physical size of the House, either as a product of its population or the scale of land available to it. Demesnes range in size from 1 to 15; most start at 5. The Demesne contributes double its Size to House Influence. Size grows slowly as the result of Loyalty, but can grow quicker through conquest or other gains.
    • Demesnes require Infrastructure equal to Size. For every point of Size in excess of infrastructure, the Demesne takes a -1 penalty to Happiness. Infrastructure can only be increased through Improvements.
  • Happiness. Happiness represents how satisfied and comfortable the Demesne's inhabitants are. Base Happiness is 5.
    • If Happiness is higher than Size, then the Demesne is considered "Content", and gains a +2 bonus to Order and Loyalty.
    • If Happiness is five higher than Size, then the Demesne is considered "Enthusiastic", and gains a +4 bonus to Order and Loyalty, instead.
    • If Happiness ever hits zero, it takes a -4 penalty to Order and Loyalty.
  • Order. Order represents how stable, law-abiding and secure the Demesne is. Base Order is 5.
    • If Order is higher than Size, then the Demesne is considered "Orderly", and gains a +2 bonus to Productivity and Defense.
    • If Order is five higher than Size, then the Demesne is considered "Secure", and gains a +4 bonus to Productivity and Defense instead.
    • If Order ever hits zero, it falls into anarchy; Productivity is set to zero, the Demesne takes a -4 penalty to Defense, and each Cycle the House has a 25% chance of facing a revolt, with a cumulative +10% chance per Cycle.
  • Productivity. Productivity represents how efficient and successful the Demesne is at producing goods, wealth etc. Base Productivity is 5.
    • Officers making personal Influence tests within the Demesne add Productivity to their test as a bonus.
    • If Productivity is higher than Size, then the Demesne is considered "Productive", and increases the Demesne Bonus to House Influence by Size*2.
    • If Productivity is five higher than Size, then the Demesne is considered "Prosperous", and increases the Demesne Bonus to House Influence by Size*3 instead.
    • If Productivity ever hits zero, it becomes unproductive; the amount of House Influence the Demesne grants is halved (rounding up).
  • Loyalty. Loyalty represents the personal respect and allegiance the Demesne's inhabitants have to the House and how willing they are to serve. Base Loyalty is 5.
    • If Loyalty is higher than Size, the Demesne is considered "Loyal", and gains +2 Productivity.
    • If Loyalty is five higher than Size, the Demesne is considered "Fanatical", and gains +4 Productivity.
    • Every Cycle, if Loyalty is higher than Size, roll a 1d10; if the result is below the difference between Size and Loyalty, then Size increases by one.
    • If Loyalty ever hits zero, roll a 1d10; if the result is below the difference between Size and Loyalty, then Size decreases by one.
  • Defense. Defense represents the external security of the Demesne and its ability to protect against raids, respond to natural disasters and maintain defensive structures. Base Defense is 5.
    • If Defense is higher than Size, the Demesne is considered "Fortified"; any defending Squads and Forces gain +1 Morale.
    • If Defense is five higher than Size, the Demesne is considered "Impregnable"; any defending Squads and Forces gain +2 Morale.
    • If Defense ever hits zero, the House is perceived as weak; any defending Squads and Forces lose gain a -2 Morale modifier.
    • Demesnes may sustain Garrison and Defensive Structures, each of which have a 'defense maintenance' cost; the sum total of this cost may not go over Defense's value.
  • Infrastructure. Infrastructure is not a true Characteristic, and is here only for ease of bookkeeping. It represents the requirement for steadily growing Demesnes have for infrastructure such as energy or food distribution. This aspect is covered more heavily in 'Improvements'. Base Infrastructure is 0.
    • Infrastructure is increased only by Infrastructure Improvements. At the start of the game, all Demesnes possess 1 rank in every Infrastructure Improvement.
    • There are five types of Infrastructure Improvements. Every time a Demesne's Size expands, one Infrastructure Improvement must be built. The one required is decided by the GM at the moment of Size expansion.
Each Cycle, the House Demesne is broken down as below:
Characteristic Value Benefit Base House Traits Governor Modifiers Improvement Modifiers Characteristic Modifiers Other Penalties
The Characteristic. The value of the Characteristic. The benefit the Characteristic confers. The base Characteristic value, which is 5. The House Demesne modifiers gained from the traits of the House (eg. March). The Demesne Modifiers gained from the Governor. Demesne Modifiers gained from Improvements. Bonuses from other Demesne Characteristics. Miscellaneous penalties to Influence.
Example
Size 5 +15 House Influence 5 - +5 Influence (Chancellor Sandy) - -
Happiness 5 - 5 -1 (Ambitious Lord) +1 (Advocate Cyrus) - -
Order 8 Orderly (+2 Prod., +2 Def.) 5 - +2 (Marshal Michael) +1 (Gendarmerie Station) -
Productivity 18 Prosperous (+15 Influence) 5 +2 (Nobilist), +4 (Wealthy), +2 (Ambitious Lord) +1 (Chancellor Sandy) - +2 (Orderly), +2 (Loyal) -
Loyalty 6 Loyal (+2 Prod. Size grows on roll of 1) 5 - +1 (Advocate Cyrus) - -
Defense 9 Fortified (+1 Morale) 5 - +2 (Marchal Michael) - +2 (Orderly) -
Infrastructure 5 - 0 - - +5 (Infrastructure Imps.) - -

