{"data":{"id":13128,"title":"The Star Citizen Economy","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/13128-The-Star-Citizen-Economy","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13128","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13128","channel":"Undefined","category":"Undefined","series":"Design Post","images":[{"id":635,"name":"Economy_chart_1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wcdh1vd3wth41r\/source\/Economy_chart_1.png","alt":"","size":231916,"mime_type":"image\/png","last_modified":"2013-07-19T00:35:20+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/635","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/635\/similar"},{"id":636,"name":"Economy_image_1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/u3pn4ugzt0irxr\/source\/Economy_image_1.png","alt":"","size":123109,"mime_type":"image\/png","last_modified":"2013-07-19T00:35:22+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/636","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/636\/similar"},{"id":637,"name":"Economy_image_2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/1pdiga1nqargur\/source\/Economy_image_2.png","alt":"","size":59163,"mime_type":"image\/png","last_modified":"2013-07-19T00:35:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/637","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/637\/similar"}],"images_count":3,"translations":{"en_EN":"The promotional grace period is almost over, so get your limited ship pledges in! To celebrate the end of the campaign, we\u2019ve asked Chris Roberts and Lead Designer Rob Irving to walk us through one of Star Citizen\u2019s most complex and revolutionary aspects: the fully-simulated economy!\n\nClimbing the Ladder\nTony came from humble beginnings, making a living in his early days slinging a battered Aurora Clipper around the Ellis system hauling ore for his father\u2019s mining operation on Pinecone. The day that he was able to make the jump to Kiel and purchase a shiny new Freelancer from the Musahi showroom there was the proudest day of his young life.\n\nFrom there, he found joy navigating the major trade lanes, picking up bigger and more important loads and making a name for himself in the Merchants\u2019 Guild. The longer the run, the better: he was seeing the universe and making a living at the same time.\n\nWithin 3 years, he and a group of friends were operating two Starfarers, two Caterpillars (for the more unruly systems), and a Constellation (slightly used) and had reliable contacts in 17 systems. When even that wasn\u2019t enough, the seven friends formed the Anvil and Forge Mining Company and began expanding their operation into mining interests.\n\nEventually, A&F purchased its own ore refinery to ease the costs of getting their ore into the market. Already, Tony dreams of moving up the chain, producing his own metal parts for the major weapon manufacturers.\nThe stars are the limit\u2026\n\nMeet the Economy\nOne of the most frequently asked-about systems in Star Citizen is the game\u2019s economy. Today, we\u2019d like to give you a brief introduction to that system and how it works to make the game richer, more immersive, and more fun.\n\nStar Citizen is, at its heart, a vast living world that combines a remarkably detailed space combat simulation with an equally in-depth model of the economy of a star-spanning empire.\n\nThis article will shed some light on the engine that makes the economy go.\n\nDISCLAIMER: As with all early releases of design information, this is a work in progress. Particularly with the economy, which is a very volatile system and will require the most careful balancing, systems and data are subject to change.\n\nThe Machine\nIn order to create a fairly stable economy, and yet one that is still able to be affected by player actions, the economy in Star Citizen is built to represent millions of entities (whether players or NPCs) that work together to move resources and finished goods from one end of the galaxy to the other. Miners and other resource gatherers work to extract basic resources from the available supply, traders collect those goods and deliver them to other places, escorts protect those convoys from harm (while pirates attempt the opposite), refineries turn the raw goods into processed goods, and factories collect these processed goods to build the finished products that are in demand on worlds throughout the Star Citizen universe. These goods are not assigned an arbitrary fixed price at each location. Instead, we are creating an organic system that keeps track of how much of everything is available, how much it is needed, where it is needed, and what individuals are willing to pay to get it.\n\nBecause the simulation reflects a real population going about their business, if a player is not available to carry ore from Ellis to Terra, an NPC cargo hauler will step in and run the route. If escorts are needed, and players are unavailable to escort that transport, then NPC pilots will escort the vessel. Pirates, too, might be NPC or player ships.