Development of primitive colonies in "Stellar Conflict"
Before setting out to conquer that terran planet you need to know what kind of resistance you can expect from the local primitives. The primitive colonies start out with different population, industries and initial i.p. available to them and develop from there.
The tables below show for each of the four sizes of terran planets how the primitive colonies develop - on average, in the best case (minimum) and in the worst case (maximum). The statistics have been obtained by having the game engine develop thousands of primitive colonies the same way it would in a regular game.
Until you get ships equipped with the Graviton Scanner or Tachyon Scanner you will be unable to gauge the exact strength of a primitive colony except with a probe attack, and probing a target colony may delay your attack plans for one turn, in which the colony grows stronger. Sometimes it is better to simply attack with sufficient strength for the worst case. The tables of fleet strength needed to bomb primitive colonies show how many ships you need in the worst case for a given turn and terran planet size. They are based on the "Max." columns of the tables below. For other scenarios, use the bomb/enslave attack simulator which allows you to specify any colony strength.
Tables of colony strength
Initial population depends on planet size. It is half the planet size plus a random number between -5 and 5. Note that the population numbers listed in this table are the population present before population growth, i.e. what you will encounter in an attack in the given turn.
Defence basesPrimitive colonies construct at least 5 defence bases per turn (up to the maximum allowed). Construction in excess of 5 bases will only happen if there are i.p. left after industries have been constructed. The numbers here include any bases constructed in the first phase of the turn and are thus what you will encounter in an attack in the given turn.
Primitives may not operate more than 1 industry per population point. They will attempt to construct as many as they may operate, up to and including turn 6. After turn 6 no more industries will be constructed (as they would not get to produce more than they cost to construct in case the game lasts only 12 turns). The numbers here include any industries constructed in the first phase of the turn and are thus what you will encounter in an attack in the given turn.
Excess i.p. may be used for starport, until the starport is large enough to build Clusters. The numbers here include any starport constructed in the first phase of the turn and are thus what you will encounter in an attack in the given turn.
Number of guns in orbital defences
Once primitive colonies have as many bases as allowed they will start building orbital defences. The numbers in this table show the firepower of the orbital defences, each Orbital Station having 2 guns, each Starbase having 8 guns and each Cluster having 30 guns. The numbers include builds made in the first phase of the turn.