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