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| No Citadel | |||||||||||||||||||||
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| 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 |
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| Level 1 Citadel | |||||||||||||||||||||
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| 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 |
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| Level 2 Citadel | |||||||||||||||||||||
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| 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 |
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| Level 3 Citadel | |||||||||||||||||||||
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| 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 |
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| Level 4 Citadel | |||||||||||||||||||||
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| 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 |
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| Level 5 Citadel | |||||||||||||||||||||
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| 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 |
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| Level 6 Citadel | |||||||||||||||||||||
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| 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 |
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| Total Resources/Days Needed to achieve a Level 6 Citadel |
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| Optimal Setup for Production of Resources |
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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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