Translations of this page:

Main Window Links

Details

In the conditions section be aware that higher than and specific number are two separate but concurrent entries.

Please note that the term Citizens stands for either a Farmer, Worker, Miner, Banker or a Scientist. It could also be described as “any of the Planet Population”.

Rules

The following rules are available (parameters are marked as underlined):

Population Rules

  • Convert a Citizen to a specific type. One specific type of Citizen (Farmer, Worker, Scientist, Stationed Military or Citizens) is converted to any other type (Farmer, Worker, Scientist or Military). ATTENTION: This rule is repeated until the specified condition is no longer met.
    Example: Planet with 7 Farmers.
    Rule: If number of Farmers is higher than 4, convert Farmers to Workers.
    Result: Planet with 4 Farmers and 3 Workers.
  • Draft Stationed Military from Citizens up to a cost of 100, to sufficiently|fully man any ship-design in orbit. This rule checks if there are any ships of the specified type in orbit of this planet, that need to be either sufficiently or fully manned. If that is the case it will convert the missing number of crew from either Citizens (that is any type of civilian population), or Farmer, Worker, Miner, Banker or Scientists to Stationed Military. It will take already present Stationed Military into account. It will only draft citizens if the drafting cost does not exceed the specified cost per citizen.
    Example: 2 ships of type “Fighter” are in orbit, both require 3 crew men each to be sufficiently manned. Only one of them has got 1 crew-man already aboard. That means 5 crew-men are missing in total. 2 Military are present as Stationed Military on that planet.
    Rule: Draft Stationed Military from Citizens up to a cost of 300, to sufficiently man Fighters in orbit
    Result: 3 Citizens will be drafted, if the draft cost for one individual does not exceed 300 credits. Making a total of 5 Stationed Military on this planet.
    Please note: you still need an admiral rule to man the ships (Read about Admirals).
  • Set Recruitment Rate to specific percentage. Makes sure that a specific percentage of the food surplus produced on this planet is used for creating new military personnel, instead of citizens. With the “recruitment rate” (slider) you can control how much food is diverted into the military food-storage box, and by that control the rate of creating new military on this plane.

Production Rules

  • Build specific facility. The planet’s production is set to the specified facility.
  • Build specific scan. The planet’s production is set to the specified scan.
  • Build specific ship-design. The planet’s production is set to the specified ship-design.
  • Hurry Current Production. The planet’s current production is hurried.
  • Switch Production-Queue of this Planet to specific production-queue. This planet will have the specified production-queue assigned from now on.

Please note that the production rules of a Governor will not superceed manually assigned production.

Governor Rules

  • Run specific governor. You can execute a different governor from within this governor. Rules will continue to be processed right after the specified governor was processed, unless that governor executed the rule ‘Stop processing rules’. In that case all rule execution is stopped, regardless.
  • Assign specific governor to this Planet. This planet will have a different governor assigned from now on.
    Please note: This does not mean that the specified governor is processed. It will only be processed next turn, since we only just assigned the governor to this planet.

Miscellaneous Rules

  • Make sure enough Farmers are assigned to sustain its planets population. In case of a negative food-surplus on this planet, this rule will convert Citizens to Farmers, until there is no more food shortage, or all citizena are farmers.
  • Switch this planet’s production to piling-up-wealth if empire is low on money. An empire is considered “low on money” if with the current income balance the empire will run out of money in 10 turns (or less). So if you got 100 credits, and your current income balance is -10, then your empire is flagged as “low on money”. If that is the case, that planet’s production is stopped, and switched to “Piling-Up-Wealth” instead.
  • Automatically name Planet after System. If this planet is yet unnamed, it will be named like the Solar-system (if that has a name given), plus a running number. This means effectively that you only need to name Solar-system, and the Planets within will be named accordingly.
  • Stop processing rules. This will stop executing rules right then and there. On this planet only, no other rules will be executed by this or any other govenor this turn.

