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struct | AuctionHouse |
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struct | CapitalCity |
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struct | CapitalGood |
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struct | CityTimeZone |
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struct | CommandQueue |
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struct | Commercial |
| Represents commercial areas and other amenities that generate economic activity. They don't export goods but they play an intergral role in tax revenue, and population consumption, and maybe tourism in the future. More...
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struct | ConsumerGood |
| See SysPopulationConsumption for an explanation of these values More...
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struct | CostBreakdown |
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struct | CostTable |
| Records the prices of goods and other things More...
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struct | Country |
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struct | CountryCityList |
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struct | Currency |
| Will be handled in the future, but for now is just a market More...
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struct | Description |
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struct | Employer |
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struct | Energy |
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struct | Factory |
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struct | FactoryProducing |
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struct | FactoryTimer |
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struct | FailedResourceConsumption |
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struct | FailedResourceProduction |
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struct | FailedResourceTransfer |
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struct | Farm |
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struct | Good |
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struct | Governed |
| The civilization or organization that owns or governs the city More...
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struct | Habitation |
| If people are living on a planet or not More...
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struct | Hunger |
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struct | Identifier |
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struct | IndustrialZone |
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struct | IndustrySize |
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struct | InternationalPort |
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struct | LaborInformation |
| Population segment that is employed More...
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struct | LaunchVehicle |
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struct | Maneuver |
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struct | Market |
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struct | MarketAgent |
| An actor in a market that trades goods. More...
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struct | MarketCenter |
| An entity where the market is based, and the resources are traded. More...
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struct | MarketElementInformation |
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class | MarketHistory |
| Records the history of market. More...
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struct | MarketInformation |
| Historical information about the market Might change this to a different type of resource ledger so that we don't have so many lookups More...
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struct | Matter |
| Something that has a mass. More...
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struct | Mine |
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struct | Mineral |
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struct | Name |
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struct | Order |
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struct | Organization |
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struct | Owned |
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struct | PlanetaryMarket |
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struct | Player |
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struct | PopulationSegment |
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struct | Price |
| Price of a good. This is temporary, because this is to determine initial prices for goods. In the future, good prices will be determined by what the market is willing to bear, and we will not need this anymore. More...
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struct | Production |
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struct | Province |
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struct | ProvinceColor |
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struct | ProvincedPlanet |
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struct | RawResourceGen |
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struct | Recipe |
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struct | RecipeCost |
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struct | RecipeOutput |
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struct | ResourceConsumption |
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struct | ResourceConverter |
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struct | ResourceDistribution |
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struct | ResourceIO |
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class | ResourceLedger |
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struct | ResourceProduction |
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struct | ResourceStockpile |
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struct | Service |
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struct | Settlement |
| A settlement is a place where a population can live in, such as a city or a space station More...
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class | SortedOrderList |
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class | StarDate |
| Holds and calculates the tick that is on going. Date is the number of hours that has been ongoing since the start of the day. Here is some rough thinking for what interval things should be done at. 1 tick: Combat ticks, planetary and ship movement? 25 ticks: (about a day) Economic activity, though I don't think it's such a good idea to put them in such a tight interval. 25 * 5 = 125 ticks: (about 5 days) 25 * 25 = 625 ticks: (about 26 days) Construction progress, pop growth, social changes, will also be the interval that would be used for the reference value 25 ^ 3 / 2 ~= 15625 ticks: (about 312 days) Momentous things and things that take a long time, such as planet's climates changing We will not do days and years, because these are specific to only earth, and we would like to portray the different cultural differences resulting from different orbital periods and rotational periods from planets, and it would be rather human-centric to assume other civilizations would use our calendar. As a result, I plan to introduce a system that allows the creation of different types of calendars. That would come later, though More...
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struct | Surface |
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struct | TimeZone |
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struct | Unit |
| The unit name of the good. If it doesn't have it, then it's a quantity. More...
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struct | Wallet |
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