So I've gone down another rabbit hole and gotten distracted again but it still ties into re-working Property.
So going by page 24 of Campaign Operations a squad of Regular Infantry is going to cost 5,500 C-bills in salaries(1 squad leader at Rank 4 getting a ~1/3 bonus, 6 guys who don't get Rank salary bonuses) with 100 C-bills of upkeep for their gear(since Infantry Compartments don't come in 0.25 ton increments as far as I can tell and there seems to be no Infantry ammunition usage rates).
Where does this leave me though as that doesn't seem so bad.
So to see if you could maybe get some sort of combat vehicle I start working through some calculations to see if I can start setting a starting budget per point of Property.
A Savanah Master is about all you could keep running(4,000 C-Bills in upkeep plus salaries of the
suicidal bastard driver and tech team working out to 8,000 exactly if there are no Rank bonuses).
End result is this leaves me another mess to basically make up my mind about because the numbers at my disposal are not being helpful as the most expensive Infantry squad I can find in MegaMek is still less than 10,000 C-bills and making a Savanah Master affordable for Property 1 means having enough starting budget for a whole Platoon but not enough steady income to keep them up and running.
Progress is progress!
Yeah the Property Quirks are falling into place pretty nicely in my head for the oens that I don't need to research.
As a quick note I am thinking for Garrison creation to have certain limitations like maximum starting skill is Regular as well as Mechs, ASFs, Small Craft, and Dropships take extra modifiers to acquire in the force creation rules once I figure out starting budgets.
All quirks unless otherwise specified can only be taken once and will mention when another quirk is incompatible.
I have also determined you start at 0 so you must take some sort of negative quirk to get a positive quirk.
since my house rules require a Status equal to any Property I am doing away with the Title modifiers but have decided to replace them with the Reputation of the character but just to be clear the player's current edge will only be used on the Property Event table roll with the MoF/MoS of their Property Administration roll which is where you can get the Scandal, Raid, Invasion, and Natural Disaster events which I will have those modifiers carry over to future Property Administration rolls for a year unless a quirk modifies this or the result of an Invasion or Raid renders the point moot. After all if the player dies defending their Property from invasion doesn't really matter anymore does it?
I will be keeping the separate Investment trait with it's -4 Administration roll modifier with it's own special event table.
So far I have:
Border World(Within 30 Light Years of an actively hostile power more technologically advanced than your faction(represent some of the other eras like Age of War where the Terran Hegemony were being mean to their neighbors or later Clan Eras))
Cost: -2
Mechanics: Player takes a -2 on their Property Administration roll whenever determining their income but due to the raids and repelled invasions their techs do not take any repair/salvage modifiers for unfamiliar technology and may equip a weapon or piece of equipment available to this enemy power not available to your faction on one garrison unit per point of Property and any such equipped units may exceed the normal average skill rating of Regular and start at Veteran.
Special: To represent less actively hostile periods reduce cost to -1 and lose the ability to mount salvaged gear on garrison units but may still increase the average skill rating as described. This quirk can be taken up to three times by GM permission depending on era.
Border World, Lesser(Within 30 Light Years of an actively hostile power on the same tech base or lower than yours)
Cost: -1
Mechanics: Player takes a -1 on their Property Administration roll whenever determining their income. Due to the frequent raids at the start of the game campaign your garrison may have one unit per rank of Property exceed the normal starting average experience cap of Regular to a maximum of Veteran.
Special: The best count I can come up with is 5 times this quirk may be taken.
Remote(more than 30 Light Years from the closest regional administrative center)
Cost: -1
Mechanics Player takes a -1 on their Property Administration roll whenever determining their income. The lack of interference and oversight from their superiors allows the player to be more free in setting their own local laws. Player may reduce Black Market costs as if they had one better letter code for legality, including eliminating them altogether, for the entire party.
Resource Shortage(mostly to reflect not having enough clean water to go around but I imagine there are a few other things this could cover)
Cost:-1
Mechanics: -1 to Property Administration roll. Lacking proper supply of a daily need your people are more adept at overcoming adversity but are more impacted in the short term by negative events. Increase the penalties for all Natural Disasters, Raids, and Invasions by 50% for the first three month, round to the less favorable to the player penalty, but decrease recovery time by three months. So a Minor Natural Disaster would apply a -3 for the first three months, -2 for the next six months, but then apply no further modifiers.
Administrative Center
Cost: +1
Mechanics: Player takes a +1 on their Property Administration roll whenever determining their income. As an Administrative center this quirk is incompatible with Remote. With the attention of their superiors more focused on them players are not as free in their actions but are more likely to receive aid in case of emergency. Reduce Property Administration modifiers for Natural Disasters, Raids, and Invasions for the last three months by 50% rounded in favor of the player.
Resource Surplus
Cost: +1
Mechanics: +1 on Property Administration rolls. Excess resources make your rivals more covetous and corruption more likely though. -1 on Property Event rolls.
Lightly Industrialized
Cost: +1
Mechanics: +1 on Property Administration rolls. As with Resource Surplus this attracts the attention of rivals, enemies, and the corrupt but having some production offers some advantages. -1 on Property Event rolls as well as GM and player should work together to determine some good to be taken in trade.
Heavily Industrialized
Cost: +2
Mechanics: +2 on Property Administration rolls. -2 Property Event rolls. Work with GM to determine produced good to take in trade and may do a Class F refit of one unit type but takes certain levels of Property to do so. Mass of unit/25 round up(-1 to a minimum of 1 for Vehicles, +2 for Small Craft) and take a -4 modifier(player does not get the +2 to counter act part of this modifier) while performing the refit. To re-tool the factory take a total -8 modifier to Property Administration roll for 8+Proprty rank months then player makes a special Administration plus current Edge score against a TN of 8+Property rank each month. Each success reduces re-tooling penalty by 1. Each failure extends the modifier another month. Yes I want retooling to be harsh and something not done lightly.
Yeah I'm skipping Agricultural completely as that can be covered by Resource Surplus and I know I need a couple more negative quirks but a few of those will be determined by some research I need to still perform.