Wirtschaft

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Die InGame Wirtschaft wird ähnlich der von Freelancer werden und "Credits" als primäres Zahlungsmittel nutzen. Diese Credits können im Spiel und durch Mikrotransaktionen, also Echtgeld erworben werden. Die Menge der so erhaltenen Credits ist allerdings limitiert, das hat Chris Roberts ausdrücklich bestätigt. Die Entwickler haben angemerkt, dass es nur eine Währung im Spiel geben wird, egal ob im Spiel erworben oder mit realem Geld.

Alle Unterstützer der Crowdfundingkampagne haben zusätzlich einen Basisbetrag an Credits erworben und es gab zusätzlich 1.500 Credits durch Etappenziele geschenkt.



It’s all about the Nodes

The Star Citizen universe is made up of literally thousands of nodes that drive the economy. A node is an abstract entity that accepts one or more types of input goods and outputs one or more types of output goods. The most basic nodes are “atomic” entities, meaning that they cannot be subdivided further. These atomic nodes are then combined to make up larger nodes that behave in the same fashion as the atomic nodes – requiring certain inputs and producing certain outputs. When these nodes operate together, they are able to handle some portions of their business in a self-contained fashion, while other needs must be met by external entities whether NPC trade routes, or player-run missions). How a Node is Constructed

Each node is made up of several parts:

   Node Inputs
   Inputs are the types of things that a node requires to operate. If too little of any given need is supplied, the node will lose productivity and alter prices and processing capacity in reaction to the shortage.
   Node Storage
   Storage tells how much of each thing a node can have on hand at one time. If the node’s storage for a particular desired item is full, the node will stop requesting that item until quantities diminish. Conversely, if a node’s storage is nearly out of a desired good, then the node will raise prices and spawn additional missions in an attempt to rectify the shortage.
   Output items also take up storage space until they are sold or transported elsewhere. Again, if there is too much of a produced item on hand, the node will slow down production and reduce prices until demand increases sufficiently. If too little is on hand, prices will increase until production can catch up.
   As a node grows, it can buy additional warehouse space to expand storage capacity.
   Node Processing Capacity.
   A node’s processing capacity is determined by the number of workers in that node, their current happiness, and the quality of processing equipment that is currently installed. As a node grows, it can upgrade existing equipment or add additional space/equipment in order to accommodate more production.
   Node Outputs
   When a node has the necessary raw materials, it produces output based upon its production capacity. That output is then stored in the warehouses until it can be distributed. The equation for node production will look something like this:
       Production per cycle [P] = the number of units produced per “tick” of the economy
       Worker morale [M] = number of workers / required workers * morale (%)
       Equipment percentage [E] = size of facility * (quality of equipment / max quality)
       Material co-efficient [MC] = minimum percentage available of all required construction units
       P = M * E * MC

Types of Nodes

While there are many different varieties of each node, there are a limited number of general types of nodes. Each has a particular function, and requires varying amounts of the same types of inputs to create categories of outputs. The node types can be found in Table 1.0.

People are abstracted into population nodes so that every other node in the game does not have to track the basic needs of its workers in addition to its other inputs. That way, nodes other than population nodes will not need to track anything other than whether they have enough workers to determine their effectiveness on the human side. If a group of settlers arrive on a previously uninhabited planet, a population node is created first.

Every inhabited area will consist of, at the minimum, a single population node, an entertainment node, and a landing node. For outposts and other small colonies, a raw materials node will generally round out the landing zone, perhaps with a reseller for basic supplies. Some planets will have only a single cluster of nodes, while others will have much larger clusters in several different planetary locations.

Taken as whole, a planet can also be looked at as a single macro-node, as it still has a set of resources that it needs, and a set of resources available to trade.

If the people are happy and productive, then nodes will continue to grow, enabling further nodes to be added to take advantage of the additional labor. When that now-thriving colony needs to increase its production – both to satisfy its own needs and to grow trade – perhaps an entrepreneur will decide that a nearby plot of land would be perfect for a new casino to keep those workers happy.