The Icon Construction Data: Difference between revisions

From questden
Jump to navigationJump to search
No edit summary
No edit summary
Line 2: Line 2:
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.
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==
==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>
 
'''(Small)Temporary Housing'''<br>
'''(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.
::Construction cost: 5 Metal
::Construction cost: 5 Metal
::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>
 
Permanent housing.  Nothing special.
Permanent housing.  Nothing special.
::Houses 250 people.
::Houses 250 people.
Line 30: Line 30:
::Employs 50 Workers.
::Employs 50 Workers.
==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>
 
'''(Small)Farming Dome'''
'''(Small)Farming Dome'''
::Generates 20 Food per turn, enough for 1000 people.
::Generates 20 Food per turn, enough for 1000 people.
Line 45: Line 45:
::Uses 4 Power, employs 200 Workers.
::Uses 4 Power, employs 200 Workers.
==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>
 
'''(Small)Medical Outpost'''
'''(Small)Medical Outpost'''
::Slightly boosts population growth.
::Slightly boosts population growth.
Line 66: Line 66:
::Uses 2 Power, employs 60 Professionals.
::Uses 2 Power, employs 60 Professionals.
==Sports==
==Sports==
SPORTS!<br>
SPORTS!
<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>
 
::+2 Morale for the entire settlement.
::+2 Morale for the entire settlement.
::Construction cost: 300 Metal.
::Construction cost: 300 Metal.
::Employs 30 Workers.
::Employs 30 Workers.
==Entertainment==
==Entertainment==
Entertainment structures raise morale, and... do nothing else.  They're good at it though.<br>
Entertainment structures raise morale, and... do nothing else.  They're good at it though.
 
'''Small Entertainment'''
'''Small Entertainment'''
::Services 500 people at +3 Morale.
::Services 500 people at +3 Morale.
Line 89: Line 90:
::Uses 2 Power, employs 200 Workers.
::Uses 2 Power, employs 200 Workers.
==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>
 
'''(Small)Store'''
'''(Small)Store'''
::Services 250 people at +3 Morale.
::Services 250 people at +3 Morale.
Line 104: Line 105:
::Employs 75 Workers.
::Employs 75 Workers.
==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>
 
'''Small Warehouse'''
'''Small Warehouse'''
::Stores 3000 units of resources.
::Stores 3000 units of resources.
Line 116: Line 117:
::Construction cost: 300 Metal.
::Construction cost: 300 Metal.
==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>
 
'''Small Land Derrick'''
'''Small Land Derrick'''
::50 Metal/10 Fuel/3 SC per turn.
::50 Metal/10 Fuel/3 SC per turn.
Line 139: Line 140:
::Uses 10 Power, employs 200 Workers.
::Uses 10 Power, employs 200 Workers.
==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>
 
'''Small Generator'''
'''Small Generator'''
::Uses 2 Fuel per turn, generates 10 Power.
::Uses 2 Fuel per turn, generates 10 Power.

Revision as of 23:27, 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.