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Infrastructure – Life and Atmospheres

Infrastructure – Life and Atmospheres

It was our original intent to do away with planetary sales of Lifeforms (aka Life Demand) on worlds which was why over the years there has been very few items added to the category. Unbeknownst to us however there has been a thriving market in the production and sale of Agricultural Implements, fulfilling Life Demand across the Peripheries (despite conjecture we are not omniscient). This is something of an eye opener for us and caused us to re-evaluate the category. The conclusion drawn was that doing away with this field would be a disservice to the game and rather it would be better to develop Life Demand and integrate it into the developing infrastructure upgrade.

What is Life Demand?
While trade goods are relatively straightforward, simply being items that are desirable to planetary populations, Life Demand represents something more nebulous. It covers agricultural demands, from seeds, cattle, farming equipment through to recompense paid by civilians immigrating into the world. It does not however include slaves, so the ‘selling’ of civilians to the planetary economy should not be confused with selling people. It also includes demand for investment into the world. It essentially represents revenue that the infrastructure can spend on importing items without setting back the economy.

Like Trade Demand it has two primary components, the amount of stellars that the world can absorb per week (MAX INCOME) and a stellar multiplier (VALUE/MU).

Trade Goods 21683 1.88 7.3 15
Drugs 0 0 0 0
Lifeforms 68500 2.38 9.4 18.2

The max income component is based on the quantity and type of sectors that make up the world. The value/mu component represents the compatibility of the environment with ‘terrestrial’ life as standard sentient life forms in Phoenix are adapted to Earth-like worlds. As with trade, the value of items sold to the world is equal to the basic value of the item multiplied by the value/mu and again by their distance modifier (if unique).

How are the numbers calculated?
Max income is based on the quantity and type of sectors. The table below gives the value of each sector type. If the sector is not listed below, it does not contribute to the max income.

Terrain Stellars
Tundra 15
Sea 25
Shallows 95
Plains 120
Jungle 165
Forest 185
Grasslands 200
Cultivated 2000 (maximum quantity contribution is Population Stage x (Population Stage +1), i.e. 2 for Initial Colonisation
Urban 10000 (maximum quantity contribution is (Population-1)^2 i.e. first at Advanced Colonisation

The contribution to max income for life items from urban cultivated sectors is shown in brackets:

Merchandising Calculated Actual
Life Max Income: 116665(16000) 68500

As can be seen a huge world of grasslands with the appropriate quantity of cultivated and urban sectors nets the maximum potential income because there are plenty of places suitable to live for an advanced interplanetary culture. Building more cultivated and urban sectors than are strictly needed is possible, though converting grasslands into farms and cities that are simply not needed actually devalues the world. A reason to do so would be to split up the population, making it less of a tempting target to terrorists.

Note – people have historically dropped nukes on and otherwise bombard cultivated and urban sectors. It is our intention to make this action a standard order at some point now that we have a much more accurate representation of planetary infrastructure. We will soon (in 2015, fingers crossed) be able to ‘spawn’ appropriate urban sectors as a pseudo base, include targeting lists and even ‘sublime’ the sector back into the infrastructure post combat, updating the planetary infrastructure as appropriate. It will certainly give a good reason to build platforms. No point in shielding a base and leaving the population to be blown to pieces.

Value/mu however takes into account the world environment. For a goldilocks world the value/mu is 2.1. As the world diverges from this perfection, the number drops. Each facet of the environment is treated separately. This is shown on the audit world report. The reason for showing the negative contributions for each aspect of the environment is that it allows the players to consider if terraforming is an option.

For example – consider this asteroid:

Environment Value Inf Increase Life Value/mu
Gravity 0.03 (Low) 38.5% -0.97
Temperature 44 (Low) 115.5% -2.51
Tectonic 26 (High) 16% -0.21
Radiation 0 (Normal) 0% -0
Atmosphere: Thin (0)
None 100% 100% -2
World Status: Divergent, terraforming sectors restricted.
Merchandising Calculated Actual
Life Max Income: 0(0) 0
Life Value/mu: 0 0

This airless rock has a very low gravity and temperature. As a consequence it can be seen that it has an overall value/mu of -3.59(=2.1-0.97-2.51-0.21-2) which is less than 0.

Terraforming could be used, getting the world to spin, hollowing out the interior, increasing temperature and filling the world with an atmosphere. These might be sufficient to mitigate the penalties. Then with a stage 2 population build an urban sector and enjoy 10k stellars a week with a nice value/mu on top of all the other benefits of having an advanced colony. The question is though whether this is worth it (unless you are a pirate).

