docs: establish official design documentation
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docs/ITEMS.md
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# Items
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This document defines the intended item vocabulary for the simulation.
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Items are the goods that move through the economy, sustain population, enable construction, and support logistics.
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The goal of this document is not to lock every final item name immediately. It is to define the categories and roles that the economy depends on.
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## Design Goals
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The item model should support:
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- market-driven trade
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- construction demand
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- station operation
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- workforce support
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- transport specialization
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- future industrial depth without immediate overcomplication
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## Core Principles
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- items should have clear economic purpose
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- items should belong to recognizable categories
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- population needs should be represented with real goods
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- station construction should consume real goods
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- cargo specialization should matter where useful
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## Major Item Categories
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The intended categories are:
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1. raw resources
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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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## Raw Resources
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These are extracted directly from the world or from near-direct processing.
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Examples:
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- ore
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- gas
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- water if treated as an extractable resource
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- biological feed inputs later if needed
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Raw resources are the base of the production chain.
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## Processed Industrial Goods
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These are materials produced from raw resources and used for further production.
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Examples:
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- refined metals
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- structural materials
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- electronics later
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- machinery later
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These goods should feed construction, station operation, and advanced industry.
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## Life-Support Goods
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These are required to sustain population.
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Core life-support goods:
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- food
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- water
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- energy
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These are not optional luxuries. They are fundamental operating requirements for workforce survival.
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## Civilian Goods
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These are goods consumed by population beyond pure survival.
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Current important example:
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- consumer goods
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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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Examples:
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- station construction materials
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- ship construction materials
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- module construction materials
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The exact item split can remain flexible for now, but construction should consume real goods rather than abstract progress only.
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Construction storage at a station site should create demand for these goods through the normal market system.
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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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Important distinctions:
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- workers are population units
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- commanders are population-derived special units
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- workers can be transported
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- commanders are created from population over time
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Population transport should remain controlled by workforce and ship rules rather than being treated as a trivial cargo commodity.
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## Livestock And Food Loop
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Livestock should exist as part of the food loop.
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This implies:
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- livestock is distinct from workers
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- livestock may require dedicated transport or handling rules later
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- livestock supports food production rather than station staffing
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## Item Role Examples
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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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- `water`
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- workforce life-support
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- `consumer-goods`
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- workforce support / civilian demand
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- `workers`
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- transported population units
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- `construction-materials`
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- station and module building input
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The final names can change, but the economic roles should stay stable.
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## Storage And Compatibility
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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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For now, the important rule is simply:
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- item class should eventually matter for transport and storage design
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## Market Behavior
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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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This should help the economy create natural recurring and temporary market pressures.
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## Item Importance To Other Systems
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Items are the bridge between major game systems:
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- [ECONOMY.md](/home/jbourdon/repos/space-game/docs/ECONOMY.md)
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- buy and sell orders are item-driven
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- [WORKFORCE.md](/home/jbourdon/repos/space-game/docs/WORKFORCE.md)
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- population survival depends on specific goods
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- [STATIONS.md](/home/jbourdon/repos/space-game/docs/STATIONS.md)
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- station construction and operation consume goods
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- [SHIPS.md](/home/jbourdon/repos/space-game/docs/SHIPS.md)
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- ship transport depends on what kind of item is being moved
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## Minimum Rules
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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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- 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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- item categories should eventually matter for storage and transport
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