Spacefarer

by Lex_sk

A space-flight adventure built on Space Age: your ship is your only base, and planets are the milestones of progression, the source of contracts and trade. Start a new game with the "Space Start" scenario. Приключение о космических перелётах на базе Space Age: корабль — единственная база, планеты — вехи прогрессии, источник заданий и торговли. Начните новую игру со сценария «Космический старт».

Scenarios
9 days ago
2.0
211
Logistics Mining Manufacturing Storage

g sale stufd

a month ago
(updated a month ago)

could re-enable a number of useless techs for sale. some planets might import stuff.

nauvis, gleba pro ably should buy weapons, ammo, tanks, modular armor and or modules. bias towards offworld solutions. nauvis buys artillery and shells, Tesla turrets, rail gun and ammo.
vulcanus buys nuclear rockets, uranium ammo, tank shells, tanks. also foundation.
gleba buys advanced powered armor, modular equipment. landfill, walls, Tesla, artillery, railguns. Tesla gun and ammo, maybe even shotgun and ammo.
fulgora is harder, but, buys foundation at minimum.

aquilla, I imagine, already buys basically evetything. but heat pipes, nuclear reactor, nuclear fuel cells, heat exchangers and turbines, concrete.

Also, enable buying heat exchangers. you have nuclear reactors, heat towers, heat pipes, turbines. no heat exchanger, so you still have to research it.

Might also split into sections, always basic, mid tier, adv tier, special imports. upkeep. so, iron, circuits, modules, big mining drill. rocket fuel.
include a, list of all things ever traded.

Oh, and unaccepted.Missions should reroll on shop resetm

a month ago
(updated a month ago)

Kits. Goods now come in sets: when one member of a set turns up, the rest appear on the counter alongside it, on top of the usual random five. There are thirteen sets so far — including the nuclear assembly, so the reactor, heat exchanger, heat pipe and turbine arrive together. I'll keep expanding the list over time.

Unaccepted missions now refresh along with the shop. Previously an offer had its own twenty-minute lifetime while the shop ran on fifteen, so the two timers were out of step and there was no way to tell when everything had actually refreshed. Now there's a single rhythm for the whole system.

Buying finished goods. Interesting idea, but to sell artillery I'd have to put it back into the tech tree — and it was cut precisely because it's useless aboard a ship. It would create a whole new economic axis: the ship as an export manufactory. That's a design-level decision, not an addition to a list. Besides, there's plenty to trade already, and dozens of new entries turn into a money press easily: assembling from purchased parts already yields a quarter on top, and every single entry would need checking on its own.

Shop sections and a trade history — reasonable, but I'll hold off: with five random entries there isn't much to split the shelf into yet.

release 0.9.118

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