Difference between revisions of "Planetary Structures"
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===Starport=== | ===Starport=== | ||
{{structure|name=Starport|function=Spawns AI transports, Allows resource loading.|worker=1|energy=2|technology=10|resource=100|buildtime=30|remark=Only 1 can be built per planet.}} | {{structure|name=Starport|function=Spawns AI transports, Allows resource loading.|worker=1|energy=2|technology=10|resource=100|buildtime=30|remark=Only 1 can be built per planet.}} | ||
− | Starports allow ships to request transport pods containing 5000 resources. | + | Starports allow ships to request transport pods containing 5000 resources. Building a Starport opens a planet to the automated planetary resource trading system. On construction an AI [[Transport]] will spawn, and will begin to transfer resources to and from the planet with other planets in the system. The Starport can be set to stop export of resources or stop import of resources, or both. This is useful for transporting resources in a system to a single point, most often a planet with a Shipyard. |
<div style="clear:both"> | <div style="clear:both"> | ||
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===Barracks=== | ===Barracks=== | ||
{{structure|name=Barracks|function=Recruit and train [[Infantry]].|worker=1|energy=2|technology=0|buildtime=30|resource=100|remark=Can also train [[Infantry#Infantry Types|Heavy Infantry]]}} | {{structure|name=Barracks|function=Recruit and train [[Infantry]].|worker=1|energy=2|technology=0|buildtime=30|resource=100|remark=Can also train [[Infantry#Infantry Types|Heavy Infantry]]}} | ||
+ | Barracks are military training bases used to contruct [[Infantry]] on a planet. Once constructed the Barracks will continously create infantry units until the planet reachs its infantry cap. Barracks can be toggled to switch between building the Infantry or Heavy Infantry variants. | ||
<div style="clear:both"> | <div style="clear:both"> | ||
===Sensor Base=== | ===Sensor Base=== | ||
− | {{structure|name=Sensor Base|function=Increase the signature of nearby ships | + | {{structure|name=Sensor Base|function=Increase the signature of nearby enemy ships and projectiles|worker=1|energy=10|technology=10|buildtime=30|resource=250|remark=None.}} |
− | Ground based ECCM to make all ships more detectable when active. | + | Ground based ECCM to make all enemy ships and projectiles more detectable when active. |
<div style="clear:both"> | <div style="clear:both"> | ||
===Anti-Sensor Base=== | ===Anti-Sensor Base=== | ||
− | {{structure|name=Anti-Sensor Base|function=Decrease the signature of nearby ships | + | {{structure|name=Anti-Sensor Base|function=Decrease the signature of all nearby friendly ships and projectiles.|worker=1|energy=10|technology=10|buildtime=30|resource=250|remark=None.}} |
− | Ground based ECM which decreases the signature of ships nearby, making them harder to detect. | + | Ground based ECM which decreases the signature of friendly ships and projectiles nearby, making them harder to detect. |
<div style="clear:both"> | <div style="clear:both"> | ||
===Interdictor Base=== | ===Interdictor Base=== | ||
− | {{structure|name=Interdictor Base|function=Generate a | + | {{structure|name=Interdictor Base|function=Generate a 1000 GU wide interdiction field.|worker=1|energy=20|technology=70|buildtime=100|resource=1000|remark=None.}} |
This base provides a jump disruption field which prevents enemy ships from using jump drives within 1000 gu. | This base provides a jump disruption field which prevents enemy ships from using jump drives within 1000 gu. | ||
<div style="clear:both"> | <div style="clear:both"> | ||
===Shield Generator=== | ===Shield Generator=== | ||
− | ICC only | + | Can be built by ICC only |
The ground based Shield Generator protects the planet from orbital bombardment. | The ground based Shield Generator protects the planet from orbital bombardment. | ||
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==Defense Structures== | ==Defense Structures== | ||
− | ===Point-Defense Base=== | + | ===Point-Defense Base I === |
{{defstructure|name=Point-Defense Base I|worker=1|energy=10|technology=20|pdpower=4%|resource=800|buildtime=100}} | {{defstructure|name=Point-Defense Base I|worker=1|energy=10|technology=20|pdpower=4%|resource=800|buildtime=100}} | ||
+ | This structure provides point defense to protect the planet from orbital bombardment. | ||
<div style="clear:both"> | <div style="clear:both"> | ||
− | ===Defense Base=== | + | ===Defense Base I === |
{{defstructure|name=Defense Base I|worker=2|energy=10|technology=25|pdpower=3%|resource=1000|buildtime=120}} | {{defstructure|name=Defense Base I|worker=2|energy=10|technology=25|pdpower=3%|resource=1000|buildtime=120}} | ||
