====== Settlement ======

A Settlement can be established on a settlement site found through [[surveying]]. A settlement starts out as dependent on its parent system, but can become economically independent over time. As a settlement can become an independent [[system]] it is important that, just as with other systems, the proposal is validated OOC.

Establishing an indepent settlement requires five steps:

  - [[#System Design & Validation]] (OOC)
  - [[#Surveying]]
  - [[#Infrastructure Setup]]
  - [[#Upkeep]] & [[#Development]]
  - [[#Independence]]

It is possible to establish aa [[#Shared Settlement]].
===== System Design & Validation =====

The system you want to find must be designed and validated by the forum. It is advisable to design and validate your system before starting surveying. In this step, you determine how long you want to survey, and what you will find in the new settlement site. When designing your settlement system, keep in mind that a settlement has several additional restrictions on [[system creation]] above and beyond the restrictions of a starting system. 

When creating a settlement system you start out with fewer (:gas-mass), (:rock-mass) and (:bio-mass) than a normal system. A settlement system starts out with:

  * 25 (:gas-mass) (with a maximum of 35 (:gas-mass))
  * 70 (:rock-mass) (with a maximum of 100 (:rock-mass))
  * no (:bio-mass), and it is not possible to get (:bio-mass) (not even by having left-over (:rock-mass))
  * 0 (:special-point) (with a maximum of 1 (:special-point))

Creating a settlement system follows the some outline as [[system creation]]. Any left over (:gas-mass) is converted to (:rock-mass). It is not possible to get (:bio-mass) under any circumstance. Keep in mind that any increase in the amount of (:gas-mass), (:rock-mass) or the use of a (:special-point) will increase surveying time as [[#Surveying|described below]].


Once you have designed your settlement system, post it to the [[https://www.fwurg.net/phpbb/viewforum.php?f=9|System and Character Building]] board for validation.

===== Surveying =====

The settlement site needs to be [[Surveying|surveyed]]. Surveying is split into two phases: basic surveying and extended surveying. Extended surveying on top of the base duration allows you to have additional system design resources. There are severals options during this phase. The base survey duration as used in the [[surveying]] rules is equal to the sum of the basic and all necessary extended surveying.

If you try to find a survey site in a sector that already contains other things the sector must have at least 7 [[Sector Capacity|Realspace]] and 2 [[Sector Capacity|Hyperspace]] available (note that a fully independent system requires a holonet relay base station as well, further increasing the need for realspace and hyperspace). Furthermore, the required survey time is increased as described on the [[Surveying]] page.

After surveying, the settlement sites takes up (7|2) [[sector capacity]].

== Basic Surveying ==
Surveying for such a basic site takes 20 (:turns), with a cost of 1500 (:tax) per (:turn).

A basic settlement site will have 25 (:gas-mass), 70 (:rock-mass).

== Extended Surveying ==

Extended surveying can be done in increments of 10 (:turns) at 2000 (:tax) per (:turn). The optional additions to the basic system are:

  * a one time boost of +10 (:gas-mass)
  * a single addition of 1 (:special-point)
  * a boost of +10 (:rock-mass), can be done up to three times

For example, if your settlement system design uses 34 (:gas-mass), 80 (:rock-mass) and a (:special-point), the survey time will be 20+10+10+10 (:turns), with a price of 90000 (:tax) (1500 (:tax) per (:turn) for the first 20 (:turns), followed by 30 (:turns) of 2000 (:tax) per turn).


===== Infrastructure Setup =====

Once the surveying is done, the settlement site is known. The first step of actually setting up a settlement is the setup of intial infrastructure. This includes space docks, communication grids, sensor networks and other things necessary for system-wide development.

The costs of the setup are 40000 (:tax) + 2000 (:superstructure-components).


===== Upkeep =====
As soon as the settlement infrastructure setup is completed, the settlement starts requiring upkeep. Settlement upkeep must be paid. If the upkeep is not paid, the settlement does not produce any labour, and can not process any (:tax) into zones, and no projects in the settlement system can make any progress.

Each turn, the settlement requires 550 (:tax), 100 (:food), 100 (:healthcare), 100 (:vehicles), 100 (:conmats), 100 (:weapons) and 100 (:electronics).

Settlements are affected by [[Piracy]], so it is necessary to do regular [[Military Fleets#Piracy Patrol]] to keep their economies rolling.
===== Development =====

Once the settlement is furnished with basic infrastructure (such as a communications grid and a space port), it is time to start the actual development of the worlds themselves. During this phase it is possible to develop zones on the worlds of the newly settled system.

Because of the difficulty of construction on a new world with only some orbital infrastructure and a basic communication grid, the [[Zones#Zone Construction|development of a zone]] costs an additional +2000 (:tax), making the normal price of a zone 4000 (:tax). This surcharge is only calculated on actual zone development. Any other project is still possible at normal rates.

The +2000 (:tax) surcharge is not halved by [[Natural Life]].

===== Independence =====

Finally, when the settlement reaches a certain size and economic prowess, the settlement can be made an independent system by repurposing the settlement infrastructure to become trade infrastructure. Before the system can become independant, it most have a certain level of self-sufficiency. The final project can only be executed if the settlement system has at least:
  * 12 [[first tier zones]]
  * 6 [[second tier zones]]
  * 1 [[Open Market zone]]
  * 1 [[Power zone]]
  * 1 [[trade fleets|Trade Fleet]] of at least 1000 (:cargo)
  * 1 [[Holonet Relay Stations#Base Stations|Holonet Relay Base Station]] in the sector
  * 2.0 (:pop)

This final project takes 40000 (:tax) + 2000 (:mtcf). Upkeep has to be paid until the completion of the final project. Once the final project is completed, the settlement will enjoy the following benefits:

  * The system gets an additional 2 trade fleets (of 1000 (:cargo) each) and it can support those 2 trade fleets without requiring [[Open Market zone|open market zones]] for them,
  * Upkeep is no longer required, and zone construction no longer has a +2000 (:tax) surcharge,
  * [[Piracy|Pirates]] no longer dare to attack the self-sufficient system, and it no longer needs piracy patrol

In effect, this makes it a stand-alone system in the same faction as its parent system. The settlement now enjoys full economic independence from their parent system!

Note that the moment the settlement is economically independent, it qualifies for membership of the Union under the world requirements, save for the 'Be sovereign over their entire territory' condition. Should the government of the settlement decide to declare independence from the government of the parent system this makes them eligible to try for Union membership... Of course, this only happens if you want it to happen.

===== Shared Settlement =====

It is possible to start a settlement together with other factions. Shared ownership of Settlements is handled as per the [[System#Shared System]] rules, in addition to an up-front declaraction of ownership of worlds in the system. Shared ownership of Settlements is declared up front during the OOC design phase of the settlement (that is, the owner of each world is declared).

The survey, setup and independence costs of the shared settlement are paid to the ratio of the zones a faction will get control over in the final system.

For example, if Jedi and Sith are sharing a new Settlement with Jedi controlling 40 zones and Sith controlling 50 zones, Jedi has to pay 4/9th of the costs, and Sith has to pay 5/9th of the costs.