Economy

1. Economic Overview
2. Planetary Pollution
3. Mining

Click here first for a glossary of terms

1.

Symbol (# on planet cannot exceed its PPs)

General Information

What does it affect?

Employment

i
Bioharvesting

Generates bioharvest units that are generally consumed as food (at the rate of 1 per Population Point), but can also be used in manufacturing.

The economic value depends on whether a unit is consumed as food, raw materials, or sold as surplus. In addition, rare byproducts can generate a lot of money.

Regional Fertility, Dominant Terrain, Species, plus all the usual modifiers* determine how much is produced.

Biodiversity, Ecosystem, and Supply & Demand determine the value of each unit.

A Bioharvesting DEA employs 1/2 Population Point. Each building that increases its capacity employs another 1/2 Population Point.

@
Mining

Generates mineral units that are generally consumed as raw materials in manufacturing. Geodics eat mineral units instead of bioharvest units, while Cybernetiks eat ½ unit of each.

The economic value depends on whether a unit is consumed as food, raw materials, or sold as surplus. In addition, rare byproducts can generate a lot of money.

Mineral Richness, Terrain Type, plus all the usual modifiers* determine how much is produced.

Mineral Richness and Terrain Type determine the value of each unit.

A Mining DEA employs 0 Population Points. Each building that increases its capacity employs 1/4 Population Point.

F
Manufacturing

Manufacturing generates output by consuming mineral and/or bioharvest units. Output generates money and cement. Cement determines how efficiently a planet can convert money into production points. Production points are spent to build things on a planet.

The ratio of consumption to output is based upon technology. All the usual modifiers determine how much output is produced.*

Craftsmanship determines the value of each unit of output.

A Manufacturing DEA employs 1 Population Point. Each building that increases its capacity employs another 3/4 Population Point.

Â
Research

Research generates test tubes. Test tubes determine how efficiently a planet or civilization can convert money into research points. Research points are spent on fundamental research and project development.

All the usual modifiers determine how many test tubes are produced.*

A Research DEA employs 0 Population Points. Each building that increases its capacity employs 1/4 Population Point.

˜
Government/
Social

Government/Social generates economic benefits in the forms of incentives (improving the effectiveness of infrastructure) and investments (increase after tax revenue), and civic benefits in the form of increasing the number of Draft Pool points generated locally and quelling unrest.

The higher the Seat of Government on the planet a Government/Social DEA is located on, the lower the value of its affects but the greater their outreach. Government type affects unrest quelling. Otherwise, all the usual modifiers apply.*

A Government/Social DEA employs 1 Population Point. Each building that increases its capacity employs another 3/8 Population Point.

&
Military

Military generates "presence points." Presence points expand the number of military bases and orbitals that can exist at a planet, increases the number of Draft Pool points generated locally, and quells unrest.

Each Military DEA’s capabilities in all three areas is increased by the sheer quantity of Military presence points on that planet plus all the usual modifiers.* Government type affects unrest. Both the Draft Pool and unrest effects suffer from diminishing returns, however, with multiple Military DEAs’ overlapping influence.

A Military DEA employs 1/2 Population Point. Each building that increases its capacity employs another 1/2 Population Point.

I
Recreation/
Cultural

Recreation/Cultural generates "influence points" that increase the Social State, plus money (from tourism), and reduces unrest.

Tourism is affected by its civilization’s Military-Economic setting, the distance between stars along Jump Lanes, and all the usual modifiers.*

Unrest reduction is affected by the number of Rec. DEAs affecting that region plus the usual modifiers.

Social State is affected ratio of total Recreation/Cultural influence points to the population size of that civilization, plus all the usual modifiers.*

A Recreation/Cultural DEA employs 1/2 Population Point. Each building that increases its capacity employs another 1/2 Population Point.

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Space Port

A Space Port cannot be built in a region with less than 2 Population Points. Also, increasing its capacity requires additional pairs of Population Points in that region.

A Space Port generates money – potentially lots of money – from commuter (same planet), local (same system), and interstellar (inter-system) trade.

Trade volume is affected by population size, population affluence (%age untaxed), and Space Port efficiency.

Space Port efficiency is affected by its civilization’s Military-Economic setting, the distance between stars along Jump Lanes, the current Freighter Speed, and all the usual modifiers.*

A Space Port DEA employs 0 Population Points. Each building that increases its capacity employs 1/4 Population Point.


Population Points

Additionally, a Population Point makes cement (3 per turn) and test tubes (1 per turn). With the appropriate Race Pick, they can also make bioharvest and/or mineral units (1/4 each per turn).

The maximum population on a planet is affected by the planet size, its Habitability Ring location for that species, and its Ecosystem Density.

Population growth rate is affected by Regional Fertility and access to food.

Number unemployed equals planetary population minus direct employment (see above). The remainder is multiplied by the total tax burden percentage on that planet to get the number of unemployed.

   

* "All the usual modifiers" include: buildings, achievements, infrastructure, Leaders, government type, specials, pollution, gravity, and morale.

 

 

 
 


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