Difference between revisions of "Planetary Structures"

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Structures are the things that make the Darkspace Game go. Without the Shipyard, the only ships would be Scouts and Frigates. Without the Dome or the Hydroponics Farm, you could never get the population needed to build a Shipyard. Defense Bases defend your planets from invasion.
+
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 around a planet.
+
Structures are built by [[Engineer|Engineering]] [[Ship|ships]] in orbit(or close to) around a [[Planets|Planet]].
  
 
==Basic Structures==
 
==Basic Structures==
  
 
===Colony Hub===
 
===Colony Hub===
 +
{{Structure|name=Colony Hub|function=+10 Habitat, +10 Food, +10 Energy, +5 Mining, +1 Production, +10 Research|worker=0|energy=0|technology=0|resource=0|buildtime=60|remark=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.
 
The starting structure of any colony, provides a new colonies initial power, research, mining, habitat, and food production.
 
+
<div style="clear:both">
Tech Needed: 0
 
 
 
Research: 10
 
 
 
Upkeep: 0
 
 
 
Build Time: 60
 
 
 
Resources: 0
 
 
 
Mining: 5
 
 
 
Production: 1
 
 
 
Power: 10
 
 
 
Power Consumption: 0
 
 
 
Habitat: 10
 
 
 
Workers: 0
 
 
 
Food Production: 10
 
 
 
 
===Dome===
 
===Dome===
Increases the Habitat of a planet by 10.
+
{{Structure|name=Dome|function=+10 Habitat|worker=0|energy=1|technology=0|resource=100|buildtime=30|remark=None.}}
 
+
Increases the Habitat of a planet by 10. Population only rises as high as the habitat.
Tech Needed: 0
+
<div style="clear:both">
 
 
Research: 0
 
 
 
Upkeep: 0
 
 
 
Build Time: 25
 
 
 
Resources: 100
 
 
 
Mining: 0
 
 
 
Production: 0
 
 
 
Power: 0
 
 
 
Power Consumption: 1
 
 
 
Habitat: 10
 
 
 
Workers: 0
 
 
 
Food Production: 0
 
  
 
==Farms==
 
==Farms==
Line 63: Line 18:
  
 
===Hydroponics Farm===
 
===Hydroponics Farm===
 +
{{structure|name=Hydro Farm|function=+10 Food|worker=1|energy=1|technology=0|resource=50|buildtime=15|remark=None.}}
 
Basic farm structure.
 
Basic farm structure.
 +
<div style="clear:both">
 +
===Automated Hydroponics Farm===
 +
{{structure|name=Automated Hydro Farm|function=+20 Food|worker=0|energy=2|technology=20|resource=350|buildtime=30|remark=Requires no workers.}}
 +
Automated food production plant. Usually the best food producer, as it requires no workers to operate.
 +
<div style="clear:both">
  
Tech Needed: 0
+
===Biosphere Condenser===
 
+
{{structure|name=Biosphere Condenser|function=+30 Food|worker=2|energy=5|technology=40|resource=1900|buildtime=60|remark=None.}}
Research: 0
+
The most advanced food production facility.  
 
+
<div style="clear:both">
Upkeep: 0
 
 
 
Build Time: 15
 
 
 
Resources: 50
 
 
 
Mining: 0
 
 
 
Production: 0
 
 
 
Power: 0
 
 
 
Power Consumption: 1
 
 
 
Habitat: 0
 
 
 
Workers: 1
 
 
 
Food Production: 10
 
 
 
===Advanced Hydroponics Farm===
 
Automated food production plant.
 
 
 
Tech Needed: 20
 
 
 
Research: 0
 
 
 
Upkeep: 0
 
 
 
Build Time: 30
 
 
 
Resources: 350
 
 
 
Mining: 0
 
 
 
Production: 0
 
 
 
Power: 0
 
 
 
Power Consumption: 2
 
 
 
Habitat: 0
 
 
 
Workers: 0
 
 
 
Food Production: 20
 
 
 
===Biosphere Condensor===
 
The most advanced food production facility.
 
