Industry

Discussion for the Next Big Thing, which is purely theoretical.
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inteuniso
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Industry

Post by inteuniso »

Industry in Meta 1.0 really just covered the military side. Shipyards manufactured ships.

In meta 2.0, entire empires will need ships, structures, and more.

But, how do we measure how much a system can produce?

By putting in Industrial Capacity! Each point of industrial capacity allows you to manufacture something.

Industrial Capacity Theorizing

Ships, Buildings, Ground Units, etc. will be assigned point values. E.G. a tiny corvette costs 1 point. A battleship will cost 50 points. A starbase might require 100.

Planets will have an Industrial Capacity bar, and an Industrial Capacity limit. You can only improve a planet so much with the natural resources available. This may change, however, with the proper investments. The IC bar can be improved all the way till the limit. Also, all settled planets will have a natural IC bar and a natural IC limit, which is what has been built up by the beginning of the game.

For Example:
E-352 is a system rich in resources, giving it a natural IC limit of 250. However, due to the majority of the planets being volcanic, many of them have not been exploited to their potential, giving the system a natural IC bar of 15.

E-352, with the proper mining, and habitation techniques, can become quite the industrial powerhouse. However, there will need to be more population, a better infrastructure, and a bigger industrial sector.

Research

Technology can be used to improve IC and decrease the IC requirement for projects.

Some basic ones can be Modulated Shipbuilding, allowing for ships to be built in sections. As such, the workload can be split up amongst multiple factories, increasing output.

Another technology might be Deep Core Mining Techniques. This technology would allow for Miners to dig even deeper shafts, getting the most precious minerals. This, obviously, would improve the IC limit, and credit income, to an extent.

How Will This Work with Credits?

IC is merely a limit to how big and how much systems can build in one turn. Credits will be required to build ships. Just because you have all the tech and IC to build a BB doesn't mean you can just build it.

Any ideas/suggestions besides what I have wrote? Criticism and concern is heartily accepted with the burning of your soul.
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Squishy
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Re: Industry

Post by Squishy »

Just to note:

Ship cost will be based on their USED MASS, as per viewtopic.php?f=35&t=4897.


So, IC is basically meta 2's analogy to meta 1's shipyard production? Is it a maximum size capacity or a production rate? What is the relationship between 'cost' and IC?

I believe this is a worthwhile aspect to explore, resulting in a cost + production time for ships.


But why is there a need for TWO upper limits? Upgrades are obligatory, of course, but why not a simpler system where the max limit is decided by the quality of upgrades and we can do without this upper limit on limits?
vidboi
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Re: Industry

Post by vidboi »

yeah, this could be interesting. perhaps instead of limiting the IC by system limit it by the buildings themselves and the supplies provided. although i know arcalane has said that credits will be the only source of resources, perhaps having certain strategic resources, or just trading links could be very useful for this kind of system
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Arcalane
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Re: Industry

Post by Arcalane »

Currently;
• Systems have only one colonizable planet (henceforth referred to as the 'mainworld'), though for scenery/detail purposes they can have others, as well as other stellar features.
• Only the mainworld generates resources. All systems, barring those of non-standard system type (if we have any of those), have a mainworld.
• Mainworlds generate credits from two sources; taxation and mining. Taxation is a flat income amount based on planetary population. Mining is a flat income amount based on planetary resources.
• Mainworlds cannot presently be upgraded for increases population cap or mining capacity. That may change.
• If a system has an asteroid belt, asteroid mining is possible, and fairly easy to set up.
• The mineral qualities of planets and belts are fairly constant. Decay will probably not occur in this scenario.
• System production of ships is mostly based on the upgrade status of it's shipyards.
• Upgrading shipyards is primarily dependent on your bank account. I am now considering making it partially population based, so a larger, more expansive and productive yard requires a higher population.
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