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