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Economy

Michael Wigley edited this page Mar 22, 2022 · 1 revision

Economic considerations are a major focus of the game. Whether it's gathering and selling resources for make credits or using credits to recruit crew and expanding the stations amenities; the economy will drive these actions.

Also known simply as credits, this currency is used to purchase a wide variety of resources, products and services for the station.

In all economies there are goods that need to be used or exchanged to produce other goods or to earn credits.

Commodity acquisition can happen directly by sending specialized ships and crews to exploit natural resources, processing natural resources into more complex products or by using credits to purchase them from an exchange.

Once a commodity is in the station's position they can be used satisfy plot requirements or sold/re-sold on the exchange for profit.

This service will give the player access to the employment treasury where both skilled and unskilled crew members can be recruited. The interface should show the total number of crew members of each type that are already recruited (including those that have yet to arrive at the station) and allow to increase the amount of each type.

Often there will be a time limit before more crew members can be recruited, however, this interface should allow for the ability to reduce this time by using credits to give "signing bonuses" which should attract more employees more quickly.

There should be a configurable line graph that shows the number of crew types and how they have changed over time.

Each recruitment classification should have an icon that represents it so that there is both an image and name association for quick identification.

This service should show all the configured commodities (whether they are available for purchase/sale or not) with unavailable items "grayed" out. This interface should allow buying and selling of these commodities including additional ships.

Items should be grouped together by their category in collapsible groups:

  • Common Resources
  • Rare Resources
  • Simple Manufactured
  • Complex Manufactured

This interface should also act as a manifest for all resources and commodities currently stored in the station.

When items are sold, they do not immediately leave the storage and, instead, are marked for transfer and will cause a transfer order to be generated. When the ship arrives to make the trade, credits are exchanged at that time. The interface should show a difference between total/pending transfer/stationary item counts.

Each specific commodity and resource should have a simple icon created for it so that both an image and name association can be made with trade items for quick identification.

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