1 Developers_Draft1
Arthur POULET edited this page 2022-06-28 15:11:47 +02:00

Planet

Planet is a generic term to talk about "abitable zone that can hold massive housing for man power and production facilities". It means that: artificial space habitats (cluster of small habitats big habitable station), ring worlds, habitable dyson spheres or megastructures, actual planets, asteroïds belts, etc. are considered as "planets" in the context of general mecanisms and economy.

People have ownership, not "empires", and people decide who they want to work for, so does "planet". It means that planet can shift alligance and be returned against its previous empire.

Resources

  • Each resource have a different mechanic
    • Mineral is raw capital that cannot be exploited by itself, but having a lot of it give a lot of potential.
      • Massively required: it is a basic resource and we need tons of it. Higher tiers are NOT distributed equaly among the space territory.
      • Low economic value: one unit of it is worthless, you need millions of tons to get something done
      • Easy to extract: low tiers need almost no technology to extract from grounds and space, so it's cheap to produce. Tier are not game breaking but technology may unlock scale improvment.
      • High value territory: this is the main reason why empire want space territory, since some of it will contain lots of minerals
    • Alloy has a high value usage and can be changed into war machine and infrastructure or rafined resources
      • Very productive: it is the base resource for most usages (planet infrastructure, mega-structures, fleets, etc.)
      • Medium economic value: one unit is not worthless but your need tons of it to get things done
      • High valuable worlds: worlds that can handle lots of allow are very valuable since infrastructure and manpower is hard to create
      • Technological advancment: technology is required unlock and improve to each tier usages. Getting tons of low tier alloy is always usefull but high tier alloys are WAY better than low tier alloys.
    • Weaponery improve how effective armies are
      • Very high value: fleet and armies with low weaponery has a massive disadvantage against highly armed enemies. Fleet are costly to produce, so a good weaponery is required to the most of it.
      • Very difficult to produce and store: one unit of it is very valuable. Technolgy tier are scaling change and cannot be compared.
    • Civilan goods: have good value and improve productivity as they are making population more efficient. It represents things such as civilan communication device, transportations systems, cultural development, etc.
      • Very play style specific: it coud be used to unlock policies (such as equiping the whole population with high tech communication device, developing dense transportations model)
      • Optional: it gives an advantage to the one that use it but consumes resources and infrastructures to build it
      • Difficult to produce and store: not as much as weapons, but each unit is highly valuable
      • Protective: it stabilize the planet and reduce the problems linked to sanitary, angryness, etc.
    • Food make the population happier, productive, and reproductive
      • Easy to produce: food is not complex to produce, infrastructure required for it is simple
      • Dependant on environmental factor: for lower tiers, food produced may have problems depending on uncontrolable factors. Higher tier are harder to produce but more stable
    • Chemicals
      • Very high value: those are complex molecules required for most transformation and high tier or complex resources
      • Simple to produce and extract: it is not required to have a complex infrastructure to make them
      • Hard to store: storage is complex since we are talking about super-acide, high pressure gaz, etc.
      • Central and logistical problem: these resource should force any empire to take into account that non-local production require a strong logistical support. We can imagine war to cut logistic and paralize the whole economy since storage is very hard.
    • Energy is a different type of resource. It is mostly localy produced and cheap, but necessary for any kind of industry.
      • Civilisation tier: each energy tier technology make the empire stronger by a magnetude since it can multiply the population productity
  • Each resources has a potential and actual usage:
    • storage (how much is storable, how much is actualy stored)
      • when stockpiling resources on a planet for futur usage
      • when moving resources though the empire planets
      • it should be hugely higher than the maximum production for easy to store resources (by several magnetudes)
    • production (how much can be produced each month, how much is actualy produced this month)
      • when transforming resources (making alloys, weapons, etc.)
      • when extracting resources (energy, basic minerals, nutriments)
    • drain (how much is drained this month, how much can be drained each month)
      • when transforming resources (making allow will drain minerals and chemicals)
  • Resources have tiers to represent technological advancment and rarity:
    • Minerals
      • Tier I: Fe, Ti, ...
      • Tier II: Hg, Au, U, Pu, ...
      • Tier III: Rh, Ir, ...
    • Alloys
      • Tier I: steel, carbon alloys (highly valuable properties)
      • Tier II: super-materials (super conductors etc.)
      • Tier III: meta-materials (incredible properties near magical)
    • Weaponery
      • Tier I: chemical: balistic, simple PD, radio comms, explosives, gaz
      • Tier II: nuclear: 100MT bombs, super computers, light speed planning, cyber attacks, high quality troops
      • Tier III: post-K1: planetary destructive weapons, psychological game, quantum level intel, one man army troops
    • Consumer goods
      • Tier I: local goods
      • Tier II: plantery goods
      • Tier III: solar scale goods
    • Food
      • Tier I: basic food
      • Tier II: stable productive food
      • Tier III: higher value nutriments
    • Chemicals
      • Tier I: super-acids and complex molecules
      • Tier II: mega-acids and genetical work
      • Tier III: recomposing molecules
    • Energy
      • Tier I: chemical and fission
      • Tier II: fusion and highly efficient batteries
      • Tier III: cold fusion and micro-batteries
      • Tier IV: anti-matter and virtual-grids
      • Tier V: zero-point extraction and exotic energy

Infrastructure

Fleets

  • Fleet are constructed on planet ground or in space.
    • when planet ground, fleet is owned by the planet. Fleet can change flag ownership under some circonstances (but this could cause damages such as unstability of the previous owner ...)
    • when space created, around a planet

Influence and ownership

  • each empire have influence on other planets (0% if not own, 100% or so if owned). It's possible to take control over a planet by improving its own influence and reducing the influence of the owner (simple example: war will reduce by -75% influence over a planet and gives 75% influence to the winner attacking, so it shift ownership)
  • empire with higher influence has ownership over the planet and can control its fleet and resources
  • we could say that a mixed influence (like empire A has 90% and empire B 80% create a political conflict and nobody will be able to make things move, so external action must be taken to change the status quo)
  • note influence should in the futur make other civilisation able to extract value from a planet it doesn't own
  • it may no be required to store empires influence if its at 0%