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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...
******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 new home in the Heartland,

And so with the news from the last few weeks,
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*** Inter Galactic News ***
  • DEN assault FEL base and get wiped out
  • CIA Trade fleet caught and destroyed by the DEN
  • Krell denounce worship of the True One

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

    Huge fleet skirmish at the London/Crossley wormhole

    A large fleet of over 700 DEN warships responded to the EMP action in Crossley, where a 4000 hull DEN platform was destroyed. Reports show the DEN ships caught a group of CIA ships napping and inflicted significant losses on the humans. IMP and GTT fleets moved to assist the CIA, matching DEN fleet numbers, but the arrival of over 1200 Hexamon ships seems to have tipped the battle in favour of the DEN-HEX alliance.

    The combined DEN-HEX force pushed through the wormhole into the Heartland area of human space and retaliated, attacking several CIA platforms in response. The outnumbered Empire fleets abandoned the area and fled, they are currently waiting for the larger alien force to make their next move from their hiding places.
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    ***** Inter Galactic News *****

    Admiral Lord Simms killed after a long and distinguished service to the Empire.

    The Imperial Services have intercepted and serious damaged several DEN ships on the way to the Empire’s home systems. Unfortunately during the action Admiral Lord Simms was injured and reports from the Viceroy indicate he has passed away, fighting the enemies of the Empire like any true Imperial Officer.

    The Viceroy has stated that the officers and crew of the DEN ships have been captured and are now awaiting trial at a secret IMP base.

    DEN continue to strike at the Empire

    Reports are coming in of multiple engagements between the Empire and the Dewiek Elder Nation over the last week. With several battles taking out Empire ships in the Heartland of the CIA.

    AFT turn to piracy

    The Association of Free Traders have, after a long history of neutrality, turned to piracy this week. AFT Drake boarded an IND ship in the Halo periphery, killing several of the crew in the process.
    Independent trader Jarlebanke Langhofdi immediately took to the public communication channel demanding an answer to why supposedly peaceful traders had killed his crew and taken his ship.

    The AFT remain silent over the attack.
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    ***** Inter Galactic News *****

    Combat Special Edition

    Since the DEN started shooting at those lovable FEL fluffballs things have certainly been heating up. So we through it would be prudent to bring you, gentle beings of the peripheries, a special edition in order to keep you updated with all the latest action in regards to who the DEN are shooting and who is shooting them.

    Felini strike back at Dewiek

    Reports have come in of the FEL striking back at the DEN in the Kallisan system. A huge FEL force supported by the IMP and CIA assaulted DEN positions taking both the platform and base called Lucien. There was much rejoicing in the FEL camp as the Felini proved they were not such lovable fluffballs after all!

    GTT get sucked into the war

    A passing fleet of GTT warships got caught in the fighting and this saw the GTT enter the war. When asked about this CEO Fox pointed out they are not warships at all, they are trade defence ships. So how they came to be in the DEN system of Kallisan is a mystery to us. But the GTT CEO was clear that they only engaged using support and defend orders to protect allies. Needless to say, the CEO commented “We found ourselves on the Dewiek Nation’s enemy lists pretty soon after.”

    Dewiek Nation attacks GTT positions in Orion Spur, breaking DOM system rules

    A fleet of DEN warships has engaged and destroyed a significant number of GTT cargo ships and escorts in the DOM system Monument. The GTT immediately took to the public channels to ask why the DOM were not doing something. In reply the DOM issued a statement to stop, which the DEN ignored.

    The DEN newssheet "The HOWL" published a completely unbiased review of the attack shortly after.

    DOM make a choice

    After the above incident and then further raiding by the DEN, taking out a few GTT cargo ships in the DOM system of Coptuv, the DOM seemed to have been faced with a choice of stopping drinking their tea and doing something or just hoping it would go away. Instead they seem to have decided to abandon the whole idea of being an active affiliation and we have since folded. The lengths some people will go to not to have their elevenses disturbed is truly staggering. We asked the DOM for a statement on their new system rules to share with our readers but have received no replies.

