Difference between revisions of "Colony"

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Any base that has at least one [habitat] is considered colony. By the time a base is a colony, it begins to collect taxes from its settlers and can modify the tax level of the base. Generally, the economy of the faction is sustained by the construction and maintenance of one or more colonies that generate a constant flow of money through taxes. Over time the colonies are developing their economy (wealth) and are becoming more profitable.
+
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.
  
=Characteristics of a colony=
+
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.
In addition to the normal attributes of a base, a colony has special characteristics related to its civilian population.
 
 
 
== Wealth ==
 
Wealth is the measure of the value each settler has of the base. Initially all the colonists arrive with a wealth of 1. The value of wealth of the colony 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 decrease somewhat, but would continue to grow at a normal rate later.
 
 
 
During a looting, a pirate or corsair fleet robs up to 50% of the minimum possible wealth of the colony, leaving it to a level of 0.5. However, wealth growth varies with the level, so it is faster to grow at lower levels.
 
  
 +
The colonies can be of two types:
 
{| class="wikitable"
 
{| class="wikitable"
! class="header" | Wealth level
 
! class="header" | Growth bonus
 
 
|-
 
|-
| class="atributo ralign" | Less than 1.0
+
!
| class="atributo ralign" | +250%
+
! Celestial body
 +
! Habitats
 
|-
 
|-
| class="atributo ralign" | Between 1.0 and 2.0
+
! Planetary
| class="atributo ralign" | 0%
+
| Planer of telluric type:
 +
* Telluric planet
 +
* Telluric Moon
 +
|
 +
* Planetariums
 +
* Spaces
 
|-
 
|-
| class="atributo ralign" | Between 2.0 and 3.0
+
! Space
| class="atributo ralign" | -50%
+
|
|-
+
* Asteroid fields
| class="atributo ralign" | Between 3.0 and 4.0
+
* Jovian planets
| class="atributo ralign" | -75%
+
|
|-
+
* Spaces
| class="atributo ralign" | More than 4.0
 
| class="atributo ralign" | -90%
 
 
|}
 
|}
  
== Taxes ==
+
= Characteristics of a colony =
Taxes are how to earn money from faction 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 raise the tax level to raise more. However, this reduces long-term wealth growth. With a normal tax level, the increase in wealth is 1 ‰. This implies a growth of wealth of 18.3% in a 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.
+
== Population ==
 +
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.
  
{| class="wikitable"
+
== Colonial Modules ==
! class="header" | tax level
+
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.
! class="header" | bonus taxes
 
! class="header" | wealth modifier
 
! class="header" | colony reinforcements rate
 
|-
 
| class="atributo ralign" | Null
 
| class="atributo ralign" | -100%
 
| class="atributo ralign" | +4‰
 
| class="atributo ralign" | +100%
 
|-
 
| class="atributo ralign" | Very low
 
| class="atributo ralign" | -50%
 
| class="atributo ralign" | +3‰
 
| class="atributo ralign" | +50%
 
|-
 
| class="atributo ralign" | Low
 
| class="atributo ralign" | -25%
 
| class="atributo ralign" | +2‰
 
| class="atributo ralign" | +25% 
 
|-
 
| class="atributo ralign" | Medium
 
| class="atributo ralign" | 0%
 
| class="atributo ralign" | +1‰
 
| class="atributo ralign" | 0
 
|-
 
| class="atributo ralign" | High
 
| class="atributo ralign" | +25%
 
| class="atributo ralign" | +0‰
 
| class="atributo ralign" | -25%
 
|-
 
| class="atributo ralign" | Very high
 
| class="atributo ralign" | +50%
 
| class="atributo ralign" | -1‰
 
| class="atributo ralign" | 50%
 
|}
 
  
==Happiness==
+
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.
Happiness is the extent to which the settlers of a base enjoy their life in the environment we have prepared. It can vary depending on a number of fixed (such as taxes) or random (events) modifiers. An unhappy population is at risk of rioting and violent disturbances, while a happy population increases the prestige of the faction.
 
