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manual hyperiums in romana |
Planet characteristics |
Production type
There are three types of production: Agro, Minero, Techno.
Each planet is specialized in the production of one type of
units. Exporting your production to other planets is one
source of income in Hyperiums. Your second main source of
income is the tax on your importations. Click
here
to get more details on production and trading.
The production type of your planet also impacts other
parameters:
- Agro planets have a faster population growth and a better
army generation rate.
- Minero planets have lower ship building costs, faster
energy recharging, and offer a better defence for your
armies in case of ground battle.
- Techno planets have a faster civilization level growth,
and offer faster and cheaper ship building.
Government system
Four government systems are available:
- The Hyperiums Protectorate system offers the
protection of the Hyperiums Empire, which means that
Hyperiums armies are teleported to your planet as soon as it
is attacked. In compensation, the protected planet is not
allowed to build war ships, and its core income is low.
The protectorate status automatically expires after 12
days.
- The Democratic (/liberal) system is efficient both
for trading and planet development.
- The Authoritarian (/liberal) system is a mix of the
democratic and dictatorial systems.
- The Dictatorial (/communist) system offers
"aggressive" features, like faster ship building and the
capability to reject importations, at the cost of an average
planet development.
Click
here
for more informations about the government systems.
Population race
Three races exist in the universe:
- The Human race: their armies have an average
fighting power; their ships are the worst of the three
races, but the fastest to build. Humans are the worst on
infiltration matters.
- The Azterk race: their armies are the most
powerful, but the slowest to generate; their ships are
average; they are the most skilful infiltrators and
counter-infiltrators.
- Xillors armies are the most quickly generated,
while the worst at fighting; their ships are the most
powerful, but the slowest to build.
Population size
The population size, displayed in millions of people, is a
key factor of your influence score at Hyperiums, along with
the civilization level. It also determines the core income
of the planet, and is the main parameter of the army
generation rate. The population size evolution is linked to
the ecomark of the planet, its government system, its
production type, and its civilization level compared to the
average civilization level of the area.
Civilization level
The civilization level of a planet is the fundamental
parameter of its evolution. It defines the importation
prices (the higher the civ. level, the higher the
importation prices), impacts the production costs, allows
advanced technology research, and is a key factor, along
with population size, of your influence score at Hyperiums.
You can increase it in the overview page of each planet, by
clicking on civ. level and investing some amount of
money. The civilization level of a planet never decreases,
unless it is heavily bombed (by bombers).
Your cumulated investment in civilization level (including
on planets you have lost afterwards) determines your rank
progression (from Ensign to Fleet Admiral).
Click
here
for more informations about how your influence score is
computed function of the civ. level of your planets.
Nexus
A Nexus, in Hyperiums, defines some kind of strategic
intelligence center where information is gathered and
analyzed, and where all operations are coordinated. There
are two kinds of Nexus you can build: the AdmiNexus
(Administrative Nexus) and the SatelNexus (Satellite Nexus).
The AdmiNexus is the most important one: it defines the
counter-infiltration costs of all your planets. The closer a
planet is from the AdmiNexus, the lower its
counter-infiltration costs.
The SatelNexus is a backup Nexus. If you lose your
AdminNexus (by losing the planet), your SatelNexus
immediately becomes your new AdmiNexus. Moreover,
counter-infiltration costs on your SatelNexus planet are as
low as if it was near your AdmiNexus, whatever the distance.
If you lose your AdmiNexus and have no backup SatelNexus,
your empire will suffer maximum counter-infiltration costs
until a new AdmiNexus is built.
You can build only one of the two kinds of Nexus; there can
be only one Nexus per planet. The time needed to build a
Nexus depends on the total size of the population of your
planets. You can transfer a Nexus to any other of your
planets at any time.
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