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	<id>https://librae.cc/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Librae</id>
	<title>librae wiki - User contributions [en]</title>
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	<updated>2026-06-20T20:54:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Design:Main_Document&amp;diff=141</id>
		<title>Design:Main Document</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Design:Main_Document&amp;diff=141"/>
		<updated>2025-09-09T14:24:00Z</updated>

		<summary type="html">&lt;p&gt;Librae: /* War */ fix wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Key values==&lt;br /&gt;
&lt;br /&gt;
Things that are considered ultimate goals of the project. These should be always kept in mind.&lt;br /&gt;
&lt;br /&gt;
Headings have a link to more detailed description of what is wanted.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
{{Main|Design:Multiplayer}}&lt;br /&gt;
&lt;br /&gt;
The game should provide deferred turns (aka WEGO) multiplayer and generally provide good multiplayer experience. Deferred turns make it faster to play and it is hard to provide an AI that is challenging while keeping game still interesting for human players. Turns should not take a long time and should provide similar amount of things to do to all players, so that players can play simultaneously without getting bored.&lt;br /&gt;
&lt;br /&gt;
It should be impossible to cheat in multiplayer, as server does not trust player data and players are not sent any information that they are not supposed to know ingame.&lt;br /&gt;
&lt;br /&gt;
===Performance===&lt;br /&gt;
{{Main|Design:Performance}}&lt;br /&gt;
&lt;br /&gt;
The game has to perform well even on weaker hardware, making it accessible to the widest audience and respecting users&#039; resources.&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
{{Main|Design:Economics}}&lt;br /&gt;
&lt;br /&gt;
The game should realistically simulate real world economy, for realism, balancing, and exploring the possible economic relations in future society.&lt;br /&gt;
&lt;br /&gt;
===Human Space Empire===&lt;br /&gt;
{{Main|Design:Human Space Empire}}&lt;br /&gt;
&lt;br /&gt;
The game has to simulate a space empire. Other than just generally being an exciting frontier, this settings is chosen to be relatively easy to implement: having a well-automated economy is plausible and movement is limited to starlanes.&lt;br /&gt;
&lt;br /&gt;
Only sentient species present in the game are going to be humans. Aliens in fiction are often just humans in disguise anyway, and this limitation helps to provide a believeable setting.&lt;br /&gt;
&lt;br /&gt;
===Internal politics===&lt;br /&gt;
{{Main|Design:Internal Politics}}&lt;br /&gt;
&lt;br /&gt;
There have to be interior politics: subjects of the empire should be not a resource but people that can self-organize and should be considered when making decisions. This helps to balance various snowballing issues.&lt;br /&gt;
&lt;br /&gt;
===Science===&lt;br /&gt;
{{Main|Design:Science}}&lt;br /&gt;
&lt;br /&gt;
It should be possible to improve your empire through technological improvement.&lt;br /&gt;
&lt;br /&gt;
===Space Terrain===&lt;br /&gt;
{{Main|Design:Space Terrain}}&lt;br /&gt;
&lt;br /&gt;
Despite space being a simplified playing field, it still has to feature varied positions. Starlanes are proven to be necessary for any sort of sensible space game (see the evolution of Stellaris, for example), but systems should have special conditions like asteroid/debris fields, making them less or more suitable for certain maneuvers.&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
{{Main|Design:War}}&lt;br /&gt;
&lt;br /&gt;
As war is the most ancient way for humans to interact, the game should simulate the war well. There is no goal to simulate extremely detailed ship battles, which often end up silly due to shortcuts taken. However, combat should require resources, be somewhat easy to calculate without using external tools, and should not lead to extremely one-sided outcomes (armies should retreat with losses, not be destroyed on the spot if losing, and damaged vehicles should incur heavy costs similar to destroyed ones).&lt;br /&gt;
&lt;br /&gt;
===Diplomacy===&lt;br /&gt;
{{Main|Design:Diplomacy}}&lt;br /&gt;
&lt;br /&gt;
The game should allow regimes to make automatically enforced pacts, agreements, trades, and such. It should be possible to back out of non-immediately enforceable deal, but this should incur heavy consequences.&lt;br /&gt;
&lt;br /&gt;
===Covert Action===&lt;br /&gt;
{{Main|Design:Covert Action}}&lt;br /&gt;
&lt;br /&gt;
The game should simulate covert actions, like building spy networks and using them to disrupt your enemies. This brings another dimension to gameplay and helps to avoid snowballing based on secrets like technology.&lt;br /&gt;
&lt;br /&gt;
===Modding Toolset===&lt;br /&gt;
{{Main|Design:Modding Toolset}}&lt;br /&gt;
&lt;br /&gt;
The game should be easy to modify even without possessing programming skills. All data that does not involve executing code should be kept in easily modifiable format and GUI tools like map editor should exist. Of course, it should be easy to extend game by modifying the code, too.&lt;br /&gt;
&lt;br /&gt;
===Soundtrack and Graphics===&lt;br /&gt;
{{Main|Design:Soundtrack and Graphics}}&lt;br /&gt;
&lt;br /&gt;
===Logistics===&lt;br /&gt;
{{Main|Design:Logistics}}&lt;br /&gt;
&lt;br /&gt;
Game should feature advanced logistics.&lt;br /&gt;
&lt;br /&gt;
===Monetization Without Restrictions===&lt;br /&gt;
{{Main|Design:Monetization Without Restrictions}}&lt;br /&gt;
&lt;br /&gt;
Game should be open to be monetized to anyone, like making it easy to run own public server and reward players with cosmetics or preferential service for donating. At the same time, players should not be prevented from opting-out from witnessing such cosmetics or modifying their local code as they like.&lt;br /&gt;
&lt;br /&gt;
[https://gitlab.com/librae/librae Current code on GitLab]&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Population&amp;diff=140</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Population&amp;diff=140"/>
		<updated>2025-09-09T12:45:40Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is groups of humans living in [[Empires]]. Humans can live on [[Planet]], crew [[Ship]]s and exist in many other environments. Population requires [[Food]] and [[Insurance]] to stay healthy and productive. In good conditions population naturally increases over time. In Librae, large groups of homogenous population are usually considered for their shared characteristic.&lt;br /&gt;
&lt;br /&gt;
== Planned features ==&lt;br /&gt;
&lt;br /&gt;
===Culture===&lt;br /&gt;
Humans which share a [[culture]] are usually grouped together and can act collectively. If the culture is similar to the government&#039;s culture, the population is most content, otherwise it might require a degree of autonomy. Tensions between different cultures have to be managed by separation or special administration measures.&lt;br /&gt;
&lt;br /&gt;
===Luxuries===&lt;br /&gt;
Humans can consume various goods, starting with excess food and fuel, to raise their happiness. Groups can develop a habit to a certain luxury, which will increase their tolerance to it and eventually require more of it to even stay content.&lt;br /&gt;
&lt;br /&gt;
===Human Resources===&lt;br /&gt;
Population have levels of various useful characteristics, like expertise in some craft. Such levels are called HR. Level of HR can decrease if humans are hired to work elsewhere (but increase in the target group) or killed, and can be raised by education, exposure to some conditions, or working on something. Higher HR levels lead to higher productivity.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Population&amp;diff=139</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Population&amp;diff=139"/>
		<updated>2025-09-09T12:37:09Z</updated>

		<summary type="html">&lt;p&gt;Librae: Created page with &amp;quot;Population is groups of humans living in Empires. Humans can live on Planet, crew Ships and exist in many other environments. Population requires Food and Insurance to stay healthy and productive. In good conditions population naturally increases over time.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is groups of humans living in [[Empires]]. Humans can live on [[Planet]], crew [[Ship]]s and exist in many other environments. Population requires [[Food]] and [[Insurance]] to stay healthy and productive. In good conditions population naturally increases over time.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Planet&amp;diff=138</id>
		<title>Planet</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Planet&amp;diff=138"/>
		<updated>2025-09-09T12:35:00Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Planet are contained in [[Star System]]s. The [[population]] living in them is somewhat interconnected and can form a semi-independent economy.&lt;br /&gt;
&lt;br /&gt;
==Key Properties==&lt;br /&gt;
&lt;br /&gt;
===Core Spin Speed===&lt;br /&gt;
&lt;br /&gt;
Some planets have a molten magnetic core, which spins relatively to the surface and thus generates a magnetic field, protecting the population from deadly [[Cosmic Rays]]. The derived property is Effective Cosmic Ray Intensity, which is &amp;lt;code&amp;gt;CSS.sub(CRI).max(0)&amp;lt;/code&amp;gt;. The lower is the ECRI, the cheaper is, most importantly, local construction and life insurance.&lt;br /&gt;
The magnetic field is also required to retain atmosphere, thus limiting the Atmosphere Bio Quality.&lt;br /&gt;
&lt;br /&gt;
* Unit: Core Spin Speed: &amp;lt;code&amp;gt;[0..inf]&amp;lt;/code&amp;gt;&lt;br /&gt;
* 0: Complete absense of magnetic field&lt;br /&gt;
* 1: Earth-like, protects from 1 Cosmic Ray Intensity, allows for 1 Atmosphere Bio Quality.&lt;br /&gt;
&lt;br /&gt;
===Surface Bio Quality===&lt;br /&gt;
&lt;br /&gt;
Compatibility of the surface with terran life. Affects agriculture the most.&lt;br /&gt;
&lt;br /&gt;
* Unit: Surface Bio Quality: &amp;lt;code&amp;gt;[-2..1]&amp;lt;/code&amp;gt;&lt;br /&gt;
* 1: Earth-like surface&lt;br /&gt;
* 0: Absense of surface&lt;br /&gt;
* -1: Hostile surface (corrosive/bad temperature)&lt;br /&gt;
* -2: Extremely hostile surface (requires expensive active countermeasures)&lt;br /&gt;
&lt;br /&gt;
===Atmosphere Bio Quality===&lt;br /&gt;
&lt;br /&gt;
Compatibility of the atmosphere with terran life. Affects all aspects of life, notably construction costs and life insurance.&lt;br /&gt;
&lt;br /&gt;
* Unit: Atmosphere Bio Quality: &amp;lt;code&amp;gt;[-5..1]&amp;lt;/code&amp;gt;&lt;br /&gt;
* 1: Earth-like atmosphere, perfectly breathable&lt;br /&gt;
* 0: Neutral atmosphere with suitable pressure&lt;br /&gt;
* -1: Minor toxicity&lt;br /&gt;
* -5: Extremely hostile atmosphere (requires expensive active countermeasures)&lt;br /&gt;
&lt;br /&gt;
===Fuel Availability===&lt;br /&gt;
&lt;br /&gt;
Level of occurence of [[Fuel]] in the planet. Usually much higher in low-CSS planets that were bombarded by nearby stars for billions of years, so if core gets started the fuel availability does not change.&lt;br /&gt;
&lt;br /&gt;
* Unit: ResourceAvailability: &amp;lt;code&amp;gt;[0..1]&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Economy&amp;diff=137</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Economy&amp;diff=137"/>
		<updated>2025-09-09T12:19:08Z</updated>

