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Initial Resource Set

The game launches with four core resources forming two supply chains. Every economic system — construction, fleet operations, and expansion — runs through this foundation.

This is a proposal for community discussion. It is not final game behavior.


What This Proposal Is

Rather than launching with the full 15–18 resource set explored in the design ideas, this proposal defines a focused starting point: four resources in two chains.

Chain 1 — Construction - Structural Materials (Tier 1, extracted) — bulk metals and composites mined from rocky planets, asteroid belts, and barren moons. Used directly for building and upgrading holdings and sectors. - Industrial Alloys (Tier 2, processed) — refined from Structural Materials. Required for advanced sectors, holding tier upgrades, and shipbuilding.

Chain 2 — Fleet Operations - Volatiles (Tier 1, extracted) — gases, ices, and reactive compounds harvested from gas giants, ice worlds, and comet fields. Cannot be extracted from rocky bodies. - Fuel (Tier 2, processed) — refined from Volatiles. Required to move and operate fleets.

All four resources are produced at holdings placed on stellar objects. Each object type defines what it can produce — a gas giant produces Volatiles, a rocky planet produces Structural Materials. No system-level label assigns these roles; they emerge from the objects the game generates.


Why It Matters

Two chains create meaningful asymmetry from the start.

Rocky-planet-rich regions are natural construction and alloy hubs. Gas-giant-rich regions are natural fuel and logistics hubs. No single region is self-sufficient across both chains.

This means trade, alliance, and conflict have economic roots from the first session. A player who locks down a gas giant is not just taking territory — they are potentially cutting off a rival's fleet fuel. A player who controls the only refinery in a region controls a bottleneck.

Starting focused keeps the economy readable.

Four resources is enough to create real strategic decisions without requiring players to track a sprawling commodity list before they understand the basic loop. The full resource set can expand as the game grows. The two-chain foundation does not need to be replaced — it just gains depth.

Processing steps create geographic value beyond extraction.

A holding that processes Structural Materials into Industrial Alloys has value beyond its own stellar object. It becomes a regional economic node. Other players route resources to it. Destroying or blockading it is more efficient than attacking the raw sources. This creates defensible strategic positions that are not just whoever controls the richest planet.


Key Points

  • Four resources, two tiers, two chains
  • Tier 1 is extracted directly from stellar objects; Tier 2 requires processing sectors fed by logistics
  • Resource types are tied to stellar object types, not system labels
  • Rocky and gas-giant regions are economically complementary, not interchangeable
  • Processing holdings become strategic centers of gravity independent of local extraction quality
  • Fuel is the constraint on military reach; Industrial Alloys are the constraint on development speed

Questions For Feedback

  • Is four resources the right scope to launch with, or would you prefer more variety from day one even if it adds complexity?
  • Should Fuel be consumed per fleet movement (a per-jump cost) or as a continuous drain while fleets are active?
  • Should a fleet that runs out of Fuel mid-transit halt where it is, return automatically to the nearest friendly holding, or limp forward at reduced speed?
  • Does the processing step feel meaningful to you, or does it feel like an unnecessary middle layer between raw materials and their uses?
  • Are the two chains (construction and fleet operations) the right pair to start with, or should a third chain — such as population support or research — be included from the beginning?

Background

This pitch was developed from the resource design exploration: Resource Types and the detailed resource pages for Structural Materials, Industrial Alloys, Volatiles, and Fuel.