Transition Between Industrial and Space Stage (or even a new stage?)

Stage transitions are going to be very soft, the stages just exist to allow talking about specific parts of the game. Well at least when everyone has read the exact stage boundary definitions that exist on our wiki for all the stages (these have been basically set for almost a decade now with only very minor changes). For example for the society stage:

The Society Stage begins when your first Society Center (settlement) is built. Collective Residence enables the forming of Society Centers.

The stage ends once the player unlocks and builds the first industrial machine.

I’ll add a few words about space elevators and the delivery of cargo into orbit. Firstly, space elevators are EXTREMELY important (a space elevator, according to some data, can reduce the cost of sending cargo into space by hundreds and thousands of times) due to the fact that the cost of sending cargo into orbit is high even on planets with weak gravity; on super-Earths, sending cargo into orbit without space elevators will cost a LOT. But the original version of the space elevator is unrealistic, but there are quite realistic subtypes of the space elevator, such as an electromagnetic gun and a launch loop.

By the way, regarding the Dyson spheres (swarms), you can make a version of the Dyson sphere for computing, as the brains for ASI (Artificial Super Intelegence) or create a super weapon that launches an attack projectile with a laser at the enemy planet/shoots a laser at the enemy planet (although this already concerns the stage after the invention of FTL).I also think that the Dyson spheres should be able to be combined in one sphere.

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Isn’t the transition between stages fluid, or supposed to be fluid?

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Like the matryoshka brain?

What will be the height at which rocket ascending above that height would count as entering space stage?

(Uh also this is a society stage thread)

Uhh, I guess it’s time to move a post again to this thread. Which funnily enough contains multiple of the previous situations where I had to explain (in reference to the discussion that was in Ideas for the Society Stage [Put your ideas in this thread] - #76) the stage transitions:

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easy cheat answer: suborbital flight is lame. Use it as a tutorial for the logistics of space missions and whatnot, but don’t call it space flight until you get into orbit. Orbit is clearly delineated, things like the karman line are fussy and human constructs.

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Yeah, that is an universal solution to this problem.

Now, at which point would we transistion from early-space stage to mid-space stage (at which point the game would probably move away more from industrial stage aesthetic)? I’d guess setting up a colony in an another star system (which perhaps must not be a binary with your own star system)?

I’m not sure if anyone else has mentioned this because I haven’t finished the post, but I saw Hhry mention that FTL will be added into the game, despite being against PAWK, because it’s necessary for Space stage. I think Light Lag might not be necessary, since if you have FTL, you can transmit information FTL.

That being said, I can easily imagine a line of tech where you’re improving your interstellar comms from using ships to communicate to using some sort of Ansible, eventually. Light Lag might still be useful in that situation; presumably, you’d have some sort of ‘Communications Time’ implemented - ah, hold on, I’ll just make a post about this.


My overall thought is that it’s a good idea, but it doesn’t need to be its own stage. I think ‘Space’ covers ‘Solar’ well enough. That being said, using the solar system as a tutorial for Space Stage mechanics seems like a good idea to me, just like how the Volcanic Vent’s abundance of compounds is a tutorial for cells.

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What is the meaning of “P” in PAWK?

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it’s physics as we know it

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Oh I see, I sometimes see TAWK (technology etc.) too…

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TAWK Tuah matata haha

Didn’t expect braindecay to make it’s way into the forum…

I did. It’s bound to happen. Assuming otherwise is delusion. It was either now, or in 2040 when it’s retro.

I’d imagine by the time they consider joining the forum, they would lose this braindecay aspect, or atleast the courage to share it in the forum.

The early space stage will be something like a simplified KSP without direct control of the devices, the lack of direct control of the devices will be due to: 1. it would require an additional layer of simulation. 2. This will burden the player with a huge amount of microcontrol (the player still needs to manage his state).

Also perhaps you’d need to invest into getting good controllers to properly control a craft…

Space elevator options:

Without space elevator (space supply ships):

  • low throughput
  • inefficiency in terms of the amount of fuel/energy required to send cargo into orbit.
  • no complex infostructure required

Mass Accelerator:

  • standard materials and technologies
  • low construction costs
  • works only in a non-atmospheric environment

Loofstrom loop:

  • high throughput
  • standard materials and technologies
  • high construction costs

Orbital rings:

  • very high throughput
  • standard materials and technologies
  • very high construction cost

space lift:

  • energy efficient
  • requires mass production of very highly strench materials (like graphene)
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Are we sure space elevators even belong in plausible scifi? Since so far I am fairly sure there has been no material known to fulfill the requirements of a space elevator cable.