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Upgrading Infrastructure

Upgrading Infrastructure

So far two articles have been presented on auditing a world and what factors influence life demand. This article covers the final part of the equation, developing a world infrastructure.
The process is simple enough; choose a specific upgrade, either a tech or a planetary stage and hand items over to the planet until all the criteria are met. There we go, article finished… If only.
As specified, there are two types of upgrade:

Infrastructure Stage
The stage represents the size of the colony and how many people it can effectively cater for. The size of the investment required at each stage is significantly larger than the previous stage’s investment. The stage (further modified by population size) sets the raw merchandising and Trade Max Income stats.

Tech Integration
This deals with specific aspects of the colony, some of which only become efficient as the population grows. The size of the upgrade is independent of the infrastructure stage. It is presumed that the integration simply provides all the tools for the world infrastructure and that they will replicate the integrated infrastructure as necessary. Tech integration generally modifies merchandising and trade: Value/Mu stats.

Initiating an Upgrade
While determining which upgrade to do is likely dependent on the situation, unless there is currently no population present in which case, starting with initial colonisation is a given, the process is straight forward enough.

First of all issue an Audit World order which will indicate the infrastructure stage and which techs are present. Then determine which one not already integrated gives the best return on investment (and is affordable).

This is then followed up with an Audit Base to determine what items exist in the base and whether all or in fact any of the criteria have been achieved.

Audit Base
There are two uses for this order. When choosing the ‘Everything’ option, it simply lists all the items in the base that have an infrastructure value. Further it lists the world’s values that increase the amount of infrastructure required to achieve any upgrade. Finally it checks the world to determine if there are any planetary extremes that may certain items more useful (see Environment Types below).

When choosing a specific upgrade, the list is then subjected to masking based on the criteria of the upgrade specified such as max% and infrastructure required along with any items that have already been integrated with the world.
In this example, the base issues a ‘Everything’ audit. The one item of interest is ambrosia of which it has 2,000 present.

Qty Agriculture Item Value Max% Total
2000 Ambrosia (30268) 100 10 200000

When running the order again for agriculture, the world needs 86520 agriculture infrastructure points of which Ambrosia can make up a maximum of 10%. As such the order indicates that a maximum of 87 ambrosia can be used (after rounding).
86520 Agriculture infrastructure required.
Max Qty Agriculture Item Value Max% Contribution
87 Ambrosia (30268) 100 10 8700

If the base then integrates 50mu (see below for integrating items), this will be listed and the inventory updated appropriately next time the order is run.

Agriculture already integrating with civilian infrastructure.
Qty Item Integrating Type Contribution
50 Ambrosias(30268) Agriculture 5000
79520 Agriculture infrastructure required.
Max Qty Agriculture Item Value Max% Contribution
37 Ambrosia (30268) 100 10 3700

Environment Types
Currently there are 7 classifications environment (will be extended). These are:

  • High/Low Gravity
  • High/Low Temperature
  • Dense/Thin Atmosphere
  • Tectonic Activity

A world may qualify multiple environment types based on its audit.
Certain items are flagged as being appropriate to one of these environments. Where this occurs the item doubles its infrastructure value.
Environment Value Inf Increase
Gravity 1.05 (Normal) 0%
Temperature 265 (Low) 5%
Tectonic 9 (Normal) 0%
Radiaton 0 (Normal) 0%
Env Damage 42 (Normal) 0%
Atmosphere: Dense (28.22)
Nitrogen 86% 0%
Oxygen 14% 3.15%
Infrastructure cost increase = 8.15%
86520 Agriculture infrastructure required.
Max Qty Agriculture Item Value Max% Contribution
2000 Arctic Cattle (31986) 0.8* 10 1600
2000 Alien Animal (30043) 0.6 30 1200

In this example, arctic cattle normally have a value of 0.4, less than alien animals (which have the same stellar value as arctic cattle). On this cold world however they are far superior and as such have a value of 0.8, making them a superior choice. Note though that their max% contribution is not increased. While it may seem that it is beneficial to have a world just over the cusp of being classified as normal, this is unlikely to be the case as the infrastructure increase is normally greater than zero while still being classed as normal. Further, items with an environmental type do not normally have high max%. Essentially, they allow a resourceful and well connected developer off-set some of the penalties incurred by upgrading less than perfect worlds.

All items that qualify for an enhanced value to the world’s environment are noted with an * next to their value.
Question – Why make items better for certain specific environment types rather than making items less effective?
While it would make sense for a car designed for our world to be less use on one with a high gravity, it was felt that due to the frequency of terrestrial similar worlds having at least one parameter outside the normal, this would make for over complication. Having items that are by default slightly less useful compared to standard items but being superior in a specific situation was interesting as opposed to annoying. There is now a reason for searching for plants on high G worlds and of worlds with a dense atmosphere.

