Creating Your Nation
May 23, 2015 18:55:02 GMT -6
Post by Admin on May 23, 2015 18:55:02 GMT -6
All players begin with:
Resources
There are four resources, or metrics, in the game.
Economy
Your Economy rating represents how prosperous your Nation is. Your quarterly tax income is 1/10th of your economy rating. Economy rating also influences your income from trade routes (Rating)
Industry
Your Industry rating represents how much your nation can produce in a certain amount of time. If you exceed your industry rating, any further industry projects are delayed to the next turn. Used to construct Sectors and military units. (Rating)
Credits
Measured in trillions of trade credits. Represents your Nation's current wealth. Used for everything. (Points)
Science
Technological advancement. Used in high-tech enterprises and creating new ship blueprints. (Points)
Trade
Systems
There are three tiers of System: Terrestrial, Orbital, and Developed.
All Systems start out as Terrestrial when first colonized.
If a Terrestrial System has at least 4 Terrestrial Sectors it can support Orbital Tier constructs.
Once at least 4 Orbital Sectors have been built an Orbital System can support System Tier constructs.
Terrestrial Tier constructs have 2 Credit/Turn and 10 Industry/Turn Upkeep if built on an uninhabitable planet
Orbital Tier constructs have 4 Credit/Turn and 20 Industry/Turn Upkeep if built in a system that cannot support them.
System Tier constructs have 8 Credit/Turn and 40 Industry/Turn Upkeep if built in a system that cannot support them.
The maximum number of Sectors that can be built in each Tier is equal to the number of Sectors its habitable worlds can support. (e.g. a system with a 5-sector world can support 5 terrestrial, 5 orbital and 5 system sectors)
Colonization
A New Sector can be colonized by paying 2 Credits and constructing at least one Sector in the new system.
Exploration
You can send a Research Agent or pay 2 Credits and send at least 1 warship to explore an uninhabited system. Exploration will tell you if there are habitable planets, how many sectors they have, and how many potential terraforming planets there are.
- A Regime type
- A Custom Trait
- A 5 Sector Homeworld
- 5 free Terrestrial Sectors filling the Homeworld
- 2 free Orbital Sector orbiting the Homeworld
- 1 Ship Blueprint
- 30 starting credits
- An Agent
Resources
There are four resources, or metrics, in the game.
Economy
Your Economy rating represents how prosperous your Nation is. Your quarterly tax income is 1/10th of your economy rating. Economy rating also influences your income from trade routes (Rating)
Industry
Your Industry rating represents how much your nation can produce in a certain amount of time. If you exceed your industry rating, any further industry projects are delayed to the next turn. Used to construct Sectors and military units. (Rating)
Credits
Measured in trillions of trade credits. Represents your Nation's current wealth. Used for everything. (Points)
Science
Technological advancement. Used in high-tech enterprises and creating new ship blueprints. (Points)
Trade
- Both nations must allocate an open trade slot (acquired by building a Spaceport) to create a trade route.
- Trade income is 1/80th the combined economy rating of the two partners
- Every trade route increases Economy Rating by 20
Systems
There are three tiers of System: Terrestrial, Orbital, and Developed.
All Systems start out as Terrestrial when first colonized.
If a Terrestrial System has at least 4 Terrestrial Sectors it can support Orbital Tier constructs.
Once at least 4 Orbital Sectors have been built an Orbital System can support System Tier constructs.
Terrestrial Tier constructs have 2 Credit/Turn and 10 Industry/Turn Upkeep if built on an uninhabitable planet
Orbital Tier constructs have 4 Credit/Turn and 20 Industry/Turn Upkeep if built in a system that cannot support them.
System Tier constructs have 8 Credit/Turn and 40 Industry/Turn Upkeep if built in a system that cannot support them.
The maximum number of Sectors that can be built in each Tier is equal to the number of Sectors its habitable worlds can support. (e.g. a system with a 5-sector world can support 5 terrestrial, 5 orbital and 5 system sectors)
Colonization
A New Sector can be colonized by paying 2 Credits and constructing at least one Sector in the new system.
Exploration
You can send a Research Agent or pay 2 Credits and send at least 1 warship to explore an uninhabited system. Exploration will tell you if there are habitable planets, how many sectors they have, and how many potential terraforming planets there are.