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space-game/docs/WORKFORCE.md

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# 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)