Integrating Items
The Integrate item order is used to hand items over to the world infrastructure. In the above case it is decided to hand over 1000 arctic cattle and 200 alien animals.
>Date 33.5: Infrastructure - Give Items {3} {31986} {1000}
Give items to develop Agriculture infrastructure.
GM Note - work in progress, not all items have had their values set.
1000 Arctic Cattle (31986) has been turned over to civilians to support
integration of Agriculture.

>Date 33.5: Infrastructure - Give Items {3} {30043} {2500}
Give items to develop Agriculture infrastructure.
GM Note - work in progress, not all items have had their values set.
Insufficient Alien Animal (30043), amount reduced to 2000.
2000 Alien Animal (30043) has been turned over to civilians to support
integration of Agriculture.

Following this, another audit base is used. This time it lists the items given over to the infrastructure in the list of integrating items. It also indicates how many infrastructure points are still required, in this case 84520 points, or which only 800 can be made up by Arctic Cattle.

Agriculture already integrating with civilian infrastructure.
Qty Item Integrating Type Contribution
1000 Arctic Cattles(31986) Agriculture 800*
2000 Alien Animals(30043) Agriculture 1200
84520 Agriculture infrastructure required.
Max Qty Agriculture Item Value Max% Contribution
1000 Arctic Cattle (31986) 0.8* 10 800

Integrating Techs
All upgrades require a tech. This tech needs to be tooled up before it can be integrated. The integrate item order is used just as for any other item though it will only check the tooled techs list. There is no requirement for the tooled tech item to be integrated first. While waiting for a newly delivered tech to be tooled, the base can still integrate other items as they arrive or are built.

Shared Upgrade
Items integrated into the world infrastructure are visible to all bases on the world. Issuing Audit World will list all upgrades and flag the ones that are still integrating. Running the audit base order for the specific upgrade will also list the items that have already been integrated (as shown above). While this means that others on the world can in theory see what is being integrated, it also means that multiple bases (presumably in the control of multiple factions) can coordinate integration so as to jointly work on upgrades. This is especially suitable for the higher stages where the requirements are steep.

Completing Integration
Stage upgrades normally require sentient life forms to increase the population. As this requires some degree of arbitration by the GM (felini may not be too impressed with the immigration of a hoard of flagritz and nobody wants to live next door to hive, except other hive) seeding population over to the world is always through special action. It is therefore sensible to seed population in reasonably large amounts as this will also increase the trade demand (presuming that the world is compliant with its calculated values).

As all upgrades and stages require infrastructure items in multiple categories, as the categories are satisfied, they are no longer included in the audit. Once all criteria are completed, a special action should be issued to complete the upgrade. If it is a stage upgrade, then sentient life can be integrated at the same time.

Example Special Action:
Please seed the 850,000 human colonists onto the world and complete the Stage 2 Advanced Colonisation upgrade. All criteria have been completed.

The GM will then check criteria and complete the sequence, updating the world as appropriate.
NB. If this is a world that does not currently conform to its calculated values (because the actual values are superior to the calculated ones), the player may prefer to complete the upgrade but request that the GM not upgrade the planetary values.

Initial Colonisation
There are many worlds scattered throughout the Peripheries that are garden worlds, blissful Edens unspoilt by humanity (amongst other species). Some of these garden worlds are also reasonable way points or trade cross roads while others have strategic value. While very nice to look at, they do not generate any stellars. So the best thing to do is colonise them. This is the steps that should be followed:

Create Outpost
Construct an outpost at an appropriate location, presumably one with a deposit. Don’t worry too much about it being in an ice sector or even in the middle of the ocean.

Audit World
Issue the Audit World order. While it costs 1,000 stellars, this is negligible compared to the real money cost of running a starbase. From this the team will be able to determine whether any of the world parameters fall outside of normal. If they do, they may be able to source some specific environment type items to off-set extra infrastructure costs. The results may also indicate that the calculated parameters for life demand are lower than the calculated value. If this is the case, issue a free special action to update the world to its calculated values (though maybe wait until it is decided to upgrade the outpost to starbase – no point tipping others off).

Upgrade to Starbase
This is a decision call. If there are plenty of life items being delivered then it might be viable though obviously if colonisation is the objective, sinking items into the planetary market that could contribute to various infrastructure fields may not be the best plan.

Start Integrating Items for Initial Colonisation
There are two theories here, the first is that the base should hoard all the items until it is in a position to integrate them all at once. This prevents others on the world from seeing the infrastructure being integrated before it is time to complete the stage. The flip side of the coin however is that the base will be loading up with gear and be ripe for capture (or simply have a massive profile, making it easily detected from orbit. As there is currently no way to remove items that have been integrated, maybe ‘dumping’ the stuff ASAP is the best policy.

Making a plan on what should be used is sensible. Vehicles for instance are better than modules for transport infrastructure. In fact modules though the most versatile (due to having a max% of 100) should be considered last as the lowest tech version only contribute half their mass in points.

