A consumerist game of producing various weapons, and selling them to other factories or governments.
- Map
- Shows location of governments
- Shows distribution of minerals
- Corpopedia
- Information about all elements
- Information about all governments
- Machinery Designer
- Design weapons
- Design machines to process raw minerals
- Buy/Sell screen
- Buy or sell weapons
- Buy or sell designs
- Buy or sell minerals (whether purified or otherwise)
- Buy pure elements from governments
Each world has a total of 30^2 elements, where each position on the map is made up of a random percentage of each of them. Ratios of elements are called minerals
When a mineral is composed of more than 80% a single element it is called dirty {element name}
If its greater than 90% composed of a single element it is called fairly dirty {element name}
when its greater than 95% it is called purified {element name}
when greater than 98% its called heavily purified {element name}
.
heavily purified minerals also have a grade, these are D
for >98%, C
for >99%, B
for >99.6%, A
for >99.9%, S
for 100% (measure to 2 digits accuracy)
otherwise, mineral names are randomly generated using a dictionary like elements.
Between 4 and 10 minerals occur naturally where whichever has a higher perlin noise value is generated in a particular area code. Each mineral consists of up to 20 random elements in range N<=7, M<=7.
These elements may fail to generate if any of the following conditions are met:
- The element is radioactive (has a decay rate >0)
- The element is likely to cold react with itself
- The element is likely to hot react with itself
- It is not solid at room temperature (300 °K)
Each element has various associated statistics which determine their value in the physics sim environment
- Cold reaction
- absorbs heat
- 2 molecules combine and decrease in heat
- Hot reaction
- releases a little heat
- 2 molecules of very different M, and N values combine and split again to create 2 molecules of more similar values
- Decay reaction
- releases lots of heat
- one large molecule splits into 2 smaller ones
- N value
- M value
- Cold reaction threshold (relates to pressure)
- Cold reaction preference
- Hot reaction threshold (relates to temperature)
- Hot reaction preference
- Boiling point (as temperature * pressure)
- Melting point (as temperature * pressure)
- Decay rate (as probability per second)
- Preferred Density
Temperature is in Kelvins
Pressure (Outward force 0<x<∞) = True Density / Preferred Density
- Temperature
- Density
- World Data
- Company Data
- owned schematics
- owned weapons
- wealth
- reputation
- weapons bought/sold
- materials bought/sold
- Government Data
- wealth (increases 10% pa)
- preference (reputation to value of purchase)
- Law enforcement and army details
- size
- weapon preference
- Schematics
- Weapons
- specs
- average sale price