Post by Anastasius Focht on Dec 5, 2013 17:53:19 GMT -7
Game Enclave Production
Enclaves are a Clan's life blood in game. Enclave production is simple but expansive. Each planet is divided into 4 enclaves which can be garrisoned or invaded and each enclave has a certain amount of Production Points that can be extracted. The Capital enclave typically has more then the other 3 three enclaves on the planet.
There are 4 enclaves of a planet that can be garrisoned or invaded and they are divided by districts and they are as follows:
Military Base
This is the location of the command bunker that is required for any military structures to be built which include;
Structures:
Base Fortifications: This represents the defenses of the Military Base District and can include weapon emplacements.
Command Bunker: This building is used to command the military forces in the enclave. Each level of Command Bunker provides the players with additional Defensive Tactics that help them defend the enclave.
Boot Camp: This allows players to train military units on planet which increases their experience level from Green to Regular. Only actual combat will allow a unit to go from Regular to Veteran and Veteran to Elite.
Infantry Barracks: This is where infantry units are housed and its size restricts the number of units that can remain in an enclave.
Repair Bay: This building allows vehicle and Mech units to be repaired.
Supply Depot: This building keeps military units supplied depending on the amount of supply points it can hold.
Armor Depot: This building holds the Vehicle units in the enclave and limits the amount of vehicles that can be stored here.
Mech Bay: This building holds the Mech Clusters in the enclave and limits the amount of Mech Clusters that can be stored here.
Civilian District: This is where your civilian population is located as well as the players Research Facilities that is used for R&D. This is also the Zone that earns Production Points. If this is occupied by an invader the planet owner will no longer earn PP.
Structures:
Hold: This is the Civilian Center’s over all structure. Its walls and fortifications. Each level allows a certain amount of civilians to be housed within it.
Retail quarter: This is where additional credits can be generated through trade with other clans.
Research Lab: Every research lab constructed allows the player to research one additional Technology. Upgrading these facilities unlocks additional technologies and reduces the time it takes to research them.
Manufacturing District: This is the District where all production structures are located.
Structures:
Factories: This is where all military units produced. Their is one factory for each type of unit that can be produced and each factory is limited to the units it can produce.
Aerospace Port: This District is the planet's connection to the structures and units in space. When a player sends their ground units off world they automatically come through here.
Structures:
Aerospace Hanger: This is where all Aerospace Fighters are housed and limits the number able to be based in the enclave. When the planet is attacked Aerospace Fighters are automatically sent to engage the invasion force. They will first engage enemy aerospace fighters then any dropships.
Population
As time passes by, planets grow adding more civilians to a player's Nation. These civilians may be transported to other planets via Colony Ships thus expanding a player's nation.
Population growth is handled as follows:
One Civilian is gained for every five civilians present in an Enclave.
A enclave's population can never exceed its maximum capacity (habitability). All enclaves have a maximum amount of civilians that it can hold before it is considered over populated. Any excess must be placed on Colony Ships to emigrate elsewhere or they will be eliminated at the end of the turn. A colony can only be started with a minimum of 25,000 Civilians.
Industrial Production
25% of a planet's population is considered its industrial work force. This work force is used to man the various production buildings, engineer teams and industrial vehicles on the planet and in space.
Production Points
Production Points are earned at the rate of 10% of the population. For every 1,000 civilians the enclave will earn 100 Production Points.
Production Points can also be earned through Trade Agreements with other Clans. To set up a Trade Agreement each clan involved must assign a jumpship and at least 1 dropship for every jump between destination enclaves. For Example; Clan A assigns his jumpship to begin trade between his Planet Alpha and Nation B's Planet Beta that's only 2 jumps away. Nation B must do the same. This will increase each nations Credit Income by 5% per turn beginning the following turn. They can increase this as many times as they want by simply assigning more jumpships and dropships between two of their planets up to a max of 50% of their income. 50% is the Max additional income any Nation may gain due to Trade Agreements no matter how many jumpships and dropships they have assigned.
When the Colony Ship arrives it will land on the planet and become an Enclave Control Center. There are 4 zones of a planet, Civilian zone, Economic Zone, Military Zone and Aerospace Port. Each of these sections can be garrisoned as well as attacked.