 
 
Tech Needed: 40
 
 
 
Research: 0
 
 
 
Upkeep: 0
 
 
 
Build Time: 60
 
 
 
Resources: 1900
 
 
 
Mining: 0
 
 
 
Production: 0
 
 
 
Power: 0
 
 
 
Power Consumption: 5
 
 
 
Habitat: 0
 
 
 
Workers: 2
 
 
 
Food Production: 30
 
  
 
==Power Structures==
 
==Power Structures==
Line 147: Line 35:
  
 
===Fusion Generator===
 
===Fusion Generator===
 +
{{structure|name=Fusion Generator|function=+30 Power|worker=1|energy=0|technology=0|buildtime=20|resource=50|remark=None.}}
 
The most basic power plant.
 
The most basic power plant.
 
+
<div style="clear:both">
Tech Needed: 0
 
 
 
Research: 0
 
 
 
Upkeep: 0
 
 
 
Build Time: 20
 
 
 
Resources: 50
 
 
 
Mining: 0
 
 
 
Production: 0
 
 
 
Power: 30
 
 
 
Power Consumption: 0
 
 
 
Habitat: 0
 
 
 
Workers: 1
 
 
 
Food Production: 0
 
  
 
===Quantum Generator===
 
===Quantum Generator===
 +
{{structure|name=Quantum Generator|function=+40 Power|worker=3|energy=0|technology=40|buildtime=40|resource=450|remark=None.}}
 
A more advanced power plant.
 
A more advanced power plant.
 
+
<div style="clear:both">
Tech Needed: 40
 
 
 
Research: 0
 
 
 
Upkeep: 0
 
 
 
Build Time: 40
 
 
 
Resources: 450
 
 
 
Mining: 0
 
 
 
Production: 0
 
 
 
Power: 40
 
 
 
Power Consumption: 0
 
 
 
Habitat: 0
 
 
 
Workers: 3
 
 
 
Food Production: 0
 
  
 
===Varience Generator===
 
===Varience Generator===
 +
{{structure|name=Variance Generator|function=+50 Power|worker=5|energy=0|technology=80|buildtime=60|resource=1800|remark=None.}}
 
The most advanced Power plant buildable.
 
The most advanced Power plant buildable.
 +
<div style="clear:both">
  
Tech Needed: 80
+
===Solar Generator===
 
+
{{structure|name=Solar Generator|function=Variable Power|worker=1|energy=0|technology=10|buildtime=20|resource=200|remark=Generates power from sunlight received.}}
Research: 0
+
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.
 
+
<div style="clear:both">
Upkeep: 0
 
 
 
Build Time: 60
 
 
 
Resources: 1800
 
 
 
Mining: 0
 
 
 
Production: 0
 
 
 
Power: 50
 
 
 
Power Consumption: 0  
 
 
 
Habitat: 0
 
 
 
Workers: 5
 
 
 
Food Production: 0
 
  
 
==Research Structures==
 
==Research Structures==
Line 231: Line 58:
  
 
===Research Laboratory===
 
===Research Laboratory===
 +
{{structure|name=Research Lab|function=+10 Research|worker=1|energy=3|technology=0|resource=700|buildtime=75|remark=None.}}
 
The basic Lab building
 
The basic Lab building
 
+
<div style="clear:both">
Tech Needed: 0
 
 
 
Research: 10
 
 
 
Upkeep: 0
 
 
 
Build Time:75
 
 
 
Resources: 700
 
 
 
Mining: 0
 
 
 
Production: 0
 
 
 
Power: 0
 
 
 
Power Consumption: 3
 
 
 
Habitat: 0
 
 
 
Workers: 1
 
 
 
Food Production: 0
 
  
 
===Subspace Network===
 
===Subspace Network===
 +
{{structure|name=Subspace Network|function=+15 Research|worker=2|energy=6|technology=55|resource=1500|buildtime=150|remark=None.}}
 
An advanced Lab building.
 
An advanced Lab building.
 +
<div style="clear:both">
 +
===Cortex Nexus===
 +
{{structure|name=Cortex Nexus|function=+20 Research|worker=3|energy=12|technology=85|resource=3700|buildtime=300|remark=None.}}
 +
The most advanced Lab structure in the game.
 +
<div style="clear:both">
  
Tech Needed: 55
+
==Resource Facilities==
 +
These structures mine and process the planets crust and convert it into usable Resource units.
  
