Habitability And Pollution
How life-support gains can produce pollution pressure that later sectors must absorb. The briefing connects gameplay-facing systems to Mission Control language so future UI and game text can stay consistent.
System Role
This system should always explain what the player can do, what limit they are pushing against, what can fail, and how the result enters sector or planetary records. It should not read as an isolated stat.
Player-Facing Questions
- What resource or risk does the system expose?
- Which building, event, or technology changes it?
- What tradeoff appears when the value improves?
- Which global indicator or chronicle record should reference it later?
Demo Pressure Boundary
In Dry Basin, early habitability gains should be local and conditional: safer exposure windows, steadier oxygen buffering, cleaner water handling, and less emergency heat stress. They should not imply that CT-03 is broadly livable.
Pollution pressure is the counterweight. Fast industry, dirty extraction, and emergency reroutes can make the first loop survive while leaving cleanup debt for later sectors. Planet reporting should show both values together so players understand why a green habitability card can still carry an amber warning.
Writing Rule
Keep the text concrete: threshold, deficit, redundancy, maintenance, delay, and consequence. Avoid fantasy phrasing, pure upgrade language, or claims that one action solves a planet-scale problem.

