Rebel Alliance Flag Vapourous Citadel Development Rebel Alliance Flag


These are the figures for vapourous/gaseous 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

3,000,0001,200400 2,5008

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

3,000,000300100 4004

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

8,000,000500500 2,0005

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

6,000,000500200 6005

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

8,000,000200200 6004

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

6,000,000500200 1,2008

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

8,000,0003,2001,400 7,30034



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





Fuel Ore0N/A010,000
Organics0N/A010,000
Equipment0N/A010,000
FightersN/A????1,000,000
A vapourous planet to me is a totally useless planet. It does tie with the glacial as reaching level six the fastest. This planet produces nothing. I wouldn't bother doing anything with this planet as it can't hold much of anything either.
If you get one of these planets go and buy you another genesis torpedo and an atomic detonator. I suggest blowing the planet and make a new one.




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