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====General information about colonies:==== | ====General information about colonies:==== | ||
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====Minimum requirements for a colony:==== | ====Minimum requirements for a colony:==== | ||
* Rank at least: Trader (50 ships total) | * Rank at least: Trader (50 ships total) | ||
* | * All Level 1 colonies are available at 50 ships | ||
* You get an offer to buy your first three colonies about once a day (24 hours); when you don't buy it will come back after about 3 hours | |||
* You get an offer to buy your first three colonies about once a day (24 hours); when you don't buy it will come back after about | |||
* For your first 3 colonies, you will receive a colonist boost equal to 50% of the new colony's capacity. | * For your first 3 colonies, you will receive a colonist boost equal to 50% of the new colony's capacity. | ||
* Once you have 3 colonies, you will have opportunities to upgrade them. | * Once you have 3 colonies, you will have opportunities to upgrade them. | ||
** | ** Upgrade offers will be offered when you reach the minimum ships for that level. | ||
** You will be asked which colony you wish to replace. (Defaults to the smallest colony.)If your colonies are all of the same size, and you miss the 'which colony would you like to replace?' message, it defaults to colony number 1 | ** You will be asked which colony you wish to replace. (Defaults to the smallest colony.)If your colonies are all of the same size, and you miss the 'which colony would you like to replace?' message, it defaults to colony number 1. | ||
** When you upgrade, you will receive a colonist boost equal to 20% of the new colony's capacity. | ** When you upgrade, you will receive a colonist boost equal to 20% of the new colony's capacity. | ||
** '''Warning''': If your total ships have declined, you may have colony offers that are smaller than the ones you already have. | ** '''Warning''': If your total ships have declined, you may have colony offers that are smaller than the ones you already have. | ||
* The max colonist % is 150% | * The max colonist % is 150%. After that, you will lose excess colonists. This may be raised, in three steps (165%, 180%,and 200%), through the [[Information#Red Tape|Bureaucrat]]. | ||
====Advice on colonies==== | ====Advice on colonies==== | ||
It's a personal choice on what to buy. But here are some "general rules" that can be helpful. | It's a personal choice on what to buy. But here are some "general rules" that can be helpful. | ||
* Terrestrial colonies provide | * Terrestrial colonies provide 5% more credits per colonist at census time. The bonuses are cumulative, so 3 terrestrial colonies will yield a 15% bonus. | ||
* A man-made colony (Orbital spacedock, Colony starship, etc.) lowers the cost of disaster handling and research. | * A man-made colony (Orbital spacedock, Colony starship, etc.) lowers the cost of disaster handling and research. | ||
* Mining colonies randomly yield bonus credit payments, as well as quantities of enectrium. (Enectrium is required for building the flagship for the [[Director's Quest]].) | * '''NOTE''' Disasters begin as soon as you have your first colony. You should choose one type of disaster to research and stick to it. The two other types can be used to grow the colonist total by taking the most expensive option short of researching each time. | ||
* Mining colonies randomly yield bonus credit payments, as well as quantities of enectrium after achieving the rank of Captain. (Enectrium is required for building the flagship for the [[Director's Quest]].) Mining colonies also reduce the cost of the Mysterious Vessel. | |||
====Colony Types==== | ====Colony Types==== |
Latest revision as of 18:48, 20 April 2015
General information about colonies:
- Colonies are critical to your ability to generate revenue, especially at higher ranks.
- Once you buy a Colony, this will enable disasters, similar to the Fed HUD in regular TE. However, unlike the Fed HUD, the default handling of a disaster is not as destructive to your colonists. It will default to the cheapest (not free) option, and you will only lose a few colonists. Another major difference from the Fed HUD, is that the zero cost option, will actually generate income for you, at a cost of 2% of your total colonists. While the cost in colonists may seem high, there are also random events which allow colonists to join you (normally 1%, but occasionally as much as 5%), which have the potential to more than offset your losses if you choose this option.
- Each colony improves your income by 100 credits/ship to a maximum of 300 credits/ship.
- You can have a maximum of three (3) colonies. When you buy more (fourth, fifth, sixth,..etc.) colonies, you can choose which of your colonies is replaced by the new one. This only happens when you have at least three (3) colonies.
Minimum requirements for a colony:
- Rank at least: Trader (50 ships total)
- All Level 1 colonies are available at 50 ships
- You get an offer to buy your first three colonies about once a day (24 hours); when you don't buy it will come back after about 3 hours
- For your first 3 colonies, you will receive a colonist boost equal to 50% of the new colony's capacity.
- Once you have 3 colonies, you will have opportunities to upgrade them.
- Upgrade offers will be offered when you reach the minimum ships for that level.
- You will be asked which colony you wish to replace. (Defaults to the smallest colony.)If your colonies are all of the same size, and you miss the 'which colony would you like to replace?' message, it defaults to colony number 1.
- When you upgrade, you will receive a colonist boost equal to 20% of the new colony's capacity.
