Colony development and costs for House and settlement building

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dethbegins
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Colony development and costs for House and settlement building

Unread post by dethbegins »

This section was copy pasted from a 2-year-old document that I made for a direct splicers campaign around house Gene-Coil, so it's going to be a bit rough around the edges.

So! Since I’m aware that I’m more than likely the only one using this document, I want to organize this section to exemplify what I need for standard colony development for my splicers campaign or in other cases what would be needed to develop another games colony.

First off! You need an administration building before everything else, so either an outpost building for the initial development or some form of core structure to use as the base of operations for players and the settlers currently inhabiting the area.

Costs: Arbitrary rule; if it can be made with local materials an outposts admin building will cost 48 hours of time to build with 4 individuals, on a bad roll double the time, on a successful roll the same time, and a critical success 1/4th the time, or a critical failure would be 4 times as long.
Credit cost: 50,000 credits, or ~ 10x initial development costs.

All structures below are arbitrary and will occupy several key design philosophies, CORE, CIVILIAN, MECHANICAL, INCOME.
CORE:
- Colony Defenses; Small scale, 2500 credits per structure, and 15,000 credits for fortifications.
- Colony Defenses; Large Scale, 5000 credits per structure, and 25,000 credits for fortifications.
- Court Facilities; 25,000 credits per structure, and 5,000 in labor costs monthly.
- Emergency Services; 15,000 credit per structure, and 10,000 in labor costs monthly.
- Executive Building; 65,000 after initial costs per structure, and 15,000 in labor costs monthly.
- Incarceration Area: 15,000 Credits per structure, 2,500 credits in labor costs monthly, and a 15/100 chance to produce 2d10+5 laborers for the colony. (Requires individuals to produce the allotted amount and need to be “replenished” on occasion.)
- Monument: 25,000 credits per structure, provides a landmark, and makes the region more stable. Attracts 2d6 laborers every month and generates 2,000 credits in revenue monthly.
- Municipal building; 12,000 credits per structure, and 3,500 credits in labor costs monthly.
- Police/Civil Defense; 25,000 credits per structure, and 11,000 credits in labor costs monthly.

Notes:
Defense structures provide defense points based on their size, a small-scale defense provides 5 points, a large scale 10, and a civil defense 1.
Executive buildings are any structure that would account for management or displayable wealth.
Emergency Services provide another key resource, Environment protection points, each structure provides 1 point.
Municipal buildings provide 1 free service for the local region and can be used to recruit or hire new laborers, defenders, or bring in inmates and criminals for incarceration.


CIVILIAN:
- Childcare Services: 20,000 credits per structure, 4,500 credits in labor costs monthly, reduces child loss by 25% per structure, and after 100% increases birthrates by 5% per structure additional.
- Gathering Facility; 30,000 credits per structure, and 2,500 credits in labor costs monthly, provides 5 resource points per month.
- Education Facility: 20,000 credits per structure, and 1,500 credits in labor costs monthly, can increase skill % rating by 1 level per week spent studying.
- Gymnasium: 15,000 credits per structure and increases 1 physical stat per month spent training in the facility.
- Living Quarters; low occupancy, 15,000 credits per structure, houses 1,500 people and cannot be expanded.
- Living Quarters; high occupancy, 35,000 credits per structure, houses 15,000 people and can be expanded to hold up to 65,000 people.
- Medical Facilities: 45,000 credits per structure, and 12,000 credits in labor costs monthly, provides 10 medical aid points, and reduces recovery times by 25% per structure.
- Park: 20,000 credits per structure, and increases morale by 5 points per structure, parks can be used to reduce underground strain and provide a pasture for animals when needed.

Point types to note:
Resource points provide 5,000 credits worth of raw material of the players choosing per point.
Medical aid points provide medical services and produce medicine reducing prices by 5% per point after 10 initial points.


MECHANICAL:
- Research Facility: 38,500 credits per structure, 15,000 credits in labor monthly, produces 5 research points.
- Factory: Cutting edge, 65,500 credits per structure, 25,000 credits in labor monthly, produces 15 Tech points.
- Factory: Prototype, 75,000 credits per structure, 35,000 credits in labor monthly, produces 25 tech points, or produces up to 5 items designated by the players.
- Factory: High-tech, 55,000 Credits per structure, 20,000 credits in labor monthly, produces 5 tech points.
- Factory: Low-tech, 35,000 credits per structure, 10,000 credits in labor monthly, produces 20 resource points. Requires a mining or gathering facility to function.
- Hydroponics: 25,000 credits per structure, 4,500 credits in labor monthly, feeds up to 5,000 people per facility.
- Trade Platform: 15,000 credits per structure, 2,500 credits in labor monthly, attracts 1d4 caravans/merchants per month per structure.
- Livestock Facility: 20,000 credits per structure, 3,500 credits in labor monthly, feeds 2,500 people per facility, produces 1 new facility for free every year.
- Mining Facility: 20,000 credits per structure, 4,500 credits in labor monthly, provides 10 resource points.
- Warehouse: 10,000 credits per structure, stores 250 points of each type per structure, can be expanded into a “Large Warehouse” which stores 1000 points of each type per structure for an additional 15,000 credits.

