The Icon Construction Data: Difference between revisions

From questden
Jump to navigationJump to search
Line 4: Line 4:
Home, sweet home.  Without houses, citizens will not work on the planet surface, and will live in any available space on our fleet, suffering a -1 morale penalty.  The morale-neutral versions use standard building progression, though the Residential District houses a bit more than expected.
Home, sweet home.  Without houses, citizens will not work on the planet surface, and will live in any available space on our fleet, suffering a -1 morale penalty.  The morale-neutral versions use standard building progression, though the Residential District houses a bit more than expected.


'''(Small)Apartments/(Medium)Tenement/(Large)Residential District'''
'''(Small)Apartments/(Medium)Tenement/(Large)Residential District'''<br>
 
Permanent housing.  Nothing special.
Permanent housing.  Nothing special.
::Houses 250/750/2000 people.
::Houses 250/750/2000 people.
::Construction cost: 50/100/200 Metal
::Construction cost: 50/100/200 Metal


'''(Small)Temporary Housing'''
'''(Small)Temporary Housing'''<br>
 
A cluster of tents.  Not suitable for a permanent settlement.
A cluster of tents.  Not suitable for a permanent settlement.
::Houses 125 people at -1 Morale.
::Houses 125 people at -1 Morale.

Revision as of 03:32, 21 December 2011

Buildings

Small buildings take 2 turns to build. Medium buildings take 3, Large take 4, and Massive take 5. Certain environmental factors can cause buildings to take longer to finish. Buildings can be constructed in parallel, so this is mainly a delay in how fast they start doing things. Each increase in size generally makes the building cost twice as much, use twice as much power, and require 2.5x as many Workers and/or Professionals, but yield 3x the benefit. Larger buildings are always more efficient, so long as you actually need that much benefit and are willing to wait.

Housing

Home, sweet home. Without houses, citizens will not work on the planet surface, and will live in any available space on our fleet, suffering a -1 morale penalty. The morale-neutral versions use standard building progression, though the Residential District houses a bit more than expected.

(Small)Apartments/(Medium)Tenement/(Large)Residential District
Permanent housing. Nothing special.

Houses 250/750/2000 people.
Construction cost: 50/100/200 Metal

(Small)Temporary Housing
A cluster of tents. Not suitable for a permanent settlement.

Houses 125 people at -1 Morale.
Construction cost: 5 Metal
SPECIAL: Builds in one week. 1 turn is a month, so this is essentially instant.

(Medium)Condominium

Houses 500 people at +1 Morale.
Construction cost: 100 Metal, 2 SC.
Employs 25 Workers.

(Large)Luxury Complex

Houses 1000 people at +2 Morale.
Construction cost: 200 Metal, 4 SC.
Employs 50 Workers.

Farming

An army runs on its stomach. I shudder to contemplate what would happen if we ever ran out of food. Uses standard building progression.

(Small)Farming Dome/(Medium)Greenhouse/(Large)Biodome

Generates 20/60/180 Food per turn, enough for 1000/3000/9000 people.
Construction cost: 75/150/300 Metal, 0.5/1/2 SC.
Uses 1/2/4 Power, employs 30/75/200 Workers.

Medical

An apple a day keeps the doctor away. When that fails, we have these. Medical buildings increase the birth rate, reduce the death rate, stave off disease, and tend to combat injuries. They also generate Implant Points, which we can use to cybernetically enhance the population. Uses standard building progression.


(Small)Medical Outpost/(Medium)Hospital/(Large)Medical District

Slightly/Moderately/Greatly boosts population growth.
Standard/Increased/Maximum disease resistance.
1/3/9 IP generated per turn.
Construction cost: 50/100/200 Metal, 0.5/1/2 SC.
Uses 0.5/1/2 Power, employs 10/25/60 Professionals.

Entertainment

Entertainment structures raise morale, and... do nothing else. They're good at it though. Uses standard building progression, but the Large version requires slightly more workers than standard. Still more efficient than Medium.

