So here's my preliminary fabrication policy.
Every Commander and Supreme Commander builds his own arsenal. shubn should worry about no other arsenal than his own. The blue stuff is of course his, but also neutral color schemes like black and grey, plus of course his silver/gold personal gear.
Everyone who sets their home location in a Commander's or Supreme Commander's jurisdiction is expected to help them with blueprint acquisition, mining, and fabrication (or whatever the leader is focusing on at any given time). And if they change their home, they switch leader.
Exchange of resources between leaders is possible, but make sure you give something worthwhile back, something the other leader needs. For example maybe you earn enough credits via your favorite profession to buy something in the shops or in the
dark market that the other leader needs in exchange for fabrication materials or a finished product.
Ideally I would also like to treat the blueprints this way too: i.e. every time shubn fabricates something for you because you yourself lack the BP, you have to pay him something, even if the materials are yours. BUT this may be too steep a requirement right now, so for now let's skip this and treat BPs as communal. So shubn will fabricate whatever you want him to for free as long as you provide the materials (or buy them from him).
The exchange rates should be based on market rates. Meaning don't do sham exchanges for 20 aUEC, take it seriously. If you want shubn to make your favorite weapon at 900Q for you, make it worth his while. It can be at a reasonable, even somewhat below-market-rate, but it can't be bullshit. And log the exchanges on Discord in the channel where the exchange takes place. Even better we can make a thread for internal trading.
All this might make it seem as if I am trying to force people to spend hundreds of hours mining. Or, later on, when we force even personalized BP collection, thousands of hours collecting BPs. But that's not what I am doing. Even if I wanted it, it wouldn't work. People will play as long as they want and do whatever they want. You can't force them to do anything. All I am trying to do is give extra jobs and responsibilities to every Cult Rank, with increased emphasis on the higher ones. I am essentially game designing.
It is perfectly possible to run your planet or system with base 500Q gear. Perhaps you want to place your emphasis elsewhere than gear quality. Perhaps you have other assets to bring to the table, like a specific fleet for example, or specific play style, with emphasis in aspects other than fabrication. At the end of the day you can acquire credits via any profession and just buy your gear on the internal or external market. When construction comes in, I can definitely see some people focusing on that and simply not having time for fabrication. So then players can choose to align with a leader who focuses on construction, while others on someone who prefers fabrication, etc.
Ultimately my administration system is built with scale in mind. It would shine if we had half a dozen leaders and a few dozen players. As it stands, we just lack the manpower to really bring out the beauty in my system. But I am building it with scale in mind anyway. Maybe if we build it, they will come?
Let me know any thoughts you might have. Otherwise this is our T0 Cult Fabrication Policy.