Post by Admin on Oct 11, 2017 21:21:06 GMT
Territories
Territories are regions under your control. A territory does not necessarily include an entire planet, many of them being significantly smaller. Generally, a territory will expand as it develops, growing larger and covering more ground (or space, if it's a station).
Capital
Your capital is a unique territory that you begin with. They are far more industrialized and populated than any colony, and have access to unique expansions that can help support your empire. These superstructures can grow your capital from simply another megacorporation or nation-state into a true interstellar nation, capable of projecting power far beyond its borders. Your capital provides 20 Credits a turn to its faction and has a unique set of upgrades available. Each Capital can also support 1 Cruiser and up to 5 Megafreighters before upgrades. No Faction can have more than 1 Capital territory.
Colony
Colonies provide valuable funds for your government in the form of fees, asset sales and valuable trade goods. They also provide useful footholds on new worlds to expand your influence. Each Colony provides 1 Credit for each rank of Integration, up to 10 Credits. Colonies can produce ground regiments, Torpedo Boats and Gunboats. On Average colonies will have 1-5 Resources.
Integration
Integration represents how closely tied a colony is to its capital. Across the void of space, it is easy for colonies to develop their own identities and cultures. Frequent contact, trade and economic connection help to integrate colonies and keep them close to the homeland.
Station
Space-based cities stationed on asteroids or around planets. Stations are far more expensive to build and maintain than colonies, but act as centers of space-based industry and development. Stations have the dockyards and foundries capable of producing most warships. Stations can produce any military unit or FTL ship. They also act as logistic resupply points if war breaks out in the system.
Resources
Credits
Credits represent your current wealth, usually in the form of asset-backed currencies. Taxation can provide some currency, but the most profitable options are tariffs and fees relating to trade goods.
Influence
Influence represents the cultural and political power of your faction. While credits help with expansion and power, influence helps with control.
Trade Goods
These valuable goods improve the quality of life in your capital and provide essential funds to support expanding your faction's reach into space. Trade goods come in a variety of categories, some of which have additional benefits aside from the ones listed here. All trade goods also provide a monopoly benefit you automatically gain if your faction controls every instance of that particular good.
Each Instance of a Trade Good produces 10 Credits per turn.
Having a Monopoly increases this to 15 Credits per turn for the good you have a monopoly over. To get a Monopoly, you must control at least 75% of a given resource.
Territories are regions under your control. A territory does not necessarily include an entire planet, many of them being significantly smaller. Generally, a territory will expand as it develops, growing larger and covering more ground (or space, if it's a station).
Capital
Your capital is a unique territory that you begin with. They are far more industrialized and populated than any colony, and have access to unique expansions that can help support your empire. These superstructures can grow your capital from simply another megacorporation or nation-state into a true interstellar nation, capable of projecting power far beyond its borders. Your capital provides 20 Credits a turn to its faction and has a unique set of upgrades available. Each Capital can also support 1 Cruiser and up to 5 Megafreighters before upgrades. No Faction can have more than 1 Capital territory.
Colony
Colonies provide valuable funds for your government in the form of fees, asset sales and valuable trade goods. They also provide useful footholds on new worlds to expand your influence. Each Colony provides 1 Credit for each rank of Integration, up to 10 Credits. Colonies can produce ground regiments, Torpedo Boats and Gunboats. On Average colonies will have 1-5 Resources.
Integration
Integration represents how closely tied a colony is to its capital. Across the void of space, it is easy for colonies to develop their own identities and cultures. Frequent contact, trade and economic connection help to integrate colonies and keep them close to the homeland.
Station
Space-based cities stationed on asteroids or around planets. Stations are far more expensive to build and maintain than colonies, but act as centers of space-based industry and development. Stations have the dockyards and foundries capable of producing most warships. Stations can produce any military unit or FTL ship. They also act as logistic resupply points if war breaks out in the system.
Resources
Credits
Credits represent your current wealth, usually in the form of asset-backed currencies. Taxation can provide some currency, but the most profitable options are tariffs and fees relating to trade goods.
Influence
Influence represents the cultural and political power of your faction. While credits help with expansion and power, influence helps with control.
Trade Goods
These valuable goods improve the quality of life in your capital and provide essential funds to support expanding your faction's reach into space. Trade goods come in a variety of categories, some of which have additional benefits aside from the ones listed here. All trade goods also provide a monopoly benefit you automatically gain if your faction controls every instance of that particular good.
Each Instance of a Trade Good produces 10 Credits per turn.
Having a Monopoly increases this to 15 Credits per turn for the good you have a monopoly over. To get a Monopoly, you must control at least 75% of a given resource.