Conditions that Affect Production

More about Production

Playing Stars!

Race Traits

Page 5 of the View Race dialog tells you if you excel at building and operating factories and mines, as well as how many resources N colonists generate each year (not counting the resources created by factories). The more each of the following conditions are true, the more your race will excel at production:

♦        One resource is generated each year for every seven colonists.

♦        Factories produce 15 resources per year.

♦        Every factory requires five resources (and the usual amount of minerals) to build.

♦        Colonists may operate 25 factories.

♦        Factories cost one mineral less to build.

Of course, the mining rate also affects production. The closer your race is to meeting one or more of the following conditions, the better:

♦        Mines produce 25 kT of minerals per year.

♦        Every mine requires two resources to build.

♦        Every 10,000 colonists can operate 25 mines.

How Research Makes Production Cheaper

Production of a particular item becomes cheaper when all research requirements are surpassed by one level. For example, an engine that requires research level 3 Propulsion and level 1 Energy becomes 4% cheaper when you attain level 4 Propulsion and level 2 Energy, 16% cheaper with level 7 Propulsion, level 5 Energy, and so on. You can eventually reduce the cost of producing some items by 75% (or 80%, if you possess the Bleeding Edge lesser trait, which also decreases costs at a rate of 5% per level instead of the normal 4%).

Disaster Strikes Planet X!

When comets or other naturally occurring blunt instruments crash into inhabited planets, the planet's production queue is reset. All work in progress is lost, including the resources spent on that work. It's not all bad. Usually a cosmic barrage brings extra minerals that you can apply immediately to production.

Learn more about:

Factories

Mines

Research