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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.

Least Atmosphere
Most Atmosphere
Bio Arctic
Terra Approxima
Ice Ball
Volcanic Rock

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 orbit.

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:

Red 2 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.
Red 1 Not as bad as Red 2, planets here are at least a defined distance away from that species' terraforming sweet spot.
Yellow 2 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.
Yellow 1 At this location, a planet can begin bioharvesting without requiring a technological achievement.
Green 2 Population groups residing on a green Habitability Ring planet can freely breath and exist outdoors without requiring special protective suits.
Green 1 Better than Green 2.
Sweet Spot This is the "bull's eye" where planetary terraforming will ultimately go.
Paradise 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 an "orbit."

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:

Prison Lowers unrest system wide with diminishing returns the more you build; when the planet becomes a colony, these prison benefits disappear.
Military Establishes a planetary scanning station; becomes a Military DEA when that planet becomes a colony.
Government 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.
Bioharvesting Produces 1/3 of what an empty Bioharvesting DEA would produce under the circumstances; becomes a Bioharvesting DEA when that planet becomes a colony.
Mining Produces 1/3 of what an empty Mining DEA would produce under the circumstances; becomes a Mining DEA when that planet becomes a colony.
Scientific Produces 1/3 of what an empty Research DEA would produce under the circumstances; becomes a Research DEA when that planet becomes a colony.
Trading 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:

  1. 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.
  2. 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 there (1-8).
  3. 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.
  4. 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:

Per Planet 1 Leader
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) weapons complex*
1/2 (rounded up) Ground-based space "fighters" complex*
*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".



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