\n\nMeanwhile, the nodes that are producing, refining, and consuming these goods are run by non-player characters, as well. As players progress in the game, they may choose to purchase some of these facilities and take over the day-to-day oversight.\n\nBusiness goes on, and players step in wherever they wish to take part.\n\nIt\u2019s all about the Nodes\nThe 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 \u201catomic\u201d 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 \u2013 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).\n\nHow a Node is Constructed\nEach node is made up of several parts:\n\nNode 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.\n\n\n\nNode Storage Storage tells how much of each thing a node can have on hand at one time. If the node\u2019s storage for a particular desired item is full, the node will stop requesting that item until quantities diminish. Conversely, if a node\u2019s 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.\n\nOutput 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.\n\nAs a node grows, it can buy additional warehouse space to expand storage capacity.\nNode Processing Capacity.\n\nA node\u2019s 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.\n\n\n\nNode 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:\n\nProduction per cycle [P] = the number of units produced per \u201ctick\u201d of the economy\n\nWorker morale [M] = number of workers \/ required workers * morale (%)\n\nEquipment percentage [E] = size of facility * (quality of equipment \/ max quality)\n\nMaterial co-efficient [MC] = minimum percentage available of all required construction units\n\nP = M * E * MC\n\n\n\nTypes of Nodes\nWhile 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.\n\nPeople 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.\n\nEvery 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.\n\nTaken 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.\n\nIf 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 \u2013 both to satisfy its own needs and to grow trade \u2013 perhaps an entrepreneur will decide that a nearby plot of land would be perfect for a new casino to keep those workers happy.\n\nTable 1.0 Node Types\n\nLet\u2019s see it all put together in a very basic example:\n\nThis sample could be a single small outpost or a network of several worlds \u2013 or even systems.\n\nThe Production Chain\nThe simple example above is far short of the actual complexity of the production chain, as the list of nodes indicates. You don\u2019t just turn a lump of ore into a spaceship. Instead, there are many steps and many actors involved in the creation of just a single Aurora.\n\nVery large amounts of raw resources must be combined into the necessary basic materials to build the ship\u2019s frame, cockpit, electronics, HUD screens, seats (don\u2019t forget the leather!), and other building blocks. Meanwhile, other manufacturers are building the guns and missiles that will be added to the finished ship.\n\nManufactured goods are not unlimited. If nearby missile factories suddenly have a shortage of necessary components, escorts who come in from an extended firefight to restock may find missile prices very high \u2013 or stocks depleted entirely.\n\nFor the biggest, most complex products, production can take a very long time. If it takes Aegis a month to produce an Idris, and there has been a recent run on corvettes, you might find yourself waiting for a while to pick up a shiny new ship from their shipyards.\n\nKeeping Resources Flowing\nHeavily-populated systems (as far as nodes are concerned) will often have very consistent needs for resources, as well as having fairly constant exports available. Systems that can meet one another\u2019s needs may set up regular trade lanes, which will cause transport missions to be launched at a regular frequency to deliver needed goods to a constant buyer. If these lanes go through more dangerous space, they may be diverted to take longer routes, or request escorts to accompany the missions.\n\nIn such a case, players who own larger transports or are interested in escort duty can step in to take over these missions, provided that they are well-known to the corporations or organizations in question.\n\nAt any point where expected production levels have not been reached, freely-available trade goods will become more limited. Regularly-established trade routes will be the last to suffer from shortages.\n\nNodes where buyers have less need and nodes that are farther away from protected space, will request resources on a less frequent basis, and missions of this sort will generally be given to the lowest bidder, although relationships might be established with traders who perform frequent services for the client.