Geography

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Limits of the game-code

The coding restricts Oolite to eight two-dimensional galaxies with 256 systems in each.

There are several ways in which you can get around this which include:

  • See cim's Song of the Labyrinth for oxp's which create a new discovery game set in one of two new galaxies.
  • See Galaxy Seeds for detail on how to change the galaxies yourself!
  • See More/larger galaxies (2014) for tips on increasing the sizes of your galaxies as well as the number


Double star systems

While the game code does not allow for true binary systems, there are some so-called "double star systems" (see links below):

Galaxy 3: Quzaarar & Riusbequ
Galaxy 4: Riusbequ & Quzaarar
Galaxy 5: Tezabi & Divees
Galaxy 5: Zaenza & Lazaso
Galaxy 8: Esusale & Cecees
Dr Beeb's map (Galaxy 1): notice the complex structure of the bottom right quarter

Effects of 7ly hyperdrive limit

The 7 lightyear jump limit limits which systems can be reached - for example, The Great Rift in Galaxy 7. There, some 30 systems are stranded in an "island" more than 7ly from the rest of the systems. But there are also effects on local geography too. As well as islands, peninsulae are created. The effects of this can clearly be seen if one tampers with this limit - see Redspear's Hyperdrives OXP.

In-game geographical differences

Galactic Differences

  1. Academy chart of galaxy 1 Academies of Galaxy 1
  2. Academy chart of galaxy 2 Academies of Galaxy 2
  3. Academy chart of galaxy 3 Academies of Galaxy 3
  4. Academy chart of galaxy 4 Academies of Galaxy 4
  5. Academy chart of galaxy 5 Academies of Galaxy 5
  6. Academy chart of galaxy 6 Academies of Galaxy 6
  7. Academy chart of galaxy 7 Academies of Galaxy 7
  8. Academy chart of galaxy 8 Academies of Galaxy 8

Different political systems predominate in different galaxies. The most unique is Galaxy 4: no feudal or multi-government states at all!

Regional differences

Regions are put on the in-game maps by Explorers' Club OXP & by GalCop Galactic Registry. There are several varieties of these regions.

  • Iron Stars cluster in Galaxy 1 (Economic) - the markets are very similar (more difficult to make a profit until you leave the region!)
  • Pulsar Worlds (supposedly visual - one should be able to see the pulsar!)
  • Devil's Triangle (political) - pirate infested - and the game code spills this out to the general locale in Oolite v.1.80 and later

OXP effects

  • Darkside Moonshine Distillery creates an regional increase in price of the whisky as distance from the distilleries in the Tortuga expanse increases
  • New Cargoes creates a market in over 100 specific versions of regular commodities - eg Vacuum Karate training videos (luxury) or Earthquake Predictors (computers). These are only produced by a handful of systems - and will only sell at full price to another handful... You need to know your geography for this one!
  • Diplomancy can create no-go areas where one cannot buy visas for travel to systems (ie visiting the Communists in Sector1/Onlema & Sector1/Soorbi when they are at war with their neighbours). You can visit the systems, but not dock at the official system's stations!
  • Smugglers creates difficulties in trade routes when commodities suddenly become illegal for a particular system!
  • Weapon Laws creates difficulties in buying combat equipment - not only do you need the right TL, but you need the right political system too!



Trade Routes

Put on the map by GNN's news broadcasts, & by GalCop Galactic Registry. It is uncertain if there is any real logic behind these routes. CaptSolo has quite a different network of trade routes on his maps.

In-game differences made by Fuel Station OXP: placing fuel stations in the more stable systems on SpaceWay L1 in galaxy 1
Liners used to part of a suite of Povray Planets OXPs and ran the liners along the trade routes. The suite included planet textures, planet descriptions (now the Famous Planets OXP), liners & specific music for various systems!

Links

OXPs