Ulite: Production
Station Buildings
Module | Group | Res. pts. | Tech Required | Tech Enables | Build cost | Op. cost | Buy cost* | Notes |
---|---|---|---|---|---|---|---|---|
Agriculture Plant | Biology | 40 | Soil Diffusion | 60 | 2 | 280.800,0 Cr
936t Farm Machinery |
+2 food / day | |
Tungeen Processor | Biology | 40 | 60 | 1 | 280,800.0 Cr
369t Air Processors |
+2 max. population | ||
Retort Center | Biology | 200 | 100 | 2 | 468.000,0 Cr
6.157t Synthetic Meat |
+0.1 pop. growth / day | ||
Soil Diffusion | Biology | 200 | Agriculture Plant | Underground Agriculture | 120 | 0 | 561.600,0 Cr
9.551t Fertilizer |
+1 food/farmer (n/a barren, radiated, and toxic planets) |
Terraforming | Biology | 750 | Gaia Transformation | 500 | 0 | 2.192.400,0 Cr
2.884t Air Processors |
Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production. | |
Advanced Terraforming | Biology | 7500 | Gaia Transformation | 5000 | 0 | 23.400.000,0 Cr
30.789t Air Processors |
Dead, toxic and inferno planets become barren. | |
Underground Agriculture | Biology | 750 | Soil Diffusion | 150 | 4 | 702.000,0 Cr
11.938t Fertilizer |
Increases the food output of a planet by +4. | |
Weather Facility | Biology | 750 | 200 | 3 | 936.000,0 Cr
1.231t Air Processors |
Food production is increased by +2 per farmer. | ||
Gaia Transformation | Biology | 7500 | Terraforming | Advanced Terraforming | 5000 | 0 | 23.400.000,0 Cr
6.093t Live Animals** |
Increases the maximum population of terran environments. |
Pollution Facility | Chemistry | 325 | Pollution Processor | 80 | 1 | 374.400,0 Cr
492t Air Processors |
Only half of the actual production of the planet used to calculate pollution. | |
Pollution Processor | Chemistry | 575 | Pollution Facility | Pollution Eliminator | 150 | 3 | 702.000,0 Cr
923t Air Processors |
The amount of production is quartered before calculating pollution (cumulative). |
Research Laboratory | Computers | 75 | Planetary Net | 60 | 1 | 280.800,0 Cr
163t Computers |
Generates 5 research points and increases the research each scientist produces by +1. | |
Planetary Net | Computers | 450 | Research Laboratory | Virtual High-Power Net | 150 | 2 | 702.000,0 Cr
408t Computers |
Generates 10 research points and increases the research each scientist produces by +2 |
Holo Deck | Computers | 450 | 120 | 1 | 561.600,0 Cr
326t Computers |
Increases a planet's morale by +20% | ||
Labors | Computers | 1375 | 200 | 3 | 936.000,0 Cr
544t Computers |
A completely automated research facility. Generates 30 research points. | ||
Virtual High-Power Net | Computers | 2250 | Planetary Net | 250 | 3 | 1.170.000,0 Cr
680t Computers |
Generates 15 research points and each scientist generates +3 research each. | |
Entertainment Center | Computers | 3000 | 250 | 3 | 1.170.000,0 Cr
680t Computers |
It increases morale by +30% and is cumulative with holo simulator. | ||
Star Base | Construction | 25 | Battle Station, Parium Construction | 400 | 2 | 1.872.000,0 Cr
793t Battle Weapons |
Required to build ships and ship equipment. | |
Army Tower | Construction | 25 | 60 | 1 | 280.800,0 Cr
146t Hand Weapons |
Trains marines. Eliminates morale penalties. | ||
Automated Factories | Construction | 75 | 60 | 1 | 280.800,0 Cr
91t Robots |
Generates 5 production and increases the production each worker generates by +1. | ||
Settlement Base | Construction | 200 | 200 | 0 | 903.200,0 Cr
23.520t Liquid Oxygen |
Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits. | ||
Missile Base | Construction | 75 | 120 | 2 | 561.600,0 Cr
237t Battle Weapons |
Contains 300 tons of your best missiles, with unlimited ammo. | ||
Space Port | Construction | 200 | 80 | 1 | 374.400,0 Cr
