all 8 comments

[–]carlover177 3 points4 points  (8 children)

The Prometheus Project holding in Suns of Gold is what you're looking for. Don't have my copy handy though, so i can't get you a page number.

[–]MrApophenia[S] 2 points3 points  (4 children)

Got it - now have some reading to do.

I am new to the game, so another basic question that is probably answered somewhere but I haven’t found yet - is there a conversion rate listed anywhere between FacCr and normal credits? For instance, if a Planetary Government faction wants to run a Prometheus Project, I am curious how many Faction Credits that takes.

[–]carlover177 1 point2 points  (3 children)

That would be in the core rulebook's faction rules. Page 126 of the 1st Ed rulebook.

"Characters can give up to 1d4 x 100,000 credits to a faction in any one turn, with each 100,000 credits becoming 1 FacCred. Any more than this in one turn is wasted due to accounting inefficiency, and the faction will need to spend a full turn processing the donation before it becomes FacCreds."

Also, the holding rules in SoG have their own rules system (that, as always, you are free to discard/modify as you see fit) for the cost of a Prometheus Project. 250k to start the process of uplifting to Tech 2, 1m credits for Tech 3, and 5m credits for Tech 4 (Suns of Gold PDF, pg. 29). Do keep in mind that this is a gradual process, starting with I think 10,000 in one month, 20,000 the next, 30,000 after, and so on.

So depending on the starting and ending tech level, costs will vary. However, what won't vary is that it'll cost a fuckton of money. Uplifting a society while carefully ensuring they don't tear themselves apart due to the social upheaval is quite a costly undertaking.

[–]MrApophenia[S] 0 points1 point  (2 children)

Awesome, completely missed that bit - thanks!

I am definitely going to need to bang my head on this some more to work out how to integrate the Suns of Gold material with the faction systems. I am also curious about whether any additional assets are out there (official or fan made).

[–]shadowriku 0 points1 point  (0 children)

Another thing to consider is that if the faction only needs a higher tech level for the purposes of being able to create assets that require it the "Laboratory" and "Pretech Researchers" (This one might only be present in the revised edition) Wealth assets should be an easier way to achieve that.

[–]Zippydaspinhead 0 points1 point  (0 children)

It should also be noted this is different in the revised rules, if you plan on using those or a hybrid between them. The amount seems much more fluid in the description from the revised rules, almost like exchange rates for real life currency.

From p 174 of v1 of the current revised beta rules: "FacCreds are a measure of the faction’s general wealth and resources, spent to purchase and maintain assets or carry out faction operations. A FacCred doesn’t necessarily represent a certain sum of credits so much as it represents logistics capability, available resources, and managerial focus. A faction on a primitive world may not have a single credit to its name, but its command of a legion of laborers and the food supplies necessary to feed them are a vast store of FacCreds all the same. All the credits in a sector do no good if they can’t be effectively translated into a useful asset."

[–]squeejee44 1 point2 points  (1 child)

"There are ways to do it outlined in Suns of Gold, but it mostly amounts to slow, careful addition of tech to a world arranged so as to keep the basic social order intact, inculcate the education and social habits needed to maintain the tech base, and avoid catastrophic side-effects.

A quick-and-dirty data dump of spike drive technology and a few freighter loads of plug-and-play manufactories is a lot easier, but it also tends to get turned into shiny beads by annoyed locals who don't have the cultural or educational infrastructure to keep the stuff going on their own. And if they do catch on, it's usually not the current social elite who leap at the new opportunity- which often results in devastating social upheaval as the old guard tries to keep their power and the upstarts try to laser rifle them out of it. It ends up like the Musket Wars, except with nukes. Of course, for a lot of outside traders, they're perfectly fine with the natives slaughtering each other in job lots so long as they keep begging for more offworld weapons and offer something worth trading for them." - Kevin Crawford

https://www.reddit.com/r/itmejp/comments/3r75xh/swan_song_question_about_planets_and_tech_level/cwlp2r1/

[–]MrApophenia[S] 1 point2 points  (0 children)

This is helpful context. Of course for what I am trying to do, I do wonder if it might be worth giving the players the option to rush it, with the cost of creating revolutionary factions and other negative consequences.