The colonies are celestial bodies (planets, moons or asteroids) on which a human settlement has been created. It differs from the bases in which they are independent entities of the faction, although they are controlled by one. The colonies allow the collection of taxes and the recruitment of their population, producing money and reservists respectively.
Some special colonies can be a enclave, having a special value because they are already developed or because they produce some kind of special object.
The colonies can be of two types:
|Planetary||Planer of telluric type:
Characteristics of a colony
The size of a colony is determined by its population that will be limited by the number of habitats it has built. The colony will grow thanks to the fertility of its population, the cloning and the migration of other colonies.
The colonies are developed with the installation of new modules. There is no limit to the number of modules that can be installed but have an energy consumption, so it will be necessary to install as many reactors as necessary or the colony will suffer a negative modifier to its popular support.
The modules that can be installed are also limited by the type of colony. A space colony can not install planetary modules. In addition, the planetary modules will be limited by the type of planetary environment.
The modules that a colony can install are:
|Habitats||Increase the capacity of settlers|
|Cloning Centers||Increase the population every hour|
|Energy reactors||They produce energy for the other modules|
It represents the degree of general contentment of the population with respect to the faction that dominates it. Each hour may vary depending on the following factors:
|Social upheaval||-0.2||External factors that affect the colony. They have a temporary duration|
|Repression||-0.2||The colony has suffered repression recently by the faction that dominates it.|
|Insufficient mass control||-0.2||The bases of the colony do not have enough troops with enough mass control for the entire population.|
|Colony blocked||-0.2||The colony is blocked by an enemy force, causing great nervousness and blocking trade|
|Colony conquered||-0.2||The colony has been occupied by an enemy force and will have a penalty until the population adapts|
|Colony plundered||-0.2||The colony has been the victim of a recent looting and the settlers have lost their assets|
|Economic crisis||-0.2||Global factor that affects the economy of the whole world|
|Consumer goods||Variable||The consumer goods available in the control base improve popular support.|
|Taxes||Variable||The settlers hate taxes. The higher they are, the greater impact on popular support.|
|Recruitment||Variable||The higher the level of recruitment, the greater the penalty.|
|Deep space||-0.1||Settlers do not like to live in deep regions of space.|
|Insufficient energy||-0.1||It is important to always have enough energy to provide all the modules of the colony.|
|Governor||Variable||The "charismatic" ability of the governor improves the popular support of the colony.|
|Civil disobedience||-0.2||There is no order in the colony and that encourages disorder even more|
|Colony size||Variable||The larger the colony, the greater the penalty for popular support. Large colonies are more difficult to control.|
If the popular support falls below 50% the chances that the colony will go into a state of civil disobedience with very high. In such a state, the colony will stop generating taxes and recruits and will have an extra negative modifier to popular support. During civil disobedience there is the possibility of an attempt at independence that will be stifled by repression by troops stationed at nearby bases (if sufficient mass control is available). In the case of not having enough troops, the colony will become independent and must be reconquered again.
A base with popular support of less than 50% runs the risk of a period of civil disobedience. During this state, the colony does not generate income from taxes and if it is not controlled, the situation can lead to violent protests.
Wealth is the measure of the value that each settler has of the base. Initially all settlers arrive with a wealth of 1. The value of the colony's wealth is the average of all the inhabitants. In this way, if we receive new settlers (for example after the integration of a new habitat) the average wealth of the colony could go down a bit, but would continue to grow later at the normal rate.
|Level of wealth||Growth bonus||-||Less than 1.0||+ 250%||-||Between 1.0 and 2.0||0%||-||Between 2.0 and 3.0||-fifty%||-||Between 3.0 and 4.0||-75%||-||Superior to 4.0||-90%|
Taxation is the way to earn money from the faction's settlers. The taxes collected depend on the level of wealth of the colony, the level of taxes and the number of settlers in the base.
It is possible to increase the level of taxes to raise more. However, this reduces the growth of wealth in the long term. With a normal tax level, the increase in wealth is 1 ‰. This implies a growth of 18.3% in one week. The growth of wealth is related to the number of settlers, so new immigrants will come with a level of 1, and could reduce the total wealth level of the colony.
|tax level||bonus collection||wealth modifier|
|Null||-100%||+ 4 ‰|
|Very low||-fifty%||+ 3 ‰|
|Low||-25%||+ 2 ‰|
|Medium||0%||+ 1 ‰|
|High||+ 25%||+ 0 ‰|
|Very high||+ 50%||-one‰|
Taxes have a very strong impact on the happiness of the colony. Low taxes will not only allow the colony to develop more quickly, it will also maintain the highest level of happiness. On the other hand, the colonists do not see in a good way that they are expropriated too many resources, so a high level of taxes will have a very negative impact on their happiness.
The troops of the bases near the colony provide military security and mass control. Sufficient mass control will prevent attempts at independence.
Providing a base of consumer goods has many benefits, the main one of which is happiness. The base gets a bonus for each type of consumer good that exists in the warehouse and that is consumed per hour. The more consumer goods you have, the greater the bonus.
Actions in a colony
A colony that is under the control of another faction can be invaded once that player's bases on the colony no longer exist. In order to carry out the invasion, a new base must be built on the colony, which will be the new control base from which the attack will be launched.
During the invasion there is a battle between the invading troops (selected between the bases and fleets in orbit) and the militias generated by the colony (depending on your size). If the combat is won by the invaders, the colony will come under the control of the attacking faction.
Blockages by enemy fleets have an impact on happiness as well as wealth. A blocked base has a penalty to happiness due to the atmosphere of tension and panic that it generates and the paralysis of commercial activity.
In a repression the sovereign faction sends its troops to the colony to restore order using force. The result is a population loss proportional to the degree of popular support of less than 50% and a temporary negative modifier. For this to occur, it is necessary for the faction to have sufficient mass control to dominate the colony and for it to be in a state of civil disobedience.
It can occur in two cases:
- Voluntarily by the player.
- Automatically if an attempt of independence occurs.
A colony may be plundered by a hostile fleet, but the assault troops must face the anti-aircraft fire of all the fleets and bases present and the troops of all the bases present.
Looting affects the colonies very much, creating a very negative psychological effect and reducing wealth. During a looting, a pirate fleet or corsair steals up to 50% of the colony's possible wealth minimum, leaving it at a level of 0.5. However, the growth of wealth varies with the level, so it is faster to grow at lower levels and the recovery will be faster.