feat: rework modules, items and fuel
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@@ -33,10 +33,9 @@ The intended categories are:
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2. processed industrial goods
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3. life-support goods
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4. civilian goods
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5. fuel and power-chain goods
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6. construction goods
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7. population-related units
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8. special logistics goods later
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5. construction goods
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6. population-related units
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7. special logistics goods later
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## Raw Resources
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@@ -86,20 +85,6 @@ Current important example:
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These goods should matter for workforce health, quality of life, and possibly future growth modifiers.
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## Fuel And Power-Chain Goods
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These are the goods that keep ships and stations running.
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Examples:
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- gas as an energy-chain input
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- fuel as a refined operational good
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The exact chain may evolve, but the important distinction is:
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- some goods are energy inputs
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- some goods are operational fuels
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## Construction Goods
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These are the goods used to build stations and possibly ships.
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@@ -116,7 +101,7 @@ Construction storage at a station site should create demand for these goods thro
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## Population-Related Units
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Population itself should be treated as a tracked resource, but not as an ordinary trade good in the same sense as metal or fuel.
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Population itself should be treated as a tracked resource, but not as an ordinary trade good in the same sense as ore.
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Important distinctions:
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@@ -144,12 +129,6 @@ The current design implies at least these roles:
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- `ore`
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- raw industrial input
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- `gas`
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- raw fuel-chain input
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- `fuel`
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- operational energy good
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- `food`
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- workforce life-support
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@@ -173,12 +152,11 @@ Not every item should necessarily fit in every hold type forever.
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Useful distinctions later may include:
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- bulk industrial cargo
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- liquid cargo
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- gas cargo
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- containerized finished goods
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- human transport capacity
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- livestock capacity
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- solid storage
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- liquid storage
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- container storage
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- passengers
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- livestock
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For now, the important rule is simply:
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@@ -191,7 +169,6 @@ Items should participate in the market according to their role.
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Examples:
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- life-support goods generate recurring demand
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- fuel goods generate operational demand
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- construction goods generate burst demand during expansion
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- industrial goods feed production chains
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- worker transport supports station staffing
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@@ -220,7 +197,7 @@ The following rules should remain true unless deliberately revised:
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- workforce depends on real support goods
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- station construction depends on real construction goods
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- fuel and industrial chains are item-based
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- industrial chains are item-based
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- workers are movable population units
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- commanders are not ordinary trade cargo
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- livestock is distinct from workers
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