Colony Production
COLONY PRODUCTIVITY
Each planets population is used to work the Industry, mines, research
facilities, etc that are upon the world. Certain tasks (particularly the
construction or scrapping of new/old units) will occupy people on an immediate
basis, while others are deemed to be "working" at their task throughout the
production period. Any people put to tasks that involve either the
construction or scrapping of units in the period between production runs will
be considered "employed". They remain "employed" regardless of how many turns
you submit in the period between production runs, and cannot be used more than
once. On the status section of each of your worlds you will see figures for
Unemployed Pop and Unemployed Pop Required (shown as Unemp and Unemp req.).
These two figures show how many people you need in order to ensure all of your
producing units can be manned for the next production turn, and exactly how
much of the population is available for use come the production turn. Ideally,
this latter figure will always be smaller than the former figure, otherwise
your planet will not produce to its full potential when the next production
run is instigated (see below).
Each unit of Industry or mine sited on a planet requires a certain number of
population to service it. It does not matter if the unit actually produces or
not, it still uses people. At the start of any production run, each unit of
industry and each mine is "turned on" and attempts to produce. If the Industry
unit has enough raw materials to allow it to work and enough people to run it,
then it will produce Construction points in output, otherwise it will sit
dormant. Once all the industry has been manned the mines will be operated and
will produce the relevant materials, provided they too have enough people to
run them. All other population-run units will then be tested.
Two hundred and fifty population from your world are required to man any
shipyard built there, so on your homeworld, you will require five hundred
people to oversee the construction in both shipyards, already included in the
Unemp req figure.
Production is done in the following sequence:-
Colonists are fed
Taxes are gathered
Industry Units (IND5 first, then IND4, IND3, IND2 and finally IND1)
Matter transmuters (MAT5 through to MAT1)
HRM Mines (again, HRM5 through to HRM1)
LRM Mines (as above)
Research bases
Computer complexes
Shipyard Construction
Farms (Normal, Subterranean followed by Hydroponics)
Once all available population has been utilised, nothing further will be
produced on that production run. This means that a miscalculation can be very
costly; if you have enough free people to man all your industry units, all of
your HRM mines but only half of your LRM Mines, then you could find yourself
short of materials for the following production run. Also, in this scenario
you will find that no research is undertaken on the world and your total
planetary defence force might fight at a reduced effectiveness.
Following this progression it should become apparent that for your production
to function efficiently, your mines should have produced enough raw materials
on the PREVIOUS production turn to allow all of your industry to kick in, and
must continue to do so. Therefore, to reach full production (with regard to
material needs at least), you will need one and a half times as many HRM
Mines and an equal number of LRM Mines as you have Industry units, at your
initial tech level of one.
As well as construction materials, your planets will provide monetary funds
for your use. As Emperor, you will be able to set a planetary tax rate that
comes into effect AFTER the next production run. The tax rate can be anywhere
from 1 to 75% and will provide credits based on the population of the planet,
however, you must be careful how high you set your tax rate - too high a tax
will cause unrest, lost production and some population growth could be lost.
Additionally, an empire's treasury left continually overflowing will cause
inflation that will in turn reduce the value of your coffers by a significant
amount each production turn.
PRODUCTION RUNS
As has already been stated, the production stage of the game is completed by
means of a "Production Run". This is a section of the game for which the
players don't have to submit any orders at all; everything is done
automatically, usually operating on a four-week spread. On every turn you will
see a date given for the next production run. Any orders you submit to us
before this date will take place before the run is done, while orders after
this date can utilise whatever materials and goods are produced during the
run. For example, you should know your mines will produce X amounts of HRM and
LRM, so this material can be used on subsequent orders.
A production run costs the player nothing at all, unless the player has not
submitted any orders for the position over the previous month. If this is the
case, then the production run is counted as a normal turn and is charged at
2.50 pounds sterling.
The production run shows how the population and materials have been utilised
on each of your worlds (colonies and Homeworld), listing how much of each
commodity was used, or remained unused, after each part of the production was
finished.
There are also sections of the run that show where certain units used up
monetary credits for their utilisation (not many do, but there are some), how
much pollution was generated during the production period, how much of it was
cleaned up, how much the population increased, if there were any additional
factors that reduced the population (deaths due to pollution and disease,
overcrowding, etc) and how many people were left unemployed and therefore able
to produce tradable goods.
As your people grow you will need to have housing pre-prepared for them. Any
growth beyond the confines allowed by the current habitation will be
considered to have "died off" due to the lack of adequate shelter.
The production run output is relatively self-explanatory, but since the
format of this report changes as the your position grows more complex, it is
best not to give a line-by-line explanation of how it actually works.