Difference between revisions of "Planetary Structures"

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(Anti-Sensor Base)
 
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===Mine===
 
===Mine===
 
{{structure|name=Mine|function=+5 Mining|worker=1|energy=1|technology=0|buildtime=25|resource=75|remark=None.}}
 
{{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.
 
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===Mantle Extractor===
 
===Mantle Extractor===
 
{{structure|name=Mantle Extractor|function=+12 Mining|worker=2|energy=10|technology=70|buildtime=100|resource=2750|remark=None.}}
 
{{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.
 
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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.
 
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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.
 
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===Sensor Base===
 
===Sensor Base===
{{structure|name=Sensor Base|function=Decreases the signature of nearby ships, both friendly and enemy.|worker=1|energy=10|technology=10|buildtime=30|resource=250|remark=Effect reduces with distance.}}
+
{{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">
 
<div style="clear:both">
  
 
===Anti-Sensor Base===
 
===Anti-Sensor Base===
{{structure|name=Anti-Sensor Base|function=Increases the signature of nearby ships, both friendly and enemy..|worker=1|energy=10|technology=10|buildtime=30|resource=250|remark=Effect reduces with distance.}}
+
{{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">
 
<div style="clear:both">
  
 
===Interdictor Base===
 
===Interdictor Base===
{{structure|name=Interdictor Base|function=Generate a 2000 GU wide interdiction field.|worker=1|energy=20|technology=70|buildtime=100|resource=1000|remark=None.}}
+
{{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">
 
<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">
 
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===Heavy Point-Defense Base===
+
===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">
  
===Heavy Defense Base===
+
===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">
  
===Heavy Offense Base===
+
===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.

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.