Nation Creation Rules: Long Form
Now, On To Nation Creation Rules: Nation Creation Points
NCPs are meant to give you a tool for constructing an interstellar polity, outlining its strength in basic terms for later use. As you design your nation, you spend NCP to ‘buy’ territory and economic assets.
Typically, the NCP value available for nation creation at game start will be determined semi-randomly, by a roll of 25+2d6.* Therefore, the least powerful major nations in the game should be around 70% as strong as the most powerful ones. This is meant to create some minor variance in strength between nations, without making it safe or easy for one powerful nation to bully other, smaller ones.
Your NCP roll is made by the moderator, not by yourself. Otherwise we're going to have a whole lot of people handing themselves 35 NCPs.
The number of NCPs you have to build a nation with really only matters at game start. Once you’ve laid out how you want your country to look, you can forget about it.
*Any case-by-case exception would need an extraordinarily good reason; I don’t expect to hear one.
Gross Domestic Product
Your nation’s annual GDP is used as a convenient substitute for overall economic, productive, and military strength. Nations with exotic economies (such as an organic hive mind or an ‘elder race’ of psychically enlightened philosophers) might not actually have “GDP” in the conventional sense of the term, being above (or beneath) such silly abstractions as ‘money.’ But any nation will have some kind of limits on its resources, and using GDP as a bookkeeping convention works as well as anything else I can think of on short notice.
You get GDP from the territories and other valuable assets your nation controls. You get those by spending NCPs.
GDP is measured in “$” and “$/year.” The $ is an arbitrary unit of wealth, need not represent any actual currency, and need not even be internally consistent from one nation to another.
If for some reason you want to keep your nation’s GDP a secret, possibly so that you can hide a portion of your military strength, please contact a moderator. It is advised that you have a good and compelling reason to convince the moderator that it will be better for the game for you to be able to keep that secret.
Things to Spend NCPs On: Sectors
The main thing most players will likely spend NCPs on is buying sectors- tiles on the map, which are less but not enormously less than 100 light years across. The NCP cost of a sector is proportionate to its contribution to your nation’s GDP.
Each sector represents a 3D volume of space claimed by your nation, extending some indefinite distance ‘above’ and ‘below’ the plane of the map (it is assumed that there is little of interest to be found if you go far out of the plane). It contains many stars, but only a small minority of them are well-placed, resource-rich, and otherwise desirable enough to attract major populations.
Your sectors are probably, but need not be, contiguous- they can be separated by open gulfs of space, though there are obvious problems with having big gaps in your empire.
For a generic nation, a single sector is assumed to contain about five major star systems, with varying levels of economic development that depend on the value of the sector. Each system is assumed to contain roughly one habitable planet: zero or two are acceptable, three is probably a bit much. Or the system might be populated by a constellation of space habitats, or a combination of planets and habitats.
For the sake of giving people a starting point, I have outlined a description of each type of sector. This is based on the assumption of five systems per sector, each containing at least one world with significant carrying capacity. If you wish to vary from the outline a bit, that’s fine; if you want to outline a lot, please contact me and we can talk it over.
The GDP value and NCP cost of a sector are not negotiable. You can add to them with GDP boosts, but it costs extra NCP, more on that later.
The suggested population figures are more or less arbitrary: change them if you like. You will probably need to revise upward if you want to create a “Trantor” feel for any of your planets; you may want to revise downward if your people need an unusual amount of living room.
The number of systems and planets can be revised, either up or down, if you feel it necessary, but there are two warnings.
One: I do not advise concentrating your sector down to a mere one or two heavily populated star systems. This practice has a bad history in SDNW4 and is not encouraged in SDNW5.
Two: If you place very large populations and numerous inhabited systems in a single sector, you may look rather silly compared to someone who uses the default numbers and manages to produce the same GDP from a far smaller population and territory. But it’s your call.
Now to list the types of sectors:
Home Sector: 7 NCP, 14000$ GDP, ~50 billion people
A “home sector” is the economic, political, and military ‘heartland’ of its nation, containing its seat of government and its longest-settled worlds. If your nation started out with people living on a single planet, that planet is probably somewhere in the home sector. Each of the five systems in the sector has a heavily developed ‘main’ world, terraformed to the standards of the species, with carrying capacity roughly equal to that of Earth, if not greater. Secondary worlds in the same system may be partly terraformed and inhabited (in Sol system, the obvious candidate is Mars), and may well be significant populations on space stations, barren moons, or asteroids.
Home sectors will usually have the highest tier of infrastructure, architecture, and a culture that is deeply typical of the national norm. If your country has megaprojects like space elevators, orbital rings, or giant hollowed out asteroid habitats, this is the most likely place to find them. A home sector system will also have strong, mature fixed defenses against military attack. Assaulting a system in a major nation’s home sector is a job for a tough, well prepared fighting force, and not to be undertaken carelessly.
You can only have one home sector. You don’t have to have any if you don’t want to.