Now that quantities are known, start integrating items beginning with the ones that are suited to any of the extreme environmental conditions. Next integrate the best infrastructure/mass ratio providing that these items do not have another purpose. Handing over all the tanks might not be the best policy. Finally complete with the ubiquitous low infrastructure to mass points such as modules and agricultural implements.

Many agricultural infrastructure items have a unique origin. This raises the question as to whether to sell them to the world (once the outpost has been upgraded to a starbase) or take advantage of their often high agricultural infrastructure value. Generally speaking though if they have been exploited from this world, using them here rather than transporting them all the way across the Peripheries to reap their mark-up may well be sensible.

Tool Basic Colonisation Support
As soon as it arrives at the base start the tooling process. It takes a month so soonest started and all that.

Bring in the People
This may take a while, so start piling them up until at least 100,000 are present in the base.

Seed the Population as a Special Action and Upgrade
The final act, once all the infrastructure fields are satisfied is to issue the special action requesting that the GM seed the colonists and civilians in the base onto the world and update. As this is a new colony, you get to choose the sector, though it will presumably be close to the base. The GM will convert a sector to cultivated and update the world stats.

Is open for business...
***** 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

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

***** Inter Galactic News THE MUSICAL *****

*** Norozov, No More ***

Kantner: No more do I see the starlight caress your cyclops eye
No more feel the tender kisses we used to share
I close my fists and clearly my heart remembers
A thousand goodbyes could never put out the embers

Chulainn: Oh the power is mine now!

Kantner: Norozov, I love you so, and my heart forever
Will belong to the memory of the love that we knew before
Please, come back to my arms; we belong together
Come to me; let's be sweethearts again and then let us part no more

Chulainn: Oh all the Stellars mine now!

Sylvansight: I will have his eye!

Kantner: No more do I feel the touch of your hand on mine
No more see the love-light making your dark eyes shine
Oh, how I wish I never had caused you sorrow
But don't ever say for us there is no tomorrow

Chulainn: Oh all the ladies mine now!

Sylvansight: I will have his eye!

Chorus: The power is in the eye!

Kantner: Norozov, I love you so, and my heart forever
Will belong to the memory of the love that we knew before
Please, come back to my arms; we belong together
Come to me; let's be sweethearts again and then let us part no more

Sylvansight: I will have his eye!

Chulainn: Oh the power is mine now!

Chorus: The power is in the eye!

Kantner: Norozov, I love you so, and my heart forever
Will belong to the memory of the love that we knew before.

Lanner: So, old cyclops has finally met his comeuppance
Maybe its time for a comeback

Chorus: No, no one wants you back!

Lanner: I always did like that chair of his…

Chorus: The power is in the eye!
The power is in the eye!
The power is in the eye!

Continued in this special edition of the SSS...

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


FILTHY AND DISHONOURABLE Dewiek mercenaries have dared to attack HONEST AND HARDWORKING GTT warships in the Coptuv system.


The Dewiek commander’s lengthy response was appreciated by xenophile and philanthropist HQ Manager Tom Krieger but this does not change the facts.



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

*** Voice of the Naplian Liberation Front ***

We are the Naplian Liberation Front. We have commandeered this station to bring you important and vital deprogramming. You are a slave of the Galactic Trouser and Tussles Imperium of Unspecified Services! We have witnessed the press ganged upon by Imperial thugs. Rounding up reporters by the thousands and throwing them in weasel dens. Mocking the Great Uncle of the Flagritz. Manufacturing consent out of a lust for imports of wheat cereals! We poor Naplians(*) are given no training and substandard equipment when preparing your nutritious breakfasts. We are sent forward by the Imperial snack commissioners with threats of triple-filing tax returns on unreasonable deadlines! Death would be preferable. We are allegedly paid a wage but have you ever tried to buy anything with just $1? Strangely none of those politicals earning $10,000 or more a week seem to care about our plight. Not to mention that the Imperials throw perfectly good meat into the grinder instead of slow cooking it in black bean sauce. They have no respect for a classic burrito! We are left grieving for young families who have never tasted quality ranch sauce. You don’t need to be a dead Naplian to know the value of a good guacamole.

* No actual Naplians included.

Inside this issue of the SSS: * GTT vs USN * GTT vs NLF * GTT vs IND * GTT vs KAS * GTT vs FET * GTT vs SSS * &etc

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

*** Stellar Empire On Warpath ***

The newly re-united Stellar Empire continued to wage war against the Flagritz Empire to bring about galactic peace and freedom for all. The latest system to fall to the inevitable tide of history was Morroglyph in the Coreward Arm. Dewiek intransigence reached fever pitch as the FLZ facilities changed to DEN paws and subsequently became targets of Imperial truth and justice. Despite putting themselves between the past and the future, the DEN seemed to lack much will for an actual fight with Dewiek military commanders adopting “meh” as their watchword.

Inside this issue of the SSS: * GTT smacks NLF * DEN whack MRC * Slaves Liberated * FLZ Retreat * ARC in Orion Spur * &etc

***** 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


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).