Atmospheric Density
Optical depth is a measure atmospheric transparency. In game terms we consider this to be the product of three components, the atmospheric composition, the temperature and the thickness of the atmosphere. As such, when accounting for composition and temperature, it equates to thickness which in turn can be used to determine approximate surface pressure for the purpose of infrastructure.

Note that gravity plays only a minor role in determining atmospheric pressure. Cold worlds can still have dense atmospheres. The moon Titan has a pressure almost 50% higher than Earth yet has gravity 1/7th that of Earth and 1/3rd of its temperature (in Kelvin).

Using the existing range of optical depths for terrestrial and near terrestrial worlds produced a relatively reasonable scale on which 19 has been set as the optimal optical depth producing a surface pressure range suitable for infrastructure (on worlds that do not need domes). The normal range has been set between 14 and 24 outside which atmospheres will be described as dense or thin as appropriate. Further, the optical depth will modify the partial pressure of all the gases in the atmosphere which will influence their effect on both infrastructure and life. A dense atmosphere will have a lower optimal oxygen % though some places such as Capella in the Capellan system are still woefully low. Thin atmospheres by the same token require higher oxygen content. For worlds similar to terrestrial (virtually all nitrogen and oxygen), consider the true oxygen % (compared with 21% for a standard terrestrial world) to be equal to the 02% x sqt(optical depth/19). So for example, Capella has a modified oxygen abundance equal to 3.8%(=3xsqt(31/19)), still far short of 21%. Maybe O2 nasal breathers are used by those that go outdoors or possibly pills are taken to increase oxygen uptake.

Example of a dense atmosphere

Environment Value Inf Increase Life Value/mu
Gravity 1.05 (Normal) 0% -0.05
Temperature 303 (Normal) 0% -0.08
Tectonic 9 (Normal) 0% -0.04
Radiation 0 (Normal) 0% -0
Env Damage 42 (Normal) 0% -0.07
Atmosphere: Dense (28.22)
Nitrogen 86% 0% -0
Oxygen 14% 1.97% -0.26

Other atmospheres are a lot more hostile than low oxygen atmospheres and even a complete lack of an atmosphere. These downright unpleasant worlds can have high value/mu negatives even for a modest atmosphere %. Scrubbing these from the atmosphere is likely the first port of call.

Some worlds are just plain hostile – a typical hell world

Environment Value Inf Increase Life VALUE/MU
Gravity 1.522(High) 16.1% -0.522
Temperature 810 (High) 247.5% -5.15
Tectonic 72 (High) 62% -0.67
Radiation 0 (Normal) 0% -0
Sulphurous Compounds 76% 185.08% -4.63
Nitrogen 24% 0% -0
Oxygen 0% 11% -1.5
Merchandising Calculated Actual
Life: 0(0) 0
Life Mult: 0 0

Changing Atmospheres
While an atmosphere surrounding rock worlds is often tens to hundreds of kilometres thick, the vast majority of it is within a few kilometres of the surface. Further, certain gases are quite dense and as such their % represents their contribution at ground level rather than for the entire thickness of the atmosphere. For game purposes we are content to allow changes to be made to the atmosphere within a relatively short period that in reality would likely take decades, centuries or even longer. The simple logic behind this is that it makes for a more interesting game and damn the science. This is one of those areas where the game borderlines pulp sci-fi. This does not mean that it is extremely easy or even cheap, merely feasible in some cases.

There already exist in the game various plants and other compounds that can change an atmosphere either through absorbing or exuding certain gases. Many of these have pre-requisites such as temperature range, existing gaseous compounds, specific terrain and possibly even gravity sensitivity. Details can often be found in the plant tech manual though some may require involved knowledge garnered from exploring the origin world of the plant. Absorbers are often pelagic for the simple logic that the gas removed from the atmosphere has to be locked away and what better method that the death of the plant sinking to the bottom of the ocean to be buried in silt for the foreseeable future. Terrestrial floras capable of rapidly changing an atmosphere though rarer do exist. They generally achieve the change through converting the gas so either an inert gaseous compound or into a non-gaseous compound that either becomes part of the plant or is deposited. Microbes in the soil are classic examples, producing sulphuric acid that then drips into the subrock.
In all cases the plant will require a time period to work based on the nature of the atmosphere and other environment conditions. Further there will be a minimum mass required. It is rare that using multiple times this requirement will give any benefit as biofeedback normally causes the plant to reach equilibrium point with the environment. When seeded, there is generally evidence of the changes being reaped on the world, easily picked up in a low pass scan and in some of the more outrageous examples such as the use of vines, in the orbital message.

Due to the sheer quantity of parameters involved in changing atmospheres, this area of the game is dealt with through special actions and is not really for the novice explorer.

