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.
- Shield - The type of shield item on a station
determines the number of Defense Points a station has. There
can only be one shield item on a station. This item consumes
power points.
- Attack - The type of attack item on a station
determines the number of Attack Points a station has. There can
only be one attack item on a station. This item consumes power
points.
- Station Manufacturing - This module produces
new modules for the station.
- Ship Manufacturing - This module produces new
ships.
- Environmental - This module supports
population.
- Scanner - allows station to "see" other objects
in the galaxy. Requires Economic points and Power points.
- Power - produces power for the entire station.
Requires Economic points and Resource points. Produces Power
points.
- Research - performs research for new techs.
Requires Power points, Economic points, and Resource points.
Produces Research points.
- Engineering - performs engineering of new
designs (ship and station improvements.) Requires Power points,
Economic points, and Resource points. Produces Research
points.
- Storage - stores Resource points for future
use. Requires power points.
- Mining - mines Resource points. Requires Power
points and Economic points. Produces Resource 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:
Growth Factor = (Planet Growth Factor) * (Race Growth Factor) *
(Environment Growth Factor) * (Theme Growth Factor)
- Planet Growth Factor - see Planet Design
- Race Growth Factor - see Race Design
- Environment Growth Factor - see Environmental Station Module
- Theme Growth Factor - Determined by theme
New population = (Current population) * (Growth Factor)
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 = (Race Economic Factor) * (Theme Economic Factor) *
(Population Points)
- Race Economic Factor - see Race Design
- Theme Economic Factor - Determined by Theme
- Population Points - Population of station
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:
Power Points = (Power Rating)
- Power Rating - intrinsic to module
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:
- Environmental
- Mining
- Defense
- Offense
- Scanner
- Station Manufacturing
- Ship Manufacturing
- Engineering
- 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:
Module Output = (Economic Ratio) * (Maximum Module Output)
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:
Resource Points Mined = (Planetary Mining Factor) * (Race Mining
Factor) * (Station Module Mining Factor) * (Theme Mining Linear
Factor) * (Economic Ratio) * exp( -(Previously Amount Mined) *
(Theme Mining Exponential Factor))
- Planetary Mining Factor - see Planet Design
- Race Mining Factor - see Race Design
- Station Module Mining Factor - see Mining Station Module
- Theme Mining Linear Factor - Determined by theme
- Theme Mining Exponential Factor - Determined by theme
- Previously Amount Mined - total amount mined since
the start of the station
- Economic Ratio - see Economics section above
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.
Manufacturing Points = (Module Manufacturing Value) * (Race
Manufacturing Factor) * (Theme Manufacturing Factor) * (Economic
Ratio)
- Module Manufacturing Value - intrinsic to module
- Race Manufacturing Factor - see Race Design
- Theme Manufacturing Factor - Determined by Theme
- Economic Ratio - see Economics section above
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:
Environment Growth Factor = (ln(e + Applied
Economic Points) * (Theme Environmental Factor))
- ln - natural logarithm
- e - natural logarithm base
- Applied Economic Points - see Economic section
- Theme Environmental Factor - determined by Theme
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.
Research Points = (Module Research Value) * (Race Research Factor) *
(Theme Research Factor) * (Economic Ratio)
- Module Research Value - intrinsic to module
- Race Research Factor - See Race Design
- Theme Research Factor - Determined by Theme
- Economic Ratio - see Economics section above
Engineering
This section is relevent for Engineering centers.
Engineering Points = (Module Engineering Value) * (Race Engineering
Factor) * (Theme Engineering Factor) * (Economic Ratio)
- Module Engineering Value - intrinsic to module
- Race Engineering Factor - See Race Design
- Theme Engineering Factor - Determined by Theme
- Economic Ratio - see Economics section above
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
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Scheme 001
Created: 31 Aug 1998
Updated: 6 Jun 2001
© 1998-1999 Universe Dev Team