Project Rebirth:
Description: Recent technology advances and accumulated resources have lead to the discovery of a new reserach field in science. In theory, it is possible to construct an asteroid base big enough to serve as a construction site for the future developement of a planet. While the investment in resources is rather large, the creation of planets will bring once again a sence of homeland to the colonists that have too long served in the fleets roaming trough space. Needless to say, the planets will have to be very well defended in order to escape the holocaust that happened in The Great War. Space stations will be construted in orbit that will defend the semi-artificial planet from enemy invasion, however there are certain cov ops operations, like heists and raids that could dwindle the planetary economy, but one thing is certain, that this new planetary vision will be the future to the salvation of The Galaxy.
- Research new category -> Planetary Knowledge, Planetary structures.
Tech:
Planet Creation (Asteroid Planet Creation Facility, +1 Planet Facility / level)
Asteroid Planet Contruction Facility
under 50% capacity
over 50% capacity, ice & metals surface indicate high activity
Protoplanet (+50% combat / level) for this type of planet
under 20% capacity, doesn't have an atmosphere, planetary ring of resources used in constuction and terraforming
under 75% capacity, medium pollution in the atmosphere, necesary for the next step in heating the planet for terraforming and indication of medium activity on planet surface
over 75% capacity, high pollution in the atmosphere, high activity, high pollution due to the industrial activity
Terraforming (enable the terraforming of the protoplanet)
Next planet types same rules apply for appearence depending on capacity, only Gaia looks the same whatever the capacity on it...
Rock (+1% capacity, +5% mining, +30% combat / level) for this type of planet
Desert (+2% capacity, +10% mining, +25% combat / level) for this type of planet
Ice (+3% capacity, +5% mining, +5% credits, +20% combat / level) for this type of planet
Ocean (+5% capacity, +10% credits, +15% combat / level) for this type of planet
Terra (+10% capacity, +25% mining, -15% combat / level) for this type of planet
Gaia (+20% capacity, +20% mining, +20% credits, -30% combat / level) for this type of planet
Habitat Improvement (+5% to all planets production & capacity per level)
Planet Setup:
- Can not setup planetary contruction asteroid if foreign space station or foreign fleets in system
- setup costs: about 10 days of mining, lots of stone and carbon.
If planet:
- Can not setup enemy system fleets
- Can not setup enemy space station / structures
Planetary Structures technology:
Combat / Support:
- Command Center (+10% combat / structure)
- Planetary Shield (defending ground forces +5% absorb, orbital fleets / space station +5% absorb / structure)
- Orbital Defense (+25% orbit station fleet support / structure)
- Orbital Shipyard (+50% system fleets / station HP / structure)
Production:
- Underground Habitat (+5% capacity / structure)
- Planetary Factory (+5% mining production / structure)
- Planetary Bank (+5% mining credits prod / structure)
- Terraforming Facility (-5% terraforming time / structure, max -75% , 15 structures)
Colonists:
Transfer from secret base: 1 worker = 1 colonist
Hire new colonists: 1 colonist = 2 credits on SO WARS, 1 credit for the other servers.
Planet production: 15% of colonists numbers / day, 60 min cycle / modified by Improved Habitat tech.
Production: Mining / Credits / Terraforming, able to set % so planet can do all at once by dividing production.
Planet Capacity (PC): Planet total colonists capacity.
Default PC: 100.000.000.000 colonists
Manually increase PC: 20 free segments, 50.000.000 credits for each additional 10.000.000 added to the base PC.
The PC is then adjusted by planet type, structures, tech.
Growth: 5% per day, -5% per day if under planet total capacity.
Input: Planetary structures & planetary tech level for type of planet & Habitat Improvement tech
Increase habitat / maximum workers / colonists on the surface of the planet.
Production: Mining
Input: Production coming from colonists, mining cost: uses production points to mine the planet, 1 mil production points for 1 carbon. Pollution increments depending on production value, higher industry = more waste.
Output: Selected mineral type modified by workers / production.
note: The amount depends on the planet production, as does the amount of mined resources. You can have as many workers as you want, but to increase production you have to upgrade the planet.
Production: Credits
Input: Planet production assigned
Output: 300% production converted to credits + tech / planet type / structures bonus modifiers
Production: Terraforming
Input: Required tech level and type, workers / colonists, real time while terraforming
Output: Boost planet capacity and base production depending on new planet type. Planet changes appearance.
Production Cycles: 60 minutes
Planetary market: Ability to set a price between a defined min and max for minerals and trade to other commanders.
Option to allow trade only to alliance members or public.
Planetary defense and modules:
Planetary Structures
Input: Minerals
Output: Planetary defense structures
Planetary Structures: Orbital defense (mostly bonuses to help in defense of the base and friendly in home sysytem)
Input: Minerals
Output: Orbital support modules
Planetary battle system:
Planetary Invasion:
- Marines on the invading ships battle ground forces. Ground Forces = the colonists are also the defense force, they use the equipment on the planet (planetary defense structures / armory / etc) to defend the planet.
Attacker invade options:
-> Raid (receive 20% of the minerals / credits on the surface, planet enters rebellion and can not be attacked anymore for 24 hours)
-> Conquer (only available if researched technology supports adding another planet to the max planet numbers, grants access to all resources on the planet, 50% of everything is destroyed by rebels, gives ownership of planet to attacker.)
-> If the planet owner has a space station in orbit, planet can only be Raided, not Conquered until space station has been destroyed.
To win Raid -> Planet casualties have to be 50% or more of planet colonists / workers, while attacker casualties <50% (20% of planet resources are deposited on the attacker mothership, 10% are destroyed.)
To win Conquer -> Planet casualties have to be 80% or more of planet colonists / workers, while attacker casualties <80% (Remaining colonists are enslaved and join the attacker, remaining on the planet surface. All loot is deposited on the attacker mothership.) (50% of planetary structures are destroyed)
Invasion combat special events:
- Surprise attack for marines in planetary combat, will increase marine wave attack by 1-25%
- Entrench for colonists will give the colonists attack bonus for that wave 10-30%, and 25-50% bonus to hitpoints to that wave and the next ones.
Note: If there are many workers on the planet and less resources to justify the marine expense in battle, the planet won't pose much of a target profit wise from raiding unless it is in a strategic position. Conquering would always be an option as opposed to the cost of building / upgrading a planet, provided the technology to support an additional planet has been researched.
- An enemy can not deploy a station or any fleets in a system that has a foreign planet.
- Can not deposit credits on planet, just load
- Can not take colonists off the planet once populated
No destroy planet at this time, only on Doom Day.
Invasion attack details:
Turn cost for an invasion attempt:
Raid: 100 turns
Conquer: 200 turns
- Attacker fleets land on surface and deploy troops one by one: Each attacking fleet will deploy a marine wave, max of 10 attacking waves (if 10 fleets with enough marines).
- The total number of marines at one time on the planet defending / attacking wave can not exceed 125% of the planet capacity.
- Each new attacker wave can have increasingly more numbers on enemies due to the loss of colonists on the previous wave.
- Once an attacking wave has been deployed, fighting will commence. Defenders will fight the attackers until.
- Once the defenders lose the required % of their default numbers, or the enemy waves have ended, victory conditions will be determined, surrender or repelled.
- Other changes:
Galaxy fleets and station attacks will cost 15 turns.