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Commodities, also known as ''items'' or ''resources'', are the basis for the entire economic system in Shores of Hazeron. All man-made objects are constructed or manufactured using commodities, including buildings, vehicles and spacecraft.
Commodities, also known as ''items'' or ''resources'', are the basis for the entire economic system. All man-made objects are constructed or manufactured using commodities, including buildings, vehicles and spacecraft.


* [[Buildings]] are constructed using commodities.  
* [[Buildings]] are constructed using commodities.  
* Buildings use commodities in their manufacturing processes.
* Buildings use commodities in their [[Manufacturing_Process|manufacturing process]]es.
* [[Spacecraft]] and [[vehicles]] are manufactured using commodities.
* [[Spacecraft]] and [[vehicle]]s are manufactured using commodities.
* Commodities are needed for fuel, ammunition, and repairs to vehicles, and spacecraft.
* Commodities are needed for fuel, ammunition, and repairs to vehicles, and spacecraft.
* Player characters and [[citizen]] populations eat and drink food commodities to stay alive. People consume [[Air]] in harsh environments.
* Player characters and [[citizen]] populations eat and drink food commodities to stay alive. People consume [[air]] in harsh environments.


Commodities are manufactured from other commodities or they are acquired from the environment. The chain of all commodity production begins with raw materials from the environment.
Commodities are manufactured from other commodities or they are acquired from the environment. The chain of all commodity production begins with raw materials from the environment.


=Durability=
==Durability==
Commodities have '''condition''' factors. The '''maximum condition''' of a commodity is a measure of its overall durability; a commodity with a high maximum condition takes longer to wear out than a commodity with a low maximum condition. The current condition of a commodity is an indication of its state of repair. As a commodity wears down, its current condition is reduced. A commodity can be repaired before the current condition reaches zero, raising the current condition back to the maximum. When the current condition reaches zero, the commodity is irreparably broken and removed from play.
Commodities have '''condition''' factors. The '''maximum condition''' of a commodity is a measure of its overall durability; a commodity with a high maximum condition takes longer to wear out than a commodity with a low maximum condition. The current condition of a commodity is an indication of its state of repair. As a commodity wears down, its current condition is reduced. <strike>A commodity can be repaired before the current condition reaches zero, raising the current condition back to the maximum.</strike> When the current condition reaches zero, the commodity is irreparably broken and removed from play.


=Quality=
==Quality==
Commodities have a [[quality]] factor. The quality of environmental commodities is uniform across each [[resource zone]] of a planet. For example, the quality of stone does not vary no matter where mines are built in resource zone 1 on the same planet; however, the quality of stone will likely be different in another resource zone and on other planets.  
Commodities have a [[quality]] factor. The quality of environmental commodities is uniform across each [[Resource_Zone|resource zone]] of a [[planet]]. For example, the quality of [[stone]] does not vary no matter where [[mine]]s are built in resource zone 1 on the same planet; however, the quality of stone will likely be different in another resource zone and on other planets.  


The quality of manufactured commodities is based on the average of the qualities of the commodities consumed by the process. When calculating the average, Farming processes include an additional quality factor that is determined by the resource zone in which the farm was built; the resource zone provides a quality factor for each different farming commodity that can be produced. For example, when growing grapes, the quality of the resulting grapes is based on the quality of the water, the sunlight, and a grape quality factor for the resource zone. Consequently different farm products are not the same quality; grapes will have a different quality than vegetables, beans or fruit. If the quality was based only on sunlight and water, all produce from the same resource zone would be the same quality.  
The quality of manufactured commodities is based on the average of the qualities of the commodities consumed by the process. When calculating the average, farming processes include an additional quality factor that is determined by the resource zone in which the [[farm]] was built; the resource zone provides a quality factor for each different farming commodity that can be produced. For example, when farming [[eggs]], the quality of the resulting eggs is based on the quality of eggs for that resource zone and the quality of animal feed used. Farm animal processes using ''pasture'', will use the quality of the resource zone's [[Vegetation_Density|vegetation density]].


The quality factor of all commodities ranges from 1 to 255, with 255 the best and 1 the worst.
The quality factor of all commodities ranges from 1 to 255, with 255 the best and 1 the worst.


