NOTE: Planets.nu uses four different systems to build starships. These systems are briefly described in the Build Queues page. Check to make sure you're in a Planetary Production Queue (PPQ) system game before going on.
In the Nu Year 0107, there came the Evolution of the Q(ueue). The races were thrust into a new era of shipbuilding, enhanced by their mastery of planetary sciences. This new system is called the Planetary Production Queue and works as follows:
There is a soft limit of 500 total starships that can be built (can be changed in Custom games). The purpose of this system is twofold: to prevent the game from becoming too complex, and to encourage players to begin fighting in order to build replacements. Once the ship limit has been hit in a game, it is now possible to continue to build ships by spending Priority Points (PPs).
The Planetary Production Queue is an evolution of the Production Queue ; Priority Points are earned and spent in the same manner.
In the early game (before the number of starships hits the starship limit), every starbase with a build queued will have that starship built. Builds will not consume any PPs unless they are constructed on starbases using a pbN code. Starbases that do not have a build queued will accumulate two Priority Points (default - can be changed in custom games).
This is a special case of the next section, where there are enough unused ship slots to allow all builds to happen. Because of this, the build queue moves seamlessly between the Early (unthrottled) and Late (throttled) states.
After the starship limit has been reached, normal cloning will be disabled and only priority builds (see below) will be permitted. If at any time the ship limit is not again reached by priority builds, a standard build subphase will occur.
At the start of this subphase, a minimum of ten builds will be allocated. This number increases if more than ten builds is needed to return to the ship limit. These builds are distributed according to the percentage of owned planets each player controls (The term "owned planets" refers to the planets currently controlled by the players and not the total amount of planets on the map.). The builds in this subphase are allocated throughout three stages, which unfold as follows:
If a player is allocated a build but doesn't have a build queued, the build will be returned to the pool and be reallocated in the third stage.
When a player wins a build, they are removed from the lottery. A new ratio is created based on the leftover percentages of the remaining players. The lotteries continue until all players have won a build or the allotted builds have been used up.
In the following example, the game has 500 planets and a ship limit of 500. The players' planets are as follows:
In Example 1, the number of ships drops to 496, causing 10 builds to be made available. In Example 2, the number of ships drops to 487 causing 13 builds to be made available.
Example 1 Example 2 Player Stage 1 Stage 2 Stage 1 Stage 2 Player 1 2 builds 6/20 3 builds 6/17 Player 2 0 builds 8/20 1 builds 1/17 Player 3 3 builds 2/20 4 builds 4/17 Player 4 3 builds 4/20 4 builds 6/17
All regular builds in this late build subphase can be directed to whichever starbase the player designates. This can be done by setting the starbase Friendly Code to RB1, RB2, ..., RB9, and they will build in ascending order. Multiple starbases may share a code, but if any does and lacks a build this may confuse the ship-building system.
If a build is not directed with the RB# Friendly Code, it will be allocated to the starbases with the heaviest hull mass. If there are multiple starbases with the same heavy hull, the build will be randomly allocated among them.
For more detailed information about the specific timing of shipbuilding, please refer to the page on The Host Order Of Shipbuilding.