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Design

This namespace contains things that are in design (see On technology design).

Jedi

Rules tweaks

Rules overhauls

Finished Stuff

Random Thoughts

  1. Trading of Product Labour
  2. Fabricator Zone, a generic zone incapable of actual production
    • 6 Raw Material upgrades allowing the Fabricator Zone to be switched to behave like a Product Zone for products associated with the Raw Materials (i.e. the upgrade allows switching to , and )
    • An upgrade per special good, allowing the Fabricator Zone to be switched to that special good
    • Switching a Fabricator Zone costs a full , and the zone can not produce anything during that turn
    • The technology to unlock a Fabricator Zone costs ~24000 (= 8amortizing factor * 3000cost of zone)
      • with cost of zone determined as 5 switches per 52 turns → 5000 tax - 2000 tax for normal zone construction
    • Each Raw Material upgrade is a special project costing 1000 + 1000 of that Raw Material
    • Each Special Good upgrade is a special project costing 2500 , with a prerequisite technology of ~6000
  3. Fleet upkeep reducer for those with a single active fleet
    • The fleet has only half the upkeep, but can only be put in Defensive
  4. Population Leasing
    • This would allow the temporary relocation of population to boost foreign economies and population growth
    • High cost, medium yield
  5. Hyperspace lane upkeep reduction
    • flat fee reduction of 200 per
    • tech: 13600
    • project: 1375 + 1250
  6. Upkeep calculation for high-end technologies not 52 , but increased to 156 (or even higher)
  7. Terraform tech voor Ocean of Hot/Cold
  8. Megacity
    • Zone that can house additional 10
    • Requires Planet Wide Waste Handling
    • Upkeep in and , , ?
  9. Habitation platforms
    • Orbital Habitation Platform based on Space Elevator tech tree
    • Requires Space Elevator, Planet Wide Waste Handling, and upkeep
    • Allows additional 1.0 housed on upgraded zone

Dyson Sphere

  1. Power transport between systems
    • per sector project
    • the stations need to be locked in the route (thus having the worst of MTCF and the worst of holonet trade)
    • Each station requires a continuous upkeep in , and uses 10 if used to transfer
  2. Phase I dyson ring
    • 2000
    • ~79 000 (= 4000020 zones + 3900020*100*0.375*52 income of saved zones)
    • Requires scanning for stable and boring sun
 
user/brend/design/start.txt · Last modified: 2016/11/30 00:29 by Brend
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