\n\nFor emergencies \u2013 where deliveries have been disrupted, or some sort of major event has caused a sudden shortage of resources, higher-paying missions will be sent out on a first-come, first-served basis. Similar missions will be generated when a location that is typically self-sustaining with regards to some resources experiences a change in conditions, such as drought, riots, or other events that cause a temporary shift in that area\u2019s ability to provide for its own basic needs.\n\nWhatever route players choose to trade along, there will always be places for traders of any means to make a living throughout the Star Citizen universe.\n\nMaking Your Name as an Industry Giant\nEven players who start out with the most humble beginnings may eventually grow vast trading empires. Starting with small on-demand cargo runs, players can grow their wealth, acquire larger ships, build their reputations with the biggest corporations, and establish their own trade lanes that span the galaxy.\n\nPlayers and organizations who amass enough wealth can take control of individual production nodes and begin building an industrial empire. The most aggressive entrepreneurs may take over whole sections of a supply chain and begin producing their own goods for sale on the open market \u2013 if they can keep the resources flowing. But be warned \u2013 some large corporations don\u2019t appreciate competition!\n\nWhile you are running your mine, refinery, or factory, you will be interested in more than just the raw materials that it needs! If your production node slows down because it doesn\u2019t have enough workers, or their morale is low, you will need to help support the local population node or make sure that there are enough entertainment nodes to keep your workers happy and productive.\n\nWhat\u2019s in it for me?\nThe Star Citizen economy is certainly a vast undertaking. In addition to making a massive space combat simulation, we are also building a simulation of the economic universe in which the characters live. We offer players the ability to participate as much (or as little) in the economy as they desire. As new worlds are discovered, colonies are born, and new cities grow on the frontier, each type of player can be a link somewhere in the economic chain.\n\nHowever much your character is driving the economy, the economy is helping to drive your play experience.","de_DE":"Die Werbefrist ist fast abgelaufen, also nehmen Sie Ihre begrenzten Schiffszusagen entgegen! Um das Ende der Kampagne zu feiern, haben wir Chris Roberts und den Lead Designer Rob Irving gebeten, uns durch einen der komplexesten und revolution\u00e4rsten Aspekte von Star Citizen zu f\u00fchren: die vollst\u00e4ndig simulierte Wirtschaft!\n\nAufstieg auf die Leiter\nTony stammte aus bescheidenen Anf\u00e4ngen und verdiente seinen Lebensunterhalt in seinen fr\u00fchen Tagen damit, einen ramponierten Aurora Clipper um das Ellis-System zu schleppen, der Erz f\u00fcr den Bergbau seines Vaters auf Pinecone transportiert. Der Tag, an dem er den Sprung nach Kiel machen und einen gl\u00e4nzenden neuen Freelancer aus dem Musahi Showroom kaufen konnte, war der stolzeste Tag seines jungen Lebens.\n\nVon dort aus fand er Freude daran, die gro\u00dfen Handelswege zu befahren, gr\u00f6\u00dfere und wichtigere Ladungen aufzunehmen und sich in der Kaufmannsgilde einen Namen zu machen. Je l\u00e4nger der Lauf, desto besser: Er sah das Universum und verdiente gleichzeitig seinen Lebensunterhalt.\n\nInnerhalb von 3 Jahren betrieben er und eine Gruppe von Freunden zwei Sternenwerfer, zwei Raupen (f\u00fcr die widerspenstigeren Systeme) und eine Konstellation (leicht benutzt) und hatten zuverl\u00e4ssige Kontakte in 17 Systemen. Als auch das noch nicht genug war, gr\u00fcndeten die sieben Freunde die Anvil and Forge Mining Company und begannen, ihre T\u00e4tigkeit auf den Bergbau auszuweiten.\n\nSchlie\u00dflich kaufte A&F eine eigene Erzraffinerie, um die Kosten f\u00fcr die Markteinf\u00fchrung ihres Erzes zu senken. Tony tr\u00e4umt bereits davon, die Kette nach oben zu verschieben und seine eigenen Metallteile f\u00fcr die gro\u00dfen Waffenhersteller herzustellen.\nDie Sterne sind die Grenze.....\n\nTreffen Sie die Wirtschaft\nEines der am h\u00e4ufigsten nachgefragten Systeme in Star Citizen ist die Wirtschaft des Spiels. Heute m\u00f6chten wir Ihnen eine kurze Einf\u00fchrung in dieses System geben und Ihnen zeigen, wie es funktioniert, um das Spiel reicher, fesselnder und lustiger zu machen.\n\nStar Citizen ist in seinem Herzen eine riesige Lebenswelt, die eine bemerkenswert detaillierte Weltraumkampfsimulation mit einem ebenso detaillierten Modell der Wirtschaft eines sternen\u00fcbergreifenden Imperiums kombiniert.\n\nDieser Artikel wird etwas Licht auf den Motor werfen, der die Wirtschaft zum Laufen bringt.\n\nHAFTUNGSAUSSCHLUSS: Wie bei allen fr\u00fchen Versionen von Designinformationen ist dies eine laufende Arbeit. Vor allem in der Wirtschaft, die ein sehr volatiles System ist und einen sorgf\u00e4ltigen Ausgleich erfordert, unterliegen Systeme und Daten Ver\u00e4nderungen.