Difference between revisions of "Ulite: Production"
m (→Ship Designs) |
(Updated with most of the tech-tree completed (perhaps missing some hidden base constructions)) |
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Line 13: | Line 13: | ||
! scope="col"| Build cost |
! scope="col"| Build cost |
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! scope="col"| Op. cost |
! scope="col"| Op. cost |
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− | ! scope="col"| Buy cost* |
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+ | ! scope="col"| Buy cost* |
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! scope="col"| Notes |
! scope="col"| Notes |
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|- |
|- |
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Line 56: | Line 56: | ||
| 120 |
| 120 |
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| 0 |
| 0 |
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− | | |
+ | | 561.600,0 Cr |
9.551t Fertilizer |
9.551t Fertilizer |
||
| +1 food/farmer (n/a barren, radiated, and toxic planets) |
| +1 food/farmer (n/a barren, radiated, and toxic planets) |
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Line 67: | Line 67: | ||
| 500 |
| 500 |
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| 0 |
| 0 |
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− | | 2.192.400,0 Cr |
+ | | 2.192.400,0 Cr |
2.884t Air Processors |
2.884t Air Processors |
||
| 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. |
| 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. |
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+ | |- |
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+ | ! scope="row"| Advanced Terraforming |
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+ | | Biology |
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+ | | 7500 |
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+ | | Gaia Transformation |
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+ | | |
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+ | | 5000 |
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+ | | 0 |
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+ | | 23.400.000,0 Cr |
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+ | 30.789t Air Processors |
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+ | | Dead, toxic and inferno planets become barren. |
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|- |
|- |
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! scope="row"| Underground Agriculture |
! scope="row"| Underground Agriculture |
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Line 78: | Line 89: | ||
| 150 |
| 150 |
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| 4 |
| 4 |
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− | | |
+ | | 702.000,0 Cr |
11.938t Fertilizer |
11.938t Fertilizer |
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− | | |
+ | | Increases the food output of a planet by +4. |
|- |
|- |
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! scope="row"| Weather Facility |
! scope="row"| Weather Facility |
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Line 89: | Line 100: | ||
| 200 |
| 200 |
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| 3 |
| 3 |
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− | | |
+ | | 936.000,0 Cr |
1.231t Air Processors |
1.231t Air Processors |
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− | | |
+ | | Food production is increased by +2 per farmer. |
|- |
|- |
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! scope="row"| Gaia Transformation |
! scope="row"| Gaia Transformation |
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Line 101: | Line 112: | ||
| 0 |
| 0 |
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| 23.400.000,0 Cr |
| 23.400.000,0 Cr |
||
− | + | 6.093t Live Animals** |
|
− | | |
+ | | Increases the maximum population of terran environments. |
− | |- |
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− | ! scope="row"| Advanced Terraforming |
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− | | Biology |
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− | | 7500 |
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− | | Gaia Transformation |
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− | | |
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− | | 5000 |
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− | | 0 |
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− | | 22.891.600,0 Cr |
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− | 30120t Air Processors |
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− | | This supports a quite desolate environment becoming a bit hospitable. Dead, toxic and inferno planets become barren. |
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|- |
|- |
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! scope="row"| Pollution Facility |
! scope="row"| Pollution Facility |
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Line 125: | Line 136: | ||
923t Air Processors |
923t Air Processors |
||
| The amount of production is quartered before calculating pollution (cumulative). |
| The amount of production is quartered before calculating pollution (cumulative). |
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− | |- |
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− | ! scope="row"| Pollution Eleminator |
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− | | Construction |
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− | | 1750 |
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− | | Pollution Processor |
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− | | |
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− | | 200 |
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− | | 8 |
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− | | 396.000,0 Cr |
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− | 128t Robots |
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− | | Takes man-made toxic/polluting agents and stores them deep within the surface of a planet, far below water supplies. Planetary pollution is completely eliminated. |
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|- |
|- |
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! scope="row"| Research Laboratory |
! scope="row"| Research Laboratory |
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Line 144: | Line 144: | ||
| 60 |
