EMP game Wiki
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Culture does not work like other resources in that it is not consumed. When you colonize a planet your current culture level is not affected. Instead the culture requirement for colonizing the next planet increases. Culture requirements are a function of the number of planets you've colonized and systems you control.
 
Culture does not work like other resources in that it is not consumed. When you colonize a planet your current culture level is not affected. Instead the culture requirement for colonizing the next planet increases. Culture requirements are a function of the number of planets you've colonized and systems you control.
   
==Economics==
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==Economy==
 
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{{Stub}}
There are three primary resources.
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* There are three economic resources, metal, polymers and radium.
TBD: Formula for income
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* TBD: Formula for production
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* Non-economic resources [[Imperial Credits]], [[#Science|SP]], [[#Culture|Culture]]
   
 
==Science==
 
==Science==
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By researching [[Science#Technologies|technologies]] the user can unlock new [[Ships|ships]] and [[Buildings|buildings]] or receive permanent bonuses. Research becomes possible after building a [[Lab]]. There are ten science levels, each containing a number of technologies which can be researched. The first science level becomes available when your Lab is finished; subsequent levels must be researched before their technologies become available. Additionally there is a set of extraterrestrial technologies which become available after the reconnaissance of specific spatial anomalies.
 
By researching [[Science#Technologies|technologies]] the user can unlock new [[Ships|ships]] and [[Buildings|buildings]] or receive permanent bonuses. Research becomes possible after building a [[Lab]]. There are ten science levels, each containing a number of technologies which can be researched. The first science level becomes available when your Lab is finished; subsequent levels must be researched before their technologies become available. Additionally there is a set of extraterrestrial technologies which become available after the reconnaissance of specific spatial anomalies.
   
There are 84 standard technologies divided into ten science levels. These levels are sometimes labelled with [http://en.wikipedia.org/wiki/Greek_alphabet greek letters] alpha thru kappa. Each level offers between seven and nine technologies and one special 'technology' that must be researched to unlock the next science level. It is not necessary to complete all (or any) technologies on a given science level before unlocking the next level.
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There are 84 standard technologies divided into ten science levels. These levels are sometimes labelled with [http://en.wikipedia.org/wiki/Greek_alphabet greek letters] alpha thru kappa. Each level offers between seven and nine technologies and one special 'technology' that must be researched to unlock the next science level. It is not necessary to complete all (or any) technologies on a given science level before unlocking the next level.
   
In addition to the ten standard science level there is one additional special level called Technologies of the Ancients. The Technologies of the Ancients differ from other technologies in that they cannot be obtained through research alone. Each of the seven technologies on this tier is unlocked by engaging [[Anomaly|anomalies]] and [[System_of_the_Ancients|Systems of the Ancients]] of specific levels.
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In addition to the ten standard science level there is one additional special level called Technologies of the Ancients. The Technologies of the Ancients differ from other technologies in that they cannot be obtained through research alone. Each of the seven technologies on this tier is unlocked by engaging [[Anomaly|anomalies]] and [[System_of_the_Ancients|Systems of the Ancients]] of specific levels.
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The rate at which technologies are researched is governed by science points or SP. Science points are produced by [[Lab]]s and [[Research_and_Development_Center|Research and Development Centers]]. The effect of these buildings is cumulative; that is, The sum of their SP production is applied to whatever technology is at the front of the queue.

Revision as of 01:06, 17 January 2015

Civilization refers to the expansion territory and development of infrastructure within EMP Game. The user's civilization progresses in several ways simultaneously. The early game focuses on construction of buildings. Later, with the completion of Colonial Spaceship research, it becomes possible to expand beyond the player's starting world and colonize other planets and eventually new planetary systems.

Buildings

Main article: List of buildings

The game begins on a single Wealthy Mars class planet, which has a planetary colony and room for 12 additional city buildings.