A sector represents a variable area of a planetary surface depending on the planet type. A sector of a moon for example is normally considered to be much smaller than a sector of a planet while a sector of a gas giant is considered to be tens if not hundreds of time larger than those of a planet. Typically a sector on a planet is roughly 500km to 1,000km square (250,000 to 1M square kilometres) – sufficient to fully circumscribe Great Britain. The sector description therefore represents the most significant terrain of the sector, not necessarily the most common. Molten rock for example may refer to a sector with a few active volcanoes or possibly a fault that is spewing basic lava. These may only represent 1% of the actual terrain area but are by far of greater interest to an exploration team. Urban and cultivated sectors by the same reasoning also dominate the sector though the reality may be little more than a few hundred square kilometres of fields, a few roads and sufficiently cleared vegetation to allow a starship to land without causing a forest fire.

Shouldn’t this mean that a grasslands sector on a goldilocks world is worth more than one on borderline inhospitable world? Yes, and it does due to the life value/mu factor.

Often a world will have less valuable terrain for the purposes of life demand. Cold arid plains, bare crust and desert. Historically we have allowed changes to the terrain through special action and the exhaustive use of structurals, life items and flora of some description. We will be changing this based on the mechanics used to seed Coreward Periphery thereby preventing the conversion of Tundra sectors to Jungles. For the moment though we will honour previously agreed requirements.

The mechanics however will be put in place allowing to convert one type of sector to another based on local temperature (planetary temperature represent average equatorial temperature), current terrain and desired terrain and the world status is terrestrial. Divergent worlds will require investigation to determine the exact limitations on terraforming sectors.

Inf Increase
This stands for the % increase in infrastructure requirements for the integration of all tech and planetary stage upgrades. Note though that this is capped at 100%. In the above example of a hell world, the total % increase surpasses 500%. Why show these numbers if it is capped out at 100%? For some worlds it may be reasonable to tackle various facets of the environment. A world with a high gravity, a high temperature and a hostile atmosphere may not be worth terraforming even though both the atmosphere and temperature are readily fixable, simply because the oppressive gravity will still result in a high infrastructure increase. Showing each component of the infrastructure increase allows the player to see what can be achieved.

This is dealt with in more detail in the article on Upgrading Infrastructure.

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

*** Stellar Empire Re-United ***

Celebrations were held across the vast territories of the Stellar Empire as the two-halves represented by the governments of the Imperials and Caliphate determined to unite. This followed almost inevitably from the assassination of the Caliph, a crime that has gone mysteriously unresolved. The old Caliphate ministers were ‘retired’ and at first it seemed the Imperials had managed what had alluded them for decades.

However, just as orders to claim systems for the IMP went in some places, conflicting orders to claim for the CIA came from Laton. In other systems, it seems overwhelming civilian support lies with the defunct CAL government and there are a number of CIV and CAL bases that seem to have not heeded the CIA nor IMP orders. With all the Caliphate's armaments now in the CIA’s hand and no political leadership in the old government, it seems inevitable that the civilians will be dragged kicking and screaming into the future.

A muted and cautious response from the rest of the galaxy was only to be expected given the formation of a new unrivalled superpower. The chilling effect on public discourse as the Imperial war machine taps into the substantial, if stunted, economies of the former Caliphate will surely be felt for years to come. Does this mark the 'end of history' as we know it?

More on this story inside this issue of the SSS along with: * KAS v IMP/GTT v FLZ * DEN v MRC * FOCed by IMP * BHD v DEN * &etc

***** Inter Galactic News *****

*** Imperials Declare War Against Flagritz ***

A declaration of war came last week after an unsatisfactory reply to Imperial ultimatums that the FLZ accept resolution of the previous war. J. Jones issued the following proclamation, "We hope this reminder will prompt them to rethink the status they removed them selves from and come back to more peaceful co-existence.” Doublegood, Viceroy, doublegood!

More on this story inside this issue of the SSS along with: * Species Guide * FEL Barter With GIants * High Times &etc

***** Inter Galactic News *****

*** Orion Spur Special Edition ***

Explorers of the galaxy rejoiced as knowledge of a new periphery became common knowledge, revealing charts to forty star systems. The Orion Spur is connected to the massive Coreward Arm with rumours that the locals of the Monument system at the heart of this new periphery may have been responsible for the collapse of the HarCorp civilisation.

We have in-depth analysis and information about the new periphery inside this special issue of the SSS.

Also inside this issue of the SSS: * Naplian Liberation Front Reality Show * FLZ v FEL * Mercs in Graydown * DOM Scare Stories * &etc

***** Inter Galactic News *****

*** Hoedown in Graydown ***

Wimbles in the Graydown system have come under repeated attacks by mercenaries. The Wimbles having already lost two outposts have had their ships come under attack by boarders. The Wimbles are pointing a hairy finger at the GTT whilst the DEN are itching to get their paws in.

