|
||||||||||||
Featured Games
FREIGHTERSHow Food, Ore, and People Get from Where they Are to Where they Need toBe‘Freighters’ exist within a civilization. They form an abstract Pool andare employed by the marketplace (i.e., the AI) to get things from wherethey are to where they need to be. The government has indirect influenceon this consumer transportation system, in particular whether to set apolicy regulating it or not. But government must also keep the shippinglines clear of interdiction and continue to develop better ship enginessuch that they become commonly affordable to the consumer market. Every turn a civilization’s Freighter Pool is created anew. Those freightersare then used to move bioharvest and mineral units to feed people (first)and then provided needed raw materials to Manufacturing DEAs (second).Finally, migratory population points in search of a better life hop aboardfreighters to reach their new homes. Cargo Size Each Freighter transports one (1.00) bioharvest or mineral unit, ortwo hundredths (0.02) of a population point at a time. Freighter Capacity A freighter’s capacity is how many cargo units it can move in a singleturn. The shorter the distance the cargo is moved, the less of a freighter’scapacity is used (in effect, it can make multiple short trips in a singleturn). Conversely, the greater the distance and danger (in terms of siegesand blockades of the point of origin), the more freighter capacity is used.See the table below: Distance Systemis Clear System is Blockaded Orbit is Besieged For example, a region has 8 surplus bioharvest units in a solar systemthat is clear (i.e., neither blockaded nor is its orbit besieged). 1 ofthose units goes to feed a population point on that same planet (0 freightercapacity is used). 5 go to feed other hungry population points with thatsame orbit (5 * 0.1 = 0.5 or half a freighter’s per-turn capacity is requiredto make those deliveries). 1 goes to feed a planet in a different orbitof that same solar system (using another 0.3 a freighter’s capacity), whilethe last one must travel to a planet orbiting a distant star that civilizationhas settled around (requiring the full capacity of a single freighter).Thus, to distribute those 8 surplus bioharvest units, 1.8 points of freightercapacity from the freighter pool were spent. Freighter Speed Freighter Speed: freighters move at a speed one (1) or the second fastestengine speed its civilization has developed (whichever is greater). Exception:civilizations with the Fantastic Traders Race Pick have their freightersmove at the fastest engine speed its civilization has developed. Designer’s Note: Freighter Speed is used when calculating the amountof trade revenue generated between Space Ports at different stars; see"Interstellar Trade Income: The Specifics" for all those details.Creating the Freighter Pool At the beginning of each turn, every civilization has its FreighterPool computed. The number of freighters generated by each region is calculated,and the sum of their values equals the Freighter Pool for that civilizationthat turn. Number of Freighters generated by a region = Final Local Piracy Value = (1 per populated region in that solar system +1 perSpacePort +1 per region with a Robotic FLU [all of these are regardlessof which civilization they belong too; the pirates don’t care]) Foreign Brigands TableBase Foreign Brigands = the totalof the cases that exist below for that solar system: Base Foreign Brigands [see Foreign Brigands Table] Enemy Military Harassment = [this is overt enemymilitary raiding of your freighters] The total number of ship Hull Sizes (1 to 14 per ship) in thatsystem belong to civilizations whose Rules of Engagement toward the checkingcivilization are set to: Proactive Defense, Limited War, Total War, orHoly War Domestic Brigands = [this type of ‘piracy’ is moreinsidious; it occurs when a civilization limits the opportunities for theenterprising by regulating the legality of certain activities; the moreoppressive that civilization, the more citizens that "need to be watched"] Total Population Points belonging to the checking civilizationin that system Government Legitimacy = [newer governments take timeto get the hang of anti-piracy efforts, while older governments have learnedto deal with them more effectively] Government Legitimacy versus PiracyTable Social State = [when a civilization’s Social Stateis extremely good, or extremely bad, it’s a prosperous time for those whoengage in piratical activities] If the Social State is less than –1 or greater than+1, then: the absolute value of the checking civilization’sSocial State [on a –3 to +3 scale] System Security = [this represents a civilization’smight in suppressing the above elements] (The Oppressometer Level for The Masses [the Secret Police]
The Government Freighter Policy can be in one of two states: Noneand Regulate. When the policy is "None," nothing happens. The government reliesupon the laws of supply and demand to stabilize potentially volatile freighterneeds. This option does not add to the Heavy Foot of Government, but themarket will take its own time reacting to fluctuations in demand. Thatmeans the ‘We Need’ based AI that manages that civilization will: - Increase the supply of freighters (by optimizing populationgrowth, building up Space Port capacity, improving morale, squelching pirates,beefing up system security, and so forth) and/or
- The Imperial Treasury receives 2 AUs for every unused (surplus)freighter that turn.
Empires with smaller populations will usuallyrequire more ‘balanced’ worlds; that is, ones where the food, mining, andmanufacturing all happen on the same planet. This will leave more freightersfor shuffling people around which, in turn, will optimize population growthand happiness (and that, in turn, will better afford planet specializationin the future.) This simulates a natural evolution of economicdevelopment where one tends to generalize at first and then specializefor greater efficiency later on. | ||||||||||||
Concept art, screen shots, game graphics, information and other assets are provided courtesy of the games' respective developers. No company has reviewed or approved any content on this site except where noted.
|