Undercity

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Undercity
Tech 13
Megacredits 200
Supplies 100
Limit 10,000 (per base)
Orbital Bombardment
Hit Points 15,000

[edit] Overview

As races evolve and find other space-faring races, war may break out and they will be forced to turn to the underground to protect their population and further their growth. These technological marvels are a sight to behold, when you can find them. Not all species may have the mindset to develop these underground cities.

  • Each undercity produces 80 to 90 megacredits per turn that has 2 food and 50k to 100k colonists in it. The food is consumed in the process of gaining the income.
    • When colonist happiness is less than 30 then income for all undercities is limited to 10 to 50 megacredits.
    • The race stat Income does not affect the money undercities (or cities) produce.
  • Undercities are populated by colonists first, then any remaining colonists will popluate cities.
  • Increases population growth of the base that it is in. Increases growth rate by 1% each up to 30. Only filled undercities are taken into account.
  • Counteracts the population growth reduction caused by cities. Each undercity counteracts one city.
  • Decreases the sensor profile of your base, making it harder to be scanned by lowering the sensor profile generated from colonists.
  • Regarding Orbital Bombardment they add 15,000 "hit points" each to a ground base, which will help keep it from being destroyed.
  • Protect colonists from orbital attacks.
  • Protect colonists from The Privateer Bands Assault Gondala.
  • Protect colonists from ordnance depot explosions from "Sabotage Base" spy attacks. Protects 100,000 colonists per undercity.

The benefits of Undercities cannot be overstressed. UCs counter the biggest potential growth penalty (cities) while also giving a substantial bonus that can counteract other penalties.
For races that can build UCs, they should be built before considering funding T-o-T growth ET. For a bit less than the cost of running the ET for 10 turns, you can raise your Planet Tech from 4 to 13 in the same time. There is an oppontunity cost while doing this (there could have been 15% more growth (at best!) with the ETs), but once Undercities are online, you can recoup that. Once UCs are online, the ET also becomes more attractive, as its bonus can essentially become +26(+1.3%) instead of +20(+1%).

[edit] Limitations

  • An Undercity requires 50k colonists to produce income, but hold 100k colonists. 49,999 colonists will not work any undercities. Even with the expected growth, 50k will work 1 undercity. This is because Base Jobs (Undercity) occur before Growth in the Host Order. 149,999 colonists will work 1 undercity. 150k will work 2.

[edit] Special

  • Robot undercities do not require food.

[edit] See also

  • [1] Under City (offical help)
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