Things take hours to do. Fly a ship from Deimos to the commodity exchange at Antares Station? That's going to take 7 hours (like 7 _real_ hours). A smelter facility will take 10 real hours to smelt a batch of aluminum. You want to be a real good planner. Unless you like having to wait another day because you miscalculated the amount of flux needed to run your smelters, causing your aluminum production to run idle for half a day.
Where do you sell your goods? Well there's six commodity exchanges spread across the galaxy which accept one of the four currencies used in the galaxy (and yes there's FX markets). The bid/ask for goods varies so you'll want to decide where it may be optimal to sell (fuel isn't free!). You don't have to ship it yourself though, you can post a contract at your planet for someone else to ship your goods and deliver them within X days for a price.
This game is crazy. I have somehow ended up in a position where I now pay money to pretend to be a supply chain analyst and write my own ERP software. These are the scripts I use to run my company:
`csv.py` - converts exchange and inventory data to csvs
`production_line.py` - performs analysis of current production lines as described in `data/production_lines.json`
`analysis_increment.py` - Based on current production lines, gives a list of next building/recipe to invest sorted by ROI days
`analysis_multi_step.py` - Starting from current production lines, plots out the next several buildings/recipes to invest in based on their ROI days
`analysis_supply.py` - Gives a per-planet supply breakdown including planned productionn lines if included
`analysis_vertical.py` - Given a material ticker, returns an analysis of production lines with varying degrees of vertical integration to produce the given material.
`analysis_arbitrage_trip.py` - Takes origin, destination, capital, profit threshold, mass, and volume. Will give a list of materials to buy at origin at ask prices which then must be sold ASAP at destination bid prices
- money supply (for each currency)
- production of fundamental ores, minerals, gases, liquids
- production of consumables (for your workforce)
- balances of the market makers (MM). For background, for a particular material/commodity, a commodity exchange may have a MM that is basically the buyer/seller of last resort, so the bid or ask offered by the MM will be relatively low (for bid) or relatively high (for ask). I don't know the details well, but I think the devs introduce a MM if there isn't a lot of organic demand/supply for something (more seasoned players probably know this better). Anyway, so if you sell to the MM, the MM balance goes up. If you buy from the MM, their balance goes down. So an increase of the MM balance for say the Antares Initiative (one of the factions which operates a commodity exchange) can be interpreted as a lot of people had to sell to the MM, thus not a lot of player demand for that commodity.
[0]: https://com.prosperousuniverse.com/tag/economic-report
[1]: https://com.prosperousuniverse.com/uploads/default/original/...
The word is tinged, and unfortunately so—but a functional economy that provides operators entertainment like this sounds like the start of a metaverse.
Now you can program in your program while you're programing your program to simulate programming programs against other programmers!
That's because no 2 ERP deployments are the same: you either have a rigid, fully bespoke system that's "easy" to develop, but can't be used anywhere else. OR you have a gigantic ERP system that has knobs up the wazoo for customizability, which supports an entire industry of consultants that do installation & configuration (like SAP)
Particularly the parts about arbitrage.
A major downside is that these spreadsheets end up taking forever to update. You change one thing and wait five minutes for it to finish updating cells.
But I thought I heard there's a wasm version out there, so aim for the fences.
My favourites were Ogame [1] and Galaxywars [2] which were both unplayable after a few months because you were just raided every day without a chance to bounce back and balancing in general was horrible. Still good memories though because the game continued when you were not online. You sent an attack that took 8 hours on way so after 8 Hours you know if you succeeded and after 16 hours had your loot and ships back (or not)
[1] https://en.wikipedia.org/wiki/OGame [2] https://de.wikipedia.org/wiki/Galaxywars (german only sadly)
My heart still belongs to TDZK, this is what the combat looked like with coordinating in IRC before everybody had voice chat: https://www.youtube.com/watch?v=isg5PA79Gd0
You always had to calculate transit time and I got a little too good at feinting right and attacking left and I might have taken all of the fun out of it for the other people. They'd reinforce the wrong planet and I'd swarm another border while their ships were in transit.
Prosperous Universe Honest Trailer: https://www.youtube.com/watch?v=ODecu2voAh8
Forum: https://aurora2.pentarch.org/
Wiki: https://aurorawiki.pentarch.org/index.php
Video (previous version): https://www.youtube.com/watch?v=9xhUGGEnJcU
I had some trouble getting the embedding to work quite right, but I might try an pick the project up again sometime.
I know I’ve seen other games use this UI style before, but I haven’t heard of the one you posted, and can’t recall whatever game is hidden in the back of my mind. Command: Modern Operations comes to mind, but is a bit fancier.
https://store.steampowered.com/app/2008100/Rule_the_Waves_3/