- Warning: If your total ships have declined, you may have colony offers that are smaller than the ones you already have.
- The max colonist % is 150%. After that, you will lose excess colonists. This may be raised, in three steps (165%, 180%,and 200%), through the Bureaucrat.
Advice on colonies
It's a personal choice on what to buy. But here are some "general rules" that can be helpful.
- Terrestrial colonies provide 5% more credits per colonist at census time. The bonuses are cumulative, so 3 terrestrial colonies will yield a 15% bonus.
- A man-made colony (Orbital spacedock, Colony starship, etc.) lowers the cost of disaster handling and research.
- NOTE Disasters begin as soon as you have your first colony. You should choose one type of disaster to research and stick to it. The two other types can be used to grow the colonist total by taking the most expensive option short of researching each time.
- Mining colonies randomly yield bonus credit payments, as well as quantities of enectrium after achieving the rank of Captain. (Enectrium is required for building the flagship for the Director's Quest.) Mining colonies also reduce the cost of the Mysterious Vessel.
Colony Types
Type | Benefits | Examples |
---|---|---|
Terrestrial | Higher payout per colonist at census | Terrestrial planetoid, Volcanic Dwarf Planet, Telluric Planet |
Mining | Random credit bonuses & random quantities of ore | Mining asteroid, Iron-Nickel Moon, Yttric Planet |
Orbital / Man-made | Discounted disaster handling and research | Orbital laboratory, Colony Starship, Advanced Starbase |
Colony Classes
Class | Name | Colonist Capacity | Cost | Total Ships Required | Type |
---|---|---|---|---|---|
1 | Terrestrial Planetoid | 2,000 | 437,500 | Min: 50 | Terrestrial |
Mining asteroid | Max: 149 | Mining | |||
Orbital Laboratory | Man-made | ||||
2 | Advanced Orbital Laboratory | 2,500 | 1,417,500 | Min: 90 | Man-made |
Medium Planetoid | Max: 224 | Terrestrial | |||
Large Mining asteroid | Mining | ||||
3 | Iron-Rich Asteroid | 3,200 | 3,937,500 | Min: 150 | Mining |
Orbital Vehicle | Max: 299 | Man-made | |||
Small Icy Moon | Terrestrial | ||||
4 | Carbonaceous Asteroid | 4,000 | 8,859,375 | Min: 225 | Mining |
Icy Moon | Max: 499 | Terrestrial | |||
Orbital Spacedock | Man-made | ||||
5 | Orbital Base | 6,000 | 18,000,000 | Min: 300 | Man-made |
Volcanic Moon | Max: 699 | Terrestrial | |||
Silicate Asteroid | Mining | ||||
6 | Large Volcanic Moon | 9,000 | 50,000,000 | Min: 500 | Terrestrial |
Magnesium Asteroid | Max: 1099 | Mining | |||
Advanced Orbital Base | Man-made | ||||
7 | Rocky Moon | 17,000 | 122,500,000 | Min: 700 | Terrestrial |
Binary Iron Asteroid | Max: 1499 | Mining | |||
Colony Spaceship | Man-made | ||||
8 | Advanced Colony Spaceship | 30,000 | 242,000,000 | Min: 1100 | Man-made |
Plutonic Moon | Max: 2199 | Terrestrial | |||
Iron Asteroid Field | Mining | ||||
9 | Iron-Nickel Moon | 50,000 | 393,750,000 | Min: 1500 | Mining |
Colony Starship | Max: 3999 | Man-made | |||
Volcanic Dwarf Planet | Terrestrial | ||||
10 | Small Volcanic Planet | 125,000 | 484,000,000 | Min: 2,200 | Terrestrial |
Advanced Colony Starship | Max: 6399 | Man-made | |||
Selenic Planet | Mining | ||||
11 | Starbase | 240,000 | 800,000,000 | Min: 4000 | Man-made |
Xenolith Planet | Max: 9999 | Mining | |||
Waterworld Planet | Terrestrial | ||||
12 | Advanced Starbase | 430,000 | 1,474,560,000 | Min: 6400 | Man-made |
Telluric Planet | Max: 24,999 | Terrestrial | |||
Yttric Planet | Mining | ||||
13 | Artificial Moon | 800,000 | 4,000,000,000 | Min: 10,000 | Man-made |
Diamond-core Gas Giant | Max: 49,999 | Mining | |||
Blue-green Planet | Terrestrial | ||||
14 | Synthetic world | 1,000,000 | 62,500,000,000 | Min: 25,000 | Man-made |
Interstellar Asteroid Belt | Max: ? | Mining | |||
Terraformed Binary Planet | Terrestrial | ||||
15 | Terraformed Star System | 2,000,000 | 300,000,000,000 | Min: 50,000 | Terrestrial |
Ore Rich Star System | Max: ? | Mining | |||
Dyson Sphere | Man-made |
- Note: The min/max ships in the table above are estimates if they are recorded in italics and followed by a "?".