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	<updated>2026-04-16T00:59:28Z</updated>
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	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Elite_4_rumour_mill&amp;diff=54027</id>
		<title>Elite 4 rumour mill</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Elite_4_rumour_mill&amp;diff=54027"/>
		<updated>2017-01-02T12:47:29Z</updated>

		<summary type="html">&lt;p&gt;Jaz: This page should not be deleted, but kept for archival purposes. It is interesting to see what the rumours about Elite Dangerous were before the fact.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains rumours and hearsay (some from David Braben himself) about what Elite 4 may contain. The article will be appended to as news comes in.&lt;br /&gt;
&lt;br /&gt;
== January 2013 ==&lt;br /&gt;
&lt;br /&gt;
The [http://www.kickstarter.com/projects/1461411552/elite-dangerous Kickstarter] funding target has been achieved. Elite: Dangerous is going to be made!&lt;br /&gt;
&lt;br /&gt;
On the final day of the Kickstarter campaign, both the 1st and 2nd stretch goals were hit. Now there will also be a Mac version, to be released 3 months after the PC version, but also there will be a further 10 playable ships in addition to the 15 already announced.&lt;br /&gt;
&lt;br /&gt;
Additional features hinted at or described in the second half of the Kickstarter include:&lt;br /&gt;
* More sophisticated trading model where longer-distance trade runs are worth more, sub-types of cargo, economic responsiveness to player actions, etc.&lt;br /&gt;
* Various sorts of mining&lt;br /&gt;
* Detailed ship internals, and external modifications (e.g. different engines for speed/turning/cost), with being able to walk around your ship as a later development. Damage through shields modelled in detail. (What happens if you're walking around your ship and the bit you're in gets hit?) Bigger ships may have multiple shield banks each covering part of the surface. Really big ships will be vulnerable to small fighters getting underneath the shields.&lt;br /&gt;
* Choice of paint jobs and decals for ships, ship naming.&lt;br /&gt;
* Set in same universe as FE2/FFE with Empire, Federation, Alliance.&lt;br /&gt;
* Planetary landings and procedurally-generated surface activities as a later development&lt;br /&gt;
&lt;br /&gt;
== November 2012 - Elite 4 announced as Elite: Dangerous ==&lt;br /&gt;
&lt;br /&gt;
David Braben announces a [http://www.kickstarter.com/projects/1461411552/elite-dangerous Kickstarter project] to fund development of [http://www.frontier.co.uk/news/latest/?artid=280&amp;amp;pageNum=0&amp;amp;blk=12 &amp;quot;Elite: Dangerous&amp;quot;]. Information available so far:&lt;br /&gt;
* The flight model will be Newtonian again, but with a more helpful fly-by-wire system. Time acceleration is being replaced by &amp;quot;local hyperspace jumps&amp;quot; - whether this is like the old 8-bit Elite in-system jump, the torus drive, or something else remains uncertain.&lt;br /&gt;
* The game will support multiplayer play.&lt;br /&gt;
* There will be heavy use of procedural generation in the tradition [[Random_number_generator|of previous Elites]] to populate the universe beyond a scale which could be designed solely by hand.&lt;br /&gt;
* In-game prototype screenshots show large ring systems orbiting planets, and detailed cloud layers in the atmosphere.&lt;br /&gt;
* Ship models appear to have internals, and some consistent internal scale. Additionally, the models are to be damageable, with impacts at particular points being tied to particular bits of equipment, cargo leaks, and so on.&lt;br /&gt;
* Weapons will include the traditional lasers and missiles, as well as projectile weapons. As in Frontier/FFE ship equipment will have both mass and hardpoint limitations.&lt;br /&gt;
* Combat manoeuvres will generate heat, which makes ships more obvious on long-range scanners, potentially attracting others to the fight.&lt;br /&gt;
* The Cobra III, Coriolis, Viper II and Anaconda appear to be returning. Other concept art includes ship types not recognisable from earlier games.&lt;br /&gt;
* The implication is that the entire Milky Way galaxy will be generated, like Frontier/FFE. There is mention of &amp;quot;core&amp;quot; and &amp;quot;frontier&amp;quot; systems which suggests a similar type of colonisation pattern to those games. Whether the same political entities will return or the game will take place in the same continuity as FE2/FFE is harder to tell. Conversely, a sequel to the Dark Wheel is mentioned ... does this mean the return of Alex Ryder?&lt;br /&gt;
* The political and economic situation will be dynamic, with missions capable of making permanent changes to the universe in terms of planet allegiances, etc. Missions will have procedural elements, and will include both 'formal' and 'informal' missions.&lt;br /&gt;
&lt;br /&gt;
== February 2011 ==&lt;br /&gt;
&lt;br /&gt;
Rumours abound that &amp;quot;Outsider&amp;quot; has been either cancelled or mothballed. Frontier always said that once they had finished working on Outsider, work would begin on Elite 4. However, I won't believe it until I see it happen.&lt;br /&gt;
&lt;br /&gt;
== October 2007 ==&lt;br /&gt;
&lt;br /&gt;
Linwig on the Frontier forums reported a bit of encouraging news on the IGN website:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''&amp;quot;Talking at Nottingham's Game City event earlier today, Frontier Development's David Braben dropped a handful of tantalising new hints about his latest project, The Outsider. What's more, the co-creator of seminal space-trading sim, Elite, also confirmed that Elite IV is pencilled in for release on current generation gaming hardware, following its announcement in, er, 2001&amp;quot;''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The important words here are '''current generation gaming hardware''', which indicates within the timeline of current PCs, PS3, Xbox 360 type hardware. This, however, can still be quite a long period of time...&lt;br /&gt;
&lt;br /&gt;
== April 2007 ==&lt;br /&gt;
&lt;br /&gt;
=== Play.com ===&lt;br /&gt;
&lt;br /&gt;
Play.com now predicting a release on 30th November 2008.&lt;br /&gt;
&lt;br /&gt;
== March 2007 ==&lt;br /&gt;
&lt;br /&gt;
=== Play.com ===&lt;br /&gt;
&lt;br /&gt;
Play.com is ''still'' at it! Except now they have pushed the release date for what they call &amp;quot;Elite IV - The Next Encounter&amp;quot; back to November 2007. See their rampant speculation here:&lt;br /&gt;
&lt;br /&gt;
http://www.play.com/Games/PC/4-/680942/Elite_IV_The_Next_Encounter/Product.html&lt;br /&gt;
&lt;br /&gt;
... and take this with a metric tonne of salt.&lt;br /&gt;
&lt;br /&gt;
== November 2006 ==&lt;br /&gt;
&lt;br /&gt;
=== Computer &amp;amp; Video Games ===&lt;br /&gt;
&lt;br /&gt;
David Braben interviewed about Elite 4 on C&amp;amp;VG. Latest hints suggest Elite 4 to come out after 'The Outsider' as a single (and non-massively multiplayer) version first, and a later Elite game (perhaps we should call it Elite 5?) is planned as an MMORPG some time after the single player version.&lt;br /&gt;
&lt;br /&gt;
http://www.computerandvideogames.com/article.php?id=149344&lt;br /&gt;
&lt;br /&gt;
== August 2006 ==&lt;br /&gt;
&lt;br /&gt;
=== Play.com ===&lt;br /&gt;
&lt;br /&gt;
Controversially, play.com has had a release date for Elite 4, which indicated September 2006. Their pre-order for &amp;quot;Elite IV - The Next Encounter&amp;quot; has now been moved to 30th March 2007. Frontier Developments have said that play.com are merely speculating, and a name for Elite 4 has not been chosen and certainly no dates have been released.&lt;br /&gt;
&lt;br /&gt;
http://www.play.com/Games/PC/4-/680942/Elite_IV_The_Next_Encounter/Product.html&lt;br /&gt;
&lt;br /&gt;
== July 2006 ==&lt;br /&gt;
&lt;br /&gt;
=== Frontier developments forum ===&lt;br /&gt;
&lt;br /&gt;
'''Marcus''' wrote:&lt;br /&gt;
[...] [Y]ou might want to pick up a copy of Edge magazine, its cover story is The Outsider, one of Frontier's new games.&lt;br /&gt;
&lt;br /&gt;
In the article Mr Braben talks specifically about Elite 4, so it looks very much as if it IS going to be made, thank God!&lt;br /&gt;
&lt;br /&gt;
'''[[David Braben]]''' replied:&lt;br /&gt;
&lt;br /&gt;
Elite 4 absolutely has to be 'right' - and does indeed need to stand out from the perceived competition. Trebor, you are right to be sceptical; the game has to be outstanding to live up to expectations, and the three reasons you give have to be considered.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, I have never seen Elite as (just) a space trading game - it is way more than that - even though I realise this is how it has been classified since. What we plan to with Elite 4 is quite different, and much of what we are doing in Outsider will feed into that.&lt;br /&gt;
&lt;br /&gt;
(Reference: http://forums.frontier.co.uk/showthread.php?p=619#post619)&lt;br /&gt;
&lt;br /&gt;
== Some time in 2000/2001 ==&lt;br /&gt;
&lt;br /&gt;
This [http://www.frontier.co.uk/games/elite4/faq.html FAQ] about Elite 4 appeared on the Frontier Developments web site. It has been removed as of 2008, but the Wayback Machine has a [http://web.archive.org/web/20071111141317/http://www.frontier.co.uk/games/elite4/faq.html copy].&lt;br /&gt;
&lt;br /&gt;
[[Category:Elite: Dangerous]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Blender_Planet_Textures&amp;diff=54026</id>
		<title>Blender Planet Textures</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Blender_Planet_Textures&amp;diff=54026"/>
		<updated>2017-01-02T11:32:52Z</updated>

		<summary type="html">&lt;p&gt;Jaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Blender Generator File for Oolite Planet Textures'''&lt;br /&gt;
&lt;br /&gt;
This file: [https://drive.google.com/open?id=0B-H82JXdVEApWExvOFpWR2pwQ2c planet_oolite.blend] can be used to generate planet textures in [https://www.blender.org/ Blender]. Made by [http://bb.aegidian.org/memberlist.php?mode=viewprofile&amp;amp;u=28154 Commaander X] together with the following notes and tutorial.&lt;br /&gt;
&lt;br /&gt;
Couple of extra comments:&lt;br /&gt;
&lt;br /&gt;
* don't left click in the 3D View window, or the UV/Image Editor. Left click originally changes the position of 3D cursor. Selection is done by right clicking.&lt;br /&gt;
* the generated textures are cube mapped (this avoids the nasty pole distortion the &amp;quot;latlong&amp;quot; textures expose)&lt;br /&gt;
* the blend file can be used to generate the 2048 (or more) textures you wanted. The most challenging part is to come up with enough gradient variations for different planet types and also define a way (shouldn't be that hard) to procedurally generate the crater-ed barren planets/moons. The horizontal distortion for the gas giants should also be trivial.&lt;br /&gt;
&lt;br /&gt;
With proper animation settings (i.e. changing various texture parameters frame based), each frame of the animation would become a different planet texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1. Scene Presentation ==&lt;br /&gt;
   &lt;br /&gt;
There are 3 added objects:&lt;br /&gt;
       &lt;br /&gt;
* Sun - a sun light used for being able to see the specular maps (not used in Oolite) &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- present in both layer 1 and 2&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[Image:Sun.jpg]]&lt;br /&gt;
                       &lt;br /&gt;
* bge - a cubemapped sphere to test the generated textures in the BGE (Blender Game Engine)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- present only in layer 2&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[Image:Bge.jpg]]&lt;br /&gt;
            &lt;br /&gt;
* gen - a cubemapped sphere to generate the textures&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- present only in layer 1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[Image:Gen.jpg]]&lt;br /&gt;
          &lt;br /&gt;
&lt;br /&gt;
== 2. Generating Textures ==&lt;br /&gt;
&lt;br /&gt;
=== I. Viewing ===&lt;br /&gt;
The textures are generated by using the &amp;quot;gen&amp;quot; object. To see it with texture settings:&lt;br /&gt;
        &lt;br /&gt;
a) in the &amp;quot;3D View&amp;quot; viewport select layer 1&lt;br /&gt;
&lt;br /&gt;
[[Image:3D_001.jpg]]&lt;br /&gt;
&lt;br /&gt;
b) in the &amp;quot;Outliner&amp;quot; viewport select the &amp;quot;gen&amp;quot; object&lt;br /&gt;
&lt;br /&gt;
[[Image:Outliner_001.jpg]]&lt;br /&gt;
&lt;br /&gt;
c) in the &amp;quot;Properties&amp;quot; viewport select the &amp;quot;Material&amp;quot; tab, and confirm the &amp;quot;gen&amp;quot; material is visible&lt;br /&gt;
&lt;br /&gt;
[[Image:Material_001.jpg]]&lt;br /&gt;
&lt;br /&gt;
d) in the menu view, select &amp;quot;Blender Render&amp;quot; as engine to use for rendering&lt;br /&gt;
       &lt;br /&gt;
[[Image:Menu_view_001.jpg]]&lt;br /&gt;
&lt;br /&gt;
e) in the &amp;quot;3D View&amp;quot; viewport select &amp;quot;Rendered&amp;quot; as the viewport shading method&lt;br /&gt;
       &lt;br /&gt;
[[Image:3D_002.jpg]]&lt;br /&gt;
&lt;br /&gt;
You should be able to see the textured &amp;quot;planet&amp;quot; in the &amp;quot;3D View&amp;quot; viewport.&lt;br /&gt;
     &lt;br /&gt;
=== II. Changing ===&lt;br /&gt;
The &amp;quot;3D View&amp;quot; viewport should show how the textures defined on the &amp;quot;gen&amp;quot; material will look on the planet object.&lt;br /&gt;
&lt;br /&gt;
To change the generated texture parameters:&lt;br /&gt;
&lt;br /&gt;
a) (having 2.c) above performed)in the &amp;quot;Properties&amp;quot; viewport select the &amp;quot;Texture&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
[[Image:Texture_001.jpg]]&lt;br /&gt;
       &lt;br /&gt;
b) in the list of textures, the following are of interest:&lt;br /&gt;
&lt;br /&gt;
* gen.clouds - used to generate the cloud pattern atop of all the other textures&lt;br /&gt;
* gen.clouds.shadow - used to generate a shadow for the clouds texture&lt;br /&gt;
* gen.land - used to generate the main land layout of the planetary texture&lt;br /&gt;
* gen.rivers - used to generate rivers across the continents&lt;br /&gt;
* mask.stencil - used as a stencil for placing variation of the initial relief color as defined in gen.land&lt;br /&gt;
* gen.land.relief - used to put through the mask.stencil more variation of the relief layout&lt;br /&gt;
There are more textures, but they can be ignored (and keep unchecked in the list)&lt;br /&gt;
            &lt;br /&gt;
In order to change the layout of the generated map for each texture there are 2 main places in the &amp;quot;Colors&amp;quot; section (below the texture list) to modify:&lt;br /&gt;
* in the colour gradient (Ramp), the colours for each colour stop&lt;br /&gt;
* in the colour gradient the positions for each colour stop&lt;br /&gt;
&lt;br /&gt;
[[Image:Ramp_001.jpg]]&lt;br /&gt;
       &lt;br /&gt;
Some position values are interconnected -- e.g. in the mask.stencil texture, the colour stop at position 1 should have the same position value like the colour stop at position 1 in gen.land, in order to place the extra relief on the continents and not in the oceans.&lt;br /&gt;
     &lt;br /&gt;
=== III. Generating ===&lt;br /&gt;
In order to generate the texture:&lt;br /&gt;
&lt;br /&gt;
a) make sure your textures for the &amp;quot;gen&amp;quot; object look good in the &amp;quot;3D View&amp;quot; viewport&lt;br /&gt;
&lt;br /&gt;
b) in the &amp;quot;UV/Image Editor&amp;quot; viewport click the &amp;quot;+&amp;quot; button in the viewport menu at the right of the &amp;quot;cubegrid.png&amp;quot; in order to create a new texture (or click the &amp;quot; + New&amp;quot; button if no texture is visible in the viewport), with the following (mandatory) parameters:&lt;br /&gt;
* Name: e.g. &amp;quot;land&amp;quot;&lt;br /&gt;
* Width: 1024&lt;br /&gt;
* Height: 6144&lt;br /&gt;
&lt;br /&gt;
[[Image:UV_001.jpg]]&lt;br /&gt;
[[Image:UV_002.jpg]]&lt;br /&gt;
           &lt;br /&gt;
HINT: if you want to change the size of the generated texture, you can enter the new width (e.g. 512) and enter the width value times 6 in the Height field (e.g. 512*6); Blender will put in the result.&lt;br /&gt;
&lt;br /&gt;
c) select the &amp;quot;gen&amp;quot; object in the &amp;quot;Outliner&amp;quot; viewport&lt;br /&gt;
       &lt;br /&gt;
[[Image:Outliner_001.jpg]]&lt;br /&gt;
&lt;br /&gt;
d) select &amp;quot;Edit Mode&amp;quot; in the &amp;quot;3D View&amp;quot; viewport&lt;br /&gt;
       &lt;br /&gt;
[[Image:3D_003.jpg]]&lt;br /&gt;
&lt;br /&gt;
e) select all (menu)&amp;quot;Select&amp;quot;/&amp;quot;(De)select All&amp;quot; (might be needed couple of times)&lt;br /&gt;
       &lt;br /&gt;
[[Image:3D_004.jpg]]&lt;br /&gt;
&lt;br /&gt;
f) make sure the newly created texture is selected in the &amp;quot;UV/Image Editor&amp;quot; viewport under the highlighted UV grid (you should see the highlighted UV grid as a result of e) action)&lt;br /&gt;
       &lt;br /&gt;
[[Image:UV_003.jpg]]&lt;br /&gt;
&lt;br /&gt;
g) save the file (maybe as a different name -- you can click the + sign at the end of the file name in order to quickly add/increase the file number)&lt;br /&gt;
           &lt;br /&gt;
[[Image:Save_as_01.jpg]]&lt;br /&gt;
[[Image:Save_as_02.jpg]]&lt;br /&gt;
&lt;br /&gt;
h) in the &amp;quot;Properties&amp;quot; viewport select the first tab, &amp;quot;Render&amp;quot;&lt;br /&gt;
       &lt;br /&gt;
[[Image:Render_001.jpg]]&lt;br /&gt;
&lt;br /&gt;
i) in the &amp;quot;Render&amp;quot; tab scroll down to the &amp;quot;Bake&amp;quot; section, select &amp;quot;Textures&amp;quot; as &amp;quot;Bake Mode&amp;quot; and make sure &amp;quot;Clear&amp;quot; is checked and the &amp;quot;Margin&amp;quot; is set to 0 px&lt;br /&gt;
       &lt;br /&gt;
[[Image:Render_002.jpg]]&lt;br /&gt;
&lt;br /&gt;
j) click &amp;quot;Bake&amp;quot; button -- in the &amp;quot;UV/Image Editor&amp;quot; viewport you should see how the texture gets generated.&lt;br /&gt;
       &lt;br /&gt;
[[Image:UV_004.jpg]]&lt;br /&gt;
&lt;br /&gt;
k) in the &amp;quot;UV/Image Editor&amp;quot; viewport you can save the generated texture as an image to test in-game; you can also pack the image as a PNG to easier test it in the BGE.&lt;br /&gt;
           &lt;br /&gt;
[[Image:UV_005.jpg]]&lt;br /&gt;
[[Image:UV_006.jpg]]&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
== 3. Testing the Generated Textures ==&lt;br /&gt;
&lt;br /&gt;
In order to make it easier to see how the textures would look in-game:&lt;br /&gt;
&lt;br /&gt;
a) the generated images (in the &amp;quot;UV/Image Editor&amp;quot; viewport) should be (menu)&amp;quot;Image/Pack as PNG&amp;quot;&lt;br /&gt;
&lt;br /&gt;
b) switch main &amp;quot;3D View&amp;quot; viewport to layer 2 (you might need to switch back to &amp;quot;Object Mode&amp;quot; -- see 2.III.d) above). You also must make sure you shading is set to GLSL and Viewport shading to texture.&lt;br /&gt;
       &lt;br /&gt;
[[Image:3D_005.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:3D_006.jpg]]&lt;br /&gt;
[[Image:3D_007.jpg]]&lt;br /&gt;
&lt;br /&gt;
c) in the menu view, select &amp;quot;Blender Game&amp;quot; as engine to use for rendering&lt;br /&gt;
       &lt;br /&gt;
[[Image:Menu_view_002.jpg]]&lt;br /&gt;
&lt;br /&gt;
d) select the &amp;quot;bge&amp;quot; object in the &amp;quot;Outliner&amp;quot; viewport&lt;br /&gt;
       &lt;br /&gt;
[[Image:Outliner_002.jpg]]&lt;br /&gt;
&lt;br /&gt;
e) select the &amp;quot;Material&amp;quot; tab in the &amp;quot;Properties&amp;quot; viewport, and confirm the &amp;quot;bge&amp;quot; material is visible&lt;br /&gt;
&lt;br /&gt;
[[Image:Material_002.jpg]]&lt;br /&gt;
&lt;br /&gt;
f) select the &amp;quot;Texture&amp;quot; tab in the &amp;quot;Properties&amp;quot; viewport&lt;br /&gt;
&lt;br /&gt;
g) uncheck the &amp;quot;cubegrid&amp;quot; texture&lt;br /&gt;
&lt;br /&gt;
h) check the &amp;quot;land&amp;quot; texture; select the &amp;quot;land&amp;quot; texture&lt;br /&gt;
       &lt;br /&gt;
[[Image:Texture_002.jpg]]&lt;br /&gt;
&lt;br /&gt;
i) in the &amp;quot;Image&amp;quot; section below the texture list, select the image name (as given when generated) in the list opened by clicking at the left of the &amp;quot;New&amp;quot; button&lt;br /&gt;
        &lt;br /&gt;
[[Image:Texture_003.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should see in the &amp;quot;3D View&amp;quot; viewport how the texture looks in BGE mapped on the &amp;quot;planet&amp;quot;. The quality will differ, though, from how it will look in-game in Oolite.&lt;br /&gt;
&lt;br /&gt;
Once the texture is in the file, only the a)-d) steps above are necessary to see the new texture. NB: you'll have to do 3.a) (pack as PNG) after you generate a new version of the texture, to be able to see it in BGE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can comment in [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16252&amp;amp;start=15#p247849 this topic].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=MoreEscapePods&amp;diff=54025</id>
		<title>MoreEscapePods</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=MoreEscapePods&amp;diff=54025"/>
		<updated>2017-01-02T11:30:36Z</updated>

		<summary type="html">&lt;p&gt;Jaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This expansion adds a chance that some default ships (Adder, Sidewinder, Gecko, Mamba, Moray, Cobra Mk1, Krait) will be equipped with an escape pod, that wouldn't otherwise.  This chance varies depending on the ship type, from a 10% chance to a 35% chance.  These chances are loosely based upon each ship's mass.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install More Escape Pods, move the .oxz file into your Oolite Addons folder, or install it via the in-game Expansion Manager.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Version 0.1.2 link: [http://wiki.alioth.net/img_auth.php/6/64/MoreEscapePods.0.1.2.oxz Download]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
More Escape Pods is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Oolite_expansion_packs]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=MoreEscapePods&amp;diff=54024</id>
		<title>MoreEscapePods</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=MoreEscapePods&amp;diff=54024"/>
		<updated>2017-01-02T11:29:40Z</updated>

		<summary type="html">&lt;p&gt;Jaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This expansion adds a chance that some default ships (Adder, Sidewinder, Gecko, Mamba, Moray, Cobra Mk1, Krait) will be equipped with an escape pod, that wouldn't otherwise.  This chance varies depending on the ship type, from a 10% chance to a 35% chance.  These chances are loosely based upon each ship's mass.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install More Escape Pods, move the .oxz file into your Oolite Addons folder, or install it via the in-game Expansion Manager.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Version 0.1.2 link: [http://wiki.alioth.net/img_auth.php/6/64/MoreEscapePods.0.1.2.oxz Download]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
More Escape Pods is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: equipment-OXP]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=MoreEscapePods&amp;diff=54023</id>
		<title>MoreEscapePods</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=MoreEscapePods&amp;diff=54023"/>
		<updated>2017-01-02T11:29:30Z</updated>

		<summary type="html">&lt;p&gt;Jaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This expansion adds a chance that some default ships (Adder, Sidewinder, Gecko, Mamba, Moray, Cobra Mk1, Krait) will be equipped with an escape pod, that wouldn't otherwise.  This chance varies depending on the ship type, from a 10% chance to a 35% chance.  These chances are loosely based upon each ship's mass.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install More Escape Pods, move the .oxz file into your Oolite Addons folder, or install it via the in-game Expansion Manager.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Version 0.1.2 link: [http://wiki.alioth.net/img_auth.php/6/64/MoreEscapePods.0.1.2.oxz Download]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
More Escape Pods is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Category: equipment-OXP]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=MoreEscapePods&amp;diff=54022</id>
		<title>MoreEscapePods</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=MoreEscapePods&amp;diff=54022"/>
		<updated>2017-01-02T11:29:11Z</updated>

		<summary type="html">&lt;p&gt;Jaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This expansion adds a chance that some default ships (Adder, Sidewinder, Gecko, Mamba, Moray, Cobra Mk1, Krait) will be equipped with an escape pod, that wouldn't otherwise.  This chance varies depending on the ship type, from a 10% chance to a 35% chance.  These chances are loosely based upon each ship's mass.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install More Escape Pods, move the .oxz file into your Oolite Addons folder, or install it via the in-game Expansion Manager.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Version 0.1.2 link: [http://wiki.alioth.net/img_auth.php/6/64/MoreEscapePods.0.1.2.oxz Download]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
More Escape Pods is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{Category: equipment-OXP}&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=MoreEscapePods&amp;diff=54021</id>
		<title>MoreEscapePods</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=MoreEscapePods&amp;diff=54021"/>
		<updated>2017-01-02T11:27:03Z</updated>