\n\nDie Maschine\nUm eine ziemlich stabile Wirtschaft zu schaffen, die dennoch noch von Spieleraktionen beeinflusst werden kann, ist die Wirtschaft in Star Citizen so aufgebaut, dass sie Millionen von Einheiten (ob Spieler oder NSCs) repr\u00e4sentiert, die zusammenarbeiten, um Ressourcen und Fertigprodukte von einem Ende der Galaxie zum anderen zu transportieren. Bergleute und andere Rohstoffsammler arbeiten daran, grundlegende Ressourcen aus dem verf\u00fcgbaren Angebot zu gewinnen, H\u00e4ndler sammeln diese Waren und liefern sie an andere Orte, Eskorte sch\u00fctzen diese Konvois vor Sch\u00e4den (w\u00e4hrend Piraten das Gegenteil versuchen), Raffinerien verwandeln die Rohwaren in verarbeitete Waren, und Fabriken sammeln diese verarbeiteten Waren, um die Fertigprodukte zu bauen, die auf Welten im gesamten Star Citizen Universum gefragt sind. Diesen Waren wird kein willk\u00fcrlicher Festpreis an jedem Standort zugewiesen. Stattdessen schaffen wir ein organisches System, das verfolgt, wie viel von allem verf\u00fcgbar ist, wie viel es ben\u00f6tigt wird, wo es gebraucht wird und welche Personen bereit sind zu zahlen, um es zu bekommen.\n\nDa die Simulation eine reale Bev\u00f6lkerung widerspiegelt, die ihr Gesch\u00e4ft betreibt, wird, wenn ein Spieler nicht verf\u00fcgbar ist, um Erz von Ellis nach Terra zu transportieren, ein NSC-Frachtschlepper eingreifen und die Route ausf\u00fchren. Wenn Eskorten ben\u00f6tigt werden und die Spieler nicht in der Lage sind, diesen Transport zu begleiten, dann werden NSC-Piloten das Schiff begleiten. Auch Piraten k\u00f6nnen NSCs oder Spielerschiffe sein.\n\nIn der Zwischenzeit werden die Knoten, die diese Waren produzieren, veredeln und verbrauchen, auch von Nicht-Player-Charakteren betrieben. Im Laufe des Spiels k\u00f6nnen die Spieler einige dieser Einrichtungen kaufen und die t\u00e4gliche Aufsicht \u00fcbernehmen.\n\nDas Gesch\u00e4ft geht weiter, und die Spieler treten ein, wo immer sie teilnehmen wollen.\n\nEs dreht sich alles um die Knoten.\nDas Star Citizen-Universum besteht aus buchst\u00e4blich Tausenden von Knoten, die die Wirtschaft antreiben. Ein Knoten ist eine abstrakte Einheit, die eine oder mehrere Arten von Input-G\u00fctern akzeptiert und eine oder mehrere Arten von Output-G\u00fctern ausgibt. Die grundlegendsten Knoten sind \"atomare\" Einheiten, d.h. sie k\u00f6nnen nicht weiter unterteilt werden. Diese Atomknoten werden dann zu gr\u00f6\u00dferen Knoten zusammengefasst, die sich genauso verhalten wie die Atomknoten, was bestimmte Eing\u00e4nge erfordert und bestimmte Ausg\u00e4nge erzeugt. Wenn diese Knoten zusammen arbeiten, sind sie in der Lage, einige Teile ihres Gesch\u00e4fts in einer in sich geschlossenen Weise abzuwickeln, w\u00e4hrend andere Bed\u00fcrfnisse von externen Einheiten erf\u00fcllt werden m\u00fcssen, seien es NSC-Handelsrouten oder von Spielern gef\u00fchrte Missionen).\n\nWie ein Knoten aufgebaut ist\nJeder Knoten besteht aus mehreren Teilen:\n\nNode Inputs Inputs Inputs sind die Art von Dingen, die ein Knoten ben\u00f6tigt, um zu funktionieren. Wenn von einem bestimmten Bedarf zu wenig geliefert wird, verliert der Knoten an Produktivit\u00e4t und \u00e4ndert als Reaktion auf den Mangel die Preise und die Verarbeitungskapazit\u00e4t.\n\nNode Storage Storage gibt an, wie viel von jeder Sache, die ein Knoten auf einmal zur Verf\u00fcgung haben kann. Wenn der Speicher des Knotens f\u00fcr einen bestimmten gew\u00fcnschten Artikel voll ist, stoppt der Knoten die Anforderung dieses Artikels, bis die Mengen abnehmen. Umgekehrt, wenn der Speicher eines Knotens fast aus einem gew\u00fcnschten Gut heraus ist, dann wird der Knoten die Preise erh\u00f6hen und zus\u00e4tzliche Missionen hervorbringen, um den Mangel zu beheben.\n\nOutput-Artikel beanspruchen auch Lagerplatz, bis sie verkauft oder anderweitig transportiert werden. Auch hier gilt: Wenn zu viel von einem produzierten Artikel auf Lager ist, wird der Knoten die Produktion verlangsamen und die Preise senken, bis die Nachfrage ausreichend steigt. Wenn zu wenig zur Verf\u00fcgung steht, werden die Preise steigen, bis die Produktion aufholen kann.\n\nWenn ein Knoten w\u00e4chst, kann er zus\u00e4tzliche Lagerfl\u00e4che kaufen, um die Lagerkapazit\u00e4t zu erweitern.\nKapazit\u00e4t der Knotenverarbeitung.\n\nDie Verarbeitungskapazit\u00e4t eines Knotens wird durch die Anzahl der Mitarbeiter in diesem Knoten, ihr momentanes Gl\u00fcck und die Qualit\u00e4t der derzeit installierten Verarbeitungsanlagen bestimmt. Wenn ein Knoten w\u00e4chst, kann er bestehende Anlagen aufr\u00fcsten oder zus\u00e4tzliche Fl\u00e4chen\/Ausr\u00fcstungen hinzuf\u00fcgen, um mehr Produktion zu erm\u00f6glichen.