		<summary type="html">&lt;p&gt;Librae: /* Trading Agents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes how &#039;&#039;&#039;economy&#039;&#039;&#039; works in Librae in general, facilitating exchange of goods and services.&lt;br /&gt;
&lt;br /&gt;
== Fuel-based economy ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Fuel}}&lt;br /&gt;
{{Main|EC}}&lt;br /&gt;
&lt;br /&gt;
The most basic commodity is [[Fuel]]. It is lightweight and universally usable. Thus, most prices are derived from it. However, it is still cheaper to exchange virtual units of fuel, thus [[EC]], fuel-backed cryptocurrency is used. Currently, only Void Church issues EC, and it is considered trusted. In future, multiple currencies will likely be added, with various exchange rates, restrictions, and reliability.&lt;br /&gt;
&lt;br /&gt;
Void Church operates branches in each [[empire]] capital, where it is obliged to exchange Fuel for EC 1:1, if Fuel is transported to their facility.&lt;br /&gt;
&lt;br /&gt;
== Agents ==&lt;br /&gt;
&lt;br /&gt;
Certain organizations, for the purpose of trading algorithm, are considered a single agent, possessing goods and currency, and looking for a certain deal. An agent can represent a planet, a fleet, or a government. Agents communicate on exchanges, making their offers and finding a matching one.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Trade}}&lt;br /&gt;
&lt;br /&gt;
The process of connecting agents together is handled by the trading algorithm, that determines which supply and demand are best for each other and matches them, agreeing on mutually beneficial price. The algorithm considers profitability of the deal, as well as personal moral bias of agents, fuel spent on shipment, and other requirements. The algorithm is further described in the main article. Each turn, the agents submit their offers and if matched they are fullfilled. &lt;br /&gt;
&lt;br /&gt;
Transport is handled by Void Church, and is considered reliable. However, for example, dangerous routes cost more in form of insurance (Void Church is considered to replace lost goods from its own stocks). Governments can also make trading more difficult when crossing borders, either by tariffs, border inspections, or outright embargoes. Void Church officially obeys such restrictions, but some level of smuggling can always be expected to happen, if the price is right and security is loose enough.&lt;br /&gt;
&lt;br /&gt;
== Trading Agents ==&lt;br /&gt;
&lt;br /&gt;
Many entities act as agents, pursuing their own goals. They participate in trading, announcing their supplies and demands for goods. The rest of subsections describe how these operate as implemented currently.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
&lt;br /&gt;
Planetary government seeks to improve well-being of local population, ensuring they have insurance and food.&lt;br /&gt;
&lt;br /&gt;
# The government will pay whatever it takes to make sure to supply 25% of citizens with food and insurance&lt;br /&gt;
# It will purchase more food and fuel, if it is available cheaper than local production cost, to cover the costs for the rest of population&lt;br /&gt;
# It will sell excess food and fuel above the local production cost&lt;br /&gt;
# Citizens will work to produce the most profitable kind of good, utilizing local [[Asset]]s.&lt;br /&gt;
# Excess EC will be used to purchase more Assets, which promise better RoI.&lt;br /&gt;
&lt;br /&gt;
=== Fleets ===&lt;br /&gt;
&lt;br /&gt;
Fleets have access to their empire&#039;s EC. They will use it to purchase Fuel and Food, up to the price that would be less than the replacement of unmaintained ships.&lt;br /&gt;
&lt;br /&gt;
=== Governments ===&lt;br /&gt;
&lt;br /&gt;
Governments currently only gather taxes and can use them to build fleets or capture planets.&lt;br /&gt;
&lt;br /&gt;
== Governments ==&lt;br /&gt;
&lt;br /&gt;
Governments are their own agent, they have their stocks of goods and can participate in market. However, they also have subjects, which are supposed to pay taxes, based on income or other actions. Effectiveness of taxes&#039; gathering depends on quality of local administration.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game concepts]]&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Economy&amp;diff=136</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Economy&amp;diff=136"/>
		<updated>2025-09-09T12:17:01Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes how &#039;&#039;&#039;economy&#039;&#039;&#039; works in Librae in general, facilitating exchange of goods and services.&lt;br /&gt;
&lt;br /&gt;
== Fuel-based economy ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Fuel}}&lt;br /&gt;
{{Main|EC}}&lt;br /&gt;
&lt;br /&gt;
The most basic commodity is [[Fuel]]. It is lightweight and universally usable. Thus, most prices are derived from it. However, it is still cheaper to exchange virtual units of fuel, thus [[EC]], fuel-backed cryptocurrency is used. Currently, only Void Church issues EC, and it is considered trusted. In future, multiple currencies will likely be added, with various exchange rates, restrictions, and reliability.&lt;br /&gt;
&lt;br /&gt;
Void Church operates branches in each [[empire]] capital, where it is obliged to exchange Fuel for EC 1:1, if Fuel is transported to their facility.&lt;br /&gt;
&lt;br /&gt;
== Agents ==&lt;br /&gt;
&lt;br /&gt;
Certain organizations, for the purpose of trading algorithm, are considered a single agent, possessing goods and currency, and looking for a certain deal. An agent can represent a planet, a fleet, or a government. Agents communicate on exchanges, making their offers and finding a matching one.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Trade}}&lt;br /&gt;
&lt;br /&gt;
The process of connecting agents together is handled by the trading algorithm, that determines which supply and demand are best for each other and matches them, agreeing on mutually beneficial price. The algorithm considers profitability of the deal, as well as personal moral bias of agents, fuel spent on shipment, and other requirements. The algorithm is further described in the main article. Each turn, the agents submit their offers and if matched they are fullfilled. &lt;br /&gt;
&lt;br /&gt;
Transport is handled by Void Church, and is considered reliable. However, for example, dangerous routes cost more in form of insurance (Void Church is considered to replace lost goods from its own stocks). Governments can also make trading more difficult when crossing borders, either by tariffs, border inspections, or outright embargoes. Void Church officially obeys such restrictions, but some level of smuggling can always be expected to happen, if the price is right and security is loose enough.&lt;br /&gt;
&lt;br /&gt;
== Trading Agents ==&lt;br /&gt;
&lt;br /&gt;
Many entities act as agents, pursuing their own goals. They participate in trading, announcing their supplies and demands for goods. The rest of subsections describe how these operate as implemented currently.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
&lt;br /&gt;
Planetary government seeks to improve well-being of local population, ensuring they have insurance and food.&lt;br /&gt;
&lt;br /&gt;
# The government will pay whatever it takes to make sure to supply 25% of citizens with food and insurance&lt;br /&gt;
# It will purchase more food and fuel, if it is available cheaper than local production cost, to cover the costs for the rest of population&lt;br /&gt;
# It will sell excess food and fuel above the local production cost&lt;br /&gt;
# Citizens will work to produce the most profitable kind of good, utilizing local [[Asset]]s.&lt;br /&gt;
# Excess EC will be used to purchase more Assets, which promise better RoI.&lt;br /&gt;
&lt;br /&gt;
=== Fleets ===&lt;br /&gt;
&lt;br /&gt;
Fleets have access to their empire&#039;s EC. They will use it to purchase Fuel and Food, up to the price that would be less than the replacement of unmaintained ships.&lt;br /&gt;
&lt;br /&gt;
== Governments ==&lt;br /&gt;
&lt;br /&gt;
Governments are their own agent, they have their stocks of goods and can participate in market. However, they also have subjects, which are supposed to pay taxes, based on income or other actions. Effectiveness of taxes&#039; gathering depends on quality of local administration.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game concepts]]&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=135</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=135"/>
		<updated>2025-09-09T11:59:20Z</updated>

		<summary type="html">&lt;p&gt;Librae: /* Terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intergalactic &#039;&#039;&#039;trade&#039;&#039;&#039; is the heart of the economy of Librae. The game implements an iterative market simulation algorithm which matches demand and supply in an optimal way.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&lt;br /&gt;
* [[EC]]: universally transferrable cryptocurrency that is used on a market. Currently issued by [[Void Church]].&lt;br /&gt;
* &#039;&#039;&#039;Goods&#039;&#039;&#039;: Some commodity which can be bought for EC.&lt;br /&gt;
* &#039;&#039;&#039;Economy agent&#039;&#039;&#039;: An entity possessing some goods and/or EC which wants to participate in the market. The agent has a specific location and a store of EC and goods. Example: A planet&#039;s local government.&lt;br /&gt;
* &#039;&#039;&#039;Demand&#039;&#039;&#039;: information about a good being desired by some agent. A demand has:&lt;br /&gt;
** &#039;&#039;&#039;Budget&#039;&#039;&#039;: how much EC it is willing to spend during the cycle.&lt;br /&gt;
** &#039;&#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to buy.&lt;br /&gt;
** &#039;&#039;&#039;Maximum price&#039;&#039;&#039;: how much it is ready to spend per item.&lt;br /&gt;
* &#039;&#039;&#039;Supply&#039;&#039;&#039;: information about a good being provided by some agent.&lt;br /&gt;
** &#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to sell.&lt;br /&gt;
** &#039;&#039;&#039;Minimum price&#039;&#039;&#039;: how cheap it is willing to sell the items.&lt;br /&gt;
** Some of properties on Supply/Demand might be absent or infinite, there is also special information like demand&#039;s agent being an issuer of energy credits, not willing to bargain, or not considering shipping a part of price.&lt;br /&gt;
** &#039;&#039;&#039;Shipping&#039;&#039;&#039;: goods being transferred from supply to demand cost EC to transport. The price depends on number of [[breach]]es between agents as well as other minor factors like gravity of agent&#039;s base. EC paid for shipping are destroyed along with matching amount of fuel in Void Church storage, and are considered to be spent on transport.&lt;br /&gt;
&lt;br /&gt;
==Trading process==&lt;br /&gt;
&lt;br /&gt;
Trading is done separately for every good.&lt;br /&gt;
&lt;br /&gt;
First, all economy agents (planets, Void Church branch offices, fleets) are queried for the list of their Demands and Supplies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading tables&#039;&#039;&#039; are created. These are maps ordered by price that are created for every supply or demand, and look like this:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|+ Demands for Fuel from Planet 10&lt;br /&gt;
|-&lt;br /&gt;
! Maximum price&lt;br /&gt;
! Agent&lt;br /&gt;
! Quantity&lt;br /&gt;
! ...&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 0.556&lt;br /&gt;
| Planet 1&lt;br /&gt;
| 400&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Planet 2&lt;br /&gt;
| 300&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0.345&lt;br /&gt;
| Fleet 1&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every combination of Demand and Supply is queried for its viability. If a deal is theoretically possible (the max and min prices are compatible, shipping is considered, etc), a maximum price for demander and minimum price for the supplier that is possible as part of the deal is calculated and deal is added to the proper tables.&lt;br /&gt;
&lt;br /&gt;
During this step, a &#039;sink price&#039; is also determined, a best price for a &#039;sink&#039; demander that issues credits and will buy unlimited goods. Currently, this is the case only for Void Church. All supplies are adjusted to sell only at this price or above, because it does not make sense to try to chase other suppliers from unlimited sinks.&lt;br /&gt;
&lt;br /&gt;
Now, the main iterations begin. For every demand, best supplies is found, which are ready to pay the most. For these supplies, similarly, best demands are found. If a supply and a demand are best for each other, they make a deal. The price is determined to be either the effective price to buy from the next best supplier, so that it&#039;s barely feasible to choose the current supplier, or the demander&#039;s maximum if there is no competition.&lt;br /&gt;
&lt;br /&gt;
As agents run out of EC and stock, they are removed from the trading tables. If at least one modification to the tables has been made, the cycle starts again, so that all the best deals are found. When no more deals are possible, the trading cycle ends.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Economy&amp;diff=134</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Economy&amp;diff=134"/>
		<updated>2025-09-09T11:54:35Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes how &#039;&#039;&#039;economy&#039;&#039;&#039; works in Librae in general, facilitating exchange of goods and services.&lt;br /&gt;
&lt;br /&gt;
== Fuel-based economy ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Fuel}}&lt;br /&gt;
{{Main|EC}}&lt;br /&gt;
&lt;br /&gt;
The most basic commodity is [[Fuel]]. It is lightweight and universally usable. Thus, most prices are derived from it. However, it is still cheaper to exchange virtual units of fuel, thus [[EC]], fuel-backed cryptocurrency is used. Currently, only Void Church issues EC, and it is considered trusted. In future, multiple currencies will likely be added, with various exchange rates, restrictions, and reliability.&lt;br /&gt;
&lt;br /&gt;
Void Church operates branches in each [[empire]] capital, where it is obliged to exchange Fuel for EC 1:1, if Fuel is transported to their facility.&lt;br /&gt;
&lt;br /&gt;
== Agents ==&lt;br /&gt;
&lt;br /&gt;
Certain organizations, for the purpose of trading algorithm, are considered a single agent, possessing goods and currency, and looking for a certain deal. An agent can represent a planet, a fleet, or a government. Agents communicate on exchanges, making their offers and finding a matching one.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Trade}}&lt;br /&gt;
&lt;br /&gt;
The process of connecting agents together is handled by the trading algorithm, that determines which supply and demand are best for each other and matches them, agreeing on mutually beneficial price. The algorithm considers profitability of the deal, as well as personal moral bias of agents, fuel spent on shipment, and other requirements. The algorithm is further described in the main article. Each turn, the agents submit their offers and if matched they are fullfilled. &lt;br /&gt;
&lt;br /&gt;
Transport is handled by Void Church, and is considered reliable. However, for example, dangerous routes cost more in form of insurance (Void Church is considered to replace lost goods from its own stocks). Governments can also make trading more difficult when crossing borders, either by tariffs, border inspections, or outright embargoes. Void Church officially obeys such restrictions, but some level of smuggling can always be expected to happen, if the price is right and security is loose enough.&lt;br /&gt;
&lt;br /&gt;
== Private economy ==&lt;br /&gt;
&lt;br /&gt;
Local economies make their decisions to improve their well-being. For example, planet population is considered to be an entity which decides at which price it will sell its stock, based on production cost and stock size, at which price it will buy other goods unavailable locally, like Food or Fuel, and what portion of profits will it allocate to construction of Assets, to improve local production efficiency.&lt;br /&gt;
&lt;br /&gt;
== Governments ==&lt;br /&gt;
&lt;br /&gt;
Governments are their own agent, they have their stocks of goods and can participate in market. However, they also have subjects, which are supposed to pay taxes, based on income or other actions. Effectiveness of taxes&#039; gathering depends on quality of local administration.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game concepts]]&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Fusion_drone&amp;diff=133</id>
		<title>Fusion drone</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Fusion_drone&amp;diff=133"/>
		<updated>2025-09-06T16:26:30Z</updated>