		<summary type="html">&lt;p&gt;Jaz: uncategorised OXP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This expansion adds a chance that some default ships (Adder, Sidewinder, Gecko, Mamba, Moray, Cobra Mk1, Krait) will be equipped with an escape pod, that wouldn't otherwise.  This chance varies depending on the ship type, from a 10% chance to a 35% chance.  These chances are loosely based upon each ship's mass.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install More Escape Pods, move the .oxz file into your Oolite Addons folder, or install it via the in-game Expansion Manager.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Version 0.1.2 link: [http://wiki.alioth.net/img_auth.php/6/64/MoreEscapePods.0.1.2.oxz Download]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
More Escape Pods is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{equipment-OXP}&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Territories&amp;diff=54020</id>
		<title>Ulite: Territories</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Territories&amp;diff=54020"/>
		<updated>2017-01-02T11:21:51Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* 3.13.4.2 Station attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==3.13 Territories==&lt;br /&gt;
&lt;br /&gt;
===3.13.1 Basic principles===&lt;br /&gt;
&lt;br /&gt;
Any number of sectors can be assigned to an alliance. These sectors then call themselves territory. For an alliance to have a sector assigned, it must meet certain conditions. An alliance then has special rights in its own territory regarding station building and attacks.&lt;br /&gt;
&lt;br /&gt;
===3.13.2 Assignment rules===&lt;br /&gt;
&lt;br /&gt;
All sectors in the core area (that is block [-10, -10] to [+ 10, + 10]) are neutral.&lt;br /&gt;
All external sectors are neutral if they are not assigned to an alliance.&lt;br /&gt;
An alliance must have &amp;quot;3&amp;quot; (or 3 more than another) systems &amp;quot;owned&amp;quot; to get the sector awarded. &amp;quot;Owned&amp;quot; means that the system must have at least one territorial station of the alliance and no territorial station of another alliance.&lt;br /&gt;
Between the territories of two alliances, at least one sector must be &amp;quot;neutral&amp;quot;.&lt;br /&gt;
The territory of an alliance must be contiguous. In the case of several possible territories, the largest one is selected, then the oldest one.&lt;br /&gt;
&lt;br /&gt;
===3.13.3 Visible Territory===&lt;br /&gt;
&lt;br /&gt;
The territories and systems &amp;quot;owned&amp;quot; are publicly known.&lt;br /&gt;
There is also a global message of DTR in sector allocations.&lt;br /&gt;
Once an alliance has a system in a sector, or a system more than another alliance, then the also universe.php visible.&lt;br /&gt;
&lt;br /&gt;
====3.13.3.1 Universe Map====&lt;br /&gt;
&lt;br /&gt;
Link: [http://www.ulite.de/universe.php Universe Map]&lt;br /&gt;
&lt;br /&gt;
When an alliance receives a sector, the corresponding sector is marked with the corresponding alliance color in this view. These sectors (squares) are thus completely filled with the alliance color.&lt;br /&gt;
&lt;br /&gt;
Already, if an alliance has a system &amp;quot;owned&amp;quot;, this can be seen by the &amp;quot;framework&amp;quot; of the sector. The frame strength (in pixels) indicates the number of occupied systems that this alliance has more than others.&lt;br /&gt;
&lt;br /&gt;
====3.13.3.2 Local Map====&lt;br /&gt;
&lt;br /&gt;
Link: [http://www.ulite.de/map.php Local Map]&lt;br /&gt;
&lt;br /&gt;
Systems that are &amp;quot;owned&amp;quot; by an alliance are drawn in their alliance color. Published systems are white. Published systems that belong to an alliance territory have a white name, but the position line is in the Alliance color.&lt;br /&gt;
&lt;br /&gt;
====3.13.3.3 System list====&lt;br /&gt;
&lt;br /&gt;
Link: Ship Systems OR Systems.&lt;br /&gt;
&lt;br /&gt;
The sector number and the system name are shown in the Alliance color if the sector is Alliance territory. In addition, the abbreviation of the alliance appears.&lt;br /&gt;
&lt;br /&gt;
===3.13.4 Effects===&lt;br /&gt;
&lt;br /&gt;
====3.13.4.1 Ship attacks====&lt;br /&gt;
&lt;br /&gt;
In an inhabited system in the core area is generally no firing allowed (penalty points).&lt;br /&gt;
In their own territory, ships are always attacked (no penalty points).&lt;br /&gt;
&lt;br /&gt;
====3.13.4.2 Station attacks====&lt;br /&gt;
&lt;br /&gt;
Station attacks are always permitted.&lt;br /&gt;
The attacked alliance (or station owners) will receive a message when enemy fleets reach scanner range.&lt;br /&gt;
Time blocking for station attacks is 1 day.&lt;br /&gt;
&lt;br /&gt;
====3.13.4.3. Docking permits at stations====&lt;br /&gt;
&lt;br /&gt;
The docking at Private Stations is &amp;quot;neutral&amp;quot; for the alliance relationships (which is also given if a player does not belong to any alliance) and above (NAP, Alliance). No docking is possible for others.&lt;br /&gt;
&lt;br /&gt;
====3.13.4.4. Reasons for stations====&lt;br /&gt;
&lt;br /&gt;
In sectors that are assigned to an alliance, only these alliance stations may be created.&lt;br /&gt;
&lt;br /&gt;
===3.13.5 Publishing stations===&lt;br /&gt;
&lt;br /&gt;
====3.13.5.1 Basic principles====&lt;br /&gt;
&lt;br /&gt;
The goal is for Alliances to claim as many sectors as possible. These are counted and in the high score lists. Each player has only a limited number of stations (Station Admin skill). In order for the territory to be enlarged, the player must publish his stations. This means that the station will go completely into the public hand, but it will still be considered for the alliance territory.&lt;br /&gt;
&lt;br /&gt;
====3.13.5.2. Publishing Conditions====&lt;br /&gt;
&lt;br /&gt;
The station must have 7 buildings and 2000 points.&lt;br /&gt;
&lt;br /&gt;
====3.13.5.3. Publishing Station Effects====&lt;br /&gt;
&lt;br /&gt;
The station becomes public, and no longer belongs to the founder. The founder can no longer use resources (shipbuilding, research) of the station.&lt;br /&gt;
Other orbital stations are randomly generated.&lt;br /&gt;
All stored goods remain there, but the values are reimbursed to the Alliance in cash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Planet_Climates&amp;diff=54011</id>
		<title>Ulite: Planet Climates</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Planet_Climates&amp;diff=54011"/>
		<updated>2016-12-29T15:03:37Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* 3.14.3 Terraforming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==3.14 Climates==&lt;br /&gt;
&lt;br /&gt;
===3.14.1 Basic principles===&lt;br /&gt;
&lt;br /&gt;
The climate of a planet has a strong influence on a private station. In essence, the climate influences the following factors:&lt;br /&gt;
&lt;br /&gt;
Food production per farmer,&lt;br /&gt;
Maximum population at the station,&lt;br /&gt;
Resulting pollution per production point,&lt;br /&gt;
Operating costs of buildings.&lt;br /&gt;
&lt;br /&gt;
===3.14.2 Climates List===&lt;br /&gt;
&lt;br /&gt;
The list of climates, sorted from bad to good:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;150&amp;quot;&amp;gt;Climate&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Max population&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pollution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Building costs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Note&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very high&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very high&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Maximum population including all research is 3.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Inferno&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Radiated&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very high&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toxic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very high&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very high&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desert&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;From here food production possible.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Steppe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elevated&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elevated&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tundra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elevated&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jungle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;From here good food.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swamp&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ocean&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Terran&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very high&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Maximum Nutrition.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===3.14.3 Terraforming===&lt;br /&gt;
&lt;br /&gt;
There are 4 research projects that influence the climate. Building the building also corresponds to the transformation of the planet. &lt;br /&gt;
Attention to the module Terraforming: Any further use of terraforming doubles the costs.&lt;br /&gt;
&lt;br /&gt;
The following table describes the possibilities of terraforming. On the left is the &amp;quot;start&amp;quot; -climate, in the table there is the possible end-climates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;150&amp;quot;&amp;gt;Shield (all variants)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Terraforming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Advanced Terraforming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gaia Transformation&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Barren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Inferno&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Barren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Radiated&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Barren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;		&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toxic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Barren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Desert, Tundra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desert&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Arid&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Steppe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Terran&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Terran&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tundra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Swamp&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jungle&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;				&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swamp&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Terran&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ocean&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Terran&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Terran&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gaia&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Planet_Climates&amp;diff=54010</id>
		<title>Ulite: Planet Climates</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Planet_Climates&amp;diff=54010"/>
		<updated>2016-12-29T15:02:44Z</updated>

		<summary type="html">&lt;p&gt;Jaz: updated tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==3.14 Climates==&lt;br /&gt;
&lt;br /&gt;
===3.14.1 Basic principles===&lt;br /&gt;
&lt;br /&gt;
The climate of a planet has a strong influence on a private station. In essence, the climate influences the following factors:&lt;br /&gt;
&lt;br /&gt;
Food production per farmer,&lt;br /&gt;
Maximum population at the station,&lt;br /&gt;
Resulting pollution per production point,&lt;br /&gt;
Operating costs of buildings.&lt;br /&gt;
&lt;br /&gt;
===3.14.2 Climates List===&lt;br /&gt;
&lt;br /&gt;
The list of climates, sorted from bad to good:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;150&amp;quot;&amp;gt;Climate&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Max population&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pollution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Building costs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Note&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very high&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very high&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Maximum population including all research is 3.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Inferno&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Radiated&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very high&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toxic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very high&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very high&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desert&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;From here food production possible.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Steppe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elevated&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elevated&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tundra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elevated&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jungle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;From here good food.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swamp&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ocean&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Terran&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very high&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very low&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Normal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Maximum Nutrition.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===3.14.3 Terraforming===&lt;br /&gt;
&lt;br /&gt;
There are 4 research projects that influence the climate. Building the building also corresponds to the transformation of the planet. &lt;br /&gt;
Attention to the module Terraforming: Any further use of terraforming doubles the costs.&lt;br /&gt;
&lt;br /&gt;
The following table describes the possibilities of terraforming. On the left is the &amp;quot;start&amp;quot; -climate, in the table there is the possible end-climates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;150&amp;quot;&amp;gt;Shield (all variants)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Terraforming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Improved terraforming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gaia transformation&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Barren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Inferno&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Barren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Radiated&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Barren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;		&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toxic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Barren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Desert, Tundra&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desert&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Arid&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Steppe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Terran&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Terran&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tundra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Swamp&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jungle&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;				&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swamp&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Terran&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ocean&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Terran&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Terran&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gaia&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_HyperDrive&amp;diff=54009</id>
		<title>Ulite: The HyperDrive</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_HyperDrive&amp;diff=54009"/>
		<updated>2016-12-29T14:44:03Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* 3.9 The wrap drive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==3.9 The wrap drive==&lt;br /&gt;
&lt;br /&gt;
The Wrap -Drive is a new method of a system to fly to next. The flight runs along a straight path but can be stopped, changed, accelerated or decelerated at any time. The speed is measured in wrap. This unit has an exponential scale such that wrap 10 gives an infinite velocity. &lt;br /&gt;
For the wrap-drive at least one needs a wrap inducer. Wrap inducers are a self-contained bio-chemical plant which parts of this energy to a certain extent can even store almost indefinitely generates a constant flow of energy and. Both take place only when a wrap -drive the ship is active. The generated and stored energy is ONLY for the wrap used -Flight. The energy level is under &amp;quot;systems&amp;quot; as well as under &amp;quot;flight&amp;quot;. It gives a stand, and also a river, that is the change of energy per hour. The flow is positive if not flown, and then the inductor charges. The energy consumption for the flight is included in this flow, ie the flow can even be strongly negative in fast flights. &lt;br /&gt;
The maximum storage capacity of the inductors as well as the generated energy flow can be read in the following table (skill requirement is machine kill):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;150&amp;quot;&amp;gt;'''class'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Maximum power'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Energy flow'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Skill req. per inductor'''&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor Class I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.02&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor class II&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.06&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor class III&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor Class IV&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+35&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor Class V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor Class VI&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several, even different inductors can be installed, the maximum energy and the flux add up. &lt;br /&gt;
In order to fly to a system you have to enter it as a target system. There are - if a wrap -drive is built - in &amp;quot;systems&amp;quot; in two ways. The first is a novel method to find a system, the second is the well-known, it lists all systems within a radius of 20 Lj, ordered by distance. &lt;br /&gt;
The first method is to select a sector and then a system in this sector. For this, the current sector is now to the left, and four arrows or some buttons with which you can change the desired sector. On the right side are input fields with which you can enter a sector directly. To the right, there is a selection box where all the systems - including uninhabited ones - are located in the selected sector. One can select one there and press the button next to &amp;quot;Enter as a target system&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you have selected a target system, you will come to the &amp;quot;flight&amp;quot; page and get a few additional information. &amp;quot;Navigation&amp;quot;, there is now a separate section &amp;quot; Wrap -drive&amp;quot;. First, it will announce the required energy - for the flight from the current position to the target system. This energy is not dependent on the flight time and / or flight speed. Below is an indication of airspeed in wrap . In the third line, there's a calculation of flight time in the input Wrap -speed and the expected energy level after the flight in the bracket. You may have a different Wrap calculate -speed by the wrap setting, and click &amp;quot;Recalculate&amp;quot; suppressed. &lt;br /&gt;
&lt;br /&gt;
Advice for airspeed and their statement: If you have enough energy for that flight has ( &amp;quot; Wrap -Energy Stand&amp;quot;&amp;gt; = &amp;quot;Required energy&amp;quot;), then, any airspeed are selected. If one does not have enough power available, so the controls Wrap -drive automatically the speed down when there is not enough energy is available. This means that, starting at a certain speed, there is no point in selecting a higher speed, the flight time will not be reduced. This can also be seen if the parentheses show &amp;quot;0&amp;quot; after the flight time. Then you have reached the 0 level during the flight. &amp;quot;Energy!&amp;quot; Starts the flight, which can now be stopped (stop!) At any time. If the flight is stopped, you usually land far away from the next system. All this is automatically calculated and displayed (under &amp;quot;Objects&amp;quot; (stopped) or &amp;quot;Systems&amp;quot; (in flight)). &lt;br /&gt;
&lt;br /&gt;
Finally it should be noted that the autopilot is not with the wrap cooperates -drive. A conversion table for the speeds follows briefly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;150&amp;quot;&amp;gt;'''Wrap'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Lj / h (approx.)'''&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;66&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Inf&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caution for crew shifts: If one does not have enough skill for the inductor at a time, which will wrap -Energy down truncated to the current maximum value. This can go so far that people then suddenly the wrap booth 0 has. Therefore, one should here particularly careful that the crew is always capable of the wrap to use inducers! &lt;br /&gt;
&lt;br /&gt;
Through critical hits in fights and the inductors can be damaged. If this happens, they lose all energy. It is recommended to use several different inductors to reduce the risk of 0-energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_HyperDrive&amp;diff=54008</id>
		<title>Ulite: The HyperDrive</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_HyperDrive&amp;diff=54008"/>
		<updated>2016-12-29T14:43:35Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* 3.9 The wrap drive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==3.9 The wrap drive==&lt;br /&gt;
&lt;br /&gt;
The Wrap -Drive is a new method of a system to fly to next. The flight runs along a straight path but can be stopped, changed, accelerated or decelerated at any time. The speed is measured in wrap. This unit has an exponential scale such that wrap 10 gives an infinite velocity. &lt;br /&gt;
For the wrap-drive at least one needs a wrap inducer. Wrap inducers are a self-contained bio-chemical plant which parts of this energy to a certain extent can even store almost indefinitely generates a constant flow of energy and. Both take place only when a wrap -drive the ship is active. The generated and stored energy is ONLY for the wrap used -Flight. The energy level is under &amp;quot;systems&amp;quot; as well as under &amp;quot;flight&amp;quot;. It gives a stand, and also a river, that is the change of energy per hour. The flow is positive if not flown, and then the inductor charges. The energy consumption for the flight is included in this flow, ie the flow can even be strongly negative in fast flights. &lt;br /&gt;
The maximum storage capacity of the inductors as well as the generated energy flow can be read in the following table (skill requirement is machine kill):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;150&amp;quot;&amp;gt;'''class'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Maximum power'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Energy flow'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Skill req. per inductor'''&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor Class I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.02&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor class II&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.06&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor class III&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8th&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor Class IV&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+35&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor Class V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor Class VI&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several, even different inductors can be installed, the maximum energy and the flux add up. &lt;br /&gt;
In order to fly to a system you have to enter it as a target system. There are - if a wrap -drive is built - in &amp;quot;systems&amp;quot; in two ways. The first is a novel method to find a system, the second is the well-known, it lists all systems within a radius of 20 Lj, ordered by distance. &lt;br /&gt;
The first method is to select a sector and then a system in this sector. For this, the current sector is now to the left, and four arrows or some buttons with which you can change the desired sector. On the right side are input fields with which you can enter a sector directly. To the right, there is a selection box where all the systems - including uninhabited ones - are located in the selected sector. One can select one there and press the button next to &amp;quot;Enter as a target system&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you have selected a target system, you will come to the &amp;quot;flight&amp;quot; page and get a few additional information. &amp;quot;Navigation&amp;quot;, there is now a separate section &amp;quot; Wrap -drive&amp;quot;. First, it will announce the required energy - for the flight from the current position to the target system. This energy is not dependent on the flight time and / or flight speed. Below is an indication of airspeed in wrap . In the third line, there's a calculation of flight time in the input Wrap -speed and the expected energy level after the flight in the bracket. You may have a different Wrap calculate -speed by the wrap setting, and click &amp;quot;Recalculate&amp;quot; suppressed. &lt;br /&gt;
&lt;br /&gt;
Advice for airspeed and their statement: If you have enough energy for that flight has ( &amp;quot; Wrap -Energy Stand&amp;quot;&amp;gt; = &amp;quot;Required energy&amp;quot;), then, any airspeed are selected. If one does not have enough power available, so the controls Wrap -drive automatically the speed down when there is not enough energy is available. This means that, starting at a certain speed, there is no point in selecting a higher speed, the flight time will not be reduced. This can also be seen if the parentheses show &amp;quot;0&amp;quot; after the flight time. Then you have reached the 0 level during the flight. &amp;quot;Energy!&amp;quot; Starts the flight, which can now be stopped (stop!) At any time. If the flight is stopped, you usually land far away from the next system. All this is automatically calculated and displayed (under &amp;quot;Objects&amp;quot; (stopped) or &amp;quot;Systems&amp;quot; (in flight)). &lt;br /&gt;
&lt;br /&gt;
Finally it should be noted that the autopilot is not with the wrap cooperates -drive. A conversion table for the speeds follows briefly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;150&amp;quot;&amp;gt;'''Wrap'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Lj / h (approx.)'''&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;66&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Inf&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caution for crew shifts: If one does not have enough skill for the inductor at a time, which will wrap -Energy down truncated to the current maximum value. This can go so far that people then suddenly the wrap booth 0 has. Therefore, one should here particularly careful that the crew is always capable of the wrap to use inducers! &lt;br /&gt;
&lt;br /&gt;
Through critical hits in fights and the inductors can be damaged. If this happens, they lose all energy. It is recommended to use several different inductors to reduce the risk of 0-energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_HyperDrive&amp;diff=54007</id>
		<title>Ulite: The HyperDrive</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_HyperDrive&amp;diff=54007"/>
		<updated>2016-12-29T14:42:50Z</updated>

		<summary type="html">&lt;p&gt;Jaz: updated tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==3.9 The wrap drive==&lt;br /&gt;
&lt;br /&gt;
The Wrap -Drive is a new method of a system to fly to next. The flight runs along a straight path but can be stopped, changed, accelerated or decelerated at any time. The speed is measured in wrap. This unit has an exponential scale such that wrap 10 gives an infinite velocity. &lt;br /&gt;
For the wrap-drive at least one needs a wrap inducer. Wrap inducers are a self-contained bio-chemical plant which parts of this energy to a certain extent can even store almost indefinitely generates a constant flow of energy and. Both take place only when a wrap -drive the ship is active. The generated and stored energy is ONLY for the wrap used -Flight. The energy level is under &amp;quot;systems&amp;quot; as well as under &amp;quot;flight&amp;quot;. It gives a stand, and also a river, that is the change of energy per hour. The flow is positive if not flown, and then the inductor charges. The energy consumption for the flight is included in this flow, ie the flow can even be strongly negative in fast flights. &lt;br /&gt;
The maximum storage capacity of the inductors as well as the generated energy flow can be read in the following table (skill requirement is machine kill):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;150&amp;quot;&amp;gt;'''class'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Maximum power'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Energy flow'''&amp;lt;/td&amp;gt;'''Skill req. per inductor'''&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor Class I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.02&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor class II&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.06&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor class III&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8th&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor Class IV&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+35&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor Class V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wrap inductor Class VI&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several, even different inductors can be installed, the maximum energy and the flux add up. &lt;br /&gt;
In order to fly to a system you have to enter it as a target system. There are - if a wrap -drive is built - in &amp;quot;systems&amp;quot; in two ways. The first is a novel method to find a system, the second is the well-known, it lists all systems within a radius of 20 Lj, ordered by distance. &lt;br /&gt;
The first method is to select a sector and then a system in this sector. For this, the current sector is now to the left, and four arrows or some buttons with which you can change the desired sector. On the right side are input fields with which you can enter a sector directly. To the right, there is a selection box where all the systems - including uninhabited ones - are located in the selected sector. One can select one there and press the button next to &amp;quot;Enter as a target system&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you have selected a target system, you will come to the &amp;quot;flight&amp;quot; page and get a few additional information. &amp;quot;Navigation&amp;quot;, there is now a separate section &amp;quot; Wrap -drive&amp;quot;. First, it will announce the required energy - for the flight from the current position to the target system. This energy is not dependent on the flight time and / or flight speed. Below is an indication of airspeed in wrap . In the third line, there's a calculation of flight time in the input Wrap -speed and the expected energy level after the flight in the bracket. You may have a different Wrap calculate -speed by the wrap setting, and click &amp;quot;Recalculate&amp;quot; suppressed. &lt;br /&gt;
&lt;br /&gt;
Advice for airspeed and their statement: If you have enough energy for that flight has ( &amp;quot; Wrap -Energy Stand&amp;quot;&amp;gt; = &amp;quot;Required energy&amp;quot;), then, any airspeed are selected. If one does not have enough power available, so the controls Wrap -drive automatically the speed down when there is not enough energy is available. This means that, starting at a certain speed, there is no point in selecting a higher speed, the flight time will not be reduced. This can also be seen if the parentheses show &amp;quot;0&amp;quot; after the flight time. Then you have reached the 0 level during the flight. &amp;quot;Energy!&amp;quot; Starts the flight, which can now be stopped (stop!) At any time. If the flight is stopped, you usually land far away from the next system. All this is automatically calculated and displayed (under &amp;quot;Objects&amp;quot; (stopped) or &amp;quot;Systems&amp;quot; (in flight)). &lt;br /&gt;
&lt;br /&gt;
Finally it should be noted that the autopilot is not with the wrap cooperates -drive. A conversion table for the speeds follows briefly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;150&amp;quot;&amp;gt;'''Wrap'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Lj / h (approx.)'''&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;66&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Inf&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caution for crew shifts: If one does not have enough skill for the inductor at a time, which will wrap -Energy down truncated to the current maximum value. This can go so far that people then suddenly the wrap booth 0 has. Therefore, one should here particularly careful that the crew is always capable of the wrap to use inducers! &lt;br /&gt;
&lt;br /&gt;
Through critical hits in fights and the inductors can be damaged. If this happens, they lose all energy. It is recommended to use several different inductors to reduce the risk of 0-energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Planet_Climates&amp;diff=54006</id>
		<title>Ulite: Planet Climates</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Planet_Climates&amp;diff=54006"/>
		<updated>2016-12-29T13:46:16Z</updated>

		<summary type="html">&lt;p&gt;Jaz: created page with translated text. tables need work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==3.14 Climates==&lt;br /&gt;
&lt;br /&gt;
===3.14.1 Basic principles===&lt;br /&gt;
&lt;br /&gt;
The climate of a planet has a strong influence on a private station. In essence, the climate influences the following factors:&lt;br /&gt;
&lt;br /&gt;
Food production per farmer,&lt;br /&gt;
Maximum population at the station,&lt;br /&gt;
Resulting pollution per production point,&lt;br /&gt;
Operating costs of buildings.&lt;br /&gt;
&lt;br /&gt;
===3.14.2 Climates List===&lt;br /&gt;
&lt;br /&gt;
The list of climates, sorted from bad to good:&lt;br /&gt;
&lt;br /&gt;
climate	(English)	food	Max population	pollution	Building costs	note&lt;br /&gt;
Dead	Dead	0	3	Very high	Very high	Maxmiale population including all research is 3.&lt;br /&gt;
inferno	inferno	0	Very low	High	High	&lt;br /&gt;
Radiated	Radiated	0	Very low	Very high	medium	&lt;br /&gt;
Toxic	Toxic	0	Very low	Very high	High	&lt;br /&gt;
Barren	Ingots	0	Very low	Very high	normal	&lt;br /&gt;
desert	Desert	1	Low	High	medium	From here food production possible.&lt;br /&gt;
steppe	steppe	1	medium	Elevated	medium	&lt;br /&gt;
drought	Arid	1	medium	Elevated	normal	&lt;br /&gt;
Tundra	Tundra	1	medium	Elevated	normal	&lt;br /&gt;
jungle	Jungle	2	medium	Low	medium	From here good food.&lt;br /&gt;
swamp	Swamp	2	medium	Low	normal	&lt;br /&gt;
ocean	Ocean	2	medium	Low	normal	&lt;br /&gt;
Terran	Terran	2	High	Low	normal	&lt;br /&gt;
Gaia	Gaia	3	Very high	Very low	normal	Maximum Nutrition.&lt;br /&gt;
&lt;br /&gt;
===3.14.3 Terraforming===&lt;br /&gt;
&lt;br /&gt;
There are 4 research projects that influence the climate. Building the building also corresponds to the transformation of the planet. &lt;br /&gt;
Attention to the module Terraforming: Any further use of terraforming doubles the costs.&lt;br /&gt;
&lt;br /&gt;
The following table describes the possibilities of terraforming. On the left is the &amp;quot;start&amp;quot; -climate, in the table there is the possible end-climates.&lt;br /&gt;
&lt;br /&gt;
Planetary shield (all variants)	Terraforming	Improved terraforming	Gaia transformation&lt;br /&gt;
Dead			Barren	&lt;br /&gt;
inferno			Barren	&lt;br /&gt;
Radiated	Barren			&lt;br /&gt;
Toxic			Barren	&lt;br /&gt;
Barren		Desert, tundra		&lt;br /&gt;
desert		drought		&lt;br /&gt;
steppe		Terran		&lt;br /&gt;
drought		Terran		&lt;br /&gt;
Tundra		swamp		&lt;br /&gt;
jungle				&lt;br /&gt;
swamp		Terran		&lt;br /&gt;
ocean		Terran		&lt;br /&gt;
Terran				Gaia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Documentation&amp;diff=54005</id>
		<title>Ulite: Documentation</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Documentation&amp;diff=54005"/>
		<updated>2016-12-29T13:44:33Z</updated>

