Planets: Difference between revisions

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= Planets =
== Overview ==
[[Image:Under_construction_png.png‎]] <br>
Planets are natural [[Space Objects]] strewn throughout the galactic map. Each planet is assigned an ID and a name to differentiate itself from other planets in the galaxy. Each planet is different in its minerals and fuel that may be mined, and the densities thereof.
Planets Are [[Space Objects]] strewn thruout the galactic map. each planet is assigned, a planet id# and a name. to differentiate itself from other planets in the galaxy. each planet is e in its makeup. and some contain lower life forms known as native races. but amongst the stars and the [lanets, you will also find player races. each planet has a climate in the range from 0-100 degrees as well as being a source for metals and fuel. the amount of resources found on a planet is random. inhabit these planets and grow your empire.


== Planet Informations and Details ==
Ones expand their empire by colonizing and [[Planetary Structures|developing]] these planets. Naturally, every empire is going to want to expand as much as they can.
== Planetary Structures ==
*See [[Planetary Structures]]
==Planet Temperture==
==Planet Natives==


==Hostile Planets ==
Each planet has a [[climate]] in the range from 0-100 degrees that is used to determine the conditions of the planet.
For any non-Crystal race, a hostile planet is one that is over 84 or under 15 degrees (50 being the average, or "ideal" temperature). [[The Crystal Confederation]] prefer 100°, but 0° is the only temperature planet they cannot live on.


Most VGAP UIs will calculate the maximum clans a planet can hold.  What is not immediately obvious is that clans on the surface of a planet in excess of the maximum can eat supplies (a small amount) to live, provided that there are enough supplies on the planet.
== Natives ==
:Main Article: [[Natives]]
Some planets carry these non-playable lifeforms known as [[native]]s. Natives can carry special abilities that may be used to (usually) aid an empire in its growth.


For every extra clan over the maximum population, four supply units must also be on the surface of the planet to ensure their survival.
All non-[[Amorphous]] natives can be [[Taxes|taxed]] to collect additional [[megacredits]], but enough [[colonists]] must be present to collect the taxes in question.


For instance, if the maximum population of a planet is 189 clans, you may put 289 clans on a planet provided you ALSO ship in, or accumulate, 400 supplies, and simply leave them there. Two or three will be "eaten" every turn, but those are easily replaced by factory production and will not usually be noticeable.
[[File:Warp Well.png|150px|thumb|right|Points in orange has different effects for ships using the [[Hyperdrive]] ability]]
== Gravity wells ==
Each planet has Gravity wells (or simply warp wells) that ships may use to reduce fuel consumption. There are exceptions towards the rule, such as when a player suspects there may be a cloaker at the planet.


This can occasionally be difficult to arrange.  An Avian planet requiring 1200 clans over maximum population will need a staggering 4800 supplies!  Yet this will pay itself back quite quickly with patience, because it raises the maximum amount taxable from the natives per turn.
== Economy ==
Taken from Donovans - Maximum structures:


Mines: one for every clan up to 200, above that it's 200+SQRT(clans-200)


If you're playing the [[Rebels]] you're lucky since they can support 90,000 clans on arctic planets (without the need of supplies). While the Crystals prefer 100 degree planets, they actually have a maximum population advantage on all hostile (<15° or >84°, with the exception of 0°) planets compared to other races (except Rebels on cold planets).
Factories: one for every clan up to 100, above that it's 100+SQRT(clans-100)


See this [[http://vgaplanets.ca/vgapcalc.php#growthtable  Growthtable]] for details.
Effectively this is one for every clan up to 101, due to SQRT(101-100) being 1
 
Defenseposts: one for every clan up to 50, above that it's 50+SQRT(clans-50)
 
NU: Uses the math.floor (truncate) function
 
THOST/PHOST: Uses the round function, so in some cases there can be one more item.
 
== Population vs Temp ==
 
derived from [[Taxes, Happiness, and Population Growth]]
 
