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manual hyperiums in romana |
Production and Trading |
Production
There are three types of production: Agro, Minero, Techno.
Each planet is specialized in one of these production types.
Unlike many other games, in Hyperiums you do not stock nor
use Agro, Minero or Techno producted units; you just
manage streams by setting up exportations to other
planets, and getting a permanent income from these
exportation streams.
Every new planet has 5 free units of production. These units
can/should immediately be used to create one or several
exportation streams, but you should also start building new
production units as soon as possible, so that you can
quickly create more exportations or increase the existing
ones.
A planet always produces exactly the quantity of exported
units, even if your production capacity is greater than the
sum of your exportations; thus, there is no notion of
over-production or stock. Naturally, a planet can not export
more units than its production capacity.
Unused production units deteriorate with time: they are
automatically and progressively removed (at the
approximative rate of 5% per day). style="color: #AAAA77">
Exportation
Exporting the production of your planet(s) is the main way
to make money in Hyperiums. The income generated by an
exportation of N units (of any kind) is computed as follows:
Income(N) = N x (selling price -
production cost - transport cost)
where:
- selling price is in fact the importation price of the
planet you are exporting to,
- production cost depends on the civilization level of the
two planets,
- transport cost depends on the distance between the two
planets.
One planet can export part or all of its production to any
other planet in the galaxy, but it will usually export to
the nearest planets, because of the transport cost. If you
have discovered the Hypergate technology, your planets will
be able to trade via Hypergates with other planets of the
same Hypernetwork, at a fixed transport cost.
When looking for planets to export your production to, keep
in mind the following rules:
1 - the production cost is function of the difference of
civilization level between the two planets. Higher civ.
level planets can more easily export to lower civ. level
planets. But the reciprocal is not true!
2 - high civ. level planets have greater import prices,
allowing greater margins to their exportators.
3 - dictatorial planets can reject your exportations at any
time, without warning. Export to them at your own risk.
The initial cost of setting up an exportation depends on the
level of concurrence on the target planet, which is
represented in Hyperiums by the market share cost
(M.S. cost). If you want to export N units of your
production, you will need to buy N units of market share on
the target planet, for a total cost of N x (M.S. cost).
Since the market capacity of a planet is limited (although
it usually increases with time), the M.S. cost fluctuates
with the investments made by all other players on this
planet to buy market shares.
Be aware that, as importation prices are subject to quick
evolutions (see Importation chapter), a profitable
export relation may become source of deficit within hours.
Keep an eye on the profitability of your exportations!
The following symbols will help you get a better picture of
the planets you trade with:
the price has
increased compared to the previous day
the price has
decreased compared to the previous day
N% Import price evolution, compared to initial import
price
planet doomed to death by
black hole
Importation
Importations (which are exportations made by other planets
to your planet) make you earn money via the
importation tax,
which you can set as you want (from 0% up to 60%).
Each planet imports the two kinds of units that it does not
produce, and thus has two importation prices. For instance,
an Agro planet imports only Minero and Techno units. Since
the importation price is one of the parameters that
determine the profitability of an exportation stream, having
relatively great prices is important if you want to make
your planet attractive.
The importation prices are mostly determined by the
civilization level and the ecomark, and slightly modified by
several factors:
- importation tax rate,
- government system,
- market saturation.
The market saturation is a temporary situation where the
importation prices decrease because the demand for market
shares has exceeded the market capacity.
Importation tax
The importation tax allows you to slightly modify the
importation prices of your planet(s), depending on your
trading strategy and your income needs. Increasing the tax
rate may help increase your global income in the short term,
but will also decrease your importation prices and make your
planet(s) less attractive (a 50% tax increase makes your
importation prices decrease by 50%). It is up to you to find
the right tax rate, depending on what prices prevail in your
area of the galaxy.
You can increase or decrease the importation tax rate of a
planet by 5%, every day on dictatorial planets, every two
days on authoritarian planets, every three days on
democratic planets.
Planet resources
Minero and Agro planets have limited resources. These
resources are used proportionally to the exported
production.
When the resources drop below 5% of the initial resources,
the population starts to decrease.
Once the resources are exhausted, the production is stopped
and all exportations are terminated.
The resources of Agro planets automatically regenerate at a
rate function of the planet size, civilization level, and
resource level. If you produce and export more than this
regeneration rate, the planet resources decrease.
Minero resources do not regenerate, but Minero planets
usually have greater initial resources than Agro planets.
Techno planets can produce and export forever, their
production is not linked to limited resources.
If you see no progress bar in your planet overview
indicating the level of resources, that means they are still
at 100%.
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