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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.

******Empire Syndicated News Network (ESNN) ******

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Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite and most reliable unbiased publication in the known universe from our home in the Heartland,

And so with the news from the last couple of weeks,

Cluster War! DNA Gather Fruit
******Empire Syndicated News Network (ESNN) ******

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Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite unbiased publication in the known universe from our home in the Heartland,

And so with the news from the last few weeks,

Cluster War! MZC attacks DNA
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*** Inter Galactic News ***

The Dewiek rise again!

After the death and destruction wrought upon the Dewiek Nation by the Architects, there was a period of calm if you were a werewolf fancier. But now the Dewiek have risen to once more in the name of the Dewiek Packs, led by Skarn. Their new message being one of peace, a most unusual change for the large humanoid wolves. While they rise from the ashes of the Mizuchi Combine the Galaxy waits to see how this new affiliation acts, baring in mind the Dewiek have something of reputation.

Empire invade the Cluster!

A significant force of GTT warships recently entered the Cluster, somewhere they have not seen the need to go for a very long time. At the same time the CIA banned the Dewiek Packs from it’s space and also sent a large number of warships into the Cluster to bolster the GTT’s presence. After this show of force the Crossley system, known for it’s wormhole connecting from the Cluster to CIA space shifted to be claimed by the GTT. Currently the Empire has over 200,000 troops and 2000 warships roaming the nearby systems. Inhabitants of the Cluster are waiting to see if there are any further developments. GTT CEO Xavier Fox when asked by our office dismissed it as a “Training exercise”.

Krell sale!

The Krell Clan Dark Angels has been selling off bases, outposts and even systems lately. It is unknown why they have decided to cash in their assets and territories, but it points to the accumulation of significant wealth by the Krell clan. If you have any spare cash and want to expand your assets then it seems to our office that the best place to go is the Dark Angel Clan and ask what will be going up for sale next, assuming they actually have anything left.

*** Affiliations ***

AFT Association of Free Traders (54) - Marion Tweedy
BLG Bolg Organisation (22) - Akhenaten
BHD Brotherhood (63) - de Molay
CIA Combined Intelligence Agency (64) - Laton CIA
DNA Displaced Natives Asylum (66) - DNA people
DTR Detinus Republic (58) - Morley Decker
DEN Dewiek Elder Nation (67) - <unknown>
DWK Dewiek Packs (19) - Skarn
FCN Falconian Republic (70) – Bacran *
FEL Felini Tyranny (49) - Juris
FLZ Flagritz Republic (47) - Kayxaer
FET Frontier Exploration & Trade (56) - Cu Chulainn
GTT Galactic Trade & Transport (52) - Xavier Fox
GCE Garcia Enterprises (4) - Neil
HEX Hexamon (23) - <unknown>
KRL Krell (30) - Namica
KRT Krell of the Reverence Temple (37) - Kal Torak
KST Kastor Kastorians (12) - Kastor
MZC Mizuchi Combine (86) - Mizuchi
MOH Mohache (73) – Listens
NHS Noble Houses (41) – Roy Roberts
NLF Naplian Liberation Front (38) - NLFHQ
SMS Stellar Mining and Smelting (53) - MikhailM
WMB Wimble Nations (25) - zz

* Leader MAY be inactive, affiliation may be active
** Only known contact, please update us if this is incorrect.


*** Submissions ***

By private message to The Editor or via Mica if you prefer to remain anonymous.
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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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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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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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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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!


Free Ship when you sign-up
Complete missions for in game rewards
Control everything, up to an entire empire
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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).