HOME | DEVELOPERS ALLIANCE | FEATURED GAMES | FORUM | MISC | CONTACT

Manufacturing DEAs

In addition to each individual Manufacturing DEAs’ ‘efficiency’ and ‘capacity,’it also has a ‘consumption rate.’ This latter value determines the ratioof Mineral and Bioharvest units that go in to that civilization’s ManufacturingDEAs to the number of Cement units that come out of them.

Here is the ‘big picture’ Manufacturing formula:

Total Manufacturing DEA cement output* =
Manufacturing Efficiency * Manufacturing Capacity

*This value is also limited by the availability of ‘raw materials’(Mineral and Bioharvest units) which a Manufacturing DEA consumes to createcement units.


Determining a Manufacturing DEA’s Efficiency

The Efficiency of a DEA is a measure of how much a worker can produceand is computed thus:
 

Manufacturing Efficiency =
(Base Manufacturing Value + Race Modifier) * Efficiency Modifiers


Base Manufacturing Efficiency represents the raw potential of thatDEA for manufacturing cement.

Efficiency Modifiers represent circumstantial modifiers affecting ManufacturingEfficiency, each of which is multiplied into the formula as show below:
 

Efficiency Modifiers =
Economic Infrastructure * Morale * Gravity * Leaders * Government Type* Government Agenda * Pollution * Specials


The Specifics

The above summarizes how to determine a Manufacturing DEA’s Efficiency,what follows are the specifics:

The Base Manufacturing Efficiency is easy:
 

Base Manufacturing Efficiency =
Base Manufacturing Value + Race Modifier


The Base Manufacturing Value of a Manufacturing DEA is twenty (20).Thatis, it will produce 20 units of cement.

The Race Picks listed below is added to that Base ManufacturingValue:

Manufacturing
Pick     Manufacturing
Level   Efficiency
Superior   +12
Good       +6
Average   +0
Poor        –6
Ruthless Efficiency [Etherean species]:
+6


So, twenty (20) is the usual efficiency value of Cement units producedat a single Manufacturing DEA. That value is then multiplied by severalfactors beginning with the Infrastructure Level of the region wherethat Manufacturing DEA is located (see "Economic Infrastructure").

The next multiplier reflects the morale of the region where thatDEA is located as follows:

Regional         Efficiency
Morale          Multiplier
No Unrest           1.00
Unrest Level 1      0.75
Unrest Level 2      0.50
Unrest Level 3      0.25
Revolt                 0.00
Uncontrolled         0.00

The planet’s gravity is then considered. By cross-indexing therace of the population group in the region where the Manufacturing DEAis located with that race’s preferred gravity, we see the multiplier onthe table below:
 

Economic Output Modifier by Gravity Difference
Species                     Planetary Gravity
Preference     Crushing High   Medium   Low  Negligible
Crushing            1.00        0.75      0.75      0.50      0.50
High                    0.75        1.00      0.75      0.50      0.50
Medium               0.50        0.75      1.00      0.75      0.50
Low                     0.50         0.50     0.75      1.00      0.75
Negligible           0.50        0.50      0.75      0.75      1.00

Next, Leader Skills are computed. Any Leader with the ManufacturingSkill that has influence over that planet will have a positive effecton the Manufacturing efficiency there.

If any of these Leaders affect that planet, the multiplieris:
1.8 That planet’s Viceroy
1.4 That planet’s System Administrator
1.2 That planet’s Sector Governor
1.1 The Territorial Administrator


That value for each Leader is then multiplied into the efficiencyvalue.

Government Type is the next influence on the Manufacturing efficiencylist. Look up the government type multiplier on the following list andmultiply that value into the Manufacturing efficiency equation:

Government         Manufacturing Efficiency
Type                   Multiplier Value
Unique                          0.8
Kin-Based                     1.0
Group-Based                 1.0
Despotism                    1.2
Monarchy                      1.3
Oligarchy                      0.7
Constitutional
      Monarchy               0.8
Corporate                      1.5
Democracy                   1.3
Parliamentary                1.4
Republicanism              1.5
Hive                             1.3
Unification                    1.2


Government Agenda is the next influence on the bioharvestefficiency list. Look up the government agenda multiplier on the followinglist and multiply that value into the mining efficiency equation:

Government       Mining Efficiency
Agenda            Multiplier Value
Striving for Utopia          1.10
All Others                     1.00

Next is any reduction in efficiency from pollution. See "AccumulatedPollution Problems" for the details, but the result will always bea multiplier of 1.00 or less.

Then planetary and regional specials are figured into the mix.Each one is multiplied into the Manufacturing efficiency separately wherethey exist. Such specials might include:
 

Special                                                   Multiplier Value
Hostile Non-Sentient Life Form, Microscopic           0.85
Hostile Non-Sentient Life Form, Flora                     0.90
Hostile Non-Sentient Life Form, Minerals                0.75
Hostile Gases                                                      0.90
Rare Radioactives                                                 1.25
Rare Petrochemicals                                            1.20
Rare Plants                                                         1.10
Geomagnetic Fields                                              0.80


Determining a Manufacturing DEA’s Capacities

The above value gives a Manufacturing DEA’s efficiency whichis then multiplied by its capacity to generate cement units. Butit’s a bit more interesting with Manufacturing DEAs because the ManufacturingDEA is divided into two parts. That is, each Manufacturing DEA has onecapacityfor converting Mineral Units into Cement Units, and a separatecapacityfor converting Bioharvest Units into Cement Units.