    DOM positions share out

    Just as we were going to press news has come in of various DOM assets being given to other affiliations or sold. Hopefully we will have more on this story in the next issue of your favorite factual newsheet. Yes, that's us at the SSS.

    *** Affiliations ***

    AFT Association of Free Traders (54) - Marion Tweedy
    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) - Urd
    DOM Dominion (57) – we believe the DOM are now inactive
    FCN Falconian Republic (70) - Bacran
    FEL Felini Tyranny (49) - Juris
    FLZ Flagritz Republic (47) - Kayxaer
    FET Frontier Exploration & Trade (56) - Cu Chulainn
    GRC Gracians (13) - HG1
    GTT Galactic Trade & Transport (52) - Xavier Fox
    GCE Garcia Enterprises (4) - Neil
    HEX Hexamon (23) - Ando
    IMP Imperial Services (51) - Jack Jones
    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
    MIC Mohache Independent Commune (76) - Sleeps with Dragons
    NLF Naplian Liberation Front (38) - NLFHQ
    RIP Regularly Involved in Piracy - Githyanki
    RRH Roy Robert Holdings (39) - Roy Roberts
    SMS Stellar Mining and Smelting (53) - MikhailM
    USN Ulian Stellar Nation (34) - Oeipus Prime
    WMB Wimble Nations (25) - zz

    * Leader MAY be inactive, affiliation may be active
    ** Affiliation has no leader but this is the only known contact


    Inactive: ANT, BHD, COD, HVE, IDC, RIP, RCF, SKW, TAG

    Deceased: CAL

    *** Submission ***

    By private message to The Editor or via Mica if you prefer to remain anonymous.
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    ***** Inter Galactic News *****

    New pirate threat rocks Corward Arm.

    Several large pirate ships have been spotted in outer rings of Corward systems. Reports forwarded to us at the SSS allow us to exclusively tell readers that traders should keep their wits about them when moving through these areas.

    No existing pirate menace has yet claimed ownership.

    In a possibly unrelated event one of the FET cartel members claimed nothing was happening in the outer ring of Coptov shortly afterwards. But it could be that they are still trying to catch Empire backed pirates and have nothing to do with the new sightings.
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    ***** Inter Galactic News *****

    DEN continue to shoot innocents

    The Dewiek have made themselves busy shooting at the peaceful and innocent traders of the SSL. Leader of Solar Spices and Liquors Mr TOAD has been vocal pointing out that the Beast-DEN are being totally unfair. News of a go-fund-me appeal are yet to surface though.

    This office is sure that it must have provided the DEN light relief after picking on the equally defenceless Felini. Word is that the DEN faced such an uphill struggle in these recent actions they had to take up Felini inter-breeding to provide some entertainment as the battle reports were rather boring.
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    ***** Inter Galactic News *****

    Return of the LiQuans

    A close associate of the Baron LiQuan has been haunting the Corewards periphery and like the old Baron it is said he has a meklan connection. It's unclear whether he obtained his meklan nanites via the CIA but there are rumours that the DEN may be helping the Liquan relative in a bid to sow discontent in the Stellar Empire. Exactly why they would start in Corewards is unclear although with DEN allies, the DOM, having strong positions both in the Sol system and the old Harcorp systems of Harlong and Coptuv they may be the linking factor.

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

    Meklan Unleashed on Mobile Bay

    Mad Dewiek scientist Dr Kala released a number of Meklan on the busy world of Mobile Bay in the Yank system. Thousands of civilians have been killed in what is treated by DEN warlords as an amusing practical joke. Rather than take any responsibility for their affiliation’s reckless behaviour, a DEN lord rumoured to be half-meklan himself quipped he would nuke the planet whilst another merely saw it as an opportunity to test some of his greener troops in combat. Surprisingly, the KAS planetary defence force was up to the job of repelling the insidious incursion. Questions remain whether further meklan are stored elsewhere on the planet and whether anybody will challenge the Dewiek’s lack of care for the lives of innocents. Probably not, given how even the mighty IMP are now cowering from a fight with the DEN (see inside this edition).


    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).