This is something I'm working on. Let me know what you think:
The Eclipse Phase Expanded Gear System
Standard Units (Quantities)
Mass Unit (MU)
Intelligence Unit (IU)
Energy Unit (EU)
A Mass Unit is definied as the average amount of material the average miner
can produce in a day under typical conditions.
An Intelligence Unit is the result of any skill roll to create a design or
otherwise complex abstraction usually a daily result as well.
An Energy Unit is definied as the energy needs of a typical morph for one
day.
Analysis:
the average miner should have a profession(miner) skill of 40 (Basic
proficiency) assume that the average miner has either sufficient
tools or sufficient complementary skills to get another +10 (the math
is MUCH easier this way.) In this situation the miner has a 50% chance
of success and thus mines 2 MU on a success (averaging to 1 per day)
In order to double production, the miner must increase his skill by
+50 (ignoring 99 always being a failure). So it must require taking
a -50 on your roll to double this production.
Consider a highly optimized miner. 90 skill, +30 complementary skill,
+30 excellent tools. This miner can take -50 and stll succeed
essentially every day, averaging 4 MU per day.
Conversly, consider a poorly qualified miner, say with a skill of 25,
and no bonuses. The miner will only succeed a quarter of the time
producing 1 MU every other day. (Once in every 4 days they will produce
2 Units)
Intelligence Units follow the same mechanic, but use different skills.
IU can be anything from structures within a simulspace, to the design
for a weapon.
Energy Units are produced by generators (regardless of type).
Simple generators require fewer IU but may require siginificant more
MU. Smaller generators require more IU.
That's all I have so far, and I'm not sure it covers some things I wanted it too (like how many morphs can fit in a simulspace created by a particular computer) But it's a start.
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The end really is coming. What comes after that is anyone's guess.