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Demesne Governors

Demesnes can also be assigned Governors. Governors are Characters who take on certain roles for the good of the Demesne. There are three Governor positions, each with its own area of expertise. Not only do Governors improve their Demesne, they also gain special benefits as befitting their special title. However, each position comes with its own responsibilities, and are expected to react appropriately in the face of crises. Depending on the nature of your game, you might start in a position of little authority in the House, in which case the Governors will be NPCs. Otherwise, if the players are actually running their Demesne, then it befits them to allocate Governors from their own number or from their vassals and servants.

The Governors are:

  • Chancellor. Oversees the day-to-day administration of the Demesne.
    • Chancellors add their Intelligence Bonus to the Demesne's House Influence bonus, and also add their IB-4 to Productivity.
    • Chancellors gain personal Influence equal to the Demesne's Size and half of Productivity (rounded down).
    • Chancellors are primarily responsible for issues, crises, events and other things concerning a Demesne's Size and Productivity. They may be called upon to, for example, make tests in response to a poor harvest, or to a sickness spreading through the population. However, the Chancellor is also considered the most senior of the Governors, and so often has authority in other matters as well.
  • Marshal. Is charged with the defense and security of the Demesne.
    • Marshals add their PB-4 or IB-4 to the Demesne's Order and Productivity.
    • Marshals gain a +10 bonus to Command tests when commanding the staff-at-arms of the Demesne, and are acknowledged as being the chief military authority in the Demesne besides the ruler themselves.
    • Marshals are primarily responsible for issues, crises, events and other things concerning a Demesne's Order and Defense. They may be called upon to, for example, organise gendarmes to hunt down a serial killer, root out sedition or rescue people from natural disasters. Marshals are also charged with ensuring that the Demesne is at proper combat readiness.
  • Advocate General. Is charged with addressing the concerns of the populace and supporting the legitimacy of the ruling House.
    • Advocates General add their FB-4 to Happiness and Loyalty.
    • Advocates General are considered the chief officer of law in the Demesne and are also charged with answering petitions from the populace. They thus gain +10 to all interaction tests with the Demesne population, not including staff-at-arms.
    • Advocates General are primarily responsible for issues, crises, events and other things concerning a Demesne's Happiness and Loyalty. They may be called upon to, for example, arbitrate a case between two wealthy Capitals, listen to complaints from Erudites, and take petitions from the commoners. Advocates General are also tasked with ensuring that the Demesne's laws are forthrightly followed and that any Crown Laws are properly put into action.

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Demesne Improvements

An important element of Demesnes are Improvements. Improvements are buildings and projects that add valuable bonuses and effects to a Demesne. Improvements are expensive and time-consuming, but the benefits are highly desired. A breakdown of how Improvements work is as follows.

