Economy

Control Model

Control Model (CM) represents a modifier for all economical and domestic issues. It can be boosted or decreased by techs, projects, planet attributes and Concentration Mode.

Environment
Determines how much your planets have to be terraformed in order to achive the Suitable status (anything lower penalises overall production, growth and building rate of a given planet).

Growth
Determines the reproduction rate of your people.

Research
Determines the amount of RP (Research Points) produced per planet.

Production
Determines the amount of PP (Production Points) produced per planet.

Military
Determines the amount of MP (Military Points) produced per planet, the amount of experience given to newly formed fleets, the amount of experience gained in Training missions, the frequency of commander spawning and the amount of your total production (planet production + commerce – upkeep) that will be spent each turn on ship building (that PP will be spent no matter if you order ships to be built or not - in case there are no ships in the queue, the PP goes to the ship pool).
Note: The maximum Military CM is 10. Anything higher gives no benefits.

Spy
Determines the chance of your special ops to be successful, and decreases the chance of success of special ops targeted at you.

Commerce
Affects the amount of PP your planets will get from commerce.

Efficiency
Determines your Waste rate.
Note: The maximum Efficiency CM is 10. Anything higher gives no benefits.

Genius
Determines the occurence of good commanders versus bad.
Note: The maximum Genius CM is 10. Anything higher gives no benefits.

Diplomacy
Affects with the Empire (ie. bribery, boons), changes to Honor and Council Honor (if speaker).

Facility Cost
Determines the building rate and maximum building capacity of your planets. The higher the better.
Note: The maximum Facility Cost CM is 5. Anything higher gives no benefits.


Planets and Buildings

Types of buildings
There are three types of buildings you can build on a planet: Factories (they produce PP), Research Labs (they produce RP) and Military Bases (they produce MP and protect planets from raids and some special ops). It is a common newbie mistake to build Military Bases in order to boost their ship building rate. Military Bases have nothing to do with ship building, they only produce MP needed for ship upkeep. To build ships faster you need PP - meaning factories and commerce - and higher Military CM.

Planets' capacity
Each planet can hold a number of buildings. It is dependant on the planet's size (Tiny, Small, Medium, Large, Huge) and Facility Cost CM. Lower Facility Cost CM means much less buildings. Keeping your planet invested, increases its Facility Cost CM up to +5 and Growth CM up to +10. It is important to keep your planets invested all the time, otherwise they will not only slow down in building but also lose people and production.

Building rate
Buildings are built at a rate up to 1 building of each type per turn. Low Facility Cost CM, low population and bad environment (anything worse than Suitable) will slow the building rate. Also, the building rate will get slower and slower as your planet gets developed.

Production per turn
The amount of PP/RP/MP produced per turn depends on: the number of buildings, the type of a planet (Ultra Poor, Poor, Normal, Rich or Ultra Rich) and its Production, Research and Military CM's being your global CMs modified by the planet's attributes (refer to the table at the bottom of the page for a list of attributes and their effects). The planet's PP/RP/MP production is modified by Waste rate. It is important to note that the buildings will only produce their points if there is enough people to support them. If for some reason (ie. Red Death special op) there is less than maximum population, first the building rate is lowered, then some buildings become inactive.

Detailed calculations
PP per Factory:   60 + (Production CM × 10)
Multipliers:   UP: 50%, P: 75%, N: 100%, R: 175%, UR: 250%
RP per Research Lab:   10 + Research CM
MP per Military Base:   10 + (Military CM × 2)

Building Ratio
It is important to remember to set proper ratios for each planet. Since you can get most PP out of Riches and Ultra Riches, they should always have ratio of 100% Factories. On the other side there are Poors and Ultra Poors, on which there is no point to build any factories. Thus, it is best to build 100% Research Labs on them, or 100% Military Bases if you already finished the research. Normal planets can have different uses (a ratio of 50% Factories / 50% Research Labs is a good one for build-up). The top players out there usually build 100% Research Labs on P/UP, 50%/50% of Factories/Labs on Normals and then, they get rid of those planets and try to build an inner core (first 20-40 planets with little or no Waste) of only Riches and Ultra Riches with 100% factories, and an outer core (the following planets covering your inner core) of anything from Ultra Poor to Normal with 100% Military Bases.

Commerce
The planet's final PP income results also of commerce coming from three slots. Each slot links to other player's free slot as soon as you or your councils make a Pact. If the pact is broken, it will unlink immediatly, however if you leave the council, commerce from that slot will decrease slowly and finally disappear. Alliances between players/councils count as +1 bonus to Commerce CM. Subordinary relation counts as further +1. If a player is eganged in any war, be it personal or council, it will lower Commerce CM by 1. Commerce is not affected by Waste Rate.


Planet Attributes

Attribute Effect Fixed By Message Displayed
Artifact Rsh+10    
Asteroid Prod+1    
Beautiful Landscape Com+2, Spy-1    
Black Hole Com-1, Prod-1    
Dark Nebula Com-1    
Frontier Area Com-2    
Gravity Controled   ??? Terraforming: You setup gravity control unit in [planet].
Hostile Monster Env-1 Primitive Language (SS:Lv5) You control the hostile monster of [planet] by primitive language technology.
Intense Volcanic Activity Prod+5    
Irregular Climate Env-2    
Major Space Route Com+2    
Major Space Crossroutes Com+5    
Massive Artifact Rsh+20    
Moon Gro+3, Mil+2, Com+1    
Nebula      
Nova      
Obstinate Microbe Env-2 Genetic Therapy (LS:Lv3) You destroy the obstinate microbe in [planet] by genetic therapy technology.
Ocean Fac-5,Gro+3    
Radiation Env-1 Solar Manipulation (ME:Lv5) You clear the radiation of [planet]'s solar by solar manipulation technology
Severe Radiation Env-2(?)    
Volcanic Activity Prod+2    

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