Welcome to the Whitesands Lore HackMD Wikibook! This is a collaborative project that aims to create lore in a readable and uncluttered format. Please feel free to contribute, as everything is open to those with HackMD accounts.
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Lore
Appendix 1 - Economic Formulae Ore fees: M - Material cost A - Amount of material used T - Total cost S - Stored material in Ore Silo t = (a * m)(a / s + 1) https://www.desmos.com/calculator/p2phnlu6lo
Jul 29, 2024{%hackmd theme-dark %} The why Have you ever wondered why money in many SS13 servers feels rather useless after a certain point in a round? I have, too. I aim to remedy this with multiple changes, some drawing from real-world economic theories (which I will not be listing because that would open up to real-world oriented debate, which is not my aim.) Important: I do not claim to be a professional economist, or even anything more than a hobbyist, so please take any mistakes I can and will plentifully make lightly. The what Get that money moving Money that's not moving does no good. I want to make sure that credits don't end up pooling up unused on departmental budgets and personal bank accounts. Sitting around with 1,405,024 credits on your card because there's just nothing to spend it on is boring, not helpful, and most importantly, it's not fun. I've experienced it myself, throwing around money at any place but cargo is more of an RP thing than anything, since the person you're giving the money to likely has more than enough already. Introducing scarcity will make money a commodity, leading to people actually caring about the money they make and use, and being more hesitant to give money or things that required money to make away for free. Except for metabuddies. They're always going to do it, and we're going to have to live with that. All in all, having a circular flow... or, rather, any flow at all in the economy would make it a much more fun and engaging system. A (somewhat) closed system
Jul 24, 2022{%hackmd theme-dark %} During your time employed on the station, you may come across many species much different from your own. Not to worry, most if not all of them are harmless wage slaves, just like you are! The following is a short introduction to a few of the most common: Humans Omnivorous, hairless apes hailing from nearly everywhere air and water exist. The most prominent natives of the Sol system, they make up a majority of the population in most areas the Sol Central Government holds influence. Humans have evolved to be adaptable in almost every regard, and can eat most foods barring those that are considered blatantly toxic to nearly any carbon-based life form, but they have developed a soft spot for sweets and junk foods. :face_palm: :person_doing_cartwheel:
Jun 27, 2021{%hackmd theme-dark %} Reputation and Funding Reputation is a sliding scale from -100 to 100. At >0, the faction will begin to provide some income to the civil budget as funding. This is similar to the previous system, where the budget cards were occasionally added to by an unknown force for doing the departmental job, such as service keeping people happy. At <-50, the faction will send a threat, and if reputation isn't increased to at least -25, they will attack all hostile factions. (Attacks include NT ERT, Syndie nukies and lone ops, SolGov squads, etc.) After a round concludes, some of the reputation (probably 25+/- the default value for a faction) is carried over into the next round, just to give a sense of consistency. (Possibly syndiestation if you get 100 reputation with syndies somehow?) Local Influence Each faction, in addition to a sliding reputation scale, has a local influence scale from 0 to 100%. All factions added together should equal 100% (maybe? might just make it 1 to 100 allowing multiples so it's easier to implement :p.) This score influences how strong the faction's responses are to low reputation, as well as selling prices and stock availibility. It can also have special effects per faction, such as NT's influences affecting how long it takes the emergency shuttle to arrive/refuel. This is also partially carried between rounds. Faction Details
Apr 30, 2021or
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