Market condition
Market conditions are properties of a market representing local environmental or social conditions.
They can influence the output and upkeep cost of industries in various ways and are important considering Colony candidancy.
Hazard Conditions
Hazard Conditions | |||
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Icon | Name | Effects | Description |
Habitable |
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Human beings can survive unprotected exposure to the surface conditions of (market). | |
Mild Climate |
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The climate of (market) is welcoming and docile; a light mist greets each sunrise before retreating into soft clouds that glow appealingly at every sunset. | |
Thin Atmosphere |
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A rarefied atmosphere clings determinedly to (market)'s surface. | |
No Atmosphere |
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No appreciable atmosphere exists on (market). Its surface is exposed to the hard weathering of space, a steady drizzle of radiation and micrometeorites. | |
Dense Atmosphere |
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The surface of (market) is shrouded in a thick atmosphere, turbulent vortices at its crown and cloying soup at its lowest foothold. Sensors are impaired, and operations must be made with care. | |
Toxic Atmosphere |
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The atmosphere of (market) is exceptionally toxic and corrosive, abrading unprotected surfaces and requiring the hermetic sealing of any inhabited spaces. | |
Cold |
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Low temperatures found on (market) necessitates specialized equipment to perform normal operations, complicating life support and infrastructure. | |
Extreme Cold |
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Extreme cold necessitates specialized equipment and protocol to perform operations safely on (market), complicating logistics, life support, and infrastructure. | |
Hot |
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High temperature conditions of (market) necessitate specialized equipment to perform normal operations, complicating life support and infrastructure. | |
Extreme Heat |
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Extreme heat necessitates specialized equipment and protocol to safely operate on (market), seriously complicating logistics, life support, and long-term stability of infrastructure. | |
Low Gravity |
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Gravity is exceptionally low, though significantly above zero-g, on the surface of (market). Workflow and operation of (relatively) heavy machinery is complicated by the non-standard procedures required to deal with altered conditions of friction, weight, and pressure dynamics. | |
High Gravity |
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The force of gravity on the surface of (market) is crushingly high. Humans require powered exoskeletons for regular movement and find even basic actions exhausting. Continual habitation is grueling at best. All operations take place with a heightened danger of falls and - if specialized engineering is not performed with adequate paranoia - structural collapse. | |
Tectonic Activity |
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The surface of (market) is unstable and prone to violent quakes. Any structures require special reinforcement and any excavation will involve a great deal of risk. | |
Extreme Tectonic Activity |
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(market)'s crust roils chaotically with extreme quakes and cataclysmic volcanism events. Any operations will require exceptional care and use of many-times redundant warning systems so that the worst dangers can be avoided. Construction on this world can only ever be considered semi-permanent. | |
Extreme Weather |
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Violent storms bristling lightning rage across the skies of (market). Though a sublime beauty from orbit, this produces harsh surface conditions making transportation and habitation highly inconvenient. | |
Poor Light |
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The light of (market)'s primary only provides feeble illumination and energy to this world. | |
Darkness |
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The surface of (market) is dark and full of shadow, receiving effectively zero illumination from its primary. | |
Inimical Biosphere |
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The biosphere of (market) is deadly to unprotected human beings. While the conditions are fascinating to biological scientists, surface technicians are hampered by strict quarantine protocols when carrying out normal tasks. | |
Irradiated |
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The surface of (market) is ravaged by radiation. Any living being must be confined to a shielded habitat to live for long here. Unhardened circuits and nanoscale materials or machinery will also rapidly fail in these harsh conditions. | |
Decivilized |
This condition can be achieved on planets by decivilizing colonized planets |
There is no stable ruling polity here. Civilization is collapsed and current population is effectively unknown, though groups of survivors, bandits, and looters can be detected. | |
Decivilized Subpopulation |
This condition can be achieved by colonizing decivilized planets, it can also be removed by Saturation Bombardment |
Civilization has been brought back to parts of (market), often at the point of a gauss rifle. However, an effectively unknown population of survivors, bandits, and looters still remains on the fringes. | |
Pollution |
This condition will be added by bombardment or use of a Corrupted or Pristine Nanoforge on planets with the Habitable condition. |