		<summary type="html">&lt;p&gt;Jaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Registration|Registration]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Login|Login]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Main Menu|The Main Menu]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Ships|The Ships]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Equipment|The Equipment]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Skills|The Skills]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Attack|The Attack]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Missions|The Missions]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The HyperDrive|The HyperDrive]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Building Stations|Building Stations]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Artifacts|Artifacts]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Research|Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Territories|Territories]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Planet Climates| Planet Climates]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Documentation&amp;diff=54004</id>
		<title>Ulite: Documentation</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Documentation&amp;diff=54004"/>
		<updated>2016-12-29T13:44:09Z</updated>

		<summary type="html">&lt;p&gt;Jaz: added Planet Climates link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Registration|Registration]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Login|Login]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Main Menu|The Main Menu]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Ships|The Ships]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Equipment|The Equipment]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Skills|The Skills]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Attack|The Attack]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Missions|The Missions]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The HyperDrive|The HyperDrive]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Building Stations|Building Stations]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Artifacts|Artifacts]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Planet Climates| Planet Climates]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Research|Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Territories|Territories]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Documentation&amp;diff=54003</id>
		<title>Ulite: Documentation</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Documentation&amp;diff=54003"/>
		<updated>2016-12-29T13:42:34Z</updated>

		<summary type="html">&lt;p&gt;Jaz: removed stub as all links are now created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Registration|Registration]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Login|Login]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Main Menu|The Main Menu]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Ships|The Ships]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Equipment|The Equipment]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Skills|The Skills]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Attack|The Attack]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Missions|The Missions]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The HyperDrive|The HyperDrive]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Building Stations|Building Stations]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Artifacts|Artifacts]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Research|Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Territories|Territories]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Territories&amp;diff=54002</id>
		<title>Ulite: Territories</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Territories&amp;diff=54002"/>
		<updated>2016-12-29T13:41:43Z</updated>

		<summary type="html">&lt;p&gt;Jaz: created page with translated text. tables need work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==3.13 Territories==&lt;br /&gt;
&lt;br /&gt;
===3.13.1 Basic principles===&lt;br /&gt;
&lt;br /&gt;
Any number of sectors can be assigned to an alliance. These sectors then call themselves territory. For an alliance to have a sector assigned, it must meet certain conditions. An alliance then has special rights in its own territory regarding station building and attacks.&lt;br /&gt;
&lt;br /&gt;
===3.13.2 Assignment rules===&lt;br /&gt;
&lt;br /&gt;
All sectors in the core area (that is block [-10, -10] to [+ 10, + 10]) are neutral.&lt;br /&gt;
All external sectors are neutral if they are not assigned to an alliance.&lt;br /&gt;
An alliance must have &amp;quot;3&amp;quot; (or 3 more than another) systems &amp;quot;owned&amp;quot; to get the sector awarded. &amp;quot;Owned&amp;quot; means that the system must have at least one territorial station of the alliance and no territorial station of another alliance.&lt;br /&gt;
Between the territories of two alliances, at least one sector must be &amp;quot;neutral&amp;quot;.&lt;br /&gt;
The territory of an alliance must be contiguous. In the case of several possible territories, the largest one is selected, then the oldest one.&lt;br /&gt;
&lt;br /&gt;
===3.13.3 Visible Territory===&lt;br /&gt;
&lt;br /&gt;
The territories and systems &amp;quot;owned&amp;quot; are publicly known.&lt;br /&gt;
There is also a global message of DTR in sector allocations.&lt;br /&gt;
Once an alliance has a system in a sector, or a system more than another alliance, then the also universe.php visible.&lt;br /&gt;
&lt;br /&gt;
====3.13.3.1 Universe Map====&lt;br /&gt;
&lt;br /&gt;
Link: [http://www.ulite.de/universe.php Universe Map]&lt;br /&gt;
&lt;br /&gt;
When an alliance receives a sector, the corresponding sector is marked with the corresponding alliance color in this view. These sectors (squares) are thus completely filled with the alliance color.&lt;br /&gt;
&lt;br /&gt;
Already, if an alliance has a system &amp;quot;owned&amp;quot;, this can be seen by the &amp;quot;framework&amp;quot; of the sector. The frame strength (in pixels) indicates the number of occupied systems that this alliance has more than others.&lt;br /&gt;
&lt;br /&gt;
====3.13.3.2 Local Map====&lt;br /&gt;
&lt;br /&gt;
Link: [http://www.ulite.de/map.php Local Map]&lt;br /&gt;
&lt;br /&gt;
Systems that are &amp;quot;owned&amp;quot; by an alliance are drawn in their alliance color. Published systems are white. Published systems that belong to an alliance territory have a white name, but the position line is in the Alliance color.&lt;br /&gt;
&lt;br /&gt;
====3.13.3.3 System list====&lt;br /&gt;
&lt;br /&gt;
Link: Ship Systems OR Systems.&lt;br /&gt;
&lt;br /&gt;
The sector number and the system name are shown in the Alliance color if the sector is Alliance territory. In addition, the abbreviation of the alliance appears.&lt;br /&gt;
&lt;br /&gt;
===3.13.4 Effects===&lt;br /&gt;
&lt;br /&gt;
====3.13.4.1 Ship attacks====&lt;br /&gt;
&lt;br /&gt;
In an inhabited system in the core area is generally no firing allowed (penalty points).&lt;br /&gt;
In their own territory, ships are always attacked (no penalty points).&lt;br /&gt;
&lt;br /&gt;
====3.13.4.2 Station attacks====&lt;br /&gt;
&lt;br /&gt;
Stationary attacks are always permitted.&lt;br /&gt;
The attacked alliance (or station owners) will receive a message when enemy fleets reach scanner range.&lt;br /&gt;
Time blocking for station attacks is 1 day.&lt;br /&gt;
&lt;br /&gt;
====3.13.4.3. Docking permits at stations====&lt;br /&gt;
&lt;br /&gt;
The docking at Private Stations is &amp;quot;neutral&amp;quot; for the alliance relationships (which is also given if a player does not belong to any alliance) and above (NAP, Alliance). No docking is possible for others.&lt;br /&gt;
&lt;br /&gt;
====3.13.4.4. Reasons for stations====&lt;br /&gt;
&lt;br /&gt;
In sectors that are assigned to an alliance, only these alliance stations may be created.&lt;br /&gt;
&lt;br /&gt;
===3.13.5 Publishing stations===&lt;br /&gt;
&lt;br /&gt;
====3.13.5.1 Basic principles====&lt;br /&gt;
&lt;br /&gt;
The goal is for Alliances to claim as many sectors as possible. These are counted and in the high score lists. Each player has only a limited number of stations (Station Admin skill). In order for the territory to be enlarged, the player must publish his stations. This means that the station will go completely into the public hand, but it will still be considered for the alliance territory.&lt;br /&gt;
&lt;br /&gt;
====3.13.5.2. Publishing Conditions====&lt;br /&gt;
&lt;br /&gt;
The station must have 7 buildings and 2000 points.&lt;br /&gt;
&lt;br /&gt;
====3.13.5.3. Publishing Station Effects====&lt;br /&gt;
&lt;br /&gt;
The station becomes public, and no longer belongs to the founder. The founder can no longer use resources (shipbuilding, research) of the station.&lt;br /&gt;
Other orbital stations are randomly generated.&lt;br /&gt;
All stored goods remain there, but the values are reimbursed to the Alliance in cash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Research&amp;diff=54001</id>
		<title>Ulite: Research</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Research&amp;diff=54001"/>
		<updated>2016-12-29T13:34:22Z</updated>

		<summary type="html">&lt;p&gt;Jaz: created page with translated text. tables need work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==3.12 Research==&lt;br /&gt;
&lt;br /&gt;
In Ulite, there are a number of things you can build when the Alliance has collected a certain amount of research points in a particular area. &lt;br /&gt;
The research can start as soon as the first station was established. &lt;br /&gt;
From this point onwards, the research kit of the founder of the station will be integrated into Allianz research. &lt;br /&gt;
Later, each station itself (as soon as it has a researcher or research building) will also contribute to your research.&lt;br /&gt;
&lt;br /&gt;
===3.12.1 Techtree===&lt;br /&gt;
&lt;br /&gt;
What to research everything and what research points in which areas to be required can be the tech tree refer. &lt;br /&gt;
The columns indicate the research areas, the rows the research points in the overview. &lt;br /&gt;
Green entries are searchable buildings for the stations. &lt;br /&gt;
Blue entries are searchable equipment for ships. &lt;br /&gt;
Red Entries Global research results that can affect several areas.&lt;br /&gt;
&lt;br /&gt;
Clicking on an entry in the Techtree displays details on the searchable object. &lt;br /&gt;
Here are the following possible entries:&lt;br /&gt;
&lt;br /&gt;
Type: This is whether a building, equipment or a global research object is involved.&lt;br /&gt;
Group: The research area is located here.&lt;br /&gt;
Research points: Here are the points needed for the research.&lt;br /&gt;
Required: Here it is whether there is another research which may have previously been researched.&lt;br /&gt;
Enables: Here is what research is based on the current one.&lt;br /&gt;
Construction costs: In buildings, the cost of construction on a station at production units.&lt;br /&gt;
Operating costs: The costs of the building after the construction are constantly being incurred.&lt;br /&gt;
Equipment: Here is what equipment will be built through the research.&lt;br /&gt;
&lt;br /&gt;
===3.12.2 Research===&lt;br /&gt;
&lt;br /&gt;
In V4, as already mentioned above, is not investigated for the player, but for the alliance. &lt;br /&gt;
&lt;br /&gt;
Once research is possible appears in the menu bar under Players a new button &amp;quot;Research&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There, the alliance leader (permission can be granted to other players in the Alliance) can manage the current research.&lt;br /&gt;
 &lt;br /&gt;
Details on the operation it under the documentation for the menus&lt;br /&gt;
&lt;br /&gt;
===3.12.3 Advanced research===&lt;br /&gt;
&lt;br /&gt;
If an Alliance has completed the Tech-Tree, then the compulsory program is over and the advanced research starts. &lt;br /&gt;
&lt;br /&gt;
From now on, Alliances can begin to adapt existing ship types. &lt;br /&gt;
&lt;br /&gt;
Under the menu item research there from this time a new entry &amp;quot;Advanced ships&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Here you can select a hull of standard vessels to improve this. The name given for the new ship must be at least 3 characters long. &lt;br /&gt;
&lt;br /&gt;
The following categories are available for improvement: fuselage, capacity, acceleration, reverse acceleration, active crew, and artillery. &lt;br /&gt;
&lt;br /&gt;
If a basic design has been chosen and a name given, the new vessel with its possible research classes appears as possible research objects, which can then be moved into the planned research series and researched. &lt;br /&gt;
&lt;br /&gt;
It is, however, only possible to push a category at the same time into the planned research, because the costs increase not only with the steps, but also with the total number of improvements. &lt;br /&gt;
&lt;br /&gt;
There are some dependencies for possible research projects. Thus, for example, the fuselage has to be upgraded for the purpose of researching acceleration enhancements. Or at least a second crew member is required for a second weapon. &lt;br /&gt;
&lt;br /&gt;
After the creation of the own ship type it is possible to select this in the ship design. Your own designs appear in the list at the bottom. &lt;br /&gt;
&lt;br /&gt;
The class info is displayed both in the fleet display and in the ship configuration. &lt;br /&gt;
&lt;br /&gt;
A list of all your own ship types can also be found in the research menu. &lt;br /&gt;
&lt;br /&gt;
It is also possible to expand a created ship whether schoin with research or not again. &lt;br /&gt;
&lt;br /&gt;
In this case it will also be deleted from the ship's design, active production and production queue! &lt;br /&gt;
&lt;br /&gt;
Except for hull and capacity, a research stage increases the research area by 1.&lt;br /&gt;
&lt;br /&gt;
Hull per research stage&lt;br /&gt;
&lt;br /&gt;
Ship class	Additional hull&lt;br /&gt;
class 1	1t (except IS)&lt;br /&gt;
2nd grade	2t&lt;br /&gt;
Class 3	3t&lt;br /&gt;
Class 4	4t&lt;br /&gt;
Class 5	10t&lt;br /&gt;
Class 6	20t&lt;br /&gt;
Class 7	35t&lt;br /&gt;
class 8	50t (up to including Griffin Carrier)&lt;br /&gt;
class 8	100t (all Kl.8&amp;gt; Griffin Carrier)&lt;br /&gt;
class 9	150t&lt;br /&gt;
grade 10	300t&lt;br /&gt;
Capacity per research stage&lt;br /&gt;
&lt;br /&gt;
Ship class	Additional capacity&lt;br /&gt;
class 1	2t (except for IS)&lt;br /&gt;
2nd grade	3t&lt;br /&gt;
Class 3	4t&lt;br /&gt;
Class 4	7t&lt;br /&gt;
Class 5	15t&lt;br /&gt;
Class 6	40t&lt;br /&gt;
Class 7	80t&lt;br /&gt;
class 8	120t (up to Griffin Carrier)&lt;br /&gt;
class 8	150t (all Kl.8&amp;gt; Griffin Carrier)&lt;br /&gt;
class 9	300t&lt;br /&gt;
grade 10	500t&lt;br /&gt;
&lt;br /&gt;
It should also be mentioned that the cost of research does not only increase from project to project, but the order also plays an important role. The value of the research areas corresponds to the order listed above, from the smallest to the greatest. In other words, each further research project receives a malus factor that makes research more difficult. This factor is of course more pronounced, the larger the project.&lt;br /&gt;
&lt;br /&gt;
The formula for the required research points is:&lt;br /&gt;
&lt;br /&gt;
FP = (1 + AM / 10) * (100 * FS) ^ (1 + FG / 3 + SK / 20)&lt;br /&gt;
&lt;br /&gt;
FP: research points (of the respective object) FG: research area (hull = 1, free space = 1.5, forward acceleration = 3, Backward acceleration = 3.1, active crew = 3.2, gun positions = 4) SK: ship class (1..10)&lt;br /&gt;
&lt;br /&gt;
Important! &lt;br /&gt;
&lt;br /&gt;
If a ship expanded by research is sold, or the &amp;quot;fleet&amp;quot; it forms, it loses its special qualities. &lt;br /&gt;
It is therefore not possible to exchange such ships with other players. Furthermore, research extensions are not extensively applied to fleet vessels. Additional weapon lots are not used, for example, by fleets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Building_Stations&amp;diff=54000</id>
		<title>Ulite: Building Stations</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Building_Stations&amp;diff=54000"/>
		<updated>2016-12-29T13:28:05Z</updated>

		<summary type="html">&lt;p&gt;Jaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==3.10 Stations Building==&lt;br /&gt;
&lt;br /&gt;
Stations are important for the progress of the alliance at this game.&lt;br /&gt;
Without station the alliance is not able to research und also not able to construct researchable equipment.&lt;br /&gt;
&lt;br /&gt;
===3.10.1 General===&lt;br /&gt;
&lt;br /&gt;
This is a small introduction, how a station works.&lt;br /&gt;
&lt;br /&gt;
There are three major groups, which are existing at all stations: Food, Working and Research. For this three groups there are a number of persons: Farmers, Workers and Researchers. Each group is responsible for different things. Farmers are producing food, and food is important for the population at the planet. Workers are building buildings at the station or can construct ships or tradements (=credits). Researchers are producing research points for the alliance, which are used to research new objects.&lt;br /&gt;
&lt;br /&gt;
Group:	Food	Production	Research&lt;br /&gt;
People	Farmers	Workers	Researchers&lt;br /&gt;
Benefit	Food	Buildings, ships or credits	Research points&lt;br /&gt;
&lt;br /&gt;
The people are able to be re-educated at every time. That means, the at the need, farmers became researchers or vice-versa. All values at the station are calculated with points or units. Each station will be recalculated each day. Example: one unit researchers produces (normaly) one research point each day.&lt;br /&gt;
&lt;br /&gt;
How much production points or research points (resp. food) are produced, is depending on several factors:&lt;br /&gt;
&lt;br /&gt;
Climate of the planete (food)&lt;br /&gt;
Ore of the planet (production points)&lt;br /&gt;
Gravitation (all)&lt;br /&gt;
Moral (all)&lt;br /&gt;
Buildings and other research objects (all)&lt;br /&gt;
Pollution (production points)&lt;br /&gt;
&lt;br /&gt;
The exact calculation of the points is available at the detail section. You can see there, how much points are added or subtracted for what, etc. This points are also be rounded, what can lead to (for example), one additional worker does not produce additional production points (because the bad moral decreases the additional point).&lt;br /&gt;
&lt;br /&gt;
====3.10.1.1 Food====&lt;br /&gt;
&lt;br /&gt;
Each station needs food. The food which must be available correlate with the existing population without the farmers (the farmers can feed themself). If there is too less of food at the station, the population shrinks because of undernourishment.&lt;br /&gt;
&lt;br /&gt;
Food is also storeable: one unit food correspond with 1000 tons of grain. The stored grain are often displayed in parenthesis after the food production.&lt;br /&gt;
&lt;br /&gt;
====3.10.1.2 Production====&lt;br /&gt;
&lt;br /&gt;
You need production points for buildings, equipments, ships and tradements. If production points are produced, the approximated finish time (ETA) is displayed at the specific object in parenthesis. &lt;br /&gt;
&lt;br /&gt;
Example: “Agriculture Plant	(6 d)” means: this building needs estimated 6 days for construction. The time needed is naturally depending of the production points, which are produced each day. If you produce no production points, the ETA will be displayed as “10000 days”.&lt;br /&gt;
&lt;br /&gt;
If you want to finish the construction earlier, there are a number of possibilities:&lt;br /&gt;
&lt;br /&gt;
Recruit more workers. If the research is not important, or you have enough food at stock, you can move the resources to workers.&lt;br /&gt;
Buy the production. If there is a production currently running, the production-page shows, what you need for the buying of this production. In any case,&lt;br /&gt;
you need credits, at some cases (buildings) you need also goods. This goods must be at stock at this station, and the player needs the credits available, to buy the production. If you buy this production, the object will be finished at next recalculation of the station.&lt;br /&gt;
&lt;br /&gt;
First construct buildings, which increases the production points. Example: Automated Factories. It is recommended to build production-increasing buildings first for big stations.&lt;br /&gt;
If you have no building of ship at your production line, but you have still production points, the Default production is used. Here the available production points are channeled into one of two objectives. Residentials: additional houses are build, so the popultion growth is stimulated. Tradements: Tradements are produced, directly converted to credits, and given the station founder.&lt;br /&gt;
&lt;br /&gt;
====3.10.1.3 Research====&lt;br /&gt;
&lt;br /&gt;
The research points, a station is producing, are summarized to the allice research points.&lt;br /&gt;
&lt;br /&gt;
====3.10.1.4 Defense====&lt;br /&gt;
&lt;br /&gt;
Apart from shielding buildings for defense, there are some other buildings for defending an invasion:&lt;br /&gt;
&lt;br /&gt;
Type:	needs	maximum quota equal&lt;br /&gt;
Troops	Army Tower	current civil population&lt;br /&gt;
Panzer	Armor Barracks	current civil population / 2&lt;br /&gt;
Fightrobots	Battledroids	current civil population / 2&lt;br /&gt;
&lt;br /&gt;
===3.10.2 Founding a station===&lt;br /&gt;
&lt;br /&gt;
To found a station, you need prior a Colony Device. This equipment is heavy (250 tons) and expensiv (500.000 Cr) and this must be firstly acquired to get such a lot money and a ship which can transport this equipment.&lt;br /&gt;
Is this step is done, you need to find a good planet (planet of the type “world…” or a “rocky planet with dense corroding atmosphere”). This planete you can only find beyond the core area. The core area includes all sectors between [10,10] and [-10,-10]&lt;br /&gt;
After this, you can fly into the system and to that planet.&lt;br /&gt;
If you are arrived, you can found and name the station at menu “Player” - “Priv.Stations”.&lt;br /&gt;
All your station will be listet at this menu point after the first founding.&lt;br /&gt;
&lt;br /&gt;
The exact requirements for station founding:&lt;br /&gt;
&lt;br /&gt;
The player must be at a planet.&lt;br /&gt;
The player must be member of an alliance.&lt;br /&gt;
The planet must be inhabitable (no gas planet, asteroids, etc).&lt;br /&gt;
The planet has currently no station.&lt;br /&gt;
The adminstration skill of the player must fit (means: befor the founding: greater than the number of station the player's administering).&lt;br /&gt;
The player must have a Colony Device loaded.&lt;br /&gt;
The planet must be outside of the core area.&lt;br /&gt;
The sector must not be foreign alliance territory.&lt;br /&gt;
The station limit of the alliacne must be greater as the number of the stations of the alliance befor founding.&lt;br /&gt;
For the first station, following hints are recommended:&lt;br /&gt;
&lt;br /&gt;
The bigger planet, the better.&lt;br /&gt;
The climate must not be Dead or other inhospitable things.&lt;br /&gt;
Ore should be at maximum (1..3)&lt;br /&gt;
Gravitation: High is bad, Low is ok, Good is very good.&lt;br /&gt;
&lt;br /&gt;
===3.10.3 Station Maintenance===&lt;br /&gt;
&lt;br /&gt;
At “Player”-“Private Stations” you can set some things directly. This is described at 3.3.3.1 Player-Private Stations&lt;br /&gt;
&lt;br /&gt;
More exact setting you can do at Market-Production&lt;br /&gt;
&lt;br /&gt;
Some hints:&lt;br /&gt;
&lt;br /&gt;
The building costs of Techtree responds one production unit.&lt;br /&gt;
The maximum population of a planet is depending on its size and climate. It can change by terraforming.&lt;br /&gt;
“Buy Production”: This is always more expensive, than the “slow” production. If you buy the production, the production will be finished at next recalculation. If you cancel a production, the half of the invested ressources are lost.&lt;br /&gt;
If you set your default production to “Tradements” and you have no object in the productio queue, the station generates credits.&lt;br /&gt;
&lt;br /&gt;
===3.10.4 Station Attacks===&lt;br /&gt;
&lt;br /&gt;
At station attacks there are some special things.&lt;br /&gt;
&lt;br /&gt;
First of all, the attack will be splitted into two phases. This two phases are generating each one report (so you have two after that). Only, if you process the first attack successfully, the second phase will be started.&lt;br /&gt;
&lt;br /&gt;
The first phase is equal for all attack types and is a fight between the attacker (one or more ships) and the (space-)defense of the station. Station defense are all defense buildings, which you have build at this station: star base, missle base, but also docked ships. If a docked ship is not able to flight (not enough crew or skills), it will be not interfer into to attack (no functional weapon or shields), but will cover up the defense (because this ship must also be destroyed).&lt;br /&gt;
&lt;br /&gt;
If there is no defense, the attacker will win.&lt;br /&gt;
&lt;br /&gt;
The second phase is depending on the attack type:&lt;br /&gt;
&lt;br /&gt;
Ground attack: Troops required. The loaded troops are fighting at the ground against the other troops, Panzer and Fightrobots of the station. If defense is down (all objects killed/destroyed), the station will be transfered to the attacker (and its alliance).&lt;br /&gt;
Bomb attack: Bombs required. Destroies buildings and kills people, troops, and so on. If all objects destroyed and all people killed, the station will be deleted. There is a possibility to setup a specific level for destruction: With the point “Ship”-“Configuration”-“Bomb until” you can set a specifc level, where the bombing of the station will be ended.&lt;br /&gt;
Destroy planet: Planet Destructor required. Destroies the whole planet (with station of course), there is only a asteroid field left.&lt;br /&gt;
After a station transfer by invasion there is a time out of 7 days, until this station can be published.&lt;br /&gt;
&lt;br /&gt;
===3.10.5 Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
The number of stations which a player can own depends on his skill at station administration. For one skill point, one station can be built. If you want to found another station, but you can not raise the skill, you have to publish stations. Publishing station has also other advantages, see also 3.13 Territories&lt;br /&gt;
Requirements for publishing a station: 7 buildings and 2000 points.&lt;br /&gt;
&lt;br /&gt;
If a player leafs an alliance, or he's deleted, the station are transfered to the alliance administrator. A reset by destroying does not transfer the stations.&lt;br /&gt;
&lt;br /&gt;
The docking at private station is for all alliance relations “neutral” (that equal if a player is not a member of an alliance) and above (NAP, Tready) permitted. For others docking is not possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Building_Stations&amp;diff=53999</id>
		<title>Ulite: Building Stations</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Building_Stations&amp;diff=53999"/>
		<updated>2016-12-29T13:27:19Z</updated>

