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2.8  INDUSTRY   The industry of a system represents economic development such as agriculture, industry, commerce and mining. Industry may be located either on-world or in
space. It is your choice where to build it: space can be more profitable (due to cheap energy, raw materials and low transport costs) but capacity is limited and space industries
are easily captured by other players. On world it's easier to defend, but it's less profitable and can be blockaded. Industry is IMPORTANT. You can only build ships where you've
got industry, and expanding your industrial strength is the main objective of the game.
2.9  BUILD POINTS   There are no rules for money or resources in Star Chase. The "currency" for actions and transactions in the game is build points, usually abbreviated to
BPs. The number of build points available for the coming turn is stated in your player report. BPs are normally spent immediately, but you can also store them in your Treasury
(separate from your current balance), to be retrieved later, using the STASH and CASH actions (see 6.10 and 6.11).
UNUSED BPS:   Any unused BPs left over at the end of the turn are first used to build cruisers in your "base" system (see 6.13), second to build fighters in your "home" system
(see 6.14) third to STASH BPs in your treasury, and lastly if you have an odd one or two BPs they are spent on an ORDER action. In both the base and home system the number of
ships built is limited by the BPs available and the industry and population in the system.
2.10  INCOME    The income (in BPs) derived from each system you control is the sum of the population in that system, plus whichever is less of the population level and
industry (ie. 2 BPs for each population with a corresponding industry, and 1 BP for each population without - but industry provides no income at all if there is not enough
population to operate it.
For planets there is additional income equal to whichever is the lower of the population level and the current agricultural technology level of your empire. In space there is
additional income equal to whichever is the lower of the industry level, the population level, and your current industry technology level. See section 7 for more information on
tech levels.
Note: Income is added to your balance at the end of the previous turn, and supply costs are deducted, so the balance in your game report is the number of BPs available for the
coming turn.
2.10  TECH LEVELS   Each empire has a number of technology levels (usually called "tech levels"). Each tech level has a different function in the game (described in detail
in section 7 of these rules). Tech levels are purchased by spending BPs from your treasury, or by discovering Old Empire technology during exploration (see 3.11), or by Research
(see x.xx).
2.11  SHIP TYPES   There are three different types of ships that you can build in Star Chase. Other ship types (scouts, merchants, shuttles, haulers, tugs, troop ships, etc)
must necessarily exist, but are not important components of the game. For ship building rules, see 6.1.
CRUISERS (CRS)  Cruisers are warships with a hyperspace capability, which may be moved around the galaxy from system to system and used in attack and defence. Cruisers cost 10
BPs each to build (see NEWCRS action, 6.1). For movement rules see MOVE, 4.1.
FIGHTERS (FTR)  Fighters are warships with no hyperspace capabilities. They're used only for defence and normally can't move around (even between planets and asteroid belts and
their parent stars) but remain in the system in which they are built. They cost 3 BPs each to build (see 6.1 for NEWFTR action). For movement rules see MOVEF action (4.5) and
MOVECOL action (4.8).
COLONY SHIPS (COL)  Colony Ships are giant ships equipped to transport a large population in a closed ecosystem, and are used to move settlers around the galaxy and plant new
colonies. Colony ships cost 20 BPs each to build (see 6.1 for NEWCOL action). For movement rules MOVECOL action (4.8), and for planting new colonies see 6.5 for COLONISE action
(6.5).
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