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.
|