The station is small, probably shouldn't have a shipyard, or lots of defensive ships, or much equipment for sale. Considering how close it is to the main station, lots of defensive ships aren't really needed.
...so it's counted as a station and carrier but NOT possibly spawned when a random station or carrier is called for. station2 = secondary station near main station.
Likewise, it could use its own commodities menu instead of just getting the standard main station commodities.plist. My suggestion for that is to have fewer items for sale and lower quantities (no room to store it all and little demand):
Code: Select all
{
biosphere = (
("Food", 0, 0, 19, -2, -2, 3, 1, 3, 0),
("Textiles", 0, 0, 20, -1, -1, 250, 3, 3, 0),
("Radioactives", 0, 0, 65, -3, -1, 0, 7, 3, 0),
("Slaves", 0, 0, 40, -5, 0, 250, 31, 7, 0),
("Liquor/Wines", 0, 0, 83, -5, -3, 0, 15, 5, 0),
("Luxuries", 0, 0, 196, 8, 4, 5, 3, 3, 0),
("Narcotics", 0, 0, 235, 29, -1, 250, 120, 3, 0),
("Computers", 0, 0, 154, 14, 4, 5, 3, 5, 0),
("Machinery", 0, 0, 117, 6, 4, 8, 7, 15, 0),
("Alloys", 0, 0, 78, 1, 1, 5, 31, 5, 0),
("Firearms", 0, 0, 124, 13, 0, 250, 7, 7, 0),
("Furs", 0, 0, 176, -9, -2, 250, 63, 7, 0),
("Minerals", 0, 0, 32, -1, -2, 250, 3, 7, 0),
("Gold", 0, 0, 97, -1, -1, 0, 7, 5, 1),
("Platinum", 0, 0, 171, -2, -1, 0, 31, 7, 1),
("Gem-Stones", 0, 0, 45, -1, -1, 250, 15, 7, 2),
("Alien Items", 0, 0, 125, 1, 0, 0, 20, 0, 0)
);
}
250 for starting amount for sale actually means -5 (or -6?)...so just to SEE any, the randomizer has to add >5 more.
The only defining condition for when this station spawns is at systems with Tech Level greater than 9. (in short 10-16 TL) It might be a little inappropriate at least at an anarchy or communist system. And is this supposed to be agricultural in nature or industrial? It's ok to be at both types, but I'm a little at a loss how to define it.