The quality determines the rate of failure of the commodity when it is used. A low quality tool will wear out faster than a high quality tool when it is [[use]]d. Commodities may fail when fetched from the city's inventory for construction or manufacturing. Each commodity that fails adds one unit of labor to the process before disintegrating.
The quality determines the rate of failure of the commodity when it is used. A low quality tool will wear out faster than a high quality tool when it is [[use]]d. Commodities may fail when fetched from the [[city]]'s inventory for construction or manufacturing. Each commodity that fails adds one unit of labor to the process before disintegrating.


The quality affects the value of a commodity. Higher quality commodities are more expensive than lower quality commodities. When selling cargo, a prospective city might not be interested in buying low quality merchandise but they will usually offer a high price for good quality merchandise.
The quality affects the value of a commodity. Higher quality commodities are more expensive than lower quality commodities. When selling cargo, a prospective city might not be interested in buying low quality merchandise but they will usually offer a high price for good quality merchandise.


=Environmental Factors=
==Environmental Factors==
These resources cannot be possessed, but they simply exist on a [[Worlds|planet]] with the right conditions. For example, Magma as well as Inferno Atmosphere is found only on planets in the inferno zone, while [[Atmospheric Density]] is found only on planets, not on moons.
These [[environmental]] [[resource]]s cannot be possessed, but they simply exist on a [[planet]] with the right conditions. For example, magma as well as inferno atmosphere is found only on planets in the inferno [[Orbit_Zone|orbit zone]], while atmosphere density is found only on planets, not on [[moon]]s.
*[[Atmosphere Density]]
*[[Habitable Atmosphere]]
*[[Frigid Atmosphere]]
*[[Inferno Atmosphere]]
*[[Magma]]
*[[Sunlight]]
*[[Supercooled Liquid]]
*[[Vegetation Density]]
*[[Water in the Environment]]


=Building Construction Materials=
{| class="wikitable"
Buildings are constructed of one of six basic materials, with other specific requirements added for various types of buildings. Each material allows a different maximum height.
! Environmental
! Orbit Zone
|-
| [[Atmosphere Density]]
| Any
|-
| [[Frigid Atmosphere Density]]
| Frigid
|-
| [[Inferno Atmosphere Density]]
| Inferno
|-
| [[Lava in the Environment]]
| Inferno
|-
| [[Sunlight]]
| Any
|-
| [[Supercooled Liquid in the Environment]]
| Frigid
|-
| [[Vegetation Density]]
| Inner, Habitable, Outer
|-
| [[Water in the Environment]]
| Inner, Habitable, Outer
|}


*[[Log]]: Allows up to a maximum of 1 level. Farmed from [[Orchard|orchards]] or gathered from [[Logging_Camp|logging camps]]. Most basic building material.
==Building Construction Materials==
*[[Lumber]]: Allows up to a maximum of 4 levels. Produced by processing logs in a [[Lumber_Mill|lumber mill]].
[[Building]]s are constructed of one of six basic materials, with other specific requirements added for various types of buildings. Each material allows a different maximum height.
*[[Stone]]: Allows up to a maximum of 8 levels. Gathered from [[Mine|mines]].
*[[Metal]]: Allows up to a maximum of 16 levels. Produced by smelting [[ore]] at a [[smelter]]. Ore, in turn, is gathered from mines.
*[[Magmium]]: Allows up to a maximum of 24 levels. Smelted from the material [[Magmex]], which is gathered from [[Worlds|inferno planets]] that contain [[magma]] using [[Treatment Plant|treatment plants]]. A [[Technology|tech level]] 10 smelter and treatment plant must be used to gather and process the requisite materials.
*[[Vulcium]]: Allows up to a maximum of 32 levels. Smelted from the material [[Vulcanite]], which is gathered from [[Worlds|inferno planets]] using mines. A [[Technology|tech level]] 19 smelter and mine must be used to gather and process the requisite materials.


=List of Commodities=
{| class="wikitable"
! Material
! Maximum Levels
! Production
|-
| [[Log]]
| style="text-align:right;" | 1
| Farmed from [[orchard]]s or gathered from [[Logging_Camp|logging camp]]s.
|-
| [[Lumber]]
| style="text-align:right;" | 4
| Produced by processing logs in a [[Lumber_Mill|lumber mill]].
|-
| [[Stone]]
| style="text-align:right;" | 8
| Gathered from [[mine]]s.
|-
| [[Metal]]
| style="text-align:right;" | 16
| Produced by smelting [[ore]] at a [[smelter]]. Ore, in turn, is gathered from mines.
|-
| [[Magmium]]
| style="text-align:right;" | 24
| Produced by smelting [[magmex]], which is gathered from inferno [[world]]s that contain [[magma]] using [[Treatment_Plant|treatment plant]]s.
|-
| [[Vulcium]]
| style="text-align:right;" | 32
| Produced by smelting [[vulcanite]], which is gathered from inferno worlds using mines.
|-
| [[Adamantine]]
| style="text-align:right;" | 32
| Produced by smelting [[Adamantite]], which is gathered from the core of [[Gas_Giant|gas giant]]s using mines.
|}
 
==List of Commodities==
For a full list of all commodities. See the [[:Category:Commodities]] page.
For a full list of all commodities. See the [[:Category:Commodities]] page.


