Planets

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Revision as of 06:15, 16 August 2012 by Raje (talk | contribs) (Planetary Events: added partial info (smuggler, boom, mining find, strike))
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Key components to Darkspace, planets are vital to strategic control as well as fueling the economy, making Ships, mining Resources,and many other tasks. Many are plain and bare some are fiery infernos, some might be paradises and some may be big balls of gas. Each planet can support 32 Infantry units and 32 Structures, with the exception of the Home Planets, which can hold 40 units and structures.

Planet Statistics

Each planet has a varying degree of colonization and industrialization possible, whose factors are given below :-

  • Base Habitat refers to the amount of population a planet can support with no additional Dome structures.
  • Base Food Production refers to how much food is produced per tick without additional food producing structures. Food is used to maintain the population, and if the population exceeds the food production, a global starvation begins.
  • Resource Maximum refers to the highest number of Resource units the planet is capable of holding at one time. Resources are used to build structures and ships if the planet hosts a Shipyard.
  • Structure Limit refers to the maximum number of structures that can be constructed on a planet. Most planet types support 32, with the exception being Infernos and Gas giants not being able to support any structures, and Home planets supporting 40.

Gas planets

Gas Giants are huge planets with thick atmospheres of Hydrogen and Helium. These planets have no surface, and as such are uninhabitable, but many support moons that can be colonized.

Inferno planets

These are rocky planets that have an excess of volcanic activity, or are so close to their parent star that their surface is molten. Surface temperatures easily reach into the thousands of degrees. These planets are uncolonizable and unconquerable.

Barren planets

These planets are lumps of rock floating in space. Uninhabitable without structures, these planets are often used as resource providers for the more livable planets.

  • Structure Limit: 32
  • Infantry Limit: 32
  • Base Habitat: 0
  • Base Food Production: 0
  • Resource Maximum: 100,000

Arid planets

Desert planets, these have pole to pole deserts and are incredibly hard to live on. Only the hardest people live on these planet sized Saharas without environmentally controlled dome environments and mechanized food production.

  • Structure Limit: 32
  • Infantry Limit: 32
  • Base Habitat: 40
  • Base Food Production: 10
  • Resource Maximum: 400,000

Ice planets

Frozen over ocean planets, these balls of ice give the hardest challenges for colonists, sporting subzero surface temperatures and constant snowstorms across much of the planet.

  • Structure Limit: 32
  • Infantry Limit: 32
  • Base Habitat: 20
  • Base Food Production: 30
  • Resource Maximum: 200,000

Ocean planets

These planets are covered all over by miles deep ocean. No landmasses rise above the ocean save for occasional small islands and archipelagos. These planets are quite capable of supporting life, but have small base habitats due to the lack of usable land.

  • Structure Limit: 32
  • Infantry Limit: 32
  • Base Habitat: 20
  • Base Food Production: 60
  • Resource Maximum: 300,000

Terran planets

Gems in a sea of rocks, these are the planets most like Humanity's homeworld Earth. Reasonable surface temperatures and adequate water supplies make these the most habitable planets in the known systems. The comparable ease of life on these planets also lends to their ability to support more resources than the other planet types, and makes them attractive for hosting Shipyards.

  • Structure Limit: 32
  • Infantry Limit: 32
  • Base Habitat: 50
  • Base Food Production: 50
  • Resource Maximum: 600,000

Home planets

Home planets are the homeworlds of the 3 Factions in Darkspace. These planets, due to their positions as the capitals and economic centers of their respective civilizations, are able to support more structures and improvements than the average planet, supporting 40 over the normal 32.

Earth - Homeworld for the UGTO and for humanity in general. Third planet of the Sol system.

Exathra - Homeworld for the ICC, proclaimed the capital after the ICC sucession from UGTO control. Fourth planet of the CD+36*15693 system.

Sag Hothha - Homeworld for the K'luth species. According to K'luth histories, actually the second K'luth homeworld after the destruction of the first at the hands of a mysterious machine based race, believed by many to be the MI. Moon of the 6th planet in the Sirius A system.

  • Structure Limit: 40
  • Infantry Limit: 40
  • Base Habitat: 75
  • Base Food Production: 75
  • Resource Maximum: 1,000,000

Planetary Events

Every 5 minutes, a planetary event can take place on a planet. Any of seven following events can occur:-

  • Plague
  • Revolution
  • Mining Find
  • Economic Boom
  • Global Recession
  • Worker Strike
  • Smugglers

Revolution

Revolution is an event that may occur when the morale of a planet is "Low". It has a random chance of occurrence, and may subside without negative impacts or result in a decrease in allegiance.

