The Economic Model Glossary of Terms
Atmosphere: Its density or a lack thereof is rated on a
scale from 10 (airless) to 120 (ultra dense) on the Terraforming
Grid where a planet's "habitability ring" location can be determined.
AU (Antaran Unit) = the unit of common currency in MOO3.
All economic values are calculated in AUs.
Biodiversity Level = a planetary rating that affects the
value of food produced (1-3) and rare food produced (1-8). These
values are assigned during game set up based upon the age of the
star (older stars are more biodiverse) and tend to be in opposition
to the Mineral Richness of a planet.
Biospheres: When a planet isn't habitable to a race (i.e.,
is in a red habitability ring), the population there must live in
a controlled (or "enclosed") environment dubbed a "biosphere." Note
that a biosphere functions in MOO3 as a concept, not as a building
per se. Any population group living under harsh conditions is automatically
living in a biosphere. Biosphere living affects maintenance costs,
population growth rates (which are very low), maximum population
(limited to 1 Population Point per region, but this can be improved
by technology), prohibits bioharvest production except for "enclosed
farming" buildings, and no population naturally moves to a biosphere
(they all have to be brought over on colony and outpost ships).
Colony = a planet that is controlled by a civilization.
An uncontrolled planet becomes a colony the first time a civilization
establishes a full Population Point on it. At that point, it gets
a control screen, bank, build queues, etc.
Dominant Economic Activities (DEAs): Each Region can house
up to two Dominant Economic Activities (DEAs). There are seven DEA
types: bioharvesting, mining, manufacturing, research, government/social,
military, and recreation/cultural. When built, a DEA "zones" half
a region for that type of economic activity and allows those types
of improvements to be constructed within that DEA. Important: the
total number of DEAs on a planet cannot exceed the number of population
points there (the DEAs and population Points don't have to be in
the same region, just somewhere on that planet).
Environmental Nomenclature: There are no "jungle worlds"
and "ocean worlds" in MOO3. Liquid availability and vegetation are
relative to the species' needs for a given planet. Imagine the Terraforming
Grid divided into nine squares like a tic-tac-toe game. The general
environmental nomenclature for a planet is determined by the square
it currently resides in on the Terraforming Grid.
Freighters: represent civilian transport capabilities.
Freighters are added to a civilization's freighter pool each turn
by its population points and Space Ports. Freighters are subtracted
from a civilization's freighter pool each turn by pirates, blockades,
sieges, morale, etc. Freighters are used each turn to (first) move
food to hungry population groups, (second) move raw materials to
Manufacturing DEAs unable to fulfill their needs locally, and (third)
migrate population points between planets that are not in the same
Gravity = natural result of a planet size and
mineral richness (the more it has of either, the greater that planet's
gravity). Gravity is measured on a five-scale: Crushing (4G), High
(2G), Medium (1G), Low (1/2G), or Negligible (1/4G or less). Gravity
affects ground combat, economic output, and maintenance costs.
Habitability Rings = the distance from a species'
perspective of a planet's Atmosphere / Temperature ideal on the
Terraforming Grid. A planet's position on the Terraforming Grid
can be altered via terraforming. Habitability Rings affect a region's
maximum population, fertility, and building / maintenance costs.
The various Habitability Rings are:
||The worst for a species as planets in this ring
are furthest from its terraforming sweet spot. Population groups
residing on a red Habitability Ring planet are considered living
and working in a completely enclosed environment.
||Not as bad as Red 2, planets here are at least
a defined distance away from that species' terraforming sweet
||Better than Red 1. Population groups residing
on a yellow Habitability Ring planet are capable of living outside
of biospheres, but only with protective clothing to protect
the surfaces of their bodies and to provide breathable air.
||At this location, a planet can begin bioharvesting
without requiring a technological achievement.
||Population groups residing on a green
Habitability Ring planet can freely breath and exist outdoors
without requiring special protective suits.
|| Better than Green 2.
||This is the "bull's eye" where planetary terraforming
will ultimately go.
||This is an artificial improvement on the Sweet
Spot to create the ultimate habitat for a species.
Mineral Richness: A planetary rating that affects the base
amount of minerals produced and the price for any rare minerals.
These values are assigned during game set up based upon the age
of the star (younger stars are more mineral rich) and tend to be
in opposition to the Biodiversity Level of a planet.
Morale = a measure of contentment for either a region or
a planet on a five-scale: Good, Unrest 1 (dissension), Unrest 2
(protest), Unrest 3 (rioting), and Revolt. When examined, the morale
of a planet is said to be that of the worst morale state of any
of its regions. (So, when a planet is said to be "in revolt," that
means at least one of its regions is in revolt.)
Orbit = all the planets around a single orbit of a sun.