		<summary type="html">&lt;p&gt;Jaz: created page with translated text. tables need work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==3.10 Stations Building==&lt;br /&gt;
&lt;br /&gt;
Stations are important for the progress of the alliance at this game.&lt;br /&gt;
Without station the alliance is not able to research und also not able to construct researchable equipment.&lt;br /&gt;
&lt;br /&gt;
===3.10.1 General===&lt;br /&gt;
&lt;br /&gt;
This is a small introduction, how a station works.&lt;br /&gt;
&lt;br /&gt;
There are three major groups, which are existing at all stations: Food, Working and Research. For this three groups there are a number of persons: Farmers, Workers and Researchers. Each group is responsible for different things. Farmers are producing food, and food is important for the population at the planet. Workers are building buildings at the station or can construct ships or tradements (=credits). Researchers are producing research points for the alliance, which are used to research new objects.&lt;br /&gt;
&lt;br /&gt;
Group:	Food	Production	Research&lt;br /&gt;
People	Farmers	Workers	Researchers&lt;br /&gt;
Benefit	Food	Buildings, ships or credits	Research points&lt;br /&gt;
&lt;br /&gt;
The people are able to be re-educated at every time. That means, the at the need, farmers became researchers or vice-versa. All values at the station are calculated with points or units. Each station will be recalculated each day. Example: one unit researchers produces (normaly) one research point each day.&lt;br /&gt;
&lt;br /&gt;
How much production points or research points (resp. food) are produced, is depending on several factors:&lt;br /&gt;
&lt;br /&gt;
Climate of the planete (food)&lt;br /&gt;
Ore of the planet (production points)&lt;br /&gt;
Gravitation (all)&lt;br /&gt;
Moral (all)&lt;br /&gt;
Buildings and other research objects (all)&lt;br /&gt;
Pollution (production points)&lt;br /&gt;
&lt;br /&gt;
The exact calculation of the points is available at the detail section. You can see there, how much points are added or subtracted for what, etc. This points are also be rounded, what can lead to (for example), one additional worker does not produce additional production points (because the bad moral decreases the additional point).&lt;br /&gt;
&lt;br /&gt;
===3.10.1.1 Food===&lt;br /&gt;
&lt;br /&gt;
Each station needs food. The food which must be available correlate with the existing population without the farmers (the farmers can feed themself). If there is too less of food at the station, the population shrinks because of undernourishment.&lt;br /&gt;
&lt;br /&gt;
Food is also storeable: one unit food correspond with 1000 tons of grain. The stored grain are often displayed in parenthesis after the food production.&lt;br /&gt;
&lt;br /&gt;
===3.10.1.2 Production===&lt;br /&gt;
&lt;br /&gt;
You need production points for buildings, equipments, ships and tradements. If production points are produced, the approximated finish time (ETA) is displayed at the specific object in parenthesis. &lt;br /&gt;
&lt;br /&gt;
Example: “Agriculture Plant	(6 d)” means: this building needs estimated 6 days for construction. The time needed is naturally depending of the production points, which are produced each day. If you produce no production points, the ETA will be displayed as “10000 days”.&lt;br /&gt;
&lt;br /&gt;
If you want to finish the construction earlier, there are a number of possibilities:&lt;br /&gt;
&lt;br /&gt;
Recruit more workers. If the research is not important, or you have enough food at stock, you can move the resources to workers.&lt;br /&gt;
Buy the production. If there is a production currently running, the production-page shows, what you need for the buying of this production. In any case,&lt;br /&gt;
you need credits, at some cases (buildings) you need also goods. This goods must be at stock at this station, and the player needs the credits available, to buy the production. If you buy this production, the object will be finished at next recalculation of the station.&lt;br /&gt;
&lt;br /&gt;
First construct buildings, which increases the production points. Example: Automated Factories. It is recommended to build production-increasing buildings first for big stations.&lt;br /&gt;
If you have no building of ship at your production line, but you have still production points, the Default production is used. Here the available production points are channeled into one of two objectives. Residentials: additional houses are build, so the popultion growth is stimulated. Tradements: Tradements are produced, directly converted to credits, and given the station founder.&lt;br /&gt;
&lt;br /&gt;
===3.10.1.3 Research===&lt;br /&gt;
&lt;br /&gt;
The research points, a station is producing, are summarized to the allice research points.&lt;br /&gt;
&lt;br /&gt;
===3.10.1.4 Defense===&lt;br /&gt;
&lt;br /&gt;
Apart from shielding buildings for defense, there are some other buildings for defending an invasion:&lt;br /&gt;
&lt;br /&gt;
Type:	needs	maximum quota equal&lt;br /&gt;
Troops	Army Tower	current civil population&lt;br /&gt;
Panzer	Armor Barracks	current civil population / 2&lt;br /&gt;
Fightrobots	Battledroids	current civil population / 2&lt;br /&gt;
&lt;br /&gt;
===3.10.2 Founding a station===&lt;br /&gt;
&lt;br /&gt;
To found a station, you need prior a Colony Device. This equipment is heavy (250 tons) and expensiv (500.000 Cr) and this must be firstly acquired to get such a lot money and a ship which can transport this equipment.&lt;br /&gt;
Is this step is done, you need to find a good planet (planet of the type “world…” or a “rocky planet with dense corroding atmosphere”). This planete you can only find beyond the core area. The core area includes all sectors between [10,10] and [-10,-10]&lt;br /&gt;
After this, you can fly into the system and to that planet.&lt;br /&gt;
If you are arrived, you can found and name the station at menu “Player” - “Priv.Stations”.&lt;br /&gt;
All your station will be listet at this menu point after the first founding.&lt;br /&gt;
&lt;br /&gt;
The exact requirements for station founding:&lt;br /&gt;
&lt;br /&gt;
The player must be at a planet.&lt;br /&gt;
The player must be member of an alliance.&lt;br /&gt;
The planet must be inhabitable (no gas planet, asteroids, etc).&lt;br /&gt;
The planet has currently no station.&lt;br /&gt;
The adminstration skill of the player must fit (means: befor the founding: greater than the number of station the player's administering).&lt;br /&gt;
The player must have a Colony Device loaded.&lt;br /&gt;
The planet must be outside of the core area.&lt;br /&gt;
The sector must not be foreign alliance territory.&lt;br /&gt;
The station limit of the alliacne must be greater as the number of the stations of the alliance befor founding.&lt;br /&gt;
For the first station, following hints are recommended:&lt;br /&gt;
&lt;br /&gt;
The bigger planet, the better.&lt;br /&gt;
The climate must not be Dead or other inhospitable things.&lt;br /&gt;
Ore should be at maximum (1..3)&lt;br /&gt;
Gravitation: High is bad, Low is ok, Good is very good.&lt;br /&gt;
&lt;br /&gt;
===3.10.3 Station Maintenance===&lt;br /&gt;
&lt;br /&gt;
At “Player”-“Private Stations” you can set some things directly. This is described at 3.3.3.1 Player-Private Stations&lt;br /&gt;
&lt;br /&gt;
More exact setting you can do at Market-Production&lt;br /&gt;
&lt;br /&gt;
Some hints:&lt;br /&gt;
&lt;br /&gt;
The building costs of Techtree responds one production unit.&lt;br /&gt;
The maximum population of a planet is depending on its size and climate. It can change by terraforming.&lt;br /&gt;
“Buy Production”: This is always more expensive, than the “slow” production. If you buy the production, the production will be finished at next recalculation. If you cancel a production, the half of the invested ressources are lost.&lt;br /&gt;
If you set your default production to “Tradements” and you have no object in the productio queue, the station generates credits.&lt;br /&gt;
&lt;br /&gt;
===3.10.4 Station Attacks===&lt;br /&gt;
&lt;br /&gt;
At station attacks there are some special things.&lt;br /&gt;
&lt;br /&gt;
First of all, the attack will be splitted into two phases. This two phases are generating each one report (so you have two after that). Only, if you process the first attack successfully, the second phase will be started.&lt;br /&gt;
&lt;br /&gt;
The first phase is equal for all attack types and is a fight between the attacker (one or more ships) and the (space-)defense of the station. Station defense are all defense buildings, which you have build at this station: star base, missle base, but also docked ships. If a docked ship is not able to flight (not enough crew or skills), it will be not interfer into to attack (no functional weapon or shields), but will cover up the defense (because this ship must also be destroyed).&lt;br /&gt;
&lt;br /&gt;
If there is no defense, the attacker will win.&lt;br /&gt;
&lt;br /&gt;
The second phase is depending on the attack type:&lt;br /&gt;
&lt;br /&gt;
Ground attack: Troops required. The loaded troops are fighting at the ground against the other troops, Panzer and Fightrobots of the station. If defense is down (all objects killed/destroyed), the station will be transfered to the attacker (and its alliance).&lt;br /&gt;
Bomb attack: Bombs required. Destroies buildings and kills people, troops, and so on. If all objects destroyed and all people killed, the station will be deleted. There is a possibility to setup a specific level for destruction: With the point “Ship”-“Configuration”-“Bomb until” you can set a specifc level, where the bombing of the station will be ended.&lt;br /&gt;
Destroy planet: Planet Destructor required. Destroies the whole planet (with station of course), there is only a asteroid field left.&lt;br /&gt;
After a station transfer by invasion there is a time out of 7 days, until this station can be published.&lt;br /&gt;
&lt;br /&gt;
===3.10.5 Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
The number of stations which a player can own depends on his skill at station administration. For one skill point, one station can be built. If you want to found another station, but you can not raise the skill, you have to publish stations. Publishing station has also other advantages, see also 3.13 Territories&lt;br /&gt;
Requirements for publishing a station: 7 buildings and 2000 points.&lt;br /&gt;
&lt;br /&gt;
If a player leafs an alliance, or he's deleted, the station are transfered to the alliance administrator. A reset by destroying does not transfer the stations.&lt;br /&gt;
&lt;br /&gt;
The docking at private station is for all alliance relations “neutral” (that equal if a player is not a member of an alliance) and above (NAP, Tready) permitted. For others docking is not possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Documentation&amp;diff=53998</id>
		<title>Ulite: Documentation</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Documentation&amp;diff=53998"/>
		<updated>2016-12-29T13:24:13Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Substations */ renamed page, poorly translated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Registration|Registration]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Login|Login]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Main Menu|The Main Menu]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Ships|The Ships]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Equipment|The Equipment]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Skills|The Skills]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Attack|The Attack]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Missions|The Missions]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The HyperDrive|The HyperDrive]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Building Stations|Building Stations]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Artifacts|Artifacts]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Research|Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Territories|Territories]]===&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_HyperDrive&amp;diff=53997</id>
		<title>Ulite: The HyperDrive</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_HyperDrive&amp;diff=53997"/>
		<updated>2016-12-29T13:22:03Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* 3.9 The wrap drive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==3.9 The wrap drive==&lt;br /&gt;
&lt;br /&gt;
The Wrap -Drive is a new method of a system to fly to next. The flight runs along a straight path but can be stopped, changed, accelerated or decelerated at any time. The speed is measured in wrap. This unit has an exponential scale such that wrap 10 gives an infinite velocity. &lt;br /&gt;
For the wrap-drive at least one needs a wrap inducer. Wrap inducers are a self-contained bio-chemical plant which parts of this energy to a certain extent can even store almost indefinitely generates a constant flow of energy and. Both take place only when a wrap -drive the ship is active. The generated and stored energy is ONLY for the wrap used -Flight. The energy level is under &amp;quot;systems&amp;quot; as well as under &amp;quot;flight&amp;quot;. It gives a stand, and also a river, that is the change of energy per hour. The flow is positive if not flown, and then the inductor charges. The energy consumption for the flight is included in this flow, ie the flow can even be strongly negative in fast flights. &lt;br /&gt;
The maximum storage capacity of the inductors as well as the generated energy flow can be read in the following table (skill requirement is machine kill):&lt;br /&gt;
&lt;br /&gt;
class	Maximum power	Energy flow	Skill requirement per inductor&lt;br /&gt;
Wrap inductor Class I	1	0.02	+5&lt;br /&gt;
Wrap inductor class II	3	0.06	+10&lt;br /&gt;
Wrap inductor class III	8th	0.16	+25&lt;br /&gt;
Wrap inductor Class IV	12	0.24	+35&lt;br /&gt;
Wrap inductor Class V	18	0.36	+50&lt;br /&gt;
Wrap inductor Class VI	25	0.5	+60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several, even different inductors can be installed, the maximum energy and the flux add up. &lt;br /&gt;
In order to fly to a system you have to enter it as a target system. There are - if a wrap -drive is built - in &amp;quot;systems&amp;quot; in two ways. The first is a novel method to find a system, the second is the well-known, it lists all systems within a radius of 20 Lj, ordered by distance. &lt;br /&gt;
The first method is to select a sector and then a system in this sector. For this, the current sector is now to the left, and four arrows or some buttons with which you can change the desired sector. On the right side are input fields with which you can enter a sector directly. To the right, there is a selection box where all the systems - including uninhabited ones - are located in the selected sector. One can select one there and press the button next to &amp;quot;Enter as a target system&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you have selected a target system, you will come to the &amp;quot;flight&amp;quot; page and get a few additional information. &amp;quot;Navigation&amp;quot;, there is now a separate section &amp;quot; Wrap -drive&amp;quot;. First, it will announce the required energy - for the flight from the current position to the target system. This energy is not dependent on the flight time and / or flight speed. Below is an indication of airspeed in wrap . In the third line, there's a calculation of flight time in the input Wrap -speed and the expected energy level after the flight in the bracket. You may have a different Wrap calculate -speed by the wrap setting, and click &amp;quot;Recalculate&amp;quot; suppressed. &lt;br /&gt;
&lt;br /&gt;
Advice for airspeed and their statement: If you have enough energy for that flight has ( &amp;quot; Wrap -Energy Stand&amp;quot;&amp;gt; = &amp;quot;Required energy&amp;quot;), then, any airspeed are selected. If one does not have enough power available, so the controls Wrap -drive automatically the speed down when there is not enough energy is available. This means that, starting at a certain speed, there is no point in selecting a higher speed, the flight time will not be reduced. This can also be seen if the parentheses show &amp;quot;0&amp;quot; after the flight time. Then you have reached the 0 level during the flight. &amp;quot;Energy!&amp;quot; Starts the flight, which can now be stopped (stop!) At any time. If the flight is stopped, you usually land far away from the next system. All this is automatically calculated and displayed (under &amp;quot;Objects&amp;quot; (stopped) or &amp;quot;Systems&amp;quot; (in flight)). &lt;br /&gt;
&lt;br /&gt;
Finally it should be noted that the autopilot is not with the wrap cooperates -drive. A conversion table for the speeds follows briefly:&lt;br /&gt;
&lt;br /&gt;
Wrap	Lj / h (approx.)&lt;br /&gt;
0	0&lt;br /&gt;
1	0.36&lt;br /&gt;
3	1.5&lt;br /&gt;
5	5&lt;br /&gt;
7	14&lt;br /&gt;
9	66&lt;br /&gt;
10	Inf&lt;br /&gt;
&lt;br /&gt;
Caution for crew shifts: If one does not have enough skill for the inductor at a time, which will wrap -Energy down truncated to the current maximum value. This can go so far that people then suddenly the wrap booth 0 has. Therefore, one should here particularly careful that the crew is always capable of the wrap to use inducers! &lt;br /&gt;
&lt;br /&gt;
Through critical hits in fights and the inductors can be damaged. If this happens, they lose all energy. It is recommended to use several different inductors to reduce the risk of 0-energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_HyperDrive&amp;diff=53996</id>
		<title>Ulite: The HyperDrive</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_HyperDrive&amp;diff=53996"/>
		<updated>2016-12-29T13:19:54Z</updated>

		<summary type="html">&lt;p&gt;Jaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==3.9 The wrap drive==&lt;br /&gt;
&lt;br /&gt;
The Wrap -Drive is a new method of a system to fly to next. The flight runs along a straight path but can be stopped, changed, accelerated or decelerated at any time. The speed is measured in wrap. This unit has an exponential scale such that wrap 10 gives an infinite velocity. &lt;br /&gt;
For the wrap-drive at least one needs a wrap inducer. Wrap inducers are a self-contained bio-chemical plant which parts of this energy to a certain extent can even store almost indefinitely generates a constant flow of energy and. Both take place only when a wrap -drive the ship is active. The generated and stored energy is ONLY for the wrap used -Flight. The energy level is under &amp;quot;systems&amp;quot; as well as under &amp;quot;flight&amp;quot;. It gives a stand, and also a river, that is the change of energy per hour. The flow is positive if not flown, and then the inductor charges. The energy consumption for the flight is included in this flow, ie the flow can even be strongly negative in fast flights. &lt;br /&gt;
The maximum storage capacity of the inductors as well as the generated energy flow can be read in the following table (skill requirement is machine kill):&lt;br /&gt;
&lt;br /&gt;
class	Maximum power	Energy flow	Skill requirement per inductor&lt;br /&gt;
Wrap inductor Class I	1	0.02	+5&lt;br /&gt;
Wrap inductor class II	3	0.06	+10&lt;br /&gt;
Wrap inductor class III	8th	0.16	+25&lt;br /&gt;
Wrap inductor Class IV	12	0.24	+35&lt;br /&gt;
Wrap inductor Class V	18	0.36	+50&lt;br /&gt;
Wrap inductor Class VI	25	0.5	+60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several, even different inductors can be installed, the maximum energy and the flux add up. &lt;br /&gt;
In order to fly to a system you have to enter it as a target system. There are - if a wrap -drive is built - in &amp;quot;systems&amp;quot; in two ways. The first is a novel method to find a system, the second is the well-known, it lists all systems within a radius of 20 Lj, ordered by distance. &lt;br /&gt;
The first method is to select a sector and then a system in this sector. For this, the current sector is now to the left, and four arrows or some buttons with which you can change the desired sector. On the right side are input fields with which you can enter a sector directly. To the right, there is a selection box where all the systems - including uninhabited ones - are located in the selected sector. One can select one there and press the button next to &amp;quot;Enter as a target system&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you have selected a target system, you will come to the &amp;quot;flight&amp;quot; page and get a few additional information. &amp;quot;Navigation&amp;quot;, there is now a separate section &amp;quot; Wrap -drive&amp;quot;. First, it will announce the required energy - for the flight from the current position to the target system. This energy is not dependent on the flight time and / or flight speed. Below is an indication of airspeed in wrap . In the third line, there's a calculation of flight time in the input Wrap -speed and the expected energy level after the flight in the bracket. You may have a different Wrap calculate -speed by the wrap setting, and click &amp;quot;Recalculate&amp;quot; suppressed. &lt;br /&gt;
&lt;br /&gt;
Advice for airspeed and their statement: If you have enough energy for that flight has ( &amp;quot; Wrap -Energy Stand&amp;quot;&amp;gt; = &amp;quot;Required energy&amp;quot;), then, any airspeed are selected. If one does not have enough power available, so the controls Wrap -drive automatically the speed down when there is not enough energy is available. This means that, starting at a certain speed, there is no point in selecting a higher speed, the flight time will not be reduced. This can also be seen if the parentheses show &amp;quot;0&amp;quot; after the flight time. Then you have reached the 0 level during the flight. &amp;quot;Energy!&amp;quot; Starts the flight, which can now be stopped (stop!) At any time. If the flight is stopped, you usually land far away from the next system. All this is automatically calculated and displayed (under &amp;quot;Objects&amp;quot; (stopped) or &amp;quot;Systems&amp;quot; (in flight)). &lt;br /&gt;
&lt;br /&gt;
Finally it should be noted that the autopilot is not with the wrap cooperates -drive. A conversion table for the speeds follows briefly:&lt;br /&gt;
&lt;br /&gt;
Wrap	Lj / h (approx.)&lt;br /&gt;
0	0&lt;br /&gt;
1	0.36&lt;br /&gt;
3	1.5&lt;br /&gt;
5	5&lt;br /&gt;
7	14&lt;br /&gt;
9	66&lt;br /&gt;
10	Inf&lt;br /&gt;
&lt;br /&gt;
Caution for crew shifts: If one does not have enough skill for the inductor at a time, which will wrap -Energy down truncated to the current maximum value. This can go so far that people then suddenly the wrap booth 0 has. Therefore, one should here particularly careful that the crew is always capable of the wrap to use inducers! &lt;br /&gt;
&lt;br /&gt;
Through critical hits in fights and the inductors can be damaged. If this happens, they lose all energy. It is recommended to use several different inductors to reduce the risk of 0-energy.&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_HyperDrive&amp;diff=53995</id>
		<title>Ulite: The HyperDrive</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_HyperDrive&amp;diff=53995"/>
		<updated>2016-12-29T13:18:37Z</updated>

		<summary type="html">&lt;p&gt;Jaz: created page with translated text. tables need work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3.9 The wrap drive&lt;br /&gt;
&lt;br /&gt;
The Wrap -Drive is a new method of a system to fly to next. The flight runs along a straight path but can be stopped, changed, accelerated or decelerated at any time. The speed is measured in wrap. This unit has an exponential scale such that wrap 10 gives an infinite velocity. &lt;br /&gt;
For the wrap-drive at least one needs a wrap inducer. Wrap inducers are a self-contained bio-chemical plant which parts of this energy to a certain extent can even store almost indefinitely generates a constant flow of energy and. Both take place only when a wrap -drive the ship is active. The generated and stored energy is ONLY for the wrap used -Flight. The energy level is under &amp;quot;systems&amp;quot; as well as under &amp;quot;flight&amp;quot;. It gives a stand, and also a river, that is the change of energy per hour. The flow is positive if not flown, and then the inductor charges. The energy consumption for the flight is included in this flow, ie the flow can even be strongly negative in fast flights. &lt;br /&gt;
The maximum storage capacity of the inductors as well as the generated energy flow can be read in the following table (skill requirement is machine kill):&lt;br /&gt;
&lt;br /&gt;
class	Maximum power	Energy flow	Skill requirement per inductor&lt;br /&gt;
Wrap inductor Class I	1	0.02	+5&lt;br /&gt;
Wrap inductor class II	3	0.06	+10&lt;br /&gt;
Wrap inductor class III	8th	0.16	+25&lt;br /&gt;
Wrap inductor Class IV	12	0.24	+35&lt;br /&gt;
Wrap inductor Class V	18	0.36	+50&lt;br /&gt;
Wrap inductor Class VI	25	0.5	+60&lt;br /&gt;
Several, even different inductors can be installed, the maximum energy and the flux add up. &lt;br /&gt;
In order to fly to a system you have to enter it as a target system. There are - if a wrap -drive is built - in &amp;quot;systems&amp;quot; in two ways. The first is a novel method to find a system, the second is the well-known, it lists all systems within a radius of 20 Lj, ordered by distance. &lt;br /&gt;
The first method is to select a sector and then a system in this sector. For this, the current sector is now to the left, and four arrows or some buttons with which you can change the desired sector. On the right side are input fields with which you can enter a sector directly. To the right, there is a selection box where all the systems - including uninhabited ones - are located in the selected sector. One can select one there and press the button next to &amp;quot;Enter as a target system&amp;quot;. &lt;br /&gt;
If you have selected a target system, you will come to the &amp;quot;flight&amp;quot; page and get a few additional information. &amp;quot;Navigation&amp;quot;, there is now a separate section &amp;quot; Wrap -drive&amp;quot;. First, it will announce the required energy - for the flight from the current position to the target system. This energy is not dependent on the flight time and / or flight speed. Below is an indication of airspeed in wrap . In the third line, there's a calculation of flight time in the input Wrap -speed and the expected energy level after the flight in the bracket. You may have a different Wrap calculate -speed by the wrap setting, and click &amp;quot;Recalculate&amp;quot; suppressed. &lt;br /&gt;
Advice for airspeed and their statement: If you have enough energy for that flight has ( &amp;quot; Wrap -Energy Stand&amp;quot;&amp;gt; = &amp;quot;Required energy&amp;quot;), then, any airspeed are selected. If one does not have enough power available, so the controls Wrap -drive automatically the speed down when there is not enough energy is available. This means that, starting at a certain speed, there is no point in selecting a higher speed, the flight time will not be reduced. This can also be seen if the parentheses show &amp;quot;0&amp;quot; after the flight time. Then you have reached the 0 level during the flight. &amp;quot;Energy!&amp;quot; Starts the flight, which can now be stopped (stop!) At any time. If the flight is stopped, you usually land far away from the next system. All this is automatically calculated and displayed (under &amp;quot;Objects&amp;quot; (stopped) or &amp;quot;Systems&amp;quot; (in flight)). &lt;br /&gt;
Finally it should be noted that the autopilot is not with the wrap cooperates -drive. A conversion table for the speeds follows briefly:&lt;br /&gt;
&lt;br /&gt;
Wrap	Lj / h (approx.)&lt;br /&gt;
0	0&lt;br /&gt;
1	0.36&lt;br /&gt;
3	1.5&lt;br /&gt;
5	5&lt;br /&gt;
7	14&lt;br /&gt;
9	66&lt;br /&gt;
10	Inf&lt;br /&gt;
Caution for crew shifts: If one does not have enough skill for the inductor at a time, which will wrap -Energy down truncated to the current maximum value. This can go so far that people then suddenly the wrap booth 0 has. Therefore, one should here particularly careful that the crew is always capable of the wrap to use inducers! &lt;br /&gt;
Through critical hits in fights and the inductors can be damaged. If this happens, they lose all energy. It is recommended to use several different inductors to reduce the risk of 0-energy.&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Artifacts&amp;diff=53994</id>
		<title>Ulite: Artifacts</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Artifacts&amp;diff=53994"/>
		<updated>2016-12-29T13:15:46Z</updated>

