Province Development System
The main bulk of the Accord's progression system comes from your character's power base gaining strength and influence. Oftentimes you'll start out with a small city or chunk of area to govern over, usually given to you by your Patron. This will help you get to understand the Development system, as well as provide the initial seat for your character's base.
So, what is Development? If you're familiar with Europa Universalis IV, Stellaris, or many other 4X games, you'll recognize this system. But whether or not you've played these types of games, let's break down just exactly how our system works!
Provinces
The basic building blocks of the Development system are provinces. Provinces are usually a city, a small continent, a section of asteroid belt, a small moon, etc. They make up a greater whole of a planet or system, and characters will have multiple provinces the further along they progress. Planets will only have a set number of available provinces (typically between 4 and 6), some having more or less than others to represent the variety of planet types in Star Wars. Occasionally, some planets will have provinces that will require a combination of Wealth and Industry points to unlock. This cost is reduced greatly if you are creating a province for a member of your power base (usually a new player). Most players will not ever own a planet, but will potentially own multiple provinces. Each province has four basic components that you can play around with that represent the development of that province: Military, Industry, Wealth, and Structure. We'll break down how each of those work individually later on. In short, Military represents how many EMS that province can field, Industry represents the overall size and functionality of the province, Wealth is spent on quickly upgrading things or purchasing power elsewhere, and Structure is a megabuilding on that province that provides a benefit of some kind.
Each category has its own level that you can upgrade as time goes on. You will usually start with a [1, 1, 1] province, often provided to you by your Patron. This means each category is level 1, and you have no Structures on it. Passively each week, this province will generate points in each category, to be spent specific to that category (except for Structure, as you'll see later on). Upgrading your province spends your Industry points. Purchasing EMS spends your Military points. Buying favors, Structures, or ranks in Military or Industry spends your Wealth (at a loss). Additionally, as you rank up a province, you will see exponential cost-- meaning it costs more to upgrade your Military from 6 to 7 than it does from 1 to 2. The higher the level in the category, the more passive income you generate, and the maximum level you can have in the categories is 10. Additionally, each province can only support a certain amount of Structures, so plan accordingly!
Each planet's provinces and overall Development level will be represented both on the map (link here) and the planet dossier itself.
Military Development
The first and most easily explained development category is the Military. This category generates passive EMS points per week, increasing the higher in level your Military is. So for a level 1 Military province, you generate 5 points which can then purchase 3 EMS. However, you do not need to spend your points right away. In fact, you can save them up to purchase a big-ticket EMS item, such as a Harrower, and roleplay that your character is having a flagship commissioned in that time. Note that all Military categories only produce ground EMS unless you build a Shipyard Structure on the province.
The way to determine how much EMS you can purchase with your Military points is to simply multiply your current Military level by 20. So a level 1 Military will only be able to purchase 20 ground EMS per week, and a level 10 Military will be able to purchase 200 ground EMS per week. To determine naval EMS, you generate an additional 5 points per level in Military when you build a Shipyard on your province. These extra points can only go towards naval EMS. Additionally, every two weeks you must pay maintenance on all your EMS. This cost is equal to 10% of your ground EMS and 25% of your naval EMS. So if you have 500 ground EMS, you would pay 50 credits biweekly, and for 500 naval EMS you would pay 125 credits biweekly.
After purchasing EMS, you must wait at least a week before your EMS updates. Sometimes, the officers may request a longer time period to roll out your new EMS, depending on the complexity of your troops or fleet and how much you have purchased.
Industry Development
The Industry category represents your province's overall strength and efficiency, and how far it has developed. A level 1 Industry represents a basic city, while a level 10 Industry is Coruscant. You cannot bank Industry points like you can with EMS. Each week, you must spend your Industry points or you lose them by the next week. Industry points are spent in any of the other categories (except Structure), and are how you raise your Military or Wealth level. You can also raise your Industry level itself, so that you can produce more Industry points to then quickly level up the other categories on your province later on.
The cost of developing any category to a new level follows a simple bit of math. Take the current level of development on that category, and multiply it by 2, then square it. So to rank up from 1 to 2 in, say, Military, you multiply 1 x 2 to get 2, and then square that number to get the total cost of 4 Industry. Going from rank 2 to 3 will cost 16, and so on.
Wealth Development
Wealth is a measure of your province's overall income and how much it produces. You can store Wealth much like you can Military, and use it to purchase Military or Industry directly at a significant loss. You can also give Wealth to other players, raising up their Military or Industry or simply giving them a lump sum that they can then decide what to put it towards. The main thing Wealth is used for, however, is the construction of Structures on your province and EMS upkeep costs.
