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Planets LSP

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Population

Population Growth


The population for each planet starts at 100 million, and they are in full anarchy.

It is up to the player to set up a government, and lay down the rules for convenience, and prosperity.

  • The formula for population growth depends on the following factors:


  1. the global growth standard.
  2. the tax (at 50% tax, growth halts)
  3. the police ratio (at below 5000 people per copper, growth halts)
  4. the morale, for anything above 50% morale, there is a bonus growth fraction added.


Censu


The population will show an increase if your variables are correct (see 1.10.7) and it happens every 30-50 "years".

A "year" happens every X seconds, where that number is the right-most number in the CLOCK (on top right of your screen). At the moment it is 1000.


Census errata


Correction, the census happens every 80 years, which is almost 1 day.

So, things happen every 1000 seconds, and population increases are calculated/snapshotted every 80000 seconds.

Population Limits


The LSP's are categorized into 5 types:


G1 - G5 , which means

  • G1 == 1 gigahuman
  • G2 == 2 gigahuman
  • G3 == 3 gigahuman
  • G4 == 4 gigahuman
  • G5 == 5 gigahuman

Those are the limits. When the population exceeds that number, your planet's morale will drop, and after a few turns you are facing revolution (you will lose your planet).

Revolution

If an LSP has more than the max allowed population

every 5% population excess, brings 1% morale drop.

if the morale is < 23% and the population is still excessive, After some serious LOOTING of your treasury and military coffers, REVOLUTION sets in, and you lose the LSP. All mining stockpiles disappear, any ships in arsenal, or port (except orbiting fleets) are erased. Population drops to 100 million again (after some serious carnage anarchy) All companion mining planets go to status inactive.

The planet remains in your known stars, but it is no longer yours.

zero population

WARNING:

an LSP with zero population

a. cannot launch ships into orbit (space port) b. does not produce any Zulaks (cash)

Production Information

Planet Production - Activation

Activation 1.9.6 If you are editing, docking at, colonizing or attacking an LSP, and see the following red-lettered error messages: This planet is not in production or Status: Awaiting Activation

It needs put into production:


Dock with a fleet which contains all of the following ship types:


-treasury transport
-colony transport
-engineering crew
-construction equipment

lsp ship production

WARNING: An LSP without population cannot launch ships !!

Income

Income Diagram

Income-diagram.png

Buildings

Types of buildings

Type bldgid cost defstrength shield attstrength powerusage powertypeid powergen
Government
1
14
70
F
0
40
0
0
Laboratory
2
22
30
F
0
80
0
0
University
3
22
0
F
0
50
0
0
Standard Defense Fortress
4
16
90
T
60
70
0
0
Nuclear Defense Fortress
5
110
100
T
95
110
1
0
Fusion Defense Fortress
6
150
200
T
130
190
2
0
Chemical Power Plant
7
15
70
F
0
10
0
200
Nuclear Power Plant
8
40
30
F
0
10
1
400
Fusion Power Plant
9
80
20
F
0
15
2
800
Singularity Excimer Power Plant
10
300
50
T
0
0
3
1800


Purpose


Power Plant: purpose is self explanatory


Government: FLAK, it is used as "cannon fodder", I mean, who likes politicians and lawyers anyway, so these are the first buildings axed in battle, let them have it ! It serves as buffer for the other more important buildings.


Research Labs: Together with universities, they will give you a bonus on the PhD's acquired (lets call it a discount). Every 100 of these buildings, there will be a 5% discount. until you reach 1000 buildings, then no more discounts. (still being programmed in alpha test system)


Defense Fortress: self explanatory, these will serve 2 purposes
a. to shield people and other buildings from being axed
b. to take out enemy ships in automated counterattacks

NOTE: if your power usage is at more than 100%, these will be useless.


Universities: same as research labs, but with nicer girls running around (heheh). They consume less power, but they have no defense bonus, making these easy to get destroyed in battle.


lsp building modifiers

Near future development:

buildings are at the moment in their "infancy" , and yea we will most definitely implement more info/effects into them.

examples:

more labs+unis gives you faster PhD gain
more labs == longer range sensors
more labs improves defense
more govt buildings increases tax gain, but lowers morale,

etc etc etc

tax issues

tax above 50 percent

I just put in effect the following rule:

if tax > 50
delta= tax - 50
morale = morale - (delta / 10)

then if morale < 20
morale = 19
looting 10% of your banks per round ! CAREFUL !

if no more money in banks, then I guess planet revolt is the only option for the poor overtaxed people.

Space Port

Ships Cap Limit

The current number of Ships allowed to be launched and in the space port from any planet is

PhD's <= 2000
max = 200
PhD's > 2000
max = 300

If the limit in port and/or launched is not yet reached, but with the additional launch it will surpass the max, then the launch is capped by space command to a safe number.

Any number of fleets can dock at an LSP, and they can also disband. But if they disband, and fill up the spaceport, then the planet will not be able to launch any.

