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Infrastructure - Audit World

Infrastructure Orders - Audit World
Those currently involved in developing worlds will have seen progress on orders over the past few months as these are as much a tool for the GM because they are useful in determining results. Currently there are four orders in various states of readiness. All currently have the suffix Infrastructure though at some point, probably after they become live, the order editor will be upgraded to include a section specifically for infrastructure orders. I can see more infrastructure orders appearing as this section of the game develops in time.

Infrastructure - Audit World
Infrastructure - Audit Base
Infrastructure - Give Item
Infrastructure - Civilian Claims
Infrastructure - Establish Government

Initially this article was going to describe all orders but it started to spiral out of control and has pushed back the deadline twice already as each day seems to bring new points that need coding into the orders. As such it has been decided to deal with each other individually over the next few issues.

Details of Infrastructure such as stages and techs can be found in the Library>Rules>Pubmeet>Infrastructure. This section will soon be moved to the rules as infrastructure is activated.

Audit World is best one to start with as it allows players to look at the worlds in the game as it stands and start to formulate plans as the other orders become active.


Conversion from Phoenix
At the point of conversion from Beyond the Stellar Empire (BSE) to Phoenix, more than a decade ago, some rather basic values were calculated for the world based on populations generated by removing colonists from colonies and applying a factor set by the GM at the time of conversion. These produced reasonable values for trade and merchandising based on the size of colonies present in the game at the time. In a few cases though we had to make affiliations viable at the point of conversion based on their troops and overheads as these were viable affiliations under BSE mechanics. This required anything from minor tweaking to jackhammers taken to merchandising on some worlds just to get stellar incomes required. As a consequence some worlds simply defy the infrastructure mechanics as presented, though this has rarely been an issue as merchandising and trade values have been effectively static.

Things however have come a long way in the intervening years. The increase in cargo capacity of ships, the production bases of affiliations and the increase in ships moving around largely due to the change from pay per ship turn to free turns has allowed for material to be built and shifted the length and breadth of the Peripheries with relative ease. It took HQ around five years to reach 1 million colonists, the first class 10 colony in BSE and this colony was in the same star system as the source of colonists. By comparison, the Mohache moved around a million civilians from Yank to Solo in a week.

Audit World
The model for infrastructure as now defined in the rules is very close to the one used when developing Corewards which in itself was codified to not be far from the otherwise empirical method that defined the conversion from BSE to Phoenix.

The audit world order calculates the merchandising and trade for the world based on the current population rating (which has already been set through a GM tool) and any techs that have been integrated into the infrastructure either as part of the development of Corewards or player actions elsewhere in the Peripheries. Slight changes in the development of infrastructure between the creation of Corewards and the writing of the infrastructure rules means that a few worlds in Corewards are slightly out, through for the most part agree.
Code:


Determine grassroots infrastructure values for Relinkis in Fonnud.
Sentient Population: 11742000
World flagged as stage 3
Current technology integrated into world infrastructure:
Basic Colonisation Support
Industry
Transport
Advanced Colonisation Support
Infrastructure Development
Merchandising Calculated Actual
Global Max: 150 150
Global Drop: 3 3
Local Max: 450 450
Local Drop: 31 31
Drop Step: 10 10
Trade: 120565 137420
Trade Mult: 1.2 1.2

In the older regions of the game however the divergence can be quite high:
Code:

Determine grass roots infrastructure values for Ladder in Starling.
Sentient Population: 489000
World flagged as stage 1
Current technology integrated into world infrastructure:
Basic Colonisation Support
Merchandising Calculated Actual
Global Max: 63 90
Global Drop: 3 3
Local Max: 228 270
Local Drop: 35 26
Drop Step: 10 10
Trade: 17835 15640
Trade Mult: 2 1.932

So, what happens when a world's calculated and actual values are different?
Nothing. The values as currently set will continue to be the ones used. This said, if a player has the only starbase on the world and wishes the values to be changed such that all match the calculations, this can be achieved using a free special action. Where multiple starbases exist as above, providing consensus is reached.

What happens if a player wishes to improve the infrastructure of a world which is not consistent with its calculated values?
The blanket answer is that they cannot unless they have been specifically been told that they can in a special action - which will undoubtedly pre-date the latest round of upgrades.

What happens if a world is highly unusual, will there be exceptions?
Some worlds are unique in the game on account of their history. Such worlds include those in the Halo Periphery and may include the locations of significant historical events or some other feature generally detailed in special actions and investigations. In these cases, the players may explore through investigations if there is a Unique Cultural Modifier that can account for some of the divergence. If such a cultural divergence exists then the player can request that the world is updated so as to include the tech. Issuing the audit world again will determine its new calculated values. They may then want to update the world, setting the actual values to be the same as the calculated ones. Once updated, the world will then be able to be upgraded through standard infrastructure rules.