		<summary type="html">&lt;p&gt;Jaz: transfer not make&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Artifacts are the remnants of a long past culture. With every planet settlement there is a certain chance that the colonists will find an artifact. Unfortunately, the information about the various equipment is difficult to get and so many dark shapes has already earned a golden nose with them. Artifacts can be activated or deactivated under player status. Without information about how a particular artifact works, activation can have unwanted effects.&lt;br /&gt;
&lt;br /&gt;
Attention! Artefacts can only be found if they are directly colonized. The construction of a Settlement Base is not sufficient.&lt;br /&gt;
&lt;br /&gt;
A maximum of 3 artifacts can be used per player.&lt;br /&gt;
&lt;br /&gt;
If you want to tranfer an artifact, you can do this in the convoy menu. It must be deactivated. &lt;br /&gt;
Artifacts can only be passed on to other players, but not to fleet ships or bots. &lt;br /&gt;
Attention! Some artifacts can not be deactivated after their activation. These artifacts can not be delivered!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Artifacts&amp;diff=53993</id>
		<title>Ulite: Artifacts</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Artifacts&amp;diff=53993"/>
		<updated>2016-12-29T13:14:41Z</updated>

		<summary type="html">&lt;p&gt;Jaz: added to category Ulite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Artifacts are the remnants of a long past culture. With every planet settlement there is a certain chance that the colonists will find an artifact. Unfortunately, the information about the various equipment is difficult to get and so many dark shapes has already earned a golden nose with them. Artifacts can be activated or deactivated under player status. Without information about how a particular artifact works, activation can have unwanted effects.&lt;br /&gt;
&lt;br /&gt;
Attention! Artefacts can only be found if they are directly colonized. The construction of a Settlement Base is not sufficient.&lt;br /&gt;
&lt;br /&gt;
A maximum of 3 artifacts can be used per player.&lt;br /&gt;
&lt;br /&gt;
If you want to make an artifact, you can do this in the convoy menu. It must be deactivated. &lt;br /&gt;
Artifacts can only be passed on to other players, but not to fleet ships or bots. &lt;br /&gt;
Attention! Some artifacts can not be deactivated after their activation. These artifacts can not be delivered!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Documentation&amp;diff=53992</id>
		<title>Ulite: Documentation</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Documentation&amp;diff=53992"/>
		<updated>2016-12-29T13:13:52Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Registration|Registration]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Login|Login]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Main Menu|The Main Menu]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Ships|The Ships]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Equipment|The Equipment]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Skills|The Skills]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Attack|The Attack]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Missions|The Missions]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The HyperDrive|The HyperDrive]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Substations|Substations]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Artifacts|Artifacts]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Research|Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Territories|Territories]]===&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Artifacts&amp;diff=53991</id>
		<title>Ulite: Artifacts</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Artifacts&amp;diff=53991"/>
		<updated>2016-12-29T13:13:30Z</updated>

		<summary type="html">&lt;p&gt;Jaz: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Artifacts are the remnants of a long past culture. With every planet settlement there is a certain chance that the colonists will find an artifact. Unfortunately, the information about the various equipment is difficult to get and so many dark shapes has already earned a golden nose with them. Artifacts can be activated or deactivated under player status. Without information about how a particular artifact works, activation can have unwanted effects.&lt;br /&gt;
&lt;br /&gt;
Attention! Artefacts can only be found if they are directly colonized. The construction of a Settlement Base is not sufficient.&lt;br /&gt;
&lt;br /&gt;
A maximum of 3 artifacts can be used per player.&lt;br /&gt;
&lt;br /&gt;
If you want to make an artifact, you can do this in the convoy menu. It must be deactivated. &lt;br /&gt;
Artifacts can only be passed on to other players, but not to fleet ships or bots. &lt;br /&gt;
Attention! Some artifacts can not be deactivated after their activation. These artifacts can not be delivered!&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Documentation&amp;diff=53990</id>
		<title>Ulite: Documentation</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Documentation&amp;diff=53990"/>
		<updated>2016-12-29T13:12:31Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Artifacts */ added translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Registration|Registration]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Login|Login]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Main Menu|The Main Menu]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Ships|The Ships]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Equipment|The Equipment]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Skills|The Skills]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Attack|The Attack]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The Missions|The Missions]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: The HyperDrive|The HyperDrive]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Substations|Substations]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Artifacts|Artifacts]]===&lt;br /&gt;
&lt;br /&gt;
Artifacts are the remnants of a long past culture. With every planet settlement there is a certain chance that the colonists will find an artifact. Unfortunately, the information about the various equipment is difficult to get and so many dark shapes has already earned a golden nose with them. Artifacts can be activated or deactivated under player status. Without information about how a particular artifact works, activation can have unwanted effects.&lt;br /&gt;
&lt;br /&gt;
Attention! Artifacts can only be found if they are directly colonized. The construction of a Settlement Base is not sufficient.&lt;br /&gt;
&lt;br /&gt;
A maximum of 3 artifacts can be used per player.&lt;br /&gt;
&lt;br /&gt;
If you want to make an artifact, you can do this in the convoy menu. It must be deactivated. &lt;br /&gt;
Artifacts can only be passed on to other players, but not to fleet ships or bots. &lt;br /&gt;
Attention! Some artifacts can not be deactivated after their activation. These artifacts can not be delivered!&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Research|Research]]===&lt;br /&gt;
&lt;br /&gt;
===[[Ulite: Territories|Territories]]===&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=53925</id>
		<title>Ulite: Transporting goods to your station</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=53925"/>
		<updated>2016-11-29T16:31:56Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Option 2. Use of Fleets */ removed old, out of date comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Most modules - especially when you're building one of the higher levels - require a vast quantity of raw materials to build. The obvious solution to getting the materials there is to buy a gigantic ship, say, an Imperial Heavy Cruiser. However, this has some drawbacks:&lt;br /&gt;
&lt;br /&gt;
* Unless you've been playing for years, you probably don't have the Manoeuvring and Navigation skill to captain such a ship.&lt;br /&gt;
* You might not be able to afford such a giant ship, and to kit it out.&lt;br /&gt;
&lt;br /&gt;
The first point is probably the biggest stumbling block, especially if your alliance has some money and is helping you out finance-wise. As you've already found out - money is really only a small part of the battle when buying a large ship.&lt;br /&gt;
&lt;br /&gt;
== Option 1. Recruit help from your alliance ==&lt;br /&gt;
&lt;br /&gt;
Assuming the rest of your alliance isn't busy building their own stations, you might be able to get help from alliance members. Make sure you have enough space at your station to deposit raw materials - a warehouse is very useful to have, as well as making sure you build an adequate basement. Make sure your Police Control is set up to allow alliance members to deposit goods (and of course, your police control grants them permission to dock in the first place).&lt;br /&gt;
&lt;br /&gt;
== Option 2. Use of Fleets ==&lt;br /&gt;
&lt;br /&gt;
[[Ulite:_Constructing_fleet_ships|Fleets]] (other ships you own, but don't captain) can not only be used to trade independently of your ship, but they can also join your ship in a convoy. There are a number of advantages to building some fleet ships. Most basically you can simply set them to ferry goods to your station from nearby surrounding stations (if the distance is only 1 jump away - fleets can not directly use auto pilot). Then go off to do your own thing. If you need to collect scarce commodities from long distances and have access to wrap technology, a small fast ship with a military drive in a convoy with a larger wrap drive ship can be used to explore, collect and feed goods back to the mother ship as it charges in preparation for the trip home.&lt;br /&gt;
&lt;br /&gt;
Another possible benefit, if you can find large ships for sale and then both the cash and enough leaders to pilot them, you can actually add ships larger than you could normally safely pilot to a convoy with your ship. This offers the following advantages:&lt;br /&gt;
* Strength in numbers - when attacked, all the ships in your convoy will defend.&lt;br /&gt;
* Convoy members don't need a hyperdrive/wrap drive - they can have a tiny little Interplanetary Drive, '''so long as your ship uses a wrap drive'''. This frees up lots of space for cargo.&lt;br /&gt;
* The crew on a ship that's in your convoy needn't be particularly highly skilled, since they will have the protection of your ship.&lt;br /&gt;
* Since non-player ships attack the best equipped ship first (i.e. yours!), convoy ships don't need much in the way of defensive equipment (unless of course you go looking for trouble with other players). This frees up even more space for cargo.&lt;br /&gt;
&lt;br /&gt;
For example, if your ship is a 7200 tonne Lynx Bulk Carrier&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;, you'll probably find that after equipment, you've around 4500 tonnes to spare. Add a Panther Clipper as a Fleet, and have it join a convoy with you, and most of the Clipper's 2000 tonnes of space is free for you to use - an Interplanetary drive and a small amount of weaponry and shields (just for insurance) won't take up much room - you'll probably gain at least another 1700t in capacity. The important point is that the next bigger ship after a Lynx Bulk Carrier requires you have a higher manoeuvring skill - or you'll heavily damage the ship on each landing - but adding a Clipper to your convoy will add capacity but without demanding any higher skill level.&lt;br /&gt;
&lt;br /&gt;
The biggest problem with larger fleets is finding a crew with sufficient leadership skill. Leadership is likely to be the only skill you're going to find wanting - however, visit a few Class 7 or Class 8 population systems, and you can probably find enough crew members with a higher Leadership skill rating to provide a captain and senior crew&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;. Don't forget you can hire crew members you don't need in advance of buying another ship to add to your raw materials convoy - so hire in advance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''' This is a historical example from Ulite V3. Seems very unlikely that anyone who's been around long enough to find a Lynx Bulk Carrier would be reading this page - perhaps they were easier to find in previous versions.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;''' This also seems not to be the case in V4. Unless another player has sacked skilled crew at the station, you only very occasionally find crew with 3 or more. It's such a rare occurrence to find a level 4 or 5 leader that much of the skill levels required for active crew members to fly class 8 ships will have to come about through combat or training. A Stalker for example has lowest class 8 Leadership requirements of 25, divide that by the 6 active crew and you'd need to find 6 crew with Leadership 4+ in bars. A far quicker technique would be to maintain a highly skilled active crew such that you have one or two slots that may be used to train up rookies that you can rotate out of those slots once they reach level 4+.&lt;br /&gt;
&lt;br /&gt;
Having said that, there doesn't seem to be a limit on the number of crew you can have.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50219</id>
		<title>Elite: Dangerous</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50219"/>
		<updated>2016-01-09T15:19:42Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Elite Dangerous: Horizons */ renamed section as &amp;quot;Elite Dangerous: Season Two - Horizons&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Elite_Dangerous_logo.jpg|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Elite 4 was for a long time little more substantial than a rumour. Hope was renewed as Frontier Developments announced [http://www.kickstarter.com/projects/1461411552/elite-dangerous a Kickstarter project] to fund Elite 4 - now titled &amp;quot;Elite Dangerous&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The game has had an alpha stage in early 2014 and two beta releases, followed by a gamma release. The first public release (Version 1.0) was on the 16th December 2014. The Frontier Development team continue to release updates, and the background simulation is now running along with the storyline.&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Alliance Wiki (on Alioth.net) ==&lt;br /&gt;
&lt;br /&gt;
Alioth.net will once again be the home of the Alliance (one of the three political groups in the Elite Dangerous universe). This project will be hosted on a separate wiki, details to follow in early 2016.&lt;br /&gt;
&lt;br /&gt;
== [http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_Wiki Elite Dangerous: Wiki (on Wikia.com)] ==&lt;br /&gt;
&lt;br /&gt;
This wiki has been around since January 2013, shortly after Elite Dangerous itself was first announced.: [http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_Wiki Elite Dangerous: Wiki (on Wikia.com)]&lt;br /&gt;
&lt;br /&gt;
==Elite Dangerous: Season One==&lt;br /&gt;
&lt;br /&gt;
Take a ship and 100 credits to make money legally or illegally - trade, bounty-hunt, pirate, assassinate your way across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Our galaxy.  Its an awe inspiring, beautiful, vast place; with billions of star systems, planets, moons and asteroid fields just waiting to be explored, and exploited. The triumvirate superpowers of the Empire, Federation and Independents dominate their core system volumes and constantly skirmish to outmanoeuvre one another on their frontiers. Outside their influence, in the vast majority of the galaxy, anarchy reigns supreme and spectacular discoveries await the bold.&lt;br /&gt;
&lt;br /&gt;
Its dog-eat-dog out there – you need to keep your friends close, and your enemies closer.&lt;br /&gt;
&lt;br /&gt;
Whether you want to trade for profit between systems, take part in multiplayer co-op mission alliances, free-for-all group battles and team raids to bring down planetary economies, even tip the balance of power in the galaxy (for your own advantage, of course..), or simply explore the wonders of the galaxy (and who knows what you’ll find out there..) is up to you.&lt;br /&gt;
&lt;br /&gt;
Your second-to-second actions could have you taking the roles of trader, pirate, bounty hunter, leader, team player, opportunistic assassin, grand schemer, and more. You are at the centre of the action any time, any place and any way you choose – each action has a consequence, and influences the galaxy around you.&lt;br /&gt;
&lt;br /&gt;
Starting with a few credits and a basic starship, carve your own path through the richest, largest gaming sandbox ever created, set against a backdrop of raw anarchy, galactic powerplays and intrigue.  Do whatever it takes to upgrade your ship’s hull, engines, weapons, defences, cargo hold; constantly improve your capabilities and influence on your journey towards the most coveted rank in the history of gaming - ‘Elite’.&lt;br /&gt;
&lt;br /&gt;
Fight, trade, hunt your way across a giant galaxy of billions of star systems, starting with a basic starship and a few credits. You can make money from trading goods between the many star systems, by destroying pirate ships (and collecting bounty), or even by attacking traders and collecting their cargo (which in turn will get a bounty on your head!). There will be missions too, and exploration. Most people will do some combination of these things. Upgrade your ship and specialise in one activity - have a trader with a huge cargo bay, or use the space for weapons and maneuverability.&lt;br /&gt;
&lt;br /&gt;
'''Real Freedom''' - Go where you like, be what you like - pirate, bounty hunter, trader, assassin, or some mix of all of these.&lt;br /&gt;
&lt;br /&gt;
'''Trade''' - Buy low, cross dangerous space lanes, evade or destroy pirates en route, then sell high, if you make the journey!&lt;br /&gt;
&lt;br /&gt;
'''Fight''' - Take on the pirates or be one yourself&lt;br /&gt;
&lt;br /&gt;
'''Progress''' - Get your pilot rating all the way from &amp;quot;Harmless&amp;quot; to &amp;quot;Elite&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Explore''' - Head out to the far reaches of space and discover amazing sights&lt;br /&gt;
&lt;br /&gt;
And the best part - you can do all this online with your friends, or other &amp;quot;Elite&amp;quot; pilots like yourself, or even alone. The choice is yours...&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Season Two - Horizons ==&lt;br /&gt;
&lt;br /&gt;
The first paid expansion of Elite Dangerous has been released on December 15th 2015. It is a season of expansions, starting with Planetary Landings (on airless worlds). Other expansions will include Loot and Crafting, Multicrew, Commander Creation and Ship-Launched Fighters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Elite4]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50218</id>
		<title>Elite: Dangerous</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50218"/>
		<updated>2016-01-09T15:18:45Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Synopsis */ renamed section as Elite Dangerous Season One&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Elite_Dangerous_logo.jpg|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Elite 4 was for a long time little more substantial than a rumour. Hope was renewed as Frontier Developments announced [http://www.kickstarter.com/projects/1461411552/elite-dangerous a Kickstarter project] to fund Elite 4 - now titled &amp;quot;Elite Dangerous&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The game has had an alpha stage in early 2014 and two beta releases, followed by a gamma release. The first public release (Version 1.0) was on the 16th December 2014. The Frontier Development team continue to release updates, and the background simulation is now running along with the storyline.&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Alliance Wiki (on Alioth.net) ==&lt;br /&gt;
&lt;br /&gt;
Alioth.net will once again be the home of the Alliance (one of the three political groups in the Elite Dangerous universe). This project will be hosted on a separate wiki, details to follow in early 2016.&lt;br /&gt;
&lt;br /&gt;
== [http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_Wiki Elite Dangerous: Wiki (on Wikia.com)] ==&lt;br /&gt;
&lt;br /&gt;
This wiki has been around since January 2013, shortly after Elite Dangerous itself was first announced.: [http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_Wiki Elite Dangerous: Wiki (on Wikia.com)]&lt;br /&gt;
&lt;br /&gt;
==Elite Dangerous: Season One==&lt;br /&gt;
&lt;br /&gt;
Take a ship and 100 credits to make money legally or illegally - trade, bounty-hunt, pirate, assassinate your way across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Our galaxy.  Its an awe inspiring, beautiful, vast place; with billions of star systems, planets, moons and asteroid fields just waiting to be explored, and exploited. The triumvirate superpowers of the Empire, Federation and Independents dominate their core system volumes and constantly skirmish to outmanoeuvre one another on their frontiers. Outside their influence, in the vast majority of the galaxy, anarchy reigns supreme and spectacular discoveries await the bold.&lt;br /&gt;
&lt;br /&gt;
Its dog-eat-dog out there – you need to keep your friends close, and your enemies closer.&lt;br /&gt;
&lt;br /&gt;
Whether you want to trade for profit between systems, take part in multiplayer co-op mission alliances, free-for-all group battles and team raids to bring down planetary economies, even tip the balance of power in the galaxy (for your own advantage, of course..), or simply explore the wonders of the galaxy (and who knows what you’ll find out there..) is up to you.&lt;br /&gt;
&lt;br /&gt;
Your second-to-second actions could have you taking the roles of trader, pirate, bounty hunter, leader, team player, opportunistic assassin, grand schemer, and more. You are at the centre of the action any time, any place and any way you choose – each action has a consequence, and influences the galaxy around you.&lt;br /&gt;
&lt;br /&gt;
Starting with a few credits and a basic starship, carve your own path through the richest, largest gaming sandbox ever created, set against a backdrop of raw anarchy, galactic powerplays and intrigue.  Do whatever it takes to upgrade your ship’s hull, engines, weapons, defences, cargo hold; constantly improve your capabilities and influence on your journey towards the most coveted rank in the history of gaming - ‘Elite’.&lt;br /&gt;
&lt;br /&gt;
Fight, trade, hunt your way across a giant galaxy of billions of star systems, starting with a basic starship and a few credits. You can make money from trading goods between the many star systems, by destroying pirate ships (and collecting bounty), or even by attacking traders and collecting their cargo (which in turn will get a bounty on your head!). There will be missions too, and exploration. Most people will do some combination of these things. Upgrade your ship and specialise in one activity - have a trader with a huge cargo bay, or use the space for weapons and maneuverability.&lt;br /&gt;
&lt;br /&gt;
'''Real Freedom''' - Go where you like, be what you like - pirate, bounty hunter, trader, assassin, or some mix of all of these.&lt;br /&gt;
&lt;br /&gt;
'''Trade''' - Buy low, cross dangerous space lanes, evade or destroy pirates en route, then sell high, if you make the journey!&lt;br /&gt;
&lt;br /&gt;
'''Fight''' - Take on the pirates or be one yourself&lt;br /&gt;
&lt;br /&gt;
'''Progress''' - Get your pilot rating all the way from &amp;quot;Harmless&amp;quot; to &amp;quot;Elite&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Explore''' - Head out to the far reaches of space and discover amazing sights&lt;br /&gt;
&lt;br /&gt;
And the best part - you can do all this online with your friends, or other &amp;quot;Elite&amp;quot; pilots like yourself, or even alone. The choice is yours...&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Horizons ==&lt;br /&gt;
&lt;br /&gt;
The first paid expansion of Elite Dangerous has been released on December 15th 2015. It is a season of expansions, starting with Planetary Landings (on airless worlds). Other expansions will include Loot and Crafting, Multicrew, Commander Creation and Ship-Launched Fighters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Elite4]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50217</id>
		<title>Elite: Dangerous</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50217"/>
		<updated>2016-01-09T15:17:31Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Elite Dangerous: Horizons */ added more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Elite_Dangerous_logo.jpg|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Elite 4 was for a long time little more substantial than a rumour. Hope was renewed as Frontier Developments announced [http://www.kickstarter.com/projects/1461411552/elite-dangerous a Kickstarter project] to fund Elite 4 - now titled &amp;quot;Elite Dangerous&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The game has had an alpha stage in early 2014 and two beta releases, followed by a gamma release. The first public release (Version 1.0) was on the 16th December 2014. The Frontier Development team continue to release updates, and the background simulation is now running along with the storyline.&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Alliance Wiki (on Alioth.net) ==&lt;br /&gt;
&lt;br /&gt;
Alioth.net will once again be the home of the Alliance (one of the three political groups in the Elite Dangerous universe). This project will be hosted on a separate wiki, details to follow in early 2016.&lt;br /&gt;
&lt;br /&gt;
== [http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_Wiki Elite Dangerous: Wiki (on Wikia.com)] ==&lt;br /&gt;
&lt;br /&gt;
This wiki has been around since January 2013, shortly after Elite Dangerous itself was first announced.: [http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_Wiki Elite Dangerous: Wiki (on Wikia.com)]&lt;br /&gt;
&lt;br /&gt;
==Synopsis==&lt;br /&gt;
&lt;br /&gt;
Take a ship and 100 credits to make money legally or illegally - trade, bounty-hunt, pirate, assassinate your way across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Our galaxy.  Its an awe inspiring, beautiful, vast place; with billions of star systems, planets, moons and asteroid fields just waiting to be explored, and exploited. The triumvirate superpowers of the Empire, Federation and Independents dominate their core system volumes and constantly skirmish to outmanoeuvre one another on their frontiers. Outside their influence, in the vast majority of the galaxy, anarchy reigns supreme and spectacular discoveries await the bold.&lt;br /&gt;
&lt;br /&gt;
Its dog-eat-dog out there – you need to keep your friends close, and your enemies closer.&lt;br /&gt;
&lt;br /&gt;
Whether you want to trade for profit between systems, take part in multiplayer co-op mission alliances, free-for-all group battles and team raids to bring down planetary economies, even tip the balance of power in the galaxy (for your own advantage, of course..), or simply explore the wonders of the galaxy (and who knows what you’ll find out there..) is up to you.&lt;br /&gt;
&lt;br /&gt;
Your second-to-second actions could have you taking the roles of trader, pirate, bounty hunter, leader, team player, opportunistic assassin, grand schemer, and more. You are at the centre of the action any time, any place and any way you choose – each action has a consequence, and influences the galaxy around you.&lt;br /&gt;
&lt;br /&gt;
Starting with a few credits and a basic starship, carve your own path through the richest, largest gaming sandbox ever created, set against a backdrop of raw anarchy, galactic powerplays and intrigue.  Do whatever it takes to upgrade your ship’s hull, engines, weapons, defences, cargo hold; constantly improve your capabilities and influence on your journey towards the most coveted rank in the history of gaming - ‘Elite’.&lt;br /&gt;
&lt;br /&gt;
Fight, trade, hunt your way across a giant galaxy of billions of star systems, starting with a basic starship and a few credits. You can make money from trading goods between the many star systems, by destroying pirate ships (and collecting bounty), or even by attacking traders and collecting their cargo (which in turn will get a bounty on your head!). There will be missions too, and exploration. Most people will do some combination of these things. Upgrade your ship and specialise in one activity - have a trader with a huge cargo bay, or use the space for weapons and maneuverability.&lt;br /&gt;
&lt;br /&gt;
'''Real Freedom''' - Go where you like, be what you like - pirate, bounty hunter, trader, assassin, or some mix of all of these.&lt;br /&gt;
&lt;br /&gt;
'''Trade''' - Buy low, cross dangerous space lanes, evade or destroy pirates en route, then sell high, if you make the journey!&lt;br /&gt;
&lt;br /&gt;
'''Fight''' - Take on the pirates or be one yourself&lt;br /&gt;
&lt;br /&gt;
'''Progress''' - Get your pilot rating all the way from &amp;quot;Harmless&amp;quot; to &amp;quot;Elite&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Explore''' - Head out to the far reaches of space and discover amazing sights&lt;br /&gt;
&lt;br /&gt;
And the best part - you can do all this online with your friends, or other &amp;quot;Elite&amp;quot; pilots like yourself, or even alone. The choice is yours...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Horizons ==&lt;br /&gt;
&lt;br /&gt;
The first paid expansion of Elite Dangerous has been released on December 15th 2015. It is a season of expansions, starting with Planetary Landings (on airless worlds). Other expansions will include Loot and Crafting, Multicrew, Commander Creation and Ship-Launched Fighters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Elite4]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=User_talk:Winston&amp;diff=50216</id>
		<title>User talk:Winston</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=User_talk:Winston&amp;diff=50216"/>
		<updated>2016-01-09T15:09:14Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Elite 4 page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elite 4 page ==&lt;br /&gt;
&lt;br /&gt;
Is there any news on the Alliance Wiki to be hosted on Alioth.net? Has the idea been dropped? If so we need to edit the [[Elite 4]] page? [[User:Jaz|JazHaz ]] 15:08, 9 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dylan Smith == &lt;br /&gt;
[[Dylan Smith]] is currently owned by three cats&lt;br /&gt;
? Greetings: [[User:Makarius|Makarius]] 13:07, 21 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
You'd understand if you had cats :-) [[User:Winston|Winston]] 16:20, 23 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=User_talk:Winston&amp;diff=50215</id>
		<title>User talk:Winston</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=User_talk:Winston&amp;diff=50215"/>
		<updated>2016-01-09T15:08:26Z</updated>

