UEA TC Analysis
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[edit] Important data points
Theoretical maximum income (unreachable) is 100 * High Guard trained. A percentage of this total will be used to show relative efficiency between data points.
- 84 High Guard trained
- Maximum money earned (2013 MC). Total income actually begins dropping after this point. Also requires a stockpile of 1,750 Food. Least micromanagement required though and once you have more Troops than you can easily spread out (and masses of food), you may as well go for it.
- 1 High Guard trained
- Efficiency of 99%, but impractical, as it would require an enormous amount of micromanagement. Also only produces 99 MC, which doesn’t really seem worth the trouble. Requires stockpile of 1 Food.
- 6 High Guard trained
- Efficiency of ~90% and making about 544 MC. Still heavy on the micromanagement side. Requires stockpile of 8 Food.
- 13 High Guard trained
- Efficiency of ~78% and making about 1015 MC. A good compromise at ~50% maximum income needing only ~2% of the Food. Requires stockpile of 40 Food.
[edit] Conclusions
- It is a very good idea to have one 'normal' training world that mass produces crew, troops and high guard. Then the troops along with one high guard can be transported to multiple little training camps on otherwise useless worlds or even farmable ones can be of better use as training camp. Over time there is no reason why most of your low population bases shouldn't be training camps.
- Training too many High Guards on a single planet can reduce your potential income and requires much more Food than may be prudent.
- Food may be the primary limiting factor when deciding upon your target training rate.
- A target training rate of 13 High Guard per turn per world may be the “best�. Assuming that you are willing to spread out among many bases.
- If done properly the 'satellite' training camp worlds should pay for themselves in 1-4 turns and provide constant income of between 1000-2000 MCs.
- Tip: When building satellite camps- if you can beforehand send a ship around setting up bases with 50 mcs/5 supplies each and build 1 TC. Then the turn that you have the cash and troops on the base you can turn on the TC, build as many as you think best and have your troops producing HG in one or two turns as opposed to three. Remember to leave enough cash to run your TCs!
[edit] High Guard Training Bases
[edit] Base A
- Trains 13 High Guard per turn
- 10 Training Centers
- 1 Government Center
- 1 Pod Launch Pad
- 10,500 Troops
- 1 High Guard
- 40 Food
- You could set the Government Center to transfer 1,000 MC per turn and be able to transfer excess High Guard home by Pod every few turns.
Setup & Running Cost: 650 Mc, 151 supply, 40 food, 10 500 Troops, 1 HG
This include 2 turns of maintenance fee of Tc & GC until you make money.
[edit] Base B
- Trains 87 High Guard per turn
- 100 Training Centers (OR 10)
- 1 Government Center
- 1 Pod Launch Pad
- 25,000 Troops (OR 160,000)
- 1 High Guard
- 1,750 Food
- A very tempting target for anyone interested in raiding for this massive Food Stockpile.
Setup & Running Cost: 5325 Mc, 601 supply, 1750 food, 25 000 Troops, 1 HG
This include 2 turns of maintenance fee of Tc & GC until you make money.
[edit] Credits
- author - Michael Richardson (Amaranthine)
- consulted with - Chris Richardson (General Kael)
[edit] See Also
- ShipCalc VGAP4 Player Utility
Perform various calculations, including UEA TC Income.

