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The Economy

The economy is the foundation of AT1AS: a spatial, Δv-driven market where goods exist at a physical place and moving them costs fuel, time, and risk. The whole system runs on one idea — Δv and time are the true currency; Credits are a proxy for how hard it is to move mass to where it's wanted.

Philosophy: player-driven with guardrails. Real money buys time, cosmetics, and liquidity — never exclusive power. All prices below are anchor values in Credits at an Earth reference market; real prices float per station and over time.

Vision & pillars

AT1AS simulates real orbital mechanics with fuel/Δv accounting (Hohmann launch windows, ballistic vs torch transfers). That orbital engine is what the economy is built on.

  1. Spatial / physical — goods exist at a place (a coordinate). Moving them costs fuel + time + risk. Price gradients between Earth, Mars, the Belt and the outer system are transport cost. This makes hauling, trading, and piracy real.
  2. Player-driven, faucet/sink-balanced — most value circulates player→player; controlled faucets add value, sinks remove it, so the money supply stays sane.
  3. Every archetype earns a living — the 30 archetypes map 1:1 onto economic roles.
  4. Guardrails — full loss exists but is softened (insurance, partial drops, safe hangars, security zones). Solo and new players are never hard-walled.
  5. Fair monetization — a dual-currency model (Credits earned, Tokens bought with real money) where cash converts to in-game wealth only through the player market, so paying funds the economy without buying power.

Currencies & the real-money model

Credits (₡) — the working currency

Earned in-game (mining, trade, bounties, manufacturing). Used for everything: goods, fuel, fees, ships. Player→player by default. Created by faucets, destroyed by sinks.

Tokens (⬡) — premium currency

Bought with real money. Modeled on EVE's PLEX so it stays fair:

Real $ ──buy──► ⬡ Token ──sell on market──► ₡ Credits (time-rich player gets ₡)

└──redeem──► premium time / cosmetics / convenience (token destroyed)
  • A paying player converts cash → Tokens → Credits (or redeems perks).
  • A non-paying but active player earns Credits → buys Tokens off the market → redeems perks. Real money flows to time-rich players; the studio sells Tokens. Everyone benefits from the Credit liquidity that whales inject.
  • Tokens are company-created, player-destroyed on redemption — that redemption is the premium-currency sink that controls supply.
  • The Token↔Credit price floats on a player order book, with an optional soft anchor.

What Tokens may buy (the anti-pay-to-win line)

Allowed (time / cosmetic / convenience / liquidity):

  • Premium account time / "captain's club" status.
  • Cosmetic ship skins and emblems.
  • Extra character slots, hangar space, market-order slots, contract slots.
  • Name / call-sign changes, faster skill-training unlock (not stat boosts).
  • Selling Tokens for Credits (the liquidity bridge).

Forbidden (would be pay-to-win):

  • Buying raw combat power, exclusive hulls/modules, better stats, or resources that can't be earned in-game. If money can win a fight you didn't out-play, it's out.

Resources & pricing

Tracked per tonne (t) of cargo; mass matters because fuel cost is proportional to mass. Vol = price volatility band.

T0 — Raw (mined)

ResourceSource region₡/t (Earth)VolRefines into
Iron OreBelt (S/M-type)40±20%Structural Steel
Nickel OreBelt (M-type)70±20%Structural Steel
Silicate OreBelt (S-type)30±15%Electronics Silicon
Carbonaceous OreBelt (C-type)25±25%Polymers, volatiles
Platinum-group OreBelt (rare M-type)1,200±40%PGM
Rare/Heavy Metal OreMercury, inner900±35%Refined Rare Metals
Water IceKuiper, comets, C-type20±30%Water, Remass
Volatile Ices (CH₄/NH₃/N₂)Outer system35±30%Life support, Remass
Helium-3 gasGas-giant atmospheres₡9,000 / kg±50%Fusion Fuel
HydrogenGas giants, water-split50±25%Remass, process gas

He-3 is priced per kilogram — it is energy-dense and scarce. Everything else is bulk tonnage.

