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Infrastructure List

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1Infrastructure List Empty Infrastructure List Sun Nov 28, 2010 12:50 pm

BBJynne

BBJynne
Admin

I am open to additional ideas for buildings/infrastructure, so please share if you want a building in the game.

Cost in Parenthesis (??)

Lets Stuff Get Built
(10)Small Airbase – allows helicopters and VTOLs to operate, allows production of helicopters and VTOLs
(15)Large Airbase – allows aircraft to operate, allows production of air units, and allows supplies via air routes. (also performs functions of Small Airbase)
(15)Military Shipyard – allows production of naval units
(10)Port – allows supplies and trade via water routes, allows production of transports
(30)Military Academy – allows production of command units (other than mobile base/command mech; those are default)
(10)Training Center – allows infantry production (not power armor)
(10)Basic Factory – allows production of Armor/Vehicles/Artillery
(30)Space Elevator (requires Advanced Material Science, Forces) – allows construction of Space Station, Orbital Parts Factory, and Orbital Defense Platforms
(30)Space Station (requires Space Elevator) – allows production of Spaceships
(35)Launch Pad (requires Improved Fuels) – allows HALO Fighters to operate, and allows KillSats to be launched

Military Production Speed Boost
Each additional Speed Boost of the same type beyond the first costs an additional 10PP to produce. Then 20PP, then 30PP, ect.
(25)Recruitment Office (requires Training Center) – speeds infantry production
(25)Armor Factory (requires Basic Factory) – speeds armor production
(25)Artillery Factory (requires Basic Factory) – speeds artillery production
(25)Vehicle Factory (requires Basic Factory) – speeds vehicle/artillery production
(25)Air Factory (requires Airbase) – speeds air production
(25)Naval Parts Factory (requires Military Shipyard) – speeds naval production
(25)Orbital Parts Factory (requires Space Elevator) – speeds orbital production

Allows Weapons
(15)Chemical Plant (requires Chemical/Toxic Compound Development) – allows chemical weapons
(15)Biological Research (requires Advanced Biology) – allows biological weapons
(15)Radiological Center – allows radiological weapons
(15)Nuclear Reactor (requires Advanced Physics, Waste-Heat Elmination) – allows nuclear weapons

Happiness/Morale Boost (In general, provide +5% happiness/morale)
(20)Entertainment Center – increases population happiness
(20)Recreation Park – increases population happiness
(20)Hospital – increases population happiness
(20)Historical Site – increases population happiness
(20)Food Distribution Center – increases population happiness
(20)Religion Center – increases population happiness
(20)Barracks – increases army morale
(20)Monument – increases army morale
(20)Memorial – increases army morale

Economy Boost (In general, provide +1 economy)
(30)Trade Center – strengthens economy (only active with trade routes, more effective with more routes.) Adds +1 Econ when active. In addition, adds +1 Econ for every 6 active trade routes. [It basically makes trade 50% better]
(25)Industrial Center – strengthens economy
(25)Agriculture – strengthens economy
(25)Mineral Extraction – strengthens economy

Misc.
(30)Transportation Infrastructure – faster military movement through connected owned territories.
(30)Intelligence Agency – increases effectiveness of espionage (operations and detection)
(40)Research Center – speeds research times
(30)Police Headquarters – automatically raises police to reduce damage from riots and riot length by 50%
(30)Local News Station – activatable ability that positively affects population happiness, has cooldown.
(40)National News Station – activatable ability that positively affects own nation’s population happiness or negatively affects other nation’s population happiness, has cooldown.

Defense
(Varies by awesomeness level)Fortifications – provides fortifications bonus to units
(Varies, cheaper than base unit type)Active Defense [Type] – fires upon attacking military
(Heavy AA guns, Turrets, Rocket Towers…)

Defense Examples:
(20)Garrison - Generates Militia Units to defend territory if attacked.
(06)Anti-Air Battery(SAM/Flak) - Fires upon enemy aircraft in battle and strategic strikes.
(30)Strategic Missile Defense - Fires missiles to counter ICBM attacks.
(04)Bunker(Vehicle/Infantry) - Increases defense of garrisoned units while allowing them to fire out.
(??)Autoturret - Actively engages enemies in its range. (Comes in as many varieties as there are weapon types)
(20)Anti-Orbital Battery - Fires missiles into space.
(45)Monolith - Sounds vaguely like a reference to various franchises... (Fires spiritual ordinance at orbital targets)



Last edited by BBJynne on Sun Jun 12, 2011 10:31 pm; edited 19 times in total

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2Infrastructure List Empty Re: Infrastructure List Thu Dec 23, 2010 4:38 pm

BBJynne

BBJynne
Admin

Having duplicates of these buildings doesn't offer any immediate advantages:

Space Elevator
Space Station
Launch Pad
Military Shipyard
Port
Basic Factory
Military Academy
Training Center
Chemical Plant
Biological Research
Radiological Center
Nuclear Reactor
Trade Center
Transportation Infrastructure [In connected territories]

Having multiples isn't entirely worthless though. Duplicates are useful in case a building is destroyed. Also, buildings that allow production are useful because when something is completed, it starts at the production building, so having multiples is basically like having multiple places to choose to spawn.

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3Infrastructure List Empty Re: Infrastructure List Thu May 05, 2011 11:56 pm

BBJynne

BBJynne
Admin

FOR MOON TERRITORIES

Lets Stuff Get Built
(10)Lunar Residential Center - allows economy
(30)Military Academy – allows production of command units (other than mobile base/command mech; those are default)
(10)Lunar Training Center – allows infantry production (not power armor)
(10)Lunar Factory – allows production of Armor/Vehicles/Artillery
(15)Lunar Rocketry Factory - allows production of VTOLs, HALO fighters, Variable Fighters, and Multiple Environment Vehicles
(35)Lunar Catapult (requires applied ElectroMagnetism) - allows rapid Moon-to-Earth supply, orbital bombardment
(35)Lunar Launch/Landing Pad – allows KillSats to be launched, receives rapid Earth-to-Moon supply

Military Production Speed Boost
(25)Lunar Recruitment Office (requires Lunar Training Center) – speeds infantry production
(25)Lunar Vehicle Factory (requires Lunar Factory) – speeds Lunar vehicle/artillery/armor production
(25)Lunar Rocket Parts Factory (Lunar Rocketry Factory) – speeds production of units from Lunar Rocketry factory

Allows Weapons
(15)Chemical Plant (requires Chemical/Toxic Compound Development) – allows chemical weapons
(15)Biological Research (requires Advanced Biology) – allows biological weapons
(15)Radiological Center – allows radiological weapons
(15)Nuclear Reactor (requires Advanced Physics, Waste-Heat Elmination) – allows nuclear weapons/power

Economy Boost (In general, provide +1 economy)
(35)Lunar Industrial Center – strengthens economy
(25)Lunar Ice Mining - allows Underground Agriculture
(25)Lunar Underground Agriculture – strengthens economy
(35)Lunar Mineral Extraction – strengthens economy

Misc.
(30)Lunar Transportation Infrastructure – faster military movement through connected owned territories.
(30)Lunar Intelligence Agency – increases effectiveness of espionage (operations and detection) on moon territories
(40)Research Center – speeds research times

Defense
Similar to Earth

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