System for logical, balanced, slow-burn "base building" without direct executive control

TL,DR
Create new stations/settlements at a slow rate based on emergent local properties, and collective CMDR engagement in logistical and survey activities (existing mechanisms). The systems built in, and how they are populated, emerge from properties of each of eight construction companies and of the location. Not too complicated or obscure (promise!). Elite is by design not intended to be an "executive control" game (in which you would have resources and control to build things/command forces) and that shapes things here. Instead, CMDRs influence outcomes.
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There are 8 companies: 2 Imperial, 2 Federation, 4 Independent, with 1 being "anarchy" sympathetic

Each cycle (which could be long) there is a ranked list of possible construction locations, one of which may go on to generate a new build per cycle for each company

Construction becomes a possibility when a location exceeds a "viability threshold" for a given market type

A viability score for a star system, construction company and market type is calculated based on:
  • Proximity-weighted population sum in the surrounding area
  • "Opportunity interest": system resources of value to exploit* and regional resources (raw resources and general markets in surrounding systems) available to "support" the venture
  • Market type competitors in a surrounding bubble of systems
  • Market type synergies in surrounding systems
  • Only bodies/resources that have been fully scanned by CMDRs factor in the calculation, so thorough exploration surveys directly influence viability score

An additional weight modifies the viability score so that it's more viable for a superpower-aligned company to construct where more than half the proximity-weighted population sum is in systems controlled by a faction aligned with that superpower (and likewise for independents and independent companies).

Each company also has preferred government types that weight viability in a similar way.

Powerplay powers also increase viability via their superpower alignment/independence in a similar way to government type (but now applying to controlled/exploited space).

The "anarchist" company favours expansion to low security areas, black market-rich areas, off-the-beaten-track locations. They favour a lot of places the other companies wouldn't.


*"Resources" are:
  • Extractable resources
  • Terraformable worlds
  • Touristic details - near nebulae, ringed planets in-system, ringed terrestrials, lagrange clouds, mountainous/canyoned, atmospheric worlds, exotic/colourful planet surfaces, moons of moons, shepherd moons, biological life, etc.
  • Research interest - most of the above under tourism, plus exotic mineral compositions, unusual stars; less aesthetic but statistically unusual locations
  • Military interest - some deterministic but more inscrutable (it's secret) criteria for FDev to decide
Obviously this implies assigning a numerical "resource value" to a diverse range of attributes


CMDRs finish the process:

There are two viability tiers:
Reaching the first tier, which has a lower viability score threshold, creates a "site of interest"
The company moves megaships to its top N sites of interest over that threshold
CMDRs increase the viability score by ferrying materials to the megaship
When viability hits an upper tier threshold, execution is initiated; the station is built
Two or more companies may share a site of interest and "compete" to get the build

Whenever a new system is built in, it acquires a population and factions, allowing it to generate powerplay income
Factions with superpower alignment or government type matching the company are favoured to expand to the new location
Factions with more controlled systems (weighted by proximity to the site), and controlled system "wealth" also favoured
Potentially missions too for CMDRs to improve factions' expansion chances

The building cycle would probably be a number of weeks (8?), with actual construction maybe staggered for different companies so that stations don't appear in a glut

Suggested preferred factions for each company:
Imperial 1: patronage, corporate
Imperial 2: dictatorship, feudal
Federal 1: corporate, confederation
Federal 2: democracy, cooperative
Independent 1: corporate, democracy, confederation
Independent 2: dictatorship, communism, theocracy, feudal
Independent 3: cooperative, communism, patronage, prison colony
Independent 4: anarchy

It's intended to be a system complex enough to provide levers to tune in favour of certain modes of expansion. To me this would be tourism/research out in the black, and industrial/extraction on the bubble fringe, and, within most of the bubble, only rare in-fill of missing markets, perhaps of a more developed kind like hi-tech. The fringe very slowly becomes bubble. Anarchy developments would be enhanced on the fringes and would in-fill voids in the bubble. So footholds in new areas would often be established by anarchies and research/tourism outposts. At critical mass in an area, other expansion types become viable - the economy develops.
 
I'm stocking building schematics for the time being

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What a convoluted way to say you want to implement the "Game of Life" in Elite....
All your posts seem to say the same thing. 🤷‍♂️
Or maybe it's just my interpretation.

Although I have to say, you're implying CMDRs have no control here, whereas in fact they only don't have exclusive control. Just like everything else in Elite. Instead, outcomes can be influenced with effort, or just organically.
 
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All your posts seem to say the same thing. 🤷‍♂️
Or maybe it's just my interpretation.

Although I have to say, you're implying CMDRs have no control here, whereas in fact they only don't have exclusive control. Just like everything else in Elite. Instead, outcomes can be influenced with effort, or just organically.
A statistical universe of two, and the fact that they only have the word Life in common; not much to base on...

As far as expansion and my posts goes, I had much rather have the ability to build my own facility, but hey, everyone has their own preferences. Personally, I got bored with Eve after a while.
 
A statistical universe of two, and the fact that they only have the word Life in common; not much to base on...

As far as expansion and my posts goes, I had much rather have the ability to build my own facility, but hey, everyone has their own preferences. Personally, I got bored with Eve after a while.
I'm not standing dead against individual personal bases as such, as long as they don't create the same indulgent clutter and stability problems that carriers do. For instance have them only discoverable like scan mission search locations are.

My idea isn't the same but doesn't preclude that. It's more akin to the starports we get to help build via the super-exciting medium of cargo CGs. Except that it's more interesting to me because the locations emerge from the "lie of the land", and somebody has to go and survey the "land" first (so, giving exploration a literal, functional point in the game world that it's otherwise lacking). And then you get to push a particular outcome that wouldn't otherwise happen. Potentially involving a massive carrier-assisted logistical operation for further-out locations. There's scope for both cooperation and competitive or even adversarial moves.

The current way of CGs generating new stations is okay but it's 50% plot-service and 50% rabbit-from-hat. And it requires hands-on from the devs so doesn't happen organically.
 
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