That is, a planet and all its moons or asteroid belts constitute
Outposts: An outpost ship can be sent to an uncontrolled
planet to establish an outpost there, bringing with it 1/10 of a
Population Point. Eventually, it might grow into a full-fledged
colony and come under a civilization's direct jurisdiction (i.e.,
grow to a full population point in size). In the meantime, each
type of outpost provides services to its founding civilization based
upon its type:
||Lowers unrest system wide with diminishing returns
the more you build; when the planet becomes a colony, these
prison benefits disappear.
||Establishes a planetary scanning station; becomes
a Military DEA when that planet becomes a colony.
||Establishes "claim" right away; requires 0.1 fewer
population to gain control of that planet; becomes a Government/Social
DEA when that planet becomes a colony.
||Produces 1/3 of what an empty Bioharvesting DEA
would produce under the circumstances; becomes a Bioharvesting
DEA when that planet becomes a colony.
||Produces 1/3 of what an empty Mining DEA would
produce under the circumstances; becomes a Mining DEA when that
planet becomes a colony.
||Produces 1/3 of what an empty Research DEA would
produce under the circumstances; becomes a Research DEA when
that planet becomes a colony.
||Acts as 1/3 of a Space Port; becomes a full-fledged
Space Port when that planet becomes a colony.
Outreach: When something has an "outreach," that means a
distance from its point of origin. Outreach can extend from a region
to either neighboring region, to its entire planet, to that planet's
orbit, to its system, to its sector, to civilization-wide, to the
entire Orion Sector (i.e., the entire game map). Alternately, it
could also extend along a trade route (see "trade route").
Planets = all locations that can be colonized.
Population Points = Population sizes (measured in generic
"points" representing a varying number of beings depending on planet
size, population density, and population species). For game play
purposes, however, a point is a point is a point. Note that each
region can only have population points of a single race.
Population Group = all of the Population Points in a single
region. For game play purposes, these Population Points are always
considered to be of the same race.
Pre-tax Income = the AUs a source generates each turn. From
that, a percentage of AUs are siphoned off for Planetary, System,
Sector, and Imperial levels of government as determined by the tax
rate for each. It is those (tax) funds that players spend in MOO3.
Region: Planets are divided into 1 to 12 regions to denote
their differences in size (i.e., the number of regions a planet
has). Each region has its own unique attributes defined below:
- Regional Dominant Terrain Types
There are three types of dominant terrain types: Mountain,
Broken, or Plain. These affect the amount of food and minerals
produced. E.g., more minerals and less food in mountains, more
food and fewer minerals on plains. These features are assigned
randomly during game set up and cannot be terraformed.
- Regional Ecosystem Density
A measure of the maximum biomass that the region will support
and can be changed by regional terraforming. Ecosystem Density
is measured on a five-scale: Very Sparse, Sparse, Average, Dense,
and Very Dense. Ecosystem Density affects the maximum population,
fertility of a region, the value of the food produced there (1-3),
and the value of the rare bioharvest products that are produced
- Regional Fertility
Regional Fertility is measured on a nine-scale: Toxic, Hostile,
Barren, Subsistence, Hardscrabble, Arable, Fertile, Alluvial,
and Lush. It can be improved through regional and planetary terraforming
and degraded by pollution and collateral damage. It affects the
base amount of food (i.e., "bioharvest units") produced (as modified
by terrain). It also determines the base population growth rate
for that region. Determined by cross-indexing that planet's Habitability
Ring with the Regional Ecosystem Density.
- Regional Specials
When the map is created, certain regions might have one or
two "specials" located there, including deposits of "strategic
elements" the access to which are required by a civilization for
the construction of certain items.
Temperature: measured on a scale from 10 (very cold) to
100 (very hot) on the Terraforming Grid where a planet's "habitability
ring" location can be determined.
Terraforming Grid: shows X (temperature / liquid state),
Y (atmosphere) coordinate for every planet. A civilization's habitability
ring is overlaid upon this grid so show which planets are most environmentally
friendly to it.
Stacking Limit = how much stuff a planet or region can hold.
These limits are listed below:
|1 Shipyard (appears automatically when that planet
builds its first Industry DEA; allows ships up to hull size
4 to be built at that planet)
|1 Planetary Shield
|2 Planetary Defense Specials
|Per Region on a Planet
||1 Population Group
|1 Spaceport (construction requires at least two
Population Points in that same region)
|2 Dominant Economic Activities (the total number
of DEAs on planet cannot exceed planet's total Population Points)
|1/2 an Army or 1 Corps or 2 Divisions*
|1/2 (rounded up) Orbital Military Platform*
|1 Ground-based projectile/missile complex*
|1 Ground-based direct fire (beam/particle/kinetic)
|1/2 (rounded up) Ground-based space "fighters"
|*The number of regions on a planet
is increased for the purposes of "military stacking" by the
number of Military DEA on that planet plus their improvements
(if any). Thus, a planet with 5 regions and Military DEAs there
whose total value is '6' would be considered to have 11 regions
for this purpose.
Trade Route: consists of solar systems connected by Jump
Lanes up to four connected systems away. To trace a Trade Route
to a solar system, all Jump Lane levels must equal or exceed the
distance being traded and not closed to trade either politically
(via policies) or militarily (i.e., blockaded by hostile warships).
The value of trade routes increases for a civilization with each
rise in its freighter speed.
Univalue = a convention in MOO3 to quickly measure the development
of a planet in terms of its economic development, environment, population
size, and military defenses relative to abilities of the civilization
that controls it. In short, it measures "target ripeness".