		<summary type="html">&lt;p&gt;Librae: Created page with &amp;quot;```Fusion drone``` is a versatile and generic semi-autonomous vehicle, basically a levitating air-cooled fusion reactor.  Originally, fusion drones were developed to provide heat and energy to enclosed spaces like mines. Due to self-regulating nature of the fusion reactor scheme, even in harsh and hazardous conditions these drones will not melt down, instead temporarily shutting down when damaged or overheating. Still, cheaply produced versions are notorious for leaking...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;```Fusion drone``` is a versatile and generic semi-autonomous vehicle, basically a levitating air-cooled fusion reactor.&lt;br /&gt;
&lt;br /&gt;
Originally, fusion drones were developed to provide heat and energy to enclosed spaces like mines. Due to self-regulating nature of the fusion reactor scheme, even in harsh and hazardous conditions these drones will not melt down, instead temporarily shutting down when damaged or overheating. Still, cheaply produced versions are notorious for leaking radioactive materials or not following temperature limits well.&lt;br /&gt;
&lt;br /&gt;
A fusion drone consists of a hard spherical shell, a turbocharged fan in the middle of it, venting the plasma generated by fusion reactor contained in the body, and warp bubble generators on three protruding masts.&lt;br /&gt;
&lt;br /&gt;
Later, fusion drones were picked up by military and para-military to use for assaults or terror missions. While death by plasma discharge is swift, malfunctioning drones are notorious for shutting down from overheating. The hard shell protecting the reactor also makes the drone resistant to kinetic weapons, so heavy anti-tank munitions or precision fire to disable the motion-providing warp generators from afar are required to neutralize it.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Economy&amp;diff=132</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Economy&amp;diff=132"/>
		<updated>2025-08-23T13:02:50Z</updated>

		<summary type="html">&lt;p&gt;Librae: Created page with &amp;quot;This article describes how &amp;#039;&amp;#039;&amp;#039;economy&amp;#039;&amp;#039;&amp;#039; works in Librae in general, facilitating exchange of goods and services.  == Fuel-based economy ==  {{Main|Fuel}} {{Main|EC}}  The most basic commodity is Fuel. It is lightweight and universally usable. Thus, most prices are derived from it. However, it is still cheaper to exchange virtual units of fuel, thus EC, fuel-backed cryptocurrency is used. Currently, only Void Church issues EC, and it is considered trusted. In fut...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes how &#039;&#039;&#039;economy&#039;&#039;&#039; works in Librae in general, facilitating exchange of goods and services.&lt;br /&gt;
&lt;br /&gt;
== Fuel-based economy ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Fuel}}&lt;br /&gt;
{{Main|EC}}&lt;br /&gt;
&lt;br /&gt;
The most basic commodity is [[Fuel]]. It is lightweight and universally usable. Thus, most prices are derived from it. However, it is still cheaper to exchange virtual units of fuel, thus [[EC]], fuel-backed cryptocurrency is used. Currently, only Void Church issues EC, and it is considered trusted. In future, multiple currencies will likely be added, with various exchange rates, restrictions, and reliability.&lt;br /&gt;
&lt;br /&gt;
Void Church operates branches in each [[empire]] capital, where it is obliged to exchange Fuel for EC 1:1, if Fuel is transported to their facility.&lt;br /&gt;
&lt;br /&gt;
== Agents ==&lt;br /&gt;
&lt;br /&gt;
Certain organizations, for the purpose of trading algorithm, are considered a single agent, possessing goods and currency, and looking for a certain deal. An agent can represent a planet, a fleet, or a government. Agents communicate on exchanges, making their offers and finding a matching one.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Trade}}&lt;br /&gt;
&lt;br /&gt;
The process of connecting agents together is handled by the trading algorithm, that determines which supply and demand are best for each other and matches them, agreeing on mutually beneficial price. The algorithm considers profitability of the deal, as well as personal moral bias of agents, fuel spent on shipment, and other requirements. The algorithm is further described in the main article. Each turn, the agents submit their offers and if matched they are fullfilled. &lt;br /&gt;
&lt;br /&gt;
Transport is handled by Void Church, and is considered reliable. However, for example, dangerous routes cost more in form of insurance (Void Church is considered to replace lost goods from its own stocks). Governments can also make trading more difficult when crossing borders, either by tariffs, border inspections, or outright embargoes. Void Church officially obeys such restrictions, but some level of smuggling can always be expected to happen, if the price is right and security is loose enough.&lt;br /&gt;
&lt;br /&gt;
== Governments ==&lt;br /&gt;
&lt;br /&gt;
Governments are their own agent, they have their stocks of goods and can participate in market. However, they also have subjects, which are supposed to pay taxes, based on income or other actions. Effectiveness of taxes&#039; gathering depends on quality of local administration.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game concepts]]&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Energy_Credit&amp;diff=131</id>
		<title>Energy Credit</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Energy_Credit&amp;diff=131"/>
		<updated>2025-08-23T12:40:20Z</updated>

		<summary type="html">&lt;p&gt;Librae: Redirected page to EC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[EC]]&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=EC&amp;diff=130</id>
		<title>EC</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=EC&amp;diff=130"/>
		<updated>2025-08-23T10:54:49Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EC (Energy Credits) are a cryptocurrency issued by an authority, typically [[Void Church]], representing [[fuel]] 1 to 1. These can be exchanged in an any Void Church Branch, typically located in [[Empire]] capitals, the client being responsible for transportation.&lt;br /&gt;
&lt;br /&gt;
EC transactions are essentially free, Void Church gaining their profits from providing galactic transportation. However, when citizens are (officially) selling fuel to Void Church, it is reported to the related Empire and it&#039;s getting an income [[Tax]].&lt;br /&gt;
&lt;br /&gt;
As empires can freely exchange fuel for EC in their capital, they currently only maintain their Fuel stocks.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Development:Structure&amp;diff=129</id>
		<title>Development:Structure</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Development:Structure&amp;diff=129"/>
		<updated>2025-01-06T15:04:01Z</updated>

		<summary type="html">&lt;p&gt;Librae: /* Game state */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes the structure of the code of Librae. [https://gitlab.com/librae/librae The code itself is available on GitLab].&lt;br /&gt;
&lt;br /&gt;
Part of the game engine is called &amp;lt;code&amp;gt;rustorion&amp;lt;/code&amp;gt;. It&#039;s the older name for the project, and intended to be the name of the engine, when it is fully separated from game logic.&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
The game is written in Rust. It tries to be pure Rust, but some unique foreign components are still used, most prominently GTK4 for the user interface.&lt;br /&gt;
&lt;br /&gt;
==Main parts==&lt;br /&gt;
&lt;br /&gt;
* rustorion — game logic library&lt;br /&gt;
* librae-gui — gtk-based UI&lt;br /&gt;
* librae-cli — CLI tools&lt;br /&gt;
&lt;br /&gt;
==Game state==&lt;br /&gt;
&lt;br /&gt;
The game is structured to support trustless (except the server), simultaneous multiplayer. The game state is stored as a single &#039;&#039;&#039;universe&#039;&#039;&#039; structure (&amp;lt;code&amp;gt;rustorion::Universe&amp;lt;/code&amp;gt;). Client receives a &#039;&#039;&#039;view&#039;&#039;&#039; which contains only the information the client is supposed to know. Views are not intended to be modified. Client sends &#039;&#039;&#039;action&#039;&#039;&#039;s to the server that contain the information about what the client wants to do on the current turn. When all the players are ready (submitted their actions or it&#039;s a timeout), the server processes all the actions (they are designed to be executed independently of each other, so there are no race conditions), performs various updating on the &#039;&#039;&#039;universe&#039;&#039;&#039; and notifies clients that they can download new &#039;&#039;&#039;view&#039;&#039;&#039;s.&lt;br /&gt;
&lt;br /&gt;
In the future, clients might be able to download previous views to browse them at will or use for gathering statistics.&lt;br /&gt;
&lt;br /&gt;
==Entities and IDs==&lt;br /&gt;
&lt;br /&gt;
Most things, &#039;&#039;&#039;entities&#039;&#039;&#039; within the &#039;&#039;&#039;universe&#039;&#039;&#039;, or anything else that implements &amp;lt;code&amp;gt;EntityStored&amp;lt;/code&amp;gt; have an &#039;&#039;&#039;ID&#039;&#039;&#039;. It is an unique identifier of an entity within the storing structure. Using &amp;lt;code&amp;gt;EntityStored::get()&amp;lt;/code&amp;gt; and other similar methods you can obtain a reference to the entity by its ID. IDs are used to store links between entities through plain inclusion on a structure, or using types from &amp;lt;code&amp;gt;rustorion::storage::links&amp;lt;/code&amp;gt; for more complex relations like many-to-many.&lt;br /&gt;
&lt;br /&gt;
IDs are issued sequentially, but then the number is encrypted with Blowfish to ensure there is no leaking information about number of entities in an universe. Because the encryption key is stored in Universe, only Universe can issue new IDs.&lt;br /&gt;
&lt;br /&gt;
==Working with state==&lt;br /&gt;
&lt;br /&gt;
To modify the state, the only option is to work with the storage type (e.g. &#039;&#039;&#039;Universe&#039;&#039;&#039;) directly. However, this is not easy, you have to obtain IDs, use them to extract data, etc., manually. This appears to be the only way to keep the structure mutable and avoid using some kind of GC.&lt;br /&gt;
&lt;br /&gt;
However, there are simplified interfaces for &#039;&#039;&#039;Universe&#039;&#039;&#039; and &#039;&#039;&#039;Universeview&#039;&#039;&#039; called &amp;lt;code&amp;gt;rustorion::universe::interface::Universe&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rustorion::universeview::interface::Universeview&amp;lt;/code&amp;gt;, respectively. These allow for object-oriented, safe examination of data and contain many useful routines. The intention is to use these to prepare the modifications, and later execute them on the storage type after dropping the interface.&lt;br /&gt;
&lt;br /&gt;
==RPC==&lt;br /&gt;
&lt;br /&gt;
Communication with client is done using [https://gitlab.com/librae/cborpc/ CBOR-serialized RPC]. It&#039;s rather haphazardly done using Tokio&#039;s example-like length-delimited codecs, and needs to be improved or replaced with something less monstrous than gRPC. Light macro usage might be in order.&lt;br /&gt;
&lt;br /&gt;
==Authentication==&lt;br /&gt;
&lt;br /&gt;
Clients authenticate themselves with client TLS certificates to the server. Currently BLAKE3 hashes of the client certs are used, this seems to work but is probably not the best idea.&lt;br /&gt;
&lt;br /&gt;
== State Machines ==&lt;br /&gt;
&lt;br /&gt;
Interaction between parts of the game, like network client, server, GUI or CLI is based on state machines. A state machine in that context is an entity which, after being started, manages itself and interacts with others using messages. For example, if you want to use the &#039;client&#039; machine:&lt;br /&gt;
&lt;br /&gt;
# Start the machine (this launches it in another &#039;thread&#039;, in case of the client, it&#039;s a Tokio green thread)&lt;br /&gt;
# Subscribe to its events (start listening on message channels connected to it)&lt;br /&gt;
# Send the &#039;connect&#039; message&lt;br /&gt;
# Wait for the other messages, like &#039;connected&#039;, and change your own state accordingly.&lt;br /&gt;
&lt;br /&gt;
State machines are implemented using the [https://gitlab.com/librae/state-machine state_machine] library. The library supports the Tokio and &#039;futures&#039; crate primitives, the latter are also used by GTK4.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=128</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=128"/>
		<updated>2024-12-25T19:53:22Z</updated>

