Point Based Military Development System Starting Information Needed: Population, Economy, and Technology Level Start by dividing your population by 100 million rounding up. For each 100 million you have a base of 100 points to build your military with. Then take those points and multiply them by your Economy Multiplier. For Example: Sunset has a population of 1.956 billion. Divided by 100 million that results in 19, so 1900 points. Table 1.1 - Economy Multiplier Imploded: 1 Basket Case: 2 Reasonable: 3 Good: 4 Strong: 5 Very Strong: 6 Thriving: 7 Powerhouse: 8 All Consuming: 9 Frightening: 10 For Example: Sunset has 1900 base points and a Frightening Economy. That results in 19,000 points. The next step is to determine your technology level. This is more a function of role-playing but is included as to lever some measure of realism as far as equipment and unit costs into the final results. Divide your points by the number indicated. The result is the number of points you will have to build your military with. Table 1.2 - Technology Divider Modern Technology (Roughly 1990's Earth, Iesus Christi): 1 Post Modern Technology (Roughly 2030's Earth, El Hefe): 2 Near Future (Roughly 2150's Earth, Wazzu): 3 Future (Roughly 2300's Earth, Sunset): 4 Far Future (Roughly 3000's Earth, Xanthal): 5 For Example: Sunset divides their 19,000 points by 4 as they are a Future technology based Nation. This gives them 4750 points to spend. Now to spend those points. There are several areas to spend points in, but if you don't spend any points you don't have that particular area covered. Each area has only 8 entries listed though you can easily expand if you want to spend more points. Size - How much of your population is in the military. If you are using a number not reflected in here, for example .5%, round up to the closest number. Points 0 - .001% (1 in 100,000) 10 - .01% (1 in 10,000) 20 - .1% (1 in 1,000) 40 - 1% (1 in 100) 80 - 2% (2 in 100) 160 - 3% (3 in 100) 320 - 4% (4 in 100) 640 - 5% (5 in 100) Training - This reflects how much training you put into your forces. Whether they retain it is another matter. If you want to use your Smartest (Or Dumbest) Citizen's UN Ranking you will need to figure out which .125 of the total NS Nations your Ranking falls within. It is suggested for realism's sake that you do this and pay the appropriate point cost. 0 - None. Your troops rely on pre-existing skills. Farmers and secretaries don't make the most effective fighters though. 10 - Minimal. They get 1-2 days to learn the ropes then they are thrown into the job. 20 - Basic. With 1-2 weeks of training they can catch on faster, but won't know the nuances. 40 - Average. 1-2 months of training produces a soldier that can follow orders well and doesn't need sheparding. 80 - Above Average. 6-12 months of basic training combined with a specialty course produce a useful soldier. 160 - Good. At least a year plus 2-3 specialized courses of training. 320 - Excellent. Most all of the soldiers go through a War College, Academy, or similar before even seeing the field. 640 - Extremely Good. All of the soldiers are roughly equal to SpecOps. Well rounded and with a wide variety of skills. Logistics and Maintenance - This reflects the number of front line personnel the military has starting with a ratio of 1 to 8. It costs more to have fewer front line to support personnel as the equipment used and the supply lines have to be more automated, modular, and up to date. 0 - 1:8 10 - 1:7 20 - 1:6 40 - 1:5 80 - 1:4 160 - 1:3 320 - 1:2 640 - 1:1 Basic Services - This section works a little differently. There are 8 Basic Services and you can purchase each at a different rank to reflect your nation's particular emphasis. This may be fleshed out later with examples of what each rank might mean. Infantry (0,10,20,40,80,160,320,640) - These are the basic grunts. They take and hold ground. They are a generally well rounded fighting force without a standout area of offense or defense. Armor (0,10,20,40,80,160,320,640) - This is the military's heavy ground punch. They are extremely good at fighting other armored forces and tend to run over infantry because of their better mobility. Air (0,10,20,40,80,160,320,640) - For long range offensive striking power and wide coverage the air force is unmatched. They are weak defensively however as they cannot hold ground effectively. Navy (0,10,20,40,80,160,320,640) - If you have water to defend, you need a navy. This represents both surface and underwater vessels and includes exotics like hydrofoils. Special Operations (0,10,20,40,80,160,320,640) - Covert operations. While all nations spend points on them, many don't report that they spend points on them. A 640 point hammer? Space (0,10,20,40,80,160,320,640) - From a couple satillites to a full space fleet this encompasses everything that treads in the cold depths of space. Intelligence (0,10,20,40,80,160,320,640) - This branch makes sure that you are attacking the right people for the right reasons. Deterence (0,10,20,40,80,160,320,640) - A nice word for weapons of mass distruction. Nukes, biological weapons, chemical weapons, it's all right here. Again, not often mentioned on the official reports. Defenses (0,10,20,40,80,160,320,640) - Static defenses of all kinds are included, from forts to killsats to ground to orbit weapon batteries. Special Services - These are areas outside of the norm. They reflect role-play elements about the nation for the most part. Magic (0,10,20,40,80,160,320,640) - A force of wizards, sorcerers, or psi's that contribute to the military. Research and Development (0,10,20,40,80,160,320,640) - If your nation's military researches it's own technologies instead of relying on outside businesses to pick this area. Transport (0,10,20,40,80,160,320,640) - Moving a lot of forces around takes time and effort. This represents the size of the transport section and how fast and safely they can get the military from point A to point B. Military Flaws - These are areas where a particular military might be flawed, either minorly or critically. These areas actually give you points back, but the more you gain back the more critical the flaw should be and be role-played. Unwieldy Beuracracy (0,10,20,40,80,160,320,640) - Filling out 15 forms to get a new uniform can be a problem. This also reflects how hard it is for the military juggernaut to get rolling. Code of Honor (0,10,20,40,80,160,320,640) - From cutting down your own people for cowardise to engaging in duels of honor before battle, this code hinders your military from being it's most effective. Misplaced Emphasis (0,10,20,40,80,160,320,640) - A landlocked nation that maintains a giant navy? A military that puts spit and polish ahead of combat training? Both are examples of misplaced emphasis. Final Example: Sunset has 4750 points to spend. They have a .5% military so they round to .1 and spend 40 points. Their training is Extremely Good as befits their ranking in the Dumbest Ranking, so that's another 640 points. Sunset places a heavy emphasis on Space Forces, so another 640 points there. It has a moderate, well equipped special forces section so 160 points there. It also has a moderately sized but well equipped infantry force - 320 points. Now they have 3230 points left. They have an intelligence network second to none thanks to extremely smart people and heavy computing power (640 points). Add a state funded Research and Development wing (640 points) and a lot of planetary fighter squadrons (320 points) and they have 1630 points left. Ground to orbit weapons batteries add another 640 points. A secret deterence program adds another 320 points and they are left with 670 points. Because of the large size of the nation the military can swing a 1:8 logisitics ratio, no points are spent. The infantry is given a matching armored fist (320 points) and there are 70 points left. The last 70 are upped to 80 with the addition of a minor code of honor (no research into non-sentient super soldiers) and they add a 80 point transport section. 0 points are left, and the military is fleshed out.