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Planets Planets are a way to protect your fleet, create resources, and build ships. This page will begin with a how-to of planets, and then describe the different planet types and buildings. Planets are built in sectors you own using Terraform Devices available at the Upgrade Center. You can also capture planets from other players. 1: Planet Header - The planet name, type, and colonist/defense ratings are listed here. Other players can see your planet's ratings, and you can use your own ratings to compare to other planets. 2: Refresh Planet - Click here to get back to the main planet screen to see the results of your changes. 3: Colonists and Cash - Colonists are required to run your planet's machinery. Growth rate is currently only based on planet type. Cash is not needed on planets right now but will play a role in the future. Tax rate also cannot be changed for now. 4: Defenses - Planet shield and drone capacities increase daily based on the number of colonists on the planet, planet type, and the current capacity levels. Drones must be transported to the planet by your ships, but shields will also be produced on the planet from any excess Energy not used in other buildings. 5: Shipbuilding - Your planet can produce one type of ship per day for one player in the clan. Click Change Production to change the ship type or create ships for a different player. The ships available to produce depend on the race of the player changing production, but those ships can be created for a member of any race. This allows race specific ships to be shared with other races. 6: Industry - The bulk of planet operation is Industry. Buildings are built with only cash, but when activated they will take colonists from your stock. In this way, the number of buildings you can have operating at any given time is limited by the number of colonists you have. 7: Transfer Cargo - This function will always fully load or fully empty the ships in your fleet. To micromanage which resources you pick up, add or remove ships from your fleet. 8: Active Buildings - This table allows you to predict at a glance what your planet's production will be like at the daily maintenance. Each building and the number active is listed. 9: Commodity Cost - The commodity cost to operate each building type is shown in yellow. Planet resources are not listed. 10: Output - Building output is shown in green. 11: Not enough! - Red indicates that there is not enough of a commodity or resource to operate all buildings of this type. You should resolve all red text! A quick fix is to purchase some of the needed good from a port and put it on the planet. In the present example, the planet owner would be better off building more Water Condensers and Farms to increase Food and Water. You could also deactivate some Bioreactors. Note that the planet screen may not calculate values correctly after the red warning text, so you should definitely do something about it! 12: Low Output - Output is shown in italics when there is a limiting resource(red text). This output is lower than it should be if there was enough raw material. 13: Shield Generation - Excess energy will go towards generating shields. Inferno planets generate more shields per unit energy. 14: Ships - The number of ships predicted to be built as well as total cost for construction is listed. 15: Goods/Commodities - The next sections summarize the result of the detailed building overview shown above. Current goods/commodities, expected changes, and projected values are shown. 16: Negative Projection - Negative projected values are likely indicated by red error text in the previous section. You can use these values to see at a glance how far you are short. Your planet will never actually have negative commodities. 17: Finite Resources - Finite resources are used by mines and indicate the planet's capacity to provide those resources. These are assigned randomly based on planet type when the planet is terraformed. Once a finite resource has run out, the mines of that type will no longer function. 18: Renewable Resources - Unlike finite resources, these will not run out. Instead, they are a cap on the amount of buildings that can utilize them. For example, Filtration Systems cheaply produce water, but can only be used to produce a limited quantity. If the planet needs more, you will need to use Water Condensers. 19: Construction - Building operation is a two-step process. Buildings are purchased for 5000 cash. Be careful to not build too many - you need colonists to run your buildings, so avoid spending on more than can be operated. 20: Activation - Buildings do not function until they are activated. You can buildings on and off to control where your colonists are spending their time and change availability of difference resources based on your current needs. Always check back on the main planet screen to see what the impact of your activation is - you don't want to accidentally activate too many energy-consuming buildings, for example, so that a building further down the list can't run! Planet Types Dust Planet: Good all-around planet. Gas Planet: Gassy ball. Variable resource levels. Inferno Planet: Volcanic planet, good for defense. Rock Planet: Rocky planet, loaded with ore. Water Planet: Wet planet, much like earth. Buildings Nuclear Power Plant: Requires 5000 colonists, uses 500 Uranium. Produces 100 Energy. Gas Power Plant: Requires 3500 colonists, uses 120 Hydrocarbon. Produces 80 Energy. Thermal Power Plant: Requires 2500 colonists, needs 50 available Radiation. Produces 50 Energy. Solar Power Plant: Requires 5000 colonists, needs 30 available Solar Energy. Produces 30 Energy. Iron Mine: Requires 500 colonists, uses 2 energy. Converts 250 iron ore to iron. Gold Mine: Requires 500 colonists, uses 2 energy. Converts 100 gold ore to gold. Electrolysis Plant: Requires 500 colonists, uses 2 energy. Converts 175 aluminum ore to aluminum. Uranium Mine: Requires 500 colonists, uses 2 energy. Converts 150 uranium ore to uranium. Filtration System: Requires 1000 colonists, needs 300 available water resource. Produces 300 water. Water Condenser: Requires 100 colonists, uses 20 energy. Produces 300 water. Farm: Requires 150 colonists, uses 50 water. Produces 50 food. Bioreactor: Requires 750 colonists, uses 1000 food and 400 water. Produces 500 hydrocarbon. Foundry: Requires 2000 colonists, uses 250 iron and 50 hydrocarbon. Produces 500 steel. Electronics Plant: Requires 2000 colonists, uses 15 energy and 300 gold and 150 steel. Produces 400 electronics. Ship Factory: Requires 5000 colonists. One Ship Factory must be active for each ship built on the planet. | |