This section will describe the effects of what you will build on a planet.
All facilities, including facilities in hidden cities, have an influence on the stats of a planet. Orbital stations have no influence. The influence described below can be viewed as the base of the planetary characteristics. However, they can be modified by various factors like changing the tax level or collecting taxes (see Planetary Government Rules).
The Base Population of a planet is given by the total number of flats present on that planet.
Equations
BP = (Ln (Flats) x (Flats)2) + (Flats)
Ln = Logarithm Neperian
Flats = Total Number of Flats on Planet
All facilities that have flats:
- Personal Residence: 1 flat
- Chapel: 1 flat
- Church: 2 flats
- Training Academy: 2 flats
- Temple: 3 flats
- Hotel: 5 flats
- Prison: 5 flats
- Cathedral: 5 flats
- Ranch: 5 flats
- Semi-detached House: 6 flats
- Workers Compound: 6 flats
- Council Flats: 7 flats
- Crew Quarters: 7 flats
- Barracks: 8 flats
- Conference Centre: 8 flats
- Command Centre: 8 flats
- Government House: 8 flats
- Palace: 10 flats
- High Rise Building 10 flats: 10 flats
- Asylum: 10 flats
- High Rise Building 20 flats: 20 flats
- High Rise Building 30 flats: 30 flats
- Royal Hapan Palace: 30 flats
- High Rise Building 40 flats: 40 flats
- High Rise Building 50 flats: 50 flats
- Skyscraper 60 flats: 60 flats
- Skyscraper 70 flats: 70 flats
- Imperial Palace: 80 flats
- Skyscraper 80 flats: 80 flats
- Skyscraper 90 flats: 90 flats
- Skyscraper 100 flats: 100 flats
Tax Level is defined by the planet government. It is recommended to use a low Tax Level (a few %) because a high Tax Level can lead to a very high Crime Rate. The default Tax Level value is 5%. This Tax Level can only be changed once every 35 days by the planet ruling government from a Government House or Palace facility.
Equations
Number ( 0 < TL < 1)
TL = Tax Level (Two decimal places)
Civilization Level, Crime Rate and Morale are decimal numbers between 0 and 1 and with 4 significant digits.
The Civilization Level is always positive and smaller than one. It is a way to characterize the level of development of a planet.
Equations
CL = (Sum of each(NF * FA)) / PSA
Sum of each = Application of equation “(NF*FA)” for every type of facility on the planet.
NF = Number of Facility type
FA = Area of Facility Type
PSA = Planet Surface Area = (Planet Area * (222))
Note
For Example
CL = (Sum of Each(NF*FA)) / PSA
Where:
PSA = 4 * 222 = 888
Sum of:
Power Gens = (12 * 3) = 36
Starports = (4 * 32) = 128
Sum of Each(NF*FA) = 164
So:
CL = 164 / 1936 = 0.0847
Base Crime Rate plays a significant role in the cost of building, mining and the income said buildings produce.
Equations
BCR = CL * [(Sum of Each1 (NF * FA)) / (Sum of Each2 (NF*FA))] * eTL / 0.83
CL = Civilization Level
NF = Number of Facility Type
FA = Area of Facility Type
e = Exponential Function
TL = Tax Level
Each1 = Hotel, Park, Tavern, Factory, Mine, Warehouse, Slave Market, Labour Camp, Bank, Alazhi Farm, Naval Shipyard, Dry Dock, Research Center, Computer Control Center, Lab, Port, Chemical Processing Facility.
Each2 = Hotel, Park, Tavern, Factory, Mine, Warehouse, Slave Market, Labour Camp, Bank, Alazhi Farm, Naval Shipyard, Dry Dock, Research Center, Computer Control Center, Lab, Civic Center, Imperial Palace, Barracks, Prison, Statue, Fountain, Port, Casino, Crew Quarters, Chemical Processing Facility, Council Flats, Conference Center, Command Center, Government House, Royal Hapan Palace, Palace, Holonet Communication Center.
This equation works in a similar way to the Civilization Level in that it uses a Sum of Each equation to derive a figure. However it should be noted that only facilities types listed for ‘Each1’ should be calculated in the ‘Each1’ part of the equation, and vice versa for ‘Each2’.
