Economy 1.0

Exactly What It Says On The Tin
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HorseMonster
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Economy 1.0

Post by HorseMonster »

Starting Assets for factions:

1x Orbital Construction Facility (4000 production capacity)
1x Research Lab (10 research points per turn)
1x Planetary infrastructure
1x planet (population 5,000,000)
4x Planetary defense station
15,000 mass worth of ships


Colony taxation

Planets generate income based on taxes at a rate of 1000 PHATCASH per 1,000,000 inhabitants per turn.

What modify tax income?

-Faction bonuses
-Planet quality
-Research related bonues

Population growth!
Colony population grows at a rate of 10% per turn up to the population cap determined by planet quality, this cap can be increaded by building more planetary infrastructure. Population growth rate may be modified by something.(this growth rate is quite fast).

What stats do habitable planets have?

Quality
An value that denotes the rate at which a planet generates tax income as well as the total number of people who can inhabit it. 1 is normal signifying a 100% rate of income. Planet population is limited to it's Quality x5 million people.

Noise
Relates to Sensors and Detection this represents how difficult it is to detect something in orbit of the planet.

Mining/salvage
You send a ship equiped with a mining module to an asteroid belt, gas giant or debris field, the turn after it is ordered to deploy it begins generating PHATCASH at a rate specified by that particular entity's Quality value. Areas where mining/salvage can occur are called Resource Fields.

What stats does a Resource field have?

Quality
The amount if PHATCASH generated per turn for each ship mining that object

Richness
The total quantity of PHATCASH that this object can yield before being depleted

Noise
Relates to Sensors and Detection this represents how difficult it is to detect something in orbit of the planet.

Production
There are two things relevant to making stuff, the mass of the thing that you are making and the ammount of Production Capacity that you have available. Please enjoy the following descriptions of the aforementioned things.

production capacity
Production Capacity represents the capability of a world to complete large scale construction projects. Production capacity (much like PHATCASH) translates directly into Mass; 1 unit of production capacity indicates the capability to produce 1 unit of mass per turn. Production capacity not being used at the end of a turn does not carry over into subsequent turns and is wasted.

PHATCASH
PHATCASH is "currency" and represents the resources that are available for use by a faction, it is generally generated by means of mining or taxations. Unlike Production Capacity PHATCASH accumulates over time and is permenantly expended when a construction project is initiated.

How do I make stuff?
Include your production orders when you issue your orders for each turn and specify how much Production Capacity you wish to allocate to constructing each item that turn.

What will it cost?
If your item will be completed in a single turn you must pay it's full cost in PHATCASH immidiately, however if it is going to take multiple turns to build you may instead pay an ammount of PHATCASH equal to how much production capacity that item has allocated to it each turn until it is complete.

How long will it take?
The thing will be built once it has had 100% of the production capacity required to build it allocated to building it.

Founding new Colonies
In order to settle an uninhabited planet you need a ship equipped with one or more Colony Modules, colony modules are purchased as part of ship design. In order to establish a colony a ship equipped with a Colony Module must be in orbit of the planet you wish to colonise at the end of its turn and the ship must be free to colonise the planet unmolested (You can't establish a colony if enemy spacecraft are present to stop you). Simply submit along with the rest of your orders that you want the planet colonised and the colonists carried by the ship will be transfered to the planet and the colony will be established at the start of the following turn. New colonies begin experiencing population growth and start to generate income on the turn after they were established. Colony ships are reuseable, but must stock up on new colonists after each colonisation.
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Arcalane
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Re: Economy draft

Post by Arcalane »

Research point output seems a little low, and I dunno if we ever planned on having upgradable infrastructure for planets, but otherwise things look solid, for the most part.
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