+ | These hybrid defense bases protect planets from bombardment while attacking hostile ships. | ||
<div style="clear:both"> | <div style="clear:both"> | ||
− | ===Offense Base=== | + | ===Offense Base I === |
{{defstructure|name=Offense Base I|worker=3|energy=20|technology=35|pdpower=1%|resource=2000|buildtime=200}} | {{defstructure|name=Offense Base I|worker=3|energy=20|technology=35|pdpower=1%|resource=2000|buildtime=200}} | ||
+ | Offense Bases focus their fire on enemy ships to drive away hostile forces. | ||
<div style="clear:both"> | <div style="clear:both"> | ||
− | === | + | ===Point Defense Base II === |
{{defstructure|name=Point-Defense Base II|worker=5|energy=20|technology=70|pdpower=6%|resource=2500|buildtime=150}} | {{defstructure|name=Point-Defense Base II|worker=5|energy=20|technology=70|pdpower=6%|resource=2500|buildtime=150}} | ||
+ | This structure provides heavy point defense to protect planets from orbital bombardment. | ||
<div style="clear:both"> | <div style="clear:both"> | ||
− | === | + | ===Defense Base II === |
{{defstructure|name=Defense Base II|worker=4|energy=15|technology=80|pdpower=4%|resource=2000|buildtime=210}} | {{defstructure|name=Defense Base II|worker=4|energy=15|technology=80|pdpower=4%|resource=2000|buildtime=210}} | ||
+ | These hybrid defense bases protect planets from bombardment while deterring hostile ships. | ||
<div style="clear:both"> | <div style="clear:both"> | ||
− | === | + | ===Offense Base II=== |
{{defstructure|name=Offense Base II|worker=6|energy=25|technology=90|pdpower=2%|resource=8000|buildtime=360}} | {{defstructure|name=Offense Base II|worker=6|energy=25|technology=90|pdpower=2%|resource=8000|buildtime=360}} | ||
+ | The best defense is a strong offense, which is provided by this heavy Anti-Ship defense base. | ||
<div style="clear:both"> | <div style="clear:both"> |
Latest revision as of 19:44, 2 November 2013
Structures are the things that make Darkspace go. Without the Shipyard, the only ships would be Scouts and Frigates, and without the Dome or the Hydroponics Farm, you could never get the population needed to build a Shipyard. Other structures are also essential, for example, Defense Bases defend your planets from invasion, and Depots repair friendly ships.
Structures are built by Engineering ships in orbit(or close to) around a Planet.
Contents
Basic Structures
Colony Hub
Colony Hub | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +10 Habitat, +10 Food, +10 Energy, +5 Mining, +1 Production, +10 Research |
Worker Employment: | 0 Workers |
Energy Demand: | 0 Energy |
Technology Need: | 0 Technology |
Resource Cost: | 0 resources |
Construction Time: | 60 seconds |
Remarks: | Only 1 can be built on a planet. |
The starting structure of any colony, provides a new colonies initial power, research, mining, habitat, and food production.
Dome
Dome | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +10 Habitat |
Worker Employment: | 0 Workers |
Energy Demand: | 1 Energy |
Technology Need: | 0 Technology |
Resource Cost: | 100 resources |
Construction Time: | 30 seconds |
Remarks: | None. |
Increases the Habitat of a planet by 10. Population only rises as high as the habitat.
Farms
Increases the planet's Food Production.
Hydroponics Farm
Hydro Farm | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +10 Food |
Worker Employment: | 1 Workers |
Energy Demand: | 1 Energy |
Technology Need: | 0 Technology |
Resource Cost: | 50 resources |
Construction Time: | 15 seconds |
Remarks: | None. |
Basic farm structure.
Automated Hydroponics Farm
Automated Hydro Farm | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +20 Food |
Worker Employment: | 0 Workers |
Energy Demand: | 2 Energy |
Technology Need: | 20 Technology |
Resource Cost: | 350 resources |
Construction Time: | 30 seconds |
Remarks: | Requires no workers. |
Automated food production plant. Usually the best food producer, as it requires no workers to operate.
Biosphere Condenser
Biosphere Condenser | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +30 Food |
Worker Employment: | 2 Workers |
Energy Demand: | 5 Energy |
Technology Need: | 40 Technology |
Resource Cost: | 1900 resources |
Construction Time: | 60 seconds |
Remarks: | None. |
The most advanced food production facility.
Power Structures
These structure provide the power for buildings to operate.
Fusion Generator
Fusion Generator | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +30 Power |
Worker Employment: | 1 Workers |
Energy Demand: | 0 Energy |
Technology Need: | 0 Technology |
Resource Cost: | 50 resources |
Construction Time: | 20 seconds |
Remarks: | None. |
The most basic power plant.