\n\nKnotenausgaben Wenn ein Knoten \u00fcber die erforderlichen Rohstoffe verf\u00fcgt, erzeugt er auf der Grundlage seiner Produktionskapazit\u00e4t einen Output. Diese Leistung wird dann in den Lagern gespeichert, bis sie verteilt werden kann. Die Gleichung f\u00fcr die Knotenproduktion wird in etwa so aussehen:\n\nProduktion pro Zyklus[P] = die Anzahl der produzierten Einheiten pro \"Tick\" der Wirtschaft Arbeitsmoral[M] = Anzahl der Arbeiter \/ ben\u00f6tigten Arbeiter * Moral (%) Ausr\u00fcstungsprozentsatz[E] = Gr\u00f6\u00dfe der Anlage * (Qualit\u00e4t der Ausr\u00fcstung \/ maximale Qualit\u00e4t) Materialkoeffizient[MC] = Mindestprozentsatz aller ben\u00f6tigten Bauteile verf\u00fcgbar P = M * E * MC Arten von Nodes\nW\u00e4hrend es viele verschiedene Varianten jedes Knotens gibt, gibt es eine begrenzte Anzahl von allgemeinen Arten von Knoten. Jede hat eine bestimmte Funktion und erfordert unterschiedliche Mengen der gleichen Arten von Eing\u00e4ngen, um Kategorien von Ausg\u00e4ngen zu erstellen. Die Knotentypen finden Sie in Tabelle 1.0.\n\nDie Menschen werden zu Populationsknoten abstrahiert, so dass jeder andere Knoten im Spiel nicht zus\u00e4tzlich zu den anderen Eingaben die Grundbed\u00fcrfnisse seiner Mitarbeiter verfolgen muss. Auf diese Weise m\u00fcssen andere Knoten als Populationsknoten nichts anderes verfolgen, als ob sie gen\u00fcgend Arbeiter haben, um ihre Effektivit\u00e4t auf der menschlichen Seite zu bestimmen. Wenn eine Gruppe von Siedlern auf einem zuvor unbewohnten Planeten ankommt, wird zuerst ein Populationsknoten angelegt.\n\nJedes bewohnte Gebiet besteht mindestens aus einem einzigen Bev\u00f6lkerungsknoten, einem Unterhaltungsknoten und einem Landeknoten. F\u00fcr Au\u00dfenposten und andere kleine Kolonien wird ein Rohstoffknoten in der Regel die Landezone abrunden, vielleicht mit einem Wiederverk\u00e4ufer f\u00fcr die Grundversorgung. Einige Planeten haben nur einen einzigen Cluster von Knoten, w\u00e4hrend andere viel gr\u00f6\u00dfere Cluster an mehreren verschiedenen Planetenstandorten haben.\n\nInsgesamt kann ein Planet auch als ein einzelner Makroknoten betrachtet werden, da er immer noch \u00fcber eine Reihe von Ressourcen verf\u00fcgt, die er ben\u00f6tigt, und eine Reihe von Ressourcen, die f\u00fcr den Handel zur Verf\u00fcgung stehen.\n\nWenn die Menschen gl\u00fccklich und produktiv sind, dann werden die Knoten weiter wachsen, so dass weitere Knoten hinzugef\u00fcgt werden k\u00f6nnen, um die Vorteile der zus\u00e4tzlichen Arbeit zu nutzen. Wenn diese jetzt bl\u00fchende Kolonie ihre Produktion steigern muss - sowohl um ihre eigenen Bed\u00fcrfnisse zu befriedigen als auch um den Handel zu f\u00f6rdern - wird vielleicht ein Unternehmer entscheiden, dass ein nahegelegenes Grundst\u00fcck perfekt f\u00fcr ein neues Casino w\u00e4re, um diese Arbeiter gl\u00fccklich zu halten.\n\nTabelle 1.0 Knotentypen\n\nLassen Sie uns das alles in einem sehr einfachen Beispiel zusammenfassen:\n\nDieses Beispiel k\u00f6nnte ein einzelner kleiner Au\u00dfenposten oder ein Netzwerk aus mehreren Welten - oder sogar Systemen - sein.\n\nDie Produktionskette\nDas einfache Beispiel oben ist weit von der tats\u00e4chlichen Komplexit\u00e4t der Produktionskette entfernt, wie die Liste der Knoten zeigt. Man verwandelt nicht nur einen Klumpen Erz in ein Raumschiff. Stattdessen gibt es viele Schritte und viele Akteure, die an der Schaffung nur eines einzigen Aurora beteiligt sind.\n\nSehr gro\u00dfe Mengen an Rohstoffen m\u00fcssen zu den notwendigen Rohstoffen kombiniert werden, um Schiffsrahmen, Cockpit, Elektronik, HUD-Bildschirme, Sitze (nicht zu vergessen das Leder!) und andere Bausteine zu bauen. In der Zwischenzeit bauen andere Hersteller die Kanonen und Raketen, die dem fertigen Schiff hinzugef\u00fcgt werden.\n\nDie hergestellten Waren sind nicht unbegrenzt. Wenn es in den nahegelegenen Raketenfabriken pl\u00f6tzlich an notwendigen Komponenten mangelt, k\u00f6nnen Eskorte, die aus einer verl\u00e4ngerten Feuerwehr kommen, um die Best\u00e4nde aufzuf\u00fcllen, die Raketenpreise sehr hoch finden - oder die Best\u00e4nde sind vollst\u00e4ndig aufgebraucht.\n\nBei den gr\u00f6\u00dften und komplexesten Produkten kann die Produktion sehr lange dauern. Wenn Aegis einen Monat braucht, um einen Idris zu produzieren, und es gab k\u00fcrzlich einen Lauf mit Korvetten, werden Sie vielleicht eine Weile darauf warten m\u00fcssen, ein gl\u00e4nzendes neues Schiff von ihren Werften abzuholen.\n\nRessourcen im Fluss halten\nStark besetzte Systeme (was die Knoten betrifft) haben oft einen sehr konstanten Ressourcenbedarf und verf\u00fcgen \u00fcber relativ konstante Exporte. Systeme, die den Bedarf des anderen decken k\u00f6nnen, k\u00f6nnen regelm\u00e4\u00dfige Handelsrouten einrichten, was dazu f\u00fchrt, dass Transportmissionen in regelm\u00e4\u00dfigen Abst\u00e4nden gestartet werden, um die ben\u00f6tigten Waren an einen st\u00e4ndigen K\u00e4ufer zu liefern. Wenn diese Spuren durch einen gef\u00e4hrlicheren Raum f\u00fchren, k\u00f6nnen sie umgeleitet werden, um l\u00e4ngere Routen zu nehmen oder Eskorte zu bitten, die die Missionen begleiten.