Files
space-game/docs/STATIONS.md

195 lines
6.0 KiB
Markdown

# Stations
This document defines the intended role of stations in the simulation.
Stations are persistent nodes in the world that own local bubbles, provide services, participate in the economy, and act through station commanders.
## Core Principles
- every active station should have a commander
- stations are major market actors
- stations exist at meaningful nodes in space
- stations provide local services and strategic value
## Station Identity
A station lives at one location.
It does not spread across multiple construction points.
Station growth happens by adding modules to the existing station at its current Lagrange point.
To create another station, a faction needs:
- another valid location
- another station
- another station commander
Before station construction itself, the faction should also secure the site through the Lagrange-point claim process defined in [SPACES.md](/home/jbourdon/repos/space-game/docs/SPACES.md).
Station identity and capability should primarily come from module composition, as described in [MODULES.md](/home/jbourdon/repos/space-game/docs/MODULES.md).
## Station Roles
Stations may serve as:
- markets
- refineries
- production centers
- logistics hubs
- shipyards
- military outposts
- defensive strongholds
- staging points
## Spatial Role
Stations are nodes in `system-space` with their own `local-space`.
Stations and other built structures should always be located at Lagrange points.
Each Lagrange point can hold only one structure.
Their local bubbles are where:
- docking happens
- cargo transfer happens
- defense happens
- local construction happens
- player and AI interaction happens
Local-space defense and contestation are described further in [COMBAT.md](/home/jbourdon/repos/space-game/docs/COMBAT.md).
## Founding A Station
The intended founding flow is:
1. claim a valid Lagrange point
2. wait for the claim to activate
3. create station construction storage
4. publish buy orders for the required construction materials
5. deliver materials
6. have constructor ships build the station from those materials
The construction storage should act as the early economic interface of the future station.
That means a station can begin expressing demand before the full station is operational.
Those construction requirements should be expressed through real goods as described in [ITEMS.md](/home/jbourdon/repos/space-game/docs/ITEMS.md).
## Commander Requirements
A station without a commander should be limited.
Without a commander, a station should not be expected to:
- manage buy orders
- manage sell orders
- adapt production priorities
- coordinate logistics
- respond intelligently to shortages or dock congestion
Important boundary:
- a station commander is responsible for station operation
- a station commander does not own ships
Ships may still serve a station through assignment, doctrine, or market incentives, but that is not the same thing as station ownership.
Station founding does not require a station commander at the first moment of construction.
However, a fully operating station should require one to function normally.
The commander must be brought to the station rather than appearing automatically.
This implies stations will eventually depend on population and worker logistics.
Workers should be treated as a real station resource, not as a free abstraction.
See [WORKFORCE.md](/home/jbourdon/repos/space-game/docs/WORKFORCE.md) for the workforce model.
## Market Role
Stations are the main local market-makers of the simulation.
A station commander should:
- publish buy orders
- publish sell orders
- manage stock reserves
- control production priorities
- request imports and exports
Stations should be the primary place where the economy becomes concrete and visible to the player.
That means stations should expose:
- current shortages
- current surpluses
- active buy orders
- active sell orders
- dock activity
- production intent
Market visibility should be treated as open knowledge, subject to access and information rules defined elsewhere.
The baseline assumption is that station market intent is visible, not hidden by default.
Actual participation in trade and docking should still be policy-controlled. See [POLICIES.md](/home/jbourdon/repos/space-game/docs/POLICIES.md).
## Ownership And Presence
Station ownership is not local-bubble exclusive.
The important hard rule is:
- one structure per Lagrange point
Not:
- one faction per local bubble
This means friendly or otherwise permitted factions may build stations within the same system, so long as they use different valid locations.
## Services
Depending on modules and category, a station may provide:
- docking
- storage
- refining
- manufacturing
- repair
- fitting, rearm and resupply later
- habitats
The exact conversion and factory behavior behind these services is described in [PRODUCTION.md](/home/jbourdon/repos/space-game/docs/PRODUCTION.md).
## Workforce
Stations track their own local population.
That population determines workforce availability and therefore station efficiency.
For now:
- every module benefits equally from workforce
- each module has a workforce target for peak efficiency
- stations retain a small baseline efficiency even with zero workers
Population growth and decline follow the rules in [WORKFORCE.md](/home/jbourdon/repos/space-game/docs/WORKFORCE.md).
## Relationship To Other Documents
- [SPACES.md](/home/jbourdon/repos/space-game/docs/SPACES.md)
- [COMMANDERS.md](/home/jbourdon/repos/space-game/docs/COMMANDERS.md)
- [ECONOMY.md](/home/jbourdon/repos/space-game/docs/ECONOMY.md)
- [SHIPS.md](/home/jbourdon/repos/space-game/docs/SHIPS.md)
- [WORKFORCE.md](/home/jbourdon/repos/space-game/docs/WORKFORCE.md)
- [ITEMS.md](/home/jbourdon/repos/space-game/docs/ITEMS.md)
- [MODULES.md](/home/jbourdon/repos/space-game/docs/MODULES.md)
- [PRODUCTION.md](/home/jbourdon/repos/space-game/docs/PRODUCTION.md)
- [POLICIES.md](/home/jbourdon/repos/space-game/docs/POLICIES.md)
- [COMBAT.md](/home/jbourdon/repos/space-game/docs/COMBAT.md)