Station Design 001

This is the representation of station designs.

Station Modules

Each station can have the following modules. There is no limitation (except for power) for the number of station modules. Each Station Module has a unique name, build cost, and maintenance cost. Maintenance costs are usually just power and economic points.

Every module can be marked as "inactive". An inactive module requires no points to function, but produces no output. It is essentially shut off.

Every theme must define an initial station configuration (list of modules.)

Population

Each station has a population (represented by Population points.) Population is increased (or decreased) each turn by a growth factor. The growth factor is computed by the following equation:

Every theme must define a starting population for the first station.

Economics

The Economic Points producds by the station is in direct proportion to the Population. The following equation determines the number of Economic Points created in a turn:

Economic points are distributed to the rest of the modules in the station. Economic points cannot be "saved" for later turns, all points created in that turn must be used (or lost).

Economic points are distributed to power plants first (see Power section below.) All power plants must use the total amount of economic points assigned to them (if the power plants are active).

All modules that use Economic points also have a maximum amount of Economic points that can be used. When the maximum amount of Economic points are applied, then that module will produce the maximum amount of output.

In the equations for modules that use Economic Points, the term "Economic Ratio" is used. This is the amount of Economic Points applied to a particular module, divided by the maximum amount. If half of the maximum amount of Economic Points is applied to a module, then the Economic Ratio would be 0.5 (as you might expect.)

Power

Power is produced by power plants. Power plants have a maximum output (measured in Power Points.) The amount of power produced at a power plant per turn is:

All power plants have an Economic Point maintentance value. The entire Economic Point requirement must be used in the power plant, or the power plant will not function. Power plants can be marked as "inactive" so that they do not require Economic Points. Of course, all inactive Power Plants produce no power.

If there is not enough power to supply to the entire station, certain modules will not function starting with lower priority modules. The sum of powered modules are equal or less than the produced power by the power stations. Modules "shut off" until there is enough power for all "on" modules. The "priority" given to these modules is listed below:

  1. Environmental
  2. Mining
  3. Defense
  4. Offense
  5. Scanner
  6. Station Manufacturing
  7. Ship Manufacturing
  8. Engineering
  9. Research

Module Output

Most modules work by producing some kind of "output". In the formulas below, the economic ratio is used to determine the amount of output actually produced by the module. This relationship can be generalized as:

Resources and Mining

Resources are the raw material used in many functions in a Station's daily functions. Most modules requires an amount of Resource Points. The amount of Resources needed by a certain module is based on the output of that module. A module at full output will have the Economic Ratio at maximum (1.0.)

Mining is an important part of every Station's economy. Mining produces the much needed Resource Points. If there are no mining facilities on a station, all Resources Points must be imported with freighters.

The amount that can be mined each turn is computed by this formula:

Dividing by the previously amount mined causes the amount mined per turn to decrease over time. Mines won't ever run out of resources, but it might get to the point where the costs are more than the returns.

Manufacturing

This section is relevent for Station and Ship manufacturing modules. All manufacturing centers have a Module Manufacturing Value, which is the base factor used to determine how much manufacturing it does. More advanced Manufacturing centers have larger Module Manufacturing Values.

Environmental

The Envirionmental centers represent habitats for the people living at the station. These centers provide living space, breathable air and food. Failure to keep these centers powered will cause a tremendous decline in the population.

Additional Economic points can be applied to these modules, increasing the Environment Growth Factor. The Environment Growth Factor is determined by the following equation:

The Power Ratio is determined by the total amount of power available to run the Enviromental Modules divided by the total amount of power required to run the Enviromental Modules. Under "normal" conditions the Power Ratio should be 1.0. Note that if the Power Ratio drops to 0.0, the population will all die immediately. Power is very important to Enviromental centers.

Research

This section is relevent for Research centers. All research centers have a Module Research Value, which is the base factor used to determine how much research it does. More advanced Research centers have larger Module Research Values.

Engineering

This section is relevent for Engineering centers.

Storage

Storage modules store extra resource points for use later in the game. Also freighters that arrive at a station will unload their resource points to free storage modules. If there is no free storage space, the freighter will not be able to unload its goods.

Summary

Below is a summary of the modules for a station.

Type Consumes Produces
Power Economic Points
Resource Points
Power Points
Shield Power Points
Economic Points
Shield Points
Attack Power Points
Economic Points
Attack Points
Station Manufacturing Power Points
Economic Points
Resource Points
Station Manufacturing Points
Ship Manufacturing Power Points
Economic Points
Resource Points
Ship Manufacturing Points
Environmental Power Points
Economic Points
Environmental Growth Factor
Scanner Economic Points
Power Points
Scanner Range (in parsecs)
Research Power Points
Economic Points
Resource Points
Research Points
Engineering Power Points
Economic Points
Resource Points
Engineering Points
Storage none storage for extra Resource points
Mining Power points
Economic points
Resource points

Station Factors

This table summarizes factors that need to be defined by the theme.

Name Description
Theme Growth Factor Population Point Growth
Theme Economic Factor Economic Point adjustment
Theme Mining Linear Factor Resource Point adjustment
Theme Mining Exponential Factor Resource Point adjustment
Theme Manufacturing Factor Manufacturing Point adjustment
Theme Environmental Factor Population bonus adjustment from extra Economic points
Theme Research Factor Research Point adjustment
Theme Engineering Factor Engineering Point adjustment

Details of a Turn

These events are carried out at each station at each turn.

1. Power Point Allocation

Produced power points will be allocated to the modules. Priority of the modules power are defined by list in the power section. Modules that do not have power will be marked as inactive.

2. Resource Point Allocation

Resources are distributed to all modules. Note that resources are taken from storage. Resources that are not in storage (for example, resources currently mined) are not used in this calculation.

3. Economic Point Allocation

Economic points are distributed to the modules. Power plants will be marked inactive if there are not enough Ecomomic Points for them to operate.

If a power plant's activation is changed because of this step, then step one (Power Point Allocation) must be calculated again.

4. Module Production

The rest of the modules productions are determined by Economic Point allocations.

5. Building/Research/Engineering Completions

Assuming the proper number points have been accumulated, modules and ships will be built, techs will be researched, and ship designs will be finished.

6. Population Adjustment

The Environmental Growth Factor is calculated based on current active environmental modules.

If an increase in population requires a new environmental module to become active, this change will be accounted for in the next turn.

7. Econ Readjustment


Return to: Universe - Schemes - Scheme 001

Created: 31 Aug 1998
Updated: 6 Jun 2001

© 1998-1999 Universe Dev Team