{| class="wikitable"
! temp !! % !! max colonists !! native % !! max natives
|-
| 0 || 0 || 2900 || 0.00 || 0
|-
| 1 || 0 || 4900 || 0.13 || 475,914
|-
| 2 || 0 || 6900 || 0.25 || 951,360
|-
| 3 || 0 || 8900 || 0.38 || 1,425,867
|-
| 4 || 0 || 10900 || 0.50 || 1,898,968
|-
| 5 || 0 || 12900 || 0.63 || 2,370,198
|-
| 6 || 0 || 14900 || 0.75 || 2,839,090
|-
| 7 || 0 || 16900 || 0.87 || 3,305,184
|-
| 8 || 0 || 18900 || 0.99 || 3,768,019
|-
| 9 || 0 || 20900 || 1.12 || 4,227,140
|-
| 10 || 0 || 22900 || 1.24 || 4,682,092
|-
| 11 || 0 || 24900 || 1.35 || 5,132,429
|-
| 12 || 0 || 26900 || 1.47 || 5,577,706
|-
| 13 || 0 || 28900 || 1.59 || 6,017,484
|-
| 14 || 0 || 30900 || 1.70 || 6,451,330
|-
| 15 || 0 || 32900 || 1.82 || 6,878,815
|-
| 16 || 2.41 || n/a || 1.93 || 7,299,519
|-
| 20 || 2.94 || n/a || 2.35 || 8,906,330
|-
| 25 || 3.53 || n/a || 2.83 || 10,714,763
|-
| 30 || 4.04 || n/a || 3.23 || 12,259,630
|-
| 35 || 4.45 || n/a || 3.56 || 13,502,930
|-
| 40 || 4.75 || n/a || 3.80 || 14,414,079
|-
| 45 || 4.94 || n/a || 3.95 || 14,970,664
|-
| 50 || 5.00 || n/a || 4.00 || 15,158,995
|-
| 55 || 4.94 || n/a || 3.95 || 14,974,439
|-
| 60 || 4.76 || n/a || 3.81 || 14,421,536
|-
| 65 || 4.46 || n/a || 3.57 || 13,513,885
|-
| 70 || 4.05 || n/a || 3.24 || 12,273,815
|-
| 75 || 3.54 || n/a || 2.83 || 10,731,828
|-
| 80 || 2.94 || n/a || 2.36 || 8,925,855
|-
| 84 || 2.41 || n/a || 1.93 || 7,320,669
|-
| 85 || 0 || 30900 || 1.82 || 6,900,321
|-
| 86 || 0 || 28900 || 1.71 || 6,473,169
|-
| 87 || 0 || 26900 || 1.59 || 6,039,636
|-
| 88 || 0 || 24900 || 1.48 || 5,600,149
|-
| 89 || 0 || 22900 || 1.36 || 5,155,140
|-
| 90 || 0 || 20900 || 1.24 || 4,705,049
|-
| 91 || 0 || 18900 || 1.12 || 4,250,320
|-
| 92 || 0 || 16900 || 1.00 || 3,791,400
|-
| 93 || 0 || 14900 || 0.88 || 3,328,742
|-
| 94 || 0 || 12900 || 0.76 || 2,862,803
|-
| 95 || 0 || 10900 || 0.63 || 2,394,041
|-
| 96 || 0 || 8900 || 0.51 || 1,922,919
|-
| 97 || 0 || 6900 || 0.38 || 1,449,901
|-
| 98 || 0 || 4900 || 0.26 || 975,454
|-
| 99 || 0 || 2900 || 0.13 || 500,045
|-
| 100 || 0 || 900 || 0.01 || 24,143
|}


==Planetary Gravity wells or Warp Wells ==
* See [[Hyperdrive]]
[[category:Space Objects]]
[[category:Space Objects]]

Latest revision as of 20:55, 18 October 2023

Overview

Planets are natural Space Objects strewn throughout the galactic map. Each planet is assigned an ID and a name to differentiate itself from other planets in the galaxy. Each planet is different in its minerals and fuel that may be mined, and the densities thereof.

Ones expand their empire by colonizing and developing these planets. Naturally, every empire is going to want to expand as much as they can.

Each planet has a climate in the range from 0-100 degrees that is used to determine the conditions of the planet.

Natives

Main Article: Natives

Some planets carry these non-playable lifeforms known as natives. Natives can carry special abilities that may be used to (usually) aid an empire in its growth.

All non-Amorphous natives can be taxed to collect additional megacredits, but enough colonists must be present to collect the taxes in question.

Points in orange has different effects for ships using the Hyperdrive ability

Gravity wells

Each planet has Gravity wells (or simply warp wells) that ships may use to reduce fuel consumption. There are exceptions towards the rule, such as when a player suspects there may be a cloaker at the planet.

Economy

Taken from Donovans - Maximum structures:

Mines: one for every clan up to 200, above that it's 200+SQRT(clans-200)

Factories: one for every clan up to 100, above that it's 100+SQRT(clans-100)

Effectively this is one for every clan up to 101, due to SQRT(101-100) being 1

Defenseposts: one for every clan up to 50, above that it's 50+SQRT(clans-50)

NU: Uses the math.floor (truncate) function

THOST/PHOST: Uses the round function, so in some cases there can be one more item.

Population vs Temp

derived from Taxes, Happiness, and Population Growth

temp % max colonists native % max natives
0 0 2900 0.00 0
1 0 4900 0.13 475,914
2 0 6900 0.25 951,360
3 0 8900 0.38 1,425,867
4 0 10900 0.50 1,898,968
5 0 12900 0.63 2,370,198
6 0 14900 0.75 2,839,090
7 0 16900 0.87 3,305,184
8 0 18900 0.99 3,768,019
9 0 20900 1.12 4,227,140
10 0 22900 1.24 4,682,092
11 0 24900 1.35 5,132,429
12 0 26900 1.47 5,577,706
13 0 28900 1.59 6,017,484
14 0 30900 1.70 6,451,330
15 0 32900 1.82 6,878,815
16 2.41 n/a 1.93 7,299,519
20 2.94 n/a 2.35 8,906,330
25 3.53 n/a 2.83 10,714,763
30 4.04 n/a 3.23 12,259,630
35 4.45 n/a 3.56 13,502,930
40 4.75 n/a 3.80 14,414,079
45 4.94 n/a 3.95 14,970,664
50 5.00 n/a 4.00 15,158,995
55 4.94 n/a 3.95 14,974,439
60 4.76 n/a 3.81 14,421,536
65 4.46 n/a 3.57 13,513,885
70 4.05 n/a 3.24 12,273,815
75 3.54 n/a 2.83 10,731,828
80 2.94 n/a 2.36 8,925,855
84 2.41 n/a 1.93 7,320,669
85 0 30900 1.82 6,900,321
86 0 28900 1.71 6,473,169
87 0 26900 1.59 6,039,636
88 0 24900 1.48 5,600,149
89 0 22900 1.36 5,155,140
90 0 20900 1.24 4,705,049
91 0 18900 1.12 4,250,320
92 0 16900 1.00 3,791,400
93 0 14900 0.88 3,328,742
94 0 12900 0.76 2,862,803
95 0 10900 0.63 2,394,041
96 0 8900 0.51 1,922,919
97 0 6900 0.38 1,449,901
98 0 4900 0.26 975,454
99 0 2900 0.13 500,045
100 0 900 0.01 24,143