Rules: The Economy 
 

THE ECONOMY AND RESOURCES

Overview

A Team Leader will have 2 (two) different types of “non-‘Mech” resources available to them each Turn. These are: C-Bills, and Raw Materials (RawM). The primary focus of this Chapter will be the Economy, and how it relates to Factories, and the construction of new Mechs. Each Factory in the League will produce a specific “Technology Type” of 'Mech Chassis, as well as a specific weight class of “Mech Chassis. For a Team Leader to produce Mechs at one of his Factories, a combination of C-Bills and RawM must be allocated. Once these resources are allocated, the Factory will “Ramp up” Production for that Turn. At the end of that Turn, the Mechs produced by this factory will become available for use by that Team’s Military, by being placed into a Team’s “War Stocks” or “Supply Depot” (Viewable in the Merchant Movement section of the Automation Interface). These “War Stocks” will be the stockpile of Mechs that each Team normally holds in reserve to replace ‘Mechs lost in Combat. The League Economy is what could be referred to as a "Living Economy" with many variables that will affect one, or all of the Teams in the League. Accurately assessed, each Team will have to contend with any number of random occurrences, including Inflation and deflation.

 
 


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