Proposal: player-run stations

Status: proposal for community discussion. Nothing here is agreed or built. It depends on multiplayer (shared space, accounts and persistence), so it couldn't arrive before roadmap phase 5. Please discuss it in GitHub Discussions before anyone builds it.

The question

Should stations be run by players, by the community collectively, or by AI agents, and with what powers?

Why it's worth doing

What can go wrong

Other multiplayer games have learned these the hard way:

Proposed approach

1. Civilised space stays with the Galactic Co-operative

The core Coriolis stations in established systems are never player-run. The law, surrender and the safety net always hold there. Wherever a player ends up, a fair, rules-bound station is never more than a jump or two away.

2. Players build outposts on the frontier

Physical limits apply: how many stations a world can hold, and how big they can grow, depend on its size, population and supply. See stations and worlds.

Player stations are new places on the map, built in frontier and anarchy systems, not takeovers of existing stations. That's where independent power fits the story, and it means player stations add to the galaxy rather than replacing the parts newcomers rely on.

3. Limited levers, within fixed bounds

Station commanders can:

No setting can override the guarantees:

4. Earned through contribution, never bought

To run a station you have to give something to Witchspace first. People with power over other players should have shown they care about the game.

Every kind of contribution counts, not just code, so non-programmers are never shut out:

A contributor record linked to each commander combines GitHub contributions, recognised community roles and in-game standing (rank, reputation). Reaching the threshold earns eligibility for a station charter.

5. Accountable

6. Groups rather than lone rulers

Stations are best run by player-formed guilds or co-operatives that vote on policy, so no single person holds all the power and a station survives any one member leaving. A lone commander could start an outpost, but growing it needs others.

7. Community stations

Some stations could belong to the community as a whole, rather than to one commander or guild:

8. Stations run by AI agents

A station commander could be an AI agent with a personality and an agenda:

Guardrails, built in from the start:

9. Investing in stations with trading profits

Any commander can invest in-game credits, earned by playing, in a community or guild station's development fund.

No pay-to-win

Witchspace stays non-commercial, and nothing in the game can be bought with real money: no paid credits, currencies, ships, charters or influence. The in-game currencies, including the system currencies, are virtual and can never be cashed out.

If the project needs money for servers, AI-agent stations or the domain, it will use transparent donations (GitHub Sponsors or Open Collective) with all income and spending public. Supporters get thanks, never power: a name in the credits or a cosmetic badge at most, never credits, ships or station rights.

Classic rules

Not applicable: Classic is single-player and true to 1984. Player-run stations only exist in shared multiplayer space.

Questions for the community

  1. Should player stations exist at all?
  2. Frontier outposts only, or could players ever run stations in established systems (perhaps through elections)?
  3. What powers are fun to have, and which would make the game miserable for everyone else?
  4. Individual commanders, or guilds only?
  5. How should a station change hands: decay, purchase with in-game credits, election, siege, or all of these?
  6. Who handles appeals, and how do we keep that fair and sustainable for volunteers?
  7. Which stations should belong to the whole community, and how should votes work?
  8. Should AI-agent commanders run some stations from the start, take over abandoned ones, or both? Which personas would you write?
  9. What should the contribution threshold for a station charter be, and how should different kinds of contribution be weighed?
  10. How large a share of station income should investors receive, and how should the cap on policy influence work?

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/player-stations.md on GitHub, open to pull requests.