Military Academy
| Military Academy | |
|---|---|
| Specifications | |
| Cargo Size | (C# only) 500,000 |
| Workers Required | 0 |
| Production Cost | |
| Wealth (BP) | 2,400 |
| Duranium | 1,200 |
| Corbomite | 300 |
| Tritanium | 300 |
| Uridium | 300 |
| Corundium | 300 |
Military Academies are installations that provide leaders(naval and ground force officers, researchers and civilian administrators) and trained crew personnel for your fleet.
If you have multiple academies on the same colony, their effects will be scale linearly and leaders are gained throughout the year (more academies means less time between new leaders). Leader types are randomly chosen, with naval officers being the most common choice. Military Academies are one of the few installations that require no Trans-Newtonian technology.
Leaders
Mechanics vary slightly between versions.
C# leader training happens at a rate of ten leaders per academy per year. The academy commandant's leader type affects the odds of getting any specific type of leader:
| Commandant Type | None | Naval | Ground | Governor | Scientist |
|---|---|---|---|---|---|
| Naval Odds | 64% | 92.8% | 32% | 58.88% | 58.88% |
| Ground Odds | 28% | 5.6% | 64% | 25.76% | 25.76% |
| Governor Odds | 4% | 0.8% | 2% | 11.68% | 3.68% |
| Scientist Odds | 4% | 0.8% | 2% | 3.68% | 11.68% |
If the leader type being generated is the same type as the academy commandant, you have a chance for improved leader skills. For each skill where the commandant has a skill level of 20% or better, the generated leader will roll twice for that skill, and take the better of the two results. This is a binary condition - skills at 50% are no better than skills at 20%, and skills at 19% are no better than skills at 0%.
VB6 leader training happens at a rate of five leaders per academy per year. I don't know of any detailed stats or breakdowns, but it's generally similar to C#, and may be the same.
Crew
Crew training works the same way in both versions. Each academy produces (1000/training level) crew per year - that is, 1000 level 1 crew, 500 level 2, 333 level 3, 250 level 4, or 200 level 5. Higher-level crew result in your ships starting at a higher crew grade level, unless the ships use conscript crews (in which case they will not use, or benefit from, your trained crew).
Shutting Down
Military academies cannot be shut down.
|
Installations |
|
|---|---|
| Factories | Construction Factory • Conventional Industry • Fighter Factory • Fuel Refinery • Ground Force Training Facility • Ordnance Factory |
| Mines | Automated Mine • Mine |
| Shipyards | Commercial Shipyard Complex • Naval Shipyard Complex |
| Misc Civilian | Commercial Spaceport • Financial Centre• Genetic Modification Centre • Mass Driver • Research Lab • Terraforming Installation |
| Military | Deep Space Tracking Station • Maintenance Facility • Military Academy • Sector Command |