Ulite: Production

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Revision as of 15:26, 8 January 2016 by Jaz (talk | contribs) (Production Advanced Purchase Goods: adding more entries)

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

An expensive way of populating another planet within the system.
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.

Production Advanced Purchase 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.

Goods

Name

Goods

Code

Quantity For

Production

Build

Cost

Notes
Grain 002 500 Food n/a 500t of grain equals 1x food for feeding your workers
Synthetic Meat 005 6157 Retort Center 468.000,0 +0.1 pop. growth / day
Synthetic Meat 005 12315 Food Replicators 936.000,0 Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.
Fertilizer 009 9551 Soil Diffusion 561.600,0 +1 food/farmer (n/a barren, radiated, and toxic planets)
Fertilizer 009 11938 Underground Agriculture 702.000,0 Increases the food output of a planet by +4.

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.