Human industry has left this world filled with dioxins, sulphur compounds, ash, and the steady ticking of decaying radioactive dust. Scraps of plastic cling to shards of foam-metal, the sky tuned to a dead channel. | |
Meteor Impacts |
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This world is bombarded at an appalling rate by regular meteor-showers. Any human inhabitant, however temporary, must keep a wary eye skyward. Any permanent installations would be best buried deep and well fortified. |
Resource Conditions
Farmland
Farmland | |||
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Icon | Name | Effects | Description |
Poor Farmland | Plant life grows only stunted and wearily here. It would require farmers with talent equal to their desperation to make these lands bear fruit. | ||
Adequate Farmland | A robust terran-compatible bioshpere allows agricultural cultivation to take place on (market). | ||
Rich Farmland | The fields of (market) promise a rich harvest to reward the farmers that work these fertile lands. | ||
Bountiful Farmland | (market) is a veritable Eden; flowering, riotous, lush, and luminous with plant life. Branches hang low, laden with fruit; fields of golden grain shimmer in the herbaceous breeze. | ||
Water-covered Surface |
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This is an ocean world with no substantial solid surface to land, walk, or build upon. Operations are complicated by the need for specialized training and equipment. | |
Orbital Solar Array |
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This planet has an array of solar shades or mirrors in orbit, judiciously positioned to bring its surface conditions closer to terran norms. | |
Volturnian Lobster Pens |
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A mix of several Old Earth species and a little imagination produced this creature which grows wild in the crushing depths of Volturn's sea floor. The flavor is said to be exceptional. |
Ore Deposits
Rare Ore Deposits
Rare Ore Deposits | |||
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Icon | Name | Effects | Description |
Sparse Rare Ore Deposits |
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A few sparse transplutonic ore deposits exist here, but they are more of academic than industrial interest for their extraction is barely economical. | |
Moderate Rare Ore Deposits |
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(market) contains modest transplutonic deposits that, with sustained industry and investment, could be profitably tapped. | |
Abundant Rare Ore Deposits |
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Abundant transplutonic deposits lay within the crust of (market), enough to fuel the ambitions of any worthwhile warlord or magnate. | |
Rich Rare Ore Deposits |
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Thick bands of transplutonics spread with glorious profusion through the crust of (market), promising great and potent power to they who would but reach out and take them. | |
Ultrarich Rare Ore Deposits |
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The transplutonic deposits glimmering with unbelievable density on the sensor-grid evoke portents of a power which could forge mighty war-fleets to burn worlds to ash -- or an eon of splendour and wealth for a polity of crystal towers as existed in the pre-collapse cycles of the Domain. |
Organics Reserves
Volatiles Reserves
Ruins Conditions
While exploring the Sector, Ruins can be found on planets and exploited for various degrees of salvage, including blueprints, weapons, and trade commodities.
On an uninhabited world, Ruins can be explored once, with further exploitation requiring the use of a colony's tech-mining industry.
One can check the orbit of the planet for infrastructure like small habitats similar to those orbiting inhabited planets. These are an indication of the presence of Ruins, with higher quantity denoting larger Ruins.
The following order lists these ruins from "least valuable" to "most valuable" in terms of available salvage:
Ruins | |||
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Icon | Name | Effects | Description |
Scattered Ruins |
Can be achieved by Saturation Bombarding Size 3 Colonies.
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This world was only lightly touched by the great project of the Domain before the collapse. Only scattered, broken domes remain, perchance holding lost caches of valuable materials. | |
Widespread Ruins |
Can be achieved by Saturation Bombarding Size 4 Colonies.
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Widespread ruins, blips from radiation sources, and the distinctive burred radar-ping of foamed cerametal structures can be found across (market), evidence of a small but concerted colonization effort dating to the late expansion period of the Domain. | |
Extensive Ruins |
Can be achieved by Saturation Bombarding Size 5 or 6 Colonies.
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Ruined cities can be found across the surface of (market), spilling from their broken hearts pitted roadways and crumbling magrail lines to the skeletons of factories, aquaponics domes, and comm-towers. | |
Vast Ruins |
Can be achieved by Saturation Bombarding Size 7+ Colonies.
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(market) is covered in vast ruins; cities, factories, mines, farms, homes. The dead are in dread abundance, entwined with salvageable materials, goods, tools, and weapons. This world is a tomb for the hubris of the Domain's project of galactic colonization and hegemony. |
Population
The population condition's number is the same as the market size. Population is nominally power-of-10, although commodity supply/demand does not follow this scale.
