# Workforce This document defines population, workforce, habitats, and commander generation. Workforce is a station-side resource that connects economy, commanders, logistics, and station efficiency. See [DATA-MODEL.md](/home/jbourdon/repos/space-game/docs/DATA-MODEL.md) for the explicit station-side fields implied by this model. ## Core Principles - population exists at stations, not only as an abstract total - each station tracks its own population - factions still have meaningful aggregate population totals - habitats are the source of population growth - workers consume life-support and civilian goods - workforce determines station efficiency - commanders are generated from faction population over time ## Population Model Population should be tracked at two levels: - per-station population - per-faction aggregate population The station level is the primary simulation truth because population lives, grows, and dies at stations. The faction level is the strategic aggregate used for: - faction scale - workforce planning - commander availability - demographic growth ## Habitats Population growth should happen only at stations for now. Habitat modules are required for population growth. Habitats allow stations to: - house workers - grow population - sustain future commander generation Ships do not generate population. ## Worker Needs Workers consume, per worker: - food - water - energy - consumer goods These should be understood using the item roles defined in [ITEMS.md](/home/jbourdon/repos/space-game/docs/ITEMS.md). If these needs are not met, workers should die over time. This should be a gradual attrition model rather than an instant binary failure. ## Workforce Efficiency A workforce is required for peak station performance. Each module should have a workforce requirement for `100%` efficiency. For now: - workforce scales all modules equally - there is no special per-module workforce rule A station can still operate without workers, but only at a baseline level. Current intended baseline: - `10%` efficiency at `0%` workforce This means: - `0%` workforce satisfaction gives baseline operation - `100%` workforce satisfaction gives peak operation - intermediate staffing gives proportional efficiency ## Population Transport Population can be moved between stations. This supports strategies such as: - growing population at a major habitat station - feeding workers to industrial stations - staffing newly founded frontier stations - rebuilding stations after demographic collapse Population remains a station-side resource, even while being transported. ## Human Transport Requirement Ships need a habitat module to transport humans. This keeps population transport distinct from ordinary cargo hauling. Related note: - livestock modules also exist as part of the food loop ## Commanders And Population Commanders are created from a faction's worker base. The intent is: - more faction population yields more available commanders over time - commanders are rare relative to workers An approximate working rule is acceptable for now. Example rule: - for each `1000` faction population, one commander is generated every `1 hour` The exact formula can change later. The important rule is that commanders are population-backed rather than free. ## Commander Consumption Commanders are consumed permanently when created and assigned. They are not temporarily borrowed and returned to a pool. If a commander dies: - that commander is gone This gives commanders real cost and strategic value. ## Founding And Staffing A newly founded station may begin with: - zero workers - construction storage - no local commander yet It can still exist and operate at baseline efficiency, but it remains weak until supplied with: - fuel - workers - support goods - eventually a station commander ## Failure And Attrition If a station loses required support resources, population should die over time. Relevant shortages include: - food shortage - water shortage - energy shortage - consumer goods shortage This gives logistics failure lasting demographic consequences. ## Ownership And Identity Station population is the local operational truth. Faction population is the strategic aggregate. That distinction is enough for now. It does not require a more complicated ownership doctrine yet. ## Minimum Rules The following rules should remain true unless deliberately revised: - population grows only at stations for now - habitat modules are required for growth - workers consume food, water, energy, and consumer goods - workforce affects station efficiency - stations retain a small baseline efficiency at zero workforce - population can be transported between stations - transporting humans requires a habitat-capable ship module - commanders are generated from faction population over time - commanders are permanently consumed when created - dead commanders do not return to the pool ## Relationship To Other Documents - [COMMANDERS.md](/home/jbourdon/repos/space-game/docs/COMMANDERS.md) - [ECONOMY.md](/home/jbourdon/repos/space-game/docs/ECONOMY.md) - [STATIONS.md](/home/jbourdon/repos/space-game/docs/STATIONS.md) - [SHIPS.md](/home/jbourdon/repos/space-game/docs/SHIPS.md) - [ITEMS.md](/home/jbourdon/repos/space-game/docs/ITEMS.md)