| 60 |
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| 1 |
| 1 |
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− | | |
+ | | 280.800,0 Cr |
− | + | 163t Computers |
|
| Generates 5 research points and increases the research each scientist produces by +1. |
| Generates 5 research points and increases the research each scientist produces by +1. |
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|- |
|- |
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Line 166: | Line 166: | ||
| 120 |
| 120 |
||
| 1 |
| 1 |
||
− | | |
+ | | 561.600,0 Cr |
− | + | 326t Computers |
|
| Increases a planet's morale by +20% |
| Increases a planet's morale by +20% |
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|- |
|- |
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Line 192: | Line 192: | ||
| Generates 15 research points and each scientist generates +3 research each. |
| Generates 15 research points and each scientist generates +3 research each. |
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|- |
|- |
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− | ! scope="row"| |
+ | ! scope="row"| Entertainment Center |
− | | |
+ | | Computers |
− | | |
+ | | 3000 |
| |
| |
||
| |
| |
||
− | | |
+ | | 250 |
− | | |
+ | | 3 |
− | | |
+ | | 1.170.000,0 Cr |
− | + | 680t Computers |
|
− | | |
+ | | It increases morale by +30% and is cumulative with holo simulator. |
|- |
|- |
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! scope="row"| Star Base |
! scope="row"| Star Base |
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Line 213: | Line 213: | ||
793t Battle Weapons |
793t Battle Weapons |
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| Required to build ships and ship equipment. |
| Required to build ships and ship equipment. |
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+ | |- |
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+ | ! scope="row"| Army Tower |
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+ | | Construction |
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+ | | 25 |
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+ | | |
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+ | | |
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+ | | 60 |
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+ | | 1 |
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+ | | 280.800,0 Cr |
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+ | 146t Hand Weapons |
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+ | | Trains marines. Eliminates morale penalties. |
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|- |
|- |
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! scope="row"| Automated Factories |
! scope="row"| Automated Factories |
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Line 235: | Line 246: | ||
23.520t Liquid Oxygen |
23.520t Liquid Oxygen |
||
| An expensive way of populating another planet within the system. |
| An expensive way of populating another planet within the system. |
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+ | |- |
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+ | ! scope="row"| Missile Base |
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+ | | Construction |
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+ | | 75 |
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+ | | |
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+ | | |
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+ | | 120 |
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+ | | 2 |
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+ | | 561.600,0 Cr |
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+ | 237t Battle Weapons |
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+ | | Contains 300 tons of your best missiles, with unlimited ammo. |
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|- |
|- |
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! scope="row"| Space Port |
! scope="row"| Space Port |
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Line 243: | Line 265: | ||
| 80 |
| 80 |
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| 1 |
| 1 |
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− | | |
+ | | 374.400,0 Cr |
− | + | 217t Computers |
|
| Increases cash generation by +50%. |
| Increases cash generation by +50%. |
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+ | |- |
||
+ | ! scope="row"| Armor Barracks |
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+ | | Construction |
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+ | | 200 |
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+ | | |
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+ | | |
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+ | | 150 |
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+ | | 2 |
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+ | | 702.000,0 Cr |
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+ | 297t Battle Weapons |
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+ | | Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty. |
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+ | |- |
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+ | ! scope="row"| Robotic Constructors |
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+ | | Construction |
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+ | | 325 |
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+ | | Automated Factories |
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+ | | Deep Mine |
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+ | | 150 |
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+ | | 2 |
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+ | | 702.000,0 Cr |
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+ | 227t Robots |
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+ | | Generates 10 production and increases the production each worker produces by +2. |
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|- |
|- |
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! scope="row"| Battle Station |
! scope="row"| Battle Station |
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Line 258: | Line 302: | ||
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area). |
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area). |
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|- |
|- |
||
− | ! scope="row"| |
+ | ! scope="row"| Ground Interceptors |
