Planets Academy
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At this time, Planets Academy can only be played from the
Mobile interface.
Variations from Full Games
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Map units are in Astronomical Units instead of light-years.
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Distance to detect enemy ships is 7 Astronomical Units.
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There are only 7 races. The Crystals, Cyborg, Evil Empire and Privateers don't exist in Academy.
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Resources
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Only Duranium, Tritanium, Molybdenum, and MegaCredits.
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Anything that generated a supply now generates a MegaCredit instead.
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Any costs that include supplies will use MegaCredits instead.
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All resources are stored in and spent from your "Universal Bank" so you don't need to move resources around.
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Planets
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All minerals mined and income generated each turn are transferred to your "Universal Bank" at the end of each turn, for all the planets you own at the end of the turn.
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Only in-ground minerals displayed, density indicated by color (orange - low, gray - normal, green - high).
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Tax rates are fixed. Avians get taxed slightly higher. Insectoids, bovinoids, reptilians still get their bonuses. Max income for a planet is shown when you own it, so the details of the above aren't all the important.
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Only planets with 1000+ clans can build starbases.
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Must maintain a minimum number of clans equal to the greatest of:
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the number of mines
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the number of factories
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1000 if planet has a starbase
If the number of clans fall below that limit, you cannot take anything from the planet, but there is no other effect.
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Starships:
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Some of the starship hulls are no longer available to be built. This is in addition to the Alchemy starships.
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Starships are only used to carry clans and ammunition.
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Starships are automatically filled with clans at the homeworld.
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Fighters and torpedoes can only be bought and loaded at starbases.
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It is not possible to transfer clans or weapons between starships.
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Starships travel at the same speed whether or not they've been damaged.
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Starship missions are:
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Exploration
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Sensor sweep (5 Astronomical Units range)
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Mine sweep (1 Astronomical Unit range to sweep, 5 Astronomical Units range to scan, fighter sweep 3 Astronomical Units range)
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Lay mines
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Intercept
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Cloak
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Hyperjump and Glory Device use a separate setting.
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Loki decloak range is the 3x3 square centered on the Loki.
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Starbases
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Only one tech level - hulls.
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No engine selection. The price for building a hull includes cost of tech 7 engines.
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Can build beams, torpedo tubes and torpedoes of any tech, assuming you can afford them.
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Automatically repairs ships in orbit.
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No missions or recycle.
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Cannot transfer fighters to/from starships.
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Movement
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Each starship can move up to 2 Astronomical Units horizontally and/or vertically per turn, so you can move anywhere within a 5x5 box centered on your starship.
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HYP range is 8-9 Astronomical Units inclusive
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no fuel or warp settings to worry about
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Combat
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With exception of cloaked starships, any enemy ships/planets in the same location will fight.
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Combat order is "most dangerous" first (intentionally vague for right now).
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Combat with a planet that has a starbase will show the starbase, but not the planet. The combat is actually against both, but the format requires this simplified image.
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Because there is no need to fuel starships, they may be involved in combat the turn they're built.
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Minefields
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Radius is (sqrt(mineunits) / 30) rounded down with a max of 4 AU. Note this means you need at least 900 units to even make a minefield, and if it falls below this amount it will disappear.
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Hit chances are 10% per AU, 5% for cloaked ships.
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Abilities/advantages
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In general, if an ability is automatic it will still be valid (tax/mining rates, ground combat bonuses, etc).
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If an ability requires something to be activated (special missions, Friendly Codes, etc) they are probably not included.
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Fighter building races get reduced costs for fighters for ships (5 MegaCredits plus minerals), but not for starbases.