217t Computers |
Increases cash generation by +50%. | ||
Armor Barracks | Construction | 200 | 150 | 2 | 702.000,0 Cr
297t Battle Weapons |
Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty. | ||
Robotic Constructors | Construction | 325 | Automated Factories | Deep Mine | 150 | 2 | 702.000,0 Cr
227t Robots |
Generates 10 production and increases the production each worker produces by +2. |
Battle Station | Construction | 325 | Star Base | Star Fortress | 1500 | 3 | 6.954.400,0 Cr
2.946t Battle Weapons |
Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area). |
Ground Interceptors | Construction | 575 | 200 | 2 | 936.000,0 Cr
396t Battle Weapons |
300 tons of heavy mount and point defense versions of the best available beam weapons. | ||
Battledroids | Construction | 575 | 250 | 3 | 1.170.000,0 Cr
379t Robots |
Creates 1 Mech, +1/20days (max of half current pop). | ||
Reprocessing Facility | Construction | 750 | 200 | 3 | 936.000,0 Cr
303t Robots |
Every unit of population generates +1 production. This increase does not count toward planetary pollution level. | ||
Robot Plant | Construction | 1000 | 200 | 3 | 936.000,0 Cr
303t Robots |
Increase production dependent on a colony's mineral resources 5, 10, or 20. | ||
Deep Mine | Construction | 1750 | Robotic Constructors | 250 | 3 | 1.170.000,0 Cr
379t Robots |
Generates 15 production and increases the productivity of each worker by +3. | |
Pollution Eleminator | Construction | 1750 | Pollution Processor | 200 | 8 | 936.000,0 Cr
303t Robots |
Planetary pollution is completely eliminated. | |
Star Fortress | Construction | 3000 | Battle Station | 1500 | 4 | 7.020.000,0 Cr
2.974t Battle Weapons |
+6 Lj scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6. | |
Artificial Planet Construction | Construction | 3000 | 5000 | 0 | 23.186.800,0 Cr
828.100t Minerals** |
Converts an asteroid belt into an artificial planet capable of supporting life. | ||
Planetary Shield | Force Fields | 450 | Enhanced Planetary Shield | 80 | 1 | 374.400,0 Cr
31t Gem Stones |
Radiated climates become Barren. Reduces damage against a planet by 10%. | |
Enhanced Planetary Shield | Force Fields | 2250 | Planetary Shield | Advanced Planetary Shield | 200 | 3 | 936.000,0 Cr
78t Gem Stones |
Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield. |
Advanced Planetary Shield | Force Fields | 7500 | Enhanced Planetary Shield | 700 | 5 | 3.276.000,0 Cr
273t Gem Stones |
Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields. | |
Scanner Class I | Physics | 25 | Scanner Class II | 100 | 2 | 468.000,0 Cr
272t Computers |
Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj. | |
Scanner Class II | Physics | 125 | Scanner Class I | Military Scanner | 250 | 3 | 1.170.000,0 Cr
680t Computers |
Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs. |
Military Scanner | Physics | 450 | Scanner Class II | Sensors | 500 | 5 | 2.340.000,0 Cr
1.360t Computers |
Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs. |
Gravity Stabilizer | Physics | 575 | 120 | 2 | 561.600,0 Cr
326t Computers |
Gravity generators eliminate the negative effects of low and high gravity fields. | ||
Sensors | Physics | 3000 | Military Scanner | 3000 | 8 | 14.040.000,0 Cr
8.162t Computers |
Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs. | |
Food Replicators | Power | 1375 | 200 | 10 | 936.000,0 Cr
12.315t Sythetic Meat |
Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony. | ||
Training Centre | Sociology | 75 | Planetary Trading Centre | 100 | 2 | 468.800,0 Cr
272t Computers |
Trains ships' crews in the system by simulating fights | |
Planetary Trading Centre | Sociology | 575 | Interstellar Trading Centre | 150 | 2 | 702.000,0 Cr
