Smugglers Cantina
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[edit] Overview
You will never find a more wretched hive of scum and villainy. A place where the best freighter pilots (aka smugglers) can be found. The murky, moldy den is filled with a startling array of weird and exotic alien creatures and monsters. One-eyed, thousand-eyed, slimy, furry, scaly, tentacled, and clawed creatures huddle over drinks trading contraband and making deals for delivery. This sounds like the right place to make a little extra megacredits.
- Cantinas are a special building of The Rebels and The Aczanny Pyramids that have a chance to produce Contraband every turn.
- The Command Code ATF destroys all cantinas in the base.
- The amount of contraband generated depends on the number of cantinas and the population of the ground base.
- Additionally the mechanics work differently if you have up to 5 cantinas compared with having more than 5 cantinas.
- You need 100k colonists or more to get the cantinas to produce any contraband at all.
- Cantinas can also make your colonists happy by providing a place of entertainment and at least a bit of intrigue.
- Excessive crime will decrease the effectiveness of your cantinas.
[edit] Up to 5 Cantinas
If you have 5 cantinas on a base as well as at least 100,000 colonists you will have a 30% chance for 1 to 5 units of each contraband to be produced without any risk of increased crime levels. The amount of contraband gained is based on the number of cantinas, so that if you have 3 cantinas, you can get from 1 to 3 contraband of each type. Crime will not block or limit contraband production when you have only 5 Cantinas. If you have less than 100k colonists, then you will not gain anything from the cantinas. You will not get a happiness bonus from having 5 cantinas or less.
[edit] More than 5 Cantinas
There is a 8% chance for each of the 12 contraband types that you will gain units of contraband equal to the number of cantinas that you have multiplied by the number of colonists and then divide by 10 million. The maximum number of colonists in this equation can be 10 million. Another way to look at it is you can get 1 contraband per 100,000 colonists with 100 cantinas. This means contraband generations maxes out at 10,000,000 colonists. CF always is 1 for Aczanny.
The Aczanny Pyramids will always produce a number of contraband equal to the number of cantinas that they have.
[edit] Rise of Crime and Happiness
- If you do have a contraband yield, there is a 10% chance that the crime at the ground base will increase. When the crime is less than 190 and the contraband yield is less than 500 then the crime increase will equal the amount of contraband gained. Otherwise, the crime increase will be the contraband yield divided by 4 plus the square root of the contraband yield, which is about 2.6 crime for every 10 contraband yield.
- There is a 20% chance that happiness will increase by one.
The Aczanny Pyramids do not gain any crime from contraband yields.
[edit] Ill Effect of Crime
The yield of contraband will fall as the crime rises. This effect only applies when you have more than 5 cantinas.
[edit] Crime Effect on Catinas Table
| Crime | Effective Cantinas |
|---|---|
| 51 to 200 | 50% |
| 201 to 500 | 25% |
| 501 to 900 | 12.5% |
| 901 + | 6.25% |
[edit] See also
- [1] The offical page on Smuggler's Cantina!
[edit] Rebel Notes
- Sell contraband every turn (except Emotion Chips, which you should pod them into orbit to be traded or destroyed).
- Each world with many Cantinas should have 10k+ troops and 10+ HG, to reduce crime.
- Do not build more than 50-200 cantina per planet, to avoid high crime. 50 is quite safe, at 200 is at greater risk. Your homeworld and major bases should have 50. A base with few building like a simple farming world could have 200.
[edit] Aczanny Notes
- They do not gain any crime or happiness from contraband yields.
- They don't need any colonists to have maximum cantina production when there are more than 5 cantinas (they will always produce a number of contraband equal to the number of cantinas that they have.)
