Introduction


Planets etc: Planets

Colonies and outposts

Buildings

Planetary Defences



Technology: Research System



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.










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