|
Buildings
Housing: Increases max pop of a colony. Number placeable is limited by size of environment (i.e. size 5 can have 5 built, size 1 can only have 1 built). Housing: Increases max population by 5, can be built on Terran. Biospheres: Increases max population by 3 on Ocean. Thermalised Biospheres: Increases max population by 2 on Tundra. Thermostatic Biospheres: Increases max population by 2 on Desert. Water pumps: Produces water. Double effect when placed in water. Filtration Water Extractor: Produces 5 water, requires Terran, Ocean. Laser Water Extractor: Produces 5 water, requires Tundra. Gravimetric Water Extractor: Produces 5 water, requires Desert. Food harvesters: Increases food per farmer. One per environment. Double effect when placed on water. Cultivator: Increases food per farmer by 1. Requires Terran or Ocean environment. Algae Cultivator: Increases food per farmer by 2. Requires Terran or Ocean environment. Thermoplasmic Cultivator: Increases food per farmer by 1. Requires Tundra environment. Osmostic Cultivator: Increases food per farmer by 1. Requires Desert environment. Drills: Increases production per worker. Number placeable is limited by mineral richness of environment. +50% effect when placed on mineral nodes. Drill: Increases production per worker by 2. Requires Terran, Barren, Desert environment. Laser Drill: Increases production per worker by 2. Requires Tundra environment. Gravimetric Drill: Increases production per worker by 2. Requires Ocean, Swamp environment. Tectonic Drill: Increases production per worker by 10. Causes earthquakes, killing 500-1000k population each turn and having a 5% chance of destroying a random building. Research Labs: Increases research per scientist. One per environment. Double effect when placed on ancient artifacts node. Research Lab: Increases research per scientist by 1. Planetary Supercomputer: Increases research per scientist by 2. Galactc Cybernet: Increases research per scientist by 3. Hazard Lab: Increases research per scientist by 10. Causes pollution, halving food and water production with a 50% chance of killing 1 million colonists per turn. Power Stations: Increases energy output of colony. Solar Collector: Produces 10 energy. Double output on barren and desert. Geothermal Extractor: Produces 10 energy. Double output on Molten. Fossil Fuel Power Plant: Produces 25 energy. Eats 5 production. Only eats 3 production if placed far away from housing (less pollution to clean up). Experimental Reactor: Outputs 25 energy. Causes radiation sickness, killing 150-400k colonists per turn. |