\n\nIn diesem Fall k\u00f6nnen Spieler, die gr\u00f6\u00dfere Transporte besitzen oder an Eskorte interessiert sind, diese Missionen \u00fcbernehmen, sofern sie den betreffenden Unternehmen oder Organisationen bekannt sind.\n\n\u00dcberall dort, wo das erwartete Produktionsniveau nicht erreicht wird, werden die frei verf\u00fcgbaren Handelsg\u00fcter st\u00e4rker eingeschr\u00e4nkt. Regelm\u00e4\u00dfig etablierte Handelsrouten werden die letzten sein, die unter Engp\u00e4ssen leiden.\n\nKnoten, bei denen K\u00e4ufer weniger Bedarf haben und Knoten, die weiter vom gesch\u00fctzten Raum entfernt sind, werden weniger h\u00e4ufig Ressourcen anfordern, und Missionen dieser Art werden in der Regel an den niedrigsten Bieter vergeben, obwohl Beziehungen zu H\u00e4ndlern aufgebaut werden k\u00f6nnen, die h\u00e4ufige Dienstleistungen f\u00fcr den Kunden erbringen.\n\nIn Notf\u00e4llen - wenn die Lieferungen unterbrochen wurden oder ein Gro\u00dfereignis zu einer pl\u00f6tzlichen Verknappung der Ressourcen gef\u00fchrt hat - werden h\u00f6her bezahlte Missionen nach dem Windhundverfahren verschickt. \u00c4hnliche Missionen werden generiert, wenn ein Ort, der sich typischerweise in Bezug auf einige Ressourcen selbst tr\u00e4gt, eine Ver\u00e4nderung der Bedingungen erf\u00e4hrt, wie D\u00fcrre, Unruhen oder andere Ereignisse, die eine vor\u00fcbergehende Ver\u00e4nderung der F\u00e4higkeit dieses Bereichs zur Deckung seiner eigenen Grundbed\u00fcrfnisse bewirken.\n\nWelche Route die Spieler auch w\u00e4hlen, um entlang zu handeln, es wird immer Orte f\u00fcr H\u00e4ndler geben, an denen sie mit allen Mitteln ihren Lebensunterhalt im gesamten Star Citizen-Universum verdienen k\u00f6nnen.\n\nSich als Branchenriese einen Namen machen\nSelbst Spieler, die mit den bescheidensten Anf\u00e4ngen beginnen, k\u00f6nnen irgendwann riesige Handelsimperien aufbauen. Ausgehend von kleinen On-Demand-Cargodurchl\u00e4ufen k\u00f6nnen die Spieler ihren Reichtum steigern, gr\u00f6\u00dfere Schiffe erwerben, ihren Ruf bei den gr\u00f6\u00dften Unternehmen aufbauen und ihre eigenen Handelsrouten in der gesamten Galaxie errichten.\n\nSpieler und Organisationen, die gen\u00fcgend Reichtum anh\u00e4ufen, k\u00f6nnen die Kontrolle \u00fcber einzelne Produktionsknoten \u00fcbernehmen und mit dem Aufbau eines Industrieimperiums beginnen. Die aggressivsten Unternehmer k\u00f6nnen ganze Teile einer Lieferkette \u00fcbernehmen und anfangen, eigene Waren f\u00fcr den Verkauf auf dem freien Markt zu produzieren - wenn sie die Ressourcen flie\u00dfen lassen k\u00f6nnen. Aber seien Sie gewarnt - einige gro\u00dfe Unternehmen sch\u00e4tzen den Wettbewerb nicht!\n\nW\u00e4hrend Sie Ihre Mine, Raffinerie oder Fabrik betreiben, werden Sie sich nicht nur f\u00fcr die Rohstoffe interessieren, die sie ben\u00f6tigen! Wenn Ihr Produktionsknoten verlangsamt wird, weil er nicht gen\u00fcgend Arbeiter hat, oder wenn ihre Moral niedrig ist, m\u00fcssen Sie helfen, den lokalen Bev\u00f6lkerungsknoten zu unterst\u00fctzen oder sicherstellen, dass es gen\u00fcgend Unterhaltungsknoten gibt, um Ihre Arbeiter gl\u00fccklich und produktiv zu halten.\n\nWas springt f\u00fcr mich dabei raus?\nDie Star Citizen Economy ist sicherlich ein riesiges Unterfangen. Zus\u00e4tzlich zu einer massiven Weltraumkampfsimulation erstellen wir auch eine Simulation des Wirtschaftsuniversums, in dem die Charaktere leben. Wir bieten Spielern die M\u00f6glichkeit, so viel (oder so wenig) an der Wirtschaft teilzunehmen, wie sie wollen. Wenn neue Welten entdeckt werden, Kolonien entstehen und neue St\u00e4dte an der Grenze wachsen, kann jeder Spielertyp ein Glied irgendwo in der Wirtschaftskette sein.\n\nWie sehr auch immer Ihr Charakter die Wirtschaft antreibt, die Wirtschaft tr\u00e4gt dazu bei, Ihr Spielerlebnis zu verbessern.","zh_CN":"The promotional grace period is almost over, so get your limited ship pledges in! To celebrate the end of the campaign, we\u2019ve asked Chris Roberts and Lead Designer Rob Irving to walk us through one of Star Citizen\u2019s most complex and revolutionary aspects: the fully-simulated economy!\n\nClimbing the Ladder\nTony came from humble beginnings, making a living in his early days slinging a battered Aurora Clipper around the Ellis system hauling ore for his father\u2019s mining operation on Pinecone. The day that he was able to make the jump to Kiel and purchase a shiny new Freelancer from the Musahi showroom there was the proudest day of his young life.\n\nFrom there, he found joy navigating the major trade lanes, picking up bigger and more important loads and making a name for himself in the Merchants\u2019 Guild. The longer the run, the better: he was seeing the universe and making a living at the same time.\n\nWithin 3 years, he and a group of friends were operating two Starfarers, two Caterpillars (for the more unruly systems), and a Constellation (slightly used) and had reliable contacts in 17 systems. When even that wasn\u2019t enough, the seven friends formed the Anvil and Forge Mining Company and began expanding their operation into mining interests.