DD #3: Economy, Production, and The Circle of Life: Part 1

Hey everyone!

Today, I wanted to talk a little bit about how the production side of the economy works, and specifically what the materials do, and how they are used.

So first, an overview of the system. There are 3 main materials that represent various minerals, materials, goods, and resources, collectively called ‘basic’, ‘heavy’, and ‘rare’ materials. Basic materials are used for virtually everything in the game – from building and maintaining infrastructure to building everything from mines to spaceships. Fortunately, basic materials are fairly easy to produce and mine. Heavy materials are used mostly for space installations and ships, so any Projects that have space-based applications will use a lot of heavy materials, as well as upkeep. Rare materials are mostly used for science and for energy stations, as well as labs. While they are rare, they are not generally used much, especially for agriculture-based planets.

So how do you get these materials? Easy – they need to be mined. All planets have a basic, heavy, and rare material rating, that represents how easy it is to get materials from the planet. This is done by miners, using mines. The more mines on a planet, that are staffed by miners, with high skill ratings (and backed by a Viceroy with a high Mining aptitude) the more materials that can be mined. These are raw materials that are then stockpiled for use. A certain percentage of the goods are set aside for maintaining existing infrastructure, and another percentage of goods are set aside for trade, while another small percentage is set aside for retail (explained earlier, if you are allowing basic goods to be traded). Now we get to the second part of the process, which is creating Build Points (BPs) that actually go towards construction of infrastructure, ships, etc.

BPs are split into their three types – basic, heavy, rare. Each structure that you build in AotSS takes a certain amount of BPs. For example, to build a new farm takes 30 basic BPs, 5 heavy BPs, and 0 rare BPs. By contrast, to build a new power generator (High-Tech), it takes 70 Basic BPs, 40 Heavy BPs, and 15 Rare BPs. These BPs are generated each turn and accumulate based on the build plan of the viceroy. The actual math to determine how a BP is generated is rather lengthy, but the basic calculation is to take how many factories are online (meaning they are staffed, one Pop to one factory), take the amount of raw materials that are allocated (based on the build plan; this can be overdriven as well if you have an aggressive viceroy) and take into account the engineer’s ratings and the viceroy’s Engineering aptitude (if any) plus their House’s engineering skill, take a industrial multiplier (kind of like the overdrive in MOO3) that the viceroy can use to overwork their engineer pops to get more build points at the cost of unhappiness and possible revolt) and voila! BPs fresh out of the oven. Next, the BPs are allocated to the planetary build plan.

The build plan is basically how the viceroy chooses to allocate the BPs that are generated monthly. So, for example, if the viceroy focused on farms, they might allocate 50% BPs to farms, 25% BPs to infrastructure (houses, apartments, and the like), and 25% to high-tech. So each month, farms would get half of the BPs, infrastructure would get 25%, and so on. Focuses can swing these build plans, and are one way you as the emperor can change the build ratios of a planet.

You also need to be able to pay for the upkeep of each level of development on your planet, which takes materials. If you are running out of materials, your most high-tech structures will start to decay and shut down, putting your Pops out of work (and they won’t be happy about it). Eventually, your farms will shut down, your food supply will dry up, and you’ll be living on stockpiles and/or trades until you get your development rebuilt. In game terms, there is a percentage chance that increases slowly each turn a level of development can’t be maintained. Once it’s shut down, it effectively needs to be rebuilt and restaffed.

So that’s the process in a nutshell. As the emperor, you want to make sure that your planets have enough raw materials to ensure that their factories can run at maximum efficiency. You also want to attract engineers and miners with high skill ratings, and you want to install a Viceroy who comes from a strong engineering and mining House (probably Ilioaia or Hawken) (Now you start to see why you might want to keep certain Houses in your good graces – it’s hard to build a manufacturing powerhouse world if you can’t get a Viceroy who’d be suited to run it!) You will be able to bring ‘prefab’ factories to planets in emergencies, but this is a Project and will cost much more in materials and coin than building factories would in the first place, but if you let your factories go this may create a ‘death spiral’ where you don’t have any factories left to rebuild! Don’t let this happen.

Well, that’s about it for now! Have a great day and we’ll talk soon in DD#4 about how food and energy work and how they factor into your Pops!

-Steve

1 Comment

  1. All new info seem so great. Really happy that you seem to progress and I hope you don’t get another burnout (stress is terrible in so many ways). I have been following this project for a few years now and really hope it will turn out the way you envision it. Will gladly buy it when it’s released.

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