Pleasantly rotund Wolf Lord Lyceum reported the destruction of one mercenary ship, a Corsair class explorer called "Eye of the Chosen" which had earlier dropped off ground forces flying the banner of "God Hates Wimbles.” Which God and why he or she hates Wimbles has yet to be revealed. We suspect its corporation-loving Mammon.

Inside this issue of the SSS: * Sargasso Update * Wakerians * Naplian Liberation Front * &etc

***** Inter Galactic News *****

*** Breaking News: Caliph Samuel Assassinated ***

The nominal head of the Caliphate, Samuel has been murdered in broad daylight at the starbase CAL Sidon in the Fortress system. The allegedly mad zealot was on his way to meet representatives of various civilian factions when a shadowy figure *cough*CIA agent*cough* shot him dead.

The CIA issued the following statement to the SSS with a customary nudge and a wink: "In these difficult times, as we come to terms with the loss of Samuel, we are taking things one day at a time.

"Samuel was not only our Caliph, but our leader during the Second Civil War which laid the foundations for the Confederacy after he left the Human Empire and settled in the Darkfold. It is truly a sad day and one that will be marked in history as one of many great leaders who were cut down in their prime.

"We will strive now to look to the future, whilst remembering our past”

Speculation is rife that this is the first step towards a unification of the two-halves of the Stellar Empire. Others are more hopeful this is a return to the Confederacy or the mark of greater separation with the Imperial bloc. Time will tell what nebulous motives the shadowy puppet-master Laton turned out to have had and which alien faction will be blamed for the Caliph’s murder.

Inside this issue of the SSS: * HEX / FET Invade Sargasso * Magnus v Nevets Fight! * Dewiek Black Hole Disaster * FLZ Correction * &etc

***** Inter Galactic News *****

*** STOP PRESS: Felini Victory ***

In an unexpected development, the FEL have scored a decisive victory against the FLZ. Destroying or maiming some 20 Flagritz Baseships in the Onwards system.

What is more remarkable than the victory was there was no subsequent comment by Crazy Uncle Flagritz. We might need to have a lie down now.

Inside this issue of the SSS: * DEN and FEL * Valhalla Fighting Pits * RIP smacked * &etc

***** Christmas Special Edition *****

*** Ho Ho Ho ***

Welcome to the SSS Christmas Special Edition! We the Editors have put together a nostalgic pudding treat intended to delight and tickle even the scroogiest megacorp executive. So gather your cubs, squidlets and larvae for some silliness and song. Time to catch up with some classics from years gone by, raise your glasses and drink your gluttony and shame away!

Wishing you all a merry Christmas free from Krampus Jones's invading armies!

The Editors

***** Inter Galactic News *****

*** Claws Out in Valhalla ***

In a bold rebuke of Crazy Uncle Flagritz’s attacks in the Avalon system, the cunning Felini Nevets ordered a hit on a FLZ outpost in the Valhalla system. Claiming miscommunication with his warships, the mischevious Avatar cocked a snook at the washed-out Dewiek warrior in charge of the system whilst claiming an important victory in the often one-sided conflict against the FLZ.

This isn’t the first time the foxy Feline has masked daring-do in the shroud of incompetence. It remains to be seen whether this turns out as disastrously as the time when the FEL had to pay the costs of a war started by Prince-turned-meklan LiQuan.

Meower-in-chief Chamiah apologised for the incident in a public address laced with snickering subtext and unconcealed laughter when she got to the bit about the unfortunate loss of “5 FLZ Warships in Onwards.”

A second incident in Valhalla was reported the next day with mardy Magnus complaining he wasn’t getting his claws in on the action. Could this be the pithy ploy that puts the cat on the mat?

Inside this issue of the SSS: * Merc-y Wimbles * Valhalla Fighting Pits Get Weird * Profile of Lyceum Amaguk * &etc

***** Inter Galactic News *****

*** Nun on the Run ***

Alleged cosplayer Carmilla D’Morenta got the vicars in the Brotherhood all hot and bothered when she made a run for it. Possibly tired of being tied up by the reverends and denied the love that dare not howl its name. With a sizeable, almost unbelievable, bounty on her head, the barking sister took refuge with the Dewiek Elder Nation.

In possibly the shortest chase in history, the BHD managed to strike a blow for oppressed collars everywhere when they squared off with the naughty doggy-wannabe at the Valhalla stargate. The cheeky chaplains blew their hyperdrive at close range and both the BHD and DEN flagged ships were reported to be lost in space.

Inside this issue of the SSS: * DEN Ban BHD * Ulian * FLZ in Avalon * Valhalla Fighting Pits * Interview with Carmilla * And more


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