\n\nEventually, A&F purchased its own ore refinery to ease the costs of getting their ore into the market. Already, Tony dreams of moving up the chain, producing his own metal parts for the major weapon manufacturers.\nThe stars are the limit\u2026\n\nMeet the Economy\nOne of the most frequently asked-about systems in Star Citizen is the game\u2019s economy. Today, we\u2019d like to give you a brief introduction to that system and how it works to make the game richer, more immersive, and more fun.\n\nStar Citizen is, at its heart, a vast living world that combines a remarkably detailed space combat simulation with an equally in-depth model of the economy of a star-spanning empire.\n\nThis article will shed some light on the engine that makes the economy go.\n\nDISCLAIMER: As with all early releases of design information, this is a work in progress. Particularly with the economy, which is a very volatile system and will require the most careful balancing, systems and data are subject to change.\n\nThe Machine\nIn order to create a fairly stable economy, and yet one that is still able to be affected by player actions, the economy in Star Citizen is built to represent millions of entities (whether players or NPCs) that work together to move resources and finished goods from one end of the galaxy to the other. Miners and other resource gatherers work to extract basic resources from the available supply, traders collect those goods and deliver them to other places, escorts protect those convoys from harm (while pirates attempt the opposite), refineries turn the raw goods into processed goods, and factories collect these processed goods to build the finished products that are in demand on worlds throughout the Star Citizen universe. These goods are not assigned an arbitrary fixed price at each location. Instead, we are creating an organic system that keeps track of how much of everything is available, how much it is needed, where it is needed, and what individuals are willing to pay to get it.\n\nBecause the simulation reflects a real population going about their business, if a player is not available to carry ore from Ellis to Terra, an NPC cargo hauler will step in and run the route. If escorts are needed, and players are unavailable to escort that transport, then NPC pilots will escort the vessel. Pirates, too, might be NPC or player ships.\n\nMeanwhile, the nodes that are producing, refining, and consuming these goods are run by non-player characters, as well. As players progress in the game, they may choose to purchase some of these facilities and take over the day-to-day oversight.\n\nBusiness goes on, and players step in wherever they wish to take part.\n\nIt\u2019s all about the Nodes\nThe 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 \u201catomic\u201d 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 \u2013 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).\n\nHow a Node is Constructed\nEach node is made up of several parts:\n\nNode 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.\n\n\n\nNode Storage Storage tells how much of each thing a node can have on hand at one time. If the node\u2019s storage for a particular desired item is full, the node will stop requesting that item until quantities diminish. Conversely, if a node\u2019s 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.\n\nOutput 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.\n\nAs a node grows, it can buy additional warehouse space to expand storage capacity.\nNode Processing Capacity.\n\nA node\u2019s 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.\n\n\n\nNode 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:\n\nProduction per cycle [P] = the number of units produced per \u201ctick\u201d of the economy\n\nWorker morale [M] = number of workers \/ required workers * morale (%)\n\nEquipment percentage [E] = size of facility * (quality of equipment \/ max quality)\n\nMaterial co-efficient [MC] = minimum percentage available of all required construction units\n\nP = M * E * MC\n\n\n\nTypes of Nodes\nWhile 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.\n\nPeople 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.\n\nEvery 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.\n\nTaken 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.\n\nIf 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 \u2013 both to satisfy its own needs and to grow trade \u2013 perhaps an entrepreneur will decide that a nearby plot of land would be perfect for a new casino to keep those workers happy.\n\nTable 1.0 Node Types\n\nLet\u2019s see it all put together in a very basic example:\n\nThis sample could be a single small outpost or a network of several worlds \u2013 or even systems.