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Post Colony Guide
All You need to no about colony's


Suitability Table
gravity temperature climate base CA 20
Heavy Blistering Gaseous 12 22
Heavy Blistering Noxious 18 33
Heavy Blistering Terran 25 45
Heavy Frozen Gaseous 18 33
Heavy Frozen Noxious 28 50
Heavy Frozen Terran 37 67
Heavy Temperate Gaseous 25 45
Heavy Temperate Noxious 37 67
Heavy Temperate Terran 50 90
Low Blistering Gaseous 18 33
Low Blistering Noxious 28 50
Low Blistering Terran 37 67
Low Frozen Gaseous 28 50
Low Frozen Noxious 42 75
Low Frozen Terran 56 101
Low Temperate Gaseous 37 67
Low Temperate Noxious 56 101
Low Temperate Terran 75 135
Normal Blistering Gaseous 25 45
Normal Blistering Noxious 37 67
Normal Blistering Terran 50 90
Normal Frozen Gaseous 37 67
Normal Frozen Noxious 56 101
Normal Frozen Terran 75 135
Normal Temperate Gaseous 50 90
Normal Temperate Noxious 75 135
Normal Temperate Terran 100 180

This Table will come in handy a lot more then once. The lower the suitability The more likely a colony will die instead of growing. The Larger the suitability the more likely it will grow. Also the higher the suitability the higher the max population will be. Also It will buy more commodities.

Selling To And Buying from a Colony

Buying and Selling to a Colony can be complex or it can be very simple. Lets say a colony is buying micros at 200. Sure you could sell at 200. But if u sell at 190 I have found that it buys a bit more of the commodity in the long run netting you more credits witch we all want.

Buying from a Colony. Lets say its selling Peasants witch is the most commonly bought commodity from a colony, Used to make crack hoe's and to pump AI stations / other colony's. Its Buy Sell Price is lets say 300. You want to buy them. So you set your buy price at 305. Not hard at all. Lets say its a ruin. Faranji Pinger. A crap radar. Lets say its selling it for 60 mill. You would set it to buy for 61 Mill to get about the best extract. If you set it at exactly 60 mill it will not extract the ruin. We might cover this a little more later.

So, How should I start my colony?

Theirs a lot that needs to be considered really. First you need to decide on what the colony's for. Is it just a ruin colony. Or is it a colony your want to make money off of. Or both?

Well If its just a ruin Colony that has horrible suitability, Then you just want to make it able to survive. Just build a small colony and help it strive. You can do this with possible a CA and selling some rations to the colony. A little further in your can use some blue prints that up the suitability. Orbital habitats is a easy one and nets ya 10%.

If its a good Suitability and requires little to git it 100% or more suitability And not only want to extract the ruins but make money off it then you want to start building large colony's on their to about 100k Population at least. Use a CA character to lay the base or you can use a pumper (A tech 0 base laid by a ca)

If your looking for a planet that u want to put a colony on to make money that has no ruins then look for one with a decent suitability and ALMOST NO COMMODITIES. If a planet has Space Oats on the planet already the colony will buy a very small amount of them. Also Even a 60% planet with ca that has a rare commodity on it like quantumum, or even vis can net u some $, Doing the little extra work with the suitability blueprints could be worth it.


Your main commodity bases.

Unless you can find a planet with every commod, then you will most likely need 2 bases for this. Its either that or leach of one of your colony planets that has a lot of a commod your missing. But To the point. Find a planet no matter the suitability with a lot of commod's. And git it up to extracting about 100k of every commod on it. Don't worry about making microchips and crack hoers on this base. That will be explained later. So once you got a base or to extracting everything from silicon to nuclear waste then you can move on. Also. You will need a VERY good rations planet if your planning to sell workers to your colony's witch you should because throwout the uni it will net u a lot of profit.

What should I sell to my colony?


EVERYTHING Of Course. This was just explained.

Once you find a planet that meats your standers and you build your colony on their, Pump it to at least 100k, And let it grow to about 5B population. Then you want to sell EVERYTHING it will buy.

You want to manufacture most of the stuff your selling to the colony on the base, No matter how many you have. For Crack Hoe's, one of the commodities that will make you a lot of $ you want to put 250 Crack Houses on the base. Then Add the trade good. Set it to sell for around 1000, And to buy for 0. Set the Extract Limit / Manufacture Limit to about 25k Hoe's. Next add peasants to your trade good's. Set your buy Price about 10 over their sell price, Set your base to buy about 25k or so and sell price to 0. Now your base will Automaticly build and sell crack hoe's for as long as it is up.

