Antares: Resources Management

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Antares is a resource management game and a lot of the gameplay will revolve around gathering resources, and working out the best way to spend them.
Resources are produced and consumed at the end of each session so that the totals for the next session will be known in advance to give time for planning.
Most resources are measured using a simple score where positive numbers are usually good and negatives are usually bad. Only whole numbers are used, any decimals will be rounded down.
Resources will be tracked using the ODIN app.

Population

Population measures the number of people in the colony, the more people there are, the more labour there is available but the faster resources will be consumed.
Population might decrease if disaster befalls the colony but it is very hard to increase due to the slow rate of human births being far outside the scope of the game's timeline.
There are of course ways that population could increase; there are 3 other colony modules out there somewhere which may contain survivors and there is always the chance that more people might arrive from other planets.

Population is measured using a rating where 1 point equals 100 people. Decimal numbers are not used.
Separate numbers are tracked for Active (the number of people awake) and Hibernating (The number in sleeping pods) population.
Active population consumes Food and Water but produces Labour.
Hibernating population consumes Power (to maintain their life support) and produces nothing.

Starting
(After deaths during landing factored in)

Active: 4 (400 people)
Hibernating: 24 (2400 people)


Power

Power is a measure of the amount of electricity available for facilities and critical systems.
Unlike most other resources, Power isn't stockpiled between sessions, it indicates the amount supplied and consumed at any given moment and can fluctuate rapidly.

So long as surplus Power is being produced, nothing negative will happen but if more power is consumed than produced, random systems will begin to lose power and shutdown, resulting in potential disasters.
Systems can also be intentionally switched off to reduce consumption and avoid the danger of a power shortage.

Power is produced by generators and the colony module started with several but they were damaged on landing.

Food

The colony modules have very limited storage space and were packed with only a small supply of food in the form of vacuum sealed premade meals that don't spoil easily.
However this was intended to be used in an emergency with additional shipments sent down in shuttles from the Daedalus once the colony had landed.

There are two categories of food:
Preserved Food doesn't spoil and works just fine for sustaining the health of the colony, but it all starts to taste the same after a while and isn't very exciting.
Fresh Food can spoil (at the end of each session any that isn't refrigerated is lost) but in addition to sustaining the population, it also improves their Morale. Fresh Food is usually consumed first if available. If the colony runs out of food, people will begin to starve and sicken, Morale will drop and PCs will begin to suffer penalties. Death occurs after 3 sessions without food.

Food is reduced at the end of each session by the Active Population rating and new Food can only be acquired by finding a source on Antares.
Food can be stockpiled, but fresh food requires adequate refrigeration.

Starting

Preserved Food: 10
Fresh Food: 0


Water

Water is necessary for life and the colony module was loaded with enough to last several days. It was also fitted with equipment to recycle waste water.
Unfortunately the water reclamation system was destroyed on landing.
If the colony runs out of water, people will begin to suffer from thirst, Morale will drop and PCs will begin to suffer penalties. Death occurs after 2 sessions without water.

Water is reduced at the end of each session by the Active Population rating and new Water can only be acquired by finding a source on Antares.
Water can be stockpiled but requires storage tanks.

Starting

Water: 5


Materials, Polymers and Organics

Building materials are separated into three categories: Materials (metal and stone), Polymers (plastics), and Organics (wood and other natural fibers).
The main use of these resources is to construct equipment and build structures, and the cost is specific to each task.
Running out of these resources has no detrimental effect other than not being able to build anything new, and supplies can be increased by finding sources of these things on Antares.
Machinery and equipment can also be recycled into these resources (usually at a loss) and the colony module itself can also be recycled when it is no longer needed.
All three of these resources can be stockpiled.

Starting

Materials: 4
Polymers: 4
Organics: 0


Labour

Labour represents the amount of NPC and machine labour available to the colony and is consumed by tasks that require a large number of people or heavy machinery to complete.
Even some PC skills cost Labour, for example when using the Research Skill, the work is actually carried out by a large team of NPC scientists under PC's guidance.
Since Labour represents the potential amount of work that can be done over a period of time, it cannot be stockpiled and any unspent is lost at the end of the session.

The colony produces Labour each session equal to the Active Population but the morale of the colonists and some buildings or technologies may alter this.
Labour is divided up as evenly as possible between all Consul characters, with excess going to the character with the highest Politics Skill.
Politicians can then give this Labour to others to use, often bargained in exchange for voting support. For example a consul may provide Labour to the Science Department in exchange for their support in an upcoming vote.

Each Department Head (other than the consulate) also starts the session with 1 Labour, representing the work force available from their direct subordinates. Like the consuls, they can trade these to others if they so choose.

Morale

Morale represents the overall mood of the colony's population. It is increased by successes and lowered by failure and disasters.
Some equipment, technologies and circumstances may also alter it based on whether life on Antares is improving or getting worse.

Morale starts at zero and can rise and fall, giving the colony a bonus or penalty depending on whether it's positive or negative.

Effects

  • Utopian (10 or more): +5 Labour, Crime Decreases.
  • Ecstatic (6 to 9): +3 Labour, Crime Decreases.
  • Enthusiastic (3 to 5): +2 Labour, Crime Decreases.
  • Content (1 to 2): +1 Labour
  • Normal (0): No effect
  • Unhappy (-1 to -2): -1 Labour
  • Disgruntled (-3 to -5): -2 Labour. Occasional strikes. Crime Increases.
  • Hostile (-6 to -9): -3 Labour. Occasional riots. Crime Increases.
  • Revolt! (-10 or worse): No Labour. Armed revolution. Crime Increases.


Starting

Morale: 0


Crime

Not everyone in the colony is necessarily a law abiding citizen. The population was recruited from the employees of corporations infamously vulnerable to corruption and even the most honest citizen can turn to crime if things start to get really tough.

Crime is a statistic that indicates the how likely members of the population are to consider unethical or criminal activities, and the higher the active population is, the more likely there will be a few bad eggs among them. There are buildings and technologies that can both increase and decrease the crime rate (indicated on each one), but the most common causes of an increase are low Morale and increased population.

If this value gets too high, crimes may start to be committed which could harm the colony. Some PCs may take advantage of this: criminals have a knack for dealing with difficult situations without asking too many questions or getting squeamish over consequences.

Starting

Crime: 0


Pollution

Many forms of technology produce waste products, either air-born or in the form of dangerous liquids or solids that must be disposed of.
High pollution harms the environment. It can cause a reduction in the production of food and water, as well as lowering morale and increasing the chance of random disasters befalling the colony.
Pollution is only increased by certain buildings and technologies, while others can help reduce its effects. This is listed on each specific one.

Starting

Pollution: 0


Accommodation

People need a place to sleep and the higher the active population becomes, the more space they will need. Each unit of Accommodation provides space for 1 unit of Active Population.
If the colony has insufficient Accommodation, Morale may start to suffer as people are forced to live on the streets or sleep in their offices.
The colony starts with some Accommodation provided by the Colony Module and it can be increased by building houses and other similar buildings.

Starting

Accommodation: 6


Land

Constructing new buildings requires open and clear space, free from obstacles like large rocks, plants, and dangerous wildlife.
The planet is known to have an abundant ecosystem and a potentially safe atmosphere, but no close readings have been made and the colony modules external sensors were damaged on landing.
Even if the environment proves to be safe, Labour may have to be expended to clear the land of trees to make room for buildings, this usually costs 2 Labour.

Each unit of Land is enough for a medium sized building and most will only take 1 unit although some larger buildings may consume more.
Land can be gained by exploring and taming the environment, and some technologies and structures may aid in this task.

Starting

Land: 0