Rebel Alliance Flag Moutainous Citadel Development Rebel Alliance Flag


These are the figures for mountainous citadel development.
Figures for the optimal resources production follow at the bottom of the page.


No Citadel
All planets start out without a citadel. This means that you will need to construct one in order to do much of anything on the planet. The only thing that you can do without a citadel is put fighters on a planet along with colonist and resources.
No Citadel
No Citadel
Level Requirements
Colonist NeededFuel Ore OrganicsEquipmentDays Needed

N/AN/AN/A N/AN/A

Level 1 Citadel
A level 1 citadel allows you to place money in the treasury and remain overnight on the planet. Beware the planet has no defenses though, and anyone can land and take your money and kick you out and kill you.
Level 1 Citadel
Level 1 Citadel
Level Requirements
Colonist NeededFuel Ore OrganicsEquipmentDays Needed

400,000150100 1502

Level 2 Citadel
A level 2 citadel introduces a planetary defense system, which all fighters left on the planet will defend when someone tries to land. A reaction level can be set, but the best odds would be to leave the miliary reaction level to 0%.
Level 2 Citadel
Level 2 Citadel
Level Requirements
Colonist NeededFuel Ore OrganicsEquipmentDays Needed

1,400,00020050 2505

Level 3 Citadel
A level 3 citadel comes with the addition of a quasar cannon on the planet. A quasar cannon does damage when someone tries to land on the planet. The level can be set for sector and atmospheric. Sector level does 1 damage per 3 ore, while atmospheric level does 1 damage per 1 ore.
Level 3 Citadel
Level 3 Citadel
Level Requirements
Colonist NeededFuel Ore OrganicsEquipmentDays Needed

3,600,000600250 7005

Level 4 Citadel
A Level 4 with now you can transwarp your planet around to anywhere you have a fighter down. No twarping a planet blind, but keep in mind that it takes 400 ore per hop for a planet, so keep it full or you may find your planet stranded somewhere.
Level 4 Citadel
Level 4 Citadel
Level Requirements
Colonist NeededFuel Ore OrganicsEquipmentDays Needed

5,600,0001,0001,200 1,0008

Level 5 Citadel
Finally, now you have a level 5 citadel. Once you get this citadel your planet is now "p-wave" dampered. This means that if photons are enabled in the game you are playing that a trader can't fire one into your sector and temporarily disable your quasar cannon. Now they will have to face the blast from your powerful cannon.
Level 5 Citadel
Level 5 Citadel
Level Requirements
Colonist NeededFuel Ore OrganicsEquipmentDays Needed

7,000,000300400 1,0005

Level 6 Citadel
Now you finally have the highest citadel possible. This citadel gives you the dreaded interdictor will prevent any unfortunate trader from leaving that ventures into your sector. It uses 50 ore each time the trader tries to leave, but if you have your sector quasar cannon enabled it might not be long before his escape pod will leave your sector!
Level 6 Citadel
Level 6 Citadel
Level Requirements
Colonist NeededFuel Ore OrganicsEquipmentDays Needed

5,600,0001,0001,200 2,00012

Total
Resources/Days Needed to achieve a Level 6 Citadel
Colonist NeededFuel Ore OrganicsEquipmentDays Needed

7,000,0003,2503,200 5,10037



Optimal Setup for Production of Resources
ItemColonistColonistDailyPlanet
(1000s)2 Build 1ProductMaximum





Fuel Ore20,000210,000200,000
Organics050200,000
Equipment0500100,000
FightersN/A248331,000,000
A mountainous planet is one of the first ones that traders normally create. The reason is because they can achieve a level 6 only 1 day behind an oceanic. This planet has a larger capacity for storing products, especially ore than oceanics and earths. Get your organics and equipment from an oceanic planet and a port, respectively.
This is a great starter planet as you will have a level 1 in two days. A nice planet to have set as just your interdictor in a door bubble as well, supported by volcanic planets.




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