Post by Victus on Dec 17, 2004 22:22:46 GMT -5
First let's run through what each building does.
Residence: They house your population. The population is trained into your military. The population also provide you with money (income).
Starmines: These provide only money. They do nothing other than produce money.
Power Plants: These provide power for your Kingdom. Always keep enough of these around as leaving your sector powerless is very dangerous. Power is also used to shield probes, increasing their mission success rates.
Probe Factories: These produce the probes that you find in the "probe room". Probes can be used for gathing information on a target before a hit, or robbing extra money. That also have several hostile, tactical options.
Barracks: These house your military units (scientists, soldiers, troopers, laser troopers, dragoons, laser dragoons, fighters, tanks). Each unit takes up space in the barracks. When barracks are over their capacity, space from residences is taken and population decreases. So keep enough barracks.
Air Support Bays: These house the tactical fighter unit. You cannot build or use more than the capacity of your air support bays.
Training Camps: These reduce the costs of building military units. The more you have, the more effective they are (up to 10% of your land). After 10% of your land the bonus is already maximised.
Default Kingdom Design: img.photobucket.com/albums/v353/Victus109/48beaf31.bmp
The above diagram shows the "mechanics" of a standard Kingdom. Power Plants and training camps were not included in this diagram as it was not deemed relevant.
As the diagram shows, money (income) is rasied from starmines and he population from residences. This money can be used to build military units, which are stored in the barracks. Your barracks hold a fixed number of units. If this limit is passed, then the units will take up space in your residences, decreasing your population. Money can also be stolen, using probes, from other kingdoms. Probes are also used to gain information on possible target kingdoms. Military units are used to make attacks on other kingdoms. These attacks, if succesful, provide land for your kingdom. On this land you can build more buildings, making the entire "machine" of your kingdom bigger. The proccess continues until your kingdom reaches massive sizes, depending on your skill at finding targets and building your buildings at efficient percentages.
Now for some more advanced strategies.
All Population Income Strategies
With these strategies, all of your kingdom's income comes from the population contained in your residences, and some from robbery probings. You build no starmines. This design is most often seen on Forest and Wilderness planets, but has been attempted on others (seen later). High population provides enough money to grow your kingdom quite large. Another advantage is that with a higher population, you can mass produce soldiers, and in tern units.
Standard High Pop Design:img.photobucket.com/albums/v353/Victus109/huughpopsku.jpg
One of the large risks associated with theis playing style is that if your barracks should overflow, or you should lose population for any reason, then your Kingdom effectivly "stalls", not unlike a car. Your income drops dramatically and you will need to save up or rob cash in order to "jumpstart" your kingdom. Thie amount of time needed depends heavily on the severity and amount of population lost.
Staled Kingdom:img.photobucket.com/albums/v353/Victus109/bustedhighpop.jpg
Residence: They house your population. The population is trained into your military. The population also provide you with money (income).
Starmines: These provide only money. They do nothing other than produce money.
Power Plants: These provide power for your Kingdom. Always keep enough of these around as leaving your sector powerless is very dangerous. Power is also used to shield probes, increasing their mission success rates.
Probe Factories: These produce the probes that you find in the "probe room". Probes can be used for gathing information on a target before a hit, or robbing extra money. That also have several hostile, tactical options.
Barracks: These house your military units (scientists, soldiers, troopers, laser troopers, dragoons, laser dragoons, fighters, tanks). Each unit takes up space in the barracks. When barracks are over their capacity, space from residences is taken and population decreases. So keep enough barracks.
Air Support Bays: These house the tactical fighter unit. You cannot build or use more than the capacity of your air support bays.
Training Camps: These reduce the costs of building military units. The more you have, the more effective they are (up to 10% of your land). After 10% of your land the bonus is already maximised.
Default Kingdom Design: img.photobucket.com/albums/v353/Victus109/48beaf31.bmp
The above diagram shows the "mechanics" of a standard Kingdom. Power Plants and training camps were not included in this diagram as it was not deemed relevant.
As the diagram shows, money (income) is rasied from starmines and he population from residences. This money can be used to build military units, which are stored in the barracks. Your barracks hold a fixed number of units. If this limit is passed, then the units will take up space in your residences, decreasing your population. Money can also be stolen, using probes, from other kingdoms. Probes are also used to gain information on possible target kingdoms. Military units are used to make attacks on other kingdoms. These attacks, if succesful, provide land for your kingdom. On this land you can build more buildings, making the entire "machine" of your kingdom bigger. The proccess continues until your kingdom reaches massive sizes, depending on your skill at finding targets and building your buildings at efficient percentages.
Now for some more advanced strategies.
All Population Income Strategies
With these strategies, all of your kingdom's income comes from the population contained in your residences, and some from robbery probings. You build no starmines. This design is most often seen on Forest and Wilderness planets, but has been attempted on others (seen later). High population provides enough money to grow your kingdom quite large. Another advantage is that with a higher population, you can mass produce soldiers, and in tern units.
Standard High Pop Design:img.photobucket.com/albums/v353/Victus109/huughpopsku.jpg
One of the large risks associated with theis playing style is that if your barracks should overflow, or you should lose population for any reason, then your Kingdom effectivly "stalls", not unlike a car. Your income drops dramatically and you will need to save up or rob cash in order to "jumpstart" your kingdom. Thie amount of time needed depends heavily on the severity and amount of population lost.
Staled Kingdom:img.photobucket.com/albums/v353/Victus109/bustedhighpop.jpg