| Construction |
| Construction |
||
− | | |
+ | | 575 |
− | | |
+ | | |
− | | |
+ | | |
− | | |
+ | | 200 |
| 2 |
| 2 |
||
− | | |
+ | | 936.000,0 Cr |
− | + | 396t Battle Weapons |
|
− | | |
+ | | 300 tons of heavy mount and point defense versions of the best available beam weapons. |
+ | |- |
||
+ | ! scope="row"| Battledroids |
||
+ | | Construction |
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+ | | 575 |
||
+ | | |
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+ | | |
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+ | | 250 |
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+ | | 3 |
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+ | | 1.170.000,0 Cr |
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+ | 379t Robots |
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+ | | Creates 1 Mech, +1/20days (max of half current pop). |
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|- |
|- |
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! scope="row"| Reprocessing Facility |
! scope="row"| Reprocessing Facility |
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Line 278: | Line 322: | ||
| 936.000,0 Cr |
| 936.000,0 Cr |
||
303t Robots |
303t Robots |
||
− | | |
+ | | Every unit of population generates +1 production. This increase does not count toward planetary pollution level. |
|- |
|- |
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! scope="row"| Robot Plant |
! scope="row"| Robot Plant |
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Line 289: | Line 333: | ||
| 936.000,0 Cr |
| 936.000,0 Cr |
||
303t Robots |
303t Robots |
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− | | |
+ | | Increase production dependent on a colony's mineral resources 5, 10, or 20. |
+ | |- |
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+ | ! scope="row"| Deep Mine |
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+ | | Construction |
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+ | | 1750 |
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+ | | Robotic Constructors |
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+ | | |
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+ | | 250 |
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+ | | 3 |
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+ | | 1.170.000,0 Cr |
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+ | 379t Robots |
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+ | | Generates 15 production and increases the productivity of each worker by +3. |
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+ | |- |
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+ | ! scope="row"| Pollution Eleminator |
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+ | | Construction |
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+ | | 1750 |
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+ | | Pollution Processor |
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+ | | |
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+ | | 200 |
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+ | | 8 |
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+ | | 936.000,0 Cr |
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+ | 303t Robots |
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+ | | Planetary pollution is completely eliminated. |
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+ | |- |
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+ | ! scope="row"| Star Fortress |
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+ | | Construction |
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+ | | 3000 |
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+ | | Battle Station |
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+ | | |
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+ | | 1500 |
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+ | | 4 |
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+ | | 7.020.000,0 Cr |
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+ | 2.974t Battle Weapons |
||
+ | | +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. |
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|- |
|- |
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! scope="row"| Artificial Planet Construction |
! scope="row"| Artificial Planet Construction |
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Line 299: | Line 343: | ||
| 0 |
| 0 |
||
| 23.186.800,0 Cr |
| 23.186.800,0 Cr |
||
− | 828.100t Minerals |
+ | 828.100t Minerals** |
− | | |
+ | | Converts an asteroid belt into an artificial planet capable of supporting life. |
|- |
|- |
||
! scope="row"| Planetary Shield |
! scope="row"| Planetary Shield |
||
Line 311: | Line 355: | ||
| 374.400,0 Cr |
| 374.400,0 Cr |
||
31t Gem Stones |
31t Gem Stones |
||
− | | |
+ | | Radiated climates become Barren. Reduces damage against a planet by 10%. |
+ | |- |
||
+ | ! scope="row"| Enhanced Planetary Shield |
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+ | | Force Fields |
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+ | | 2250 |
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+ | | Planetary Shield |
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+ | | Advanced Planetary Shield |
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+ | | 200 |
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+ | | 3 |
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+ | | 936.000,0 Cr |
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+ | 78t Gem Stones |
||
+ | | Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield. |
||
+ | |- |
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+ | ! scope="row"| Advanced Planetary Shield |
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+ | | Force Fields |
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+ | | 7500 |
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+ | | Enhanced Planetary Shield |
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+ | | |
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+ | | 700 |
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+ | | 5 |
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+ | | 3.276.000,0 Cr |
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+ | 273t Gem Stones |
||
+ | | Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields. |
||
|- |
|- |
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! scope="row"| Scanner Class I |
! scope="row"| Scanner Class I |
