Air Academy |
Train Aczanny crews with rate 60. Unlike Training Centers,
no low population grown speed. And it doesn't train Troops or
Highguard. An Aczanny only building.
Tech Level: 5
Cost: 60mc + 10 Supply
Maintenance: None
Limit Per Planet: 10000 |
Air
Attack Base |
Allows you to take a group of fighter craft and form a fighter
wing. A fighter wing can travel through space alone or land
in a carrier ship`s fighter bay. The air attack base preps the
fighter craft with deep space fuel cells. Without an air attack
base the only way a fighter can leave a planet is as cargo.
Tech Level: 10
Cost: 70mc + 5 Supply
Maintenance: 0
Limit Per Planet: 1 Per Race |
Anti
Aircraft Gun |
Guns that target enemy fighters.
Tech Level: 8
Cost: 100mc + 10 Supply
Maintenance: 0, Uses: 1 Ord Per Shot
Limit Per Planet: No Limits |
Arerran Capital |
Farms produce 2 food 1 mc and 1 med unit. But only 12.5%
mining, Allows you to build A. Interstellar Class Frigates and
A. Odin Class Carriers in that base. Reunited Coalition of Systems
only building.
If you have built either an Arerran Capital, Nawole Garden
or Xelovi Hive in a base, you cannot build any of the other
structures in the same base.
Tech Level: 5
Cost: 800mc + 100 supplies
Maintenance: None
Limit Per Planet: 1 |
Assault
Plant |
Each race can produce three different types of ground assault
craft. Ground assault craft do not require any minerals to build.
Assault craft will defend the planet from ground attack.
Tech Level: 12
Cost: 450mc + 70 Supply
Maintenance: 0
Produces: Ground Assault
Limit Per Planet: 1 Per Race |
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. Ships can not otherwise damage anything on the
planet`s surface belonging to your race. Base Shields also reduce
the chances of being scanned by 25%.
Tech Level: 11
Cost: 10000mc + 100 Supplies
Maintenance: 10kt Neutronium per turn
Limit Per Planet: 1 Per Race |
City |
Every city that you build will need 2 food per turn in order
to produce 100 units of money. This Provides a large amount
of cash for most races. City decreases growth by .2%.
Tech Level: 1
Cost: 100mc + 100 Supplies
Maintenance: 2 Food
Units Production: 100mc
Requires: 100,000 Colonists |
Engine
Plant |
Makes engines, hyperdrives, ship shields, generators and
ship armor. There is no limit on how many parts can be made
in a turn.
Tech Level: 4
Cost: 310mc + 70 Supply
Maintenance: 0
Production: High Energy Ship Parts
Uses: Megacredits + Metals
Limit Per Planet: 1 Per Race |
Factory |
Turns megacredits into supply units at a rate of 1 supply
unit per turn per factory. You can throttle the production of
the factories in the switches tab. Having 10,000 or more Bovinoids
on a base will double the production of supplies.
Tech Level: 1
Cost: 3mc + 1 Supply
Production: 1 Supply per factory per turn.
Uses: 1mc
Limit Per Planet: No Limit |
Farm |
Produces food and money if the climate supports it. Each
race has a different farming range. 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.
Tech Level: 1
Cost: 5mc + 1 Supply
Maintenance: 0
Production: 1mc + 1 Food
Limit Per Planet: Varies with planet soil type. |
Fighter
Plant |
Allows you to produce 3 different types of you race dependant
Fighters.
Tech Level: 4
Cost: 550mc + 15 Supply Units
Maintenance: none
Limit per planet: 1 per base |
Government
Center |
Wires up to 10,000 mega credits to the Galactic Bank. Improves
colonist happiness 5 points per turn. Improves the training
of crew, troops and highguard done by Training Centers by around
10%, 5% and 1%. You can easily update the transfer of megacredits
setting for this building from the Switches tab.
The transfer of money to the Galactic Bank happens after you
Exotic Tech maintenance but before you pay for new ones.
- The Holy Draconian Empire will generate an additional 400
MC per Government center and natives receive +5 happiness.
Tech Level 1
Cost: 100mc + 100 Supply
Maintenance: 5mc per turn
Limit per planet: 1 per race |
Ground
Sweeper |
Sweeps all mines in the area and turns them into ord units.
A Crystal only structure.
