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
- Hotel: 5 flats
- Semi-detached House: 6 flats
- Palace: 10 flats
- Church: 2 flats
- Barracks: 8 flats
- Training Academy: 2 flats
- Prison: 5 flats
- High Rise Building 10 flats: 10 flats
- High Rise Building 20 flats: 20 flats
- High Rise Building 30 flats: 30 flats
- High Rise Building 40 flats: 40 flats
- Temple: 3 flats
- Imperial Palace: 80 flats
- High Rise Building 50 flats: 50 flats
- Skyscraper 60 flats: 60 flats
- Skyscraper 70 flats: 70 flats
- Skyscraper 80 flats: 80 flats
- Skyscraper 90 flats: 90 flats
- Skyscraper 100 flats: 100 flats
- Royal Hapan Palace: 30 flats
- Asylum: 10 flats
- Conference Centre: 8 flats
- Command Centre: 8 flats
- Government House: 8 flats
- Chapel: 1 flat
- Cathedral: 5 flats
- Workers Compound: 6 flats
- Council Flats: 7 flats
- Crew Quarters: 7 flats
- Ranch: 5 flats
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 * (22^2))
Note
For Example
CL = (Sum of Each(NF*FA)) / PSA
Where:
PSA = 4 * 22^2 = 1936
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 Centre, Computer Control Centre, Lab, Port, Chemical Processing
Facility.
Each2 = Hotel, Park, Tavern, Factory, Mine, Warehouse, Slave
Market, Labour Camp, Bank, Alazhi Farm, Naval Shipyard, Dry Dock,
Research Centre, Computer Control Centre, Lab, Civic Centre, Imperial
Palace, Barracks, Prison, Statue, Fountain, Port, Casino, Crew Quarters,
Chemical Processing Facility, Council Flats, Conference Centre, Command
Centre, Government House, Royal Hapan Palace, Palace, Holonet
Communication Centre.
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 Centre, Starport, Casino, Computer
Control Centre, Conference Centre, Command Centre, 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.
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 (house, high-rise...) 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').
Example
The Galactic Empire owns a powered High Rise 10 (providing 10 flats) on the planet Coruscant.
At this point in time they are listed as government of the planet due to the fact that they own more than
50% of the planet's total flats.
The New Republic builds a High Rise 20, however it is left unpowered. At this point in time, neither are
listed as government due to the fact that of the 30 total flats, neither government controls the majority
of powered flats.
The New Republic finishes construction of their power generator and assigns power to their flats. At this
point in time, the New Republic is listed as government because they own and have powered 20 of the 30 total
flats.
|