Planets: Difference between revisions
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*See [[Planetary Structures]] | *See [[Planetary Structures]] | ||
==Planet Climate== | ==Planet Climate== | ||
see [[Climate]] for more details | |||
==Planet Natives== | ==Planet Natives== |
Revision as of 17:55, 19 June 2012
Planets
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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
Planetary Structures
Planet Climate
see Climate for more details
Planet Natives
all natives have unique properties. most of them grant boons perks or bonuses. and one just likes to eat your colonists
- See Natives for more details
Hostile Planets
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.
For every extra clan over the maximum population, four supply units must also be on the surface of the planet to ensure their survival.
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.
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.
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).
See this [Growthtable] for details.
Planetary Gravity wells or Warp Wells
- See Hyperdrive