Now, Considering you read earlier you chose a planet with virtually no commodities. It shouldn't have silicon for instance. So, Now you will setup Microfabs. Put around 50 or so on your base. Next you set up a Leviathan slave (colony's best friend) To buy Silicon from your Commodities base and sell to every colony. Set your bases to buy about 20-30k depending on how much your colony's like to buy witch you can fine tune later. Now set your base to buy microchips for 0 and to sell for X (10 or so below their buy price) Set the Manufacture limit to 20-30k. Do this on all your colony bases. Doing this will save you a Leviathan slave from transferring Microchips. To birds with one stone. I no I'm Genius. Continue to setup a leviathan for each commodity as in Baobabs, Metals and so on.

Selling Workers is dangerous. But stock a lot of rations in the base. Set a Leviathan or another faster lower tech ship to buy workers from an AI station. Keep you eye on the price of the stations workers because your base will need to buy for just a little more so your slave does not run out of credits.


How much should I stock of each commodity?

K, So here's a list of what to buy and sell. And Buy sell amounts And the Manufacture amounts.
Peasants Buy for 10 over their sell price, Buy amount 20-25k.
Rations Buy for 1, Sell for 10 below colony buy price. Buy amount 30-40k, Always keep set to 15k.
Metals, Buy for 1, Sell for 10 below, Buy amount 15-25k Depending.
Silicon , Buy for 1, Sell for 10 below, Buy amount 15-25k Depending
Space Oats, Buy for 1, Sell for 10 below, Buy amount 15-25k Depending
Baobabs, Buy for 1, Sell for 10 below, Buy amount 15-30k Depending
Microchips, Buy for 0, Sell for 10 below, Manufacture amount 15-30k Depending
Workers, Buy for “10 above AI station price, Sell for 10 Below, Max buy 4000, Always Keep “X”
Nuclear waste, Buy for 1, Sell for 10 below, Max buy 30-40k, Always keep 10-15k
Crack Hoe's. Buy for 0, Sell for 30-50 below. Manufacture 20-30k.
Prom Prom is kind of hard, Not worth doing unless u have a prom mine of some sort. Set to buy for w/e prom base is selling for, set it to keep 100-300 or so. In some cases you can make money. In others you loose.







What affects the ruins in my colony?


Being a EE or the size of the colony does not affect the ruins found or the rate they extract or the amount of the ruin in the ruins. When the uni is created and the ruins are placed on the planet it is already determined what ruins are on the planet and the exact amount that can be extracted and the exact extract speed. This is not only confirmed by my experience, It was help't and confirmed by The Voomy One.

How Can I make my colony's suitability better?

Well, You A CA is pretty much a must. But there are some BP's that can help you.

Orbital Habitats Is a blue print that can be used one time on any planet. And its fairly easy to do. 51K metal, 20k Silicon, 1K portable laboratory. It boost's by 10%. So your basectly making a station that floats around the planet, metal for walls, silicon to fill in the cracks, and a lot of Toilets.

Sensible living Is for Freezing Planets. It takes 10k Metals. And 25k Funky Furniture. It is another 10%. And its fairly cheap.

Dark Matter Injection stage 1 2 and 3 are kind of expensive and for heavy gravity planets. They all take various amounts of metal, and from stage 1-3 its 5,15,25 dark matter. Each one gives a total of 10% Suitability for a grand total of 30%.

Project Greenhouses is for Freezing planets, 3 stages in all, Takes various fabulous factory parts. And 1 Million – 10 Million Space Whiskey. And Various other commod's. Hard but nets you 30%. At least stage 1.

Gravity Controllers stage's 1-3. 1-3k Gravity controllers, Various amounts of metals, Personal computers, Microchips and money.

Global Cooling Projects take Various amounts of Psion icicles, metals and Credits, 3 stages, total of 30%.

Some others for the gaseous and noxious suitability's where said to be realest but I have not seen them yet.

All the BP's can be found in Free Market.

If you have any questions you can talk to me on Ventrilo.

What did I miss in old colonys?



