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These are the figures for oceanic 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

1,400,000500200 4006

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

2,400,00020050 3005

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

4,400,000600400 6508

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

7,000,000700900 8005

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

8,000,000300400 1,0004

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

7,000,000700900 1,6008

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

8,000,0003,0002,850 4,75036



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





Fuel Ore0200100,000
Organics100,000250,0001,000,000
Equipment0100050,000
FightersN/A303,3331,000,000
I believe that the best setup for a oceanic is to the left. Some people think that you should put 50,000 colonist in Fuel Ore production so you can produce an additional 400 fighters per day. I think if you want to put 50,000 colonist somewhere why not on another oceanic planet? You could be halfway to the optimal number of colonist and be producing 25,000 organics.
This is the best planet for producing fighters and organics. A good money making planet. Defensively not very strong.




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