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Genetic Modification Centre

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Genetic Modification Centre
Cargo Size 500,000
Population Required 250,000 (C#) / 50,000 (VB6)
Total Cost (BP) 2400 (C#) / 120 (VB6)
Duranium 300 (C#) / 60 (VB6)
Neutronium
Corbomite 1200 (C# only)
Tritanium 30 (VB6 only)
Boronide 600 (C# only)
Mercassium 300 (C# only)
Sorium
Uridium
Corundium
Gallicite
Vendarite 30 (VB6 only)

Function

Genetic Modification Centres are installations that allow you to modify the genetics of your population to allow your citizens to live in more hostile environments. Each centre can modify a certain number of citizens per year. In C#, this can be increased with tech. In VB6, it is a fixed 250,000 per GMC per year.

Conversion Rate (C#) 500,000 640,000 800,000 1,000,000 1,250,000 1,600,000 2,000,000 2,500,000 3,200,000 4,000,000 5,000,000
RP cost Free 2,500 5,000 10,000 20,000 40,000 80,000 150,000 300,000 600,000 1,200,000

Operation

In order to perform genetic modification on your population, first you have to had designed a new species. See Genetic Modification for detailed instructions. Once a species has been researched, use the F2 Economic sscreen to begin transforming your population. In C#, it is at the bottom of the Industry tab, and in VB6, it is in the Environment / GMC tab. In either case, this allows you to choose which target species you wish to transform the existing population into. Only one project may be active at a time, regardless of the number of centres - extra centres merely increase conversion speed.

Shutting Down (VB6 only)

Genetic modification centres can be mass-shutdown via the Civilian / Ind Status tab of the Economics screen. This will immediately stop all genetic modification as freeing up population for other industries. Shutting down in this way will require a 6-month warm-up time to restart construction.

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