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The first stage of work on ship modules is complete

The first stage of work on ship modules is complete. All the modules have been defined, and templates for creating them have been made. There is still polishing to do, of course, but the result is already impressive.

Take the galley, for example: the kitchen where the cook prepares food for the entire crew. The player specifies the desired parameters and priorities, and the system tries to design the module on its own. A galley could serve a crew of 10 with one cook, or a crew of 100 with a whole team. That determines the module's dimensions, weight, watchkeeping labor hours, complexity, and construction cost, as well as its quality and reliability.

All the production chains needed to assemble the modules are now being built into the economy. I worked on the economy before, but at that point I had only reached general basic primitives that were not tied to finished products. Now we have specific requirements for materials and equipment, so all of those things need to be produced.

As a result, I can confidently say that, in economic terms, Final Exodus will have the most complex economy of any game in the world. That's no exaggeration. At present there are more than 3,700 nodes in total. Each node is either a natural raw material, even an element from the periodic table, or a product resulting from a technological process. We are reproducing real production processes almost completely.

Why make it so complex? Because players who want to engage with it can do so, while those who don't can ignore it and buy everything ready-made. How to develop a colony is entirely up to the player. We provide the possibilities; each player decides whether to use them.

You can even let everything run on its own after setting priorities. Or you can design everything yourself, down to the smallest detail.

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