103t Precious Metals |
Increases the revenues earned on a planet by +100%. | |
Uliversity | Sociology | 1000 | 200 | 4 | 936.000,0 Cr
544t Computers |
Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus. | ||
Warehouse Class I | Force Fields | 750 | Warehouse Class II | 200 | 3 | 936.000,0 Cr
6.882t Heavy Plastics |
Enables to store additional 100 000 tons of cargo into the station. | |
Warehouse Class II | Force Fields | 1750 | Warehouse Class I | Warehouse Class III | 400 | 6 | 1.872.000,0 Cr
13.764t Heavy Plastics |
Enables to store additional 300 000 tons of cargo into the station. |
Warehouse Class III | Force Fields | 3750 | Warehouse Class II | 1500 | 9 | 7.020.000,0 Cr
51.617t Heavy Plastics |
Enables to store additional 1M tons of cargo into the station. |
* Listed costs are associated with buying a building without any work effort invested (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days.
** These values are in need of verification, these may be slightly less than maximum cost.
Purchasing Goods
Table in order of Goods Code, so that you can make note of the goods that are useful to have stock of, and sell anything else. Max Quantity and Max Build Cost is the amount of goods and credits required for immediate purchase, however these will reduce if you wait for an extra day or more.
Goods
Name |
Goods
Code |
Max
Quantity |
Tech or Building
to be Purchased |
Max Build Cost
(Credits) |
Notes |
---|---|---|---|---|---|
Liquid Oxygen | 001 | 23520 | Settlement Base | 903,200 | Builds a base on the first available habitable planet in the current system. Avoids the need for further colony devices and ignores the station limits. |
Grain | 002 | 500 | Food | n/a | 500t of grain equals 1x unit of food for feeding your workers. Once Food Replicators are installed, grain surplus can be sold safely. |
Synthetic Meat | 005 | 6157 | Retort Center | 468,000 | +0.1 pop. growth / day |
Synthetic Meat | 005 | 12315 | Food Replicators | 936,000 | Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony. |
Fertilizer | 009 | 9551 | Soil Diffusion | 561,600 | +1 food/farmer (n/a barren, radiated, and toxic planets) |
Fertilizer | 009 | 11938 | Underground Agriculture | 702,000 | Increases the food output of a planet by +4. |
Live Animals | 011 | 6093 | Gaia Transformation | 23,400,000 | Increases the maximum population of terran environments. |
Heavy Plastics | 013 | 6882 | Warehouse Class I | 936,000 | Enables to store additional 100,000 tons of cargo into the station. |
Heavy Plastics | 013 | 13764 | Warehouse Class II | 1,872,000 | Enables to store additional 300,000 tons of cargo into the station. |
Heavy Plastics | 013 | 51617 | Warehouse Class III | 7,020,000 | Enables to store additional 1,000,000 tons of cargo into the station. |
Precious Metals | 015 | 103 | Planetary Trading Centre | 702,000 | Increases the revenues earned on a planet by +100%. |
Gem Stones | 016 | 31 | Planetary Shield | 374,400 | Radiated climates become Barren. Reduces damage against a planet by 10%. |
Gem Stones | 016 | 78 | Enhanced Planetary Shield | 936,000 | Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield. |
Gem Stones | 016 | 273 | Advanced Planetary Shield | 3,276,000 | Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields. |
Ship Designs
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Star Bases can only build ships upto 300 tons total mass. Battle Stations can build ships upto 1,000 tons, and Star Fortresses upto 10,000 tons
You may also build individual equipment items by specifying "no hull" for a ship design.
Initial purchase cost of a ship design seems to be about 5-6 times the market value.