Conditions

Here’s a list of available conditions that can be applied to a rule (parameters are marked as underlined):

Planet Population

  • If number of Citizens is higher than specific number. The Citizens parameter can be either Farmer, Worker, Scientist, Stationed Military or Citizens. The specific number can be changed to a percentage value.
  • If Food-Output per Farmer is higher than specific number. The Food-Output per Farmer parameter can be changed to either Production-Output per Worker or Science-Output per Scientist as well. The specific number can be changed to a percentage value.
  • If Base Food-Output per Farmer is higher than specific number. The Base Food-Output per Farmer parameter can be changed to either Base Production-Output per Worker or Base Science-Output per Scientist as well. The specific number can be changed to a percentage value.

Planet Properties

  • If Food-Surplus is higher than specific number. The Food-Surplus parameter can be changed to Food-Output as well. The specific number can be changed to a percentage value.
  • If Production-Output is higher than specific number. The specific number can be changed to a percentage value.
  • If Resource-Output of Metal on this Planet is higher than specific number. This condition offers many more options like “Base Resource-Output per Miner”, “Resource-Output per Miner”, “Resource-Output on this Planet”, “Empire-Wide Resource-Output per Turn”, “Empire-Wide Resources in Stock”.
  • If Science-Output is higher than specific number. The specific number can be changed to a percentage value.
  • If Planet-Income is higher than specific number. The specific number can be changed to a percentage value.
  • If Available|Total Planetary-Space is higher than specific number. The Available Planetary-Space parameter can be changed to Total Planetary-Space as well. The specific number can be changed to a percentage value.
  • If Population Growth Progress is higher than specific percentage. “Population Growth Progress” actually refers to the Food Storage Box. You can test to what percentage the food-storage-box is filled already.
  • If Recruitment-Rate is higher than specific percentage. Allows you to poll the current Recruitment-Rate.
  • If Production Progress is higher than specific percentage. “Production Progress” actually refers to the Production Storage Box. You can test to what percentage the production-storage-box is filled already.
  • If number of specific facility is higher than specific number. Tests the number of facilities on this planet.
  • If Population Loyalty|Corruption on this planet is higher than specific percentage. Allows you to test either the planets’ population loyalty level, or the planets’ corruption level.

Planet Production

  • If Current Production is specific facility. You can set the condition to “any facility” as well.
  • If Current Production is specific ship-design. You can set the condition to “any ship-design” as well.
  • If Current Production is specific scan. You can set the condition to “any scan” as well.
  • If currently no production. This condition is true if the planet is currently not producing anything (Piling-Up-Wealth).

Empire Properties

  • If number of specific ship-design is higher than specific number. Tests the overall number of ships of the specific design in your empire.
  • If number of specific scan is higher than specific number. Tests the overall number of scans of this specific type available to your empire.
  • If Empire Wide Treasury is higher than specific number. Empire Wide Treasury can be changed to Empire Wide Income Per Turn. You can also change the specific number to a percentage of empire treasury. This rule has a lot of uses, most notably in deciding if planets should have more bankers, and in deciding whether to hurry production.
  • If Empire is Low on Money. This condition is true once the treasury indicator in the Status Bar starts to go red and flash. This is the case if your empire has got negative income balance and your money will run out in less than 10 turns.

Miscellaneous

  • If this is|is not specific planet(s). This allows you to run certain rules on specific planets only, or alternatively not to process certain rules on specific planets.
  • If planet Name contains specific text. This allows you to run certain rules on specifically named planets only.
  • If Current Turn is higher than specific turn. Allows you to run rules depending on the current turn number.
  • If insufficiently-manned|not fully manned ships of specific ship-design are in orbit of this planet. Allows you to check if there are any ships of a specific ship-design in orbit of this planet, which are either not yet fully manned, or not yet sufficiently manned.
 
manual\governor-rules.txt · Last modified: 2012/02/26 22:17 by nongolf
 
0.234 planets were colonized to make this page.
Powered by DocuWiki, Theme by SHRIKEE