Base Management
The entire character of a base and its inhabitants can be absorbed in a quick trip to the Rec Commons. The sweaty arenas of Fort Legion, the glittering gambling halls of Morgan Bank, the sunny lovers' trysts in Gaia's High Garden, or the somber reading rooms of U.N. Headquarters. Even the feeding bay at the Hive gives stark insight into the sleeping demons of Yang's communal utopia.
Commissioner Pravin Lal, "A Social History of Planet"
Your character may, by the vagaries of fate or ambition, be chosen to govern a base for you faction. As part of the responsibility of governing a Base your character will be required to take one of the Base Commander Actions in each downtime period in place of one of that characters standard downtime actions.
Ideologies
Each Base has a rating in each of the 10 Ideologies representing the base population’s alignment with that ideology. The starting rating for a new base is determined by the owning Factions Ideologies. These bonuses start from -1 for an aversion to +2 for a dominant ideology but may increase due to facilities constructed in the base.
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A bases DECENTRALISATION affects the space to construct Facilities in the Base by the rating.
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A bases ECONOMY will affect the Energy Yields produced by the Base by the rating.
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A bases GROWTH rating will affect the Nutrient Yields produced by the Base by the rating.
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A bases INDUSTRY will affect the Mineral Yields produced by the Base by the rating.
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A bases MILITARY will affect the Defence of the Base by the rating.
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A bases MORALE affects the Mood of the Base by the rating.
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A base’s PLANET rating will affect the attitude of local Flora and Fauna to the base. Bases with a low PLANET rating are likely to provoke a hostile response from the environment as they continue to encroach upon it.
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A bases POLICE will affect the Stability of the Base by the rating.
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A bases PROBE will affect the Security of the Base by the rating.
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A bases RESEARCH will affect the potential Breakthroughs produced by the Base by the rating.
If a Base’s Ideologies stray to far from the Ideologies of the owning Faction discontent amongst the population may rise.
Location
Every Base has one of three location tags, Land, Coastal or Naval. These tags determine what Miliary Units a Base can produce and which sort of units it is vulnerable to attack from. A Base with the Naval tag may only produce Aerial or Naval Military Units and may only be attacked by Aerial or Naval units. A Base with the Land tag may only produce Aerial or Land Military Units and may only be attacked by Aerial or Land Units. A Base with the Coastal tag may produce any type of Military Unit but may be attacked by any type of Military Unit.
Suitability
When a new Base is constructed it is assigned a starting Suitability rating between 0 and 3. This represents how suitable the surrounding terrain is for expansion, appropriate sites for Base construction may be found by exploring the wilderness on Chiron. A Base’s Suitability rating determines the yields of Nutrients, Minerals and Energy a Base will produce before the consideration of any other factors. A Base’s Suitability may be raised by Terraforming the local area. A Base’s maximum Suitability rating is capped by the owning Faction’s technology level.
Population
Each new Base begins with a population of 1. Each population consumes 2 Nutrients from the yields the base produces and will impact the Mood and Security of the base. If the base is producing a surplus of Nutrients this will be converted to growth points, as soon as the Base has 10 growth points, the growth points will be consumed and the Base’s Population will increase by 1. Any excess growth points over 10 will be lost. Nutrients found from other sources may be converted into growth points to help the base grow.
Yields
Each Base will produce three different Yields, Nutrients, Minerals and Energy, every downtime. The Base’s standard Yields are determined by a combination of its Suitability and the different Ideologies the Base ascribes to. These may be increased by building Infrastructure, either Farms (Nutrients), Mines (Minerals) or Solar Collectors (Energy), each Infrastructure produces 3 of its associated Yields and may be constructed at the cost of 4 Minerals and 2 Energy. A Base may have a maximum number of each type of Infrastructure equal to half the Population rounded up. (EG a Base with Population of 3 may have a maximum of 2 Farms, 2 Mines and 2 Solar Collectors.) This maximum can be increased by Exploring the local area. If a Base can no longer support as much Infrastructure as it once could, any Infrastructure above the limit will become dormant until such time as the Base becomes able to support them again. Building infrastructure could incur the wrath of the local flora and fauna.
Shortfalls
A Base may find that its yields are not capable of keeping up with the various demands of the Base’s of Population, Military Units or Facilities. These Shortfalls may be temporarily shored up by spending either the appropriate resource acquired elsewhere or Energy on a two for one basis to keep the Base at net zero for these Shortfalls for a single downtime period. If the Shortfalls are not shored up then the citizens of the base will become disgruntled imposing a cumulative penalty to the Base’s Stability for each downtime period the Shortfalls have not been addressed.
Facilities
Facilities represent large constructions within the Base that can provide a variety of benefits to the Base or what it can produce. As new technologies are researched and deployed to the Factions new Facilities will become available to be constructed. Each Facility will cost Minerals and will require access to a Build Team to construct, an independent build team may be hired by your character with the expenditure of 4 Energy.
Each Facility requires Energy every downtime to maintain its upkeep and may be managed by a character, as standard your character may manage one facility within their Faction’s Bases (this may be increased by Advantages and Proficiencies), managing a facility will cause it to provide additional benefits. The maximum number of Facilities a Base can support is equal to its Population, if the Base is at it’s maximum capacity a new Facility can still be constructed but in order to do so a different facility within the same Base must be demolished to make space. This maximum can be increased by improving the Base’s Decentralisation Ideology rating or by a successful use of the Expand Proficiency. Low Decentralisation represents the Faction High Command earmarking space within the base for their own projects.
If a Base can no longer support the amount of Facilities that are constructed within it, or cannot afford to pay the upkeep for any Facilities the Base Commander must choose a number of Facilities to deactivate. Deactivated Facilities provide no benefits to the Base or any characters even if managed, if the problems that led to the Facilities being deactivated are solved, by paying the upkeep or increasing the Base’s size once again, these Facilities are reactivated and start providing all the benefits associated with them.
Science
Bases can also produce potential Breakthroughs every downtime equal to the bases Science Rating. This rating is determined by the Base’s Research Ideology.
Mood
A Base’s Mood represents the happiness of the population. If the population is unhappy then dissenters may appear within the population; these dissenters decrease the stability of the Base. The Base’s mood is equal to 3 minus the population of the base. It may be increased by improving the Base’s Morale Ideology.
Stability
A Base’s Stability represents how able the Base is able to keep its population in line. If a Base’s Stability drops below zero the Base enters a state of Unrest, all Yields and Science collected are halved rounding down. If the stability falls to a negative value equal to or greater than the Base’s Population, the Base enters a state of Revolt and no Yields or Science are collected. A Base’s Stability is equal to the Base’s Mood. It may be increased by improving the Base’s Police Ideology and by Military Units present in the base.
Security
A Base’s Security represents how vulnerable the Base is to espionage and sabotage. A Base’s Security begins at 0. It may be increased by improving the Base’s Probe Ideology.
Defence
A Base’s Defence represents how ready any military units garrisoned within the Base are to repel attackers. A Base’s Defence begins at 0. It may be increased by improving the Base’s Military Ideology.
Military Attacks
A Base may find itself under attack by local fauna or other factions military units. Military attacks are described in the Military Combat rules, please refer to those for further details.
Base Commander Actions
Base Commanders may perform a special action each downtime period as part of Governing their base. A list of the actions available to your character may be found here.