Let's assume we have a planet with "okay" morale (0.6 on a scale of 0 to 1. High is considered .95 or higher) and we have hit the random event to have a revolution.

First the game checks to see if we have a revolution happening already. If we do, we'll discuss that later. Let's assume we don't. A roll is made between zero and 99. The chance of revolution is:-

Random(0, 99) > [(Morale * 100) + 40] (including both zero and 99, so 100 numbers).

That means that at "Okay" morale, there would never be a chance of a revolution, because (0.6 * 100) + 40 is greater than 99 at all times. Only when you have "low" morale (0.59 morale or less) are you at risk for a revolution.

Now, let's assume there is a revolution event active, and you hit another revolution event! The game then does the following: Make another roll.

Random(0,99) > [(Morale * 100) + 50]

If that roll is higher than (morale * 100) + 50, then it checks the allegiance level. If the allegiance is at zero, the planet revolts to neutral control. If it is higher than zero, it reduces the allegiance level by 1 and reduces the allegiance progress to zero.

If the roll wasn't higher then 25, the planet drops out of revolution state.

Mining Find

Mining Find is an event that affects the resource mining output of a planet. If there is a Mining find event on a planet, then the mining output of that planet is multiplied by 4 for the duration of the event.

Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine.

Mining output = Sum of Mining of each structure

= 5 + (5 * 2) + 9 = 24

Now, if there is a Mining Find event on this planet, the net mining output becomes:-
24 * 4 = 96

Economic Boom

Economic Boom is an event that affects the resource production level of a planet. If there is a Boom event on a planet, the production level of that planet is multiplied by 2 for the duration of the event.

Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine. We also have a Factory on the planet.

Production level = Sum of production of each structure on planet

= 1 + 1 = 2 There are only 2 types of structures (Colony hub and Factory) in-game which give 1 Production each. So Production level can also be calculated as the number of these structures present on a planet.

Resource output = Net Mining output * Net Production level

= 24 * (1 + 1) = 48 Resources per 10 seconds

Now, if there is a Boom event on this planet, the net resource production becomes:-
24 * (2 * 2) = 96 Resources per 10 seconds

Worker Strike

Worker Strike is an event that affects the resource mining output of a planet. If there is a Strike event on a planet, then the mining output of that planet is divided by 2, and rounded down to the nearest integer, for the duration of the event.

Let's assume we have a planet with 1 Colony Hub, 2 Mines and 2 Deep Core mines.

Mining output = Sum of Mining of each structure

= 5 + (5 * 2) + (9 * 2) = 33

Now, if there is a Strike event on this planet, the net mining output becomes:-
33 ÷ 2 = 16 (rounded down from 16.5)

Smugglers

Smugglers is an event that affects the resource production level of a planet. If there is a Smugglers event on a planet, the production level of that planet is divided by 2, and rounded down to the nearest integer, for the duration of the event.

Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine. We also have 2 Factories on the planet.

Production level = Sum of production of each structure on planet

= 1 + (1 + 1) = 3

Resource output = Net Mining output * Net Production level

= 24 * 3 = 72 Resources per 10 seconds

Now, if there is a Smugglers event on this planet, the net resource production becomes:-
24 * (3 ÷ 2) = 24 * 1 (rounded down from 1.5) = 24

  • It is worth noting, that if a Planet's net production level is 1 and the planet has a Smuggler event ongoing, then there will be no resources produced.

Let us assume we have a planet with X mining output, and a net production level of 1. A Smuggler event is also active. Resource output = X * (1 ÷ 2) = X * (0.5) = X * 0 (rounded down from 0.5) = 0

Engineers are advised to keep such scenarios in mind when building planets.

Test Planet

Slinki
265px
Type: Barren
Allegiance Limit: Level {{{alleglimit}}}
Structure Limit: 40 Structures
Inf Limit: 40 Infantry
Base Habitat: 10 Population
Base Food Production: 100 Food
Res Storage Cap: 60 Resources

The planet Slinki is a barren, horrible wasteland, but with a very tiny patch of grass where a few slinki's frolick and enjoy life.