Each of these is distinct capacity values are multiplied by itsefficiencyvalue to get the final number of cement units that can be produced by thatManufacturing DEA depending upon getting sufficient quantities of Mineraland Bioharvest Units to convert them into cement units.
 

Manufacturing Capacity for Mineral Units =
Base Manufacturing Capacity for Mineral Units + buildings that modifyManufacturing Capacity for Mineral Units + Race Picks that modify ManufacturingCapacity for Mineral Units + FLUs

Manufacturing Capacity for Bioharvest Units =
Base Manufacturing Capacity for Bioharvest Units + buildings that modifyManufacturing Capacity for Bioharvest Units + FLUs


The Base Manufacturing Capacity starts at one (1) for Mineral Unitsand zero (0) for Bioharvest Units.

The Specifics

The above summarizes how to determine a Manufacturing DEA’s Capacity,what follows are the specifics:

It’s capacity is much easier to determine. Simply add one (1) to thefollowing list of Mineral Unit Manufacturing Capacity buildingswithin that Manufacturing DEA to get a sum:

+0.5 Automated Factories
+1.0 Robotic Factories
+1.5 Nanofactories
+2.0 Matter Converters


Or add zero (0) to the following list of Bioharvest Unit ManufacturingCapacity buildings within that Manufacturing DEA to get a sum:

+0.5 Organic Factories
+1.0 Recycling Facilities
+1.5 Bio Reprocessers


There is also an achievement that enhances manufacturingcapacity:

Microlite Construction:
+0.50 mineral unit manufacturing capacity
+0.25 bioharvest unit manufacturing capacity


For FLUs (Forced Labor Units), we will examine the Organicand then Robotic types separately. Note that there can never be more ofeach of these two types of FLUs working at a DEA than the sum of the above(i.e., Base Capacity + buildings + achievements).

Organic FLUs increase a DEA’s mineral unit manufacturing capacityvalue by:
 

Number of Organic FLUs assigned to that DEA * (that civilization’scurrent Oppressometer of Forced Labor setting / 10) * Mineral ManufacturingPercentage.
Mineral Manufacturing Percentage =
Mineral Capacity of that Manufacturing DEA / Total Capacity of thatManufacturing DEA (minerals and bioharvest)


Organic FLUs increase a DEA’s bioharvest unit manufacturingcapacity value by:
 

Number of Organic FLUs assigned to that DEA * (that civilization’scurrent Oppressometer of Forced Labor setting / 10) * Bioharvest ManufacturingPercentage.
Bioharvest Manufacturing Percentage =
1 – Bioharvest Capacity of that Manufacturing DEA


Robotic FLUs increase a DEA’s mineral unit manufacturingcapacity value by:
 

Number of Robotic FLUs assigned to that DEA * (that civilization’scurrent Robotics tech level / 10) * Mineral Manufacturing Percentage.

Mineral Manufacturing Percentage =
Mineral Capacity of that Manufacturing DEA / Total Capacity of thatManufacturing DEA (minerals and bioharvest)


Robotic FLUs increase a DEA’s bioharvest unit manufacturingcapacity value by:
 

Number of Organic FLUs assigned to that DEA * (that civilization’scurrent Oppressometer of Forced Labor setting / 10) * Bioharvest ManufacturingPercentage.

Bioharvest Manufacturing Percentage =
1 – Bioharvest Capacity of that Manufacturing DEA


In addition, the Race Pick listed below can affect the quantityof cement units produced by DEAs in regions populated by that race:
 

Natural Engineers:
+0.50 mineral unit manufacturing capacity
+0.25 bioharvest unit manufacturing capacity

Cybernetic (Cybernetik species):
+0.50 mineral unit manufacturing capacity
+0.25 bioharvest unit manufacturing capacity


Each of these sums (i.e., the Mineral and Bioharvest Unit capacityvalues of that DEA) are then multiplied by that DEA’s efficiency value(determined above) to get their respective cement output totals and theirsum is the cement output value for that Manufacturing DEA.

Cement generates two things, money and the size of the ‘funnel’ throughwhich money is poured to make production points (which are used to actuallybuild stuff).

The Raw Materials to Cement Ratio

Because two types of raw materials can go into a Manufacturing DEA (mineralsand bioharvest units) that will come out as cement, we keep a separateconsumption ratio for each.