Small/Medium/Large Entertainment

Services 500/1500/4500 people at +3 Morale.
Construction cost: 100/200/400 Metal, 0.5/1/2 SC.
Uses 0.5/1/2 Power, employs 30/75/200 Workers.

Shopping

Splinter citizens are a materialistic sort, and so if you want high morale you need to let them buy pointless crap. Shops have a Morale bonus that stacks with Entertainment structures, don't cost SC or use power, and wind up using less workers per person served, in the end. In exchange for this, they require Goods to be made at Factories in order to function. Uses standard building progression, but the Large Shop serves slightly less than the expected number of people. Still more efficient than Medium.

(Small)Store/(Medium)Shopping Center/Large Shop

Services 250/750/2000 people at +3 Morale.
Construction cost: 50/100/200 Metal.
Employs 10/30/75 Workers.

Warehouses

Enabling our packrat tendencies since the start of the quest. Warehouses store materials, goods, food, and vehicles. Food takes up less space than the other things. Warehouses have no upkeep at all, so there's no excuse for running out of space. If we do run out of space, production buildings will simply stop generating things that need that space. Warehouses cannot be added to ships like other buildings, as in order to add functionality to Building Freighters, they have to be very economical with space. Warehouses are just enclosed space, so that doesn't work. You could say that Freighters are ship-warehouses by default. Uses standard building progression.

Small/Medium/Large Warehouse

Stores 3000/9000/27000 units of resources.
Construction cost: 75/150/300 Metal.

Derricks

Diggy diggy hole. Derricks are a very reliable way to get materials. We can extract Metal, Fuel (in the form of Uranium) and Superconductors via Derricks. Large Coastal Derricks cannot be built. Uses standard building progression, although the Medium Coastal and Large Land versions require slightly more workers than expected, and larger land derricks require less power than expected.

Small/Medium/Large Land Derrick

Produces 50/150/450 Metal OR 10/30/90 Fuel OR 3/9/27 SC per turn.
Construction cost: 100/200/400 Metal, 1/2/4 SC.
Uses 2/3/4 Power, employs 30/75/200 Workers.

Small/Medium Coastal Derrick

50/150 Metal OR 10/30 Fuel OR 3/9 SC per turn.
Construction cost: 400/800 Metal, 7/14 SC.
Uses 5/10 Power, employs 75/200 Workers.

Smelters

The pinnacle of refinement. Smelters turn the ore we get from Derricks into useful materials. There's no avoiding building these. In most cases, a medium smelter is enough. Uses standard building progression, but larger smelters require far less Workers than expected!

Small/Medium/Large Smelter

Services 2/6/18 Derricks.
Construction cost: 150/300/600 Metal.
Uses 2/4/8 Power, employs 30/60/120 Workers.

Generators

Power to the people! You can't have much in a base without power. Uses standard building progression, and surprisingly, requires no Workers.

Small/Medium/Large Generator

Uses 2/4/8 Fuel per turn, generates 10/30/90 Power.
Construction cost: 100/200/400 Metal, 2/4/8 SC.

(Ground)Factories

It's gotta come from somewhere. Factories generate Build Points, which can be spent along with various materials to produce vehicles, weapons, and commodities. Uses standard building progression, but the Large version requires slightly more workers than expected, and the Medium and Large versions require far less Professionals than expected. (it should really be 5/13/33 or 5/12/30)

Small/Medium/Large Factory

Generates 6/18/54 BP per turn.
Construction cost: 150/300/600 Metal, 2/4/8 SC.
Uses 2/4/8 Power, employs 50/125/325 Workers and 5/7/18 Professionals.

Orbital Factories

This is where we build our ships. Orbital Factories can be assisted by (ground)Factories, but output is capped. A single starship cannot be constructed by multiple Orbital Factories, so ships can take quite a long time to complete. We can of course build them in parallel.