Point types of notes:
Tech points produce per point 1 object or good if experimental quality or can be converted into 3 research points.
Research points can produce 1 outcome that cheapens the development of 1 type of good, resource, structure, or tech. If used by players with the research ability, they can cheapen 1 enhancement for 5 points, increase an enhancements damage by 2d per 10 points, increase ammo capacity and ammo regen by 5x per 10 points, or increase range and radius by 2x for 5 points.


INCOME:
- Bazaar: 15,000 credits per structure, produces 5 resource points, also attracts 1d4 caravans per month.
- Business Facility: 20,000 credits per structure, 8,000 in labor monthly, produces a net gain of 12,000 credits per structure monthly.
- Dry Goods Store: 15,000 credits per structure, 2,000 credits in labor monthly, produces 1 resource point monthly, and produces a net gain of 2,500 credits per structure monthly.
- Electronics Store: 20,000 credits per structure, 5,000 credits in labor monthly, produces 3 tech points per month, and produces a net gain of 3,000 credits per structure monthly.
- Food Store: 10,000 credits per structure, increases food variety increasing morale by 1 point monthly, has no labor costs as the structure is net neutral in credits monthly.
- Information Facility: 25,000 credits per structure, 15,000 credits in labor monthly, increases odds of missions by 25% or 1d4 per structure, provides 1 weekly report per structure and produces 1d4 weeks intelligence data for defenses and weather.
- Business Port: 15,000 credits per structure, per caravan, attracting 1d6 caravans per month per structure, produces 2,500 credits per structure.
- Legal Services: 20,000 credits per structure, 5,000 credits in labor monthly, reduces crime by 10%, and produces a net gain of 1,000 credits per month, or per 5% over 50% crime rating 25,000 credits additional per month.
- Luxuries Store: 15,000 credits per structure, attracts 1d4 caravans, and produces 5,000 credits in revenue weekly, or 20,000 credits monthly. Costs 10 resource points per month to maintain.
- Media Store: 20,000 credits per structure, improves moral by 15 points per structure, produces net neutral labor monthly costs.
- Refueling Station: When fueling is needed, 15,000 credits per structure produces 10 resource points in fuel, otherwise has no effect.
- Repair Facility: Repairs equipment, vehicles, etc. 25,000 credits per structure, stops equipment decay, and produces a net neutral labor monthly cost, all player items cost 50% less to repair.
- Restaurant/Bar: 25,000 credits per structure, 5,000 credits in labor monthly, increases moral by 25 points.
- External Research Facility: 35,000 credits per structure, 8,000 credits in labor monthly, produces a net gain of 15,000 credits bi-monthly, doesn’t produce research points but can be converted to produce 5 research points instead of a net gain of credits bi-monthly.
- Specialty Service: 30,000 credits per structure, 2,500 credits in labor monthly, produces an income multiplier of 2x per structure, increases moral by 5 points per structure.
- Vehicle Store: 45,000 credits per structure, 6,500 credits in labor monthly, includes war mounts and mounts, produces 1 tech point per month, and provides exotic options for player/pet loadouts.
- Weapons/Armor Store: 40,000 credits per structure, produces 5,000 credits monthly, increases supply of weapons and armor, converting resource points into desired gear.
- Black Market: 15,000 credits per structure, 10,000 credits in labor monthly, provides rare or unknown technology otherwise unavailable to the players or community, reduces costs of black-market goods by 5% per additional structure.
- Grey Market: 20,000 credits per structure, 7,500 credits in labor monthly, provides additional services otherwise unavailable through other means, reduces settlement labor costs by 5% per structure except the grey market itself.

Resources and notes about them!
-Defense points – Stops 10 aggressor points per point, points aren’t lost until an attack has occurred and regenerate at 2,5,10 points per month.
-Resource points – produces 5,000 credits in a specific resource requested by the player at that time per point.
-Tech Points – produces 15,000 credits worth of bioenergy, advanced gear, or experimental gear per point at player’s request.
-Research points – produce 1 outcome that cheapens the development of 1 type of good, resource, structure, or tech. If used by players with the research ability, they can cheapen 1 enhancement for 5 points, increase an enhancements damage by 2d per 10 points, increase ammo capacity and ammo regen by 5x per 10 points, or increase range and radius by 2x for 5 points.
-Medical aid points – Reduces medical costs by 5% per point after 10 and increases longevity by 5 years per point over 20. Allows conversion of resource points into medical goods.
-Morale points – increases laborer happiness and reduces aggressor point generation by 1 per 10 points over 50. Each point over 10 increases laborers per month by 2d and attracts an additional 1d6 laborers per week over 15.
-Crime rate – reduces morale points by 5 per 5% over 25%, players will have to fight per days interactions based on crime rate. A crime rate of 0% will reduce aggressor points per month by 5, while a crime rate of 50% or higher by 10% will produce 5 additional points per month.
Caravans – provides additional resources for the settlement, per 1,000 credits spent on a caravan produce 10 resource points.
-Aggressor points – Every month add 10 points, if over the defense limit, 1 combat will be produced worth 2,000 credits worth of aggressors per 10 points over defense threshold, all points are spent upon succeeding defense threshold by 10 points or more, if a story event is taking place, withhold up to 100 points over.


