Ulite: Production

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Revision as of 17:40, 27 April 2014 by Jaz (talk | contribs) (Station Buildings: added Artificial Planet Construction)

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

6157t Sythetic Meat

+0.1 pop. growth / day
Soil Diffusion Biology 200 Agriculture Plant Underground Agriculture 120 0 479.600,0

9551t Fertilizer

+1 food/farmer (n/a barren, radiated, and toxic planets)
Terraforming Biology 750 Gaia Transformation 500 0 2.192.400,0 Cr

2884t 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

11938t 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

1231t 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 ? 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 ? 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

23520t 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

2946t 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

828100t 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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