Core Sector: 5 NCP, 10000$ GDP, ~35-40 billion people
A “core sector” is extensively developed, but less so than a home sector. Each of the five main systems in the sector has a heavily developed main world; there is probably not a near-terraformed secondary world. There may very well be space habitats or asteroid colonies in the system, but they are not so large and old as the ones you might see in a home sector.
By and large, a core sector will still enjoy all the major amenities and ways of life typical to the nation; the difference between core and home sectors is mostly one of degree, not one of kind.
Core sector systems will have strong defenses, reasonably impressive and costly infrastructure, and extensive, integrated economies.
Midrange Sector: 3 NCP, 6000$ GDP, ~20-25 billion people
A “midrange sector” is developed, but not extensively developed. The five major systems will all (on average) have a world with a significant population, but some of these worlds may be incompletely terraformed, or have less carrying capacity than Earth.
This being THE FUTURE (TM), the regional economy is sufficient to support a ‘mature’ lifestyle for the populace by the standards of your civilization. But the sector probably doesn’t have all that much importance to the national economy at large. A midrange sector’s economy may also be ‘enclaved,’ internally core-like but contributing relatively little to the overall national strength.
Defenses of a midrange system will be relatively light, but good enough to deter all but the most determined raiders.
Colony Sector: 1 NCP, 2000$ GDP, > 1 billion people (~6-10 billion? Lots more?)
A “colony sector” is not fully developed. It is likely that major worlds in this sector are still undergoing terraforming, with large tracts of wilderness or wasteland. If the colony worlds are more heavily populated, they probably live under conditions inferior to those of the core worlds.
Colony systems are lightly defended; any capital ship or raiding squadron presents a significant threat to the system. Major economic activities are limited- resource extraction is common, heavy industry is not, barring specific, concentrated exceptions.
This can also represent recently integrated conquests with a large population, but where the local economy was damaged by war or plundering- a ‘colony’ in the sense of Spanish Mexico, rather than British Australia.
Things to Spend NCPs On: Other
GDP Boost: 1 NCP, +2000$ GDP
This boost can be applied to any single sector to increase its GDP. Please don’t pile too many into one sector, unless you have a good reason. This can represent a sector with more inhabited major systems than usual, systems with more population, unusually wealthy worlds, deposits of unique, special resources, caches of Precursor artifacts, cosmic good vibrations, the summer palace-world of Space Bill Gates, magic portals that rain goodies, or any other thing you choose that tends to increase local real estate values.
Trade Route: 1 NCP, 2000$ GDP for you, 500$ GDP for ‘partner’
This is an optional mechanic for representing small, compact states which nonetheless have strong economies thanks to external trade. Whenever you buy a trade route, you must designate a ‘partner’ nation on the receiving end of the trade route. You cannot make another player’s nation a trading partner against their will, though they will usually be wise to agree unless they have a good reason not to. The ‘partner’ gets some free GDP.
A trade route represents a large-scale, routine movement of valuables from your nation to some other nation. Exactly what is being traded, and why, is up to you. The sale of these valuables enriches your nation, and slightly enriches the partner nation. Notably, a bilateral trade route (Nation A spends one NCP on a trade route to B, who spends one NCP on a trade route to A) is a good deal for both parties.
I ask that you not have too absurdly many trade routes, unless for some reason you want your nation’s export revenue to make up most of its GDP. Doing this can have bad consequences.
As in real life, enemies or random events can interfere with trade routes, which can cost a nation money if it’s allowed to get out of hand. Ships can be intercepted, competing markets can open up, and so on. A nation that relies heavily on trade will want to be careful about protecting its foreign interests. Nations with more tightly integrated, independent domestic economies (less reliant on trade) have fewer economic hostages to fortune.
Warp Gate: 1 NCP, 1000$ GDP for you, "BAMF!" special features
Warp gates are large, fixed, ridiculously expensive, power-hungry installations that let you teleport ships across multi-sector distances. Gates in normal operation are transceivers; there must be a gate on both ends of the warp transit.
A warp gate can transport nearly arbitrary volumes of cargo, including major battlefleets, over ‘short’ distances (~3 sector widths). This is expensive, but fast, compared to sending the cargo by hyperspace. Commerce through warp gates provides a significant source of revenue and economic opportunities.
In normal operation, warp gates cannot move nearly so much cargo over longer distances. Commercially, long-range warp travel is only used for high-value cargo, passenger transport, and the like. For military purposes, ships below XY points can be sent via warp gate.
It’s at least physically possible to move larger cargoes through a pair of distant warp gates, but this is a laborious, difficult thing to set up even with the owners of both gates collaborating. Obstacles can include extensive survey work, technobabble, alignment problems, technobabble, major gate downtime for specialized refits, and technobabble.
Bear in mind that while warp gates may
look like an incredibly useful piece of military technology, and to an extent they are, they represent a single point of failure in your strategy. They can be blown up, and are ridiculously expensive to replace.