Labor Camp

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Labor Camp
Tech 1
Megacredits 2
Supplies 1
Limit 10,000 (per base)
Orbital Bombardment
Hit Points 50

[edit] Overview

Where there's war, there's prisoners. What to do with them? How about have them be productive and generate some income for you? Brilliant! Build a labor camps at your base for every 100 prisoners and put them to work. They may not necessarily like being held prisoner and will attempt to escape or refuse to eat, so expect some casualties.

  • Each labor camp requires 100 prisoners to operate.

[edit] Cash and Supply Production

  • Each active labor camp produces 3 MC.
  • Each active labor camp produces 0.2 Supplies.

[edit] Killing Prisoners

Prisoners perish at a rate of

(Prisoners * Active_Labor_Camps / 20.000) + Active_Labor_Camps

This applies to each type of prisoner (colonists, crew, troops, high guard).

The following table is deducted from the formula above and has not been compared with in-game results.

Prisoners Labor Camps Deaths Percentage
100 1 1 1%
1.000 10 11 1,1%
10.000 100 150 4,7%
100.000 1.000 6.000 6%
1.000.000 10.000 510.000 51%

[edit] Special

  • Cyborg and Robot prisoners will not work in labor camps.

[edit] Evil Empire

  • EE camps generate an additional amount of 10 megacredits per number of camps for a total of 13mc per camp instead 3mc for other races. Host 212a
  • EE camps are a lot rougher to work in than others, so 10% more of the prisoners die.
  • EE need only 25 prisoners per camp. Ability Removed in Host 213 series
    • There seems to be a bug, so that EE get only 3MC if they run their camps with less than 100 colonists per camp (Host 212a) fixed in Host 212e
    • Note: Due to the EE needing only 25 prisoners per camp, 2667 camps or more actually lead to a smaller overall death rate for EE than for non EE if they run the camps "at the edge". (taken from newsgroup post from Gabor Törö)
  • The money generated by the EE camps can be seen in the Base Command - Overview screen, in the projected income for next turn, but it is not the correct value (host 213h, client 065).

[edit] Details

The following steps are based on the information of a newsgroup post by Magik.

[edit] Active Labor Camps

  • Count up the number of prisoners held from all races at the base.
  • Discard Robot and Cyborg prisoners
  • Divide the result by 100
  • If that is more than the # of camps then just use the number of camps for future calculations. Regardless, call this value Active_Labor_Camps.

[edit] Killing Prisoners

Survival Rate = 1 - ((Active_Labor_Camps / 100) * .005)
  • Survival Rate in EE labor camps decreases by subtracting .1 from the result above.
  • Limits are put on the survival rate from .3 to 1.0
  • Each type of prisoner for each race is run through: colonists, then crew, then troops, and HG:
Dead prisoners = (1 - Survival Rate) * prisoners + Active_Labor_Camps.

[edit] Cash and Supply Production

  • The original # of prisoners is used in the calculation.
  • Then divide by 100.
  • Again, this is limited by the number of camps.
new Supplies  = Active_Labor_Camps * .2
new MC        = Active_Labor_Camps * 3
If EE new MC += Active_Labor_Camps * 13

[edit] Races With Labor Camps

The Birdman Republic
The Evil Empire
The Holy Draconian Empire
The Solorian Unity
The Stormer Kingdom

[edit] Notes

  • Many races that can build labor camps can also build labor mines.
  • You can use the "USA" Command Code to destroy all Labor Camps and Labor Mines.
  • You get a base log for the camps.
  • The money generated by the camps can be seen in the Base Command - Overview screen, in the projected income for next turn.
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