With Version 4 all aspects of base management are available to
the player. Some structures are race specfic while some of the races
are unable to build some of the standard structures. Races which
have restrictions on standard structures are able to use these structures
if they are present in a captured base.
Base Structures
Training Center: Trains your
colonists to be ship crew members. Trains ship crewmen to be space
troopers. Trains troopers to be high guard rangers.
Factory: Turns megacredits
into supply units at a rate of 1 supply unit per turn per factory.
Farm: Produces 1mc and 1 food.
Most planets can support anywhere from 0 to 200 farms. If two or
more races are living on the same planet they must share the available
farm land. The first race to build a farm gets the land. It is possible
for one race to use all the farm land while other races use none.
Food is used by cities, resorts, and med labs.
Smelter: If there is a supply
of all 4 different types of ore unit will produce 15KT of Metal
and 5KT Fuel. Each smelter has 4 refining chambers that can handle
up to 10KT of raw ore per turn.
Mineral Mine: Mines for all
4 different types of ores at the same time. Production rate depends
on the mineral richness of the planet the mine is located on.
City: In order for a city to
produce a 100 mc income per turn each city needs one unit of food,
one unit of supplies and one unit of med packs. Cities increase
your colonists happiness and increase their rate of population growth.
Pod Launch Pad: Launches Pods
into space, sending them to other planets. Allows for the transfer
of cargo from planet to planet without the use of ships.
Military Space Port: Builds
ship hulls. This unit is able to build just the ship hull and do
all the final fitting together of ship parts. It can only use ship
parts that are in storage.
Raid Shelter: Protects your
colonists and troops from attacks from orbit.
Public Space Port: Attracts
natives and colonists to your planet. Increases the happiness of
natives and colonists.
Med Lab: Produces Med Packs.
Cities and resorts need med packs to keep the colonists happy and
productive.
Engine Plant: Makes engines,
hyperdrives, ship shields, generators and ship armor.
Fighter Plant: Produces 3 different
types of fighter craft.
Ship Repair Shop: Produces
repair units that can be used to repair ship damage.
Weapons Factory: Makes small
ship weapons. Makes large ship weapons. Makes point defense systems.
Makes super weapons. Makes all the parts that are important to arming
war ships.
Ordnance Plant: Produces ammunition
(Ordnance)
Government Center: Wires money
to the galactic bank. Improves colonist happiness. Helps to produce
better troops and crew.
Terra Former: Changes a planets
climate. When off the terraformer uses no fuel, money or supplies.
Scanner: Under normal conditions
the scanner can scan for objects in space at a distance of about
100 LY. Anti-Aircraft Gun: Can only target enemy space fighter craft.
Laser Cannon: Targets enemy
ground units.
Air Attack Base: Allows you
to take a group of fighter craft and form a fighter wing.
Base Shield: With one of these
in place the only things that can damage your planet side buildings
are super lasers and enemy ground assault forces.
Assault Plant: Produces 3 different
types of ground assault craft.
Ion Cannon: As powerful as
a ship based weapon and a great number can be placed on a planet.
Undercity: A good source of
consistent income. Colonists in an under city can not be harmed
by orbital attacks.
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