Event Conditions
Events | |||
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Icon | Name | Effects | Description |
Luddic Path Cells - Sleeper |
This market condition has no effect on the market, but rather is an indicator of it obtaining sufficient Pather interest. Given enough time without any interruption to Luddic Path bases, it will develop into a Luddic Path Cells - Active with one of the bases being the supplier. |
There are indication that Sleeper Luddic Path cells are being organized on (market). The Pathers have not made any significant moves, but are apparently preparing to do so if whatever activity that they object to - industrial development, or the suspected use of AI cores, and other such - continues. | |
Luddic Path Cells - Active |
Now active, the Luddic Path cells will occasionally carry out attacks on structures or Industry of the ire, which if successful will disrupt the target for a set amount of time. Destroying the Luddic Path base that supports the cells will disrupt the cells and render them unable to function, if the cells are disrupted for a sufficient length of time, they would disband. |
There are active Luddic Path cells on (market). They are engaged in planning acts of terror and industrial sabotage, but are unlikely to carry them off unless the overall level of hostile activity in the system provides sufficient cover. The cells also provide intel to Pather fleets operating in-system. | |
Shipping Disruption | A trade convoy heading towards the colony got destroyed, resulting in a temporary loss of accessibility and shortage of the respective commodities.
The accessibliliy penalty is usually just a few % and the shortage a few units and will generally resolve itself without player intervention after at most a few months. |
Trade fleets launched from $market have suffered losses, resulting in a temporary accessibility penalty of x%.
The local availability of some commodities have been reduced by trade fleet losses. Provided no further losses occur, commodity availability should return to normal levels within at most three months. | |
Pirate Activity |
Pirate Activity occurs when a star system becomes the target of a Pirate Base, experiencing Piracy on a regular basis. Colonies in the star system will suffer a varying degree of impact on stability & accessibility, depending on how long the Pirate Activity persists:
Destroying the Pirate Base responsible will remove Pirate Activity from all afflicted colonies in the targeted star system(s). |
There have been signs that pirates are targeting shipping and colonies in this system - from port inspectors being pressured to turn a blind eye, to inconsistencies in cargo manifests, to other increased criminal activity. The pirates most likely have a base somewhere relatively nearby. | |
Piracy Respite |
Acquired for all player colonies by defeating the Pirates Colony Crises. Obtaining Kanta's protection instead of or after defeating the crisis increases the bonus to 20%. |
This colony is experiencing a respite from the depredations of piracy otherwise so common in the Sector. | |
Recent Unrest |
Stability reduced by (num). Decreases by 1 every three months. Applied by various events such as raids and bombardments. |
(market) has recently experienced unrest of some sort. While whatever event caused the unrest is over, its effects still linger. |
Miscellaneous Conditions
Events | |||
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Icon | Name | Effects | Description |
Abandoned Station |
This condition can be achieved on Stations/Colonies with Station by decivilizing/destroying the Station/Colony with Station. |
This station is abandoned. | |
Rogue AI Core |
Achieved by disconnecting an Alpha Core Administrator from governance of a player colony. |
There is a rogue AI core operating on or near (market). Its long-term plans and ambitions, beyond its own survival, are unknown. At a minimum, the need to be on guard against its possible actions makes day-to-day operations less efficient and creates fertile grounds for alarming rumours. | |
Free Port |
Free ports have no illegal commodities (allowing the trade and export of e.g. Recreational Drugs) and do not require the transponder to be on to dock. The condition also gives colony modifiers that increase over time, reaching the maximum at 365 days:
This condition can be removed by disrupting the Spaceport/Megaport on the market. |
The local port authority imposes almost no regulation on what cargo is traded. Immigration controls are likewise relaxed, resulting in a greater in-flow of people, albeit sometimes of a more questionable character. This may cause other factions to view this colony with distrust. | |
Luddic Majority |
The Luddic Majority condition appears if the colony increases in size while meeting the following conditions:
If the requirements are not met, the Luddic Majority condition will lose its effects, and will be removed completely the next time the market grows in size. The condition gives the colony:
It will also create tensions with the Luddic Church; depending on how the resulting crisis is resolved; the bonuses can be removed or doubled. |
A majority of the population of <colony> are Luddic faithful. This may result in a substantial boost to stability and productivity. For colonies outside the core, it may also result in increased population growth, from Luddic immigrants seeking to escape the sometimes oppressive influence of the Luddic Church. |