Tech Level 8
Cost: 500mc + 100 Supply
Maintenance: None
Limit per planet: 1 per race |
Gun
Zero |
Has a range of 250 ly and can target all ships of hull mass
100 and above in range. Uses 100 ord per shot per ship and needs
at least 10 robot colonists on the base for the gun to fire.
The gun has 23% odds of hitting ships with a hull mass under
901 kt, it has 40% odds against ship with a hull mass between
901 and 1500, the gun has 65% odd of hitting ships with a hull
mass greater than 1500. The weapon will do 15% to 90% hull damage
per hit. A 100kt hull will take 90% damage and a 850kt to 1700kt
hull will take 15% hull damage. Ships with hull masses of over
1700kt mass will take 49% damage per hit. This device can not
be used on ships that are fully cloaked. It can be used on ships
with active cloaking devices that are generating more than 400
units of sensor noise and ships that have been made visible
by a laser mine detonation. Robots build these buildings.
The damage begins at 90% for a hullmass of 100 goes down to
15% at a hullmass of 850, stays there until a hullmass of 1500
and jumps immediately to a value of 49% and stays constant at
this value.
There is also a Gun Zero Tool that can do all the calculating for you.
Tech Level
Cost: 30,000
Maintenance:
Uses: 100 ord per shot per ship
Limit per planet: 1 per race |
Hyper
Lathe |
Produces 10 food, 3 megacredits, 1 supplies, 250 ord, 5 molybdenum,
2 tritanium, 8 duranium, and 3 fuel using hyperdimensional stress.
It can also heats the planet if the climate is less than 96.
This defaults as off so be sure to turn it on. Crystal only
building.
There is also a Hyper
Lathe that can do all the calculating for you.
Cost: 40
Maintenance:
Supplies: 5
Tech Level: 3
Limit: 10000 |
Infernorator |
Heats the planet 20 points to climate level 100 (max) using
1 Hyperdimensional Stress. Another Crystal only Building. Building
defaults to off, so be sure to turn it on.
Cost: 10
Supplies: 10
Tech Level: 1
Limit: 10000 |
Insectoid
Nest |
Converts small soft warm blooded natives into two Insectoid
hatchlings, mines fuel. Builds up to 100,000 new robots a turn
using 100 kt of tritanium. This is the only way to build new
robots. This building is Robots only.
Attracts and converts 3% of all enemy colonists within 30-400
ly into 4 new insectoids each or 1/2 for every Cyborg colonists
taken. Robot, Crystal, and Solorian colonists can not be converted.
The enemy will not get any message that this is going on.
Max range is: 100ly+Turn_Number*5ly AND SQR(Colonists+Insectoids)/5
Insectoid nests can mine up to 500 kt of fuel from the planet's
core per turn. 2000 Insectoids can mine 1 kt of Neutronium and
produce 20 MC and 40 Ord. This results in max 10,000 MC and
20,000 Ord per turn.
Tech Level: 1
Cost: 300
Supplies: 100
Limit Per Planet: 100 |
Ion
Cannon |
As powerful as a ship based weapon and a great number can
be placed on a planet. Useless against fighters, assault pods
and armored ground assaults. Any hit from an ion cannon will
knock a ship away from the planet.
Tech Level: 13
Cost: 300mc + 1 Supply
Uses: 1 ord per shot
Limit Per Planet: No Limit |
Kings
Palace |
Each palace produces 1000 megacredits in the galactic central
bank. (These central bank megacredits are sometimes called galactic
credits or GCs) The palace will produce 100 megacredits for
the base. Also if your high guard (King) is at the base the
megacredits on the base will increase by 8%.. For example if
you have 1,000 megacredits sitting at the base they will be
increased by 80 to 1,080. Can only be built and used by Cyborgs.
Your high guard (King) will build one automatically on any
planet he is on spending 5000 megacredits without using supplies
even if you do not have high enough planet tech level.
Tech Level: 3
Cost: 5000mc + 500 Supply
Uses: Produces 1000mc in galatic.
Limit Per Planet: 1 |
Labor
Camp |
Only “cruel” races can build these. Requires enemy prisoners
to produce supplies and 10mc each. The Evil Empire can make
40mc per camp. Each camp holds 100 prisoners.
40% of the time there are problems in the camps that can cause
zero production or even a small loss of supplies, money, or
population. Cyborg refuse to work at a labor camp. The Evil
Empire are able to produce four times the normal income levels
from prison camps.