		<summary type="html">&lt;p&gt;Librae: /* Terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intergalactic &#039;&#039;&#039;trade&#039;&#039;&#039; is the heart of the economy of Librae. The game implements an iterative market simulation algorithm which matches demand and supply in an optimal way.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&lt;br /&gt;
* [[EC]]: universally transferrable cryptocurrency that is used on a market. Currently issued by [[Void Church]].&lt;br /&gt;
* &#039;&#039;&#039;Goods&#039;&#039;&#039;: Some commodity which can be bought for EC.&lt;br /&gt;
* &#039;&#039;&#039;Economy agent&#039;&#039;&#039;: An entity possessing some goods and/or EC which wants to participate in the market. The agent has a specific location and a store of EC and goods.&lt;br /&gt;
* &#039;&#039;&#039;Demand&#039;&#039;&#039;: information about a good being desired by some agent. A demand has:&lt;br /&gt;
** &#039;&#039;&#039;Budget&#039;&#039;&#039;: how much EC it is willing to spend during the cycle.&lt;br /&gt;
** &#039;&#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to buy.&lt;br /&gt;
** &#039;&#039;&#039;Maximum price&#039;&#039;&#039;: how much it is ready to spend per item.&lt;br /&gt;
* &#039;&#039;&#039;Supply&#039;&#039;&#039;: information about a good being provided by some agent.&lt;br /&gt;
** &#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to sell.&lt;br /&gt;
** &#039;&#039;&#039;Minimum price&#039;&#039;&#039;: how cheap it is willing to sell the items.&lt;br /&gt;
** Some of properties on Supply/Demand might be absent or infinite, there is also special information like demand&#039;s agent being an issuer of energy credits, not willing to bargain, or not considering shipping a part of price.&lt;br /&gt;
** &#039;&#039;&#039;Shipping&#039;&#039;&#039;: goods being transferred from supply to demand cost EC to transport. The price depends on number of [[breach]]es between agents as well as other minor factors like gravity of agent&#039;s base. EC paid for shipping are destroyed along with matching amount of fuel in Void Church storage, and are considered to be spent on transport.&lt;br /&gt;
&lt;br /&gt;
==Trading process==&lt;br /&gt;
&lt;br /&gt;
Trading is done separately for every good.&lt;br /&gt;
&lt;br /&gt;
First, all economy agents (planets, Void Church branch offices, fleets) are queried for the list of their Demands and Supplies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading tables&#039;&#039;&#039; are created. These are maps ordered by price that are created for every supply or demand, and look like this:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|+ Demands for Fuel from Planet 10&lt;br /&gt;
|-&lt;br /&gt;
! Maximum price&lt;br /&gt;
! Agent&lt;br /&gt;
! Quantity&lt;br /&gt;
! ...&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 0.556&lt;br /&gt;
| Planet 1&lt;br /&gt;
| 400&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Planet 2&lt;br /&gt;
| 300&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0.345&lt;br /&gt;
| Fleet 1&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every combination of Demand and Supply is queried for its viability. If a deal is theoretically possible (the max and min prices are compatible, shipping is considered, etc), a maximum price for demander and minimum price for the supplier that is possible as part of the deal is calculated and deal is added to the proper tables.&lt;br /&gt;
&lt;br /&gt;
During this step, a &#039;sink price&#039; is also determined, a best price for a &#039;sink&#039; demander that issues credits and will buy unlimited goods. Currently, this is the case only for Void Church. All supplies are adjusted to sell only at this price or above, because it does not make sense to try to chase other suppliers from unlimited sinks.&lt;br /&gt;
&lt;br /&gt;
Now, the main iterations begin. For every demand, best supplies is found, which are ready to pay the most. For these supplies, similarly, best demands are found. If a supply and a demand are best for each other, they make a deal. The price is determined to be either the effective price to buy from the next best supplier, so that it&#039;s barely feasible to choose the current supplier, or the demander&#039;s maximum if there is no competition.&lt;br /&gt;
&lt;br /&gt;
As agents run out of EC and stock, they are removed from the trading tables. If at least one modification to the tables has been made, the cycle starts again, so that all the best deals are found. When no more deals are possible, the trading cycle ends.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=127</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=127"/>
		<updated>2024-12-25T17:23:43Z</updated>

		<summary type="html">&lt;p&gt;Librae: /* Trading process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intergalactic &#039;&#039;&#039;trade&#039;&#039;&#039; is the heart of the economy of Librae. The game implements an iterative market simulation algorithm which matches demand and supply in an optimal way.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&lt;br /&gt;
* [[EC]]: universal currency, issued by [[Void Church]].&lt;br /&gt;
* &#039;&#039;&#039;Goods&#039;&#039;&#039;: Some commodity which can be bought for EC.&lt;br /&gt;
* &#039;&#039;&#039;Economy agent&#039;&#039;&#039;: An entity possessing some goods and/or EC which wants to participate in the market. The agent has a specific location and a store of EC and goods.&lt;br /&gt;
* &#039;&#039;&#039;Demand&#039;&#039;&#039;: information about a good being desired by some agent. A demand has:&lt;br /&gt;
** &#039;&#039;&#039;Budget&#039;&#039;&#039;: how much EC it is willing to spend during the cycle.&lt;br /&gt;
** &#039;&#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to buy.&lt;br /&gt;
** &#039;&#039;&#039;Maximum price&#039;&#039;&#039;: how much it is ready to spend per item.&lt;br /&gt;
* &#039;&#039;&#039;Supply&#039;&#039;&#039;: information about a good being provided by some agent.&lt;br /&gt;
** &#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to sell.&lt;br /&gt;
** &#039;&#039;&#039;Minimum price&#039;&#039;&#039;: how cheap it is willing to sell the items.&lt;br /&gt;
** Some of properties on Supply/Demand might be absent or infinite, there is also special information like demand&#039;s agent being an issuer of energy credits, not willing to bargain, or not considering shipping a part of price.&lt;br /&gt;
** &#039;&#039;&#039;Shipping&#039;&#039;&#039;: goods being transferred from supply to demand cost EC to transport. The price depends on number of [[breach]]es between agents as well as other minor factors like gravity of agent&#039;s base. EC paid for shipping are destroyed along with matching amount of fuel in Void Church storage, and are considered to be spent on transport.&lt;br /&gt;
&lt;br /&gt;
==Trading process==&lt;br /&gt;
&lt;br /&gt;
Trading is done separately for every good.&lt;br /&gt;
&lt;br /&gt;
First, all economy agents (planets, Void Church branch offices, fleets) are queried for the list of their Demands and Supplies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading tables&#039;&#039;&#039; are created. These are maps ordered by price that are created for every supply or demand, and look like this:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|+ Demands for Fuel from Planet 10&lt;br /&gt;
|-&lt;br /&gt;
! Maximum price&lt;br /&gt;
! Agent&lt;br /&gt;
! Quantity&lt;br /&gt;
! ...&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 0.556&lt;br /&gt;
| Planet 1&lt;br /&gt;
| 400&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Planet 2&lt;br /&gt;
| 300&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0.345&lt;br /&gt;
| Fleet 1&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every combination of Demand and Supply is queried for its viability. If a deal is theoretically possible (the max and min prices are compatible, shipping is considered, etc), a maximum price for demander and minimum price for the supplier that is possible as part of the deal is calculated and deal is added to the proper tables.&lt;br /&gt;
&lt;br /&gt;
During this step, a &#039;sink price&#039; is also determined, a best price for a &#039;sink&#039; demander that issues credits and will buy unlimited goods. Currently, this is the case only for Void Church. All supplies are adjusted to sell only at this price or above, because it does not make sense to try to chase other suppliers from unlimited sinks.&lt;br /&gt;
&lt;br /&gt;
Now, the main iterations begin. For every demand, best supplies is found, which are ready to pay the most. For these supplies, similarly, best demands are found. If a supply and a demand are best for each other, they make a deal. The price is determined to be either the effective price to buy from the next best supplier, so that it&#039;s barely feasible to choose the current supplier, or the demander&#039;s maximum if there is no competition.&lt;br /&gt;
&lt;br /&gt;
As agents run out of EC and stock, they are removed from the trading tables. If at least one modification to the tables has been made, the cycle starts again, so that all the best deals are found. When no more deals are possible, the trading cycle ends.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=126</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=126"/>
		<updated>2024-12-25T17:23:14Z</updated>

		<summary type="html">&lt;p&gt;Librae: /* Trading process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intergalactic &#039;&#039;&#039;trade&#039;&#039;&#039; is the heart of the economy of Librae. The game implements an iterative market simulation algorithm which matches demand and supply in an optimal way.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&lt;br /&gt;
* [[EC]]: universal currency, issued by [[Void Church]].&lt;br /&gt;
* &#039;&#039;&#039;Goods&#039;&#039;&#039;: Some commodity which can be bought for EC.&lt;br /&gt;
* &#039;&#039;&#039;Economy agent&#039;&#039;&#039;: An entity possessing some goods and/or EC which wants to participate in the market. The agent has a specific location and a store of EC and goods.&lt;br /&gt;
* &#039;&#039;&#039;Demand&#039;&#039;&#039;: information about a good being desired by some agent. A demand has:&lt;br /&gt;
** &#039;&#039;&#039;Budget&#039;&#039;&#039;: how much EC it is willing to spend during the cycle.&lt;br /&gt;
** &#039;&#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to buy.&lt;br /&gt;
** &#039;&#039;&#039;Maximum price&#039;&#039;&#039;: how much it is ready to spend per item.&lt;br /&gt;
* &#039;&#039;&#039;Supply&#039;&#039;&#039;: information about a good being provided by some agent.&lt;br /&gt;
** &#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to sell.&lt;br /&gt;
** &#039;&#039;&#039;Minimum price&#039;&#039;&#039;: how cheap it is willing to sell the items.&lt;br /&gt;
** Some of properties on Supply/Demand might be absent or infinite, there is also special information like demand&#039;s agent being an issuer of energy credits, not willing to bargain, or not considering shipping a part of price.&lt;br /&gt;
** &#039;&#039;&#039;Shipping&#039;&#039;&#039;: goods being transferred from supply to demand cost EC to transport. The price depends on number of [[breach]]es between agents as well as other minor factors like gravity of agent&#039;s base. EC paid for shipping are destroyed along with matching amount of fuel in Void Church storage, and are considered to be spent on transport.&lt;br /&gt;
&lt;br /&gt;
==Trading process==&lt;br /&gt;
&lt;br /&gt;
Trading is done separately for every good.&lt;br /&gt;
&lt;br /&gt;
First, all economy agents (planets, Void Church branch offices, fleets) are queried for the list of their Demands and Supplies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading tables&#039;&#039;&#039; are created. These are maps ordered by price that are created for every supply or demand, and look like this:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|+ Demands for Fuel from Planet 10&lt;br /&gt;
|-&lt;br /&gt;
! Maximum price&lt;br /&gt;
! Agent&lt;br /&gt;
! Quantity&lt;br /&gt;
! ...&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 0.556&lt;br /&gt;
| Planet 1&lt;br /&gt;
| 400&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Planet 2&lt;br /&gt;
| 300&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0.345&lt;br /&gt;
| Fleet 1&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every combination of Demand and Supply is queried for its viability. If a deal is theoretically possible (the max and min prices are compatible, shipping is considered, etc), a maximum price for demander and minimum price for the supplier that is possible as part of the deal is calculated and deal is added to the proper tables.&lt;br /&gt;
&lt;br /&gt;
During this step, a &#039;sink price&#039; is also determined, a best price for a &#039;sink&#039; demander that issues credits and will buy unlimited goods. Currently, this is the case only for VC. All supplies are adjusted to sell only at this price or above, because it does not make sense to try to chase other suppliers from unlimited sinks.&lt;br /&gt;
&lt;br /&gt;
Now, the main iterations begin. For every demand, best supplies is found, which are ready to pay the most. For these supplies, similarly, best demands are found. If a supply and a demand are best for each other, they make a deal. The price is determined to be either the effective price to buy from the next best supplier, so that it&#039;s barely feasible to choose the current supplier, or the demander&#039;s maximum if there is no competition.&lt;br /&gt;
&lt;br /&gt;
As agents run out of EC and stock, they are removed from the trading tables. If at least one modification to the tables has been made, the cycle starts again, so that all the best deals are found. When no more deals are possible, the trading cycle ends.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=125</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=125"/>
		<updated>2024-12-25T17:22:31Z</updated>

