Colonies and Population

The corporate strategy layer begins with people reduced to station math, which is exactly why the system matters. The older Profits Rising document frames each player as a newly formed corporation with a small population and starting capital. That population has desires, aptitudes, and personality traits that shape production, consumption, growth, and eventually the culture of each colony.

Colony Expansion

Expansion happens through colony vessels. Building one subtracts population from the parent station and moves that seed population into a new station: surface settlement, asteroid attachment, or orbital platform. This gives expansion a demographic cost instead of letting bases appear as sterile icons.

A new colony should therefore inherit more than ownership. It inherits labor habits, demand patterns, production affinities, and the quiet institutional damage of whoever built the vessel.

Population Attributes

The planning docs use five base population attributes. These are planning-time mechanics, not final canon names:

  • Openness
  • Agreeableness
  • Conscientiousness
  • Extraversion
  • Neuroticism

These are not personality trivia. They are economic parameters. A population better matched to a production profile works faster, cheaper, and better. A population whose needs are met grows and produces more reliably. A population forced through the same work and consumption patterns gradually changes.

Satisfaction And Actualization

Satisfaction measures how well available goods meet demand. Actualization measures how well the population’s work matches its attributes. Both affect productivity and growth.

This gives the strategy layer a sharp little trap: the most profitable arrangement may not be the most stable one, and the most stable one may require letting the population become something less convenient.

Demand And Influence

Every product can have a demand profile and an influence profile. People want goods based on how those goods fit their current attributes, then consumption nudges them toward the product’s influence profile. Demand can therefore become self-modifying.

That is very Aetheria. The market does not merely satisfy desire. It trains desire until the sales forecast starts looking like culture.

Design Use

Colonies should make corporate play feel human without requiring constant melodrama. A station’s demographic profile should affect production choices, market demand, research strengths, unrest risk, hiring quality, migration, and the kinds of missions generated nearby.