You gain an amount of Wealth equal to your level multiplied by 3 each week. Remember that you can give Wealth to other players, either as a favor, taxes, bounty payment, or via raids and campaigns. You might successfully raid a very rich planet and give a province to your underling, who then pays you a 10% tax for as long as they hold the province-- thus, raking in even more credits to pay for your fleet or army or new buildings.
The cost of raising your Industry or Military with Wealth is whatever it would normally cost if you were raising it with Industry, and double it. So for instance, going from level 3 to 4 in Military would normally cost 36 Industry points, but now costs 72 if you purchase it with Wealth.
Structures
Structures are a unique province feature that represent massive construction projects in that region. Each province has a certain number of Structure tiles, and these tiles may be blocked by certain things. Things like extensive rubble, dense jungle, collapsed caverns, ruined city, and many more are all examples of tile blockers. To clear blockers and build Structures you must spend Wealth rather than leveling up the category itself. Each Structure provides the province a unique benefit, and some take far longer to construct than others, or are more expensive, or are mutually exclusive with one another. For this reason, it is very difficult (but not impossible) to have a level 1 province with something very expensive like a fleet shipyard on it. However, if you choose to simply level up your Wealth and then save every last credit you gain, you are definitely free to do so. Structures are also targetable when in a raid or a campaign-- meaning the enemy can destroy a structure if they focus their effort to do so. If you maintain your control over the province after the battle, you will need to rebuild the structure all over again.
Structure Name | Function | Cost |
---|---|---|
Shipyard | You may now produce naval EMS in this province. | 200 |
Trade Hub | Wealth cost to increase your Military or Industry development is reduced by 25%. | 65 |
Industrial Complex | The exponential cost of raising your development is reduced by 25%. | 65 |
Fortifications | This Province contains the Fortifications strategic feature for AGD campaigns. | 80 |
Planetary Cannon | This Province contains the Planetary Cannon strategic feature for AGD campaigns. | 80 |
Orbital Shield | The Structures on this planet are harder to destroy and the rebuilding cost is reduced if they are destroyed. | 80 |
Slave Processing Facility | You may convert ground EMS to Wealth. | 85 |
Scrapyard | You may convert ground EMS to Industry. | 85 |
Wrecking Yard | You may convert navy EMS to Wealth or Industry (choose one each time you convert). | 100 |
Elite Trooper Academy | When constructed, you may now only produce ground EMS on this province, but your output is increased by 10 points per level in Military. | 90 |
Driveyard | When constructed, you may now only produce navy EMS on this province, but your ground EMS output now counts towards your navy EMS. Note: you need to have at least one Shipyard on the planet in order to convert it into a Driveyard. | 100 |
Arcology | Your province is a wonder of the galaxy. Your Wealth production on this province is now doubled, but you no longer produce Industry or Military. | 200 |
Martial Complex | Your province is known for turning civilians into soldiers or weaklings into true Sith. Your Military production on this province is now doubled, but you no longer produce Wealth or Industry. | 200 |
Megafoundry | Your province is known for making great strides in engineering and now undertakes projects for other provinces or planets. Your Industry production is doubled on this province, and you may now exchange Industry points with other players. You no longer produce Military or Wealth on this province. | 200 |
Planetary Administration Building | When constructed, a Planetary Administration Building can designate a focus for all provinces on the planet. The Administration can choose to focus Military, Industry, or Wealth, causing the category to generate 15% more points for all provinces on the planet. You must be the ruler of a planet in order to build an administration building. | 200 |
Fleet Strategy Nexus | Your fleet crews can coordinate with one another via this building to operate in the most efficient way possible. Maintenance costs for all naval EMS are reduced by 15%. The cost reduction does not stack with multiple buildings of this type. | 150 |
Military Command Center | Your armies can coordinate with one another via this building to operate in the most efficient way possible. Maintenance costs for all ground EMS are reduced by 15%. The cost reduction does not stack with multiple buildings of this type. | 150 |
This list is not exhaustive, so if you come up with an idea for a Structure that your character wants to build on their province, please speak to the officers and we can work something out!
Helpful Links
Raids and Campaigns
Roll Systems
Galactic Map
START HERE: Planet Dossier Information Center
Example of Planetary Development
Province 1
Wealth | Industry | Military | Structures |
---|---|---|---|
2 | 3 | 2 | Shipyard |
Province 2
Wealth | Industry | Military | Structures |
---|---|---|---|
8 | 3 | 3 | Planetary Cannon, Fortifications, Trade Hub |
Province 3
Wealth | Industry | Military | Structures |
---|---|---|---|
4 | 8 | 1 | Industrial Complex, Orbital Shield |
Province 4
Wealth | Industry | Military | Structures |
---|---|---|---|
1 | 4 | 7 | Trade Hub, Slave Processing Facility, Military Command Center |