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Econ 101 DEA Basics Bioharvest DEAs Mining DEAs Incomplete

Industry DEAs
Population Requirement: High (1.0)
Cost Basis: High (150)

This DEA provides industrial potential. If 1)Ore is available, 2)Population is available and 3)cash is available, it becomes your source of Production Points.

Manufacturing DEAs produce industry points, also called cement. While population also generates industry on its own, the DEAs produce a whole lot more of it. From Industry Production Points are created by spending money on it.

 

Industrial Output

The formula for determining the industry output of a Manufacturing DEA is similar to those of biological and mining DEAs:

(Base efficiency + Base efficiency mods ) * (DEA Capacity + DEA Organic Capacity) * Efficiency mods

Base Effeciency

The Base effeciency of Manufacturing DEAs is always 20.

Base Fffeciency Mods

There are only a few base efficiency mods. The base efficiency mods are added to the base efficiency before all else.

(specie mods + race picks + achievements)

Specie mods
There are several species that have modified industry outputs:

Race Effect
Meklar +4
Cynoid +4
Imsaeis +4
Eoladi +4
Elder Civilisation +8

Race Picks
The Manufacturing race pick modifies the base efficiency of your manufacturing DEAs.
Here are the base efficiency modifiers per race pick:

Race Pick Effect
Poor Manufacturing -4
Average Manufacturing 0
Good Manufacturing +4
Superior Manufacturing +8

Achievements
The only technology that affects the base efficiency is an antaran X.

Advancement Effect
Antaran X5 +8



 

Effeciency mods

These are the mods that affect all DEAs on the planet:

(Infrastructure*Gravity*Leaders*Government type*Morale*Pollution*Specials*Moon mod*
DEA productivity from population)

Most of these have been covered. My testing of today did not seem to imply there is any effect on any DEAs but Mining and Bioharvest by Moons.

DEA Capacity mods

These are the improvements build on the Manufacturing DEA's. The improvements that can be built are:

Name Tech leve Effect Pop requirement
Automated Factories Constr 11 +0.5 0.75
Robotic Factories Constr 21 +1 0.75
Nanofactories Constr 31 +1.5 0.75
Matter Converters Constr 41 +2 0.75


DEA Organic Capacity

Similar to the normal DEA Improvements, these buildings improve the industry output, but they consume biological material (food) rather then minerals.

Name Tech level Effect Pop requirement
Organic Factories BioSc 26 +0.5 0.75
Recycling Facilities BioSc 36 +1 0.75
Bioreprocessors BioSc 37 +1.5 0.75


Lastly, there is one achievement that increases both the DEA capcaity mod as the DEA Organic Capacity mod:

Name Tech level Effect Effect on BIO mod
Microlite Construction Constr 34 +0.5 +0.25


This achievement is implemented as soon as it in finshed researching.

AUs produced

Just like bioharvest and mineral DEAs, Manufacturing DEAs produce money.

(Base Value + Crafmenship advancements) * Craftmanship modifiers

The Base Value for Manufacturing DEAs is 15.

Craftmanship

Craftmanship determines how valuable your industrial products are. The craftmanship modifier is determined by (race pick * species mod)

Race Pick

The Manufacturing race pick modifies the craftmenship of your race.
Here are the modifiers per race pick:

Race Pick Effect
Poor Manufacturing 0.9
Average Manufacturing 1
Good Manufacturing 1.1
Superior Manufacturing 1.2


Species Mod

As usual, the Elder civilization is better at everything then the rest of the galaxy 

Race Effect
Elder Civilization * 1.2


Advancements

There are several advancements that increase the value of your goods:

Name Tech level Effect
Broader Usage Economy 10 +2
Standardization Economy 20 +3
Miniaturization Economy 30 +4
Refined Quality Economy 40 +5



Minerals and Bioharvest Consumed *

The consumption of an industry DEA with improvements is split into two parts. Firstly there is mineral consumption, secondly there is biological material consumption.

Consumption of Minerals

The formula used for mineral consumption is very similar to the one used for industrial output:

((Base efficiency + Base efficiency mods ) * Efficiency mods * DEA Capacity) * Conversionrate

If you look closely you will see that this is the industrial output caused by the non-organic factories plus the DEA itself.

Conversion Rate

The conversion rate is the rate at which minerals are consumed to make industry.

These are the technologies that heighten your Conversion Level, your ability to use less minerals for the same amount of industry.

Name Tech level Effect on
Catalyst Design MthCm_08 +1
Extractor Assemblies Const_16 +1
Scanning Resonance Collectors Const_24 +1
Energy Reclamation Energ_32 +1
Molecular Resequencing MthCm_40. Energ_37 +1
Biorefineries Antar_01 +1


The Conversionlevel eventually determines the conversionrate used in the calculation above.

ConversionLevel Effect
0 (Base) 0.4
1 0.32
2 0.25
3 0.2
4 0.16
5 0.13
6 0.1


So if you have three of the above mentioned techs, you are at ConversionLevel 3, effectively using 1 mineral for every 5 industry points.

Consumption of Bioharvest

The consumption of Bioharvest by Manufacturing DEAs is similar to the mineral consumption. Biological cionsumption is not there in the beginning of the game though. I assume it starts at the discovery of any of the organic factory improvements or the BioConversionlevel techs.

((Base efficiency + Base efficiency mods ) * Efficiency mods * DEA Organic Capacity) * BioConversionrate

If you look closely you will see that this is the industrial output caused by the organic factories plus the DEA itself.

BioConversionrate

The conversion rate is the rate at which minerals are consumed to make industry.

These are the technologies that heighten your ConversionLevel, your ability to use less minerals for the same amount of industry.

Name Tech level Effect on
Advanced Polymerization MthCm_28, BioSC_24 +1
Organic Composites BioSc_36 +1
Bioengineered Plants BioSc_44 +1
Life Force Conversion Antar_01 +1


The Conversionlevel eventually determines the conversionrate used in the calculation above.

ConversionLevel Effect
0 (Base) 0.32
1 0.25
2 0.2
3 0.16
4 0.13
5 0.1


So if you have one of the above mentioned techs, you are at ConversionLevel 1, effectively using 1 food for every 4 industry points created by your organic factories.

As you can see, the Manufacturing DEAs are the most complicated DEA around it seems 
Still i hope to have made things clear, and furthermore i hope you can all now finally distinguish all the different industrial technology's that are avaible, and estimate their importance or needs. Also, you might want to add "ManuCapB +=100" to the manufacture dev plan, as it will now only build the non-biological improvements.





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