(Medium)Orbital Factory

Generates 3 base, max 9 OBP per turn.
Construction cost: 500 Metal, 15 SC.
Employs 50 Workers.

Large Orbital Factory

Generates 9 base, max 27 OBP per turn.
Construction cost: 1000 Metal, 30 SC.
Employs 100 Workers and 20 Professionals.

Education

Train your brain! Citizens come into being without any useful skills. Education buildings can turn NONWORKERS into WORKERS, and WORKERS into PROFESSIONALS. Professionals are the main bottleneck in how fast we can advance our tech and gain military might, so education is essential. Uses standard building progression, though the University requires slightly less Professionals than expected.

(Small)Schoolhouse/(Medium)College/(Large)University

Trains 200/600/1800 Workers or Professionals at a time.
Construction cost: 50/100/200 Metal.
Uses 0.5/1/2 Power, employs 10/25/60 Professionals.

Research

Knowledge is power. Every ounce of strength we have demonstrates this. Research improves Splinter's might by leaps and bounds, and is the only way to win against Totus. Research Points are used to progress down the increasingly-awesome tech tree, and create new buildings, vehicles, weapons and equipment of our own design. Follows standard building progression for Small, Medium, and Large types, but once again the Large one requires slightly fewer Professionals than expected.

Small/Medium/Large Laboratory

Generates 1/3/9 RP per turn.
Construction cost: 100/200/400 Metal, 4/8/16 SC.
Uses 2/4/8 Power, employs 50/125/300 Professionals.

Massive Laboratory

Generates 27 RP per turn.
Construction cost: 1000 Metal, 40 SC.
Uses 20 Power, employs 750 Professionals.
SPECIAL: Resistant to damage, infiltration and escape, and can hide research secrets from the populace.

Military

Science is nothing without the means to use it. Training our army is just as important as advancing technology. Thankfully, it is a lot easier. 100 Light Infantry need 100 Metal and 6 turns to train, 100 Power Infantry need 600 Metal and 18 turns, 100 Commandos need 100 Metal, 25 SC and 48 turns. Only 100 Commandos can be in training at any one time. The "fort" building progression deviates slightly from the norm.

(Small)Military Outpost/(Medium)Fortress/(Large)Citadel Reinforced walls and small windows allow this building to double as a bunker.

Can house 300/1000/3000 soldiers, and can train 100/300/1000.
Construction cost: 70/200/600 Metal.
Uses 0.5/1/2 Power.

Temporary Command

This "building" is just two dropships landed next to eachother. Needed to start any permanent settlement.

Command Center

Required for a settlement above 10,000 citizens or else we'll suffer a large Morale penalty.

+1 Morale to the entire settlement.
Allows better control of soldiers on the field.
Construction cost: 300 Metal, 4 SC.
Uses 1 Power, employs 200 Workers.

Command Nexus

Required for a settlement above 30,000 citizens or else we'll suffer a large Morale penalty.

+2 Morale to the entire settlement.
Allows better control of soldiers on the field, and can house and launch 2 missiles.
Construction cost: 600 Metal, 8 SC.
Uses 2 Power, employs 500 Workers.

Landing Strip

Required to allow fixed-wing aircraft to land on the surface or go on missions.

Construction cost: 20 Metal.
Uses 0.5 Power.

Unique Buildings

I'm just gonna put these here.

(Medium)Stadium

Our people must really love their sports, as this is one of the best morale structures. Currently the only sports-related building available.

+2 Morale for the entire settlement.
Construction cost: 300 Metal.
Employs 30 Workers.

Electrolysis Plant

A custom building originally created to harvest Uranium in a location where we couldn't get it. It can still serve that purpose, but as Fuel from Nebulas can be used to make stuff that previously used Uranium, it's really not that useful anymore.

Produces 20 Fuel per turn.
Construction cost: 150 Metal, 2 SC.
Uses 2 Power, employs 50 Workers.