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Return to Planet Sub-Menu   4B. Planetary Structures  
1. Introduction to VGA Planets   7. Minefields Sub-Menu   4C. Natives  
2. Race Information Sub-Menu   8. Combat Sub-Menu   4D. Colonists  
3. Friendly Codes Sub-Menu   9. Ion Storm Sub-Menu   4E. Planetary Combat  
4. Planet Information Sub-Menu   10. Misc. Information Sub-Menu   4F. Planetary Climate  
5. Starbase Information Sub-Menu   11. Strategy and Strategy Guides  
6. Ship Information Sub-Menu   12. Add-on Information  
 
 
PLANETARY ECONOMY:  
  The economy in VGA Planets is fairly simple to grasp. However, the underlying principles can become complex.  
  Unlike other games, the economy in VGA Planets is Planet-based, not empire based. This means that each and every   
  Planet has a separate economy and no resources are 'Pooled' into an empire-wide economy.  
  The economy in VGA Planets is based on the following: Minerals, Supplies, Megacredits and Population.  
  You will want to gather as many Minerals as you can so you can build more Ships.  
  The Mineral mining rates are affected by the amount and the density of the Minerals in the Planet's core.  
  You will want to gather as many Supplies as you can so you can build more Planetary Structures.  
  You will want to gather as many Megacredits as you can so you can build more Ships and increase technology  
  levels as Starbases.  
  Megacredits are gained by taxing the Colonists and Natives of a Planet. The tax rate will affect the happiness  
  levels of both the Colonists and Natives.  
  You will want to increase both Colonist and Native Populations as much as possible so you can collect more taxes.  
  Colonist and Native populations reproduce at certain rates and those rates are affected by Climate and taxation.  
  Minerals:  
    Minerals are extracted from a Planet's core by Mineral Mines (See Planetary Structures)  
  There are four types of Minerals to be found on any Planet.  
  Neutronium:  
  A super dense Mineral used as fuel for Ships. It is far too unstable to be used in the construction  
  of Ship Components.  
  Duranium:  
  A very strong Mineral used in the construction of frames for Ships, Starbases and Fighters.  
  Tritanium:  
  A Mineral that can withstand very high temperatures and pressures and is used extensively in   
  Ship construction.  
  Molybdenum:  
  A Mineral used mainly in high powerd energy wave guides. It is important for weapon construction  
  and engine construction.  
  All unexplored Planets will have some Minerals lying on the surface, ready to be used. However, the bulk  
  of a Planet's Minerals will be in the Planet's core and will have to be mined by the Players.  
  Mineral Concentrations:  
  The four types of Minerals can be found in several different concentrations:  
  Very Scattered:  
  Ten Mineral Mines can extract 1 KT of this Mineral per turn.  
  Scattered:  
  Dispersed:  
  Three Mineral Mines can extract 1 KT of this Mineral per turn.  
  Concentrated:  
  Large Masses:  
  One Mineral Mine can extract 1 KT of this Mineral per turn.  
  Mineral Amounts:  
  The four types of Minerals are graded by the amount in the Planet:   
  None:  
  0 KT of the Mineral is present in the Planet's core.  
  Very Rare:  
  1 to 99 KT of the Mineral is present in the Planet's core.  
  Rare:  
  100 to 599 KT of the Mineral is present in the Planet's core.  
  Common:  
  600 to 1199 KT of the Mineral is present in the Planet's core.  
  Very Common:  
  1200 to 4999 KT of the Mineral is present in the Planet's core.  
  Abundant:  
  5000 + KT of the Mineral is present in the Planet's core.  
  Meteor Impacts:  
  Small Meteor Impacts replenish a Planet core's supply of Minerals.  
  Huge Meteor Impacts replenish a Planet core's supply of Minerals but also damage a Planet’s economy by destroying  
  Planetary Structures and killing some of the Population.  
  Supplies:  
  Supplies are created by Factories (See Planetary Structures)  
  For every Factory on a Planet, 1 Supply unit is produced each turn.   
  Supplies are used to build Planetary Structures (Mineral Mines, Factories, and Defense Posts).  
  They can be sold for 1 Megacredit each.  
  Supplies are used to repair damaged Ships (5 Supplies repair 1% of damage). REALLY IMPORTANT!  
  Alchemy Ships can convert Supplies into Minerals at a rate of 3 Supplies to 1 Mineral.  
  Bovinoids (Native Race) produce 1 Supply each turn for every 10,000 Bonvinoids on the Planet.  
  You must have 1 Colonist Clan (100 Colonists) on the Planet to collect each Supply unit.  
  Supplies can be eaten by Colonists to keep them alive when a Planet is overpopulated.  
  Megacredits:  
  Money. It’s what makes the galaxy go round.  
  Megacredits are gained mainly by taxing Colonists and Natives.  
  Collecting taxes from Colonists:  
  Number of Megacredits available for collection: (Colonist population)*(tax rate)*.001  
  Example: (700,000 Colonists)*(10% tax rate)*.001 = 70 Megacredits  
  Collecting Taxes From Natives:  
  Must have 100 Colonists (1 clan) to collect each Megacredit.  
  Number of Megacredits available for collection: (Native population)*(tax rate)*(Government factor)*.001.  
  Example: (8,000,000 Natives)*(10% tax rate)*(.80 Tribal Government)*.001 = 640 Megacredits. Must have 64,000 Colonists (640 Clans) to collect all the taxes.
  If Native happiness is below 30, no taxes are collected and tax rate is reset to zero.  
  Taxing Natives at a safe rate when the happiness is 30 will not yield taxes.  
  Taxing Insectoid Natives yields double the normal taxes.  
  Avian Natives can be taxed at higher rates before growing upset.  
  The Cyborg (Race 6) has a maximum tax rate of 20% for their Natives.  
  Megacredits can also be obtained by selling Supplies (1 Supply = 1 Megacredit)  
  Megacredits can also be obtained by gambling on Ship Hull Slot 42 (Lady Royale Class Cruiser) (1 Clan = 1 Megacredit)  
  Megacredits are used to build Planetary Structures, Starbases, Ship Hulls and Ship Components, and Fighters and Torpedoes.  
  They are also used to increase technology levels at Starbases.  
  Population:  
    Simply put, the more Colonists and Natives on a Planet, the more taxes you can collect.  
    The more Colonists you have, the more that can be moved to unowned Planets for colonization.  
    No (Colonist Population + Native Population) can be over 25,000,000 on one Planet.  
    A player cannot own a Planet unless he has Colonist population on that Planet. It only takes 1 Clan to claim a Planet.  
    The higher the Colonist population, the more Structures that can be built and the more taxes that can be  collected.  
    Taxation of Population:  
      If a riot starts because of over taxation, the tax rate will be instantly set to 0% to prevent a civil war  
      During a riot, Natives and Colonists destroy Planetary Structures until the happiness level reaches “unhappy” or better, which is around 60  
      A high tax rate slows the birth rate.  You can use this factor to prevent over population  
    Population Growth:  
  A population with a tax rate of 0 will expand at the maximum rate  
      A high tax rate slows the birth rate.  You can use this factor to prevent over population  
  A planet's Climate will also affect the maximum population and the birth rate  
  Temperate Planets (50 degrees) provide the best possible conditions for all life forms  
  Desert and arctic planets (100 degrees and 0 degrees) are the worst possible conditions for life  
  Overpopulation:  
  Whan a Planet become over populated, the Colonists will be forced to eat Supplies to stay alive.  
  On a Homeworld (Temperature 50), Colonist over population begins at around 11,000,000.  
  Overpopulation levels decline as temperatures become more extreme.