		<summary type="html">&lt;p&gt;Jaz: added question on Elite 4 page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elite 4 page ==&lt;br /&gt;
&lt;br /&gt;
Is there any news on the Alliance Wiki to be hosted on Alioth.net? Has the idea been dropped? If so we need to edit the [[Elite 4]] page? [[User:Jaz|JazHaz ]] 15:08, 9 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Dylan Smith]] == is currently owned by three cats&lt;br /&gt;
? Greetings: [[User:Makarius|Makarius]] 13:07, 21 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
You'd understand if you had cats :-) [[User:Winston|Winston]] 16:20, 23 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50214</id>
		<title>Elite: Dangerous</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50214"/>
		<updated>2016-01-09T15:02:18Z</updated>

		<summary type="html">&lt;p&gt;Jaz: corrected spelling for outmanoeuvre (note English spelling, not Americanised &amp;quot;outmaneuver&amp;quot;; also added new section for ED Horizons (needs more info)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Elite_Dangerous_logo.jpg|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Elite 4 was for a long time little more substantial than a rumour. Hope was renewed as Frontier Developments announced [http://www.kickstarter.com/projects/1461411552/elite-dangerous a Kickstarter project] to fund Elite 4 - now titled &amp;quot;Elite Dangerous&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The game has had an alpha stage in early 2014 and two beta releases, followed by a gamma release. The first public release (Version 1.0) was on the 16th December 2014. The Frontier Development team continue to release updates, and the background simulation is now running along with the storyline.&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Alliance Wiki (on Alioth.net) ==&lt;br /&gt;
&lt;br /&gt;
Alioth.net will once again be the home of the Alliance (one of the three political groups in the Elite Dangerous universe). This project will be hosted on a separate wiki, details to follow in early 2016.&lt;br /&gt;
&lt;br /&gt;
== [http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_Wiki Elite Dangerous: Wiki (on Wikia.com)] ==&lt;br /&gt;
&lt;br /&gt;
This wiki has been around since January 2013, shortly after Elite Dangerous itself was first announced.: [http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_Wiki Elite Dangerous: Wiki (on Wikia.com)]&lt;br /&gt;
&lt;br /&gt;
==Synopsis==&lt;br /&gt;
&lt;br /&gt;
Take a ship and 100 credits to make money legally or illegally - trade, bounty-hunt, pirate, assassinate your way across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Our galaxy.  Its an awe inspiring, beautiful, vast place; with billions of star systems, planets, moons and asteroid fields just waiting to be explored, and exploited. The triumvirate superpowers of the Empire, Federation and Independents dominate their core system volumes and constantly skirmish to outmanoeuvre one another on their frontiers. Outside their influence, in the vast majority of the galaxy, anarchy reigns supreme and spectacular discoveries await the bold.&lt;br /&gt;
&lt;br /&gt;
Its dog-eat-dog out there – you need to keep your friends close, and your enemies closer.&lt;br /&gt;
&lt;br /&gt;
Whether you want to trade for profit between systems, take part in multiplayer co-op mission alliances, free-for-all group battles and team raids to bring down planetary economies, even tip the balance of power in the galaxy (for your own advantage, of course..), or simply explore the wonders of the galaxy (and who knows what you’ll find out there..) is up to you.&lt;br /&gt;
&lt;br /&gt;
Your second-to-second actions could have you taking the roles of trader, pirate, bounty hunter, leader, team player, opportunistic assassin, grand schemer, and more. You are at the centre of the action any time, any place and any way you choose – each action has a consequence, and influences the galaxy around you.&lt;br /&gt;
&lt;br /&gt;
Starting with a few credits and a basic starship, carve your own path through the richest, largest gaming sandbox ever created, set against a backdrop of raw anarchy, galactic powerplays and intrigue.  Do whatever it takes to upgrade your ship’s hull, engines, weapons, defences, cargo hold; constantly improve your capabilities and influence on your journey towards the most coveted rank in the history of gaming - ‘Elite’.&lt;br /&gt;
&lt;br /&gt;
Fight, trade, hunt your way across a giant galaxy of billions of star systems, starting with a basic starship and a few credits. You can make money from trading goods between the many star systems, by destroying pirate ships (and collecting bounty), or even by attacking traders and collecting their cargo (which in turn will get a bounty on your head!). There will be missions too, and exploration. Most people will do some combination of these things. Upgrade your ship and specialise in one activity - have a trader with a huge cargo bay, or use the space for weapons and maneuverability.&lt;br /&gt;
&lt;br /&gt;
'''Real Freedom''' - Go where you like, be what you like - pirate, bounty hunter, trader, assassin, or some mix of all of these.&lt;br /&gt;
&lt;br /&gt;
'''Trade''' - Buy low, cross dangerous space lanes, evade or destroy pirates en route, then sell high, if you make the journey!&lt;br /&gt;
&lt;br /&gt;
'''Fight''' - Take on the pirates or be one yourself&lt;br /&gt;
&lt;br /&gt;
'''Progress''' - Get your pilot rating all the way from &amp;quot;Harmless&amp;quot; to &amp;quot;Elite&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Explore''' - Head out to the far reaches of space and discover amazing sights&lt;br /&gt;
&lt;br /&gt;
And the best part - you can do all this online with your friends, or other &amp;quot;Elite&amp;quot; pilots like yourself, or even alone. The choice is yours...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Horizons ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Elite4]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50213</id>
		<title>Elite: Dangerous</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50213"/>
		<updated>2016-01-09T14:55:27Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Elite Dangerous: Wiki (on Wikia.com) */ corrected dates for the wikia foundation compared to ED's announcement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Elite_Dangerous_logo.jpg|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Elite 4 was for a long time little more substantial than a rumour. Hope was renewed as Frontier Developments announced [http://www.kickstarter.com/projects/1461411552/elite-dangerous a Kickstarter project] to fund Elite 4 - now titled &amp;quot;Elite: Dangerous&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The game has had an alpha stage in early 2014 and two beta releases, followed by a gamma release. The first public release (Version 1.0) was on the 16th December 2014. The Frontier Development team continue to release updates, and the background simulation is now running along with the storyline.&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Alliance Wiki (on Alioth.net) ==&lt;br /&gt;
&lt;br /&gt;
Alioth.net will once again be the home of the Alliance (one of the three political groups in the Elite: Dangerous universe). This project will be hosted on a separate wiki, details to follow in early 2016.&lt;br /&gt;
&lt;br /&gt;
== [http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_Wiki Elite Dangerous: Wiki (on Wikia.com)] ==&lt;br /&gt;
&lt;br /&gt;
This wiki has been around since January 2013, shortly after Elite Dangerous itself was first announced.: [http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_Wiki Elite Dangerous: Wiki (on Wikia.com)]&lt;br /&gt;
&lt;br /&gt;
==Synopsis==&lt;br /&gt;
&lt;br /&gt;
Take a ship and 100 credits to make money legally or illegally - trade, bounty-hunt, pirate, assassinate your way across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Our galaxy.  Its an awe inspiring, beautiful, vast place; with billions of star systems, planets, moons and asteroid fields just waiting to be explored, and exploited. The triumverate superpowers of the Empire, Federation and Independents dominate their core system volumes and constantly skirmish to outmaneouver one another on their frontiers. Outside their influence, in the vast majority of the galaxy, anarchy reigns supreme and spectacular discoveries await the bold.&lt;br /&gt;
&lt;br /&gt;
Its dog-eat-dog out there – you need to keep your friends close, and your enemies closer.&lt;br /&gt;
&lt;br /&gt;
Whether you want to trade for profit between systems, take part in multiplayer co-op mission alliances, free-for-all group battles and team raids to bring down planetary economies, even tip the balance of power in the galaxy (for your own advantage, of course..), or simply explore the wonders of the galaxy (and who knows what you’ll find out there..) is up to you.&lt;br /&gt;
&lt;br /&gt;
Your second-to-second actions could have you taking the roles of trader, pirate, bounty hunter, leader, team player, opportunistic assassin, grand schemer, and more. You are at the centre of the action any time, any place and any way you choose – each action has a consequence, and influences the galaxy around you.&lt;br /&gt;
&lt;br /&gt;
Starting with a few credits and a basic starship, carve your own path through the richest, largest gaming sandbox ever created, set against a backdrop of raw anarchy, galactic powerplays and intrigue.  Do whatever it takes to upgrade your ship’s hull, engines, weapons, defences, cargo hold; constantly improve your capabilities and influence on your journey towards the most coveted rank in the history of gaming - ‘Elite’.&lt;br /&gt;
&lt;br /&gt;
Fight, trade, hunt your way across a giant galaxy of billions of star systems, starting with a basic starship and a few credits. You can make money from trading goods between the many star systems, by destroying pirate ships (and collecting bounty), or even by attacking traders and collecting their cargo (which in turn will get a bounty on your head!). There will be missions too, and exploration. Most people will do some combination of these things. Upgrade your ship and specialise in one activity - have a trader with a huge cargo bay, or use the space for weapons and maneuverability.&lt;br /&gt;
&lt;br /&gt;
'''Real Freedom''' - Go where you like, be what you like - pirate, bounty hunter, trader, assassin, or some mix of all of these.&lt;br /&gt;
&lt;br /&gt;
'''Trade''' - Buy low, cross dangerous space lanes, evade or destroy pirates en route, then sell high, if you make the journey!&lt;br /&gt;
&lt;br /&gt;
'''Fight''' - Take on the pirates or be one yourself&lt;br /&gt;
&lt;br /&gt;
'''Progress''' - Get your pilot rating all the way from &amp;quot;Harmless&amp;quot; to &amp;quot;Elite&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Explore''' - Head out to the far reaches of space and discover amazing sights&lt;br /&gt;
&lt;br /&gt;
And the best part - you can do all this online with your friends, or other &amp;quot;Elite&amp;quot; pilots like yourself, or even alone. The choice is yours...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Elite4]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50212</id>
		<title>Elite: Dangerous</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50212"/>
		<updated>2016-01-09T14:50:24Z</updated>

		<summary type="html">&lt;p&gt;Jaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Elite_Dangerous_logo.jpg|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Elite 4 was for a long time little more substantial than a rumour. Hope was renewed as Frontier Developments announced [http://www.kickstarter.com/projects/1461411552/elite-dangerous a Kickstarter project] to fund Elite 4 - now titled &amp;quot;Elite: Dangerous&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The game has had an alpha stage in early 2014 and two beta releases, followed by a gamma release. The first public release (Version 1.0) was on the 16th December 2014. The Frontier Development team continue to release updates, and the background simulation is now running along with the storyline.&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Alliance Wiki (on Alioth.net) ==&lt;br /&gt;
&lt;br /&gt;
Alioth.net will once again be the home of the Alliance (one of the three political groups in the Elite: Dangerous universe). This project will be hosted on a separate wiki, details to follow in early 2016.&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Wiki (on Wikia.com) ==&lt;br /&gt;
&lt;br /&gt;
This wiki has been around since Elite Dangerous was first announced in 2013.: [http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_Wiki Elite Dangerous: Wiki on Wikia.com]&lt;br /&gt;
&lt;br /&gt;
==Synopsis==&lt;br /&gt;
&lt;br /&gt;
Take a ship and 100 credits to make money legally or illegally - trade, bounty-hunt, pirate, assassinate your way across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Our galaxy.  Its an awe inspiring, beautiful, vast place; with billions of star systems, planets, moons and asteroid fields just waiting to be explored, and exploited. The triumverate superpowers of the Empire, Federation and Independents dominate their core system volumes and constantly skirmish to outmaneouver one another on their frontiers. Outside their influence, in the vast majority of the galaxy, anarchy reigns supreme and spectacular discoveries await the bold.&lt;br /&gt;
&lt;br /&gt;
Its dog-eat-dog out there – you need to keep your friends close, and your enemies closer.&lt;br /&gt;
&lt;br /&gt;
Whether you want to trade for profit between systems, take part in multiplayer co-op mission alliances, free-for-all group battles and team raids to bring down planetary economies, even tip the balance of power in the galaxy (for your own advantage, of course..), or simply explore the wonders of the galaxy (and who knows what you’ll find out there..) is up to you.&lt;br /&gt;
&lt;br /&gt;
Your second-to-second actions could have you taking the roles of trader, pirate, bounty hunter, leader, team player, opportunistic assassin, grand schemer, and more. You are at the centre of the action any time, any place and any way you choose – each action has a consequence, and influences the galaxy around you.&lt;br /&gt;
&lt;br /&gt;
Starting with a few credits and a basic starship, carve your own path through the richest, largest gaming sandbox ever created, set against a backdrop of raw anarchy, galactic powerplays and intrigue.  Do whatever it takes to upgrade your ship’s hull, engines, weapons, defences, cargo hold; constantly improve your capabilities and influence on your journey towards the most coveted rank in the history of gaming - ‘Elite’.&lt;br /&gt;
&lt;br /&gt;
Fight, trade, hunt your way across a giant galaxy of billions of star systems, starting with a basic starship and a few credits. You can make money from trading goods between the many star systems, by destroying pirate ships (and collecting bounty), or even by attacking traders and collecting their cargo (which in turn will get a bounty on your head!). There will be missions too, and exploration. Most people will do some combination of these things. Upgrade your ship and specialise in one activity - have a trader with a huge cargo bay, or use the space for weapons and maneuverability.&lt;br /&gt;
&lt;br /&gt;
'''Real Freedom''' - Go where you like, be what you like - pirate, bounty hunter, trader, assassin, or some mix of all of these.&lt;br /&gt;
&lt;br /&gt;
'''Trade''' - Buy low, cross dangerous space lanes, evade or destroy pirates en route, then sell high, if you make the journey!&lt;br /&gt;
&lt;br /&gt;
'''Fight''' - Take on the pirates or be one yourself&lt;br /&gt;
&lt;br /&gt;
'''Progress''' - Get your pilot rating all the way from &amp;quot;Harmless&amp;quot; to &amp;quot;Elite&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Explore''' - Head out to the far reaches of space and discover amazing sights&lt;br /&gt;
&lt;br /&gt;
And the best part - you can do all this online with your friends, or other &amp;quot;Elite&amp;quot; pilots like yourself, or even alone. The choice is yours...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Elite4]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50211</id>
		<title>Elite: Dangerous</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50211"/>
		<updated>2016-01-09T14:49:35Z</updated>

		<summary type="html">&lt;p&gt;Jaz: added new section with link to the Elite Dangerous Wiki on Wikia.com&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Elite_Dangerous_logo.jpg|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Elite 4 was for a long time little more substantial than a rumour. Hope was renewed as Frontier Developments announced [http://www.kickstarter.com/projects/1461411552/elite-dangerous a Kickstarter project] to fund Elite 4 - now titled &amp;quot;Elite: Dangerous&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The game has had an alpha stage in early 2014 and two beta releases, followed by a gamma release. The first public release (Version 1.0) was on the 16th December 2014. The Frontier Development team continue to release updates, and the background simulation is now running along with the storyline.&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Alliance Wiki (on Alioth.net) ==&lt;br /&gt;
&lt;br /&gt;
Alioth.net will once again be the home of the Alliance (one of the three political groups in the Elite: Dangerous universe). This project will be hosted on a separate wiki, details to follow in early 2016.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Wiki (on Wikia.com) ==&lt;br /&gt;
&lt;br /&gt;
This wiki has been around since Elite Dangerous was first announced in 2013. [http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_Wiki Elite Dangerous: Wiki on Wikia.com]&lt;br /&gt;
&lt;br /&gt;
==Synopsis==&lt;br /&gt;
&lt;br /&gt;
Take a ship and 100 credits to make money legally or illegally - trade, bounty-hunt, pirate, assassinate your way across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Our galaxy.  Its an awe inspiring, beautiful, vast place; with billions of star systems, planets, moons and asteroid fields just waiting to be explored, and exploited. The triumverate superpowers of the Empire, Federation and Independents dominate their core system volumes and constantly skirmish to outmaneouver one another on their frontiers. Outside their influence, in the vast majority of the galaxy, anarchy reigns supreme and spectacular discoveries await the bold.&lt;br /&gt;
&lt;br /&gt;
Its dog-eat-dog out there – you need to keep your friends close, and your enemies closer.&lt;br /&gt;
&lt;br /&gt;
Whether you want to trade for profit between systems, take part in multiplayer co-op mission alliances, free-for-all group battles and team raids to bring down planetary economies, even tip the balance of power in the galaxy (for your own advantage, of course..), or simply explore the wonders of the galaxy (and who knows what you’ll find out there..) is up to you.&lt;br /&gt;
&lt;br /&gt;
Your second-to-second actions could have you taking the roles of trader, pirate, bounty hunter, leader, team player, opportunistic assassin, grand schemer, and more. You are at the centre of the action any time, any place and any way you choose – each action has a consequence, and influences the galaxy around you.&lt;br /&gt;
&lt;br /&gt;
Starting with a few credits and a basic starship, carve your own path through the richest, largest gaming sandbox ever created, set against a backdrop of raw anarchy, galactic powerplays and intrigue.  Do whatever it takes to upgrade your ship’s hull, engines, weapons, defences, cargo hold; constantly improve your capabilities and influence on your journey towards the most coveted rank in the history of gaming - ‘Elite’.&lt;br /&gt;
&lt;br /&gt;
Fight, trade, hunt your way across a giant galaxy of billions of star systems, starting with a basic starship and a few credits. You can make money from trading goods between the many star systems, by destroying pirate ships (and collecting bounty), or even by attacking traders and collecting their cargo (which in turn will get a bounty on your head!). There will be missions too, and exploration. Most people will do some combination of these things. Upgrade your ship and specialise in one activity - have a trader with a huge cargo bay, or use the space for weapons and maneuverability.&lt;br /&gt;
&lt;br /&gt;
'''Real Freedom''' - Go where you like, be what you like - pirate, bounty hunter, trader, assassin, or some mix of all of these.&lt;br /&gt;
&lt;br /&gt;
'''Trade''' - Buy low, cross dangerous space lanes, evade or destroy pirates en route, then sell high, if you make the journey!&lt;br /&gt;
&lt;br /&gt;
'''Fight''' - Take on the pirates or be one yourself&lt;br /&gt;
&lt;br /&gt;
'''Progress''' - Get your pilot rating all the way from &amp;quot;Harmless&amp;quot; to &amp;quot;Elite&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Explore''' - Head out to the far reaches of space and discover amazing sights&lt;br /&gt;
&lt;br /&gt;
And the best part - you can do all this online with your friends, or other &amp;quot;Elite&amp;quot; pilots like yourself, or even alone. The choice is yours...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Elite4]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50210</id>
		<title>Elite: Dangerous</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Elite:_Dangerous&amp;diff=50210"/>
		<updated>2016-01-09T14:44:27Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Elite Dangerous: Alliance Wiki */ no details on the Alliance Wiki as yet, so changed date from 2015 to 2016 lol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Elite_Dangerous_logo.jpg|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Elite 4 was for a long time little more substantial than a rumour. Hope was renewed as Frontier Developments announced [http://www.kickstarter.com/projects/1461411552/elite-dangerous a Kickstarter project] to fund Elite 4 - now titled &amp;quot;Elite: Dangerous&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The game has had an alpha stage in early 2014 and two beta releases, followed by a gamma release. The first public release (Version 1.0) was on the 16th December 2014. The Frontier Development team continue to release updates, and the background simulation is now running along with the storyline.&lt;br /&gt;
&lt;br /&gt;
== Elite Dangerous: Alliance Wiki ==&lt;br /&gt;
&lt;br /&gt;
Alioth.net will once again be the home of the Alliance (one of the three political groups in the Elite: Dangerous universe). This project will be hosted on a separate wiki, details to follow in early 2016.&lt;br /&gt;
&lt;br /&gt;
==Synopsis==&lt;br /&gt;
&lt;br /&gt;
Take a ship and 100 credits to make money legally or illegally - trade, bounty-hunt, pirate, assassinate your way across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Our galaxy.  Its an awe inspiring, beautiful, vast place; with billions of star systems, planets, moons and asteroid fields just waiting to be explored, and exploited. The triumverate superpowers of the Empire, Federation and Independents dominate their core system volumes and constantly skirmish to outmaneouver one another on their frontiers. Outside their influence, in the vast majority of the galaxy, anarchy reigns supreme and spectacular discoveries await the bold.&lt;br /&gt;
&lt;br /&gt;
Its dog-eat-dog out there – you need to keep your friends close, and your enemies closer.&lt;br /&gt;
&lt;br /&gt;
Whether you want to trade for profit between systems, take part in multiplayer co-op mission alliances, free-for-all group battles and team raids to bring down planetary economies, even tip the balance of power in the galaxy (for your own advantage, of course..), or simply explore the wonders of the galaxy (and who knows what you’ll find out there..) is up to you.&lt;br /&gt;
&lt;br /&gt;
Your second-to-second actions could have you taking the roles of trader, pirate, bounty hunter, leader, team player, opportunistic assassin, grand schemer, and more. You are at the centre of the action any time, any place and any way you choose – each action has a consequence, and influences the galaxy around you.&lt;br /&gt;
&lt;br /&gt;
Starting with a few credits and a basic starship, carve your own path through the richest, largest gaming sandbox ever created, set against a backdrop of raw anarchy, galactic powerplays and intrigue.  Do whatever it takes to upgrade your ship’s hull, engines, weapons, defences, cargo hold; constantly improve your capabilities and influence on your journey towards the most coveted rank in the history of gaming - ‘Elite’.&lt;br /&gt;
&lt;br /&gt;
Fight, trade, hunt your way across a giant galaxy of billions of star systems, starting with a basic starship and a few credits. You can make money from trading goods between the many star systems, by destroying pirate ships (and collecting bounty), or even by attacking traders and collecting their cargo (which in turn will get a bounty on your head!). There will be missions too, and exploration. Most people will do some combination of these things. Upgrade your ship and specialise in one activity - have a trader with a huge cargo bay, or use the space for weapons and maneuverability.&lt;br /&gt;
&lt;br /&gt;
'''Real Freedom''' - Go where you like, be what you like - pirate, bounty hunter, trader, assassin, or some mix of all of these.&lt;br /&gt;
&lt;br /&gt;
'''Trade''' - Buy low, cross dangerous space lanes, evade or destroy pirates en route, then sell high, if you make the journey!&lt;br /&gt;
&lt;br /&gt;
'''Fight''' - Take on the pirates or be one yourself&lt;br /&gt;
&lt;br /&gt;
'''Progress''' - Get your pilot rating all the way from &amp;quot;Harmless&amp;quot; to &amp;quot;Elite&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Explore''' - Head out to the far reaches of space and discover amazing sights&lt;br /&gt;
&lt;br /&gt;
And the best part - you can do all this online with your friends, or other &amp;quot;Elite&amp;quot; pilots like yourself, or even alone. The choice is yours...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Elite4]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50209</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50209"/>
		<updated>2016-01-09T10:47:51Z</updated>