  
The value of happiness determines the level of happiness. The level changes every hour and is recalculated according to the modifiers that the base has at that moment.
+
The modules that a colony can install are:
  
===Levels of happiness===
+
{| class = "wikitable"
{| class="wikitable"
 
|-
 
! level
 
! bonus
 
!
 
|-
 
| Furious
 
| [∞,-6]
 
| Very dangerous. The colony will likely get a riot soon.
 
|-
 
| Very unhappy
 
| [2,4]
 
|
 
|-
 
| Unhappy
 
| [2,4]
 
|
 
|-
 
| Neutral
 
| [2,4]
 
|
 
 
|-
 
|-
| Happy
+
! Module
| [2,4]
+
! Effect
|
 
 
|-
 
|-
| Very happy
+
| [[Habitat | Habitats]]
| [6,8]
+
| Increase the capacity of settlers
|
+
| -
 +
| [[Cloning Center | Cloning Centers]]
 +
| Increase the population every hour
 
|-
 
|-
| Delighted
+
| Energy reactors
| [10,∞]
+
| They produce energy for the other modules
| Settlers enjoy a pleasant life and have everything they could wish for
 
 
|}
 
|}
  
===Modifiers===
+
== Popular support ==
{| class="wikitable"
+
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:
 +
 
 +
{| class = "wikitable"
 
|-
 
|-
! modifier
+
! Modifier
! value
+
! Value
! description
+
! Description
 
|-
 
|-
 
| Social upheaval
 
| Social upheaval
| -3
+
| -0.2
| External factors affecting the colony. They have a temporary duration
+
| External factors that affect the colony. They have a temporary duration
 
|-
 
|-
| Attacked base
+
| Repression
| -2
+
| -0.2
| The base has been attacked by an enemy force recently
+
| The colony has suffered repression recently by the faction that dominates it.
 
|-
 
|-
| Well protected base
+
| Insufficient mass control
| +1
+
| -0.2
| The base has very low levels of crime and has good defenses that protect it
+
| The bases of the colony do not have enough troops with enough mass control for the entire population.
 
|-
 
|-
| Base blocked
+
| Colony blocked
| -3
+
| -0.2
| The base is blocked by an enemy force, causing great nervousness and blocking trade
+
| The colony is blocked by an enemy force, causing great nervousness and blocking trade
 
|-
 
|-
| Base Conquered
+
| Colony conquered
| -2
+
| -0.2
| The base has been occupied by an enemy force and will have a penalty until the population adapts
+
| The colony has been occupied by an enemy force and will have a penalty until the population adapts
 
|-
 
|-
| Unprotected base
+
| Colony plundered
| -2
+
| -0.2
| The base has no troops to defend it and they maintain order or their number is very low
+
| The colony has been the victim of a recent looting and the settlers have lost their assets
 
|-
 
|-
| Looted base
+
| Economic crisis
| -3
+
| -0.2
| The base has been plundered recently and settlers have lost their property
+
| Global factor that affects the economy of the whole world
 +
|-
 +
| Consumer goods
 +
| Variable
 +
| The consumer goods available in the control base improve popular support.
 
|-
 
|-
| Economic crisis
+
| Taxes
| -2
+
| Variable
| Global factor affecting the world economy
+
| The settlers hate taxes. The higher they are, the greater impact on popular support.
 
|-
 
|-
| Availability of consumer goods
+
| Recruitment
 
| Variable
 
| Variable
| The base has a certain consumer good
+
| The higher the level of recruitment, the greater the penalty.
 
|-
 
|-
| Very high taxes
+
| Deep space
| -2
+
| -0.1
| Settlers Hate High Taxes
+
| Settlers do not like to live in deep regions of space.
 
|-
 
|-
| High taxes
+
| Insufficient energy
| -1
+
| -0.1
| Settlers Hate High Taxes
+
| It is important to always have enough energy to provide all the modules of the colony.
 
|-
 
|-
| Low Taxes
+
| Governor
| +1
+
| Variable
| Settlers have more money to carry out their vital projects
+
| The "charismatic" ability of the governor improves the popular support of the colony.
 
|-
 
|-
| Very low taxes
+
| Civil disobedience
| +2
+
| -0.2
| Settlers have more money to carry out their vital projects
+
| There is no order in the colony and that encourages disorder even more
 
|-
 
|-
| no taxes
+
| Colony size
| +3
+
| Variable
| Oh yeah!
+
| The larger the colony, the greater the penalty for popular support. Large colonies are more difficult to control.
 
|}
 
|}
  
==== Tax Level ====
 
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, settlers 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.
 