Quantum Generator
Quantum Generator | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +40 Power |
Worker Employment: | 3 Workers |
Energy Demand: | 0 Energy |
Technology Need: | 40 Technology |
Resource Cost: | 450 resources |
Construction Time: | 40 seconds |
Remarks: | None. |
A more advanced power plant.
Varience Generator
Variance Generator | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +50 Power |
Worker Employment: | 5 Workers |
Energy Demand: | 0 Energy |
Technology Need: | 80 Technology |
Resource Cost: | 1800 resources |
Construction Time: | 60 seconds |
Remarks: | None. |
The most advanced Power plant buildable.
Solar Generator
Solar Generator | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | Variable Power |
Worker Employment: | 1 Workers |
Energy Demand: | 0 Energy |
Technology Need: | 10 Technology |
Resource Cost: | 200 resources |
Construction Time: | 20 seconds |
Remarks: | Generates power from sunlight received. |
A conventional power plant which traps sunlight to make energy. Energy produced depends on the amount of sunlight being received by the structure, which is received most at the planet's equator.
Research Structures
These buildings do the research needed to get more advanced structures.
Research Laboratory
Research Lab | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +10 Research |
Worker Employment: | 1 Workers |
Energy Demand: | 3 Energy |
Technology Need: | 0 Technology |
Resource Cost: | 700 resources |
Construction Time: | 75 seconds |
Remarks: | None. |
The basic Lab building
Subspace Network
Subspace Network | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +15 Research |
Worker Employment: | 2 Workers |
Energy Demand: | 6 Energy |
Technology Need: | 55 Technology |
Resource Cost: | 1500 resources |
Construction Time: | 150 seconds |
Remarks: | None. |
An advanced Lab building.
Cortex Nexus
Cortex Nexus | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +20 Research |
Worker Employment: | 3 Workers |
Energy Demand: | 12 Energy |
Technology Need: | 85 Technology |
Resource Cost: | 3700 resources |
Construction Time: | 300 seconds |
Remarks: | None. |
The most advanced Lab structure in the game.
Resource Facilities
These structures mine and process the planets crust and convert it into usable Resource units.
Factory
Mine | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +1 Production |
Worker Employment: | 3 Workers |
Energy Demand: | 2 Energy |
Technology Need: | 15 Technology |
Resource Cost: | 500 resources |
Construction Time: | 50 seconds |
Remarks: | Acts as a multiplier for Mining. |
The Factory generates resources for the planet.
Mine
Mine | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +5 Mining |
Worker Employment: | 1 Workers |
Energy Demand: | 1 Energy |
Technology Need: | 0 Technology |
Resource Cost: | 75 resources |
Construction Time: | 25 seconds |
Remarks: | None. |
The Mine extracts resources from the planet.
Deep Core Mine
Deep Core Mine | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +9 Mining |
Worker Employment: | 1 Workers |
Energy Demand: | 5 Energy |
Technology Need: | 30 Technology |
Resource Cost: | 700 resources |
Construction Time: | 50 seconds |
Remarks: | None. |
This mine taps directly into a planet's core for raw resources.
Mantle Extractor
Mantle Extractor | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | +12 Mining |
Worker Employment: | 2 Workers |
Energy Demand: | 10 Energy |
Technology Need: | 70 Technology |
Resource Cost: | 2750 resources |
Construction Time: | 100 seconds |
Remarks: | None. |
This mine extracts materials from deep underneath the crust of the planet.
Commerce Structures
Starport
Starport | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | Spawns AI transports, Allows resource loading. |
Worker Employment: | 1 Workers |
Energy Demand: | 2 Energy |
Technology Need: | 10 Technology |
Resource Cost: | 100 resources |
Construction Time: | 30 seconds |
Remarks: | Only 1 can be built per planet. |
Starports allow ships to request transport pods containing 5000 resources. Building a Starport opens a planet to the automated planetary resource trading system. On construction an AI Transport will spawn, and will begin to transfer resources to and from the planet with other planets in the system. The Starport can be set to stop export of resources or stop import of resources, or both. This is useful for transporting resources in a system to a single point, most often a planet with a Shipyard.
Depot
Depot | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | Repairs and reloads all friendly ships within 500 gu. |
Worker Employment: | 1 Workers |
Energy Demand: | 5 Energy |
Technology Need: | 10 Technology |
Resource Cost: | 200 resources |
Construction Time: | 30 seconds |
Remarks: | Only 1 can be built per planet. |
All-purpose ship repair and ammunition centres, a depot can rapidly deploy drones to repair all damage to hull, armor and subsystems. Depots can also replenish all ship-borne repair systems.
