Exploitations and Trading

Exploitations
Exploitations use the planet resources to produce and trade goods, which type depends on the planet speciality, among Agro, Minero and Techno. Every new planet starts with 5 exploitations.
Exploitations automatically generate an income based on:
- the activity of the planet,
- the average activity of the trading relations.

In order to increase/optimize your exploitations income, the following actions should be taken:
1 - build more exploitations,
2 - establish trading relations with close planets that have a good activity level,
3 - invest money into the civilization level of your planet, which will dynamize its activity.

As planet owner, you are the only one allowed to build or break up exploitations on your planet. However, you can sell, at any time, all or part of them to other players, through the
exploitations market. Reciprocally, you can also buy exploitations sold by other players on other planets.

The upkeep cost of an exploitation is determined by the total number of exploitations on the planet, the civilization level, the government system and the production type of the planet.
Moreover, exploitations located on foreign planets have their upkeep cost increased by:
- 50% if you have no Nexus at all in the Supercluster,
- 25% if you only have the SatelNexus in the Supercluster.

Trading relations
The trading relations of your planet are used to increase the income generated by all exploitations on this planet. The higher the activity level of your trading partners, the higher the income of your exploitations.

Each trading relation has an upkeep cost which is paid by the planet owner, and which depends on:
- the transport type and/or the distance between the two planets,
- the capacity of the trading relation (ie, the number of exploitations trading through this relation).

Three different transport types are available for each trading relation:

- Standard transport
The upkeep cost for a standard transport is function of the distance between both planets.
Relations of this kind are subject to blockade when under attack (blockade meaning: trading suspended, no income generated, upkeep cost to be paid anyway).

- Teleportation
The upkeep cost for this kind of relation is fixed, whatever the distance between both planets. However, there is an additional energy cost of 0.5 unit per hour on average, for all teleport-relations (ie, whatever the number of teleport-relations); more precisely: one or zero energy unit is consumed each hour, randomly; only the relations with an actual capacity greater than 0 are considered.
Teleport-based relations are not impacted by blockades; in case of blockade, the trading continues as usual.
This kind of relation can only be established between planets that belong to the same alliance. The teleportation password is not needed.

- Hyperjump
The upkeep cost for this kind of relation is also fixed, though a bit more expensive than teleportation.
Hyperjump relations, like standard ones, are subject to blockade.
They can only be established between planets belonging to the same hypernetwork.

Advice: In order to optimize your income, the overall capacity of your trading relations should be, as much as possible, equal to the number of exploitations: more capacity is just a useless cost, while less capacity makes some exploitations less profitable.

The way trading relations are established
First of all, a trading relation of a certain capacity is requested from one of your planets to another planet. If the transport type is non-standard (teleportation or hyperjump), you must wait until it is validated by the system, which takes up to one hour.
Once validated (or immediately if the transport type is standard), the other planet can allocate a capacity for this trading relation; as long as no capacity has been allocated by the other planet, the relation's actual capacity remains zero and no upkeep cost has to be paid on both sides.
As soon as a capacity greater than zero has been set on both sides of the relation, the trading begins and brings additional income to each planet.
The actual capacity of the relation is the least of each side's defined capacity, and both planets pay the same upkeep cost, which is proportional to the actual capacity.
Any time later, each planet can increase or decrease the capacity it allocates to this trading relation (the resulting actual capacity being instantly updated) or even drop the relation.


Exploitations market
Any exploitation owner can sell all or part of his exploitations through the exploitations market, except in the following cases:
- Hyperiums Protectorates are not allowed to sell their exploitations,
- if you are in a protected cluster and newer than 32 days, or in a non-protected cluster and newer than 16 days, you will only be allowed to sell exploitations located on planets that you do not control.

Reciprocally, you are allowed to buy exploitations located on any (non-Protectorate) foreign planet, keep them as long as you want while earning their income, then resell them to anybody, when you want, at the price you define.

Beware that your exploitations located on dictatorial planets are at risk, because the owner of these planets can decide to preempt them without warning. Check the foreign planet's history before investing (icon in the textual trading map).


Wealth transfer rate
The percentage of wealth (income generated by all exploitations of your planet) that is transferred to the population determines if the population increases (rate above 25%) or decreases (rate below 25%), and how fast it does.

Exemples:
- at 50% (the maximum), half your income is transferred to the population, which increases very fast (as long as it does not reach its
growth limit),
- at 0%, you keep 100% of your exploitations' income for yourself, but your population decreases fast.
At the beginning, we advise you to keep the rate in the 30%-40% range.

You can increase or decrease the wealth transfer rate of a planet by 5%, every day on dictatorial planets, every two days on authoritarian planets, every three days on democratic and protectorate planets.

Overexploitation & Rebels
If you build too many exploitations on a planet, compared to its civilization level, you are overexploiting the planet and take the risk to see a part of the population revolt against you (the owner of the planet). These rebels will take over the planet without warning, and will try to take the following actions:
- raise stasis,
- raise more armies from the population,
- switch to a dictatorial government,
- launch purification,
- preempt exploitations controlled by foreign investors.

The precise parameters that lead to rebellion are not well known, but underinvestment in civilization level is a sure way, in the long run, to face rebels one day or another.


Exploitations on foreign planets
There are two ways you can have exploitations on foreign planets (planet you do not control):
- you have abandonned a planet where you had built or preempted exploitations,
- you have bought exploitations on the market.
You get the income and pay the upkeep for these exploitations as if they were on your own planets. However, you can not build more exploitations on foreign planets (only the planet owner can do it).

If you have exploitations on a number of foreign planets that exceeds a certain limit, the collection of your foreign exploitations' income is subject to losses that will be displayed in your income statement as:

Deduction N% for foreign exploitations above limit.

The algorithm is a bit complex, but all you need to know is:
1 - the limit is inversely correlated to the number of planets you control (the more planets you control, the less foreign planets you can exploit without income deduction),
2 - for each foreign planet above the limit, the income deduction increases by 1%.

Just watch out your income statement each time you get exploitations on one more foreign planet!


Back to help index