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    # Project Economica **DISCLAIMER:** The economica project is an integral part of project [Frontier Dystopia](https://hackmd.io/_8ZvGLsORzS7GxRtD7zggg?view), while it can stave off by itself, it works better interlocked with other modules within the frontier dystopia, it will change **radically** how the game is played, diverging off the common space station 13/14 loop. ## What is the Project Economica? Economica will radicaly change the avearage shift structure, as antagonist have been dethroned as the prime shift driver. Instead the star of the show will be the station itself! With the introduction of economica, the communist utopia that it is currently is over, with limited resources, conflicitng interests, corruption and bribery, with more in store. *to play a real... space station* Economica also aims to change the Roleplay dynamics, aswell with some radical rules changes, changing really the nature of bee to some extent: * **Money matters** - Be it departments to cover their costs or crew having a newfound inherent desire for it. * **The crew on board of the station are no longer diehard loyalist** - Now crewmembers are compelled to seek their own objectives via either legal or illegal ways. * Of course, the chain of comand is not subverted, as the heads and people above you still wields power, but not only because of rules or SoP really, but because they hold the pursestrings of your very livelyhood. So if you aim to go a more...illicit way, make sure your boss, or the Head of Security, or the Captain doesnt hear or see about it. * Getting a demotion now is an extremely severe punishment that undoes any monetary gain you ever gained. * **The heads are no bastions of purity either, they are mere people to** - As they may fall to corruption due to opportunistic greed (or desperation) like any other. They operate as any crew, in either legit or other ways. They meerly have to contend with their own superiors IC-wise. For heads and captain, that may involve NT comming to see what nonsense you are up to, or the crew reinventing revs for a proper reason this time. * **Your actions will matter and there are consequences for them** - Your character lived a life before the shift. and your actions will affect their life after the shift. reality doesnt ceace to exist after the round is over. you are a meere worker on a remote facility in the closest thing we got to hell. **act like it**. * many systems are implemented that reward and punish players for their actions... do what you desire but beware consequences. Needless to say, some rules have to change (we are still working on that one, and really we want a full on admin discussion about it, we are no rules design experts after all). But here are some important bulletpoint regarding what it's needed for this project to work properly: * **A Consice and crystal clear boundary of what players can and cannot do** - Getting constantly worried for getting the dreaded ***bwoink*** over things that you dont know if you are allowed to do or not, puts an insane pressure on the end user. For the sake of doing something in a shift other than waiting around or doing your job is completely unacceptable. * **Within the allowed boundary is some degree of player criminality** - As it might be selfish actions that have a IC justfication, or selfish oportunistic schemes for monetary or resource gain, or even desperate struggles (of course, as long as it does not conflict because its a forced, aka griefing because someone wants to really screw with someone's day). * **Non-antagonistic crew would be easily shut down by sec and command** - *Acting like a deranged criminal psychopath for your personal gain is a quick and easy way to get your ass demoted*. Working for Nanotrasen, getting demoted is paramount to suicide, therefore there are severe penalties as consequence! Once you are shut down and demoted for your actions, you will loose any IC justfication that led to your actions. All you can do is grovel and beg for a reinstatment and to pinky promise you'll never do it again. *no one is a saint.* The core goal of economica is to provide intrinsic and extrinsic gameplay push and pull across all tiers of the station. Economica consists of 3 parts each dealing with said tiers. * Top - The entire station as a whole working as a moneymaker. * Mid - The captain, the Heads and their individual departments. * Bottom - All individual crewmembers and any monetary value. ## [1 / top-down - - - Dosh, grab it while you can lads (pigeon's part)](https://hackmd.io/62coFcTgRl643ZO4V8S8uA) #### The station's overal interaction with the economy, with it's goals, quotas and needs for the entire station as a whole. Since the dawn of time, the outside economy of the station has been a static constant between Nanotrasen only and the station itself, while also having an inter-departement economy being pretty much non-existant. The Topdown part aims to expand greatly upon this, starting with the ability to have more Trading partners other than Nanotrasen itself, dealing with various traders, like dedicated mining traders or medical traders for example. This also touches upon how various departement will cooperate to maximize profits for themselves. This part also introduces a proper station objective that will be the new main goal for the station as a whole. With the introduction of quotas and tasks, refering to various departments, that need to be fuffiled; often requiring teamwork between the departments and station. ## [2 / Midway - - - Intradepartemental commerce (Joint Pigeon and Kie part)](https://hackmd.io/Lqi1-_XwQM-2fdIGs0S2xg) #### The interdepartamental economics of the station, how departments engage and trade with eachother and the crew, featuring budgeting, paychecks, and dedicated programms and consoles for managment to unleash your inner middle manager. Also defines the new economic interactions and changes that (hopefully) remove any infinite loops (like botany, xenobio, science, chemestry, dispensers, ...), tweaked to lose their ability to infinitely produce resources, forcing to interact with the station for refills as their departments cover the bill. ## [3 / Bottom-up - - - Money's inherent worth (kie's part)](https://hackmd.io/5Xh0v37jQ3q7tXRH7ikRWQ) #### The individual crewmembers' wallets and the inherent worth of money for them. Introducing the metacurrency system (not to be confused with beecoins), this system makes money inherently valuable, as it provides us with options to make players feel the effects of their actions even after the shift is over. Trying to drill in a proper roleplay experience with the points mentioned before, your character existed before the round started and will exist afterwards. Your actions from the past will affect your future life, so act like a sane person who has a job and try to survive the hellhole that's the Space Station 13.

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