Structures and Trade Routes will allow you to make continued income without any effort beyond building them at first. Your base is the main source of income for your empire. Population is displayed on the Base Hud Income This is retroactive and thus rises your population by the number of urban structures you have as they all give 1 additional population. These raise your bases population by the level of fertility or 10 respectively.Īlthough it doesn't raise population directly Biosphere Modification is used to raise a base's fertility stat. Population does not increase over time but is increased by the development of Urban Structures or Orbital Bases. For any structure you require 1 population to run it. Population is effectively the people on your base. We then multiply that number by 60 to convert it into time, which gives us 5.712 minutes. The formula being (Tech Cost/Research Cap)*60.įor example, if a base had a research capacity of 42 and you wanted to research level 1 laser (4 credits), to figure out the research time the server would do (4/42), which gives us 0.0952 to 4 decimal points. This number is used for figuring out how fast a technology can be researched. Research commanders also affect your research, lowering the time it takes to research the technology by 1% per level. These labs improve your research by 6 per level. The first of these would be Research Labs being constructed on your base. Your research can be improved by several different methods. We then multiply that number by 60 to convert it into time, which gives us 285 minutes, just shy of 5 hours.Īn older player should have a production capacity roughly equal to their economy, so they can continuously produce fleet. Basically this means that whatever your production is, your base can build that much in an hour.įor example, if a base had a production capacity of 42 and you wanted to produce a cruiser (200 credits), to figure out the unit production time the server would do (200/42), which gives us 4.761 to 3 decimal points. The formula for production is (Unit Cost/Prod Cap)*60. Finally for every level of Cybernetics your production is increased by 5%. Production commanders also affect your production, lowering the time it takes to build the ship by 1% per level. Different structures raise your production, sometimes by a set value, other times by the value of metal on the Astro. The first of these would be new structures being constructed on your base. Your production can be improved by several different methods. This number is used for figuring out how fast a ship can be built. This should be considered when selecting your next construction project. Many structures you can construct add to your economy. We then multiply that number by 60 to convert it into time, which gives us 7.14 minutes. Basically this means that whatever your construction is, your base can build that much in an hour.įor example, if a base had a construction capacity of 42 and you wanted to build a level 1 shipyard (5 credits), to figure out the building build time the server would do (5/42), which gives us 0.119 to 3 decimal points. The formula for construction is (Structure Cost/Construction Cap)*60. This then in turn lowers the time it takes to construct the structure. Different structures raise your construction, sometimes by a set value, other times by the value of metal on the Astro.Ĭonstruction commanders also affect your construction, lowering the cost of all structures by 1% per level. Your construction can be improved by several different methods. This number is used for figuring out how fast a structure can be built. Disbanding bases early in the game when you have few bases may cause enough of a discount to make your replacement base free.įor more information about disbanding bases, check out the Disbanding section. For example, if your next base costs 2,000,000 credits, and you disband a base giving you 75,000 credits off, your replacement base will be 175,000 because 1,000,000 (instead of 2,000,000 for having one less base) divided by 4 is 250,000, minus 75,000 discount is 175,000. Disbanding a base gives you a 75% discount on reconstructing the base, as well as an additional discount for the base and the structures on it.
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