[[Category:Science]]
[[Category:Science]]

Latest revision as of 11:30, 9 March 2024

Commodities, also known as items or resources, are the basis for the entire economic system. All man-made objects are constructed or manufactured using commodities, including buildings, vehicles and spacecraft.

  • Buildings are constructed using commodities.
  • Buildings use commodities in their manufacturing processes.
  • Spacecraft and vehicles are manufactured using commodities.
  • Commodities are needed for fuel, ammunition, and repairs to vehicles, and spacecraft.
  • Player characters and citizen populations eat and drink food commodities to stay alive. People consume air in harsh environments.

Commodities are manufactured from other commodities or they are acquired from the environment. The chain of all commodity production begins with raw materials from the environment.

Durability

Commodities have condition factors. The maximum condition of a commodity is a measure of its overall durability; a commodity with a high maximum condition takes longer to wear out than a commodity with a low maximum condition. The current condition of a commodity is an indication of its state of repair. As a commodity wears down, its current condition is reduced. A commodity can be repaired before the current condition reaches zero, raising the current condition back to the maximum. When the current condition reaches zero, the commodity is irreparably broken and removed from play.

Quality

Commodities have a quality factor. The quality of environmental commodities is uniform across each resource zone of a planet. For example, the quality of stone does not vary no matter where mines are built in resource zone 1 on the same planet; however, the quality of stone will likely be different in another resource zone and on other planets.

The quality of manufactured commodities is based on the average of the qualities of the commodities consumed by the process. When calculating the average, farming processes include an additional quality factor that is determined by the resource zone in which the farm was built; the resource zone provides a quality factor for each different farming commodity that can be produced. For example, when farming eggs, the quality of the resulting eggs is based on the quality of eggs for that resource zone and the quality of animal feed used. Farm animal processes using pasture, will use the quality of the resource zone's vegetation density.

The quality factor of all commodities ranges from 1 to 255, with 255 the best and 1 the worst.

The quality determines the rate of failure of the commodity when it is used. A low quality tool will wear out faster than a high quality tool when it is used. Commodities may fail when fetched from the city's inventory for construction or manufacturing. Each commodity that fails adds one unit of labor to the process before disintegrating.

The quality affects the value of a commodity. Higher quality commodities are more expensive than lower quality commodities. When selling cargo, a prospective city might not be interested in buying low quality merchandise but they will usually offer a high price for good quality merchandise.

Environmental Factors

These environmental resources cannot be possessed, but they simply exist on a planet with the right conditions. For example, magma as well as inferno atmosphere is found only on planets in the inferno orbit zone, while atmosphere density is found only on planets, not on moons.

Environmental Orbit Zone
Atmosphere Density Any
Frigid Atmosphere Density Frigid
Inferno Atmosphere Density Inferno
Lava in the Environment Inferno
Sunlight Any
Supercooled Liquid in the Environment Frigid
Vegetation Density Inner, Habitable, Outer
Water in the Environment Inner, Habitable, Outer

Building Construction Materials

Buildings are constructed of one of six basic materials, with other specific requirements added for various types of buildings. Each material allows a different maximum height.

Material Maximum Levels Production
Log 1 Farmed from orchards or gathered from logging camps.
Lumber 4 Produced by processing logs in a lumber mill.
Stone 8 Gathered from mines.
Metal 16 Produced by smelting ore at a smelter. Ore, in turn, is gathered from mines.
Magmium 24 Produced by smelting magmex, which is gathered from inferno worlds that contain magma using treatment plants.
Vulcium 32 Produced by smelting vulcanite, which is gathered from inferno worlds using mines.
Adamantine 32 Produced by smelting Adamantite, which is gathered from the core of gas giants using mines.

List of Commodities

For a full list of all commodities. See the Category:Commodities page.