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680t Computers |
680t Computers |
||
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs. |
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs. |
||
+ | |- |
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+ | ! scope="row"| Military Scanner |
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+ | | Physics |
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+ | | 450 |
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+ | | Scanner Class II |
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+ | | Sensors |
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+ | | 500 |
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+ | | 5 |
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+ | | 2.340.000,0 Cr |
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+ | 1.360t Computers |
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+ | | Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs. |
||
+ | |- |
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+ | ! scope="row"| Gravity Stabilizer |
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+ | | Physics |
||
+ | | 575 |
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+ | | |
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+ | | |
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+ | | 120 |
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+ | | 2 |
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+ | | 561.600,0 Cr |
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+ | 326t Computers |
||
+ | | Gravity generators eliminate the negative effects of low and high gravity fields. |
||
+ | |- |
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+ | ! scope="row"| Sensors |
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+ | | Physics |
||
+ | | 3000 |
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+ | | Military Scanner |
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+ | | |
||
+ | | 3000 |
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+ | | 8 |
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+ | | 14.040.000,0 Cr |
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+ | 8.162t Computers |
||
+ | | Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs. |
||
+ | |- |
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+ | ! scope="row"| Food Replicators |
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+ | | Power |
||
+ | | 1375 |
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+ | | |
||
+ | | |
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+ | | 200 |
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+ | | 10 |
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+ | | 936.000,0 Cr |
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+ | 12.315t Sythetic Meat |
||
+ | | Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony. |
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|- |
|- |
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! scope="row"| Training Centre |
! scope="row"| Training Centre |
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Line 364: | Line 452: | ||
| 200 |
| 200 |
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| 4 |
| 4 |
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− | | |
+ | | 936.000,0 Cr |
− | + | 544t Computers |
|
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus. |
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus. |
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+ | |- |
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+ | ! scope="row"| Warehouse Class I |
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+ | | Force Fields |
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+ | | 750 |
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+ | | |
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+ | | Warehouse Class II |
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+ | | 200 |
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+ | | 3 |
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+ | | 936.000,0 Cr |
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+ | 6.882t Heavy Plastics |
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+ | | Enables to store additional 100 000 tons of cargo into the station. |
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+ | |- |
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+ | ! scope="row"| Warehouse Class II |
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+ | | Force Fields |
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+ | | 1750 |
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+ | | Warehouse Class I |
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+ | | Warehouse Class III |
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+ | | 400 |
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+ | | 6 |
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+ | | 1.872.000,0 Cr |
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+ | 13.764t Heavy Plastics |
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+ | | Enables to store additional 300 000 tons of cargo into the station. |
||
+ | |- |
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+ | ! scope="row"| Warehouse Class III |
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+ | | Force Fields |
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+ | | 3750 |
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+ | | Warehouse Class II |
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+ | | |
||
+ | | 1500 |
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+ | | 9 |
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+ | | 7.020.000,0 Cr |
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+ | 51.617t Heavy Plastics |
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+ | | Enables to store additional 1M tons of cargo into the station. |
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|} |
|} |
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− | <nowiki>*</nowiki> Listed costs are associated with buying a building without any work effort invested |
+ | <nowiki>*</nowiki> 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. |
+ | |||
+ | <nowiki>**</nowiki> These values are in need of verification, these may maximum cost. |
||
==Ship Designs== |
==Ship Designs== |
Revision as of 15:00, 8 December 2015
Station Buildings
Note: Requires and Enables columns are Requirements for Research, not Production.