		<summary type="html">&lt;p&gt;Jaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Station Buildings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Required&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Buy&amp;amp;nbsp;cost*&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Synthetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
30.789t Air Processors&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6.093t Live Animals**&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
163t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Entertainment Center&lt;br /&gt;
| Computers&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| It increases morale by +30% and is cumulative with holo simulator.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
237t Battle Weapons&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
217t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Armor Barracks&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
297t Battle Weapons&lt;br /&gt;
| Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ground Interceptors&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
396t Battle Weapons&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battledroids&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Creates 1 Mech, +1/20days (max of half current pop).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Increase production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Deep Mine&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Eleminator&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 8&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Fortress&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| Battle Station&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 4&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
2.974t Battle Weapons&lt;br /&gt;
| +6 Lj scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals**&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enhanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
78t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 7500&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| &lt;br /&gt;
| 700&lt;br /&gt;
| 5&lt;br /&gt;
| 3.276.000,0 Cr&lt;br /&gt;
273t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Military Scanner&lt;br /&gt;
| Physics&lt;br /&gt;
| 450&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| Sensors&lt;br /&gt;
| 500&lt;br /&gt;
| 5&lt;br /&gt;
| 2.340.000,0 Cr&lt;br /&gt;
1.360t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gravity Stabilizer&lt;br /&gt;
| Physics&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Gravity generators eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sensors&lt;br /&gt;
| Physics&lt;br /&gt;
| 3000&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| &lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| 14.040.000,0 Cr&lt;br /&gt;
8.162t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Food Replicators&lt;br /&gt;
| Power&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 10&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
12.315t Sythetic Meat&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
103t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class I&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
6.882t Heavy Plastics&lt;br /&gt;
| Enables to store additional 100 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class II&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 1750&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 400&lt;br /&gt;
| 6&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
13.764t Heavy Plastics&lt;br /&gt;
| Enables to store additional 300 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class III&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 3750&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 9&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
51.617t Heavy Plastics&lt;br /&gt;
| Enables to store additional 1M tons of cargo into the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These values are in need of verification, these may be slightly less than maximum cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchasing Goods ===&lt;br /&gt;
&lt;br /&gt;
Table in order of Goods Code and Max Quantity, so that you can make note of the goods that are useful to have stock of, and sell anything else. Max Quantity and Max Build Cost are the amount of goods and credits required for immediate purchase, however these will reduce if you wait for an extra day or more.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Code&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max&lt;br /&gt;
Quantity &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech or Building &lt;br /&gt;
to be Purchased&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max Build Cost&lt;br /&gt;
(Credits)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Liquid Oxygen &lt;br /&gt;
| 001&lt;br /&gt;
| 23520&lt;br /&gt;
| Settlement Base&lt;br /&gt;
| 903,200&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Grain &lt;br /&gt;
| 002&lt;br /&gt;
| 500&lt;br /&gt;
| Food&lt;br /&gt;
| n/a&lt;br /&gt;
| 500t of grain equals 1x unit of food for feeding your workers. Once Food Replicators are installed, grain surplus can be sold safely.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 6157&lt;br /&gt;
| Retort Center&lt;br /&gt;
| 468,000&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 12315&lt;br /&gt;
| Food Replicators&lt;br /&gt;
| 936,000&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 9551&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 561,600&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 11938&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Live Animals&lt;br /&gt;
| 011&lt;br /&gt;
| 6093&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 6882&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| 936,000&lt;br /&gt;
| Enables to store additional 100,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 13764&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 1,872,000&lt;br /&gt;
| Enables to store additional 300,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 51617&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 7,020,000&lt;br /&gt;
| Enables to store additional 1,000,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Precious Metals&lt;br /&gt;
| 015&lt;br /&gt;
| 103&lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 31&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| 374,400&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 78&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 936,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 273&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 3,276,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Minerals&lt;br /&gt;
| 017&lt;br /&gt;
| 828100&lt;br /&gt;
| Artificial Planet Construction&lt;br /&gt;
| 23,186,800&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Hand Weapons&lt;br /&gt;
| 020&lt;br /&gt;
| 146&lt;br /&gt;
| Army Tower&lt;br /&gt;
| 280,800&lt;br /&gt;
| Trains marines, and builds Troop Equipment. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 163&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| 280,800&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 217&lt;br /&gt;
| Space Port&lt;br /&gt;
| 374,400&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 272&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| 468,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 4 Ly. Ships in transit can be detected in range of 2 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 272&lt;br /&gt;
| Training Centre&lt;br /&gt;
| 468,800&lt;br /&gt;
| Trains ships' crews in the system by simulating fights. (Note: doesn't seem to work currently).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 326&lt;br /&gt;
| Holo Deck&lt;br /&gt;
| 561,600&lt;br /&gt;
| Increases a planet's morale by +20%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 326&lt;br /&gt;
| Gravity Stabiliser&lt;br /&gt;
| 561,600&lt;br /&gt;
| Gravity Stabilisers eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 408&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 702,000&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 544&lt;br /&gt;
| Labors&lt;br /&gt;
| 936,000&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 544&lt;br /&gt;
| Uliversity&lt;br /&gt;
| 936,000&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Entertainment Centre&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| It increases morale by +30% and is cumulative with the holo deck.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 6 Ly. Ships in transit can be detected in range of 3 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 1360&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 2,340,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 8 Ly. Ships in transit can be detected in range of 4 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 8162&lt;br /&gt;
| Sensors&lt;br /&gt;
| 14,040,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 10 Ly. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 369&lt;br /&gt;
| Tungeen Processor&lt;br /&gt;
| 280,800&lt;br /&gt;
| +2 max. population.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 492&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| 374,400&lt;br /&gt;
| Only half of the planetary production produces pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 923&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 702,000&lt;br /&gt;
| Only a quarter of the planetary production produces pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 1231&lt;br /&gt;
| Weather Facility&lt;br /&gt;
| 936,000&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 2884&lt;br /&gt;
| Terraforming&lt;br /&gt;
| 2,192,400&lt;br /&gt;
| Barren planets become desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 30789&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Farm Machinery&lt;br /&gt;
| 024&lt;br /&gt;
| 936&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| 280,800&lt;br /&gt;
| +2 food / day.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 91&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| 280,800&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 227&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| 702,000&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 303&lt;br /&gt;
| Reprocessing Facility&lt;br /&gt;
| 936,000&lt;br /&gt;
| Every unit of the planetary population generates +1 production. This increase does not count toward the planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 303&lt;br /&gt;
| Robot Plant&lt;br /&gt;
| 936,000&lt;br /&gt;
| Builds mechanical workers that add production dependent on a colony's mineral resources by 5, 10, or 20 production points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 303&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 936,000&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 379&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 379&lt;br /&gt;
| Battledroids&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Builds 1x Mech Battledroid every 20 days, upto a maximum of half the planet's population.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Weapons&lt;br /&gt;
| 028&lt;br /&gt;
| 237&lt;br /&gt;
| Missile Base&lt;br /&gt;
| 561,600&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Weapons&lt;br /&gt;
| 028&lt;br /&gt;
| 297&lt;br /&gt;
| Armour Barracks&lt;br /&gt;
| 702,000&lt;br /&gt;
| Creates 2 tank battalions, then 1x more every 10 days, upto a maximum of half the planet's population. Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Weapons&lt;br /&gt;
| 028&lt;br /&gt;
| 396&lt;br /&gt;
| Ground Interceptors&lt;br /&gt;
| 936,000&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Weapons&lt;br /&gt;
| 028&lt;br /&gt;
| 793&lt;br /&gt;
| Star Base&lt;br /&gt;
| 1,872,000&lt;br /&gt;
| Required to build ships upto 300 tons (total mass) and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Weapons&lt;br /&gt;
| 028&lt;br /&gt;
| 2946&lt;br /&gt;
| Battle Station&lt;br /&gt;
| 6,954,400&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Ly range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Weapons&lt;br /&gt;
| 028&lt;br /&gt;
| 2974&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 7,020,000&lt;br /&gt;
| +6 Ly scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Designs ===&lt;br /&gt;
&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Star Bases can only build ships upto 300 tons total mass. Battle Stations can build ships upto 1,000 tons, and Star Fortresses upto 10,000 tons&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50203</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50203"/>
		<updated>2016-01-08T19:13:32Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Purchasing Goods */ added Battle Weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Station Buildings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Required&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Buy&amp;amp;nbsp;cost*&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Synthetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
30.789t Air Processors&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6.093t Live Animals**&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
163t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Entertainment Center&lt;br /&gt;
| Computers&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| It increases morale by +30% and is cumulative with holo simulator.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
237t Battle Weapons&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
217t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Armor Barracks&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
297t Battle Weapons&lt;br /&gt;
| Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ground Interceptors&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
396t Battle Weapons&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battledroids&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Creates 1 Mech, +1/20days (max of half current pop).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Increase production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Deep Mine&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Eleminator&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 8&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Fortress&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| Battle Station&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 4&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
2.974t Battle Weapons&lt;br /&gt;
| +6 Lj scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals**&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enhanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
78t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 7500&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| &lt;br /&gt;
| 700&lt;br /&gt;
| 5&lt;br /&gt;
| 3.276.000,0 Cr&lt;br /&gt;
273t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Military Scanner&lt;br /&gt;
| Physics&lt;br /&gt;
| 450&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| Sensors&lt;br /&gt;
| 500&lt;br /&gt;
| 5&lt;br /&gt;
| 2.340.000,0 Cr&lt;br /&gt;
1.360t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gravity Stabilizer&lt;br /&gt;
| Physics&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Gravity generators eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sensors&lt;br /&gt;
| Physics&lt;br /&gt;
| 3000&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| &lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| 14.040.000,0 Cr&lt;br /&gt;
8.162t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Food Replicators&lt;br /&gt;
| Power&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 10&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
12.315t Sythetic Meat&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
103t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class I&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
6.882t Heavy Plastics&lt;br /&gt;
| Enables to store additional 100 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class II&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 1750&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 400&lt;br /&gt;
| 6&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
13.764t Heavy Plastics&lt;br /&gt;
| Enables to store additional 300 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class III&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 3750&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 9&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
51.617t Heavy Plastics&lt;br /&gt;
| Enables to store additional 1M tons of cargo into the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These values are in need of verification, these may be slightly less than maximum cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchasing Goods ===&lt;br /&gt;
&lt;br /&gt;
Table in order of Goods Code and Max Quantity, so that you can make note of the goods that are useful to have stock of, and sell anything else. Max Quantity and Max Build Cost are the amount of goods and credits required for immediate purchase, however these will reduce if you wait for an extra day or more.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Code&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max&lt;br /&gt;
Quantity &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech or Building &lt;br /&gt;
to be Purchased&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max Build Cost&lt;br /&gt;
(Credits)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Liquid Oxygen &lt;br /&gt;
| 001&lt;br /&gt;
| 23520&lt;br /&gt;
| Settlement Base&lt;br /&gt;
| 903,200&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Grain &lt;br /&gt;
| 002&lt;br /&gt;
| 500&lt;br /&gt;
| Food&lt;br /&gt;
| n/a&lt;br /&gt;
| 500t of grain equals 1x unit of food for feeding your workers. Once Food Replicators are installed, grain surplus can be sold safely.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 6157&lt;br /&gt;
| Retort Center&lt;br /&gt;
| 468,000&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 12315&lt;br /&gt;
| Food Replicators&lt;br /&gt;
| 936,000&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 9551&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 561,600&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 11938&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Live Animals&lt;br /&gt;
| 011&lt;br /&gt;
| 6093&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 6882&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| 936,000&lt;br /&gt;
| Enables to store additional 100,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 13764&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 1,872,000&lt;br /&gt;
| Enables to store additional 300,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 51617&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 7,020,000&lt;br /&gt;
| Enables to store additional 1,000,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Precious Metals&lt;br /&gt;
| 015&lt;br /&gt;
| 103&lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 31&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| 374,400&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 78&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 936,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 273&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 3,276,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Minerals&lt;br /&gt;
| 017&lt;br /&gt;
| 828100&lt;br /&gt;
| Artificial Planet Construction&lt;br /&gt;
| 23,186,800&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Hand Weapons&lt;br /&gt;
| 020&lt;br /&gt;
| 146&lt;br /&gt;
| Army Tower&lt;br /&gt;
| 280,800&lt;br /&gt;
| Trains marines, and builds Troop Equipment. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 163&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| 280,800&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 217&lt;br /&gt;
| Space Port&lt;br /&gt;
| 374,400&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 272&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| 468,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 4 Ly. Ships in transit can be detected in range of 2 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 272&lt;br /&gt;
| Training Centre&lt;br /&gt;
| 468,800&lt;br /&gt;
| Trains ships' crews in the system by simulating fights. (Note: doesn't seem to work currently).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 326&lt;br /&gt;
| Holo Deck&lt;br /&gt;
| 561,600&lt;br /&gt;
| Increases a planet's morale by +20%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 326&lt;br /&gt;
| Gravity Stabiliser&lt;br /&gt;
| 561,600&lt;br /&gt;
| Gravity Stabilisers eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 408&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 702,000&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 544&lt;br /&gt;
| Labors&lt;br /&gt;
| 936,000&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 544&lt;br /&gt;
| Uliversity&lt;br /&gt;
| 936,000&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Entertainment Centre&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| It increases morale by +30% and is cumulative with the holo deck.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 6 Ly. Ships in transit can be detected in range of 3 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 1360&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 2,340,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 8 Ly. Ships in transit can be detected in range of 4 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 8162&lt;br /&gt;
| Sensors&lt;br /&gt;
| 14,040,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 10 Ly. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 369&lt;br /&gt;
| Tungeen Processor&lt;br /&gt;
| 280,800&lt;br /&gt;
| +2 max. population.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 492&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| 374,400&lt;br /&gt;
| Only half of the planetary production produces pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 923&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 702,000&lt;br /&gt;
| Only a quarter of the planetary production produces pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 1231&lt;br /&gt;
| Weather Facility&lt;br /&gt;
| 936,000&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 2884&lt;br /&gt;
| Terraforming&lt;br /&gt;
| 2,192,400&lt;br /&gt;
| Barren planets become desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 30789&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Farm Machinery&lt;br /&gt;
| 024&lt;br /&gt;
| 936&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| 280,800&lt;br /&gt;
| +2 food / day.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 91&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| 280,800&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 227&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| 702,000&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 303&lt;br /&gt;
| Reprocessing Facility&lt;br /&gt;
| 936,000&lt;br /&gt;
| Every unit of the planetary population generates +1 production. This increase does not count toward the planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 303&lt;br /&gt;
| Robot Plant&lt;br /&gt;
| 936,000&lt;br /&gt;
| Builds mechanical workers that add production dependent on a colony's mineral resources by 5, 10, or 20 production points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 303&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 936,000&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 379&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 379&lt;br /&gt;
| Battledroids&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Builds 1x Mech Battledroid every 20 days, upto a maximum of half the planet's population.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Weapons&lt;br /&gt;
| 028&lt;br /&gt;
| 237&lt;br /&gt;
| Missile Base&lt;br /&gt;
| 561,600&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Weapons&lt;br /&gt;
| 028&lt;br /&gt;
| 297&lt;br /&gt;
| Armour Barracks&lt;br /&gt;
| 702,000&lt;br /&gt;
| Creates 2 tank battalions, then 1x more every 10 days, upto a maximum of half the planet's population. Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Weapons&lt;br /&gt;
| 028&lt;br /&gt;
| 396&lt;br /&gt;
| Ground Interceptors&lt;br /&gt;
| 936,000&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Weapons&lt;br /&gt;
| 028&lt;br /&gt;
| 793&lt;br /&gt;
| Star Base&lt;br /&gt;
| 1,872,000&lt;br /&gt;
| Required to build ships upto 300 tons (total mass) and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Weapons&lt;br /&gt;
| 028&lt;br /&gt;
| 2946&lt;br /&gt;
| Battle Station&lt;br /&gt;
| 6,954,400&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Ly range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Weapons&lt;br /&gt;
| 028&lt;br /&gt;
| 2974&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 7,020,000&lt;br /&gt;
| +6 Ly scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Designs ===&lt;br /&gt;
&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Star Bases can only build ships upto 300 tons total mass. Battle Stations can build ships upto 1,000 tons, and Star Fortresses upto 10,000 tons&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50201</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50201"/>
		<updated>2016-01-08T18:28:51Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Purchasing Goods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Station Buildings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Required&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Buy&amp;amp;nbsp;cost*&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Synthetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
30.789t Air Processors&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6.093t Live Animals**&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
163t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Entertainment Center&lt;br /&gt;
| Computers&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| It increases morale by +30% and is cumulative with holo simulator.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
237t Battle Weapons&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
217t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Armor Barracks&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
297t Battle Weapons&lt;br /&gt;
| Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ground Interceptors&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
396t Battle Weapons&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battledroids&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Creates 1 Mech, +1/20days (max of half current pop).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Increase production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Deep Mine&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Eleminator&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 8&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Fortress&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| Battle Station&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 4&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
2.974t Battle Weapons&lt;br /&gt;
| +6 Lj scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals**&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enhanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
78t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 7500&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| &lt;br /&gt;
| 700&lt;br /&gt;
| 5&lt;br /&gt;
| 3.276.000,0 Cr&lt;br /&gt;
273t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Military Scanner&lt;br /&gt;
| Physics&lt;br /&gt;
| 450&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| Sensors&lt;br /&gt;
| 500&lt;br /&gt;
| 5&lt;br /&gt;
| 2.340.000,0 Cr&lt;br /&gt;
1.360t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gravity Stabilizer&lt;br /&gt;
| Physics&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Gravity generators eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sensors&lt;br /&gt;
| Physics&lt;br /&gt;
| 3000&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| &lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| 14.040.000,0 Cr&lt;br /&gt;
8.162t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Food Replicators&lt;br /&gt;
| Power&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 10&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
12.315t Sythetic Meat&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
103t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class I&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
6.882t Heavy Plastics&lt;br /&gt;
| Enables to store additional 100 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class II&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 1750&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 400&lt;br /&gt;
| 6&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
13.764t Heavy Plastics&lt;br /&gt;
| Enables to store additional 300 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class III&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 3750&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 9&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
51.617t Heavy Plastics&lt;br /&gt;
| Enables to store additional 1M tons of cargo into the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These values are in need of verification, these may be slightly less than maximum cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchasing Goods ===&lt;br /&gt;
&lt;br /&gt;
Table in order of Goods Code and Max Quantity, so that you can make note of the goods that are useful to have stock of, and sell anything else. Max Quantity and Max Build Cost are the amount of goods and credits required for immediate purchase, however these will reduce if you wait for an extra day or more.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Code&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max&lt;br /&gt;
Quantity &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech or Building &lt;br /&gt;
to be Purchased&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max Build Cost&lt;br /&gt;
(Credits)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Liquid Oxygen &lt;br /&gt;
| 001&lt;br /&gt;
| 23520&lt;br /&gt;
| Settlement Base&lt;br /&gt;
| 903,200&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Grain &lt;br /&gt;
| 002&lt;br /&gt;
| 500&lt;br /&gt;
| Food&lt;br /&gt;
| n/a&lt;br /&gt;
| 500t of grain equals 1x unit of food for feeding your workers. Once Food Replicators are installed, grain surplus can be sold safely.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 6157&lt;br /&gt;
| Retort Center&lt;br /&gt;
| 468,000&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 12315&lt;br /&gt;
| Food Replicators&lt;br /&gt;
| 936,000&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 9551&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 561,600&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 11938&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Live Animals&lt;br /&gt;
| 011&lt;br /&gt;
| 6093&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 6882&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| 936,000&lt;br /&gt;
| Enables to store additional 100,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 13764&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 1,872,000&lt;br /&gt;
| Enables to store additional 300,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 51617&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 7,020,000&lt;br /&gt;
| Enables to store additional 1,000,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Precious Metals&lt;br /&gt;
| 015&lt;br /&gt;
| 103&lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 31&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| 374,400&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 78&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 936,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 273&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 3,276,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Minerals&lt;br /&gt;
| 017&lt;br /&gt;
| 828100&lt;br /&gt;
| Artificial Planet Construction&lt;br /&gt;
| 23,186,800&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Hand Weapons&lt;br /&gt;
| 020&lt;br /&gt;
| 146&lt;br /&gt;
| Army Tower&lt;br /&gt;
| 280,800&lt;br /&gt;
| Trains marines, and builds Troop Equipment. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 163&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| 280,800&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 217&lt;br /&gt;
| Space Port&lt;br /&gt;
| 374,400&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 272&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| 468,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 4 Ly. Ships in transit can be detected in range of 2 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 272&lt;br /&gt;
| Training Centre&lt;br /&gt;
| 468,800&lt;br /&gt;
| Trains ships' crews in the system by simulating fights. (Note: doesn't seem to work currently).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 326&lt;br /&gt;
| Holo Deck&lt;br /&gt;
| 561,600&lt;br /&gt;
| Increases a planet's morale by +20%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 326&lt;br /&gt;
| Gravity Stabiliser&lt;br /&gt;
| 561,600&lt;br /&gt;
| Gravity Stabilisers eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 408&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 702,000&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 544&lt;br /&gt;
| Labors&lt;br /&gt;
| 936,000&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 544&lt;br /&gt;
| Uliversity&lt;br /&gt;
| 936,000&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Entertainment Centre&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| It increases morale by +30% and is cumulative with the holo deck.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 6 Ly. Ships in transit can be detected in range of 3 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 1360&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 2,340,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 8 Ly. Ships in transit can be detected in range of 4 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 8162&lt;br /&gt;
| Sensors&lt;br /&gt;
| 14,040,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 10 Ly. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 369&lt;br /&gt;
| Tungeen Processor&lt;br /&gt;
| 280,800&lt;br /&gt;
| +2 max. population.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 492&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| 374,400&lt;br /&gt;
| Only half of the planetary production produces pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 923&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 702,000&lt;br /&gt;
| Only a quarter of the planetary production produces pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 1231&lt;br /&gt;
| Weather Facility&lt;br /&gt;
| 936,000&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 2884&lt;br /&gt;
| Terraforming&lt;br /&gt;
| 2,192,400&lt;br /&gt;
| Barren planets become desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 30789&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Farm Machinery&lt;br /&gt;
| 024&lt;br /&gt;
| 936&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| 280,800&lt;br /&gt;
| +2 food / day.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 91&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| 280,800&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 227&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| 702,000&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 303&lt;br /&gt;
| Reprocessing Facility&lt;br /&gt;
| 936,000&lt;br /&gt;
| Every unit of the planetary population generates +1 production. This increase does not count toward the planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 303&lt;br /&gt;
| Robot Plant&lt;br /&gt;
| 936,000&lt;br /&gt;
| Builds mechanical workers that add production dependent on a colony's mineral resources by 5, 10, or 20 production points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 303&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 936,000&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 379&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 379&lt;br /&gt;
| Battledroids&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Builds 1x Mech Battledroid every 20 days, upto a maximum of half the planet's population.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Designs ===&lt;br /&gt;
&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Star Bases can only build ships upto 300 tons total mass. Battle Stations can build ships upto 1,000 tons, and Star Fortresses upto 10,000 tons&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50200</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50200"/>
		<updated>2016-01-08T18:28:01Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Purchasing Goods */ added Farm Machinery, and Robots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Station Buildings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Required&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Buy&amp;amp;nbsp;cost*&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Synthetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
30.789t Air Processors&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6.093t Live Animals**&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
163t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Entertainment Center&lt;br /&gt;
| Computers&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| It increases morale by +30% and is cumulative with holo simulator.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
237t Battle Weapons&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
217t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Armor Barracks&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
297t Battle Weapons&lt;br /&gt;
| Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ground Interceptors&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
396t Battle Weapons&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battledroids&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Creates 1 Mech, +1/20days (max of half current pop).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Increase production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Deep Mine&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Eleminator&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 8&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Fortress&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| Battle Station&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 4&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
2.974t Battle Weapons&lt;br /&gt;
| +6 Lj scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals**&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enhanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
78t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 7500&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| &lt;br /&gt;
| 700&lt;br /&gt;
| 5&lt;br /&gt;
| 3.276.000,0 Cr&lt;br /&gt;
273t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Military Scanner&lt;br /&gt;
| Physics&lt;br /&gt;
| 450&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| Sensors&lt;br /&gt;
| 500&lt;br /&gt;
| 5&lt;br /&gt;
| 2.340.000,0 Cr&lt;br /&gt;
1.360t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gravity Stabilizer&lt;br /&gt;
| Physics&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Gravity generators eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sensors&lt;br /&gt;
| Physics&lt;br /&gt;
| 3000&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| &lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| 14.040.000,0 Cr&lt;br /&gt;
8.162t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Food Replicators&lt;br /&gt;
| Power&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 10&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
12.315t Sythetic Meat&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
103t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class I&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
6.882t Heavy Plastics&lt;br /&gt;
| Enables to store additional 100 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class II&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 1750&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 400&lt;br /&gt;
| 6&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
13.764t Heavy Plastics&lt;br /&gt;
| Enables to store additional 300 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class III&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 3750&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 9&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
51.617t Heavy Plastics&lt;br /&gt;
| Enables to store additional 1M tons of cargo into the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These values are in need of verification, these may be slightly less than maximum cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchasing Goods ===&lt;br /&gt;
&lt;br /&gt;
Table in order of Goods Code and Max Quantity, so that you can make note of the goods that are useful to have stock of, and sell anything else. Max Quantity and Max Build Cost are the amount of goods and credits required for immediate purchase, however these will reduce if you wait for an extra day or more.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Code&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max&lt;br /&gt;
Quantity &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech or Building &lt;br /&gt;
to be Purchased&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max Build Cost&lt;br /&gt;
(Credits)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Liquid Oxygen &lt;br /&gt;
| 001&lt;br /&gt;
| 23520&lt;br /&gt;
| Settlement Base&lt;br /&gt;
| 903,200&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Grain &lt;br /&gt;
| 002&lt;br /&gt;
| 500&lt;br /&gt;
| Food&lt;br /&gt;
| n/a&lt;br /&gt;
| 500t of grain equals 1x unit of food for feeding your workers. Once Food Replicators are installed, grain surplus can be sold safely.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 6157&lt;br /&gt;
| Retort Center&lt;br /&gt;
| 468,000&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 12315&lt;br /&gt;
| Food Replicators&lt;br /&gt;
| 936,000&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 9551&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 561,600&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 11938&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Live Animals&lt;br /&gt;
| 011&lt;br /&gt;
| 6093&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 6882&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| 936,000&lt;br /&gt;
| Enables to store additional 100,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 13764&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 1,872,000&lt;br /&gt;
| Enables to store additional 300,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 51617&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 7,020,000&lt;br /&gt;
| Enables to store additional 1,000,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Precious Metals&lt;br /&gt;
| 015&lt;br /&gt;
| 103&lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 31&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| 374,400&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 78&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 936,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 273&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 3,276,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Minerals&lt;br /&gt;
| 017&lt;br /&gt;
| 828100&lt;br /&gt;
| Artificial Planet Construction&lt;br /&gt;
| 23,186,800&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Hand Weapons&lt;br /&gt;
| 020&lt;br /&gt;
| 146&lt;br /&gt;
| Army Tower&lt;br /&gt;
| 280,800&lt;br /&gt;
| Trains marines, and builds Troop Equipment. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 163&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| 280,800&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 217&lt;br /&gt;
| Space Port&lt;br /&gt;
| 374,400&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 272&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| 468,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 4 Ly. Ships in transit can be detected in range of 2 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 272&lt;br /&gt;
| Training Centre&lt;br /&gt;
| 468,800&lt;br /&gt;
| Trains ships' crews in the system by simulating fights. (Note: doesn't seem to work currently).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 326&lt;br /&gt;
| Holo Deck&lt;br /&gt;
| 561,600&lt;br /&gt;
| Increases a planet's morale by +20%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 326&lt;br /&gt;
| Gravity Stabiliser&lt;br /&gt;
| 561,600&lt;br /&gt;
| Gravity Stabilisers eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 408&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 702,000&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 544&lt;br /&gt;
| Labors&lt;br /&gt;
| 936,000&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 544&lt;br /&gt;
| Uliversity&lt;br /&gt;
| 936,000&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Entertainment Centre&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| It increases morale by +30% and is cumulative with the holo deck.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 6 Ly. Ships in transit can be detected in range of 3 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 1360&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 2,340,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 8 Ly. Ships in transit can be detected in range of 4 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 8162&lt;br /&gt;
| Sensors&lt;br /&gt;
| 14,040,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 10 Ly. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 369&lt;br /&gt;
| Tungeen Processor&lt;br /&gt;
| 280,800&lt;br /&gt;
| +2 max. population.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 492&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| 374,400&lt;br /&gt;
| Only half of the planetary production produces pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 923&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 702,000&lt;br /&gt;
| Only a quarter of the planetary production produces pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 1231&lt;br /&gt;
| Weather Facility&lt;br /&gt;
| 936,000&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 2884&lt;br /&gt;
| Terraforming&lt;br /&gt;
| 2,192,400&lt;br /&gt;
| Barren planets become desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 30789&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Farm Machinery&lt;br /&gt;
| 024&lt;br /&gt;
| 936&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| 280,800&lt;br /&gt;
| +2 food / day.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 91&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| 280,800&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 227&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| 702,000&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 303&lt;br /&gt;
| Reprocessing Facility&lt;br /&gt;
| 936,000&lt;br /&gt;
| Every unit of the planetary population generates +1 production. This increase does not count toward the planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 303&lt;br /&gt;
| Robot Plant&lt;br /&gt;
| 936,000&lt;br /&gt;
| Builds mechanical workers that add production dependent on a colony's mineral resources by 5, 10, or 20 production points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 303&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 936,000&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 379&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robots&lt;br /&gt;
| 025&lt;br /&gt;
| 379&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Builds 1x Mech Battledroid every 20 days, upto a maximum of half the planet's population.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Designs ===&lt;br /&gt;
&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Star Bases can only build ships upto 300 tons total mass. Battle Stations can build ships upto 1,000 tons, and Star Fortresses upto 10,000 tons&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50199</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50199"/>
		<updated>2016-01-08T17:39:08Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Purchasing Goods */ added Air Processors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Station Buildings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Required&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Buy&amp;amp;nbsp;cost*&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Synthetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
30.789t Air Processors&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6.093t Live Animals**&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
163t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Entertainment Center&lt;br /&gt;
| Computers&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| It increases morale by +30% and is cumulative with holo simulator.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
237t Battle Weapons&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
217t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Armor Barracks&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
297t Battle Weapons&lt;br /&gt;
| Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ground Interceptors&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
396t Battle Weapons&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battledroids&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Creates 1 Mech, +1/20days (max of half current pop).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Increase production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Deep Mine&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Eleminator&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 8&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Fortress&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| Battle Station&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 4&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
2.974t Battle Weapons&lt;br /&gt;
| +6 Lj scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals**&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enhanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
78t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 7500&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| &lt;br /&gt;
| 700&lt;br /&gt;
| 5&lt;br /&gt;
| 3.276.000,0 Cr&lt;br /&gt;
273t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Military Scanner&lt;br /&gt;
| Physics&lt;br /&gt;
| 450&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| Sensors&lt;br /&gt;
| 500&lt;br /&gt;
| 5&lt;br /&gt;
| 2.340.000,0 Cr&lt;br /&gt;
1.360t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gravity Stabilizer&lt;br /&gt;
| Physics&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Gravity generators eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sensors&lt;br /&gt;
| Physics&lt;br /&gt;
| 3000&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| &lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| 14.040.000,0 Cr&lt;br /&gt;
8.162t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Food Replicators&lt;br /&gt;
| Power&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 10&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
12.315t Sythetic Meat&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
103t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class I&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
6.882t Heavy Plastics&lt;br /&gt;
| Enables to store additional 100 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class II&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 1750&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 400&lt;br /&gt;
| 6&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
13.764t Heavy Plastics&lt;br /&gt;
| Enables to store additional 300 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class III&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 3750&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 9&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
51.617t Heavy Plastics&lt;br /&gt;
| Enables to store additional 1M tons of cargo into the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These values are in need of verification, these may be slightly less than maximum cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchasing Goods ===&lt;br /&gt;
&lt;br /&gt;
Table in order of Goods Code and Max Quantity, so that you can make note of the goods that are useful to have stock of, and sell anything else. Max Quantity and Max Build Cost are the amount of goods and credits required for immediate purchase, however these will reduce if you wait for an extra day or more.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Code&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max&lt;br /&gt;
Quantity &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech or Building &lt;br /&gt;
to be Purchased&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max Build Cost&lt;br /&gt;
(Credits)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Liquid Oxygen &lt;br /&gt;
| 001&lt;br /&gt;
| 23520&lt;br /&gt;
| Settlement Base&lt;br /&gt;
| 903,200&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Grain &lt;br /&gt;
| 002&lt;br /&gt;
| 500&lt;br /&gt;
| Food&lt;br /&gt;
| n/a&lt;br /&gt;
| 500t of grain equals 1x unit of food for feeding your workers. Once Food Replicators are installed, grain surplus can be sold safely.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 6157&lt;br /&gt;
| Retort Center&lt;br /&gt;
| 468,000&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 12315&lt;br /&gt;
| Food Replicators&lt;br /&gt;
| 936,000&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 9551&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 561,600&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 11938&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Live Animals&lt;br /&gt;
| 011&lt;br /&gt;
| 6093&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 6882&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| 936,000&lt;br /&gt;
| Enables to store additional 100,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 13764&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 1,872,000&lt;br /&gt;
| Enables to store additional 300,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 51617&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 7,020,000&lt;br /&gt;
| Enables to store additional 1,000,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Precious Metals&lt;br /&gt;
| 015&lt;br /&gt;
| 103&lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 31&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| 374,400&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 78&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 936,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 273&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 3,276,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Minerals&lt;br /&gt;
| 017&lt;br /&gt;
| 828100&lt;br /&gt;
| Artificial Planet Construction&lt;br /&gt;
| 23,186,800&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Hand Weapons&lt;br /&gt;
| 020&lt;br /&gt;
| 146&lt;br /&gt;
| Army Tower&lt;br /&gt;
| 280,800&lt;br /&gt;
| Trains marines, and builds Troop Equipment. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 163&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| 280,800&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 217&lt;br /&gt;
| Space Port&lt;br /&gt;
| 374,400&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 272&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| 468,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 4 Ly. Ships in transit can be detected in range of 2 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 272&lt;br /&gt;
| Training Centre&lt;br /&gt;
| 468,800&lt;br /&gt;
| Trains ships' crews in the system by simulating fights. (Note: doesn't seem to work currently).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 326&lt;br /&gt;
| Holo Deck&lt;br /&gt;
| 561,600&lt;br /&gt;
| Increases a planet's morale by +20%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 326&lt;br /&gt;
| Gravity Stabiliser&lt;br /&gt;
| 561,600&lt;br /&gt;
| Gravity Stabilisers eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 408&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 702,000&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 544&lt;br /&gt;
| Labors&lt;br /&gt;
| 936,000&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 544&lt;br /&gt;
| Uliversity&lt;br /&gt;
| 936,000&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Entertainment Centre&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| It increases morale by +30% and is cumulative with the holo deck.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 6 Ly. Ships in transit can be detected in range of 3 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 1360&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 2,340,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 8 Ly. Ships in transit can be detected in range of 4 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 8162&lt;br /&gt;
| Sensors&lt;br /&gt;
| 14,040,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 10 Ly. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 369&lt;br /&gt;
| Tungeen Processor&lt;br /&gt;
| 280,800&lt;br /&gt;
| +2 max. population.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 492&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| 374,400&lt;br /&gt;
| Only half of the planetary production produces pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 923&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 702,000&lt;br /&gt;
| Only a quarter of the planetary production produces pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 1231&lt;br /&gt;
| Weather Facility&lt;br /&gt;
| 936,000&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 2884&lt;br /&gt;
| Terraforming&lt;br /&gt;
| 2,192,400&lt;br /&gt;
| Barren planets become desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Air Processors&lt;br /&gt;
| 023&lt;br /&gt;
| 30789&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Designs ===&lt;br /&gt;
&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Star Bases can only build ships upto 300 tons total mass. Battle Stations can build ships upto 1,000 tons, and Star Fortresses upto 10,000 tons&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50198</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50198"/>
		<updated>2016-01-08T17:26:20Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Purchasing Goods */ added Computers (14x techs)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Station Buildings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Required&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Buy&amp;amp;nbsp;cost*&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Synthetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
30.789t Air Processors&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6.093t Live Animals**&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
163t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Entertainment Center&lt;br /&gt;
| Computers&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| It increases morale by +30% and is cumulative with holo simulator.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
237t Battle Weapons&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
217t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Armor Barracks&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
297t Battle Weapons&lt;br /&gt;
| Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ground Interceptors&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
396t Battle Weapons&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battledroids&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Creates 1 Mech, +1/20days (max of half current pop).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Increase production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Deep Mine&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Eleminator&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 8&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Fortress&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| Battle Station&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 4&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
2.974t Battle Weapons&lt;br /&gt;
| +6 Lj scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals**&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enhanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
78t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 7500&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| &lt;br /&gt;
| 700&lt;br /&gt;
| 5&lt;br /&gt;
| 3.276.000,0 Cr&lt;br /&gt;
273t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Military Scanner&lt;br /&gt;
| Physics&lt;br /&gt;
| 450&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| Sensors&lt;br /&gt;
| 500&lt;br /&gt;
| 5&lt;br /&gt;
| 2.340.000,0 Cr&lt;br /&gt;
1.360t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gravity Stabilizer&lt;br /&gt;
| Physics&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Gravity generators eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sensors&lt;br /&gt;
| Physics&lt;br /&gt;
| 3000&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| &lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| 14.040.000,0 Cr&lt;br /&gt;
8.162t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Food Replicators&lt;br /&gt;
| Power&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 10&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
12.315t Sythetic Meat&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
103t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class I&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
6.882t Heavy Plastics&lt;br /&gt;
| Enables to store additional 100 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class II&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 1750&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 400&lt;br /&gt;
| 6&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
13.764t Heavy Plastics&lt;br /&gt;
| Enables to store additional 300 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class III&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 3750&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 9&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
51.617t Heavy Plastics&lt;br /&gt;
| Enables to store additional 1M tons of cargo into the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These values are in need of verification, these may be slightly less than maximum cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchasing Goods ===&lt;br /&gt;
&lt;br /&gt;
Table in order of Goods Code and Max Quantity, so that you can make note of the goods that are useful to have stock of, and sell anything else. Max Quantity and Max Build Cost are the amount of goods and credits required for immediate purchase, however these will reduce if you wait for an extra day or more.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Code&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max&lt;br /&gt;
Quantity &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech or Building &lt;br /&gt;
to be Purchased&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max Build Cost&lt;br /&gt;
(Credits)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Liquid Oxygen &lt;br /&gt;
| 001&lt;br /&gt;
| 23520&lt;br /&gt;
| Settlement Base&lt;br /&gt;
| 903,200&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Grain &lt;br /&gt;
| 002&lt;br /&gt;
| 500&lt;br /&gt;
| Food&lt;br /&gt;
| n/a&lt;br /&gt;
| 500t of grain equals 1x unit of food for feeding your workers. Once Food Replicators are installed, grain surplus can be sold safely.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 6157&lt;br /&gt;
| Retort Center&lt;br /&gt;
| 468,000&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 12315&lt;br /&gt;
| Food Replicators&lt;br /&gt;
| 936,000&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 9551&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 561,600&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 11938&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Live Animals&lt;br /&gt;
| 011&lt;br /&gt;
| 6093&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 6882&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| 936,000&lt;br /&gt;
| Enables to store additional 100,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 13764&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 1,872,000&lt;br /&gt;
| Enables to store additional 300,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 51617&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 7,020,000&lt;br /&gt;
| Enables to store additional 1,000,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Precious Metals&lt;br /&gt;
| 015&lt;br /&gt;
| 103&lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 31&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| 374,400&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 78&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 936,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 273&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 3,276,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Minerals&lt;br /&gt;
| 017&lt;br /&gt;
| 828100&lt;br /&gt;
| Artificial Planet Construction&lt;br /&gt;
| 23,186,800&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Hand Weapons&lt;br /&gt;
| 020&lt;br /&gt;
| 146&lt;br /&gt;
| Army Tower&lt;br /&gt;
| 280,800&lt;br /&gt;
| Trains marines, and builds Troop Equipment. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 163&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| 280,800&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 217&lt;br /&gt;
| Space Port&lt;br /&gt;
| 374,400&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 272&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| 468,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 4 Ly. Ships in transit can be detected in range of 2 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 272&lt;br /&gt;
| Training Centre&lt;br /&gt;
| 468,800&lt;br /&gt;
| Trains ships' crews in the system by simulating fights. (Note: doesn't seem to work currently).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 326&lt;br /&gt;
| Holo Deck&lt;br /&gt;
| 561,600&lt;br /&gt;
| Increases a planet's morale by +20%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 326&lt;br /&gt;
| Gravity Stabiliser&lt;br /&gt;
| 561,600&lt;br /&gt;
| Gravity Stabilisers eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 408&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 702,000&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 544&lt;br /&gt;
| Labors&lt;br /&gt;
| 936,000&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 544&lt;br /&gt;
| Uliversity&lt;br /&gt;
| 936,000&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Entertainment Centre&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| It increases morale by +30% and is cumulative with the holo deck.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 680&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 1,170,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 6 Ly. Ships in transit can be detected in range of 3 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 1360&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 2,340,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 8 Ly. Ships in transit can be detected in range of 4 Ly.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Computers&lt;br /&gt;
| 022&lt;br /&gt;
| 8162&lt;br /&gt;
| Sensors&lt;br /&gt;
| 14,040,000&lt;br /&gt;
| Detects enemy ships. Base detection range is increased by 10 Ly. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Designs ===&lt;br /&gt;
&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Star Bases can only build ships upto 300 tons total mass. Battle Stations can build ships upto 1,000 tons, and Star Fortresses upto 10,000 tons&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50197</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50197"/>
		<updated>2016-01-08T16:28:13Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Purchasing Goods */ added Minerals, and Hand Weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Station Buildings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Required&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Buy&amp;amp;nbsp;cost*&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Synthetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
30.789t Air Processors&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6.093t Live Animals**&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
163t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Entertainment Center&lt;br /&gt;
| Computers&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| It increases morale by +30% and is cumulative with holo simulator.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
237t Battle Weapons&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
217t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Armor Barracks&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
297t Battle Weapons&lt;br /&gt;
| Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ground Interceptors&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
396t Battle Weapons&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battledroids&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Creates 1 Mech, +1/20days (max of half current pop).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Increase production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Deep Mine&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Eleminator&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 8&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Fortress&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| Battle Station&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 4&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
2.974t Battle Weapons&lt;br /&gt;
| +6 Lj scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals**&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enhanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
78t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 7500&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| &lt;br /&gt;
| 700&lt;br /&gt;
| 5&lt;br /&gt;
| 3.276.000,0 Cr&lt;br /&gt;
273t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Military Scanner&lt;br /&gt;
| Physics&lt;br /&gt;
| 450&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| Sensors&lt;br /&gt;
| 500&lt;br /&gt;
| 5&lt;br /&gt;
| 2.340.000,0 Cr&lt;br /&gt;
1.360t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gravity Stabilizer&lt;br /&gt;
| Physics&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Gravity generators eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sensors&lt;br /&gt;
| Physics&lt;br /&gt;
| 3000&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| &lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| 14.040.000,0 Cr&lt;br /&gt;
8.162t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Food Replicators&lt;br /&gt;
| Power&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 10&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
12.315t Sythetic Meat&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
103t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class I&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
6.882t Heavy Plastics&lt;br /&gt;
| Enables to store additional 100 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class II&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 1750&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 400&lt;br /&gt;
| 6&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
13.764t Heavy Plastics&lt;br /&gt;
| Enables to store additional 300 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class III&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 3750&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 9&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
51.617t Heavy Plastics&lt;br /&gt;
| Enables to store additional 1M tons of cargo into the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These values are in need of verification, these may be slightly less than maximum cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchasing Goods ===&lt;br /&gt;
&lt;br /&gt;
Table in order of Goods Code, so that you can make note of the goods that are useful to have stock of, and sell anything else. Max Quantity and Max Build Cost are the amount of goods and credits required for immediate purchase, however these will reduce if you wait for an extra day or more.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Code&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max&lt;br /&gt;
Quantity &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech or Building &lt;br /&gt;
to be Purchased&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max Build Cost&lt;br /&gt;
(Credits)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Liquid Oxygen &lt;br /&gt;
| 001&lt;br /&gt;
| 23520&lt;br /&gt;
| Settlement Base&lt;br /&gt;
| 903,200&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Grain &lt;br /&gt;
| 002&lt;br /&gt;
| 500&lt;br /&gt;
| Food&lt;br /&gt;
| n/a&lt;br /&gt;
| 500t of grain equals 1x unit of food for feeding your workers. Once Food Replicators are installed, grain surplus can be sold safely.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 6157&lt;br /&gt;
| Retort Center&lt;br /&gt;
| 468,000&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 12315&lt;br /&gt;
| Food Replicators&lt;br /&gt;
| 936,000&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 9551&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 561,600&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 11938&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Live Animals&lt;br /&gt;
| 011&lt;br /&gt;
| 6093&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 6882&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| 936,000&lt;br /&gt;
| Enables to store additional 100,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 13764&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 1,872,000&lt;br /&gt;
| Enables to store additional 300,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 51617&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 7,020,000&lt;br /&gt;
| Enables to store additional 1,000,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Precious Metals&lt;br /&gt;
| 015&lt;br /&gt;
| 103&lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 31&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| 374,400&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 78&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 936,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 273&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 3,276,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Minerals&lt;br /&gt;
| 017&lt;br /&gt;
| 828100&lt;br /&gt;
| Artificial Planet Construction&lt;br /&gt;
| 23,186,800&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Hand Weapons&lt;br /&gt;
| 017&lt;br /&gt;
| 146&lt;br /&gt;
| Army Tower&lt;br /&gt;
| 280,800&lt;br /&gt;
| Trains marines, and builds Troop Equipment. Eliminates morale penalties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Designs ===&lt;br /&gt;
&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Star Bases can only build ships upto 300 tons total mass. Battle Stations can build ships upto 1,000 tons, and Star Fortresses upto 10,000 tons&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50196</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50196"/>
		<updated>2016-01-08T16:17:51Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Purchasing Goods */ grammar correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Station Buildings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Required&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Buy&amp;amp;nbsp;cost*&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Synthetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
30.789t Air Processors&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6.093t Live Animals**&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
163t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Entertainment Center&lt;br /&gt;
| Computers&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| It increases morale by +30% and is cumulative with holo simulator.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
237t Battle Weapons&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
217t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Armor Barracks&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
297t Battle Weapons&lt;br /&gt;
| Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ground Interceptors&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
396t Battle Weapons&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battledroids&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Creates 1 Mech, +1/20days (max of half current pop).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Increase production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Deep Mine&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Eleminator&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 8&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Fortress&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| Battle Station&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 4&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
2.974t Battle Weapons&lt;br /&gt;
| +6 Lj scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals**&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enhanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
78t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 7500&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| &lt;br /&gt;
| 700&lt;br /&gt;
| 5&lt;br /&gt;
| 3.276.000,0 Cr&lt;br /&gt;
273t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Military Scanner&lt;br /&gt;
| Physics&lt;br /&gt;
| 450&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| Sensors&lt;br /&gt;
| 500&lt;br /&gt;
| 5&lt;br /&gt;
| 2.340.000,0 Cr&lt;br /&gt;
1.360t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gravity Stabilizer&lt;br /&gt;
| Physics&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Gravity generators eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sensors&lt;br /&gt;
| Physics&lt;br /&gt;
| 3000&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| &lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| 14.040.000,0 Cr&lt;br /&gt;
8.162t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Food Replicators&lt;br /&gt;
| Power&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 10&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
12.315t Sythetic Meat&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
103t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class I&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
6.882t Heavy Plastics&lt;br /&gt;
| Enables to store additional 100 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class II&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 1750&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 400&lt;br /&gt;
| 6&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
13.764t Heavy Plastics&lt;br /&gt;
| Enables to store additional 300 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class III&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 3750&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 9&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
51.617t Heavy Plastics&lt;br /&gt;
| Enables to store additional 1M tons of cargo into the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These values are in need of verification, these may be slightly less than maximum cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchasing Goods ===&lt;br /&gt;
&lt;br /&gt;
Table in order of Goods Code, so that you can make note of the goods that are useful to have stock of, and sell anything else. Max Quantity and Max Build Cost are the amount of goods and credits required for immediate purchase, however these will reduce if you wait for an extra day or more.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Code&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max&lt;br /&gt;
Quantity &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech or Building &lt;br /&gt;
to be Purchased&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max Build Cost&lt;br /&gt;
(Credits)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Liquid Oxygen &lt;br /&gt;
| 001&lt;br /&gt;
| 23520&lt;br /&gt;
| Settlement Base&lt;br /&gt;
| 903,200&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Grain &lt;br /&gt;
| 002&lt;br /&gt;
| 500&lt;br /&gt;
| Food&lt;br /&gt;
| n/a&lt;br /&gt;
| 500t of grain equals 1x unit of food for feeding your workers. Once Food Replicators are installed, grain surplus can be sold safely.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 6157&lt;br /&gt;
| Retort Center&lt;br /&gt;
| 468,000&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 12315&lt;br /&gt;
| Food Replicators&lt;br /&gt;
| 936,000&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 9551&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 561,600&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 11938&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Live Animals&lt;br /&gt;
| 011&lt;br /&gt;
| 6093&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 6882&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| 936,000&lt;br /&gt;
| Enables to store additional 100,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 13764&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 1,872,000&lt;br /&gt;
| Enables to store additional 300,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 51617&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 7,020,000&lt;br /&gt;
| Enables to store additional 1,000,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Precious Metals&lt;br /&gt;
| 015&lt;br /&gt;
| 103&lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 31&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| 374,400&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 78&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 936,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 273&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 3,276,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Designs ===&lt;br /&gt;
&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Star Bases can only build ships upto 300 tons total mass. Battle Stations can build ships upto 1,000 tons, and Star Fortresses upto 10,000 tons&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50195</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=50195"/>
		<updated>2016-01-08T16:17:08Z</updated>