In effect, all facilities from the Each1 list increase the crime proportionally to their size, while a facility present on the Each2 list but not on the Each1 list will reduce the crime.
Like the Base Crime Rate, Base Morale plays a significant role in facility construction and mining, though not income.
Equations
M = [(1 - (CR * TL * CL)) * (Sum of Each3 (NF * FA))] / [(Sum of Each4 (NF * FA)) + 2(Sum of Each5 (NF * FA)) + 4(Sum of Each6 (NF * FA))]
CR = Crime Rate
TL = Tax Level
CL = Civilization Level
NF = Number of Facility Type
FA = Area of Facility Type
Each3 = Hotel, Park, Tavern, Factory, Mine, Warehouse, Landing Pad, Fountain, Statue, Personal Residence, Semi Detached House, Hospital, any High Rise, any Skyscraper, Chapel, Church, Temple, Cathedral, Praxium, Palace, Imperial Palace, Royal Hapan Palace, Bank, Alazhi Farm, Naval Shipyard, Port, Dry Dock, Research Center, Starport, Casino, Computer Control Center, Conference Center, Command Center, Government House, Lab.
Each4 = Personal Residence, Semi Detached House, any High Rise, any Skyscraper, Workers Compound, Council Flats, Crew Quarters.
Each5 = Hotel, Tavern, Factory, Mine, Warehouse, Landing Pads, Naval Shipyard, Port, Dry Dock, Casino, Chemical Processing Facility, Starport, Bacta Refinement Facility, Recycling Plant, Lab.
Each6 = Slave Market, Labour Camp, Sith Temple
If you have trouble understanding this formula, refer to Crime Rate and Civilization Level.
In effect, all facilities from the Each3 list increase the morale proportionally to their size, while a facility present on the Each4, Each5, and Each6 lists will reduce the morale. Facilities from the Each5 list have a twice worse effect and facilities from the Each6 list have a 4x worse effect.
The Base Income is the total amount of credits the planet generates every month, before Modifiers.
Equations
Income = (2000 - (PA * 2.5)) * CL * M * (1 - CR) 3 * P0.66 *(Sum of Each7 (NF)) / [(Sum of Each7 (NF)) + (Sum of Each8 (NF))]
PA = Planet Area (Not Planet Surface Area!)
CL = Civilization Level
BM = Base Morale
BCR = Base Crime Rate
BP = Base Population
NF = Number of Facility Type
Each7 = Factories, mines, hotels, taverns, warehouses, shops, Naval shipyard, Dry dock, Computer Control Center, Chemical Processing Facility, Bacta Refinement Facility, Alazhi Farm, Recycling Plant.
Each8 = Personal Residences, Semi detached houses, all High Rises, all Skyscrapers, Council Flats, Crew Quarters.
In effect, all facilities from the Each7 list increase the income while facilities from the Each8 list decrease it.
On each planet, there is a maximum number of NPCs that can be hired. This number is calculated according to the following equation:
Equations
Available NPCs = 1 + ((CL + 0.1) + (M + 0.1)) * (0.15 * Flats)
CL = Civilization Level
BM = Base Morale
Flats = Total Number of Flats on Planet
Each month, this number is added to the remaining existing number of available NPCs. However, the maximum number of available NPCs per planet and per month is limited to 1,000.
The faction owning more than 50% of the flats of a planet, with these flats being all powered is considered as the government of the planet. As an advantage, the group will get the monthly tax income of that planet and will be able to fix the Tax Level, providing they are a government faction. The group name will be displayed in the planet's information as being the legal government of that planet.
If the majority of the flats is owned by NPCs, then the government will be neutral and 'None' will appear in the planet's information.
If a facility containing flats (high-rise, skyscraper...) is made over to or by a faction, then the local government is recalculated. Therefore, trading facilities may generate a change of government, including the disappearance of any government for a planet (for example, if the faction governing the planet is giving all its flats to a character, then the government becomes 'None').
If the ruling faction is of the Government type, then taxes are collected from the planet's income and all planetary activities (such as Mining, Prospecting and City Slab purchase). See Taxes.
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