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.

Characteristics of a colony

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.

Wealth level Growth bonus
Less than 1.0 +250%
Between 1.0 and 2.0 0%
Between 2.0 and 3.0 -50%
Between 3.0 and 4.0 -75%
More than 4.0 -90%

Taxes

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.

tax level bonus taxes wealth modifier colony reinforcements rate
Null -100% +4‰ +100%
Very low -50% +3‰ +50%
Low -25% +2‰ +25%
Medium 0% +1‰ 0
High +25% +0‰ -25%
Very high +50% -1‰ 50%

Happiness

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.

Levels of happiness

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 [2,4]
Very happy [6,8]
Delighted [10,∞] Settlers enjoy a pleasant life and have everything they could wish for

Modifiers

modifier value description
Social upheaval -3 External factors affecting the colony. They have a temporary duration
Attacked base -2 The base has been attacked by an enemy force recently
Well protected base +1 The base has very low levels of crime and has good defenses that protect it
Base blocked -3 The base is blocked by an enemy force, causing great nervousness and blocking trade
Base Conquered -2 The base has been occupied by an enemy force and will have a penalty until the population adapts
Unprotected base -2 The base has no troops to defend it and they maintain order or their number is very low
Looted base -3 The base has been plundered recently and settlers have lost their property
Economic crisis -2 Global factor affecting the world economy
Availability of consumer goods Variable The base has a certain consumer good
Very high taxes -2 Settlers Hate High Taxes
High taxes -1 Settlers Hate High Taxes
Low Taxes +1 Settlers have more money to carry out their vital projects
Very low taxes +2 Settlers have more money to carry out their vital projects
no taxes +3 Oh yeah!

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

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.

Blockages

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

The troops of a base provide military security and also civil security. A high level of vigilance reduces crime, vandalism and subversive activities.

Revolts

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.

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.

Coup d'etat

A situation of widespread discontent in your colonies can end in a coup.

Colony reinforcement rate

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