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Empire
Your empire is composed of a set of planets. Starting at first with one it will grow through conquest of uninhabited planets or enemy ones. The overall technological advance of your empire can be improved through >research. The fleets you build will provide it with defenses against hostiles and help with its expansion. Of course all of this costs money.
In order to manage your empire you have to understand a set of basic concepts that are discribed in the next section of this manual page.
The last section introduces the set of game pages that allow empire management in game and provides links to manual sections discribing those pages more precisely.
The individual elements composing your empire are planets. Those planets are identified by a name and are located at a specific set of coordinates in the galaxy in which the game take place. At the beginning of the game you are provided with a single planet.
It is up to you to get your empire growing by conquering or buying other planets. Those planets are either considered neutral (they aren't owned by any real player) or they might belong to another player. In order to conquer another planet you have to send fleets to that planet in sufficient quantity to destroy its defenses. Your fleets also have to include a sufficient amount of GA ships to control its population so that it joins your empire.
In order to buy a planet you have to look at the marketplace and make a tempting enough offer so that its current owner agrees to sell it to you.
Your friends can also give you planets.
What makes great empires is their citizens. The population of a given planet represents the number of inhabitants of the planet. The population size of a planet has an influence on the base income of the planet and its happiness.
Population growth is essential: the more population the more factories and turrets you can build without facing an happiness decrease. Each planet's population increases every day tick.
The population increase calculation is influenced by several factors including:
- the planet's happiness
- the maximum population the planet can hold
- technologies you possess
The following technologies and laws have an influence on population growth:
- Advanced Hospitals
- Corpse Reanimation
- Forced Human Cloning
- Nurishment Purification
The population a given planet can hold is limited. The limit is flexible around a fixed value. At first the maximum population of a planet is around 10,000 population units. Technologies can increase this value. Each technology increasing the maximum population size of a planet adds around 10,000 to the limit. Those technologies are:
- Arcologies
- Self-sustained Arcologies
- Singularity Housing
Since there are 3 technologies, the ultimate limit lies around 40,000.
One major factor in LegacyWorlds is happiness. It reflect the overall satisfaction of your citizens. Be careful to keep them happy or they might revolt. Just as population growth and maximum size, happiness is influenced by several factors, that are presented in the floowing paragraphs of the manual.
Citizens like when the attention of their leader is focused on them and solely on them. As the consequence, the happiness on each planet will decrease as your empire grows. The more planets you have in your empire the harder it will be too keep a high happiness. Theoritically the happiest empire would be one composed of a single planet.
People don't like to be unemployed but they don't want to be overworked either. Therefore the number of factories on your planets has to be monitored. Up to one certain number of factories happiness will increase, but if you add more it will start to decrease. The "ideal" number of factories depends on the planet's population.
People like to feel safe but they don't enjoy a police state. As a consequence the amount of turrets has also to be right depending on the planet population. Just like with factories increasing the number of turrets on one planet will increase its happiness up to a point where it will start having a negative effect. The "ideal" number of turrets also depends on the planet's population.
Both your total amount of fleets and the size of the fleet stationned on one planet have an influence on happiness:
- Total fleet size: your total fleet size is compared to the average total fleet size in your protection zone. If it is higher you get a happiness bonus, and a malus if it's lower.
- Fleet stationned on a planet: having a fleet stationned on a planet also increases its happiness. This happiness bonus is linked to the percentage of your total fleet that is stationned on that particular planet
Technologies you possess and laws you have enacted (or revoked) might also have an influence on happiness. Some increase happiness and other decrease it.
Technologies and laws increasing happiness are:
- Advanced Communications
- Ban Biological Drones
- Biosphere Protection Pact
- Civilian Communication Act
- Civilian Transportation Act
- Green Production
- Legalize Space Weed
- Safe Recreational Drugs
- Wormholes
Technologies and laws decreasing happiness are:
- Biological Drones
- Forced Human Cloning
- Global Defense Bill
- Martial law
- Wild Capitalism
- Wormhole Lockdown
Several decisions you might make in game might have an effect on the overall happiness of your empire, such as:
- Destroying a planet with a WormHole SuperNova decreases the happiness of all the remaning planets of the empire
- Giving away / selling planets decreases the happiness of all your remaining planets
In those cases an happiness malus is applied immediately following the game action. This malus decreases slowly over time until the situation goes back to normal.
When a planet's happiness gets too low, there is a high probability the population might revolt. When citizens revolt on a given planet, they go on strike and stop working in factories, riots occure and material destruction have to be deplored.
When the happiness of a planet gets below 20%, the planet gets in a status where a revolt is possible. The lower the happiness the higher the probability a revolt could occure.
Each hour tick the planet is tested for revolt and in some cases the revolt actually happens. The event is more likely if the revolt probability is high that is to say if the happiness is very low.
What does it mean that a planet is revolting? It means that the citizens are quite unhappy with the way they are governed and that they express it. They go on strike and stop working in the factories. No income gets out of industrial factories and military factories' production is halted. They also riot which causes material destructions: turrets and factories are their targets and their number decreases.
Destroying factories and turrets changes the happiness value of the planet. With luck, a single revolt episode might get the planet's happiness above 20%. If not there is still a probability it will revolt each hour tick until the situation is corrected.