Labor camps effect the morale of the entire enemy race being
held in the camp.
Tech Level: 1
Cost: 2mc + 1 Supply
Maintenance: 0
Production: Supply and Mc.
Limit Per Planet: No Limit |
Labor
Mine |
Production: Pure metal + 10mc each mine. The Evil Empire
produces 40mc per labor mine. Labor mines produce 100% pure
metal and 0% ore.
Tech Level: 1
Cost: 3mc + 1 Supply
Maintenance: 0
Production: Depends on the mineral richness of the planet
Requires: 100 Enemy Prisoners |
Laser
Cannon |
Targets enemy ground assault craft and ground troops. Does
not use any ord. Can not target space fighters or ships. Has
its own built in power source.
Tech Level: 9
Cost: 170mc + 1 Supply
Maintenance: 0
Uses: 0
Limit Per Planet: No Limit |
Market Place |
Earns 15mc for every city on the planet, including allies.
A Centaurs only building.
Tech Level: 5
Cost: 700mc + 1800 Supply
Maintenance: 0
Uses: 0
Limit Per Planet: 5 |
Med Lab |
Converts X number of Food and megacredits into med units.
Tech Level: 3
Cost: 425mc + 2 Supply
Maintenance: None
Uses: Converts 1 Food + 1 MC= 1 Med
Limit Per Planet: 1 |
Metals Exchange |
Sell metals to make money. It will convert ALL metal in your
base (but not allies' bases on the same planet) to cash for
the rest of the game. For this reason, you must not build it
on your homeworld, but a nearby colony. Interstellar Master
Traders only building.
- 1kT Dur --> 4mc
- 1kT Trit --> 3mc
- 1kT Moly --> 2mc
Tech Level: 6
Cost: 1000mc + 500 supplies
Maintenance: None
Production: Converts metals to cash.
Limit Per Planet: 1 |
Military
Spaceport |
This unit is able to build just the ship hull and do all
the final fitting together of ship parts. It can use ship parts
that are in storage. There is no limit on how many ships you
can build in 1 turn.
Tech Level: 2
Cost: 100mc + 1 Supply
Maintenance: 0
Production: 0
Limit Per Planet: 1 Per Race |
Mineral
Mine |
Mines for all 4 different types of ores
at the same time. Mines produce 75% metals and 25% ore. Production
rate depends on the mineral density of the planet the mine is
located on and your races mining skill. If your race can build
smelters, mines can also do some smelting work.
Tech Level: 1
Cost: 5mc + 1 Supply
Maintenance: 0
Limit Per Planet: No Limit, more than 50 will decrease colonist
happiness, even if turned off. |
Nawole Garden |
Taxes sent to galatic bank is doubled, natives grow twice
as fast, and the base is able to build N. Willow Class Survey
Ships and N. Everygreen Science Vessels. But farms only produce
.125 food each. Reunited Coalition of Systems only building.
If you have built either an Arerran Capital, Nawole Garden
or Xelovi Hive in a base, you cannot build any of the other
structures in the same base.
Tech Level: 1
Cost: 120mc + 10 Supplies
Maintenance: None
Limit Per Planet: 1 |
Ordnance
Plant |
Produces combat ordnance or ord. 10 Supply + 100 Megacredit
>>> 100 Ord. Can set the scaling in the switches tab.
Tech Level: 4
Cost: 600mc + 20 Supplies
Maintenance: 0
Produces: Ord (Combat Ordnance)
Uses: Supplies + Megacredits
Limit Per Planet: 1 Per Race
|
Part
Factory / Ship Repair Shop |
Produces repair units that can be used to repair ship damage.
Every KT of duranium used yields 100 repair units. The cost
of producing 100 repair units is 1 mc.
Tech Level: 4
Cost: 400mc + 35 Supplies
Maintenance: 0
Produces Ship Repair Units
Uses: Megacredits and Duranium Metal
Limit Per Planet: 1 Per Race |
Pirate's
Cove |
The Pirate's Cove will steal 10% of the enemy's contraband
and food per turn from each base within 200 ly. The Cyborg are
completely immune to any effects from this building. This is
a Privateer only building.
Tech Level: 1
Cost: 500mc + 1 Supply Unit
Maintenance: none
Limit per Planet: 1 per base |
Pod
Pad |
Launches pod into space and allows for the transfer of cargo
from planet to planet without the use of ships. Can also dock
with ships. It costs 25MC to launch a pod into space.
