The Icon Construction Data: Difference between revisions
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==Housing== | ==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.<br> | 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.<br> | ||
<br> | |||
'''(Small)Temporary Housing'''<br> | '''(Small)Temporary Housing'''<br> | ||
<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. | ||
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::SPECIAL: Builds in one week. 1 turn is a month, so this is essentially instant. | ::SPECIAL: Builds in one week. 1 turn is a month, so this is essentially instant. | ||
'''(Small)Apartments'''<br> | '''(Small)Apartments'''<br> | ||
<br> | |||
Permanent housing. Nothing special. | Permanent housing. Nothing special. | ||
::Houses 250 people. | ::Houses 250 people. | ||
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==Farming== | ==Farming== | ||
An army runs on its stomach. I shudder to contemplate what would happen if we ever ran out of food.<br> | An army runs on its stomach. I shudder to contemplate what would happen if we ever ran out of food.<br> | ||
<br> | |||
'''(Small)Farming Dome''' | '''(Small)Farming Dome''' | ||
::Generates 20 Food per turn, enough for 1000 people. | ::Generates 20 Food per turn, enough for 1000 people. | ||
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==Medical== | ==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.<br> | 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.<br> | ||
<br> | |||
'''(Small)Medical Outpost''' | '''(Small)Medical Outpost''' | ||
::Slightly boosts population growth. | ::Slightly boosts population growth. | ||
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==Sports== | ==Sports== | ||
SPORTS!<br> | SPORTS!<br> | ||
<br> | |||
'''Stadium''' | '''Stadium''' | ||
Our people must really love their sports, as this is one of the best morale structures. Currently, the only sports building available.<br> | Our people must really love their sports, as this is one of the best morale structures. Currently, the only sports building available.<br> | ||
<br> | |||
::+2 Morale for the entire settlement. | ::+2 Morale for the entire settlement. | ||
::Construction cost: 300 Metal. | ::Construction cost: 300 Metal. | ||
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==Shopping== | ==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.<br> | 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.<br> | ||
<br> | |||
'''(Small)Store''' | '''(Small)Store''' | ||
::Services 250 people at +3 Morale. | ::Services 250 people at +3 Morale. | ||
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==Warehouses== | ==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.<br> | 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.<br> | ||
<br> | |||
'''Small Warehouse''' | '''Small Warehouse''' | ||
::Stores 3000 units of resources. | ::Stores 3000 units of resources. | ||
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==Derricks== | ==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.<br> | 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.<br> | ||
<br> | |||
'''Small Land Derrick''' | '''Small Land Derrick''' | ||
::50 Metal/10 Fuel/3 SC per turn. | ::50 Metal/10 Fuel/3 SC per turn. | ||
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==Generators== | ==Generators== | ||
Power to the people! You can't have much in a base without power.<br> | Power to the people! You can't have much in a base without power.<br> | ||
<br> | |||
'''Small Generator''' | '''Small Generator''' | ||
::Uses 2 Fuel per turn, generates 10 Power. | ::Uses 2 Fuel per turn, generates 10 Power. |
Revision as of 23:26, 10 September 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.
(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.
(Small)Apartments
Permanent housing. Nothing special.
- Houses 250 people.
- Construction cost: 50 Metal
(Medium)Condominium
- Houses 500 people at +1 Morale.
- Construction cost: 100 Metal, 2 SC.
- Employs 25 Workers.
(Medium)Tenement
- Houses 750 people.
- Construction cost: 100 Metal.
(Large)Residential District
- Houses 2000 people.
- Construction cost: 200 Metal.
(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.
(Small)Farming Dome
- Generates 20 Food per turn, enough for 1000 people.
- Construction cost: 75 Metal, 0.5 SC.
- Uses 1 Power, employs 30 Workers.
(Medium)Greenhouse
- Generates 60 Food per turn, enough for 3000 people.
- Construction cost: 150 Metal, 1 SC.
- Uses 2 Power, employs 75 Workers.
(Large)Biodome
- Generates 180 Food per turn, enough for 9000 people.
- Construction cost: 300 Metal, 2 SC.
- Uses 4 Power, employs 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.
(Small)Medical Outpost
- Slightly boosts population growth.
- Standard disease resistance.
- 1 IP generated per turn.
- Construction cost: 50 Metal, 0.5 SC.
- Uses 0.5 Power, employs 10 Professionals.
(Medium)Hospital
- Boosts population growth.
- Increased disease resistance.
- 3 IP generated per turn.
- Construction cost: 100 Metal, 1 SC.
- Uses 1 Power, employs 25 Professionals.
(Large)Medical District
- Greatly boosts population growth.
- Maximum disease resistance.
- 9 IP generated per turn.
- Construction cost: 200 Metal, 2 SC.
- Uses 2 Power, employs 60 Professionals.
Sports
SPORTS!
Stadium
Our people must really love their sports, as this is one of the best morale structures. Currently, the only sports building available.
- +2 Morale for the entire settlement.
- Construction cost: 300 Metal.
- Employs 30 Workers.
Entertainment
Entertainment structures raise morale, and... do nothing else. They're good at it though.
Small Entertainment
- Services 500 people at +3 Morale.
- Construction cost: 100 Metal, 0.5 SC.
- Uses 0.5 Power, employs 30 Workers.
Medium Entertainment
- Services 1500 people at +3 Morale.
- Construction cost: 200 Metal, 1 SC.
- Uses 1 Power, employs 75 Workers.
Large Entertainment
- Services 4500 people at +3 Morale.
- Construction cost: 400 Metal, 2 SC.
- Uses 2 Power, employs 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.
(Small)Store
- Services 250 people at +3 Morale.
- Construction cost: 50 Metal.
- Employs 10 Workers.
(Medium)Shopping Center
- Services 750 people at +3 Morale.
- Construction cost: 100 Metal.
- Employs 30 Workers.
Large Shop
- Services 2000 people at +3 Morale.
- Construction cost: 200 Metal.
- Employs 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.
Small Warehouse
- Stores 3000 units of resources.
- Construction cost: 75 Metal.
Medium Warehouse
- Stores 9000 units of resources.
- Construction cost: 150 Metal.
Large Warehouse
- Stores 27000 units of resources.
- Construction cost: 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.
Small Land Derrick
- 50 Metal/10 Fuel/3 SC per turn.
- Construction cost: 100 Metal, 1 SC.
- Uses 2 Power, employs 30 Workers.
Medium Land Derrick
- 150 Metal/30 Fuel/9 SC per turn.
- Construction cost: 200 Metal, 3 SC.
- Uses 3 Power, employs 75 Workers.
Large Land Derrick
- 450 Metal/90 Fuel/27 SC per turn.
- Construction cost: 400 Metal, 6 SC.
- Uses 4 Power, employs 200 Workers.
Small Coastal Derrick
- 50 Metal/10 Fuel/3 SC per turn.
- Construction cost: 400 Metal, 7 SC.
- Uses 5 Power, employs 75 Workers.
Medium Coastal Derrick
- 150 Metal/30 Fuel/9 SC per turn.
- Construction cost: 800 Metal, 14 SC.
- Uses 10 Power, employs 200 Workers.
Generators
Power to the people! You can't have much in a base without power.
Small Generator
- Uses 2 Fuel per turn, generates 10 Power.
- Construction cost: 100 Metal, 2 SC.
Medium Generator
- Uses 4 Fuel per turn, generates 30 Power.
- Construction cost: 200 Metal, 4 SC.
Large Generator
- Uses 8 Fuel per turn, generates 90 Power.
- Construction cost: 400 Metal, 8 SC.