Enclaves are a Clan's life blood in game. Enclave production is simple but expansive. Each planet is divided into 4 enclaves which can be garrisoned or invaded and each enclave has a certain amount of Production Points that can be extracted. The Capital enclave typically has more then the other 3 three enclaves on the planet.
There are 4 enclaves of a planet that can be garrisoned or invaded and they are divided by districts and they are as follows:
Military Base
This is the location of the command bunker that is required for any military structures to be built which include;
Structures:
Base Fortifications: This represents the defenses of the Military Base District and can include weapon emplacements.
Command Bunker: This building is used to command the military forces in the enclave. Each level of Command Bunker provides the players with additional Defensive Tactics that help them defend the enclave.
Boot Camp: This allows players to train military units on planet which increases their experience level from Green to Regular. Only actual combat will allow a unit to go from Regular to Veteran and Veteran to Elite.
Infantry Barracks: This is where infantry units are housed and its size restricts the number of units that can remain in an enclave.
Repair Bay: This building allows vehicle and Mech units to be repaired.
Supply Depot: This building keeps military units supplied depending on the amount of supply points it can hold.
Armor Depot: This building holds the Vehicle units in the enclave and limits the amount of vehicles that can be stored here.
Mech Bay: This building holds the Mech Clusters in the enclave and limits the amount of Mech Clusters that can be stored here.
Civilian District: This is where your civilian population is located as well as the players Research Facilities that is used for R&D. This is also the Zone that earns Production Points. If this is occupied by an invader the planet owner will no longer earn PP.
Structures:
Hold: This is the Civilian Center’s over all structure. Its walls and fortifications. Each level allows a certain amount of civilians to be housed within it.
Retail quarter: This is where additional credits can be generated through trade with other clans.
Research Lab: Every research lab constructed allows the player to research one additional Technology. Upgrading these facilities unlocks additional technologies and reduces the time it takes to research them.
Manufacturing District: This is the District where all production structures are located.
Structures:
Factories: This is where all military units produced. Their is one factory for each type of unit that can be produced and each factory is limited to the units it can produce.
Aerospace Port: This District is the planet's connection to the structures and units in space. When a player sends their ground units off world they automatically come through here.
Structures:
Aerospace Hanger: This is where all Aerospace Fighters are housed and limits the number able to be based in the enclave. When the planet is attacked Aerospace Fighters are automatically sent to engage the invasion force. They will first engage enemy aerospace fighters then any dropships.
Population
As time passes by, planets grow adding more civilians to a player's Nation. These civilians may be transported to other planets via Colony Ships thus expanding a player's nation.
Population growth is handled as follows:
One Civilian is gained for every five civilians present in an Enclave.
A enclave's population can never exceed its maximum capacity (habitability). All enclaves have a maximum amount of civilians that it can hold before it is considered over populated. Any excess must be placed on Colony Ships to emigrate elsewhere or they will be eliminated at the end of the turn. A colony can only be started with a minimum of 25,000 Civilians.
Industrial Production
25% of a planet's population is considered its industrial work force. This work force is used to man the various production buildings, engineer teams and industrial vehicles on the planet and in space.
Production Points
Production Points are earned at the rate of 10% of the population. For every 1,000 civilians the enclave will earn 100 Production Points.
Production Points can also be earned through Trade Agreements with other Clans. To set up a Trade Agreement each clan involved must assign a jumpship and at least 1 dropship for every jump between destination enclaves. For Example; Clan A assigns his jumpship to begin trade between his Planet Alpha and Nation B's Planet Beta that's only 2 jumps away. Nation B must do the same. This will increase each nations Credit Income by 5% per turn beginning the following turn. They can increase this as many times as they want by simply assigning more jumpships and dropships between two of their planets up to a max of 50% of their income. 50% is the Max additional income any Nation may gain due to Trade Agreements no matter how many jumpships and dropships they have assigned.
When the Colony Ship arrives it will land on the planet and become an Enclave Control Center. There are 4 zones of a planet, Civilian zone, Economic Zone, Military Zone and Aerospace Port. Each of these sections can be garrisoned as well as attacked.