Systems and Planets

Planets in EMP Game are grouped into planetary systems. Each system consists of a star and three to six planets. Systems with three planets also have an asteroid belt. Neither stars nor asteroid belts serve any function in the game. While most systems have a random configuration of planets, many are reserved as 'starting systems'. These systems have a fixed layout: Minor Metallic - Mars - Wealthy Mars - Mars - Minor Polymeric. A new user is guaranteed to start on the Wealthy Mars of such a system. Use the Star Map interface mode to inspect your system and those around you.

Planet Types

There are ten types of planets. Excluding starting systems, these types are distributed randomly with frequency closely related to the number of colonial spaceships required for colonization. Most systems will contain several minor planets whereas only rarely will a system contain even a single Superearth. The primary differences between planet types are the number of resource building and city building slots. Note that the number of city building slots reported for each planet in the table below (and in game) is one less than appears on the planet itself. This is because the first building slot must be reserved for a Planetary Colony.

Planet Type Required for colonization Resource Buildings Other Buildings
Minor Metallic 3 Colonial Spaceships 6 Metal 2 Polymers 2 Radium 6 City, 4 Space
Minor Polymeric 3 Colonial Spaceships 2 Metal 6 Polymers 2 Radium 6 City, 4 Space
Minor Radium 3 Colonial Spaceships 2 Metal 2 Polymers 6 Radium 6 City, 4 Space
Medium Metallic 4 Colonial Spaceships 7 Metal 1 Polymers 2 Radium 10 City, 4 Space
Medium Polymeric 4 Colonial Spaceships 2 Metal 7 Polymers 1 Radium 10 City, 4 Space
Medium Radium 4 Colonial Spaceships 1 Metal 2 Polymers 7 Radium 10 City, 4 Space
Mars 4 Colonial Spaceships 3 Metal 3 Polymers 2 Radium 10 City, 4 Space
Wealthy Mars 4 Colonial Spaceships 3 Metal 3 Polymers 2 Radium 12 City, 4 Space
Earth 4 Colonial Spaceships 3 Metal 3 Polymers 2 Radium 16 City, 4 Space
Superearth 4 Colonial Spaceships 1 Metal 1 Polymers 1 Radium 22 City, 4 Space

Culture

Before you can send colonial spaceships to colonize a new planet you must accumulate enough culture. Culture is produced by buildings. Some buildings, such as the Planetary Colony and Intergalactic Relations Center produce more than others. You can see your current culture level, culture production rate and the requirements to colonize a planet in your Empire Overview.

Culture does not work like other resources in that it is not consumed. When you colonize a planet your current culture level is not affected. Instead the culture requirement for colonizing the next planet increases. Culture requirements are a function of the number of planets you've colonized and systems you control.

Economy

  • There are three economic resources, metal, polymers and radium.
  • TBD: Formula for production
  • Non-economic resources Imperial Credits, SP, Culture

Science

Main article: List of technologies

By researching technologies the user can unlock new ships and buildings or receive permanent bonuses. Research becomes possible after building a Lab. There are ten science levels, each containing a number of technologies which can be researched. The first science level becomes available when your Lab is finished; subsequent levels must be researched before their technologies become available. Additionally there is a set of extraterrestrial technologies which become available after the reconnaissance of specific spatial anomalies.

There are 84 standard technologies divided into ten science levels. These levels are sometimes labelled with greek letters alpha thru kappa. Each level offers between seven and nine technologies and one special 'technology' that must be researched to unlock the next science level. It is not necessary to complete all (or any) technologies on a given science level before unlocking the next level.

In addition to the ten standard science level there is one additional special level called Technologies of the Ancients. The Technologies of the Ancients differ from other technologies in that they cannot be obtained through research alone. Each of the seven technologies on this tier is unlocked by engaging anomalies and Systems of the Ancients of specific levels.

The rate at which technologies are researched is governed by science points or SP. Science points are produced by Labs and Research and Development Centers. The effect of these buildings is cumulative; that is, The sum of their SP production is applied to whatever technology is at the front of the queue.