  • Improvements come in three types: Infrastructure, Support and Defense.
    • Infrastructure Improvements are essential to the running of a Demesne, providing the fundamental assets required to keep it running. They may only be built after a Demesne has expanded in size; whenever this happens, you will be briefed on the Improvements you need to build.
    • Support Improvements are nonessential, but add valuable bonuses to a Demesne's Characteristics and values. They may be built at any time, so long as you have the resources. A Demesne may not have more Support Improvements than its Size (i.e. a Size 6 Demesne can have 6 Support Improvements); if there are more Support Improvements than Size, you must deactivate some until Size grows enough to support them.
    • Defense Improvements are nonessential, but fortify Demesnes and offer powerful bonuses in battles in the Demesne. They may be built at any time, so long as you have the resources. A Demesne may not have more Defense Improvements than its Defense characteristic; if there are more Defense Improvements than Defense, you must deactivate some until Defense is high enough to support them.
  • All Improvements have a CP cost, a Cycle cost, an associated Test, an Effect and a Rank.
    • CP Cost is how much the Improvement costs in CP to construct. On deciding to construct an Improvement, this much is deducted from the House's CP.
    • Cycle Cost is how many Cycles it will take to construct the Improvement, counting the Cycle in which construction begins as one Cycle. So if an Improvement has a Cycle Cost of 3, and construction begins on Cycle 4, it will finish on Cycle 6 (4, 5, 6).
    • Duty is special. Every Improvement is a major undertaking, requiring massive resources and hundreds if not thousands of workers, dozens of Modular Suits and more. Because of this, every time you decide to construct an Improvement, it counts as a Duty to which an Officer must be assigned- without an assigned Officer, construction cannot start. Each Improvement outlines what exactly this entails, but it requires that the Officer makes a Test outlined in the Improvement profile as part of the Duty. For every 2 DoS, the CP Cost is reduced by 1, to a minimum of half (rounded down); for every 4 DoS the Cycle Cost is reduced by 1, to a minimum of half (rounded down). On a failure of 4 DoF or more, however, increase CP cost and Cycle cost by 1 each. Either way, the Duty only lasts for one Cycle even if the Improvement takes longer to finish.
    • Effect outlines the mechanical effect of the Improvement.
    • Some Improvements may be taken multiple times. Each time, the Improvement's rank increases by one. This field outlines any modifiers from 'stacking' Improvements in this way.

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Infrastructure Improvements

CP Cost Existing Transport Infrastructure Rank+1 Cycle Cost Existing Transport Infrastructure Rank+1
Duty
A Duty for up to three people, who must all have one of the following skills: Trade (Engineer), Scholastic Lore (Administration), Navigate (Surface) or (Sea) if coastal. The Duty Leader makes a test using one of these skills, with a +20 bonus; the test also gains a stacking +10 bonus if the people assisting the Leader have one of the above skills, so long as the skill is not also the one being tested (i.e. they get a bonus for diversity of skill). However, for every pre-existing rank in this Improvement, the test takes a -10 penalty.
Effect
Improves Infrastructure by +1. Should this Improvement be damaged, however, not only does Infrastructure drop, you also gain a -1 penalty to Order and Defense. It also hinders one's ability to travel through the Demesne.
Rank
Can be taken multiple times, with stacking effects, including the one stemming from damage.
Description
Transport infrastructure involves the construction of roads, bridges, mag-lev tracks and stations and for major Demesnes, the presence of Airdocks. The exact needs vary depending from Demesne to Demesne; a coastal Demesne would obviously involve constructing docks and harbour facilities, whilst a Demesne spread over a mountain range is likely to have awe-inspiring bridges or mag-lev tunnels cut through the rock. Transport Infrastructure is critical for any Demesne, and as they grow, the task becomes increasingly labyrinthine and complicated.

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Support Improvements

CP Cost 6 CP Cycle Cost 3 Cycles
Duty
A Duty for up to three people, who must all have one of the following skills: Scholastic Lore (Horticulture), Trade (Agrarian), Command. The Duty Leader makes a test using one of these skills, with a -20 penalty; the test gains a stacking +10 bonus if the people assisting the Leader have one of the above skills, so long as the skill is not also the one being tested (i.e. they get a bonus for diversity of skill). Note: Solars who construct this Improvement face grave sanctions from others.
Effect
Adds a +1 Happiness modifier. Receive a +10 bonus to Food and Water Infrastructure Duty tests.
Exploits Prime Farmland, improving the availability of basic food and drink by one step.
Exploits Luxury Fields, improving the availability of luxury beverages, spices and fruit by one step.
Rank
Can be taken multiple times, improving Happiness each time.
Description
An Agricentre is a sprawling complex from which the taming of fertile farmland is organised. From here, machines are requisitioned and survey teams dispatched, all for the purpose of preparing the land to bear the burden of agriculture. Soil is tested, water is studied and fauna patterns are analysed, and that's just the preliminary work. Once that is done, the work must be prepared according to strict guidelines laid out in the Principles of Stewardship, requiring thousands of Menials as well as the machines, filters, cables and communications to ensure work progresses properly.

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