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Governors Quest
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==Economy== '''(Needs confirmation, all of it)''' *Treasury: 10C (@Ch13 end) *Income: 14C every financial quarter (@Ch13 end) '''Needs confirmation''' **Mining: +3 **Fuel & Asteroid Sales: +6 **Mining Hub: +1 **Machine Shop: +1 (Locally repairing & manufacturing mining equipment) '''Offline''' **x10 Autofacs, x4 Online: +8.5? **? *Autofactories: 10 autofactories **Each one consumes 1 unit of power to produce 10 units of production. In total, they produce 100 production units **Production can be converted into income on a per turn basis at a rate of 10 units of production => 1C / turn income; if the autofactories are set to produce cheap trade goods for export **@Ch13: 2 were operational at beginning of chapter, purchased 4 more reactors to provide the 8 power needed to power the rest. (21 days to install) '''(Needs confirmation)''' **@Ch13: Schematics cores were brought online, allowing the manufacturing of things such as: Cheaper, lower quality models of the Tri-Guns, combat Armor, and SCAR APCs can be produced by the Autofactory, along with other basic weapons and vehicles, such as tanks and fighter aircraft. Cannot produce reactors or heavy industry. ===Power=== *Fusion Reactors: 16 *Power: 34/32 *x16 Fusion Reactors: +32 *x10 Automated Factories: -10 *x10 100K Colonists: -10 *x10 Mining Pits: -10 *Capital Dome: -2 *Machine Shop: -2 (Offline) ===Production=== *Production: 15/100 *Production Sum: +85 **x10 Autofactories: 100 **Machine Shop: ??? **Maintain Tech Level: 15
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