(TO BE REVISED) Game Rule Discussions
Game Rule Discussions
Trading
- Robot has to initiate the selling instead of trading (not consistent with other trades)
- Does selling cost energy?
- How do we enforce debt consequences? If we do not check money beforehand, what should other services implement as a reaction to “player is in debt”
- Items are not defined yet
Map
I have a problem with the map being just a bunch of planets, right next to each other with some other fields in between. I would be more comfortable with it being a grid of tiles, where each tile is a star system. This either contains planets & optionally mining stations, is empty, a black hole, or has a space station.
One tile is a star system, it has up to 8 neighbors, connected by hyperlanes.
A star system contains 0..3 planets, space stations, mining stations, and black holes.
graph TD
%%{init: {'flowchart': {'nodeSpacing': 80, 'rankSpacing': 100}}}%%
%% Row 1
A1[Star System A1] --- A2[Star System A2]
%% Row 2
B1[Star System B1] --- B2[Star System B2]
%% Row 3
C1[Star System C1] --- C2[Star System C2]
%% Vertical connections
A1 --- B1
A2 --- B2
B1 --- C1
B2 --- C2
%% Contents of some star systems
A1 --> P_A1[Planet]
A1 --> M_A1[Mining Station]
C1 --> P_C1[Planet]
C1 --> M_C1[Mining Station]
B2 --> SS_B2[Space Station]
classDef star fill:#eef,stroke:#333,stroke-width:2px;
class A1,A2,B1,B2,C1,C2 star;
classDef feature fill:#99f,stroke:#333,stroke-width:1px;
class P_A1,M_A1,P_C1,M_C1,SS_B2 feature;
Last modified September 30, 2025: Updated / cleaned up game rules (esp. for map), and in architecture established a working directory structure (f5a6c69)