Difference between revisions of "Essay:Colony-Pumping"

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To make a colony that works there are a few steps.
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#REDIRECT [[Colony Pumping#Tg's Guide]]
 
 
;Stage 1 - SETUP
 
 
 
We begin by finding the right location, requiring the following: 2 planets each with a suitability of 100%. Note that resources and [[Ruins]] aren't necessary for success. However, having Space oats and a tad of nuclear waste would make expansion later on much easier. Set up the bases -- one for each planet, with however many guard bases one desires. I recommend them being tech 16+ and have 1million+ hull each; the guard bases are up to your discretion.
 
 
 
;Stage 2 - COLONIES
 
 
 
To make things easier to describe, let's call one planet A and the other planet B. Build a colony on planet A but DO NOT build one on planet B. Continue to buy peasants from a nearby AI station and sell peasants cheaply to PLANET A until it has a population of approximately 1-5 million. At that point, leave the bases (but don't forget to stock up on rations and nuclear waste to keep them running) and let the colony grow naturally. The rate at which it increases is:
 
 
 
1/2 Suitability x 0.04% of the population every colony year (2 hours)
 
 
 
Wait until it is at about 6 billion - note the colony's growth is slowing by this point. This is the point in time where you set up the colony on Planet B. If you check planet A, you will notice that peasants are really cheap; about 20 or 30 credits each. However, on the just started colony on planet B, the price is a cool 300 to 400 credits. Take advantage of this price difference by getting slave ships to ship cheap peasants from planet A to sell them at planet B.
 
 
 
Then you can just sit back and count the moolah rolling in...
 
 
 
Note: 2 planets with 100% suitability will bring in 15 - 30 billion with this system.
 
 
 
So who needs ruins!!!
 
 
 
Tg
 
 
 
[[Category:Essays]]
 

Revision as of 20:38, 31 July 2007