Additional notes for Campaign, Faction costs and equipment availability!

Notes: Aggressor Points are also generated by nearby threats including nests, unsolved quests, and various enemy structures and defenses. For every quest not completed generate 1d10 aggressor points per month, for every enemy nest/structure generate a flat 20 aggressor points, when an enemy defense line is nearby generated 4d10x10 aggressor points per enemy front line nearby.

N.E.X.U.S.:
Assault Slayer: 420 M.D.C. arms, 1280 Legs, 240 head, 600 torso, 6 attacks, HPC 4d6 M.D. or 2d6x10 3-burst (2000ft), HPRG 2d6x10 M.D. (4000ft), MHL 1d4x10+5 M.D. (1800ft), BML 5d6 M.D. (1mi) (25ft radius) (48 rockets), Spotlights, Thermal, Leaping(20ft), Forcefield (100 M.D.C.), Radar (3mi) or P.G. 38-39 Splicers Core Handbook (4500 Credits)
Battle track: Pg. 40-42 (1250 Credits)
Cable Snake: Pg. 42-43 (225 Credits)
Flying Strike Ship: Pg. 43-45 (350 Credits)
Hunter Searcher Probe: Pg. 45-46 (15 credits)
Land Dominator: Pg. 46-49 (5000 Credits)
Popper Mine: Pg. 49-50 (10 Credits)
Repair Wagon: Pg. 50-52 (450 Credits)
Sentry tower: Pg. 52-54 (3500 Credits)
Sewer Prowler: Pg. 54-55 (25 Credits)
Skitter Pod: Pg. 56-57 (25 Credits)
Sky Fighter: Pg. 57-58 (250 Credits)
Slicer Robot: Pg. 59-60 (125 Credits)
Steel Trooper: Pg. 60-61 (50 Credits)
Transport: Pg. 61-62 (100 Credits)

Splicers:

Animals:

Mutants:

L.E.G.I.O.N.:
Note: All of LEGIONS forces can be found in the "Splicers: I AM LEGION" Source book with the pages listed for each.
Collector: Pg. 43-46 (100 Credits)
Legionnaire: Pg. 46-49 (220 Credits)
Fusion Cyborg: Pg. 49-51 (125 Credits)
Factory Walker: Pg. 51-55 (25000 Credits)
Prison Bot: Pg. 55-57 (225 Credits)
High-jacker: Pg. 198-200 (650 Credits)
Mechanic: Pg. 200-203 (450 Credits)
Siege titan robot: Pg. 219-222 (2250 Credits)
Legion’s Factory Walker: Pg. 223-228 (55000 Credits)

Rogue Machines:
Centurian: 100 M.D.C. Torso, 50 M.D.C. Limbs, Railguns 2d8x10 M.D. (20mi), Can construct outposts, defenses, and blockades. (115 Credits)
Combat Drone: 25 M.D.C., Laser Rifle 5d4+3 M.D. (1000ft), hovers (no terrain penalty), swarm, Alarm (alerts other machines in a 50km radius) (25 Credits)
Sindalian Enforcement Robot: 120 M.D.C., Laser Carbine 4d6+4 M.D. (2500ft). (450 Credits)
Spider Bomb: 35 M.D.C., Explosion 4d12+6 M.D. (15ft radius), Crawler, swarm, Small (-5 to hit) (15 Credits)
Mortar Bot: 320 M.D.C., Mortar 2d6x10 M.D. (5mi) (25ft radius), deployable, large (+3 to hit) (450 Credits)
Last edited by dethbegins on Mon Sep 30, 2024 3:48 am, edited 3 times in total.
"You can never be truly prepared for the consequences of your actions until you've made them."
Btw I make Splicers content for those looking for a more extreme and overpowered game. check my stuff out on this link HERE!
User avatar
dethbegins
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Posts: 71
Joined: Fri Oct 13, 2023 8:03 am
Comment: Years of life and still wanting to add some personal horror to its mix. Can't wait for bio-suits to reign supreme!

Re: Colony development and costs for House and settlement building

Unread post by dethbegins »

I'm not planning on working on these until I can get another group interested in playing together, however, for those looking to make some modified versions of this or are just in need of a simple settlement building system, this should help tremendously.
"You can never be truly prepared for the consequences of your actions until you've made them."
Btw I make Splicers content for those looking for a more extreme and overpowered game. check my stuff out on this link HERE!
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