Here's another block of world traits, these are economic rather than physical like the last batch, and will be written on the map in a different colour. Detecting them in a system will require a ship with sensors.
System Wide Valuables
Metals: Rocky worlds have this by default (and isn't explicit), this trait appears on those icy outer worlds that have sufficient concentrations of material for mining. Having a mine on a metals world makes a whole bunch of construction jobs much cheaper, and boosts your general in-system economy.
Low metals: On the other hand
some rocky worlds are nearly entirely silicates, and thus can't be mined for metals. Icy worlds and giant planets have this by default.
Volatiles: Light elements other than the abundant hydrogen are vital for creating and sustaining artificial biospheres, as well as having general engineering applications. Gas Giant, Icy, Panthalassic, and Strong Carbon Biosphere worlds have volatiles as default, this trait is for icy lakes in airless worlds, certain non-living atmospheres and the occasional more complex Jovians. Having a mine on a volatiles world makes farms more effective, and boosts your general in-system economy.
Interstellar Valuables
Heavy Metals: This world has an abundance of heavy and transuranic atoms very valuable in certain high energy and nanotech applications, and although they can be synthesised having a pile naturally available provides a economic boost to all systems connect by trade with a mine here. Co-located with Radiation and/or Toxicity traits. Requires certain levels of Energy to harness.
Rare Earths: This world has an high abundance of light rare earth atoms, which although relatively common in the universe the massive demand for them in superconductors and microelectronics applications makes having a big concentrated source an economic boon for all systems connected by trade with a mine here. Requires certain levels of Materials to harness.
Exotic Gases: Rare isotopes of noble gases, particularly He3, have extensive industrial and scientific use, and the atmosphere or surface of this world has an abundance of them, to provide an economic boost to all systems connected by trade with a mine here. Most often found on gas giants, occasionally on an odd gassy moon or bare surface. Requires certain levels in Propulsion to harness.
Novel Biologicals: The living creatures or odd chemicals of this world provide a number of fascinating substances for medical, environmental or domestic usage, and being connected to them by trade gives your habitats a boost in science production and happiness. Requires certain levels in Biotech to harness.
Ruins: This world is scattered with buildings and junk from another time, be it humans from the Second or Third Age, some alien race or the mysterious Priors themselves, and being connected to them by trade gives your habitats a boost in science production. Requires certain levels in Social to harness. Investigation of ruins can yield technological advances or even artifacts of a near magical technological capacity like the priceless Ansibyl Pearls.
A note on those
Ansibyl Pearls (AP), these artifacts of the earliest technological civilisation in the galaxy are the only known means of faster than light communication (the various space transcending drives humans use to get around work
at light speed and thus don't violate causality). The indestructible fist-sized iridescent globes work by some unknown function, but there have been innumerable theories and not a few religions based around their low-bandwidth but instantaneous 'transmission' of bits to 'attuned' pearls light years away.
Players start with a handful of these mcguffins each, and more can be found in ruins and hulks. They serve various game play purposes, the main being that you cannot have more system presences and free ranging fleets than you have Ansibyl to make rather less work for me. Secondly they explain why everyone knows where other players fleets are (thus needing only one map, though not everyone will see all the information) as although
content is sent between pearls by unbreakable keypad encryptions, the
position of the transmission can be picked up by resonance on nearby pearls. Thirdly they are another scarce resource for high level trading and given a bonus to exploration and non-war technology (as finding them takes archaeology and decryption work).
Technology
Rather than a tree, I'm going for a levels system with 9 different fields, though nearly every advance or new capability will require levels in at least two fields. When you reach half of a technologies requirements you're told the field you need for the other half but not the level if you haven't reached there yet. Technological research takes s alone. Trading technology requires the giver to invest a certain amount of s (showing the processing of the information for trade) relative to the technology cost, and the receiver to invest a certain amount of both s and e (showing the adaptation of their technological base to the new information) relative to the technology cost. Thus trading can often be less worthwhile than researching it yourself and saving the e. Different technological fields require different investments to trade relative to their cost to research.
Also note you do not necessarily need to trade to get the benefit of others technology, as factions are allowed to terraform and build facilities in other factions habitats if they also have a base in the system (for costs you work out among yourselves of course).
Biotech:
-Biotechnology allows you to control and manage lifeforms, improving the function of your biospheres and habitats and understanding of alien worlds. It is thus crucial for terraforming, medicine and altering your population. High levels also allow wet nanotech devices in combination with Computation.
Computation:
-Processing information and the devices that enable it, computation allows a number of ship components and general efficiency improvements, and many high end technologies require Computation in combination with another field.
Construction:
-Construction allows you to build bigger and better things, the most important being the increasing size of ships available. Improving construction also decreases the cost of larger habitat sizes, and more complex facilities. In combination with materials it allows better levels of armour.
Energy:
-Energy is somewhat self explanatory, controlling the production and management of energy. It thus allows various ship components and efficiency improvements. It also allows the production of shields and certain types of terraforming.
Materials:
-Materials is the structuring of matter into useful forms, it is useful for industrial applications, dealing with toxins, ship protection and control. High levels allow dry nanotech in combination with Computation.
Math:
-Mathematics covers all fields from pure to statistics. Provides few advances on its own but is a base layer for all other knowledge and your level in any field cannot be more than 4 times your maths level. Improvements in Interstellar drives requires Maths + 1 other field (depending on the drive type).
Social:
-Social is understanding the nature of other intelligent beings, thus allowing population calming measures, archaeology, and larger habitats. Also works in combination with biotech to provide ecological advances.
Propulsion:
-Propulsion and fluid dynamics is about making things go from place to place in real space. It thus provides interplanetary drives and enables you to deal with storms and gas giants. A number of offence and defensive components require propulsion knowledge.
Weapons:
-Zap! Weapons is about converting your other technology into killing devices, and thus enables ship weapons and improves the combat and defence powers of ground troops. Developing these devices can also help one deal with unfriendly biospheres or Radiation.
Of these 9 fields Maths is by far the easiest to trade, distantly followed by Computation and Weapons. The other four are somewhat more difficult to trade, and Biotech and Social are harder still to the point that its rarely profitable to ask others for Social advice.
Pretty much done, except for the map. Here's an example of the current iteration of the system map.
Left of the star is ships incoming to the system (with number of years left underneath). The boxes have been replaced with a 'spike' on which the Habitat size is placed via icon, as you can see purple has two large bases of Arrakis II and a tiny base on I. The number next to the base is the population, followed by letters for facilites (
Mine,
University,
Farm,
Shipyard). The numbers sitting above the spike is divisions in the region (they're above the spike because you can also move divisions into non-Habitat regions). Purple has a scoutship and three fighters above II (the 7 pixel fighters are as small as ship icons can get), and the circle cross is an icon for the shipyard.