Resources and logistics
There is no global stockpile. Everything you own sits somewhere, and moving it is the game.
No global pool
Every unit of stock the colony owns is bound to a concrete container — a settlement, the ship, a vehicle, a team in the field. Nothing exists "in general". Accounting becomes a spatial problem: it never just matters how much you have, it matters where it lies.
Ore stockpiled in a region you abandoned is not wealth, it is a memory. Supplies aboard the dying ship are a bet against the clock.
Stores follow the matter
A settlement has no single warehouse number. Solid, liquid and gaseous materials each live against their own ceiling, and that ceiling is built: the Habitat carries the central solid stock, a Warehouse extends it, liquids demand a Storage Tank and gases a Pressure Vessel. A phase you have no vessel for is refused outright — processing that changes a material's state of matter also changes where it can be kept.
People are not freight. The population lives in housing — the habitat shelters the founding crew and a Habitation Dome buys real room to grow — and a colony with full stores but no free roofs simply stops growing. Overcrowding never kills; it stalls.
Moving stock is a gameplay layer
Because stock is local, transfers between containers are deliberate work: loading a vehicle, dispatching a team, routing between settlements. Distance, terrain and infrastructure decide what a route costs you in time and risk.
Mobile holds split the same way: passengers ride against seats, freight against the cargo hold — and bulky matter costs more room on the road, a liquid more than a solid, a gas most of all. Built infrastructure raises the throughput of ground you use often. Investing in a corridor between two settlements is as much a strategic decision as founding either of them was.
