Planets
From Wardrome English Wiki
Planets are created using the Genesis device, which can be bought at Wally's equipment shop on your Homeworld. Once bought, a system with free orbits must be found and then all you have to do is click on the link Use Genesis Device on the right column of the main interface.
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[edit] Basic Concepts
The main function of a planet is to produce fighters, defend a fleet and/or produce money and Technical Units (TU). Any player can generate a planet once out of the Academy with the bonus given by the GHQ, and later on by buying the Genesis device at the equipment shop on the Homeworld. Planets can be generated in all systems (except the Homeworld) that have at least one free orbit. The number of free orbits is created randomly at the moment the Universe is generated. Planets can be renamed at any moment (With a cost of 5 energy).
Each planet has its own stats, such as max population, max fighters, fertility etc. Fighters are the main defense in case the planet or a fleet stationed in the same system gets attacked. Fighters can be set Passive or Hostile. Passive will defend only if the Planet is attacked directly while Hostile will defend against any ship or fleet that doesn't belong to you or your clan and that is attacking you. So Hostile fighters will also defend if any allied ship is being attacked. Hostile fighters can be activated only if no other ships are present except naturally yours or clan members ones.
[edit] Population,Taxes & Production
Colonist are the life and blood of a planet.
Unemployed colonist can generate taxes and be useful for reproduction. Taxes have a negative impact on reproduction: At 0 taxes the planet will generate 30% new colonist per day and at 10% there will be 0 reproduction. Each level of Tax Laws developed in the Research section increases by 1% taxation rate, also to be able to apply taxation to planet population a Tax Office needs to be built. Taxation can be Enabled/Disabled in the Management section of each planet.
Upon creation, a planet is automatically populated with 1500 settlers along with 2000 resources of each type, useful to start the first constructions. The initial population is however insufficient to attend to all the activities of the planet so others must be carried with dedicated ships (e.g. Civilian Transport), so they will start to reproduce and increase population.
Settlers can be assigned to several activiets:
- Fighters production - to produce fighters resources are expended and they must be present on the planet (self produced or carried from outside with ships).
- Electronic Components production - used for almost any kind of production.
- Food production - needed to sustain settlers. Each day on a planet with a fertility of 100, 550 settlers produce 1 unit of food which sustains 10000 settlers. If not enough food is present to feed all the population, settlers will quickly start to die for starvation. Food production can be increased with the expensive (but safe) hydroponic farms or using the cheaper (but risky and not much welcomed) OGM implants, both can increase fertility up to 10%.
- Metal of Fuel production - depending on the level of mines and of refineries located on the planet, settlers can be assigned to production of this 2 resources. 10,000 settlers can be assigned for each level of the construction extracting 100 units per day.
Darkmatter can't be generated or extracted from a planet, it must be imported. This resource is mostly needed to mantain a worm hole open or to sustain a planetary defensive structure: the dark matter barrier.
[edit] Missiles
On every planet its possible to build a missile ramp.
Missiles can be developed in the Research section. To build missiles the following things must be present on the planet:
- Missile lab
- Orbital missile facility
Missiles construction is started in the Management section and requires resources. They can then be withdrawn in the Orbital complex.
Launching Omega missiles requires energy and fuel used to travel to the target system. Pluto and Silver missile must be equipped on ships only if light missile launcher or Heavy missile launcher are present on the ship. Missiles are fired at the cost of 5 E.
Missile ramps can also be auctioned for at Bilkos Auction House. Starting price is usually 10,000 Credits.
[edit] Shield Generator
A shield generator can be built on every planet. The basic generator can charge and hold up to 1035 shield units at a time. These units can be used to increase the total shields of the planet (250'000 is the maximun limit) or to replenish depleted shields on the fleet stationing in your system. The Shield Generator slowly replenishes itself over time. Upgrades can be bought at the Bilkos Auction House to increase the units capacity and the recharging speed of the Generator.
[edit] Extraction Structures
Each planet has a limited amount of metal and fuel in it's crust, which can be extracted and used by two structures: Mines and Refineries. The quantities of these resources varies from planet to planet.
When workers are assigned, each structure of this type is able to extract a maximum of 100 units of metal or fuel each day. For a mine or refinery to work at full capacity there should be 10,000 settlers assigned to it. Less settlers results in a lower production rate, assigning more has no effect. There is no limit to the number of mines or refineries that can be built on a planet, but each will need 10,000 settlers to work.
[edit] Support Structures
WIP
With the advent of new technologies, it is possible to construct additional structures for special tasks. For example Orbital complexes can be built around planets to buy provide new modules to equip ships, or the Astronautics Workshop which allows career ships construction or the Research lab that produces Utecs. Notice that a Commander can own only 9 Research labs (3 per planet).
Contacts more and more frequent with the Kron aliens introduced the possibility to do Alien researches that may lead in the near future to the possibility to build a Alien Research Laboratory.
[edit] Morale
Not in game yet?
The population of the planets are "more" or "less" happy depending on the events and conditions of the planet itself. For example, the adverse impact of waste, the presence of a church facilitates the happiness of the religious faction, the bank industry, etc.. Even characteristics such as the fertility of the soil, and the dimensions of space colonists can change the morale in positive or negative. At the dawn of its creation a planet will receive a bonus of 10% on morality, which will fall by 5% if the precedent changes.