Design:Human Space Empire

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  • Cultures: humans belong to a culture, which cannot be easily changed. Cultures affect areas such as governance, craft, war
    • Starting cultures with histories
    • Attitude towards war, personal freedom, trade, centralization, taxes and other things
  • Genetics: humans can possess different genetics which affect their performance in various areas as well as alienating or attracting others
    • Augmentations: (attempted) improvements of humans
  • HR: quality of human resources is kept track of in various areas, tends to a specific limit defined by culture, education, hazards and other things, and is lowered when specific humans emigrate or die
    • Scientific by field
    • Engineering
    • Agriculture
    • Cultural
    • Piloting
    • Ground combat
    • Covert ops
    • etc
  • Very important people tracked personally
  • Infrastructure: Humans construct planetary or void infrastructure which improves their performance at cost of initial investment.
    • Logistic infrastructure: improve travel costs from very high by default
    • Production planetary infrastructure: improve yields for an upfront cost
    • Defensive infrastructure
    • Habitation
    • Various kinds of infrastructure can be incompatible