\n\nThe Production Chain\nThe simple example above is far short of the actual complexity of the production chain, as the list of nodes indicates. You don\u2019t just turn a lump of ore into a spaceship. Instead, there are many steps and many actors involved in the creation of just a single Aurora.\n\nVery large amounts of raw resources must be combined into the necessary basic materials to build the ship\u2019s frame, cockpit, electronics, HUD screens, seats (don\u2019t forget the leather!), and other building blocks. Meanwhile, other manufacturers are building the guns and missiles that will be added to the finished ship.\n\nManufactured goods are not unlimited. If nearby missile factories suddenly have a shortage of necessary components, escorts who come in from an extended firefight to restock may find missile prices very high \u2013 or stocks depleted entirely.\n\nFor the biggest, most complex products, production can take a very long time. If it takes Aegis a month to produce an Idris, and there has been a recent run on corvettes, you might find yourself waiting for a while to pick up a shiny new ship from their shipyards.\n\nKeeping Resources Flowing\nHeavily-populated systems (as far as nodes are concerned) will often have very consistent needs for resources, as well as having fairly constant exports available. Systems that can meet one another\u2019s needs may set up regular trade lanes, which will cause transport missions to be launched at a regular frequency to deliver needed goods to a constant buyer. If these lanes go through more dangerous space, they may be diverted to take longer routes, or request escorts to accompany the missions.\n\nIn such a case, players who own larger transports or are interested in escort duty can step in to take over these missions, provided that they are well-known to the corporations or organizations in question.\n\nAt any point where expected production levels have not been reached, freely-available trade goods will become more limited. Regularly-established trade routes will be the last to suffer from shortages.\n\nNodes where buyers have less need and nodes that are farther away from protected space, will request resources on a less frequent basis, and missions of this sort will generally be given to the lowest bidder, although relationships might be established with traders who perform frequent services for the client.\n\nFor emergencies \u2013 where deliveries have been disrupted, or some sort of major event has caused a sudden shortage of resources, higher-paying missions will be sent out on a first-come, first-served basis. Similar missions will be generated when a location that is typically self-sustaining with regards to some resources experiences a change in conditions, such as drought, riots, or other events that cause a temporary shift in that area\u2019s ability to provide for its own basic needs.\n\nWhatever route players choose to trade along, there will always be places for traders of any means to make a living throughout the Star Citizen universe.\n\nMaking Your Name as an Industry Giant\nEven players who start out with the most humble beginnings may eventually grow vast trading empires. Starting with small on-demand cargo runs, players can grow their wealth, acquire larger ships, build their reputations with the biggest corporations, and establish their own trade lanes that span the galaxy.\n\nPlayers and organizations who amass enough wealth can take control of individual production nodes and begin building an industrial empire. The most aggressive entrepreneurs may take over whole sections of a supply chain and begin producing their own goods for sale on the open market \u2013 if they can keep the resources flowing. But be warned \u2013 some large corporations don\u2019t appreciate competition!\n\nWhile you are running your mine, refinery, or factory, you will be interested in more than just the raw materials that it needs! If your production node slows down because it doesn\u2019t have enough workers, or their morale is low, you will need to help support the local population node or make sure that there are enough entertainment nodes to keep your workers happy and productive.\n\nWhat\u2019s in it for me?\nThe Star Citizen economy is certainly a vast undertaking. In addition to making a massive space combat simulation, we are also building a simulation of the economic universe in which the characters live. We offer players the ability to participate as much (or as little) in the economy as they desire. As new worlds are discovered, colonies are born, and new cities grow on the frontier, each type of player can be a link somewhere in the economic chain.\n\nHowever much your character is driving the economy, the economy is helping to drive your play experience."},"links_count":0,"comment_count":558,"created_at":"2013-07-05T00:00:00+00:00","created_at_human":"12 years ago"},"meta":{"processed_at":"2026-05-08 05:18:37","valid_relations":["images","links"],"prev_id":13127,"next_id":13129}}