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Population & Demand

Status: Planned Feature - This system is currently in development. This article describes how population mechanics will work when released.

The galaxy isn't just stations and ships - it's full of people. Every station and planet has a population with real needs, and those needs drive the entire economy.

How Population Works

Every inhabited location has a population count that grows or shrinks based on how well their needs are met.

Population Effects:

  • More population = more demand = more opportunity
  • Less population = dying markets
  • Population can migrate to better-supplied locations

The Three Need Categories

Basic Needs (Survival)

These must be met for the population to survive:

NeedWhat Happens If Missing
FoodPopulation starves, rapid decline
WaterPopulation dies, rapid decline
OxygenImmediate crisis
Medical SuppliesDisease spreads, moderate decline

If basic needs aren't met: Population shrinks quickly, unrest increases, production stops.

Pro tip: Emergency deliveries of basic needs pay premium prices. A station running low on Water will pay almost anything.

Comfort Needs (Growth)

These enable population growth and increased productivity:

NeedEffect When Met
Consumer GoodsPopulation grows slowly
EntertainmentProductivity increases
Luxury ItemsRapid growth, high morale

If comfort needs are met: Population grows over days and weeks. More people means more demand - a positive spiral.

Industrial Needs (Production)

These keep the economy running:

NeedRequired For
Raw MaterialsTier 1 production
ComponentsHigher-tier production
Energy/FuelAll operations

If industrial needs aren't met: Production halts, the station can't make anything.

Population Dynamics

Growth Rate

Population changes are gradual:

  • Optimal conditions: +0.5% per day
  • Good conditions: +0.2% per day
  • Poor conditions: -0.5% per day
  • Crisis: -2% per day or worse

A station with 10,000 population in optimal conditions adds 50 people per day. Slow, but it compounds.

Migration

People move to better places:

  • Stations with unmet basic needs lose population to nearby better-supplied stations
  • New stations attract workers if conditions are good
  • Major hubs grow faster due to amenities

Population Events

Random events affect populations:

EventEffect
Epidemic+200% medical demand, population at risk
Economic Boom+50% consumer demand, population growth
Migration WaveLarge population shift between stations
Natural DisasterInfrastructure damage, supply crisis

Events create sudden demand spikes - be ready to respond.

Trading with Population in Mind

Consistent Supply Routes

Populations need steady supply, not occasional deliveries:

  • Set up regular trade routes to stations
  • Automated deliveries are more valuable than manual ones
  • Reliability builds reputation and contracts

Emergency Response

Crisis situations pay premium:

  • Watch for low stock warnings
  • Be the first to respond to supply crises
  • Emergency prices can be 3-5x normal

Growth Markets

Find stations where population is growing:

  • Growing populations need more of everything
  • New stations are especially hungry
  • Supplying growth markets builds long-term relationships

Demand Calculation

Station demand is calculated as:

Daily Demand = Population × Consumption Rate × Modifiers

Modifiers include:

  • Season/Events (+/- 50%)
  • Stock levels (low stock = higher prices)
  • Alternative suppliers (competition lowers prices)

Population Tiers

Different locations have different population scales:

Location TypeTypical Population
Outpost100 - 1,000
Station1,000 - 50,000
Large Station50,000 - 500,000
Planet1,000,000+

Bigger populations mean bigger markets - but also more competition.

Strategic Considerations

Early Game

Focus on basic needs delivery to small stations. Less competition, reliable profits.

Mid Game

Target growing stations with comfort goods. Build the relationships that pay later.

Late Game

Control the supply chains to major population centers. Influence which stations grow.

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