15 March 2016

Economics: Part I

Being a strategy game, the economics of the game will be absolutely essential to the evolution and development of players through the lifetime of the game.  Mastering the economics of any strategy game is the surest path to victory, and this game will be no different.  The prime difference between FATES and most other strategy games that you have played is that FATES economy is based very closely on the real world, especially the global financial system.  In mastering the economics in FATES, you will inevitably see the same mechanics at work on the global stage and various wars in the real world that are presently progressing in the shadows of awareness will become evident.

However, for part one of this series on economics, I am going to address simply the fundamental resources in FATES, how they will be acquired and used and how they will be transported and traded.  I will touch on the financial and currency stipulations, but I am going to save the meat of that for part II.

The economy in FATES will operate on five fundamental resources, metal, composite, ceramic, food, and currency.  The metals, composites, and ceramics will be used to construct planetary structures for developing individual colonies and to produce spacecraft for interstellar exploration, exploitation, and warfare.  The food resource will be used as a limiting consumption resource both for planetary populations and fleets based at planets on a per capita basis.  Each planetary population unit and spacecraft crew will eat a specific amount of food per second.  The food will either have to be produced at the planet or transported in from other systems.  There will be storage facilities for each specific resource that can be constructed on a planet surface in order to allow for specialized planetary infrastructure.  There are several types of colonies that we expect to arise naturally, such as food planets, industrial production planets, military outposts, commercial shipping planets, financial centers, and research planets.

Each resource will have specialized terrain features that increase production such as metal veins, springs, etc. that boost individual resource production in adjacent planetary slots.  Each planet will specialise in producing certain materials thus creating a need-based economy among players who will have excesses of certain materials and shortages of others.  These resources will be able to be traded on the Galactic Exchange for fiat currency units.  The Galactic Exchange will operate using each player's fiat currency and automatically calculate exchange rates and display the costs of resources available in the players own currency; however, the cost of resources will vary widely from player to player based on how well they manage their fiat currency.  A player with a very strong currency will be able to buy lots of resources inexpensively but will also be constrained in selling their resources.  Likewise, players who possess weak currencies will be able to sell their resources very cheaply on the Exchange, but will be unable to purchase resources easily or cheaply.

Thus management of the fiat currency will be paramount to successfully competing in FATES: Carpe Moerae.  If you do not wish to manage your currency, however, there will be an Archon available for purchase which will manage it for you.

The resources that are traded on the exchange will be transported and charged transportation fees based on distance from the seller to the buyer.  We have been tossing around the idea of pirates or privateers being able to raid resource shipments, but for now, these will not exist.

I will be addressing more details on the fiat currency system next week, but this should begin to give you an idea of how the economics in FATES: Carpe Moerae will operate.

á na márië,
gumshoe, out.

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