Unique Cultural Modifiers
There are two types of modifier, direct and limit. Direct modifiers alter a stat, e.g. Global Drop +10. Limiters set a maximum or minimum on a stat, e.g. Local Drop (Min25). Limiters are likely only to occur where a world has wildly skewed stats and no integrated technology accounting for them. This prevents them becoming even more skewed through integrating technology.

Where there is no case for Unique Cultural Modifiers
Where a world is typical and there is no reason for a Unique Cultural Modifier, it is still possible to integrate techs, though until such times as the player wishes to set the world to its calculated values, there will be no benefit for doing so, except that they are not currently being penalised by having the world downgraded.

In the Ladder in Starling example above, the player may feel that the benefit from merchandising outweighs the lack of trade sales. As such the player first integrates Industry, Agriculture and Transport and increases the population by 300,000 before asking for the world to be updated as the trade increase exceeds the merchandising loss.
Code:

Determine grassroots infrastructure values for Ladder in Starling.
Sentient Population: 789000
World flagged as stage 1
Current technology integrated into world infrastructure:
Basic Colonisation Support
Industry
Transport
Agriculture
Merchandising Calculated Actual
Global Max: 81 90
Global Drop: 3 3
Local Max: 288 270
Local Drop: 32 26
Drop Step: 10 10
Trade: 22335 15640
Trade Mult: 2.15 1.932




Unique and Non-standard Techs
As well as unique cultural modifiers, it is possible to develop unique and non-standard techs. These work in exactly the same manner as standard techs, for example, Industry, granting +0.1 trade multiplier and -2 local drop, but can only be researched and integrated under special circumstances as discovered through roleplay and special actions. It will be rare that more than 1 can be applied to a single world in a region of space while others may be unique in the game universe. Examples of unique to the Peripheries run along the lines of The Detinus House of Lords (should they build it), while limited to a few worlds may be The best Garden World in the Periphery. Normally these sorts of things are set to Stage 5 - Established Worlds, though lesser ones may be applicable to Stage 4, such as Capital World, where multiple worlds in the system are colonised. A few however may only be applicable to the low stages, becoming obsolete as the population grows. An example might include domed environment, significantly reducing the local drop for a Stage 1 - Initial Colonisation world but incapable of covering a Stage 2 - Colony.

The purpose of these techs is to allow players to customise a world to some degree.

Note that some of these techs may come with running costs and failure to meet them will result in a stellar default or other penalty. Example may be Trade Partner granting an uplift in weekly trade though failure to completely account for all trade on a weekly basis will result in no carry over and a stellar fee equal to the shortfall. Many of these techs will be tied to affiliations and subject to system claims to prevent abuse.


 
News
Is open for business...
 
***** Inter Galactic News *****

*** Videtis quantum scelus contra rem publicam vobis nuntiatum sit? ***

The Flagritz Empire is no more! The Flagritz Republic is reborn! Quick on the heel of the collapse of the Empire, the Fessin caste declared a new era of foreign and economic policy with a rapid withdrawal behind the Black Gate.

The new ecologically-friendly Prime Minister Kayxaer, asked for patience as “economic” reforms were undertaken. It remains to be seen whether there will be any price to pay for the dramatic changes being made by the reclusive Flagritzi or whether it will all be sunshine and rainbows going forward.

Inside this issue of the SSS: * Large at Large * &etc

 
***** Inter Galactic News *****

*** Bravo for Freedom ***

Naplian Forces have attacked three human pirate outposts in the Morroglyph system. A spokesperson for Naplia HQ told the press that the plucky duct-tape loving free people would continue their war against slavers and pirates in their home periphery.

One salty Naplian libertarian told the SSS, “The people of the Naplian Home Periphery are sick and tired of human criminals coming here just because their homeworld is an overcrowded hell. It’s time for them to go back home.”

Inside this issue of the SSS: * Igor of Fang and Horns * Admiral Loves Dick Turpin * &etc

 
***** Inter Galactic News *****

.What is It?
..a wOrmhOle?.
…No.. worse..
….the KANG singularity!…
…..It pulls us IN…..
……lOOks sO familiar……
…….yet so strange…….
……..what is……..
………that?……..

*** Flagritz Liberalise Economy ***

In good news for all the galaxy the Flagritzi have vowed to liberate all slaves across their Empire. Furthermore, the hectapods have given up eating other sentient species; taking up a strict diet of veganism and soy chai lattes. Sales of turtle neck sweaters and Forbidden Fruit laptops have skyrocketed.

The news was cautiously welcomed by the benevolent Felini Tyranny who looked forward to reducing the War phase of their daily Nap-Lick-Nap-War-Nap-Eat-Sleep cycle to a perfunctory forty winks.

