Planets & Starbases
|There are six types of planets in Pardus, sorted by planet class: M, I, D, G, R, A. A planet's class specifies its type of produced and consumed commodities, which is important to know when participating in universal economy. [TWOP:Planets & Starbases] [REF:Commodities & Planets]|
The most common planets are class M, like the one you started on; they look like planet Earth. Planets are public places; most galactic activities take place on, between or around them. Many sectors contain one, some even two.
A planet's size is determined by the amount of workers
active on it, usually between 10,000 and 150,000. This number can be increased by players actively supplying a planet with all commodities needed for growth. [MECH:Conventional Trade]
The size will determine how many commodities are produced and consumed, and the general amount of bulletin board missions
offered. [REF:Commodities & Planets] [MECH:Missions]
A production and consumption cycle
(for short: cycle
) takes place every 3 hours on planets and starbases, where commodities are produced and consumed and the amount of new workers is determined and set. See Growth of planets and starbases
and [REF:Commodities & Planets]
Planets offer certain essential services, which can be accessed after clicking Land on planet
in the Commands
window on the Nav screen (note that even after your ship has landed, it will still be visible in the Other Ships
window to others):
On arrival you will be greeted with a message reflecting your current popularity at this planet. It is increased through the sale of any commodities the planet gains a population growth bonus from. Your popularity decreases whenever you purchase these types of goods or if you drop essential upkeep in the planet's orbit.
Very low popularity will ban you from the planet's trading interface [MECH:Conventional Trade], high popularity will give you access to special trader equipment [REF:Equipment] and give you remote information about prices and upkeep of the planet or starbase in the sector index.
- Spaceport Messages
Messages on the sides inform you about current happenings in the local and cluster-wide area. They can provide you with hints about trading opportunities, share rumors and gossip, or tell you about sightings of noteworthy pilots. They like to praise and advertise buildings of popular pilots, but they also don't shy away from badmouthing or giving away sensitive information about pilots they dislike.
New messages are regularly appearing as old ones vanish. The provided information is usually up-to-date or just a few minutes old.
- Ship Equipment
This is the place to repair your ship and its equipment or to buy or sell equipment. [MECH:Ship] [MECH:Equipment]
Planets steadily produce a certain amount of various ship equipments. [REF:Equipment]. If one type is out of stock, you will have to wait or try your luck on another planet.
- Shipyard & Quarters
Here you can sell your old ship and buy a new one, or hire crew members. [MECH:Ship] [MECH:Crew]
Planets steadily produce a certain amount of various ships. [REF:Ships]. If one type is out of stock, you will have to wait or try your luck on another planet.
- Trade with Planet
This is one of the most used features in Pardus. Here you can sell mined resources, supply the planet or buy commodities from it. [MECH:Conventional Trade]
- Black Market
The black market sells most commodities in limitless quantities, but at extraordinarily high prices. Illegal activities such as trading drugs, slaves, or body parts in its dark corner and hacking are also possible here. A black market may be sometimes closed for a certain time due to the investigation of illegal activities by local authorities, caused by another player. [MECH:Black Market & Dark Corner] [MECH:Hacking & Firewalls]
- Bulletin Board
On every bulletin board NPCs may offer various missions to you and every other player, from eliminating certain space creatures to transporting explosives or escorting VIPs. Every planet has its own local bulletin board with separate job offers. [MECH:Missions]
In addition tasks of similar kind may be offered to players by players. [MECH:Tasks]
- The [Faction]
There are three political/military factions in Pardus: Federation, Empire, Union. Each has its own advantages and territorial claims. It is recommended to join a faction here in the beginning. You can always leave it later on the same screen. Should the planet be not under faction control, only Neutral (no Faction) will be visible here. [MECH:Factions]
If the planet is Union-controlled, Union members with a Key of Sheppard have the possibility to utilize a Sheppard Warp Gate here. [MECH:Universe Structure & Jumps] [REF:Equipment]
- Bounty Board
A planet provides access to the universal bounty board here, where bounties on players can be viewed or placed. All entries are placed by other players, or by factions after illegal activities have been detected. Bounty hunters can also look up the 20 most wanted pilots of the whole universe. [MECH:Bounties]
- EP Syndicate
Experienced players may join the Estemeed Pilots Syndicate here. A look-up of its members can also be made at this place. [MECH:Syndicates]
Clicking this link opens up the sector's background story, written by a player like you! If you find a planet with an empty story and want to immortalize your own, just follow the instructions given there.
- Set new homeworld
Every cluster contains one homeworld in the center, where a player will restart after his/her ship has been destroyed. This option is only available on homeworld planets. [MECH:Ship Destruction]
- Sector Dominance
A sector may be under dominance of an alliance, granting members of the alliance various advantages. [MECH:Alliance Territory]
A ranking of the most influential alliances can be displayed. To dominate a sector an alliance must have the most influence of all contenders and exceed a certain minimum.
In player-owned starbases (PSBs) prices for trade are static and not dynamic as in public starbases or on planets. [MECH:Conventional Trade]
Also, in PSBs, the owner controls the protection given to visitors located on the starbase's field. By default you will be protected, but if you happen to be on the owners foe list
, you will have no protection. [MECH:Friends & Foes] [MECH:Contacts] [MECH:Protection & Docking]
You do not have any popularity or popularity effects on PSBs.
The inner structure of PSBs can be entered by pressing Fly Close
on the starbase menu screen for the purpose to attack the starbase, for destruction or capture. This is not possible in public starbases - they are indestructable and uncapturable, as planets. Be aware that starbases have very heavy defense facilities, and you should never attack a PSB with your ship, but only with squads you have hired. [MECH:Starbase Combat]
While planets offer all services as pointed out in the above list, starbases need a certain amount of workers, or a certain stage
, to be able to offer certain services:
- Stage 1 - 500 ≤ workers < 5000
- Stage 2 - 5000 ≤ workers < 15000: Ship equipment becomes available
- Stage 3 - 15000 ≤ workers < 30000: Shipyard becomes available
- Stage 4 - 30000 ≤ workers: Black market becomes available
Growth of planets and starbases
Worker increase per cycle (3 hours) is a random value between 1.2% and 2.4% when upkeep is met (see Planets / Bases
in [REF:Commodities & Planets]
), plus bonuses when certain commodities are provided (Worker Bonus
in [REF:Commodities & Planets]
). If upkeep is not met workers leave. When population is over 100,000, an overcrowding-effect takes place and growth will slow down with increasing population. In this case another factor, the cluster's daily determined crime level
, additionally increases worker emigration:
|Additional worker emigration|
(when population > 100,000)
The amount of critical-level and high-level clusters in the universe depends on the sum of all production levels of illegal buildings plus 5 times the amount of all TSS members minus 5 times the amount of all EPS members - i.e. the more illegal buildings and TSS members and the less EPS members, the more critical and high crime level clusters exist. Once the distribution of crime levels is determined, for each cluster this number (sum of production levels plus/minus 5 times syndicate members whose ships are located in the cluster, in dock as well as out of dock) is determined separately, and clusters are appointed to their crime levels according to this ranking. Hovering over the displayed crime level on a planet or starbase reveals the amount of workers who emigrated last tick due to crime.|
In short: More illegal buildings and TSS members increase crime levels universe-wide as well as within the cluster, more EPS members decrease crime levels. For details see [REF:Formulas]
For very big planets and starbases, the number of workers may decrease even if all upkeep is provided.