(i.e., when disbanding fleets in a spaceport (LSP or Anchorage), the spaceport can have a ZILLION ships, but until they are all gone, you cannot launch anymore)

NOTE: one of the main purposes of "Anchorages", is to combine fleets into super fleets and mix-n-match

Morale

Low Morale Issues

If your planet has either too much tax, or is overpopulated,

your morale will drop !

If your morale is under 23 percent, and you have an overpopulated planet, your planet will REVOLT, and you will lose it. If your morale is under 23, and your population is still fine in numbers, then there is a 20% chance (calculated every turn), that the people will revolt.


(There are other causes for morale drop, like attacks, colonist embarkations, etc)


the chickfest

If you build enough univisities, your LSP can enter what is called THE CHICKFEST

The chickfest is basically the population realizing that the universities is where all the hot chicks are, and therefore the Morale is increased by up to 12% !!

As soon as your population passes the threshold again, the chickfest will stop, and your morale will drop again to normal levels. So, keep buying universities and keep your citizens happy !

Of course morale affects tax avoidance, so , during chickfest your income will be greater on that planet.

Mining Companions

ore extraction

Ore extraction from the MINING COMPANION planets to your LSP can start as soon as you reach 1000 PhD's.

You will need to have Mining ships in Space Port to be able to do this (ore will transfer from the Mining Companions to your LSP stockpiles automatically)

Once you pass 5000 PhD's, ore will transfer automatically without having Mining Ships orbiting your star system. The reason for this, is the fact that you have then perfected the use of TETHERS , which then establish a permanent link to your mining companions.

colonization

Colonization Cost

When colonizing an LSP, you will note the words (example):

Colonize C.R. cost: 5880 m.Z.

In your Fleet Orders screen, under the Colonize order selector.

This means: CIVILEX RECONSTITUTION COST: 5880 million Zulaks and is paid out of your civilian treasury.

This cost increases depending on the number of LSP's you already have, and its a function of the complexity needed to administer the accounting of your planets. It is the cost incurred by you, and must be paid in advance, to the central galactic management, to maintain its records on your colony.

treasury evacuation

howto move your spawn planet


NOTE: DO NOT EVACUATE TREASURY UNLESS YOU READ ALL INFORMATION BELOW, AND REALLY KNOW WHAT YOU ARE DOING !!!!

Your Spawn planet is special, it contains YOUR CENTRAL TREASURY, which is a holographic memory molecular computer that contains your whole accounting.

This Treasury System can be "robbed" by your enemy, so we have provided a way to MOVE IT to another planet of your choice. Basically "relocating your spawn".

The procedure is very dangerous, as if your fleet carrying the system is intercepted, you can totally lose all your assets, and will need to start from scratch.

To evacuate the treasury you need a fleet with the following ships:

- Treasury Transport
- Survey Team Scout
- Engineering Crew Transport
- Construction Machinery Transport
- Colonist Transport
- Evacuation Transport
- Remote Communications Relay (to make sure your economy keeps working !)

This ensures you can "activate" the target LSP if it is not yet active or has been abandoned, or has revolted.

When you land in that new planet, if you are carrying the treasury, it will then automatically become your new "spawn". Also, as soon as your evacuation fleet leaves your current spawn planet, it will CEASE to be protected under galactic regulations, and can be taken over by the enemy.

lsp defense

gravity distortion sensor


The Gravity Distortion Sensor can be used to find fleets close to your LSP , which have gone into "stealth" mode, meaning lowest electronic signature, and are most probably just parked, waiting for you to go to sleep.

You need power, defense turrets, labs, and universities to activate it. Once activated the unit cannot be reused properly for another 3 turns.

The range is as follows (in LY):

if (phds < 5000) range=18; else if (phds < 9000) range=28; else range=58;

You will notice in your LSP management screen if you find some fleets, they will be shown in its own section in the Fleet Info table.

hiding enemy fleets

When the Gravity Distortion Sensor is activated, fleets may or may not be found in the surrounding area

Research PhD's dependency:

from 0 to 4999 PhD's, your sensor range (radius) will be about 18LY
from 5000 to 8999 the range is 28LY
9000+ PhD's give you about 58 LY radius

The hiding fleets are also given a size. The size is somewhat of a fuzzy logic output, and means the following:

if (ships == 0)
size="zombie";
else if (ships < 100)
size="scout";
else if (ships < 1000)
size="small";
else if (ships < 10000)
size="medium";
else if (ships < 100000)
size="large";
else if (ships < 1000000)
size="holy shit";
else if (ships < 10000000)
size="eject eject !";
else
size="you will be assimilated !";

when do enemy fleets become visible

Allied fleets information gets "broadcasted" to the other members of the alliance instantly, therefore the fleets are always visible (although you can hide them using an option in your profile)

enemy fleets become visible at a distance from any LSP (at the moment only LSP, eventually anchorage triumvirate), which is dependent on 3 things:

  1. your tech level
  2. the enemy tech level
  3. and most importantly the speed of the fleet

with speed < 1.0 SOL (so, say 0.99), the detection range is usually about 60LY with speeds >= 1.0 SOL, the detection is around 110*speed (so, 3.07 SOL would mean about 340LY)


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