Tech Level: 2
Cost: 15mc + 1 Supply
Maintenance: 0, 25mc per pod
Production: 0
Limit Per Planet: 1 Per Race
|
Public
Space Port |
Attracts more natives to your planet and improves the happiness
of both natives and colonists living on that planet by 5 and
10 points. Adding more will only improve colonist happiness.
Can gather most natives from planet surfaces in 300ly.
- You don't need to have any natives inside the base for this
to work.
- Don't need contraband to atract Ghipsoldals
and Amorphous
- Chupanoids will
not bases this way.
- Insectoids will
not join the UEA.
- Amorphous will
join the EE.
- You have increased chances for natives to join if you already
have that type in your base, and if they are happy.
- Siliconoid will
join Borg
If there is another space port in range, the natives will migrate
to the planet where that native is happiest.
The public space port can also attract(create) a random number
of new colonists and natives.
Tech Level: 3
Cost: 500mc + 10 Supply
Maintenance: 10mc per turn
Production: 0
Limit Per Planet: No Limit |
Racetrack |
It attracts natives and increases their happiness. It also
generates a small monthly income of 15MC. Other races can use
the Racetrack. A Centaurs only building.
+5 native happiness bonus and a +5 native attraction
Tech Level: 5
Cost: 850mc + 120 Supply
Maintenance: 0
Limit Per Planet: 3 |
Raid
Shelter |
Better than nothing at all. Protects the population from
attacks from orbit, but is only able to protect the lucky ones
that can make it to the shelter before being attacked.
Tech Level: 2
Cost: 10mc + 1 Supply
Production: 0
Protects: 100,000 Colonists
Maintenance: 0
Limit Per Planet: No Limit |
Redistribution
Center |
Converts Contraband
into more acceptable products, for each contraband you get 1
MC, 1 Supply, 100
ord, and 3 Food. This is a United Enforcement Authority only
building.
The Contraband
Lockdown device doesn't stop this building from converting
contras.
There is a Redistribution
Center Tool for calculating this for you.
Tech Level: 6
Cost: 100 supply and 400mc
Production: 1 MC, 1 Supply, 100 ord, and 3 Food per Contraband.
Maintenance:
Limit Per Planet: 1 |
Resort |
Increases colonist happiness by up to 30 points a turn.
Can generate 0 to 6 colonists per resort per turn per 1000 colonists
on the base. It will do this even when the Shokazul
Pulse is active. Attracts natives. In order for a resort
to operate it needs ten units of food, two units of supplies.
Only some races can build these, including: The Feds, Lizards,
Birdmen and People's Army.
Tech Level: 5
Cost: 1000mc + 500 Supply
Maintenance: 10 Food + 2 Supply
Limit Per Planet: 1 Per Race |
Scanner |
Under normal conditions the scanner can scan for objects
in space at a distance of about 100 LY. Can easily detect large
fast moving ships, has a harder time detecting and identifying
very small and very slow objects. Much more quiet than ship
scanners.
Tech Level: 7
Cost: 100mc + 1 Supply
Maintenance: 0
Limit Per Planet: 1 Per Race |
Smelter |
Each smelter has 4 refining chambers that can handle up
to 10KT of raw ore per turn. Each refining chamber is designed
to handle one of the four common ores. Turns 2 ore into 1 metal.
Tech Level: 1
Cost: 90mc + 1 Supply
Intake: 10kt to 40kt of ore
Production: 5kt to 20kt of metal and fuel
Limit Per Planet: No Limit, more than 10 will decrease colonist
happiness. |
Smuggler's
Cantina |
Produces a random number of random contraband up to the
number of Smuggler`s Cantina on the base. Low population bases
have very little chance of producing contraband. The more you
have, the higher your crime levels will be.(less growth rate
and unhappiness) So have lots of troops and highguard to reduce
crime. 1000 colonists are required per Cantina.
Tech Level: 1
Cost: 10mc + 1 Supply
Maintenance: 0
Limit Per Base: 10,000 |
Stellar
Matter Launcher |
Fires a blast of energy at space craft at a long distance.
The device requires 40,000 ord units to fire. The planet must
have a ship in orbit over the base with a Stellar
Targeter turned on and a kill target set. The blast will
be fired at the kill target object if it is in range.