		<summary type="html">&lt;p&gt;Librae: /* Terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intergalactic &#039;&#039;&#039;trade&#039;&#039;&#039; is the heart of the economy of Librae. The game implements an iterative market simulation algorithm which matches demand and supply in an optimal way.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&lt;br /&gt;
* [[EC]]: universal currency, issued by [[Void Church]].&lt;br /&gt;
* &#039;&#039;&#039;Goods&#039;&#039;&#039;: Some commodity which can be bought for EC.&lt;br /&gt;
* &#039;&#039;&#039;Economy agent&#039;&#039;&#039;: An entity possessing some goods and/or EC which wants to participate in the market. The agent has a specific location and a store of EC and goods.&lt;br /&gt;
* &#039;&#039;&#039;Demand&#039;&#039;&#039;: information about a good being desired by some agent. A demand has:&lt;br /&gt;
** &#039;&#039;&#039;Budget&#039;&#039;&#039;: how much EC it is willing to spend during the cycle.&lt;br /&gt;
** &#039;&#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to buy.&lt;br /&gt;
** &#039;&#039;&#039;Maximum price&#039;&#039;&#039;: how much it is ready to spend per item.&lt;br /&gt;
* &#039;&#039;&#039;Supply&#039;&#039;&#039;: information about a good being provided by some agent.&lt;br /&gt;
** &#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to sell.&lt;br /&gt;
** &#039;&#039;&#039;Minimum price&#039;&#039;&#039;: how cheap it is willing to sell the items.&lt;br /&gt;
** Some of properties on Supply/Demand might be absent or infinite, there is also special information like demand&#039;s agent being an issuer of energy credits, not willing to bargain, or not considering shipping a part of price.&lt;br /&gt;
** &#039;&#039;&#039;Shipping&#039;&#039;&#039;: goods being transferred from supply to demand cost EC to transport. The price depends on number of [[breach]]es between agents as well as other minor factors like gravity of agent&#039;s base. EC paid for shipping are destroyed along with matching amount of fuel in Void Church storage, and are considered to be spent on transport.&lt;br /&gt;
&lt;br /&gt;
==Trading process==&lt;br /&gt;
&lt;br /&gt;
Trading is done separately for every good.&lt;br /&gt;
&lt;br /&gt;
First, all economy agents (planets, VC, fleets) are queried for the list of their Demands and Supplies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading tables&#039;&#039;&#039; are created. These are maps ordered by price that are created for every supply or demand, and look like this:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|+ Demands for Fuel from Planet 10&lt;br /&gt;
|-&lt;br /&gt;
! Maximum price&lt;br /&gt;
! Agent&lt;br /&gt;
! Quantity&lt;br /&gt;
! ...&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 0.556&lt;br /&gt;
| Planet 1&lt;br /&gt;
| 400&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Planet 2&lt;br /&gt;
| 300&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0.345&lt;br /&gt;
| Fleet 1&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every combination of Demand and Supply is queried for its viability. If a deal is theoretically possible (the max and min prices are compatible, shipping is considered, etc), a maximum price for demander and minimum price for the supplier that is possible as part of the deal is calculated and deal is added to the proper tables.&lt;br /&gt;
&lt;br /&gt;
During this step, a &#039;sink price&#039; is also determined, a best price for a &#039;sink&#039; demander that issues credits and will buy unlimited goods. Currently, this is the case only for VC. All supplies are adjusted to sell only at this price or above, because it does not make sense to try to chase other suppliers from unlimited sinks.&lt;br /&gt;
&lt;br /&gt;
Now, the main iterations begin. For every demand, best supplies is found, which are ready to pay the most. For these supplies, similarly, best demands are found. If a supply and a demand are best for each other, they make a deal. The price is determined to be either the effective price to buy from the next best supplier, so that it&#039;s barely feasible to choose the current supplier, or the demander&#039;s maximum if there is no competition.&lt;br /&gt;
&lt;br /&gt;
As agents run out of EC and stock, they are removed from the trading tables. If at least one modification to the tables has been made, the cycle starts again, so that all the best deals are found. When no more deals are possible, the trading cycle ends.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=124</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=124"/>
		<updated>2024-12-25T17:20:45Z</updated>

		<summary type="html">&lt;p&gt;Librae: /* Terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intergalactic &#039;&#039;&#039;trade&#039;&#039;&#039; is the heart of the economy of Librae. The game implements an iterative market simulation algorithm which matches demand and supply in an optimal way.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&lt;br /&gt;
* [[EC]]: universal currency, issued by [[Void Church]].&lt;br /&gt;
* &#039;&#039;&#039;Goods&#039;&#039;&#039;: Some commodity which can be bought for EC.&lt;br /&gt;
* &#039;&#039;&#039;Economy agent&#039;&#039;&#039;: An entity possessing some goods and/or EC which wants to participate in the market. The agent has a specific location and a store of EC and goods.&lt;br /&gt;
* &#039;&#039;&#039;Demand&#039;&#039;&#039;: information about a good being desired by some agent. A demand has:&lt;br /&gt;
** &#039;&#039;&#039;Budget&#039;&#039;&#039;: how much EC it is willing to spend during the cycle.&lt;br /&gt;
** &#039;&#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to buy.&lt;br /&gt;
** &#039;&#039;&#039;Maximum price&#039;&#039;&#039;: how much it is ready to spend per item.&lt;br /&gt;
* &#039;&#039;&#039;Supply&#039;&#039;&#039;: information about a good being provided by some agent.&lt;br /&gt;
** &#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to sell.&lt;br /&gt;
** &#039;&#039;&#039;Minimum price&#039;&#039;&#039;: how cheap it is willing to sell the items.&lt;br /&gt;
** Some of properties on Supply/Demand might be absent or infinite, there is also special information like demand&#039;s agent being an issuer of energy credits, not willing to bargain, or not considering shipping a part of price.&lt;br /&gt;
** &#039;&#039;&#039;Shipping&#039;&#039;&#039;: goods being transferred from supply to demand cost EC to transport. The price depends on number of [[breach]]es between agents as well as other minor factors like gravity of agent&#039;s base. EC paid for shipping are destroyed along with matching amount of fuel in VC storage, and are considered to be spent on transport.&lt;br /&gt;
&lt;br /&gt;
==Trading process==&lt;br /&gt;
&lt;br /&gt;
Trading is done separately for every good.&lt;br /&gt;
&lt;br /&gt;
First, all economy agents (planets, VC, fleets) are queried for the list of their Demands and Supplies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading tables&#039;&#039;&#039; are created. These are maps ordered by price that are created for every supply or demand, and look like this:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|+ Demands for Fuel from Planet 10&lt;br /&gt;
|-&lt;br /&gt;
! Maximum price&lt;br /&gt;
! Agent&lt;br /&gt;
! Quantity&lt;br /&gt;
! ...&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 0.556&lt;br /&gt;
| Planet 1&lt;br /&gt;
| 400&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Planet 2&lt;br /&gt;
| 300&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0.345&lt;br /&gt;
| Fleet 1&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every combination of Demand and Supply is queried for its viability. If a deal is theoretically possible (the max and min prices are compatible, shipping is considered, etc), a maximum price for demander and minimum price for the supplier that is possible as part of the deal is calculated and deal is added to the proper tables.&lt;br /&gt;
&lt;br /&gt;
During this step, a &#039;sink price&#039; is also determined, a best price for a &#039;sink&#039; demander that issues credits and will buy unlimited goods. Currently, this is the case only for VC. All supplies are adjusted to sell only at this price or above, because it does not make sense to try to chase other suppliers from unlimited sinks.&lt;br /&gt;
&lt;br /&gt;
Now, the main iterations begin. For every demand, best supplies is found, which are ready to pay the most. For these supplies, similarly, best demands are found. If a supply and a demand are best for each other, they make a deal. The price is determined to be either the effective price to buy from the next best supplier, so that it&#039;s barely feasible to choose the current supplier, or the demander&#039;s maximum if there is no competition.&lt;br /&gt;
&lt;br /&gt;
As agents run out of EC and stock, they are removed from the trading tables. If at least one modification to the tables has been made, the cycle starts again, so that all the best deals are found. When no more deals are possible, the trading cycle ends.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=123</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=123"/>
		<updated>2024-12-25T17:18:51Z</updated>

		<summary type="html">&lt;p&gt;Librae: /* Terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intergalactic &#039;&#039;&#039;trade&#039;&#039;&#039; is the heart of the economy of Librae. The game implements an iterative market simulation algorithm which matches demand and supply in an optimal way.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&lt;br /&gt;
* [[EC]]: universal currency, issued by [[Void Church]].&lt;br /&gt;
* &#039;&#039;&#039;Goods&#039;&#039;&#039;: Some commodity which can be bought for EC.&lt;br /&gt;
* &#039;&#039;&#039;Economy agent&#039;&#039;&#039;: An entity possessing some goods and/or EC which wants to participate in the market. The agent has a specific location and a store of EC and goods.&lt;br /&gt;
* &#039;&#039;&#039;Demand&#039;&#039;&#039;: information about a good being desired by some agent. A demand has:&lt;br /&gt;
** &#039;&#039;&#039;Budget&#039;&#039;&#039;: how much EC it is willing to spend during the cycle.&lt;br /&gt;
** &#039;&#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to buy.&lt;br /&gt;
** &#039;&#039;&#039;Maximum price&#039;&#039;&#039;: how much it is ready to spend per item.&lt;br /&gt;
* &#039;&#039;&#039;Supply&#039;&#039;&#039;: information about a good being provided by some agent.&lt;br /&gt;
** &#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to sell.&lt;br /&gt;
** &#039;&#039;&#039;Minimum price&#039;&#039;&#039;: how cheap it is willing to sell the items.&lt;br /&gt;
** Some of properties on Supply/Demand might be absent or infinite, there is also special information like demand issuing energy credits, not willing to bargain, or not considering shipping a part of price.&lt;br /&gt;
** &#039;&#039;&#039;Shipping&#039;&#039;&#039;: goods being transferred from supply to demand cost EC to transport. The price depends on number of [[breach]]es between agents as well as other minor factors like gravity of agent&#039;s base. EC paid for shipping are destroyed along with matching amount of fuel in VC storage, and are considered to be spent on transport.&lt;br /&gt;
&lt;br /&gt;
==Trading process==&lt;br /&gt;
&lt;br /&gt;
Trading is done separately for every good.&lt;br /&gt;
&lt;br /&gt;
First, all economy agents (planets, VC, fleets) are queried for the list of their Demands and Supplies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading tables&#039;&#039;&#039; are created. These are maps ordered by price that are created for every supply or demand, and look like this:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|+ Demands for Fuel from Planet 10&lt;br /&gt;
|-&lt;br /&gt;
! Maximum price&lt;br /&gt;
! Agent&lt;br /&gt;
! Quantity&lt;br /&gt;
! ...&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 0.556&lt;br /&gt;
| Planet 1&lt;br /&gt;
| 400&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Planet 2&lt;br /&gt;
| 300&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0.345&lt;br /&gt;
| Fleet 1&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every combination of Demand and Supply is queried for its viability. If a deal is theoretically possible (the max and min prices are compatible, shipping is considered, etc), a maximum price for demander and minimum price for the supplier that is possible as part of the deal is calculated and deal is added to the proper tables.&lt;br /&gt;
&lt;br /&gt;
During this step, a &#039;sink price&#039; is also determined, a best price for a &#039;sink&#039; demander that issues credits and will buy unlimited goods. Currently, this is the case only for VC. All supplies are adjusted to sell only at this price or above, because it does not make sense to try to chase other suppliers from unlimited sinks.&lt;br /&gt;
&lt;br /&gt;
Now, the main iterations begin. For every demand, best supplies is found, which are ready to pay the most. For these supplies, similarly, best demands are found. If a supply and a demand are best for each other, they make a deal. The price is determined to be either the effective price to buy from the next best supplier, so that it&#039;s barely feasible to choose the current supplier, or the demander&#039;s maximum if there is no competition.&lt;br /&gt;
&lt;br /&gt;
As agents run out of EC and stock, they are removed from the trading tables. If at least one modification to the tables has been made, the cycle starts again, so that all the best deals are found. When no more deals are possible, the trading cycle ends.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=122</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=122"/>
		<updated>2024-12-25T17:17:58Z</updated>