Research: 15
+
===Factory===
 +
{{structure|name=Mine|function=+1 Production|worker=3|energy=2|technology=15|buildtime=50|resource=500|remark=Acts as a multiplier for Mining.}}
 +
The Factory generates resources for the planet.
 +
<div style="clear:both">
  
Upkeep: 0
+
===Mine===
 +
{{structure|name=Mine|function=+5 Mining|worker=1|energy=1|technology=0|buildtime=25|resource=75|remark=None.}}
 +
The Mine extracts resources from the planet.
 +
<div style="clear:both">
  
Build Time: 150
+
===Deep Core Mine===
 +
{{structure|name=Deep Core Mine|function=+9 Mining|worker=1|energy=5|technology=30|buildtime=50|resource=700|remark=None.}}
 +
This mine taps directly into a planet's core for raw resources.
 +
<div style="clear:both">
  
Resources: 1500
+
===Mantle Extractor===
 +
{{structure|name=Mantle Extractor|function=+12 Mining|worker=2|energy=10|technology=70|buildtime=100|resource=2750|remark=None.}}
 +
This mine extracts materials from deep underneath the crust of the planet.
 +
<div style="clear:both">
  
Mining: 0
+
==Commerce Structures==
  
Production: 0
+
===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.}}
 +
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">
  
Power: 0
+
===Depot===
 +
{{structure|name=Depot|function=Repairs and reloads all friendly ships within 500 gu.|worker=1|energy=5|technology=10|resource=200|buildtime=30|remark=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.
 +
<div style="clear:both">
  
Power Consumption: 6
+
===Shipyard===
 +
{{structure|name=Shipyard|function=Constructs and stores player spaceships.|worker=40|energy=75|technology=65|resource=20000|buildtime=270|remark=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.
 +
<div style="clear:both">
  
Habitat: 0
+
==Support Structures==
 +
These structure perform special tasks to aid a planet and it's defenders.
  
Workers: 2
+
===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]]}}
 +
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">
  
Food Production: 10
+
===Sensor Base===
 +
{{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 enemy ships and projectiles more detectable when active.
 +
<div style="clear:both">
  
===Cortex Nexus===
+
===Anti-Sensor Base===
The most advanced Lab structure in the game.
+
{{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 friendly ships and projectiles nearby, making them harder to detect.
 +
<div style="clear:both">
  
Tech Needed: 85
+
===Interdictor Base===
 +
{{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.
 +
<div style="clear:both">
  
Research: 20
+
===Shield Generator===
 +
Can be built by ICC only
  
Upkeep: 0
+
The ground based Shield Generator protects the planet from orbital bombardment.
  
Build Time: 300
+
{{structure|name=Shield Generator|function=Generate planetary shield.|worker=1|energy=20|technology=20|buildtime=60|resource=500|remark=Shield protects from bombs.}}
 +
<div style="clear:both">
  
Resources: 3700
+
==Defense Structures==
 
 
Mining: 0
 
 
 
Production: 0
 
 
 
Power: 0
 
 
 
Power Consumption: 12
 
 
 
Habitat: 0
 
 
 
Workers: 3
 
 
 
Food Production: 0
 
 
 
==Resource Facilities==
 
These structures mine and process the planets crust and convert it into usable Resource units.
 
 
 
===Factory===
 
 
 
===Mine===
 
  
===Deep Core Mine===
+
===Point-Defense Base I ===
 +
{{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">
  
===Mantle Extractor===
+
===Defense Base I ===
 +
{{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">
  
==Commerce Structures==
+
===Offense Base I ===
 +
{{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">
  
===Starport===
+
===Point Defense Base II ===
 +
{{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">
  
===Depot===
+
===Defense Base II ===
 
+
{{defstructure|name=Defense Base II|worker=4|energy=15|technology=80|pdpower=4%|resource=2000|buildtime=210}}
===Shipyard===
+
These hybrid defense bases protect planets from bombardment while deterring hostile ships.
 +
<div style="clear:both">
  
==Defense Structures==
+
===Offense Base II===
 +
{{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">

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.

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.