# of Conversion              # of mineral units consumed
Achievements               per 10 units of cement produced
Basic Mineral Consumption                3.00
one                                                  2.00
two                                                  1.25
three                                                0.75
four                                                  0.50
five                                                   0.33
six                                                   0.22
 

Mineral unit conversion achievements include:
Nanotech Composites
Molecular Composites
Atomic Composites
Neutron Composites
Electron Composites
Quark Fabrication [Antaran]

# of Conversion         # of bioharvest units consumed
Achievements          per 10 units of cement produced
Organic Extraction                         2.00
one                                               1.25
two                                               0.75
three                                             0.50
four                                               0.33

Bioharvest unit conversion achievements include:
Advanced Polymerization
Organic Composites
Bioengineered Plants
Life Force Conversion [Antaran]


It can happen that a Manufacturing DEA receives insufficient rawmaterials to fully utilize both its output ratings (efficiency * mineralcapacity and efficiency * bioharvest capacity). When this occurs, thatManufacturing DEA only produces cement in proportion to the raw materialsit obtains that turn. Any unused output from a lack of raw materials issimply lost.

Adding Population Point Production to the Cement Total

The cement units produced by all the manufacturing DEAs on a planetare added together, and to this sum is added the "bonus on top" from thatplanet’s population. Simply examine each region on that planet and addto the planet’s total number of cement units produced by population pointswhich is equal to the following formula:
 

Population Point Cement Production
Cement per population point = (3 + Race Picks + Government Agenda)* Morale
Manufacturing Race Pick
+2 Superior
+1 Good
0 Average
–1 Poor

Natural Builders Race Pick
+1

Government     Additional Cement
Agenda          Units per Population Point
"Common Good"               1.00
All Others                         0.00

Regional   Production
Morale      Multiplier
No Unrest         1.00
Unrest Level 1   0.75
Unrest Level 2   0.50
Unrest Level 3   0.25
Revolt              0.00
Uncontrolled      0.00


AUs from Cement Units

Each unit of cement produced creates a certain amount of taxable incomeon that planet based upon that civilization’s ‘craftsmanship’ and the raceof the region producing them.
 

AUs from Cement Units =
Number of Cement Units produced * Value of Craftsmanship


Craftsmanship improves with each level of achievement in that areathat civilization accomplishes as shown in the table below, and then ismultiplied by the following formula:
 

Value of Craftsmanship =
(Base Craftsmanship Value + Craftsmanship Achievements) * Race Picks
Base Craftsmanship Value = 10

Craftsmanship     Additional taxable Income per
Achievements     cement unit produced
Standardization                 +3 AUs
Broader Usage                  +5 AUs
Miniaturization                  +8 AUs
Refined Quality               +12 AUs

Race                 Taxable Income per
Pick                 cement unit produced multiplier
Manufacturing: Superior            * 1.20
Manufacturing: Good                * 1.10
Manufacturing: Average            * 1.00
Manufacturing: Poor                 * 0.90


Turning Cement into Production Points

Where one adds sand and water to cement to make concrete, in Masterof Orion III we add money to our ‘cement’ to make production points. Itis with production points that everything on a planet is purchased, frominfrastructure up to a shiny new space ship.

Funnel Capacity

The number of cement points produced on a planet represents the amountof AUs that can be converted into production points on a 1 for 1 basis.That is, where 1 AU is spent to purchase 1 production point (and that productionpoint, in turn, is spent to build things on that planet).

So, for example, if a planet created 78 cementpoints this turn, anywhere from 1 to 78 AUs could be spent on that planetto obtain a like number of production points and those, in turn, wouldbe applied to all of that planet’s construction projects.

Overdriving Production

A planet can generate more production points during a single turn thanthe amount of cement it produces. By spending AUs at a less efficient than1:1 ratio for additional production points, building on that plant canbe hastened. In other words, by using additional money to "water down thecement" and make it go further. For each multiple of amount of cement producedon that planet that turn, the number of AUs required to generate each additionalproduction point increases as shown on the table below:
 

Up to this multiple of the amount of cement producedon that planet this turn:
x1     x2   x3     x4     x5   x6
1        2      4       8      16    32    Basic Level
1        2      3       6      12    24    One Cement Achievement
1      1.5      3      4       8      16   Two Cement Achievements
1      1.5    2.5   3.5      5      10   Three Cement Achievements
1      1.5     2      3      4.5      6    All four Cement Achievements
# = AUs per production point
Cement Achievements are:
Holistic Planning
Polyfabric Building Materials
Harmonic Construction Techniques
Secreted Resins [Antaran]


Continuing with the above example, if a planetpurchased 79th production point that turn, it would cost 2 AUs, for a totalexpense of 81 AUs (1 AU each for the first 78 production points, plus 2AUs for the 79th). If it wanted to purchase 212 production points thatturn, the costs would be: 78 AUs (for the first 78 production points) +156 AUs (for the second 78 production points) + 168 AUs (for the remaining56 production points). This makes 212 production points for a total costof 402 AUs.

So, you can overdrive a planet’s production point output, but it’s goingto cost you if you go too far too fast. Note that a planet cannot convertmore than six times its cement output that turn into production points.

And a word of caution, a unit of pollution is generated for each AUspent in manufacturing, not for each cement unit produced! If youoverdrive a planet’s production point output, you could be generating alotof extra pollution on that world.





Concept art, screen shots, game graphics, information and other assets are provided courtesy of the games' respective developers. No company has reviewed or approved any content on this site except where noted.

The Orion Sector is graciously hosted by l3o.com.