		<summary type="html">&lt;p&gt;Librae: /* Terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intergalactic &#039;&#039;&#039;trade&#039;&#039;&#039; is the heart of the economy of Librae. The game implements an iterative market simulation algorithm which matches demand and supply in an optimal way.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&lt;br /&gt;
* [[EC]]: universal currency, issued by [[Void Church]].&lt;br /&gt;
* &#039;&#039;&#039;Goods&#039;&#039;&#039;: Some commodity which can be bought for EC.&lt;br /&gt;
* &#039;&#039;&#039;Economy agent&#039;&#039;&#039;: An entity possessing some goods and/or EC which wants to participate in the market. The agent has a specific location and a store of EC and goods.&lt;br /&gt;
* &#039;&#039;&#039;Demand&#039;&#039;&#039;: information about a good being desired somewhere. A demand has:&lt;br /&gt;
** &#039;&#039;&#039;Budget&#039;&#039;&#039;: how much EC it is willing to spend during the cycle.&lt;br /&gt;
** &#039;&#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to buy.&lt;br /&gt;
** &#039;&#039;&#039;Maximum price&#039;&#039;&#039;: how much it is ready to spend per item.&lt;br /&gt;
* &#039;&#039;&#039;Supply&#039;&#039;&#039;: information about a good being provided somewhere&lt;br /&gt;
** &#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to sell.&lt;br /&gt;
** &#039;&#039;&#039;Minimum price&#039;&#039;&#039;: how cheap it is willing to sell the items.&lt;br /&gt;
** Some of properties on Supply/Demand might be absent or infinite, there is also special information like demand issuing energy credits, not willing to bargain, or not considering shipping a part of price.&lt;br /&gt;
** &#039;&#039;&#039;Shipping&#039;&#039;&#039;: goods being transferred from supply to demand cost EC to transport. The price depends on number of [[breach]]es between agents as well as other minor factors like gravity of agent&#039;s base. EC paid for shipping are destroyed along with matching amount of fuel in VC storage, and are considered to be spent on transport.&lt;br /&gt;
&lt;br /&gt;
==Trading process==&lt;br /&gt;
&lt;br /&gt;
Trading is done separately for every good.&lt;br /&gt;
&lt;br /&gt;
First, all economy agents (planets, VC, fleets) are queried for the list of their Demands and Supplies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading tables&#039;&#039;&#039; are created. These are maps ordered by price that are created for every supply or demand, and look like this:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|+ Demands for Fuel from Planet 10&lt;br /&gt;
|-&lt;br /&gt;
! Maximum price&lt;br /&gt;
! Agent&lt;br /&gt;
! Quantity&lt;br /&gt;
! ...&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 0.556&lt;br /&gt;
| Planet 1&lt;br /&gt;
| 400&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Planet 2&lt;br /&gt;
| 300&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0.345&lt;br /&gt;
| Fleet 1&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every combination of Demand and Supply is queried for its viability. If a deal is theoretically possible (the max and min prices are compatible, shipping is considered, etc), a maximum price for demander and minimum price for the supplier that is possible as part of the deal is calculated and deal is added to the proper tables.&lt;br /&gt;
&lt;br /&gt;
During this step, a &#039;sink price&#039; is also determined, a best price for a &#039;sink&#039; demander that issues credits and will buy unlimited goods. Currently, this is the case only for VC. All supplies are adjusted to sell only at this price or above, because it does not make sense to try to chase other suppliers from unlimited sinks.&lt;br /&gt;
&lt;br /&gt;
Now, the main iterations begin. For every demand, best supplies is found, which are ready to pay the most. For these supplies, similarly, best demands are found. If a supply and a demand are best for each other, they make a deal. The price is determined to be either the effective price to buy from the next best supplier, so that it&#039;s barely feasible to choose the current supplier, or the demander&#039;s maximum if there is no competition.&lt;br /&gt;
&lt;br /&gt;
As agents run out of EC and stock, they are removed from the trading tables. If at least one modification to the tables has been made, the cycle starts again, so that all the best deals are found. When no more deals are possible, the trading cycle ends.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=121</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=121"/>
		<updated>2024-12-25T17:10:26Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intergalactic &#039;&#039;&#039;trade&#039;&#039;&#039; is the heart of the economy of Librae. The game implements an iterative market simulation algorithm which matches demand and supply in an optimal way.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&lt;br /&gt;
* [[EC]]: universal currency, issued by [[Void Church]].&lt;br /&gt;
* &#039;&#039;&#039;Good&#039;&#039;&#039;: Some commodity which can be bought for EC.&lt;br /&gt;
* &#039;&#039;&#039;Economy agent&#039;&#039;&#039;: An entity possessing some goods and/or EC which wants to participate in the market. The agent has a specific location and a store of EC and goods.&lt;br /&gt;
* &#039;&#039;&#039;Demand&#039;&#039;&#039;: information about a good being desired somewhere. A demand has:&lt;br /&gt;
** &#039;&#039;&#039;Budget&#039;&#039;&#039;: how much EC it is willing to spend during the cycle.&lt;br /&gt;
** &#039;&#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to buy.&lt;br /&gt;
** &#039;&#039;&#039;Maximum price&#039;&#039;&#039;: how much it is ready to spend per item.&lt;br /&gt;
* &#039;&#039;&#039;Supply&#039;&#039;&#039;: information about a good being provided somewhere&lt;br /&gt;
** &#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to sell.&lt;br /&gt;
** &#039;&#039;&#039;Minimum price&#039;&#039;&#039;: how cheap it is willing to sell the items.&lt;br /&gt;
** Some of properties on Supply/Demand might be absent or infinite, there is also special information like demand issuing energy credits, not willing to bargain, or not considering shipping a part of price.&lt;br /&gt;
** &#039;&#039;&#039;Shipping&#039;&#039;&#039;: goods being transferred from supply to demand cost EC to transport. The price depends on number of [[breach]]es between agents as well as other minor factors like gravity of agent&#039;s base. EC paid for shipping are destroyed along with matching amount of fuel in VC storage, and are considered to be spent on transport.&lt;br /&gt;
&lt;br /&gt;
==Trading process==&lt;br /&gt;
&lt;br /&gt;
Trading is done separately for every good.&lt;br /&gt;
&lt;br /&gt;
First, all economy agents (planets, VC, fleets) are queried for the list of their Demands and Supplies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading tables&#039;&#039;&#039; are created. These are maps ordered by price that are created for every supply or demand, and look like this:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|+ Demands for Fuel from Planet 10&lt;br /&gt;
|-&lt;br /&gt;
! Maximum price&lt;br /&gt;
! Agent&lt;br /&gt;
! Quantity&lt;br /&gt;
! ...&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 0.556&lt;br /&gt;
| Planet 1&lt;br /&gt;
| 400&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Planet 2&lt;br /&gt;
| 300&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0.345&lt;br /&gt;
| Fleet 1&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every combination of Demand and Supply is queried for its viability. If a deal is theoretically possible (the max and min prices are compatible, shipping is considered, etc), a maximum price for demander and minimum price for the supplier that is possible as part of the deal is calculated and deal is added to the proper tables.&lt;br /&gt;
&lt;br /&gt;
During this step, a &#039;sink price&#039; is also determined, a best price for a &#039;sink&#039; demander that issues credits and will buy unlimited goods. Currently, this is the case only for VC. All supplies are adjusted to sell only at this price or above, because it does not make sense to try to chase other suppliers from unlimited sinks.&lt;br /&gt;
&lt;br /&gt;
Now, the main iterations begin. For every demand, best supplies is found, which are ready to pay the most. For these supplies, similarly, best demands are found. If a supply and a demand are best for each other, they make a deal. The price is determined to be either the effective price to buy from the next best supplier, so that it&#039;s barely feasible to choose the current supplier, or the demander&#039;s maximum if there is no competition.&lt;br /&gt;
&lt;br /&gt;
As agents run out of EC and stock, they are removed from the trading tables. If at least one modification to the tables has been made, the cycle starts again, so that all the best deals are found. When no more deals are possible, the trading cycle ends.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=120</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=120"/>
		<updated>2024-12-25T16:54:00Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intergalactic &#039;&#039;&#039;trade&#039;&#039;&#039; is the heart of the economy of Librae. The game implements an iterative market simulation algorithm which matches demand and supply in an optimal way.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&lt;br /&gt;
* [[EC]]: universal currency, issued by [[Void Church]].&lt;br /&gt;
* &#039;&#039;&#039;Good&#039;&#039;&#039;: Some commodity which can be bought for EC.&lt;br /&gt;
* &#039;&#039;&#039;Economy agent&#039;&#039;&#039;: An entity possessing some goods and/or EC which wants to participate in the market. The agent has a specific location and a store of EC and goods.&lt;br /&gt;
* &#039;&#039;&#039;Demand&#039;&#039;&#039;: information about a good being desired somewhere. A demand has:&lt;br /&gt;
** &#039;&#039;&#039;Budget&#039;&#039;&#039;: how much EC it is willing to spend during the cycle.&lt;br /&gt;
** &#039;&#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to buy.&lt;br /&gt;
** &#039;&#039;&#039;Maximum price&#039;&#039;&#039;: how much it is ready to spend per item.&lt;br /&gt;
* &#039;&#039;&#039;Supply&#039;&#039;&#039;: information about a good being provided somewhere&lt;br /&gt;
** &#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to sell.&lt;br /&gt;
** &#039;&#039;&#039;Minimum price&#039;&#039;&#039;: how cheap it is willing to sell the items.&lt;br /&gt;
** Some of properties on Supply/Demand might be absent or infinite, there is also special information like demand issuing energy credits, not willing to bargain, or not considering shipping a part of price.&lt;br /&gt;
** &#039;&#039;&#039;Shipping&#039;&#039;&#039;: goods being transferred from supply to demand cost EC to transport. The price depends on number of [[breach]]es between agents as well as other minor factors like gravity of agent&#039;s base. EC paid for shipping are destroyed along with matching amount of fuel in VC storage, and are considered to be spent on transport.&lt;br /&gt;
&lt;br /&gt;
==Trading process==&lt;br /&gt;
&lt;br /&gt;
Trading is done separately for every good.&lt;br /&gt;
&lt;br /&gt;
First, all economy agents (planets, VC, fleets) are queried for the list of their Demands and Supplies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading tables&#039;&#039;&#039; are created. These are maps ordered by price that are created for every supply or demand, and look like this:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|+ Demands for Fuel from Planet 10&lt;br /&gt;
|-&lt;br /&gt;
! Maximum price&lt;br /&gt;
! Agent&lt;br /&gt;
! Quantity&lt;br /&gt;
! ...&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 0.556&lt;br /&gt;
| Planet 1&lt;br /&gt;
| 400&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Planet 2&lt;br /&gt;
| 300&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0.345&lt;br /&gt;
| Fleet 1&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every combination of Demand and Supply is queried for its viability. If a deal is theoretically possible (the max and min prices are compatible, shipping is considered, etc), a maximum price for demander and minimum price for the supplier that is possible as part of the deal is calculated and deal is added to the proper table.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=119</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=119"/>
		<updated>2024-12-25T16:34:06Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intergalactic &#039;&#039;&#039;trade&#039;&#039;&#039; is the heart of the economy of Librae. The game implements an iterative market simulation algorithm which matches demand and supply in an optimal way.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&lt;br /&gt;
* [[EC]]: universal currency, issued by [[Void Church]].&lt;br /&gt;
* &#039;&#039;&#039;Good&#039;&#039;&#039;: Some commodity which can be bought for EC.&lt;br /&gt;
* &#039;&#039;&#039;Economy agent&#039;&#039;&#039;: An entity possessing some goods and/or EC which wants to participate in the market. The agent has a specific location and a store of EC and goods.&lt;br /&gt;
* &#039;&#039;&#039;Demand&#039;&#039;&#039;: information about a good being desired somewhere. A demand has:&lt;br /&gt;
** &#039;&#039;&#039;Budget&#039;&#039;&#039;: how much EC it is willing to spend during the cycle.&lt;br /&gt;
** &#039;&#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to buy.&lt;br /&gt;
** &#039;&#039;&#039;Maximum price&#039;&#039;&#039;: how much it is ready to spend per item.&lt;br /&gt;
* &#039;&#039;&#039;Supply&#039;&#039;&#039;: information about a good being provided somewhere&lt;br /&gt;
** &#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to sell.&lt;br /&gt;
** &#039;&#039;&#039;Minimum price&#039;&#039;&#039;: how cheap it is willing to sell the items.&lt;br /&gt;
** Some of properties on Supply/Demand might be absent or infinite, there is also special information like demand issuing energy credits, not willing to bargain, or not considering shipping a part of price.&lt;br /&gt;
** &#039;&#039;&#039;Shipping&#039;&#039;&#039;: goods being transferred from supply to demand cost EC to transport. The price depends on number of [[breach]]es between agents as well as other minor factors like gravity of agent&#039;s base. EC paid for shipping are destroyed along with matching amount of fuel in VC storage, and are considered to be spent on transport.&lt;br /&gt;
&lt;br /&gt;
==Trading process==&lt;br /&gt;
&lt;br /&gt;
Trading is done separately for every good.&lt;br /&gt;
&lt;br /&gt;
First, all economy agents (planets, VC, fleets) are queried for the list of their Demands and Supplies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading tables&#039;&#039;&#039; are created. These are maps ordered by price that are created for every supply or demand, and look like this:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|+ Demands&lt;br /&gt;
|-&lt;br /&gt;
! Maximum price&lt;br /&gt;
! Demands&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 0.556&lt;br /&gt;
| Planet 1&lt;br /&gt;
|-&lt;br /&gt;
| Planet 2&lt;br /&gt;
|-&lt;br /&gt;
| 0.345&lt;br /&gt;
| Fleet 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every combination of Demand and Supply is queried for its viability. If a deal is theoretically possible (the max and min prices are compatible, shipping is considered, etc), a maximum price for demander and minimum price for the supplier that is possible as part of the deal is calculated and deal is added to the proper table.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Fuel&amp;diff=118</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Fuel&amp;diff=118"/>
		<updated>2024-12-25T16:27:20Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Fuel&amp;quot; is fusion fuel, a rare compact substance (Helium-3) that powers fusion reactors of virtually all machinery, from farming implements to space freighters. Due to its relative ease of transport and universal usefulness, it is considered a basic exchange unit. [[EC]] are usually used as a substitute for virtual exchanges.&lt;br /&gt;
&lt;br /&gt;
1 Fuel can be produced by 1 basically equipped [[human]] on a core-dead moon in 1 [[week]].&lt;br /&gt;
&lt;br /&gt;
{{good|Fuel|transport_cost=0.0001 EC|producers=[[Fuel Sifter]]s on moon-likes, [[NIL]]s|users=anybody}}&lt;br /&gt;
&lt;br /&gt;
==Obtaining==&lt;br /&gt;
&lt;br /&gt;
Fuel can be obtained from scouring any kind of planet, but it is most abundant in crusts of cold planetoids lacking a core. Obtaining fuel on a core-active planet would involve mass mineral/soil processing, which is usually not profitable.&lt;br /&gt;
Fuel is also potentially available from gas giants, but that requires much higher technology.&lt;br /&gt;
&lt;br /&gt;
[[Category:Goods]]&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Food&amp;diff=117</id>
		<title>Food</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Food&amp;diff=117"/>
		<updated>2024-12-25T16:27:04Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PAGENAME}} is a representation of basic human foodstuff. 1 Food is enough to subsist 1 [[human]] for 1 [[week]] in normal terran conditions.&lt;br /&gt;
&lt;br /&gt;
{{good|Food|transport_cost=0.001 EC|users=population, fleet crew|producers=[[Farm]]s, [[NIL]]s}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Goods]]&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=116</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Trade&amp;diff=116"/>
		<updated>2024-12-25T16:22:55Z</updated>

