Colonies
Colonies produce Billion Credits (BC) which must be invested in
various ways. After spending the required amount on maintenance, treaty
tributes, transport, spy wages for sabotage and espionage, and other
such expenses, the leftover can be spread between five posts in each
colony:
- Shipbuilding - the planet will produce starships or stargates, using
the class design currently selected for this colony. The relocation
option allows to send finished ships directly to a different planet;
otherwise they will wait in orbit around the colony that built
them.
- Planetary defenses - the colony will produce and maintain a
planetary defense shield, missile bases, and upgrade them as force field
and weapons technologies progress.
- Industry - the planet will build and operate factories, increasing
its BC output. Factories however produce toxic wastes as a byproduct,
which requires spending more money on cleaning them up, so focusing too
much on industry is not necessarily cost-effective. Spending in excess
of the colony population's ability to build and operate factories is
added to the planetary reserves.
- Ecology - the colony will spend resources cleaning up toxic waste
produced by its factories. Spending in excess of what's necessary for
cleanup is used to terraform the planet's atmosphere and soil to improve
its environment and eventually reach Gaia status. Spending in excess of
the empire's terraforming capabilities is used to fund population
increase in the colony.
- Technology - the colony will contribute to the empire's research
effort.
The player can adjust the ratio between these five posts. Spending
too little on defense, industry, or ecology can be detrimental to the
colony, though spending too little on shipbuilding and technology can
hinder the empire's efforts to achieve supremacy.