Development:Political system

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This is a list of all the parts of the political system. It starts with the active elements. Under that are the constant parts.

It is vital that the parts inside the game are relative static but their relations contain almost all the changes. The economy can grow or collapse but that would take a long time to happen. The nature of the different guilds is not static at all, it can be influenced by all the members relative to their status inside the guild. The status inside a guild can change when a person performs tasks of overall importance of the guild.

It is vital to the gameplay that larger guilds with more status are also more slow to adapt to changes. They cannot go out and crush all the rest because that would take too much time. A war can be fought but the guild cannot changes its opinion to attack another guild within weeks after a war is won. Small guilds are far more flexible but inherently less powerfull. A guild in problems will also get more flexible.

  • City - A city on a planet.
    • Authority: relation to guild
      • Who has infuence inside this city.
    • Location: single relation to planet
      • Where is this city located.
  • City_part - A quarter inside the city.
    • Part_type: child of part type
      • What is produced in this part of the city.
    • City: single relation to city
      • This quarter is part of this city.
    • Guild: single relation to guild
      • Who owns this city part.
    • Stock: relation to good
      • What is currently in stock
    • People: relation to people
      • Who lives here.
    • Good_production: relation to good
      • Priority on production of goods.
    • Ship_production: relation to ship type
      • What ships should be build.
    • Home_to: relation to person
      • Who is repsonsible for this quarter.
    • Contruction: single relation to quarter type
      • What should be the goal of this city part.
  • Guild - Political movement in a nation.
    • Status: relation to nation
      • Status of this guild in the nation. The leader of the guild with the highest status could call himself emperor.
    • Value: relation to good
      • The value that this guild give to specific types of goods.
    • Ethic: relation to effort
      • Ethical priorities.
    • Knowledge: relation to science
      • How much knows the guild of this field of science.
        • 25 = it should work, theoratically
        • 50 = first prototype possible
        • 100 = much knowledge, enough for production
        • 150 = excellent knowledge, efficient production
    • Planning: relation to project
      • Priority list of the projects.
        • Zero is a halted project.
        • Negative is priority to stop a specific project (mostly projects of other guilds)
  • Nation - Star imperium
    • Majority: relation to race
      • Which race has the major effect on the ideals of this nation.
    • Value: relation to good
      • What value does this nation give to goods.
    • Ethic: relation to effort
      • Priorities given to efforts.
  • Project - Large scale project of a guild.
    • Project_type: child of project type
    • Target: relation to star/ ship/ guild/ project/ science
      • What is the target of this project.
    • Resources: relation to person/ ship/ station_part/ city_quarter
      • Allocation of resources to this project.
    • Rally point: relation to star
      • Where is the centre point of activity to stike out.
  • Race - Race of man/ alien/ insectoids etc.
    • Value: relation to good
      • General value of items
    • Ethic: relation to effort
      • Ethical priorities
  • Ship - Capital or independant ships.
    • Type: child to ship type
    • Cargo: relation to good
      • What is the current cargo of this ship.
    • Fighters: relation to ship
      • What ships are docked right now.
    • People: relation to people
      • The big capital ships can have lots of people living on board.
    • Crew: relation to person
      • Who is responsible for this ship.
  • Station - Space station
    • Type: child of station type
    • Star: single relation to star
      • Where is this station located.
    • Authority: relation to guild
      • Guilds that have influence on this station.
  • Station part - Sector inside a staton.
    • Part_type: child of part_type
      • Function of this part of the station.
    • Station: single relation to station
      • Whare is this station part located.
    • Guild: single relation to guild
      • Who owns this station part.
    • Rental: number
      • Number of rent to pay.
    • Stock: relation to good
      • Number of goods in stock and their quality.
    • People: relation to people
      • Number of people living in this section.
    • Good_production: relation to good
      • Priority to produce goods.
    • Ship_production: relation to ship_type
      • Priority to produce ships.
    • Home_to: relation to person
      • Who is responsible for this station part.
    • Construction: single relation to part_type
      • What is the goal of this station part.

Now follows a list of constant parts of the system. A lot of information can come directly from the current vegastrike game but it should be quickly accessible for the routines.

  • Effort - Types of political effort
    • types: different things
      • defence/ offence/ economy/ xenofoob/ environmental/ life preservation/ knowledge
  • Gate - Gate between stars.
    • from: single relation to star
    • to: single relation to star
    • size: number
      • What ship sizes can move through this gate.
  • Good - Different types of goods
    • weight: number
      • Weight of this type of good.
    • size: number
      • Size of this type of good.
    • production: relation to part_type
      • Production needed to create this in different kind of installations.
    • base materials: relation to good
      • What is needed to produce this good.
  • Part type - Types of station parts.
    • types: different station part types.
      • food/ supplies/ ship parts/ electronics/ chemicals/ mining/ science/ weapons/ etc.
    • city/station: choice
      • Where can this part be build?
    • production: number
      • What is the production capacity.
    • research: relation to research
      • What research can be done here?
    • people: relation to people
      • What people are needed for this installation to perform maximal.
    • build cost: relation to goods
      • That is needed to build this part.
    • preriquisite: relation to part_type
      • What should be build before this part is possible.
    • build people: relation to people
      • What effort should people place to build this part.
    • build effort: relation to station type
      • Is there extra effort needed to build this part on a other type of station.
  • People - Classes of people.
    • types: different types of people
      • Farmers/ Technical workers/ Ship mates/ Soldiers/ Refugees/ Aliens (not by race)
    • education: relation to people
      • What does it take to educate people to this category.
    • ethics: relation to effort
      • What does these type of people want from their leaders.
    • upkeep: relation to goods
      • What do these people want to have.
    • fallback: relation to people
      • What do these people become when they lack their upkeep. This can be reversed when it does not take too long, but will stay there otherwise.
  • Person - Any playing/computer character in the game.
    • Status: relation to guild
      • Status within a guild.
    • Ideal: relation to good
      • Value of goods to this person. He will try to transfer this to the guild.
    • Ethic: relation to effort
      • Ethical priorities.
  • Project type - Types of endeavors.
    • Types: different types of projects
      • new colony/city/city part
      • new station/station part
      • create capital
      • abandon city/station/star
      • take star by force
      • diminish specified guild
      • defend star/guild
      • aid guild
  • Planet - Planet somewhere.
    • place: relation to star
      • Where is this planet located.
  • Research - Fields on knowledge
    • types - different researches
      • Biology / Electronics / Material knowledge / Physics / Psychology
  • Science - Types of science to develop.
    • preriquisit: relation to science
      • What needs to be developed befor this science is possible.
    • construction site: relation to part_type/quarter_type
      • What type of construction site is needed for this development.
    • Experimental vehicle: relation to ship_type/good
      • What vehicle needs to be build as prototype.
    • Production: relation to ship_type/ good/ part_type/ quarter_type/ station_type
      • What is possible with this science.
    • Theoretical research: relation to research
      • Amount of theoretical research in different fields.
    • Research with prior art: relation to reseach
      • Amount of reseach in fields when there is some knowledge of others mastering this science.
    • Reversed engineering: relation to research
      • Amount of work with hands on a working prototype.
    • Book knowledge: relation to research
      • Amount of research with knowledge out of books.
  • Ship type - Different types of ships.
    • types: different types of ships
      • fighter/ trader/ trade capital/ carrier/ cruiser/ battle ship/ migration ship/ constructor ship
  • Star system - Star systems in the game.
  • Station type - Different types of stations.
    • types: different types of stations
      • science/ medical/ figher/ spacedoc/ mining/ refinery/ city/ etc.