Size 64 is the size at which the upkeep ratio is almost equal.įor detailed maintenance costs see Table of Maintenance Costs Colonization TimeĮvery time a colonization order is given the planet that initiates the colonization procedure sends out a colony ship once every 5 seconds for a minute and the ships use their rocket-engines to move to their intended destination.
The flagship size at which traditional weapons become more effective (in terms of the ratio between upkeep divided by hitpoints*dps) begins to tilt in the favor of flagships at about size 64 and above. The square root relationship indicates that flagships eventually outpace support ships in terms of efficiency. In practice this means that as flagships get larger it becomes more efficient to give them proportionally smaller fleets by progressively replacing support command modules with weapons. The only flagship money cost that is not proportional to a square root is the support module, which always provides support capacity at a constant rate of upkeep compared to size. This means that a size 16 Flagship costs about 64$ per cycle, a size 64 flagship twice as much(128$), a size 256 four times as much (256$) and so on. The maintenance cost of flagships without support command systems is proportional to the square root of their size.
This section is intended to help clarify issues which are implied in the game's dynamics but not explicitly or clearly explained elsewhere on this wiki. Certain aspects of the game are slightly complicated and need further investigation in order to be understood by the intermediate player.