		<summary type="html">&lt;p&gt;Jaz: /* Purchasing Goods */ grammar correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Station Buildings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Required&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Buy&amp;amp;nbsp;cost*&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Synthetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
30.789t Air Processors&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6.093t Live Animals**&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
163t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Entertainment Center&lt;br /&gt;
| Computers&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| It increases morale by +30% and is cumulative with holo simulator.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
237t Battle Weapons&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
217t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Armor Barracks&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
297t Battle Weapons&lt;br /&gt;
| Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ground Interceptors&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
396t Battle Weapons&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battledroids&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Creates 1 Mech, +1/20days (max of half current pop).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Increase production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Deep Mine&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Eleminator&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 8&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Fortress&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| Battle Station&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 4&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
2.974t Battle Weapons&lt;br /&gt;
| +6 Lj scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals**&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enhanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
78t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 7500&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| &lt;br /&gt;
| 700&lt;br /&gt;
| 5&lt;br /&gt;
| 3.276.000,0 Cr&lt;br /&gt;
273t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Military Scanner&lt;br /&gt;
| Physics&lt;br /&gt;
| 450&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| Sensors&lt;br /&gt;
| 500&lt;br /&gt;
| 5&lt;br /&gt;
| 2.340.000,0 Cr&lt;br /&gt;
1.360t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gravity Stabilizer&lt;br /&gt;
| Physics&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Gravity generators eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sensors&lt;br /&gt;
| Physics&lt;br /&gt;
| 3000&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| &lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| 14.040.000,0 Cr&lt;br /&gt;
8.162t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Food Replicators&lt;br /&gt;
| Power&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 10&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
12.315t Sythetic Meat&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
103t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class I&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
6.882t Heavy Plastics&lt;br /&gt;
| Enables to store additional 100 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class II&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 1750&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 400&lt;br /&gt;
| 6&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
13.764t Heavy Plastics&lt;br /&gt;
| Enables to store additional 300 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class III&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 3750&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 9&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
51.617t Heavy Plastics&lt;br /&gt;
| Enables to store additional 1M tons of cargo into the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These values are in need of verification, these may be slightly less than maximum cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchasing Goods ===&lt;br /&gt;
&lt;br /&gt;
Table in order of Goods Code, so that you can make note of the goods that are useful to have stock of, and sell anything else. Max Quantity and Max Build Cost is the amount of goods and credits required for immediate purchase, however these will reduce if you wait for an extra day or more.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Goods &lt;br /&gt;
Code&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max&lt;br /&gt;
Quantity &lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Tech or Building &lt;br /&gt;
to be Purchased&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Max Build Cost&lt;br /&gt;
(Credits)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Liquid Oxygen &lt;br /&gt;
| 001&lt;br /&gt;
| 23520&lt;br /&gt;
| Settlement Base&lt;br /&gt;
| 903,200&lt;br /&gt;
| Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Grain &lt;br /&gt;
| 002&lt;br /&gt;
| 500&lt;br /&gt;
| Food&lt;br /&gt;
| n/a&lt;br /&gt;
| 500t of grain equals 1x unit of food for feeding your workers. Once Food Replicators are installed, grain surplus can be sold safely.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 6157&lt;br /&gt;
| Retort Center&lt;br /&gt;
| 468,000&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Synthetic Meat&lt;br /&gt;
| 005&lt;br /&gt;
| 12315&lt;br /&gt;
| Food Replicators&lt;br /&gt;
| 936,000&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 9551&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 561,600&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fertilizer&lt;br /&gt;
| 009&lt;br /&gt;
| 11938&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Live Animals&lt;br /&gt;
| 011&lt;br /&gt;
| 6093&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 23,400,000&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 6882&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| 936,000&lt;br /&gt;
| Enables to store additional 100,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 13764&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 1,872,000&lt;br /&gt;
| Enables to store additional 300,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Heavy Plastics&lt;br /&gt;
| 013&lt;br /&gt;
| 51617&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 7,020,000&lt;br /&gt;
| Enables to store additional 1,000,000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Precious Metals&lt;br /&gt;
| 015&lt;br /&gt;
| 103&lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 702,000&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 31&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| 374,400&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 78&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 936,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gem Stones&lt;br /&gt;
| 016&lt;br /&gt;
| 273&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 3,276,000&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Designs ===&lt;br /&gt;
&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Star Bases can only build ships upto 300 tons total mass. Battle Stations can build ships upto 1,000 tons, and Star Fortresses upto 10,000 tons&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Jaz</name></author>
		
	</entry>
</feed>