T1 — Refined

GoodFrom₡/t (Earth)Use
Structural SteelIron + Nickel180hull plating, stations
Electronics SiliconSilicate260avionics, electronics
Platinum-group Metals (PGM)PGM ore4,500reactors, electronics
Refined Rare Metalsrare ore3,200reactor cores, drives
Polymers / Compositescarbonaceous240structure, life support
Water (potable/process)ice60life support, remass feed
Reaction Mass (Remass)water/volatiles90propellant
Fusion Fuel (He-3/D)He-3₡8,000 / kgtorchship energy
Life-Support Consumableswater + volatiles120crew upkeep (a soft sink)

T2 — Components (per unit)

ComponentBuilt from₡/unit
Hull PlatingSteel800
Thruster AssemblySteel + Rare Metals6,000
Reactor CorePGM + Rare Metals45,000
Avionics / ElectronicsSilicon + PGM9,000
Life-Support UnitPolymers + Steel5,500
Fuel TankageSteel + Composites3,000

T3 — Ships, modules, stations

Assembled from T2 components plus blueprints. Indicative hulls: shuttle ~₡250k · light hauler ~₡2–5M · gunship ~₡8–15M · capital freighter / warship far higher. Modules (turrets, drives, scanners) and player stations are the top of the pyramid and the biggest credit sinks.

Fuel & Δv economics (the heartbeat)

Two drive regimes exist in the sim:

  • Ballistic / chemical-ish (Hohmann) — low Δv, burns mostly Remass. Cheap, slow, window-locked. The freighter's life.
  • Fusion torch (brachistochrone) — high Δv, burns Fusion Fuel for energy plus Remass as propellant. Fast, window-free, expensive. The premium-freight and warship life.

Propellant follows the rocket equation: to change velocity by Δv a ship of dry mass m_dry and exhaust velocity v_e throws away

m_prop = m_dry · ( e^(Δv / v_e) − 1 )

Worked example — a 1,000 t hauler, Mars→Earth, Δv ≈ 5 km/s, remass drive v_e ≈ 30 km/s: m_prop = 1000·(e^(5/30) − 1) ≈ 181 t of Remass → ~₡16,300 in fuel for the trip. A torchship doing a fast brachistochrone might need hundreds of km/s of Δv, making Fusion Fuel the gating cost — that's why torch freight charges a premium.

Fuel is cheap at the source (outer-system ice, gas-giant He-3) and dear at inner markets after transport — creating the fuel-depot economy: control the depots near transfer nodes and you tax all trade.

Activities — how you make money

ActivityLoopFaucet/flow
Mineextract ore/ice/gas → sell raw or refinematerial faucet (labor)
Refine / Manufactureraw → refined → components → shipsvalue-add, P2P
Haul / Tradebuy low @ A → move → sell high @ B; courier contractsarbitrage, P2P
Piratehunt ships → destroy → scoop dropped cargo / ransomredistribution + loss-sink
Stealcargo-scoop from wrecks/jettisoned cans; boardingredistribution
Bounty hunt / Killkill flagged criminals or NPC pirates for bountiescredit faucet (controlled)
Salvagewreck-dive destroyed hulls for componentsmaterial faucet
Servicesrefuel/repair depots, escort, medical, info-brokering, market-makingP2P fees

Piracy, theft, and killing move wealth and destroy ships (the big sink) rather than minting it.

Markets & price formation

  • Per-station order books (buy/sell orders) — prices are local because goods are physically located.
  • Spatial arbitrage — the gradient between two stations ≈ Δv·mass + time + risk. Traders and haulers profit on the spread; that spread is the transport market.
  • Launch-window cyclicity — cheap Hohmann routes open periodically → predictable boom/bust → speculation; torchships sell "beat-the-window" freight.
  • Contracts — courier (haul X A→B, fee + collateral), supply, escort, bounty. Turns logistics into jobs and creates interdependence (miner hires hauler hires escort).
  • Dynamic pricing — station prices drift toward local supply/demand; NPC market-makers anchor them early and fade as players take over.

