Difference between revisions of "Essay:Colony-Pumping"

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(Assay'd the essay to say things better)
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To make a colony that works there are a few things required,
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To make a colony that works there are a few steps.
  
STAGE 1 - the setup stage
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STAGE 1 - SETUP
  
we shall begin by Finding the right location, this - location needs the following: 2 Planets, with Suitability 100% each - RESCOURCES [[Ruins]] DO NOT MATTER - REPEAT!!!! RESCOURCES RUINS DO NOT MATTER I CANNOT STRESS THIS ENOUGH!!! however, Space oats and a tad of Nukes are desired. Soooo.. we have set up our bases.. ONE - JUST ONE on each planet, with guards on moons or stationary or w/e.... please make them tech 16+ and have 1million+ hull each
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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 - The colony stage
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Stage 2 - COLONIES
  
ok.... lets call the Planets PLANET A and PLANET B, build a colony on planet A, DO NOT BUILD A COLONY on planet B. then sell peasants cheaply to PLANET A untill it has a population of aprox 1-5million, Then leave the bases (but dnt forget rations and Nukes!!! lest they shall die!) ok.. now the colony will grow as such:
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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 (or 2 hours)
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1/2 Suitability x 0.04% of the population every colony year (2 hours)
  
wait till its a leet sise of 6billion - note the colonys growth slows after this Set up a nother colony on Planet B Ok.. now peasants will be a cool cheap price of hmm 20 or 30 each ON PLANET A... lets see, hmm buy them.. BUY them all! get a trillion slave ships BUYING peasants!!! and ship em over to planet B.. start to sell the peasants to PLANET B for 300, mabee 400 each!!!! Imagine it!!! millions of peasants FLowing!! making 375 profit on each!!!! then just sit back and count the moolah rollin in..
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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.
  
Note: 2 plaenets with 100% suitability will bring in 15-30bill with this system.
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Then you can just sit back and count the moolah rolling in...
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Note: 2 planets with 100% suitability will bring in 15 - 30 billion with this system.
  
 
So who needs ruins!!!
 
So who needs ruins!!!

Revision as of 16:50, 14 November 2006

To make a colony that works there are a few steps.

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