Difference between revisions of "Colony management"
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|align="right"| 10000 | |align="right"| 10000 | ||
|align="right"| 1125000 | |align="right"| 1125000 | ||
+ | |- | ||
+ | |Link | ||
+ | |align="right"| 10 | ||
+ | |align="right"| 5 | ||
+ | |align="right"| 0 | ||
+ | |align="right"| 0 | ||
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|} | |} | ||
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+ | In addition to the base rate to build a link, it also costs 0.15 cpu and power per kilometer. Here is a handy table to help estimate: | ||
+ | |||
+ | |||
+ | a function: | ||
Regardless of the rest of the function, there is a basic 5 cpu cost to build a link, and it approaches pwr = 0.15 * distance for very long links (cpu = 5 + 0.15 * distance), and pwr = 0.2 * distance for links around 100k | Regardless of the rest of the function, there is a basic 5 cpu cost to build a link, and it approaches pwr = 0.15 * distance for very long links (cpu = 5 + 0.15 * distance), and pwr = 0.2 * distance for links around 100k | ||
− | |||
{| border="1" cellpadding="1" cellspacing="1" align="center" | {| border="1" cellpadding="1" cellspacing="1" align="center" | ||
! Link Distance (km) | ! Link Distance (km) | ||
− | ! CPU | + | ! CPU (tf) |
− | ! Power | + | ! Power (MW) |
|- | |- | ||
− | |align="right"| | + | |align="right"| 2.5 |
− | |align="right"| | + | |align="right"| 11 |
− | |align="right"| | + | |align="right"| 6 |
|- | |- | ||
− | |align="right"| | + | |align="right"| 10 |
− | |||
|align="right"| 12 | |align="right"| 12 | ||
+ | |align="right"| 7 | ||
|- | |- | ||
− | |align="right"| | + | |align="right"| 20 |
− | |align="right"| | + | |align="right"| 14 |
− | |align="right"| | + | |align="right"| 9 |
|- | |- | ||
− | |align="right"| | + | |align="right"| 50 |
− | |align="right"| | + | |align="right"| 18 |
− | |align="right"| | + | |align="right"| 13 |
|- | |- | ||
|align="right"| 100 | |align="right"| 100 | ||
|align="right"| 26 | |align="right"| 26 | ||
|align="right"| 21 | |align="right"| 21 | ||
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|align="right"| 200 | |align="right"| 200 | ||
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|align="right"| 36 | |align="right"| 36 | ||
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− | |align="right"| | + | |align="right"| 500 |
− | |align="right"| | + | |align="right"| 81 |
− | |align="right"| | + | |align="right"| 86 |
|- | |- | ||
− | |align="right"| | + | |align="right"| 1000 |
− | |align="right"| | + | |align="right"| 156 |
− | |align="right"| | + | |align="right"| 161 |
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|align="right"| 2000 | |align="right"| 2000 | ||
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|align="right"| 305 | |align="right"| 305 | ||
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− | |align="right"| | + | |align="right"| 5000 |
− | |align="right"| | + | |align="right"| 756 |
− | |align="right"| | + | |align="right"| 761 |
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+ | |} | ||
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Revision as of 12:10, 28 April 2010
Colonies are the method in which players interact with planets via Planetary Interaction. Colonies are established by procuring a Command Center the same type as the planet, and landing it on the planet. Doing so will allow you to build other buildings, and link them together for the purpose of mining the raw resources of the planet and producing goods from them.
Types of Colonies
Strip Mines
First Tier Production
Second Tier Production
Third Tier Production
Building Types
Building Type | CPU | Power | Storage | Cost (isk) |
---|---|---|---|---|
Basic Command Center | 1007+ | 5373+ | 50 | 0 |
Limited Command Center | 6616+ | 8322+ | 50 | 0 |
Standard Command Center | 12002+ | 11121+ | 50 | 0 |
Improved Command Center | 17530+ | 13995+ | 50 | 0 |
Advanced Command Center | 16868+ | 23057+ | 50 | 0 |
Elite Command Center | 19368+ | 28037+ | 50 | 0 |
Extractor | 100 | 800 | 0 | 150000 |
Basic Industrial Facility | 100 | 800 | 0 | 225000 |
Advanced Industrial Facility | 300 | 600 | 0 | 450000 |
High Tech Production Plant | 900 | 400 | 0 | 900000 |
Storage Facility | 300 | 600 | 10000 | 600000 |
Launchpad | 1600 | 600 | 10000 | 1125000 |
Link | 10 | 5 | 0 | 0 |
In addition to the base rate to build a link, it also costs 0.15 cpu and power per kilometer. Here is a handy table to help estimate:
a function:
Regardless of the rest of the function, there is a basic 5 cpu cost to build a link, and it approaches pwr = 0.15 * distance for very long links (cpu = 5 + 0.15 * distance), and pwr = 0.2 * distance for links around 100k
Link Distance (km) | CPU (tf) | Power (MW) |
---|---|---|
2.5 | 11 | 6 |
10 | 12 | 7 |
20 | 14 | 9 |
50 | 18 | 13 |
100 | 26 | 21 |
200 | 41 | 36 |
500 | 81 | 86 |
1000 | 156 | 161 |
2000 | 310 | 305 |
5000 | 756 | 761 |
Detailed Information
Command Center
[Show info]
- The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
[Upgrades]
[Types]
Extractor
[Show info]
- Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefitting optimally from the unique bacterial makeup of local water supplies. Although traditional farming methods remain competitive on terrestrial planets, the production of micro-organisms is most efficient when handled by a custom biomass cultivator.
[Upgrades]
[Types]
Basic Industrial Facility
[Show info]
- Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
[Upgrades]
[Types]
Advanced Industrial Facility
[Show info]
- Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
[Upgrades]
[Types]
High Tech Production Plant
[Show info]
- Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
[Upgrades]
[Types]
Storage Facility
[Show info]
- Terrestrial storage units require a great amount of technology to be reliable and effective. The super structure is made from adaptive materials designed to withstand a wide range of extreme weather conditions, as temperate planets tend to experience more pronounced seasonal changes. Likewise, each module of the structure is designed to store different states of matter, further compounding preservation and containment concerns.
[Upgrades]
[Types]
Launchpad
[Show info]
- The terrestrial spaceport is able to send and receive payloads from orbit. Because of the relatively calm atmospheric conditions of most terrestrial planets, the primary focus of this facility is on interfacing effectively with adjacent facilities, allowing for passengers and commodities to be easily organized, scanned, and transported to the appropriate areas. The obvious importance of a centralized spaceport often leads to its becoming a focal point of local culture, including trade, entertainment, and even illegal activities.
[Upgrades]
[Types]
Link
[description]
[Upgrades]
Colony Layouts
Post effective colony layouts here, with classification as to its goal, and, if possible, a cropped picture of the colony layout.