# Frigid: Near Zero
GUESS WHO'S REDESIGNING FRIGID, AGAIN AGAIN?! IT'S ME! YEAH! I'M THE ONE GOING INSANE!
## Overview
**Frigid: Near Zero** is a play on the old Frigid gameplay of adventuring a city, and takes that to a new level.
**F:NZ** has a few main gameplay categories.
- Exploration
- Research
- Monsters
- Technology (Weaponry)
- Factions (Quests)
- Manufacturing
**DEVNOTE: Focus on Research, then Exploration, then somr Monsters**
These categories will be explained in the next few pages, but here's a brief explanation.
## Story
**F:NZ** is set a few hundred years in the future, Earth has become the slums of the solar system with underpayed workers working themselves to death, while the rich stay in space stations such orbiting around beautiful planets such as Saturn.
Megacorporations have invented a fast way of travel, by calculating the orbital speed and the target's speed, and aligning those two together perpendicularly, you can create a gate system. A gate system simply rapidly accelerates and catches ships faster than light, such as throwing and catching a baseball on a mitt, however, in order to create the gate you must first arrive there.
You are part of a colonization program working for a corporation, having crashlanded on the planet of CRS-IY-22, a **C**old **R**igid and **S**table planet in the Interyell star system. A good 7 planets far from your original destination, however still has some Phoron ore.
The Interyell star system is a high-valued star system due to it's super cool fuckin awesome element called Phoron (i hate you if you want it as plasma), which has a special property allowing it to transmit particles across the entire universe in under a second, allowing for great communication technology. It is used on gates for small scale ships.
## Endgame
The endgame of F:NZ is either launching a communication satelite to space and establishing connection with the company you work for with Phoron.
## Exploration
**Exploration** is a core part of F:NZ, as it's a core part of research and automation.
The map of CRS-IY-22 is **procedurally generated** (except for the starting base). There are also multiple types of dungeons you can find and loot, but beware, [there may be dangers inside of them](#Monsters).
## Research
**Research** is a core part of F:NZ, as it is how you reach all stages of tech and endgame.
A big difference from upstream R&D is that **all locked tech is hidden by default**, you can reveal and find technology by reverse-engineering it. Using the **RREM**, you can rapidly deconstruct an item into nothingness to turn it into either points or a tech recipe, encouraging players to explore and return alive.
Each era has their own specific points, meaning you cannot use middle age science points on industrial age science. This encourages players to expand their factory and makes things more interesting.
In order to import points into the research server, you must create research packs, which then can be fed into the server via a conveyor belt or inserting it manually.
### Tiers
<!-- It's not stolen from rimworld i promise -->
1. Stone Age
> The time in history where humans used stones and wood strung together with weak string to fight and survive.
Technology unlocked by default, this includes:
- Basic Tools (pickaxes, spears, axes, etc)
- Bows
- Fire
- Wheel
- Wagon
2. Middle Age
> More commonly known as the medieval period, many people still wish to go back to this period of time.
Some technology is unlocked but there are some pre-requisites
- Forging (swords, Lances, Medieval weapons in general)
- Gunpowder
- Water Mills
- Basic medical care
3. Industrial Age
> The industrial age was marked by the industrial revolution where factories grew and many things began to get automated.
Some are unlocked, but there are pre-requisites for the scientific age.
- Do I really need to state the technology here
- Earth 1760-2023-2100
- Modern weaponry, frontier weaponry, etc etc
- Vehicles lol
- Grenades too
- Chemistry
- Drills
- Lathes
- Sentient AI
- Nuclear Energy!??!!!!!! (Reskinned AME But Mote Fun)
4. Space Age
> Humanity expands to the stars, or rather the planets. This marks the age in time where humans realize they fucked the planet too hard, and need somewhere else to go.
- Shuttle technology
- Life support
- Atmospheric technology
- Energy Knives
5. Phoronic Age
> The age humanity is currently at, allowing for Sci-Fi stories in the 20th-21st century to come to life.
- Phoron
- Gate System
- Phoronic Communication Satellites
- Antiflesh weaponry
- Antistructural weaponry
## Monsters
TODO fill out
## Technology
**Lathes**
*Each tech tier after the middle age use a lathe, otherwise they use crafting benches which **cannot be automated***
Lathes are simple, throw material in, choose thing, get material out. Simple as.
**Research Computer**
> A console to interact and speak with AI inside of the research server.
You click on thing, spend points, and you researched it.
**Research Server**
> A research server with an AI that constantly thinks of ideas as long as you input them, accelerating research by a ton.
The old research server except 3x3 and bigger
**Rapid Reverse Engineering Machine**
The **RREM** is an industrial level technology you can use to automatically reverse engineer specific technologies and either convert them into points or turn them into technology disks.
**Combiners**
The combiner is a type of "lathe" that allows you to combine two objects and convert them into another.
## Manufacturing
## Factions
There are 4 main factions that you can encounter in the game.
**Horseshoes Corporation**
A military corporation focusing on expansion in the Interyeller system, and full control.
**Traders Alliance**
An alliance of traders who want nothing but to trade and more.
**Miners Union**
A workers Union of miners that recently separated from their parent company.
**Pirates**
Pirates want everything you have, that's it really.
### Quests
With enough reputation, factions can ask you to do quests for rewards, allowing players to perform high risk misisons for high rewards.