Difference between revisions of "Ulite: Production"
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− | | Live Animals | + | | 23.400.000,0 Cr |
+ | 6093t Live Animals (min) | ||
| Creates an environment suited to both plant and animal growth by introducing genetically-engineered microorganisms into the world. Can only be applied to terran environments. | | Creates an environment suited to both plant and animal growth by introducing genetically-engineered microorganisms into the world. Can only be applied to terran environments. | ||
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Revision as of 11:59, 10 June 2015
Station Buildings
Module | Group | Res. pts. | Requires | 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 Sythetic Meat |
+0.1 pop. growth / day | ||
Soil Diffusion | Biology | 200 | Agriculture Plant | Underground Agriculture | 120 | 0 | 479.600,0
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. | |
Underground Agriculture | Biology | 750 | Soil Diffusion | 150 | 4 | Buy Costs: 702.000,0 Cr
11.938t Fertilizer |
An underground cavern system of automated farms. Increases the food output of a planet by +4. | |
Weather Facility | Biology | 750 | 200 | 3 | Buy Costs: 936.000,0 Cr
1.231t Air Processors |
Modifies a planet's weather patterns to create a more stable farming environment. Food production is increased by +2 per farmer. | ||
Gaia Transformation | Biology | 7500 | Terraforming | Advanced Terraforming | 5000 | 0 | 23.400.000,0 Cr
6093t Live Animals (min) |
Creates an environment suited to both plant and animal growth by introducing genetically-engineered microorganisms into the world. Can only be applied to terran environments. |
Advanced Terraforming | Biology | 7500 | Gaia Transformation | 5000 | 0 | 22.891.600,0 Cr
30120t Air Processors |
This supports a quite desolate environment becoming a bit hospitable. Dead, toxic and inferno planets become barren. | |
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 | Planetray Net | 60 | 1 | 215.200,0 Cr
125t 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 | 512.400,0 Cr
297t 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. | |
Army Tower | Construction | 25 | 60 | 1 | 280.800,0 Cr
146t Hand Weapons |
Trains marines. Eliminates morale penalties. | ||
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. | |
Automated Factories | Construction | 75 | 60 | 1 | 280.800,0 Cr
91t Robots |
|||
Settlement Base | Construction | 200 | 200 | 0 | 903.200,0 Cr
23.520t Liquid Oxygen |
An expensive way of populating another planet within the system. | ||
Space Port | Construction | 200 | 80 | 1 | 308.800,0 Cr
179t Computers |
Increases cash generation by +50%. | ||
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). |
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. |
Reprocessing Facility | Construction | 750 | 200 | 3 | 936.000,0 Cr
303t Robots |
Allows scrap material reuse, reducing construction costs. 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 |
Builds mechanical workers that add production dependent on a colony's mineral resources 5, 10, or 20. | ||
Artificial Planet Construction | Construction | 3000 | 5000 | 0 | 23.186.800,0 Cr
828.100t Minerals |
A colony that has an asteroid belt within its star system can create a complete artificial planet capable of supporting life. | ||
Planetary Shield | Force Fields | 450 | Enhanced Planetary Shield | 80 | 1 | 374.400,0 Cr
31t Gem Stones |
Reduces solar and cosmic bombardment so lifeforms can comfortably move about the surface. Radiated climates become Barren. Reduces damage against a planet by 10%. | |
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. |
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
102t Precious Metals |
Increases the revenues earned on a planet by +100%. | |
Uliversity | Sociology | 1000 | 200 | 4 | 739.200,0 Cr
429t Computers |
Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus. |
* Listed costs are associated with buying a building without any work effort invested on a gravity 0.5 world (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 [Unconfirmed].
Ship Designs
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.
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 vaule.
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