IDIOT'S GUIDE TO FED2

PLANETARY INFRASTRUCTURE BUILDS

THE EFFECT OF INFRASTRUCTURE BUILDS

Builds have a number of effects on your planet. The most common is a boost to productivity or efficiency - either to an individual commodity which you specify, to a group of commodities, or to the economy as a whole. Where the effect is on a group of commodities it may be one of the regular economic groups (agri, resource and so on) or it may affect a particular type of industry such as defense industries or sea-based industries. There's a list of these commodity groups on the definitions page.

Builds can also increase your population, reduce disaffection, or allow you to increase the size of your merchant fleet. With most infrastructure, there is a limit to the number you can build - or at least, you can build as many as you like, but once you exceed the limit you won't get any further effect.

Sometimes failure to build the required number of certain installations will have a negative effect, such as increasing disaffection, so like the Red Queen's race, you will have to build the infrastructure just to keep things as they are.

Some infrastructure builds will themselves have negative side-effects, such as increasing disaffection or reducing population, so will need to be balanced with other builds to mitigate the bad effects.

The good news is that disaffection and population reduction are not in effect at agricultural level - they only kick in when the planet advances to resource.

Builds that increase the population are not cumulative but always operate on the base level - for example, if you have a build that adds 1% to the workforce, it will increase the population from 1000 to 1010. Building something that adds another 1% will add another 10 workers - not 11.

Builds that affect the workforce, either positively or negatively, will have another effect. For every 100 workers above the base level of 1,000 there is a 1 point increase in the consumption of all consumer goods. Similarly, for every 100 workers below the base level, there is a 1 point reduction in consumer goods consumption. This change does not take effect until the next reset.

When your planet promotes and the exchange is re-rolled, you lose the effect of any extra production points that were given by builds. The build itself remains in the list until you demolish it, although it no longer has an effect.

To help you see the effect that some builds have on your planet, the 'DI POPULATION' command shows how the planet's workforce was calculated at the last reset and 'DI DISAFFECTION' shows how the disaffection or approval rating was calculated. These won't include any changes due to builds you have done since the reset.


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