03-29-2011, 02:59 PM
To clarify the confusion of the past page or so:
There are three distinct terms here:
Production capacity represents factories, robots, workplaces, warehouses, etc. That is, it represents your planet's ability to produce things.
Raw Material Units represents the materials that are put through your factories. It is the substance from which everything is assembled.
So, to build you need both production capacity (factories to build in) and raw material units (material to assemble things out of).
From the game manual (section 5):
Economic Units are the in-game currency. The are produced automatically out of: 1 raw material unit and 1 production capacity. So, at the end of your turn if a planet has 10 RMs and 10 production capacity remaining, then 10 EUs will be produced. (this only applies to regular colonies, not resort or mining). The reason for the automatic conversion, is that it doesn't make sense to be able to stockpile production capacity.
NOTE: Economic units can be substituted for production capacity if necessary. From the game manual: "During production on a planet, economic units owned by the species will be used automatically (if available) if orders are given which require more than the available production capacity of the planet." (section 5.8) The tradeoff to this of course is that 1 EU is not equivalent to 1 production capacity, because 1 EU is made up of 1 RM and one production capacity.
There are three distinct terms here:
- Production Capacity
- Raw Material Units (RMs)
- Economic Units
Production capacity represents factories, robots, workplaces, warehouses, etc. That is, it represents your planet's ability to produce things.
Raw Material Units represents the materials that are put through your factories. It is the substance from which everything is assembled.
So, to build you need both production capacity (factories to build in) and raw material units (material to assemble things out of).
From the game manual (section 5):
Quote:Any items that you may wish to build, such as ships, planetary defenses, etc. will have a “cost” of equal amounts of raw material units and production capacity. Thus, if you wish to build a spaceship with a cost of 200, then a total of 200 raw material units will be used in its construction, and a total production capacity of 200 will be needed to actually build it.
Economic Units are the in-game currency. The are produced automatically out of: 1 raw material unit and 1 production capacity. So, at the end of your turn if a planet has 10 RMs and 10 production capacity remaining, then 10 EUs will be produced. (this only applies to regular colonies, not resort or mining). The reason for the automatic conversion, is that it doesn't make sense to be able to stockpile production capacity.
NOTE: Economic units can be substituted for production capacity if necessary. From the game manual: "During production on a planet, economic units owned by the species will be used automatically (if available) if orders are given which require more than the available production capacity of the planet." (section 5.8) The tradeoff to this of course is that 1 EU is not equivalent to 1 production capacity, because 1 EU is made up of 1 RM and one production capacity.