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Sector Slots

Stellar objects have a finite number of sector slots. Slots are the core breadth constraint on how much a holding can be developed, while each slot's class helps determine what kind of sector belongs there.

It does not describe final game behavior. It captures the current direction and unresolved design choices.


Goal

Make the size and type of a stellar object matter economically. Slot limits force players to prioritize, specialize, and make development decisions that define a holding's identity.


Core Problem

Without a constraint on how many sectors a holding can have, every object eventually becomes a general-purpose economic hub. Slot limits prevent this and make object type and size strategically meaningful.


Working Directions

Slots Per Object Type

Each stellar object has a slot count determined by its type and size. Larger and more significant objects have more slots.

A rough working direction:

  • Planets: many slots, broad development possible
  • Moons: moderate slots, meaningful but limited
  • Asteroid Belts: few slots, forces deep specialization on a narrow focus

Exact numbers are not yet defined.


Slot Class

Slots are not necessarily identical. Each slot can have a Slot Class that describes how much output a sector can get from that slot.

A rough working direction:

  • Prime slots support the most valuable, throughput-sensitive, or infrastructure-heavy sectors.
  • Standard slots are broadly useful and can host most sectors without major penalties.
  • Marginal slots are weaker and better suited for low-intensity support roles, storage, defense, or utility sectors.

The names are not final. What matters is the idea: a holding is defined not only by how many slots it has, but by what mix of slot classes it has.

This creates a design similar in spirit to resource occurrence. Two objects can have the same slot count but still feel different because their slot-class distribution is different.

Examples:

  • a moon might have only a few slots, but one or two of them are high-class and worth specializing heavily
  • a large planet might have many slots, but only some are ideal for high-output sectors
  • an asteroid belt might have very few slots overall, but one Prime extraction slot could make it strategically valuable

This keeps the system simple in shape while still giving individual holdings distinct internal character.


One Slot Per Sector

Each sector occupies one slot for its entire life. Sector levels no longer consume additional slots as they grow.

This means slot count controls breadth, not depth. The decision is no longer "how many slot points do I pour into this one sector," but "which scarce slot do I dedicate to this sector at all?"

Depth still needs a cost curve. Higher sector levels can become harder to sustain through upgrade cost, workforce demand, energy demand, upkeep, or input dependency rather than by consuming more slots.

This makes the slot system easier to read while still allowing deep sectors to remain expensive commitments.


Technology and Development Effects

Research, holding development, or one-time investments can improve an object's slot profile over time.

Possible directions:

  • increase the total number of slots
  • upgrade one existing slot to a higher Slot Class
  • unlock additional slots
  • upgrade one slot's output class without changing how much it costs to use

Implications for Defense

Defense sectors consume slots like any other sector. A player who fills their best slots with extraction and processing leaves fewer strong positions for defense or logistics.

This creates a cleaner trade-off than level-based slot spending: economic specialization competes directly with military and support infrastructure for the object's limited set of valuable sites.


Open Questions

  • What are the exact slot counts per object type?
  • What are the exact Slot Classes, and how many classes should exist?
  • Should slot-class distribution vary within an object type based on the specific object, or be mostly fixed per type?
  • By how much should technology increase slot counts versus improving Slot Class?
  • Should every slot always remain equally usable, with Slot Class changing only output?
  • What is the right non-slot cost curve that keeps high-level sectors expensive without returning to per-level slot consumption?