Inside this issue of the SSS: * Baron Womble * A Short History of the DPP * &etc

 
***** Inter Galactic News *****

*** Empire Strikes: Solo ***

A massive fleet of some 1600 warships, including large numbers of super-heavy capital 300 and 400 hullers, attacked the DEN in the Solo system, catching them with their metaphorical pants down. The DEN gate platform and some two hundred DEN freighters were subject to antimatter missiles amongst other high tech ordinance.

Jack the lad, Viceroy of the Empire, claimed a victory for freedom and the Imperial (right of) way leaving the sullen Dewiek unusually unresponsive.

With DOM platforms firing on CIA ships, will the IMP now demand the DOM add them to the Do Not Fire lists as well? And what exactly is the nature of the DOM and DEN alliance in light of the sustained attack from the Empire? And will the DEN’s alien friends stand idly by as the Empire fleet camps in the vital gate system of Solo? How will the DEN retaliate for this action or are they ready to roll over and have their bellies rubbed?

All this remains unknown. All that is certain is the “feel good” factor across the DTR has increased, with citizens reassured that for some time yet, they may continue in their slumber with the easy assurance that their number is not coming up anytime soon.

Inside this issue of the SSS: * New BHD Guy * DOM Statement * &etc

 
***** Inter Galactic News *****

*** To Ur Is Dewiek ***

Dewiek forces had a hefty smackdown against the mysterious living ships known as the T’Cath (TCA). Seven adult TCA 400 hull capital ships, each firing eight of their notorious plasma cannons, were killed by a DEN and DOM fleet of some 700 ships.

Of the minimal losses suffered by the DEN / DOM, one-eyed Magnus and Nevets Motnhap of the FEL were amongst the dead.

Inside this issue of the SSS: * Caribbean Congo Continues * Ur Witness Report * * Hive Briefing * &etc

 
***** Inter Galactic News *****

*** The Long Quiet Season ***

Listen…
There’s no sound of anger or of annoyance,
There’re neither cruisers racing on the jump lanes
Nor there jump lanes for them to race on,
There’re neither monks chanting on the battlegrounds
Nor bells calling us to the True One.
There’s neither the lightning cracking of the sky
Nor the persistent Naplians pattering on my roof.
There’s no Dewiek arm in arm to admire the magnificent view
There’re no war drums to feed Human ears
Nor Hive sirens to steal the boredom away
There’s no unfamiliar wing creeping underneath the Falconian sun
Nor floods to enshroud the Aquaphid grounds
The land lies lonely out here
On this lazy summer’s day
There’s no pollution to poison the airs of Inversion
Nor forests to give them life
All I hear is the hushing sound of the wind
Assisting the sand to fall into beautiful undulations.

Whilst we’ve been away: * Operation Giantslayer * Naplian Liberation * Back in the DTTR * &etc

 
***** Inter Galactic News *****

*** Falconians Saved ***

The Imperials have cunningly saved the Falconian Republic from being consumed by the Dewiek Elder Nation and at no small cost to the DEN either. Whilst the new pro tem Consul crowed about the “victory”, all former FCN systems besides Acropolis have been taken over by the two warring Empires - Human and Flagritz.

Was it all worth it? For the IMP / GTT it clearly was, for the movement of a few hundred thousand troops is surely nothing to the cost they endured trying to and failing to knock the DEN out of Solo after the fact. The FCN now plucked off most of their navy and wider assets are a tiny nothing of their former self. The DEN may have resorted to some dirty namecalling but can the costs endured to save an enfeebled FCN have really been worth it? Time will tell.

Inside this issue of the SSS: * INDignation * FELicitous Caribbean * Nah Plan for Naplia * Mercs Trouble DEN * &etc

 
***** Inter Galactic News *****

*** Acropolis Now ***

The IMP and GTT have brought peace and stability to Acropolis.

 
***** Inter Galactic News *****

*** Goodbye Falconians ***

The galaxy bid farewell to the Falconian Republic as the Human Empire subsumed them into their expanding territories. This marks the second death of an alien civilisation at the hands of the IMP / GTT in recent years. Like the extinguishing of the nearby Ulians, no voices of opposition could be heard from other quarters. This marks a long-period of appeasement by the Detinus Republic and Dewiek Elder Nation.

Inside this issue of the SSS: * DOMination * &etc

 

Free Ship when you sign-up
Complete missions for in game rewards
Control everything, up to an entire empire
Dedicated human moderators
Player and Moderator driven plotlines
Discover new worlds to explore, exploit & colonise
Over 20 years of content development
Persistent Browser-Based Game (PBBG)

I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).
-Zigic