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Refactor crew mechanics #187

@dominik-zeglen

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@dominik-zeglen

Currently crew number increases and decreases with the mood, which in turn depends on whether sector hub managed to consume an appropriate amount of food and water. However, it is not translating well into the possible ships holding the crew - this mechanics would require ship to operate within owned sector, which defeats the purpose of having a mobile units. To overcome this behaviour, a crew system rework needs to be done.

Crew v2:

  • ships should cost some crew - cost increases with frame size
  • crew should be transferrable - a new storage just for crew needs to be implemented
  • crew should be "created" in recruitment offices - once recruited it has no upkeep cost
  • crew should be automatically recruited like it works now - if the recruitment module consumes a months worth of supplies (water and food) it creates new crew unit, assuming there is enough space to accomodate them
  • every module (facility or ship in some future) should need crew to work properly, and if facility is undercrewed then it receives penalty to efficiency

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