fix readme
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@@ -1,9 +1,10 @@
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space-trader-multiplayer-boardgame-esque:
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- projector shows the star-map with everyone's positions
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- players all have a laptop to control their character
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- projector shows the star-map with everyone's positions
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- players all have a laptop to control their character
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- choose a starting ship
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- you have 10_000 credits, and the down-payment % of the ship total value affects the interest rate you get
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- Ships:
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- Ships:
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- attributes:
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- cargo space
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- Alcubierre Drive efficiency
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@@ -35,25 +36,25 @@ space-trader-multiplayer-boardgame-esque:
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- Sovereign Expanse [950, 10, 60, private-apartment, 1, 8, 20, 8.7m]
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- Nexus-Elite-7 [120, 10, 100, private-apartment, 0, 9, 14, 9.1m]
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- Infinity's Embrace [280, 10, 100, private-apartment, 1, 10, 22, 10m]
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- turn-based. Everyone does their trading at the same time, and then flies to the next station
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- turn-based. Everyone does their trading at the same time, and then flies to the next station
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- instead of making journeys take longer, for game-sake, longer journeys just cost more fuel.
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- "faster" drives are actually just more fuel efficient
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- the prices of goods are supply/demand based on quantity produced/consumed at planets/stations
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- the prices/goods available at a place are only visible to those who are in the station
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- stations may build "reputation" prices for repeat suppliers/buyers.
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- players can trade with each other while at the same station
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- certain stations have shipyards, with mortgages available for trade-in/upgrading ships drives/storage capacity, etc.
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- all systems have a safety rating, indicating likelyhood of piracy. High risk systems often have higher profitablilty
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- AI station trading agent for haggling deal-making?
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- transport contracts available at stations randomly.
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- in a system, you can fly out to the asteroid belt and try to buy from miners directly, but it's a gamble on even finding any of them.
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- game ends when someone pays off their ship's mortgage.
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- passengers/VIP transport
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- playstyles:
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- the prices of goods are supply/demand based on quantity produced/consumed at planets/stations
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- the prices/goods available at a place are only visible to those who are in the station
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- stations may build "reputation" prices for repeat suppliers/buyers.
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- players can trade with each other while at the same station
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- certain stations have shipyards, with mortgages available for trade-in/upgrading ships drives/storage capacity, etc.
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- all systems have a safety rating, indicating likelyhood of piracy. High risk systems often have higher profitablilty
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- AI station trading agent for haggling deal-making?
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- transport contracts available at stations randomly.
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- in a system, you can fly out to the asteroid belt and try to buy from miners directly, but it's a gamble on even finding any of them.
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- game ends when someone pays off their ship's mortgage.
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- passengers/VIP transport
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- playstyles:
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- Mass-Cargo hauler
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- Fast-expensive-goods transport (precious metals)
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- passenger transport
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- commodities:
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- commodities:
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- Hydrogen (Fuel)
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- Oxygen
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- Water
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