Firing the weapon causes 300 points of HD Stress in the planet
under the base. The weapon fires after all movement is done
and only can damage things in space, it does no damage to ground
bases. The device has a blast power of (5000 + 90 * (StarHeat
* 6 - DistanceToTarget))/HullMass.The Launcher has a maximum
range of Heat * 6 and has a blast radius of 20 LY. The power
of the blast decreases by 5% every LY out from the blast center.
Or just use the Stellar
Matter Launcher tool to calculate how much damage one will
do.
This is very nice for attack and defense.
Solorian craft are not immune from the blast. Crystal
X Field causes energy feedback creating even more stress.
Gravitonic mines
do not have any effect on this anymore. Each Maelstrom Cannon
can reduce 1 stress per shot.
There is also a Solarian
Stellar Matter Launcher tool that can do all the work for
you.
Tech Level: 6
Cost: 5000MC + 100 supply
Maintenance: 40,000 ord and +300 stress per shot
Limit Per Planet: 1 |
Tech Institute |
Generates contraband that you can sell in your base and 300mc
that goes strait to HQ. Requires 100,000 colonist to run. It
is good to keep a large stash of Illegal Books on bases to create
maximum amount of contraband. This is a University Alliance
only building.
Stim-Bright Pills = Colonists / 100,000 + (Illegal Books *
0.01)
Illegal Books = Colonists / 450,000 + (Illegal Books * 0.1)
- The maximun Illegal Books created per base/turn is 1000.
- The maximun Stim Bright Pills created per base/turn is 202.
- Having more Tech Institutes on a base does not produce more
Contraband.
There is a Tech
Institute Tool for calculating this for you.
Tech Level: 4
Cost: 3000mc + 200 Supply
Maintenance: None
Production: 300mc for HQ and contraband.
Limit Per Planet: 5 per base |
Terraformer |
Each unit can change the climate of a planet by 1 point.
Uses 1 unit of fuel + 1 megacredit + 1 supply unit per turn
when terraforming.
Tech Level: 6
Cost: 1000mc + 10 Supply
Maintenance: 0
Production: 1 Point of climate change Uses: 1 Fuel + 1 Megacredit
+ 1 Supply Limit Per Planet: No Limit |
Training
Center |
Trains your colonists to be Crew members. Trains ship crew
to be troops. Trains troopers to be High Guard rangers. You
will need at least 1 High Guard present to convert Troops into
Highguard. Training rates varies with different races. The more
food, training centers and troops you have the more high guard
you will train with a maximum of 1000 High Guard per base per
turn. It can train 1 extra High Guard for every food unit over
1000 units it has. Training center decreases growth by 1%.
A Government Center will help Training Centers increase the
training by 10% for Crew, 5% for Troops and 1% for Highguard.
Tech Level: 1
Cost: 50mc + 5 Supply
Maintenance: 1mc per turn
Limit Per Planet: No Limit |
Under
City |
Under cities are underground completely shielded cities.
In order for an under city to produce a 80 mc income per turn
each under city needs two units of food. Under cities increase
your colonist`s happiness and increase their rate of population
growth. Colonists in an under city can not be harmed by orbital
attacks.
Undercity offsets city's .2% drop. Does not give .2% if there
is no city. Rumored that undercities also gives .1% increase
in growth, maxing at 30 undercities, regardless of the number
of cities in the base.
Tech Level: 13
Cost: 200mc + 100 Supply
Maintenance: 2 Food
Production: 80mc
Requires: 100000 Colonists
Limit Per Planet: No Limit |
Weapons
Plant |
Makes small ship weapons, large ship weapons, supper weapons,
and point defense systems. No limit on how many weapons can
be made in a turn.
Tech Level: 4
Cost: 1000mc + 50 Supply
Maintenance: 0
Production: Ship Weapons
Uses: Megacredits + Metals Limit Per Planet: 1 Per Race |
Xelovi Hive |
300% mining, Free smelting of ore, 150% local base income.
But Only 12.5% (instead of 30%) of the tax income is sent to
the Galactic Bank, Government Centers transfers in unaffected.
This base is allowed to build X. 240 Comb Class Escorts and
X. 1260 Royal Class Heavy Cruisers . Reunited Coalition of Systems
only building.
If you have built either an Arerran Capital, Nawole Garden
or Xelovi Hive in a base, you cannot build any of the other
structures in the same base.
Tech Level: 3
Cost: 800mc + 100 Supplies
Maintenance:
Limit Per Planet: 1 |