  
==== Consumer goods ====
+
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.
Providing a base of consumer goods has many benefits, the main one of which is happiness. The base obtains a bonus for each type of consumer good that exists in the warehouse and is consumed per hour. The more consumer goods you have, the greater the bonus.
+
 
 +
=== Civil disobedience ===
 +
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 ==
 +
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.
 +
 
 +
{| class = "wikitable"
 +
! class = "header" | Level of wealth
 +
! class = "header" | Growth bonus
 +
| -
 +
| class = "ralign attribute" | Less than 1.0
 +
| class = "ralign attribute" | + 250%
 +
| -
 +
| class = "ralign attribute" | Between 1.0 and 2.0
 +
| class = "ralign attribute" | 0%
 +
| -
 +
| class = "ralign attribute" | Between 2.0 and 3.0
 +
| class = "ralign attribute" | -fifty%
 +
| -
 +
| class = "ralign attribute" | Between 3.0 and 4.0
 +
| class = "ralign attribute" | -75%
 +
| -
 +
| class = "ralign attribute" | Superior to 4.0
 +
| class = "ralign attribute" | -90%
 +
|}
 +
 
 +
=== Tax level ===
 +
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.
 +
 
 +
{| class = "wikitable"
 +
! class = "header" | tax level
 +
! class = "header" | bonus collection
 +
! class = "header" | wealth modifier
 +
| -
 +
| class = "ralign attribute" | Null
 +
| class = "ralign attribute" | -100%
 +
| class = "ralign attribute" | + 4 ‰
 +
| -
 +
| class = "ralign attribute" | Very low
 +
| class = "ralign attribute" | -fifty%
 +
| class = "ralign attribute" | + 3 ‰
 +
| -
 +
| class = "ralign attribute" | Low
 +
| class = "ralign attribute" | -25%
 +
| class = "ralign attribute" | + 2 ‰
 +
| -
 +
| class = "ralign attribute" | Medium
 +
| class = "ralign attribute" | 0%
 +
| class = "ralign attribute" | + 1 ‰
 +
| -
 +
| class = "ralign attribute" | High
 +
| class = "ralign attribute" | + 25%
 +
| class = "ralign attribute" | + 0 ‰
 +
| -
 +
| class = "ralign attribute" | Very high
 +
| class = "ralign attribute" | + 50%
 +
| class = "ralign attribute" | -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.
 +
 
 +
== Mass control ==
 +
The troops of the bases near the colony provide military security and mass control. Sufficient mass control will prevent attempts at independence.
 +
 
 +
= Consumer goods =
 +
Providing a base of [[consumer goods | 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 =
 +
 
 +
== Invasion ==
 +
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.
  
==== Blockages ====
+
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 on wealth. A blocked base has a -3 penalty to happiness due to the atmosphere of tension and panic it generates and the paralysis of commercial activity.
 
  
==== Level of surveillance ====
+
== Blockages==
The troops of a base provide military security and also civil security. A high level of vigilance reduces crime, vandalism and subversive activities.
+
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.
  
==== Revolts ====
+
== Repression ==
A base with negative happiness runs the risk of starting a revolt. During a revolt the base does not generate income by taxes and if it is not controlled, the situation can lead to violent protests.
+
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]].
  
The riots are controlled by the base troops. A high level of vigilance reduces the chances of their occurrence and is more effective in restoring order.
+
It can occur in two cases:
 +
# Voluntarily by the player.
 +
# Automatically if an attempt of independence occurs.
  
==== Coup d'etat ====
+
== Looting ==
A situation of widespread discontent in your colonies can end in a coup.
+
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.
  
==Colony reinforcement rate==
+
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.
The '''colony reinforcement rate''', which is the number of reservists that are transferred from the reserve to the colony, is also modified by the level of taxes.
 
  
 
=See also=
 
=See also=

Revision as of 13:30, 8 June 2019

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:

Celestial body Habitats
Planetary Planer of telluric type:
  • Telluric planet
  • Telluric Moon
  • Planetariums
  • Spaces
Space
  • Asteroid fields
  • Jovian planets
  • Spaces

Characteristics of a colony

Population

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.

Colonial Modules

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:

Module Effect
Habitats Increase the capacity of settlers - Cloning Centers Increase the population every hour
Energy reactors They produce energy for the other modules

Popular support

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:

Modifier Value Description
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.

Civil disobedience

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

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%

Tax level

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.

Mass control

The troops of the bases near the colony provide military security and mass control. Sufficient mass control will prevent attempts at independence.

Consumer goods

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

Invasion

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

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.

Repression

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:

  1. Voluntarily by the player.
  2. Automatically if an attempt of independence occurs.

Looting

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.

See also