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-Romanian Hyperiums Nexus-

 

 
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).
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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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