Module | Group | Res. pts. | Requires | Enables | Build cost | Op. cost | Buy cost* | Notes |
---|---|---|---|---|---|---|---|---|
Agriculture Plant | Biology | 40 | Soil Diffusion | 60 | 2 | 280.800,0 Cr
936t Farm Machinery |
+2 food / day | |
Tungeen Processor | Biology | 40 | 60 | 1 | 280,800.0 Cr
369t Air Processors |
+2 max. population | ||
Retort Center | Biology | 200 | 100 | 2 | 468.000,0 Cr
6.157t Sythetic Meat |
+0.1 pop. growth / day | ||
Soil Diffusion | Biology | 200 | Agriculture Plant | Underground Agriculture | 120 | 0 | 561.600,0 Cr
9.551t Fertilizer |
+1 food/farmer (n/a barren, radiated, and toxic planets) |
Terraforming | Biology | 750 | Gaia Transformation | 500 | 0 | 2.192.400,0 Cr
2.884t Air Processors |
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. | |
Advanced Terraforming | Biology | 7500 | Gaia Transformation | 5000 | 0 | 23.400.000,0 Cr
30.789t Air Processors |
Dead, toxic and inferno planets become barren. | |
Underground Agriculture | Biology | 750 | Soil Diffusion | 150 | 4 | 702.000,0 Cr
11.938t Fertilizer |
Increases the food output of a planet by +4. | |
Weather Facility | Biology | 750 | 200 | 3 | 936.000,0 Cr
1.231t Air Processors |
Food production is increased by +2 per farmer. | ||
Gaia Transformation | Biology | 7500 | Terraforming | Advanced Terraforming | 5000 | 0 | 23.400.000,0 Cr
6.093t Live Animals** |
Increases the maximum population of terran environments. |
Pollution Facility | Chemistry | 325 | Pollution Processor | 80 | 1 | 374.400,0 Cr
492t Air Processors |
Only half of the actual production of the planet used to calculate pollution. | |
Pollution Processor | Chemistry | 575 | Pollution Facility | Pollution Eliminator | 150 | 3 | 702.000,0 Cr
923t Air Processors |
The amount of production is quartered before calculating pollution (cumulative). |
Research Laboratory | Computers | 75 | Planetray Net | 60 | 1 | 280.800,0 Cr
163t Computers |
Generates 5 research points and increases the research each scientist produces by +1. | |
Planetary Net | Computers | 450 | Research Laboratory | Virtual High-Power Net | 150 | 2 | 702.000,0 Cr
408t Computers |
Generates 10 research points and increases the research each scientist produces by +2 |
Holo Deck | Computers | 450 | 120 | 1 | 561.600,0 Cr
326t Computers |
Increases a planet's morale by +20% | ||
Labors | Computers | 1375 | 200 | 3 | 936.000,0 Cr
544t Computers |
A completely automated research facility. Generates 30 research points. | ||
Virtual High-Power Net | Computers | 2250 | Planetary Net | 250 | 3 | 1.170.000,0 Cr
680t Computers |
Generates 15 research points and each scientist generates +3 research each. | |
Entertainment Center | Computers | 3000 | 250 | 3 | 1.170.000,0 Cr
680t Computers |
It increases morale by +30% and is cumulative with holo simulator. | ||
Star Base | Construction | 25 | Battle Station, Parium Construction | 400 | 2 | 1.872.000,0 Cr
793t Battle Weapons |
Required to build ships and ship equipment. | |
Army Tower | Construction | 25 | 60 | 1 | 280.800,0 Cr
146t Hand Weapons |
Trains marines. Eliminates morale penalties. | ||
Automated Factories | Construction | 75 | 60 | 1 | 280.800,0 Cr
91t Robots |
|||
Settlement Base | Construction | 200 | 200 | 0 | 903.200,0 Cr
23.520t Liquid Oxygen |
An expensive way of populating another planet within the system. | ||
Missile Base | Construction | 75 | 120 | 2 | 561.600,0 Cr
237t Battle Weapons |
Contains 300 tons of your best missiles, with unlimited ammo. | ||
Space Port | Construction | 200 | 80 | 1 | 374.400,0 Cr
217t Computers |
Increases cash generation by +50%. | ||
Armor Barracks | Construction | 200 | 150 | 2 | 702.000,0 Cr
297t Battle Weapons |
Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty. | ||
Robotic Constructors | Construction | 325 | Automated Factories | Deep Mine | 150 | 2 | 702.000,0 Cr
227t Robots |
Generates 10 production and increases the production each worker produces by +2. |
Battle Station | Construction | 325 | Star Base | Star Fortress | 1500 | 3 | 6.954.400,0 Cr
2.946t Battle Weapons |
Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area). |
Ground Interceptors | Construction | 575 | 200 | 2 | 936.000,0 Cr
