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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
GTT step forward to control protection and peace in the Stellar Empire.

With the retirement of Jack Johns and various lower-level IMP officers from public life, the Imperial Services were left on the verge of being unable to fill their role as protectors of the Stellar Empire. Due to the serious nature the Imperial Services found itself in, the Emperor recently travelled to GTT HQ to attend a board meeting with the directors of the GTT.

With Galactic Trade and Transport being one of the few remaining loyal Imperial Chartered affiliations, who also supply well over half of the war material to the Imperial Services, the Emperor sought the position of the GTT with regard to the Imperial Services becoming overburdened with bureaucracy and lacking effective leadership. Effectively the Imperial Services were at the point of collapse. A position highlighted when an opportunistic supposed ally subverted four Imperial Outposts in the Inner Empire, thinking their asset grabbing would go unnoticed.
 
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  Star Date: 221.30.5

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RAGNAROK COMES

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A Forlorn Hope

The seat of Dewiek Government has fallen. What began as a small group of Architect ships picking up retreating DEN forces, amalgamated into a much larger force. The bombardment fleet comprised dozens of Adult ARC ships plus several Planet Killers. The force made short work of the impressive fortifications of the planetary orbit of Newstart. Multiple heavily armoured and maximised deflector shield platforms crumbled. They did so only after releasing their volleys of antimatter and nova weapon batteries. Any DEN warships that remained from earlier encounters also stood the line. But within the week, the last defence was gone.

Bombardment of Wolf Lair starbase proceeded without further resistance from the Dewiek. ARC Plasmas ripped through starbase shields. They demolished tens of thousands of factories and research facilities. The ARC demolished the huge military recruitment and training facilities on the planet. Over half a million trained troops evacuated from deep bunkers, leaving a token ground defence.

The ARC were not satisfied to burn the facilities and murder the workers. They deployed repeated salvos of their Virus Bombs on the wider population. Reports began to arrive of civilians of the world regressing. Leaving settlements and returning to nature. Much as the Dewiek found themselves some decades ago when they started to recover from the First Great ARC-DEN War. This time there was no High Lord Magnus willing to obliterate the world to save a remnant of the people. Newstart was already lost.

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Newstart is lost

 
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  Star Date: 221.27.2

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RAGNAROK APPROACHES

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End Game Lost

A short-lived period of peace followed the Dewiek Elder Nation’s historic and Saga-worthy defence against the Architect Planet Killers. A handful of the more typically encountered ARC ships were spotted picking off DEN support ships in Forlorn Hope before more than forty of them appeared back in End Game.

While the ARC “Adult” class ships, as the DEN had previously classified them, were eight times smaller than the “Planet Killers”, they were still as big as the largest ships any other species has managed to produce. Including the otherwise technologically advanced Dewiek.

Forty-four of these Plasma armed organic vessels smashed through the DEN forces left circling the orbit of Beacon, End Game. The mass of ARC weapons bombarded the DEN Shipyards at Ragnorak with their superheated ionized gas, razing the entire outpost to the ground.

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ARC Plasma weapons devastate End Game

 
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  Star Date: 221.22.5

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RAGNAROK BECKONS

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Assault on End Game

The ancient Architects have declared war on the Dewiek Elder Nation. The first sign of the conflict was subspace transmissions in a remote system in the Pocket Periphery. This followed reports that the ancient Ragnarok shipyards on Beacon were malfunctioning. In response, the Wolf Mother sent urgent orders to several Dewiek scout ships to patrol the End Game system.

The Konungr Smidamadr was the first to encounter the gigantic, “Planet Killer” class ARC ships. Measuring in at thirty-two hundred heavy hulls and armed with a hundred ARC plasma weapons, the ship was more like a mobile armed platform. It is certainly the largest vessel ever recorded. The scout ship was vaporised instantly.

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ARC Planet Killer dwarves largest DEN warships

 
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  Star Date: 221.11.4

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Caste Apart

The Flagritz Republic is (very nearly) no more. In its place, a single Hexamon and Flagritz power has arisen. The new Collective has absorbed much of the Flagritz holdings with only a handful of Clique-caste Flagritz systems choosing instead to align with the other Elder species, the Dewiek.

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Flagritz and Hexamon Hybrids - A hope for the Future?

 
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  Star Date: 221.3.3

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Meklanmania

Meklan scout ships continue to be seen around the Orion Spur periphery. These cyborg creatures in service of hidden ancient masters appear to be terrorising the Wimble Nation in particular. Despite public lamentations against the hardship of defending themselves, the Wimble leadership have not yet responded to our request for comment.

