Design: from discovery to development

Proposed, October 2026. Change by pull request.

An explorer finds something valuable on a quiet world. A company comes to dig it up. Traders haul in what the build needs, pirates raid the supply line, fighters are paid to stop them, and months later the system is different for good: new trade, a new station, a higher tech level, and people living there who are glad or angry about it.

This is how Witchspace gets a real-world supply chain: not a simulation of every crate, but a chain of events that all three careers feed, and that leaves the galaxy changed.

It builds on exploration (surveys, moon grades, first discoveries), companies and contracts (contracts, standing, building worlds), the trading companies (the Titanoboa and the yards) and the economy.

Principles

The chain

1. Prospect: the explorer finds it

2. Claim: the explorer chooses who gets it

At a station, the find can be sold to whoever is there to buy it. The choice decides what happens to the world:

Sold to Pays How it goes For the people who live there
Wexley-Yorozu Most (finder's fee 2,000–6,000 Cr) Slow, tidy and big: the Titanoboa arrives, a station rises, the system is transformed Jobs, debt, and clause 214. Some are moved off.
Vorg Industries Fast cash (about two thirds) Quick and dirty: an open-cast pit, rough crews, pirates drawn in Work for some, danger for all; the law gets thinner
The Carriers' Mutual Least (about a third) A small co-operative mine; slow, modest, fair Most stay, and own a share. The Mutual remembers who brought it.
Hexon Holdings Never buys finds Hexon buys the finder instead: a later, very generous offer to sell your W-Y claim on to them Nobody asked them
Nobody Nothing You keep quiet. The world stays as it is, until someone else finds it You could warn them (see below)

3. Build: the traders supply it, the fighters guard it

Once claimed, the company moves in. Development runs in stages, each needing goods delivered and time passing:

Stage What you see What it needs At least
Survey camp A survey ship and beacons in orbit Food, medicine, machinery 2 days
Groundbreak Ore haulers, a landing field on the body Machinery, alloys, electronics 4 days
Works The mine or refinery running; for W-Y, the Titanoboa and a station spine Computers, electronics, alloys, hydrogen fuel cells 7 days
Open A station or outpost opens, the market changes (none)

4. Open: the system is changed

When the last stage finishes, it's news across the region, and the system is permanently different:

5. Consequences: who's glad and who's mad

The people already there react, in news, messages and contracts:

How it stays cheap and the same for everyone

Numbers (a first pass)

Deposits a galaxy about 12, in low-tech (≤5) or thinly settled systems
Trace chance about 1 in 8 surveyed moons or planets in those systems; Deep Survey Scanner needed to turn a trace into a find
Grades Poor 50%, Fair 35%, Rich 15%
Finder's fee W-Y 2,000 / 4,000 / 6,000 Cr by grade; Vorg two thirds; Mutual a third
Stage goods about 150 / 300 / 500 t across all players (Survey camp / Groundbreak / Works)
Stage time at least 2 / 4 / 7 days; three times that with no deliveries
Opening new export at the source, nearby price of that commodity down about 10%, tech +1 (W-Y +2)

Building it in stages

  1. Deposits and claims. Traces and finds from surveys, grades, the claim choice at a station, finder's fees and standing, the finder's name on the site. Server: one claims table. The chart shows claimed sites and who claimed them.
  2. The build. Stages from the clock and deliveries; supply contracts from the developing company; delivering at the site; what you see in orbit at each stage (reusing the yard models of building worlds as they're made).
  3. The open system. New exports and imports, price effects nearby, tech level, the new station or outpost, opening news and premiums.
  4. Raids and protection. Pirates on supply routes, escort and bounty contracts, rival sabotage.
  5. Consequences. Relocations, news, the Mutual's newsletter, government shifts, unrest; a Ninefold-style story thread for W-Y builds.

Each stage is worth having on its own: after the first, finds and claims already pay, carry names and change company standing.

Open questions

Think something here should change? Say so on the ideas board, where others can vote it up, or email hello@witchspace.org.uk. If you code: this page is docs/design/discovery-to-development.md on GitHub, open to pull requests.