		<summary type="html">&lt;p&gt;Librae: first part&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intergalactic &#039;&#039;&#039;trade&#039;&#039;&#039; is the heart of the economy of Librae. The game implements an iterative market simulation algorithm which matches demand and supply in an optimal way.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
&lt;br /&gt;
* [[EC]]: universal currency, issued by [[Void Church]].&lt;br /&gt;
* &#039;&#039;&#039;Good&#039;&#039;&#039;: Some commodity which can be bought for EC.&lt;br /&gt;
* &#039;&#039;&#039;Economy agent&#039;&#039;&#039;: An entity possessing some goods and/or EC which wants to participate in the market. The agent has a specific location and a store of EC and goods.&lt;br /&gt;
* &#039;&#039;&#039;Demand&#039;&#039;&#039;: information about a good being desired somewhere. A demand has:&lt;br /&gt;
** &#039;&#039;&#039;Budget&#039;&#039;&#039;: how much EC it is willing to spend during the cycle.&lt;br /&gt;
** &#039;&#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to buy.&lt;br /&gt;
** &#039;&#039;&#039;Maximum price&#039;&#039;&#039;: how much it is ready to spend per item.&lt;br /&gt;
* &#039;&#039;&#039;Supply&#039;&#039;&#039;: information about a good being provided somewhere&lt;br /&gt;
** &#039;&#039;Maximum quantity&#039;&#039;&#039;: how much goods total it is willing to sell.&lt;br /&gt;
** &#039;&#039;&#039;Minimum price&#039;&#039;&#039;: how cheap it is willing to sell the items.&lt;br /&gt;
** Some of properties on Supply/Demand might be absent or infinite, there is also special information like demand issuing energy credits, not willing to bargain, or not considering shipping a part of price.&lt;br /&gt;
** &#039;&#039;&#039;Shipping&#039;&#039;&#039;: goods being transferred from supply to demand cost EC to transport. The price depends on number of [[breach]]es between agents as well as other minor factors like gravity of agent&#039;s base. EC paid for shipping are destroyed along with matching amount of fuel in VC storage, and are considered to be spent on transport.&lt;br /&gt;
&lt;br /&gt;
==Trading process==&lt;br /&gt;
&lt;br /&gt;
Trading is done separately for every good.&lt;br /&gt;
&lt;br /&gt;
First, all economy agents (planets, VC, fleets) are queried for the list of their Demands and Supplies. &lt;br /&gt;
&lt;br /&gt;
Every combination of Demand and Supply is queried for its viability. If a deal is theoretically possible (the max and min prices are compatible, shipping is considered, etc), a maximum price for demander and minimum price for the supplier that is possible as part of the deal is calculated and deal is added to the list.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Farm&amp;diff=115</id>
		<title>Farm</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Farm&amp;diff=115"/>
		<updated>2024-11-14T14:11:54Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Farm.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} is an [[asset]] that produces food. 1 Farm produces 1 [[Food]] in one week. This is a constant, other parameters, such as construction cost and maintenance, change depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
== Construction cost ==&lt;br /&gt;
&lt;br /&gt;
* [[Fuel]]: &amp;lt;code&amp;gt;50 + 50 * surface_bio_quality_offset + 10 * atmo_quality_offset + 10 * effective_cosmic_ray_intensity&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maintenance cost ==&lt;br /&gt;
&lt;br /&gt;
* [[Fuel]]: &amp;lt;code&amp;gt;0.1 + 0.125 * atmosphere_bio_quality_offset + 2 * surface_bio_quality_offset&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Workforce]]: &amp;lt;code&amp;gt;0.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Assets]]&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=File:Farm.jpg&amp;diff=114</id>
		<title>File:Farm.jpg</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=File:Farm.jpg&amp;diff=114"/>
		<updated>2024-11-14T14:11:36Z</updated>

		<summary type="html">&lt;p&gt;Librae: Librae uploaded a new version of File:Farm.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An illustration of a farming asset on a barren planet.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{CC0}}&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=File:Farm.jpg&amp;diff=113</id>
		<title>File:Farm.jpg</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=File:Farm.jpg&amp;diff=113"/>
		<updated>2024-11-14T14:10:46Z</updated>

		<summary type="html">&lt;p&gt;Librae: An illustration of a farming asset on a barren planet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An illustration of a farming asset on a barren planet.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{CC0}}&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Fuel_Sifter&amp;diff=112</id>
		<title>Fuel Sifter</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Fuel_Sifter&amp;diff=112"/>
		<updated>2024-11-14T13:40:58Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fuel Sifter.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} is an [[Asset]] that produces [[Fuel]] by sifting through upper layers of local planetoids. Efficiency depends on the historic presence of a magnetic field which would deflect the incoming He-3 over millions of years, preventing its accumulation.&lt;br /&gt;
&lt;br /&gt;
Construction cost: &amp;lt;code&amp;gt; 50 + 10 * bio_quality_diff + 10 * atmosphere_quality_diff + 10 * effective_cosmic_ray_intensity + 50 * (1 - fuel_availability) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Maintenance cost: 0 (pays for itself in fuel, other costs not implemented yet)&lt;br /&gt;
&lt;br /&gt;
Workforce cost: &amp;lt;code&amp;gt;1 * fuel_availability&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Assets]]&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=File:Fuel_Sifter.jpg&amp;diff=111</id>
		<title>File:Fuel Sifter.jpg</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=File:Fuel_Sifter.jpg&amp;diff=111"/>
		<updated>2024-11-14T13:40:27Z</updated>

		<summary type="html">&lt;p&gt;Librae: An illustration of a moon-located fuel sifter asset&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An illustration of a moon-located fuel sifter asset&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{CC0}}&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Farm&amp;diff=110</id>
		<title>Farm</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Farm&amp;diff=110"/>
		<updated>2024-11-13T18:39:32Z</updated>

		<summary type="html">&lt;p&gt;Librae: comma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PAGENAME}} is an [[asset]] that produces food. 1 Farm produces 1 [[Food]] in one week. This is a constant, other parameters, such as construction cost and maintenance, change depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
== Construction cost ==&lt;br /&gt;
&lt;br /&gt;
* [[Fuel]]: &amp;lt;code&amp;gt;50 + 50 * surface_bio_quality_offset + 10 * atmo_quality_offset + 10 * effective_cosmic_ray_intensity&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maintenance cost ==&lt;br /&gt;
&lt;br /&gt;
* [[Fuel]]: &amp;lt;code&amp;gt;0.1 + 0.125 * atmosphere_bio_quality_offset + 2 * surface_bio_quality_offset&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Workforce]]: &amp;lt;code&amp;gt;0.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Assets]]&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Fuel&amp;diff=109</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Fuel&amp;diff=109"/>
		<updated>2024-11-03T13:42:39Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Fuel&amp;quot; is fusion fuel, a rare compact substance (Helium-3) that powers fusion reactors of virtually all machinery, from farming implements to space freighters. Due to its relative ease of transport and universal usefulness, it is considered a basic exchange unit. [[EC]] are usually used as a substitute for virtual exchanges.&lt;br /&gt;
&lt;br /&gt;
1 Fuel can be produced by 1 basically equipped [[human]] on a core-dead moon in 1 [[week]].&lt;br /&gt;
&lt;br /&gt;
{{good|Fuel|transport_cost=0.0001 EC|producers=[[Fuel Sifter]]s on moon-likes, [[NIL]]s|users=anybody}}&lt;br /&gt;
&lt;br /&gt;
==Obtaining==&lt;br /&gt;
&lt;br /&gt;
Fuel can be obtained from scouring any kind of planet, but it is most abundant in crusts of cold planetoids lacking a core. Obtaining fuel on a core-active planet would involve mass mineral/soil processing, which is usually not profitable.&lt;br /&gt;
Fuel is also potentially available from gas giants, but that requires much higher technology.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=EC&amp;diff=108</id>
		<title>EC</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=EC&amp;diff=108"/>
		<updated>2024-11-03T13:38:50Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EC (Energy Credits) are a cryptocurrency issued by an authority, typically [[Void Church]], representing [[fuel]] 1 to 1. These can be exchanged in an any Void Church Branch, typically located in [[Empire]] capitals, the client being responsible for transportation.&lt;br /&gt;
&lt;br /&gt;
EC transactions are essentially free, Void Church gaining their profits from providing galactic transportation. However, when citizens are (officially) selling fuel to Void Church, it is reported to the related Empire and it&#039;s getting an income [[Tax]].&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Void_Church&amp;diff=107</id>
		<title>Void Church</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Void_Church&amp;diff=107"/>
		<updated>2024-11-03T13:27:51Z</updated>