As in every society, when a planet has been run by the same government for some time, a corruption system> starts appearing. People resort to bribery to gain an advantage over other people, individuals use goverment money to achieve their own personal goals.
In LegacyWorlds, each new planet starts with a corruption level of 0%. As soon as it get into the control of a player corruption level starts rising. The rate of increase is linked to the number of factories on the planet: the more factories the faster it grows. As soon as the corruption level of a planet reaches 10%, the factories on the planet start losing efficiency: income is reduced and military factories build slowlier as government officials use public money and factory workers to build swimming pools in their gardens.
A planet with a high corruption level can see its corruption level decrease if it remains neutral for some time. The only option to restore a planet to a decent corruption level is to abandon it and wait.
Two kinds of factories are available:
- Industrial factories contribute to you empire's income
- Military factories allow to build warefare
Technologies have an influence on factories productivity and production. This manual section will cover all those topics.
Industrial factories produces goods from raw materials. Those goods are sold within the empire and beyond its borders, which generates money. As a consequence the more industrial factories you have the more money you make. But there are workers in factories and they won't be too happy to have to work 3 jobs to get the planetary economy running. So there is a limit to the number of factories you can build without risking a revolt.
Industrial factories can be built from the individual page of each planet you own on from the quick builder facility on the planets page.
Military factories are specialised factories producing ships and turrets. The speed at wich items are built depends on the number of military factories on the planet. The more factories you have the faster it will go. But there are workers in factories and they won't be too happy to have to work 3 jobs to get the planetary weapon industry. So there is a limit to the number of factories you can build without risking a revolt.
Military factories can be built from the individual page of each planet you own on from the quick builder facility on the planets page.
The items available for construction in military factories depend on the technologies you possess. The following technologies provide you with new ships categories to build:
- Battle Cruisers
- Cruisers
- Fighters
Several technologies and laws have either a positive or negative influence on factories productivity. They can either affect only industrial factories or only military factories or both.
Technologies and laws increasing productivity are:
- Adaptive Materials
- Anti-matter Generators
- Automated Factories
- Bio-engineering
- Biological Drones
- Cloning Vats
- Global Defense Bill
- Hardened Alloys
- Intelligent Materials
- Martial law
- Nanotechnologies
- Robotics
- Room Temperature Superconductors
- Self-healing Materials
- Wild Capitalism
- Wormhole Lockdown
Technologies and laws decreasing productivity are:
- Ban Biological Drones
- Biosphere Protection Pact
- Global Defense Bill
- Green Production
- Increased Research Grants
- Legalize Space Weed
- Martial law
- Science Golden Age
- Wild Capitalism
- Wormholes
At first your empire possesses a few basic technologies that allow for space travel and production. But in order to progress in the game you have to acquire new technologies, either by researching them inside your empire or by diplomatic exchanges.
Each day tick the planets in your empire generate a certain amount of research points. This research output is linked to the planets' population. The number of points generated for each population unit can be modified by technologies and laws such as:
- Biological Computers (increase)
- Increased Research Grants (increase)
- Interstellar University (increase)
- Miniaturised Particle Colliders (increase)
- Nano-scale Computers (increase)
- Quantum Computers (increase)
- Science Golden Age (increase)
- Wild Capitalism (decrease)
Those points are then used to research new technologies according to your research budget as set on the research page.
Technologies that are in the part of the technology graph that you can access get naturally researched using your reseach points.
Technologies that aren't in that part of the graph have to be acquired using the technology exchange tool in the diplomacy section of the research page. See the relevant section of the manual for more details.
In game money has nothing to do with real money. It's an imaginary currency even if the sign used correspond to the euro sign (yes, yes, we're europeans...). Money is the main mean used in LegacyWorlds to acquire items, be it by building them or from other players.
There are several ways to gain money:
- Each planet has a base income linked with its population
- Industrial factories also provide income. See the relevant section of the manual to know more about this topic.
- You can also sell planets and fleets, through the marketplace facility
- You can also receive cash donations from other players
Several technologies have an influence on your income.
Basically all technologies increasing the productivity of industrial factories increase you total income. See the factories section of this page to learn more about them.
Some other technologies have a direct influence on your income:
- Economy Globalisation (increase)
- Increased Research Grants (decrease)
- Wild Capitalism (increase)
This money can be used in various means:
- Money is necessary to build planetary improvements like factories and turrets. Each item has a specific cost
- You also have to buy the ships you build. Each category of ships has a particular price.
- In order to implement a new technology that you have discovered you have to pay a certain fee
- Money can also be used to buy fleets and planets from other players
- You can also give money to friends
- A part of your income is automatically diverted to pay for the upkeep of factories, fleets and turrets
This page provides you with a status of your empire at a glance along with shortcuts to the most important items you might be interested in viewing. It is split into several sections, providing insights about your planets, research progress, finantial situation and fleets status.
This page provides your with an overview of the finantial situation of your empire. It is split into several sections that are detailed in a specific manual page.
This page provides you with a general overview of all your planets at once along with a quick builder facility. A link in the top right corner of the page allows to switch between two views:
- List of controlled planets only
- Quickbuilder facility and list of controlled planets
Each of those two elements are described in other paragraphs of the corresponding manual section.
This page is the management center for any individual planet you own or an information page for other stellar objects.
Some technologies in game provide you with the ability to build other spatial objects than just fleets: probes and beacons are just that and this manual page will provide you with all you need to know about them.