Shipyard
Shipyard | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | Constructs and stores player spaceships. |
Worker Employment: | 40 Workers |
Energy Demand: | 75 Energy |
Technology Need: | 65 Technology |
Resource Cost: | 20000 resources |
Construction Time: | 270 seconds |
Remarks: | Only 1 can be built per planet. |
Shipyards will use the resources available on the planet to rapidly construct ships for players. If there is a lack of resources, shipyards will maintain a buffer of 10'000 resource units and use the surplus, if available.
Support Structures
These structure perform special tasks to aid a planet and it's defenders.
Barracks
Barracks | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | Recruit and train Infantry. |
Worker Employment: | 1 Workers |
Energy Demand: | 2 Energy |
Technology Need: | 0 Technology |
Resource Cost: | 100 resources |
Construction Time: | 30 seconds |
Remarks: | Can also train Heavy Infantry |
Barracks are military training bases used to contruct Infantry on a planet. Once constructed the Barracks will continously create infantry units until the planet reachs its infantry cap. Barracks can be toggled to switch between building the Infantry or Heavy Infantry variants.
Sensor Base
Sensor Base | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | Increase the signature of nearby enemy ships and projectiles |
Worker Employment: | 1 Workers |
Energy Demand: | 10 Energy |
Technology Need: | 10 Technology |
Resource Cost: | 250 resources |
Construction Time: | 30 seconds |
Remarks: | None. |
Ground based ECCM to make all enemy ships and projectiles more detectable when active.
Anti-Sensor Base
Anti-Sensor Base | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | Decrease the signature of all nearby friendly ships and projectiles. |
Worker Employment: | 1 Workers |
Energy Demand: | 10 Energy |
Technology Need: | 10 Technology |
Resource Cost: | 250 resources |
Construction Time: | 30 seconds |
Remarks: | None. |
Ground based ECM which decreases the signature of friendly ships and projectiles nearby, making them harder to detect.
Interdictor Base
Interdictor Base | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | Generate a 1000 GU wide interdiction field. |
Worker Employment: | 1 Workers |
Energy Demand: | 20 Energy |
Technology Need: | 70 Technology |
Resource Cost: | 1000 resources |
Construction Time: | 100 seconds |
Remarks: | None. |
This base provides a jump disruption field which prevents enemy ships from using jump drives within 1000 gu.
Shield Generator
Can be built by ICC only
The ground based Shield Generator protects the planet from orbital bombardment.
Shield Generator | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Function: | Generate planetary shield. |
Worker Employment: | 1 Workers |
Energy Demand: | 20 Energy |
Technology Need: | 20 Technology |
Resource Cost: | 500 resources |
Construction Time: | 60 seconds |
Remarks: | Shield protects from bombs. |
Defense Structures
Point-Defense Base I
Point-Defense Base I | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Worker Employment: | 1 Workers |
Energy Demand: | 10 Energy |
Technology Need: | 20 Technology |
Defence Grid Strength: | 4%% PD |
Resource Cost: | 800 resources |
Construction Time: | 100 seconds |
This structure provides point defense to protect the planet from orbital bombardment.
Defense Base I
Defense Base I | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Worker Employment: | 2 Workers |
Energy Demand: | 10 Energy |
Technology Need: | 25 Technology |
Defence Grid Strength: | 3%% PD |
Resource Cost: | 1000 resources |
Construction Time: | 120 seconds |
These hybrid defense bases protect planets from bombardment while attacking hostile ships.
Offense Base I
Offense Base I | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Worker Employment: | 3 Workers |
Energy Demand: | 20 Energy |
Technology Need: | 35 Technology |
Defence Grid Strength: | 1%% PD |
Resource Cost: | 2000 resources |
Construction Time: | 200 seconds |
Offense Bases focus their fire on enemy ships to drive away hostile forces.
Point Defense Base II
Point-Defense Base II | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Worker Employment: | 5 Workers |
Energy Demand: | 20 Energy |
Technology Need: | 70 Technology |
Defence Grid Strength: | 6%% PD |
Resource Cost: | 2500 resources |
Construction Time: | 150 seconds |
This structure provides heavy point defense to protect planets from orbital bombardment.
Defense Base II
Defense Base II | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Worker Employment: | 4 Workers |
Energy Demand: | 15 Energy |
Technology Need: | 80 Technology |
Defence Grid Strength: | 4%% PD |
Resource Cost: | 2000 resources |
Construction Time: | 210 seconds |
These hybrid defense bases protect planets from bombardment while deterring hostile ships.
Offense Base II
Offense Base II | |
---|---|
[[image:{{{image}}}.png|225px]] | |
Worker Employment: | 6 Workers |
Energy Demand: | 25 Energy |
Technology Need: | 90 Technology |
Defence Grid Strength: | 2%% PD |
Resource Cost: | 8000 resources |
Construction Time: | 360 seconds |
The best defense is a strong offense, which is provided by this heavy Anti-Ship defense base.