Design: stations and worlds

Status: proposal. The world data (section 1), basic station classes and ship size classes (sections 2–3) belong to the trading and galaxy milestone. Docking queues, supply and decline, rival stations and growth (sections 4–7) need multiplayer and come later. Please discuss in GitHub Discussions before building.

The idea

Stations and the economy should be limited by physical reality: how big a world is, how many people live there, what it produces, and how much a station can physically hold. Everything else follows from a few facts about each world, so nothing feels arbitrary.

Related designs: economy and exchanges, player stations, law and travel.


1. Start from the world

The original Elite already gave every system a population, productivity, economy, government, tech level and planet radius. Witchspace's own galaxy generator will produce the same kinds of facts, and they drive everything:

World fact What it sets
Population How much the world produces and consumes, how busy its stations are, how strong the police presence is
Planet size How much orbital room there is for stations
Economy (industrial ↔ agricultural) What it produces and needs
Tech level What can be built, sold and repaired there: advanced station classes, shipyards, high-tech equipment. Advanced gear can't be serviced at low-tech stations (see power and protection)
Government Law, police, docking rules, and how stations relate to each other

2. Station classes

Class Size Docking Typical role
Outpost Small (≈20–60 m) 2–4 external pads; small ships only Mining, frontier, often player-built
Coriolis ≈160 m (today's station) One slot; hangar of ≈20–40 berths The standard station for most worlds
Large orbital 500 m and up Several slots; hundreds of berths Rich, populous, high-tech worlds
Satellite and specialist stations Varies Varies Shipyards, refineries, research labs, prisons; attached to a main station

3. Ship size classes

What's for sale depends on where you are

Ships, upgrades and services are only available in systems that can make, sell and support them:

The result is that the galaxy has real geography: you travel to a high-tech world to buy that beam laser, and you think twice before taking it somewhere nobody can fix it. Ship and equipment files will declare their tech level and any legal restrictions, so community-made items fit the same rules.

4. Docking capacity is real (multiplayer)

5. How many stations can a world support?

Two limits apply, and both must be satisfied:

  1. Orbital room, from the planet's size. Small worlds have room for fewer stations.
  2. Supply and use, from population and economy. A station has to be fed and has to have customers.
Example world Could support
Poor agricultural, 0.5 billion people, small planet One Coriolis and a mining outpost
Average mixed economy, 2 billion people One Coriolis, one or two outposts or satellites
Rich industrial, 6 billion people, large planet A large orbital, a Coriolis and several specialist satellites

Numbers are illustrative and will be tuned in play.

6. Stations need supplying, and can decline (multiplayer)

7. Several stations around one world: rivals or allies? (multiplayer)

The relationship comes from who runs each station and the world's government:

8. Growth has limits

A station grows by investment (credits, materials, development funds) and by having the orbital room, population and supply to support it. However rich your guild, you can't build a mega-station around a poor, tiny world. The physical world caps ambition, as in real life.

9. Phasing

Phase What
Trading and galaxy milestone World facts in the galaxy generator (population, planet size, economy, tech level, government); Coriolis stations everywhere plus outposts at some worlds; ship size classes and docking restrictions; equipment availability by tech level and government
Multiplayer Docking queues and capacity, supply and decline, several stations per world
Later Rival and allied stations with shifting relationships, station growth and specialist satellites, derelicts and restoration

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