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Node

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Nodes are
Economy chart 1
productions facilities with needs and products. Some are simple, like a mining node, others very complex, for example high-tech nodes like shipyards or weapon factories.

They are the tiniest part of the economy. And as the developers said, even a simple village on a planet consists of multiple nodes of different types.

Node Types Needs Produces Examples
Population Food, water, construction materials, medical supplies Workers Cities, space stations, small scientific outposts:
anywhere people live or work
Training Workers, ships and parts, construction
materials
Pilots, Marines, soldiers Boot camp on MacArthur or Corin
Entertainment Money, contraband, luxuries Morale for workers Casino (legal or illegal), jeweler
Repair Workers, machinery, money, fuel,
repair parts, ammo, missiles, ship
upgrades
Restores ship to flight-readiness Landing pads or hangars on planets, carrier
bay on a Bengal
Raw Materials Workers, machinery Raw Resources (timber,
stone, grain, water, etc.)
Iron ore mine, logging camp, water planet
Refining Workers, machinery, raw resources Refined resources Steel mill, water purification plant, sawmill
Manufacturing Workers, machinery, refined and/or
raw resources
Manufactured goods (tier 1) Factories for simple machined parts (hull
plates, cockpit polymers, ship fuel, etc.)
Advanced Manufacturing Workers, machinery, any level of
resources or manufactured goods
Manufactured goods (tier 2) Electronic components, ammunition, processors
Component
Manufacturing
Workers, machinery, any level of
resources or manufactured goods
Manufactured goods (tier 3) Laser cores, industrial electronics, warheads,
thrusters
Assembly Line Workers, machinery, any level of
resources or manufactured goods
Ships, weapons, missiles,
etc.
Assembly line for ships, weapons, missiles,
etc.
Reseller Money, manufactured goods,
resources
Bi-directional Ship dealer, supply store, scrap yard
Transport Money, manufactured goods,
resources
Bi-directional Warehouses and shippers that pass goods
Communications Packets of information Bi-directional Communication satellites and pigeon jump
drones


But even if you say, nodes are the tiniest part of the Star Citizen Economy and resemble therefor atoms, nodes consist of many sub-parts, just like atoms.

So, let's sharpen the economic scalpell and take a closer look, how a single node works in general. This is the Anatomy of the Node of a Factory for Laser Cannons.

AnatomyNode












As you can see, a node consists of six modules, an internal Event Generator and some economic parts.

The six modules are:

  • Population Module
  • Manufactoring Module
  • Health Module
  • Power Module
  • Entertainment Module
  • Warehouse Module


The Internal Event Generator is there to generate a smoothly running economic operation. Are there enough starting materials? If yes, then produce the product.

The Commerce Interface, closely working with the Warehouse Module, checks needs and products of the node. If there is a problem, it will create missions for buying or selling goods and products. Are there enough starting materials? Or shall be bought more? How many units of products are in the storage? Shall the production be slowed down until a trader buys some units? Of course it can only work, if the necessary money is in the Node Wallet. Taxes are substracted from this Wallet, so a growing node with plenty of suppliers and customers will generate more Taxes and so the growth of the entity, the node is a part of.

So, if the Node of this Factory for Laser Cannons is well supplied and has enough buyers, it will enhance the growth of the nodes around it, for example the Population Node, the Enterainment Node and others. And the settlement may grow too by adding other Nodes. Maybe a Node for Raw Materials or Transport.



SourcesEdit

ReferencesEdit

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