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)
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