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This means different planet types have different amount of max income. This may and even should influence your decision making on which planet to colonize next.

NOTE: there There is no longer a penalty for an underdeveloped planet. This means, if you forget to upgrade your commerce, you will not be penalized for it. This also means, you can always colonize a planet and upgrade it later, should you lack the resources. Such planet will simply generate 0 resources, but also take none.

NOTE: fleet Fleet supply no longer reduces your income by a tax. So you can go for 2000 supply without a second thought about malus for your economy. HOWEVER, there is a new mechanic called “infrastructure cost”, which reduces your income as your empire grows. This way, you still will not scale indefinitely your economy, but should you lose your planets, you will have a comeback chance, as the “infrastructure cost” is dynamic and will fall, once your income falls.

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Well, almost no use. They can use them for auctions, market or send them to allies, but that’s pretty much it.

NOTE: Vasari Alliance (Rebels) also has an extra planet module (Intercultural Exchange) to generate credits.:

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This means you only have 2 main resources – metal and crystal and your “commerce” planetary upgrade is disabled. You may think it’s easier to manage, if you only have 2 resources, but actually it may be the opposite. Since you have no credit income, transferring resources via market is not really viable. And you also cannot compensate by simply readjusting trade points. So you have to plan your economy much more carefully than TEC.

You do have more starting resources, so there will be no bottlenecks in the early game. But since your homeworld has rather bleak income, some 20 minutes into the game, and you may get into economic troubles, unless you proceed carefully.

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NOTE: You start on a ferrous planet which only has metal from it’s mining upgrade, and metal extractors. But you still have some 2 crystal/second, because those are provided from the capital upgrade.

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This also means, you can support your TEC ally in team games with early exotics, if your ally wants to go for more capital ships. Furthermore, your “Quarnium” is just tier 3, making titan rushing more viable, than it is for other factions.  

This sums up the Vasari economic features. Overall you have less tools than TEC from economic perspective, but you get many more unique mechanics, which help to expand and fight. Those will be covered in a dedicated Vasari guideeconomy. But we still have to talk about Vasari Exodus.

Vasari Exodus – The Space Nomads

Vasari Exodus inherits the “Strip to the Core” (short STTC) mechanic from Sins:Rebellion. STTC is a late game technology which allows you to consume planets. This provides you with vast amount of resources in a single tick, however destroys the planet, making it an empty gravity well, as no structures can be constructed there (with the exception of starbases).

It is a tier 4 technology, which requires 13 labs at the minimum. Tier 4 also requires the “Kalanide” exotic, but at that point you will have them in big quantity. Still you cannot rush the technology from the start of the game, as tier 4 is no joke for your economy. But it will be a great addition to your midgame or lategame, as STTC does not only provide a short term economy boost, but also allows you to destroy enemy planets for good.

ATTENTION: It is not enough to abandon the planet, as you did in Sins:Rebellion. You now also need to install an STTC planet module, before doing so. This may look like an extra button click, however it gives you more freedom, as you can abandon planets, without destroying them.

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Every planet type provides different set of resources, with bigger planets providing more resources.

Should you decide to STTC your own planets, it will give you a major boost for the one final push, but at the same time it means that you have to win in that single push – bringing the “all in” strategy to a new level, as you are physically destroying everything.

STTC in process:

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There is no rule of thumb here, but you can make your decision based on the cheat sheet below.

STTC Cheat Sheet

NOTE: “Benefit in time” section gives you an estimate for how much time it would take for a maxed out planet (including max possible asteroids) with tier 4 technology to provide same amount of resources, as you get from STTC.

Cost for technology is not included. Cost for planet module is included.

Planet type

Resources from STTC

Benefit in time (in minutes)

Pirate Base

0/3200/2400 + 10 exotics

180

Terran

0/9600/7500 + 4 exotics

100

Gas Giant

0/0/19200 + 8 exotics

92

Oceanic

0/4800/6400 + 4 exotics

65

Ferrous

0/19200/0 + 2 exotics

60

Ice

0/0/14400 + 2 exotics

56

Desert

0/6400/4800 + 4 exotics

55

Volcanic

0/14400/0 + 2 exotics

52

Moon

0/3200/2400 + 1 exotic

44

Asteroid

0/3200/2400 + 1 exotic

16

What we can see, is that using STTC on a pirate base is the easiest decision, while using it on an asteroid will be good only in niche situations. Furthermore the actual benefit in time will likely be higher in a real game, because planets rarely have max amount of extractors.

Advent Economy

[UPD (Depending on features, either merge with TEC, or write a short subsection)]