ECON Galaxy - Full Game Design Document
Vision Statement
ECON Galaxy is a browser-based MMO economic simulation game that combines Factorio's deep production chains with X4's space trading setting and a persistent multiplayer universe. Players build automated corporate empires that continue running offline, while competing with other players for resources, markets, and territories.
Core Principle: "Build a company that works without you - but works better with you."
The Three Pillars
1. Automation & Production (Factorio Inspiration)
2. Living Economy with Population (X4 Inspiration)
3. MMO Competition & Territorial Control
Pillar 1: Automation & Production
Production Chains (Factorio-Level Complexity)
Raw Materials (Tier 0)
- Ice, Ore, Gases, Crystal, Rare Minerals, Organic Matter
Processing (Tier 1)
- Ice → Water + Hydrogen
- Ore → Refined Metals + Slag (byproduct)
- Gases → Chemicals + Noble Gases
- Organic Matter → Polymers + Biofuel
Components (Tier 2)
- Refined Metals + Chemicals → Alloys
- Polymers + Electronics → Circuits
- Water + Chemicals → Coolant
- Hydrogen + Noble Gases → Fuel Cells
Modules (Tier 3)
- Circuits + Alloys + Crystal → Computer Cores
- Alloys + Coolant → Heat Sinks
- Fuel Cells + Machinery → Reactors
End Products (Tier 4)
- Ship Components, Station Modules, Weapons, Consumer Goods
Special Features:
- Recipe Alternatives: Multiple paths to the same product (efficiency vs. cost)
- Byproducts: Must be disposed of or reused
- Quality Levels: Better inputs = better outputs
- Efficiency Modifiers: Crew, modules, research affect output
Automation System (Hybrid)
Rule-Based Automation (Logistics)
- Trade routes: "Buy X at Station A if price < Y, sell at B if price > Z"
- Production rules: "Produce while input available AND output < threshold"
- Logistics priorities: "Supply own stations first, then market"
- Trigger actions: "If storage > 80%, activate emergency sale"
Manager System (Decisions)
- Trade Manager: Analyzes market, finds profitable routes
- Production Manager: Optimizes production mix based on demand
- Logistics Manager: Coordinates fleet movements
- Security Manager: Responds to threats, plans escorts
Managers have:
- Skill levels (affects efficiency)
- Specializations (raw materials, high-tech, etc.)
- Autonomy settings (how much can they decide alone?)
- Salary (scales with skill)
Infrastructure Progression
Early Game: Modules at existing stations
- Rent production slots
- Rent storage space
- Acquire trading licenses
Mid Game: Station expansions
- Build own modules at NPC stations
- Dock expansions
- Defense installations
Late Game: Own stations
- Freestanding production stations in asteroid belts
- Trade hubs at strategic points
- Research stations
- Defense platforms
Pillar 2: Living Economy
Population System
Every station/planet has a population with:
Basic Needs (must be met)
- Food, Water, Oxygen, Medical Supplies
- If lacking: Population decreases, unrest
Comfort Needs (for growth)
- Consumer Goods, Entertainment, Luxury Items
- If met: Population grows, productivity increases
Industrial Needs (for production)
- Raw materials, Components, Energy
- If lacking: Production stops
Dynamics:
- Population grows with good supply (slowly, over days/weeks)
- Population shrinks with shortages (faster)
- More population = more demand = more opportunity
Events:
- Epidemics (increase medical demand)
- Economic boom (increase luxury demand)
- Migration (population moves to better-supplied stations)
- Disasters (destroy infrastructure)
Resource Economy
Finite Resources per Field:
- Asteroid fields have limited resources
- Large fields: 1000+ units, last months
- Small fields: Quickly depleted
- Regeneration: None (or extremely slow)
Consequences:
- Early players have advantage at rich fields
- Late players must go to more dangerous areas (niche economy!)
- Exploration becomes important
- New systems are discovered (server events)
Market Dynamics
Price Formation:
- Supply/demand per station
- Transport costs implicit through distance
- Faction taxes and ECON fees
- Player manipulation possible (cornering, dumping)
Market Niches for New Players:
- Small stations uninteresting to large corps
- Specialized goods with low volume
- Emergency deliveries (high price, small quantity)
- Courier missions
- Smuggling in Low-Sec
Pillar 3: MMO Competition
Territorial Control
Influence System:
- Stations have "influence points" based on trade volume
- Whoever trades most has influence
- Influence enables: Set taxes, establish rules, defense
Security Zones:
| Zone | PvP | ECON | Resources |
|---|---|---|---|
| High-Sec | Forbidden | Strict | Poor |
| Mid-Sec | Limited | Moderate | Medium |
| Low-Sec | Allowed | Minimal | Rich |
| Null-Sec | Free | None | Very Rich |
PvP System
Direct PvP:
- Attack ships (everywhere except High-Sec)
- Piracy & blockades
- Damage stations (not destroy)
- Fleet wars
Economic PvP:
- Market manipulation
- Disrupt supply chains
- Price wars
- Resource denial
Consequences:
- Aggression in High/Mid-Sec = ECON penalties, bounty
- Ship loss = real costs
- Insurance system for basic ships
ECON System (Moderate Influence)
Function:
- Monitors economic activity
- Collects taxes (5-20% depending on zone/compliance)
- Issues licenses (production, trade, mining)
- Imposes penalties for rule violations
Compliance Rating:
- High: Low taxes, High-Sec access, government contracts
- Low: High taxes, restrictions, but more freedom
Circumvented by:
- Black market trading
- Frontier operations (Null-Sec)
- Shell corporations
- Smuggling
Player Progression
Early Game (Week 1-4)
- One ship (Aurora Hauler)
- Manual trading between stations
- Hire first crew
- Missions for factions
- Build capital
Mid Game (Month 1-3)
- Small fleet (5-10 ships)
- First automated routes
- Rent production modules
- Hire managers
- Dominate niche markets
Late Game (Month 3+)
- Large fleet (50+ ships)
- Own stations
- Complex production chains
- Territorial control
- Alliances/cartels
End Game
- Multi-system empire
- Market dominance in categories
- Political influence
- ECON confrontation
- Legacy building
Automation-Focused Design
Your Role as CEO:
- Make strategic decisions
- Plan and execute expansion
- Configure automation rules
- React to market changes and events
- Social interaction and alliances
Your Company Works for You:
- Production chains run according to your rules
- Trade routes follow your configuration
- Managers make decisions within your parameters
- Defense reacts to threats automatically
Philosophy:
- The better your automation, the more efficient your corporation
- Active optimization is rewarded, not required
- Complexity comes from depth, not from busywork
Development Priorities
Phase 1: Economic Foundation
- Introduce population system
- Expand production chains
- Implement resource depletion
Phase 2: Automation
- Rule-based trade routes
- Basic manager system
- Production automation
Phase 3: Infrastructure
- Module building at stations
- Own station building
- Defense installations
Phase 4: Conflict
- Expand PvP system
- Territorial control
- ECON confrontation
What Makes ECON Galaxy Unique?
- Browser-based - No download, playable anywhere
- Automation-focused - Build systems that work for you
- Factorio-deep production - Complex, optimizable chains
- Living populations - The galaxy has real needs
- Real MMO competition - No instanced worlds
- Economy + Combat - Both aspects viable
- Niches for everyone - Even new players find their place