		<summary type="html">&lt;p&gt;Librae: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lore]]&lt;br /&gt;
&lt;br /&gt;
{{quote|Know that you are living in a cursed world. Nothing here will ever match to your expectations, others will fail you, the Void will fail you, and you will fail yourself and eventually die. The best you can hope for is to improve it a bit in order for your brain to release the proper chemicals. Abandon your hope and prepare for an endless struggle.|Speech at a Void Church initiation meeting|a clandestine recording.}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Void Church (VC) is a religious organization originating somewhere during early FTL travel period. It started from a group of frustrated corporate engineers working on warp drives and failing to fully understand and improve their work. These adopted paradoxical system of beliefs and methods that relied on insights and experimentation guided by insanity.&lt;br /&gt;
&lt;br /&gt;
Eventually Void Church members invented the breach drives and managed to extract that knowledge, as well as stolen equipment, from their workplaces to a secret orbital hideout, from which they started to build their trade empire. The breach technology, allowing quick and cheap FTL travel, allowed them to become a interstellar power of their own.&lt;br /&gt;
&lt;br /&gt;
Void Church equipment can be only understood by sufficiently ranked church members, and attempts to reverse engineer it by secular powers have failed so far. Thus, Void Church effectively maintains monopoly on FTL travel. Independently functioning breach engines can be bought and used, but bulk shipments are only feasible with coordinated assistance by the church members, and even the automated engines require sacred maintenance.&lt;br /&gt;
&lt;br /&gt;
==Policy==&lt;br /&gt;
&lt;br /&gt;
Luckily, Void Church is rather indifferent to anything except direct interference with their operations and will provide their services and equipment to the highest bidder. They organize shipments of goods, providing guarantee of delivery for most types, substituting their own stock in case of failure, provide banking services and sell equipment as well as maintenance services, and, for trusted clients, dedicated church members to provide onsite maintenance and breach assistance.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Fuel&amp;diff=106</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Fuel&amp;diff=106"/>
		<updated>2024-10-30T11:10:12Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Fuel&amp;quot; is fusion fuel, a rare compact substance (Helium-3) that powers fusion reactors of virtually all machinery, from farming implements to space freighters. Due to its relative ease of transport and universal usefulness, it is considered a basic exchange unit. [[EC]] are usually used as a substitute for virtual exchanges.&lt;br /&gt;
&lt;br /&gt;
1 Fuel can be produced by 1 basically equipped [[human]] on a core-dead moon in 1 [[week]].&lt;br /&gt;
&lt;br /&gt;
{{good|Fuel|transport_cost=0.0001 EC|producers=[[Fuel Sifter]]s on moon-likes, [[NIL]]s|users=anybody}}&lt;br /&gt;
&lt;br /&gt;
==Obtaining==&lt;br /&gt;
&lt;br /&gt;
Fuel can be obtained from scouring any kind of planet, but it is most abundant in crusts of cold planetoids lacking a core. Obtaining fuel on a core-active planet would involve mass mineral processing, which usually not profitable.&lt;br /&gt;
Fuel is also potentially available from gas giants, but that requires much higher technology.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Fuel_Sifter&amp;diff=105</id>
		<title>Fuel Sifter</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Fuel_Sifter&amp;diff=105"/>
		<updated>2024-10-27T13:01:50Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PAGENAME}} is an [[Asset]] that produces [[Fuel]] by sifting through upper layers of local planetoids. Efficiency depends on the historic presence of a magnetic field which would deflect the incoming He-3 over millions of years, preventing its accumulation.&lt;br /&gt;
&lt;br /&gt;
Construction cost: &amp;lt;code&amp;gt; 50 + 10 * bio_quality_diff + 10 * atmosphere_quality_diff + 10 * effective_cosmic_ray_intensity + 50 * (1 - fuel_availability) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Maintenance cost: 0 (pays for itself in fuel, other costs not implemented yet)&lt;br /&gt;
&lt;br /&gt;
Workforce cost: &amp;lt;code&amp;gt;1 * fuel_availability&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Assets]]&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Earth&amp;diff=104</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Earth&amp;diff=104"/>
		<updated>2024-10-26T11:32:22Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PAGENAME}} is the now-destroyed home planet of the humanity. It mostly exists as part of the supernova Sol, but still serves as a golden standard of [[human]] habitat, and artifacts from it are still being sometimes discovered in most unexpected systems, either thrown there in the process of the project HIGHWAY, or serving as a life raft for survivors.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Food&amp;diff=103</id>
		<title>Food</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Food&amp;diff=103"/>
		<updated>2024-10-26T11:31:53Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PAGENAME}} is a representation of basic human foodstuff. 1 Food is enough to subsist 1 [[human]] for 1 [[week]] in normal terran conditions.&lt;br /&gt;
&lt;br /&gt;
{{good|Food|transport_cost=0.001 EC|users=population, fleet crew|producers=[[Farm]]s, [[NIL]]s}}&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Food&amp;diff=102</id>
		<title>Food</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Food&amp;diff=102"/>
		<updated>2024-10-26T11:31:39Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PAGENAME}} is a representation of basic human foodstuff. 1 Food is enough to subsist 1 [[human]] for 1 [[week]] in normal terran conditions.&lt;br /&gt;
&lt;br /&gt;
{{good|Food|transport_cost=0.001 EC|users=population, fleet crew|producers=[[Farm]]s}}&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=NIL&amp;diff=101</id>
		<title>NIL</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=NIL&amp;diff=101"/>
		<updated>2024-10-26T11:31:19Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NIL&#039;&#039;&#039;s, for Non-Insured Labor, are people living outside of large organized governments. On owned planets, it mostly happens because of poverty or dissatisfaction. NILs don&#039;t produce much and their numbers are stable, but they are self-sufficient.&lt;br /&gt;
&lt;br /&gt;
Due to living in impoverished and unorganized groups, NILs&#039; production does not benefit from local conditions but is not influenced by them, either.&lt;br /&gt;
&lt;br /&gt;
[[Image:NIL.jpg|thumb|||A rural NIL ready to defend his way of life]]&lt;br /&gt;
&lt;br /&gt;
Each NIL produces 0.125 [[Fuel]] and 0.25 [[Food]] in a week.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Fuel&amp;diff=100</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Fuel&amp;diff=100"/>
		<updated>2024-10-26T11:29:59Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Fuel&amp;quot; is fusion fuel, a rare compact substance (Helium-3) that powers fusion reactors of virtually all machinery, from farming implements to space freighters. Due to its relative ease of transport and universal usefulness, it is considered a basic exchange unit. [[EC]] are usually used as a substitute for virtual exchanges.&lt;br /&gt;
&lt;br /&gt;
{{good|Fuel|transport_cost=0.0001 EC|producers=[[Fuel Sifter]]s on moon-likes, [[NIL]]s|users=anybody}}&lt;br /&gt;
&lt;br /&gt;
==Obtaining==&lt;br /&gt;
&lt;br /&gt;
Fuel can be obtained from scouring any kind of planet, but it is most abundant in crusts of cold planetoids lacking a core. Obtaining fuel on a core-active planet would involve mass mineral processing, which usually not profitable.&lt;br /&gt;
Fuel is also potentially available from gas giants, but that requires much higher technology.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Fuel&amp;diff=99</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Fuel&amp;diff=99"/>
		<updated>2024-10-26T11:29:44Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Fuel&amp;quot; is fusion fuel, a rare compact substance (Helium-3) that powers fusion reactors of virtually all machinery, from farming implements to space freighters. Due to its relative ease of transport and universal usefulness, it is considered a basic exchange unit. [[EC]] are usually used as a substitute for virtual exchanges.&lt;br /&gt;
&lt;br /&gt;
{{good|Fuel|transport_cost=0.0001 EC|producers=[[Fuel Sifter]]s on moon-likes, NILs|users=anybody}}&lt;br /&gt;
&lt;br /&gt;
==Obtaining==&lt;br /&gt;
&lt;br /&gt;
Fuel can be obtained from scouring any kind of planet, but it is most abundant in crusts of cold planetoids lacking a core. Obtaining fuel on a core-active planet would involve mass mineral processing, which usually not profitable.&lt;br /&gt;
Fuel is also potentially available from gas giants, but that requires much higher technology.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Fuel_Sifter&amp;diff=98</id>
		<title>Fuel Sifter</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Fuel_Sifter&amp;diff=98"/>
		<updated>2024-10-26T11:28:01Z</updated>

		<summary type="html">&lt;p&gt;Librae: Created page with &amp;quot;{{PAGENAME}} is an Asset that produces Fuel by sifting through upper layers of local planetoids. Efficiency depends on the historic presence of a magnetic field which would deflect the incoming He-3 over millions of years, preventing its accumulation.  Construction cost: &amp;lt;code&amp;gt; 50 + 10 * bio_quality_diff + 10 * atmosphere_quality_diff + 10 * effective_cosmic_ray_intensity + 50 * (1 - fuel_availability) &amp;lt;/code&amp;gt;  Category:Assets&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PAGENAME}} is an [[Asset]] that produces [[Fuel]] by sifting through upper layers of local planetoids. Efficiency depends on the historic presence of a magnetic field which would deflect the incoming He-3 over millions of years, preventing its accumulation.&lt;br /&gt;
&lt;br /&gt;
Construction cost: &amp;lt;code&amp;gt; 50 + 10 * bio_quality_diff + 10 * atmosphere_quality_diff + 10 * effective_cosmic_ray_intensity + 50 * (1 - fuel_availability) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Assets]]&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Fuel&amp;diff=97</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Fuel&amp;diff=97"/>
		<updated>2024-10-26T11:09:57Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Fuel&amp;quot; is fusion fuel, a rare compact substance (deuterium) that powers fusion reactors of virtually all machinery, from farming implements to space freighters. Due to its relative ease of transport and universal usefulness, it is considered a basic exchange unit. [[EC]] are usually used as a substitute for virtual exchanges.&lt;br /&gt;
&lt;br /&gt;
{{good|Fuel|transport_cost=0.0001 EC|producers=[[Fuel Sifter]]s on moon-likes, NILs|users=anybody}}&lt;br /&gt;
&lt;br /&gt;
==Obtaining==&lt;br /&gt;
&lt;br /&gt;
Fuel can be obtained from scouring any kind of planet, but it is most abundant in crusts of cold planetoids lacking a core. Obtaining fuel on a core-active planet would involve either mass mineral processing or digging into the core, first being usually not profitable, latter requiring very advanced and expensive engineering projects.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=NIL&amp;diff=96</id>
		<title>NIL</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=NIL&amp;diff=96"/>
		<updated>2024-10-20T19:13:47Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NIL&#039;&#039;&#039;s, for Non-Insured Labor, are people living outside of large organized governments. On owned planets, it mostly happens because of poverty or dissatisfaction. NILs don&#039;t produce much and their numbers are stable, but they are self-sufficient.&lt;br /&gt;
&lt;br /&gt;
[[Image:NIL.jpg|thumb|||A rural NIL ready to defend his way of life]]&lt;br /&gt;
&lt;br /&gt;
Each NIL produces 0.125 [[Fuel]] and 0.25 [[Food]] in a week.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=File:NIL.jpg&amp;diff=95</id>
		<title>File:NIL.jpg</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=File:NIL.jpg&amp;diff=95"/>
		<updated>2024-10-20T19:11:19Z</updated>

		<summary type="html">&lt;p&gt;Librae: a NIL citizen standing in front of his homestead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
a NIL citizen standing in front of his homestead.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{CC0}}&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Human&amp;diff=94</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Human&amp;diff=94"/>
		<updated>2024-10-20T17:16:51Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Humans&#039;&#039;&#039; are creatures inheriting interstellar empires and an emperor&#039;s most important charge. Humans need [[Food]] to eat and afford proper [[insurance]] to be productive and happy.&lt;br /&gt;
&lt;br /&gt;
Each human needs 1 [[Food]] per [[week]] and [[insurance]] depending on local conditions to be a part of [[Workforce]].&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=NIL&amp;diff=93</id>
		<title>NIL</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=NIL&amp;diff=93"/>
		<updated>2024-10-20T17:15:55Z</updated>

		<summary type="html">&lt;p&gt;Librae: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;NIL&amp;#039;&amp;#039;&amp;#039;s, for Non-Insured Labor, are people living outside of large organized governments. On owned planets, it mostly happens because of poverty or dissatisfaction. NILs don&amp;#039;t produce much and their numbers are stable, but they are self-sufficient.  Each NIL produces 0.125 Fuel and 0.25 Food in a week.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NIL&#039;&#039;&#039;s, for Non-Insured Labor, are people living outside of large organized governments. On owned planets, it mostly happens because of poverty or dissatisfaction. NILs don&#039;t produce much and their numbers are stable, but they are self-sufficient.&lt;br /&gt;
&lt;br /&gt;
Each NIL produces 0.125 [[Fuel]] and 0.25 [[Food]] in a week.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
	<entry>
		<id>https://librae.cc/mediawiki/index.php?title=Workforce&amp;diff=92</id>
		<title>Workforce</title>
		<link rel="alternate" type="text/html" href="https://librae.cc/mediawiki/index.php?title=Workforce&amp;diff=92"/>
		<updated>2024-10-20T14:38:12Z</updated>

		<summary type="html">&lt;p&gt;Librae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PAGENAME}} are insured and well-fed humans. They can either work in [[Asset]]s, or provide [[economic support]]. Other humans are considered [[NIL]]s.&lt;/div&gt;</summary>
		<author><name>Librae</name></author>
	</entry>
</feed>