Faucets & sinks (the balance ledger)

The economy is controlled inflation: keep the faucet rate ≈ the sink rate.

Faucets (value in)Sinks (value out)
Mining / refining / salvage (materials)Fuel burn (Remass/Fusion) — recurring
NPC pirate bounties (credits)Ship & module loss on destruction — the big one
Mission / contract rewardsStation fees: docking, broker, sales tax, job fees, rent
Modest NPC buy-orders for raw goodsInsurance (premiums > payouts, net)
Insurance hull payout (partial)Life-support consumables, module decay
Studio-minted Tokens (premium)Token redemption (premium-currency sink)

Bias: lean on material faucets (mining = labor) plus small credit faucets; let fuel, fees, and losses drain credits. Every faucet has a rate cap and every sink a floor so neither runs away.

Loss, risk & security

  • On destruction: the hull plus fitted modules roll a drop chance (~50% of cargo drops as a lootable container; modules partial). The killer scoops what drops; the rest is destroyed (sink).
  • Insurance: pay premiums (sink) → on loss, refund a fraction of hull value in Credits (small faucet). Net negative by design.
  • Clones, not permadeath: you respawn at a station; only what you fly is at risk — assets in station hangars are always safe. This is the core guardrail.
  • Security zones (mapped onto geography, so risk rises with Δv/reward):
    • High-sec (Earth/Mars vicinity): NPC response, aggression punished, safest, thinnest margins.
    • Low-sec (Belt): limited response, piracy viable, better yields.
    • Null/lawless (outer system, Kuiper/Oort): no response, richest resources (ice, He-3, PGM), highest risk.
  • Ransom & flags: pirates can demand a Credit ransom before the kill; aggressors get a criminal flag enabling lawful bounty hunting.

Archetype → economic role

RoleArchetypes
Extractionbelt-prospector, wreck-diver
Refine / buildgrease-monkey, researcher, augmented, swarm-handler
Logisticsvoid-hauler, free-trader, ace-pilot (express freight)
Markets / financefixer, dockmaster, corp-exec, cardsharp
Predation (loss-sink)corsair, bounty-hunter, sellsword, whisper, ghost
Smuggling (tariff arbitrage)smuggler, grifter
Services / soft powerships-surgeon, envoy, colonial-governor, homesteader, starborn-zealot

NPC economy & cold-start

Empty markets kill new economies, so the world bootstraps with NPCs that then fade:

  • NPC market-makers seed each station with buy/sell anchor orders so a solo player always has a counterparty; their weight shrinks as real volume grows.
  • NPC agents (miners and haulers that actually move goods, plus pirates that create the loss-sink) make the world breathe without players.

Progression & monetization

  • In-game progression is horizontal (EVE-style): wealth → bigger cargo / more Δv / better-fit ships → reach farther, richer, riskier markets. Not levels.
  • Monetization is all via Tokens and all fair: premium time, cosmetic skins, convenience slots. Power is always earnable in-game.

Resolved design decisions

  1. Currency: a single universal Credit (₡). Factions affect taxes/tariffs/standings, not the money itself.
  2. Loss severity (tunable defaults): clones, not permadeath; respawn free at home station; only what you fly is at risk. On destruction ~50% of cargo drops as a lootable wreck, ~30% of modules salvageable; insurance refunds ~40% of hull value, premium ~5% of hull per period → net sink.
  3. Skills: hybrid, time-trained-leaning (EVE-style), progresses offline. A training queue advances in real time; archetypes give starting bonuses and training-speed modifiers. Tokens may buy queue slots / a one-time respec — never instant levels or stat boosts.
  4. Stations: NPC-only in v1. Player-built structures are a later phase.
  5. Token price: free-floating with a studio buy-back band to dampen extreme volatility.