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Artist's impression of a Meklanised Wimble

However, Xavier Fox, CEO of Galactic Transport and Trade, did give us the following statement:

“We have engaged several Meklan ships, although currently the source has not been identified. GTT Directors have been running patrols and have engaged and destroyed numerous ships that have attacked outlying outposts belonging to different affiliations. The pattern of ships encountered leads us to believe there is a central source, but until that is found we would suggest any affiliation with assets in the area provide adequate defences.”

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Doomsday On Pause

At the site of the Thete anomaly, the Dewiek Nation has sent media sensation Sharon Aleman to the scene. Aleman, whose cybernetic enhancements allow her to directly interface with her ship’s sensor array, led her hardened crew into a dive of the outermost “edge” of the anomaly. After spending several days collecting and analysing data (mere minutes to the rest of us outside the anomaly), Aleman reported her shocking discoveries.

 
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  Star Date: 220.50.5

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Veil Lifted on Flagritz Home Space

As the Hellcadium ISR field continues to fluctuate, one of the newly exposed systems is Junista inside the previously hidden and inaccessible home periphery of the Flagritz Republic.

Over the past few weeks Flagritz Republic patrols and platforms have dealt with a number of scout ships from the Human Empire as the IMP wasted no time in exploiting this opportunity to poke around in their old enemy’s backyard. It is understood that at least one of these unarmed scouts was destroyed with no one willing to estimate how many more might be buzzing around.

Coincidentally, suspected IMP lackey, SSL TOAD, has also been overheard showing an obsessive interest in the Flagritz periphery. However, we have received no reports of this being anything other than his usual drug-fueled, barely decipherable mutterings at this stage.

Either way, this sudden, uninvited interest in the Flagritz Periphery has left the FLZ leadership muttering darkly about appropriate measures being taken. Defensive fleets and supporting structures are being deployed in the Junista system and beyond in expectation of further uninvited guests.

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When You stare into the Flagritz Periphery...

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Thete's Timey-Wimey Tease

Investigation into the Thete anomaly continued in the Dewiek Pocket Periphery. The anomaly was scanned from all angles by a number of the Dewiek Nation’s best sensor ships and officers. The data, collected over several weeks, was sent to one of the DEN’s most advanced scientific laboratories for analysis.

What they found will shock you!

 
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  Star Date: 220.45.1

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Perfidion Reached

Long speculated by theoretical Stellar Cartographers, Perfidion Reach finally opened in the last few weeks. Immediately, the Detinus Republic boldly staked a claim on the first accessible system, Hellcadium. Only time will tell the true value of this strategic move but their much-taunted bureaucracy may have finally proved its worth.

Early reports from scans of the system reveal a wildly fluctuating ISR field. Rumours suggest that at least one ship was destroyed as it was forced into an asteroid belt chasing a stable jump field attempting to exit the system. Casual travellers are warned away from the system at this time for their own safety. Leave it to skilled explorers and navigation officers.

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Mathematical model of Hellcadium ISR Field.

We spoke to Captain Zakiyah Ummahi via subspace link. Zakiyah led the first DEN expedition into the Perfidion Reach. "Spirits remain high but this is largely down to the extended R&R we were all forced to take immediately prior to jumping into this hole. Initial scouting reports show at least one planet with plenty of forests and grasslands which might help if we're going to be stuck here for Folkvar knows how long waiting for this damned ISR field to stabilise."

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Valhalla Stargate Reopens

Dewiek engineers and scientists have finally managed to re-enable Stargate Valgrind this week and the protective Exclusion Zone is to be lifted. If DEN investigators discovered who caused the gate to malfunction, or why, they were not willing to share it with us. Military sources, however, have announced a project to provide a significant boost to the already formidable defence platform in the stargate’s orbit.

 
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*** Inter Galactic News ***

Empire - DEN action grinds to a halt

After months of tension relations between the Empire and the Dewiek Nation, which rose to several large scale fleet actions ending in the DEN losing over 60 Direwolf warships in Solo, things appear to have moved from antagonistic to unfriendly. With the Solo system being a particular issue an agreement has been reached between the Wolf Mother of the DEN and Xavier Fox of the GTT. Since this things have become very quiet, not just because the shooting has stopped, but also because my reporters have been on their summer holidays.
 
News For Discerning Naplians!
---- Special Galactic Edition ----



(The Host sits at his desk as the studio lights dim, and a single spotlight bathes him in light. He looks straight into the camera and begins to speak: )

Host: Naambta!
Good Greetings, and welcome to the show.

This is News for Discerning Naplians, and i’m sure you are all showing much impatience to see this week’s Panel Discussion. We will be discussing religion with the Lady Ghadir of the Temple of Ya Zoon, renowned neo-naplian spiritualist Chairman TonTon, and a very special guest from our imperial neighbours, Bishop Samantha Porteus of the Brotherhood. But before we get to that...

(Looks demonstratively at his digital wrist watch. )

... it is time for a word from our sponsor.
 

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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