Back in the day their was no blue prints. But you could have CA 20 and Station Management at lvl 200. Witch limited the amount of people who could attack it. Also it could be annihilator gear, so what person in pvp range 200 could kill that. Lol.

You would use that chart I gave u at the top. Find a 125% colony. Pump it. And then when a couple months have passed and it was 5-6B + you would buy around 200k – 400k peasants. At the colony's size it would sell them for around 150 each. And in huge amounts.

Next you would find 3-4 more 90% + suitability planets, Build a 1k Size colony Set your base to buy peasants for 1, max buy of 100k, Then in the begging years of your colony's life it would buy anywhere from 20k-80k peasants per colony year at max price around 5-600 each. Netting you around 1-2B a day for around the first years of your colony's life.

After it was pumpt you could sell it commodities or you could tear the base down and do it with another new planet.

Also WAY back in the day, As Bizman discovered from what I have herd. A colony at 6B in size witch most people did not have would buy every commod on the base at maximum price for as long as the base had things to sell it. Imagine that money. Could make 10+ bill a day easy per colony.



I Hope you read this guide all the way threw and learned how to do these colony's. This is not a get rich plan. Its a plan to make some $ in the long run with a lot of work involved.

Ganos

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Sun Jun 14, 2009 6:54 pm
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Post Re: Colony Guide
Yeah that 6b thing doesn't work...

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Sun Jun 14, 2009 9:26 pm
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Post Re: Colony Guide
Ganos wrote:
Also WAY back in the day, As Bizman discovered from what I have herd. A colony at 6B in size witch most people did not have would buy every commod on the base at maximum price for as long as the base had things to sell it. Imagine that money. Could make 10+ bill a day easy per colony.


:roll:

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Mon Jun 15, 2009 3:53 am
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Post Re: Colony Guide
NC's guide is better :P

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Mon Jun 15, 2009 3:46 pm
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Post Re: Colony Guide
jsn0X wrote:
Yeah that 6b thing doesn't work...


i believe he said way back in the day

thanks for the guide btw

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Mon Jun 15, 2009 3:47 pm
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Post Re: Colony Guide
TY. And yes it was WAY back in the day. I hope you enjoyd it. I learnd the hard way with trial and error. Just trying to help some people out.

Again, feedback is welcome and if u want the Microsoft word or Open office version of it PM me here on the forums. Also i can supply u with a nice little spreadsheet of your galxy or galaxy's for a little price.

It can inclue the habitat of your planets, all or just rare commods, color coated and any other facts you would like. I did one for my team and its acually realy cool and its a great memory / record.


Mon Jun 15, 2009 7:29 pm
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Post Re: Colony Guide
This could help me out i think. I will look over it more ans uni get closer.

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Tue Jun 16, 2009 8:06 pm
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Post Re: Colony Guide
Ganos wrote:
Project Greenhouses is for Freezing planets, 3 stages in all, Takes various fabulous factory parts. And 1 Million – 10 Million Space Whiskey. And Various other commod's. Hard but nets you 30%. At least stage 1.

Sensible living Is for Freezing Planets. It takes 10k Metals. And 25k Funky Furniture. It is another 10%. And its fairly cheap.

Dark Matter Injection stage 1 2 and 3 are kind of expensive and for heavy gravity planets. They all take various amounts of metal, and from stage 1-3 its 5,15,25 dark matter. Each one gives a total of 10% Suitability for a grand total of 30%.


Some corrections for terraforming projects ...

Greenhouse line of terraformings gives only max of +20% (It's +10%, +15%, +20%).

Sensible living project gives only +5%.

Dark Matter Injection is for LOW GRAVITY planets.

And there is no terraforming projects for gaseous planets.

-Thaj

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Wed Jun 17, 2009 1:27 am
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Post Re: Colony Guide
Hmm, Ill look itno that, ty tho thaj, ill check into that sensible liveing

And are u sure its only 20%? cuss i mean ffs it a pain in that ass, And i ment low grav for the DM injection :P ty tho


Wed Jun 17, 2009 3:40 am
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Post Re: Colony Guide
this guide is awesome, the best one ive found.

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Sun Dec 06, 2009 10:00 am
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Post Re: Colony Guide
Another back in the day you could sell unlimited amount of peasants every colony year. 10 mill peasants á 374 the first year, that was yum! But there was a bit expenses included, like buying/building station extentions and renting slave slots.

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Tue Dec 08, 2009 9:01 am
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