396t Battle Weapons |
300 tons of heavy mount and point defense versions of the best available beam weapons. | ||
Battledroids | Construction | 575 | 250 | 3 | 1.170.000,0 Cr
379t Robots |
Creates 1 Mech, +1/20days (max of half current pop). | ||
Reprocessing Facility | Construction | 750 | 200 | 3 | 936.000,0 Cr
303t Robots |
Every unit of population generates +1 production. This increase does not count toward planetary pollution level. | ||
Robot Plant | Construction | 1000 | 200 | 3 | 936.000,0 Cr
303t Robots |
Increase production dependent on a colony's mineral resources 5, 10, or 20. | ||
Deep Mine | Construction | 1750 | Robotic Constructors | 250 | 3 | 1.170.000,0 Cr
379t Robots |
Generates 15 production and increases the productivity of each worker by +3. | |
Pollution Eleminator | Construction | 1750 | Pollution Processor | 200 | 8 | 936.000,0 Cr
303t Robots |
Planetary pollution is completely eliminated. | |
Star Fortress | Construction | 3000 | Battle Station | 1500 | 4 | 7.020.000,0 Cr
2.974t Battle Weapons |
+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. | |
Artificial Planet Construction | Construction | 3000 | 5000 | 0 | 23.186.800,0 Cr
828.100t Minerals** |
Converts an asteroid belt into an artificial planet capable of supporting life. | ||
Planetary Shield | Force Fields | 450 | Enhanced Planetary Shield | 80 | 1 | 374.400,0 Cr
31t Gem Stones |
Radiated climates become Barren. Reduces damage against a planet by 10%. | |
Enhanced Planetary Shield | Force Fields | 2250 | Planetary Shield | Advanced Planetary Shield | 200 | 3 | 936.000,0 Cr
78t Gem Stones |
Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield. |
Advanced Planetary Shield | Force Fields | 7500 | Enhanced Planetary Shield | 700 | 5 | 3.276.000,0 Cr
273t Gem Stones |
Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields. | |
Scanner Class I | Physics | 25 | Scanner Class II | 100 | 2 | 468.000,0 Cr
272t Computers |
Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj. | |
Scanner Class II | Physics | 125 | Scanner Class I | Military Scanner | 250 | 3 | 1.170.000,0 Cr
680t Computers |
Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs. |
Military Scanner | Physics | 450 | Scanner Class II | Sensors | 500 | 5 | 2.340.000,0 Cr
1.360t Computers |
Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs. |
Gravity Stabilizer | Physics | 575 | 120 | 2 | 561.600,0 Cr
326t Computers |
Gravity generators eliminate the negative effects of low and high gravity fields. | ||
Sensors | Physics | 3000 | Military Scanner | 3000 | 8 | 14.040.000,0 Cr
8.162t Computers |
Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs. | |
Food Replicators | Power | 1375 | 200 | 10 | 936.000,0 Cr
12.315t Sythetic Meat |
Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony. | ||
Training Centre | Sociology | 75 | Planetary Trading Centre | 100 | 2 | 468.800,0 Cr
272t Computers |
Trains ships' crews in the system by simulating fights | |
Planetary Trading Centre | Sociology | 575 | Interstellar Trading Centre | 150 | 2 | 702.000,0 Cr
103t Precious Metals |
Increases the revenues earned on a planet by +100%. | |
Uliversity | Sociology | 1000 | 200 | 4 | 936.000,0 Cr
544t Computers |
Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus. | ||
Warehouse Class I | Force Fields | 750 | Warehouse Class II | 200 | 3 | 936.000,0 Cr
6.882t Heavy Plastics |
Enables to store additional 100 000 tons of cargo into the station. | |
Warehouse Class II | Force Fields | 1750 | Warehouse Class I | Warehouse Class III | 400 | 6 | 1.872.000,0 Cr
13.764t Heavy Plastics |
Enables to store additional 300 000 tons of cargo into the station. |
Warehouse Class III | Force Fields | 3750 | Warehouse Class II | 1500 | 9 | 7.020.000,0 Cr
51.617t Heavy Plastics |
Enables to store additional 1M tons of cargo into the station. |
* 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.
** These values are in need of verification, these may maximum cost.
Ship Designs
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.
You may also build individual equipment items by specifying "no hull" for a ship design.
Initial purchase cost of a ship design seems to be about 5-6 times the market vaule.