#Id |
. |
Name |
Description |
Effect |
Economy |
1 |
|
Factory |
This factory produces steel and goods and increases colony production by up to 100 units. |
1 |
Military |
4 |
|
Orbital Shipyard |
With an orbital shipyard, bigger ships than scouts can be built. |
6 |
Economy |
5 |
|
Bank |
A bank increases colony trade. |
5 |
Military |
6 |
|
Barracks |
Barrack is the basic military unit for a colony. |
6 |
7 |
|
Strategy School |
The shool of strategy produces ground troops and improves space fight strategies. |
6 |
Social |
8 |
|
Library |
The library increases the research production of a colony by 5%. |
2 |
9 |
|
School |
The school increases the research production of a colony by 10%. |
2 |
10 |
|
University |
The university increases the research production of a colony by 20%. The university technology must be researched first. |
2 |
11 |
|
Church |
A church improves the happyness of colony population by 20%. |
3 |
Military |
12 |
|
Planetary Shield |
A planetary shield protects colonists and buildings from attacks with beam weapons. Bombs and rockets are destroyed with a 20% probability. |
6 |
Physics |
2 |
|
Ore Mine |
The 'Ore mine' produces up to 20 tons of ore per turn. |
4 |
3 |
|
Ore Mine II |
The 'Ore mine II' produces up to 40 tons of ore per turn. |
4 |
13 |
|
Ore Mine III |
The 'Ore mine III' produces up to 100 tons of ore per turn.. |
4 |
14 |
|
Ore Mine IV |
The 'Ore mine IV' produces up to 200 tons of ore per turn. |
4 |
Social |
15 |
|
Colonist Bureau |
The colonist bureau reduces the impact of the feared 'colonist disease', which is an extreme kind of homesickness. |
3 |
Biology |
16 |
|
Colonist Disease Treatment |
The treatment for colonists disease eliminates the feared 'colonist disease'. |
3 |
17 |
|
Psycho Institute |
The psycho-institute increases happiness of all colonists by a factor of 25%. |
3 |
Social |
18 |
|
Translation Office |
The translation office enables communication with aliens. |
5 |
Economy |
19 |
|
Tools Factory |
The tools factory produces tools and increases productivity of a colony by 5% |
1 |
49 |
|
Chemical Factory |
The chemical factory produces chemical resources productivity of a colony by 10% |
1 |
20 |
|
Machine Factory |
The machine factory produces machines and increases productivity of a colony by 10% |
1 |
21 |
|
Electronics Factory |
The electronics factory produces electronics and machines and increases productivity of a colony by 20% |
1 |
22 |
|
Robot Factory |
The robot factory produces electronics and machines and increases productivity of a colony by 50% |
1 |
Biology |
24 |
|
Cloning Factory |
A cloning factory increases population growth by about 1000 births per year. |
7 |
25 |
|
Genetics Centre |
A centre for genetics prolonges the live cycle by a factor of up to 20% |
7 |
26 |
|
Terraform I |
Terraform I improves the habitability of a planet by a factor of 10% |
8 |
27 |
|
Terraform II |
Terraform II improves the habitability of a planet by a factor of 20% |
8 |
28 |
|
Terraform III |
Terraform III improves the habitability of a planet by a factor of 30% |
8 |
29 |
|
Terraform IV |
Terraform IV improves the habitability of a planet by a factor of 40% |
8 |
Military |
23 |
|
Planetary Scanner I |
The planetary scanner I has a range of about 3 LJ |
9 |
30 |
|
Planetary Scanner II |
The planetary scanner II has a range of about 5 LJ |
9 |
31 |
|
Planetary Scanner III |
The planetary scanner III has a range of about 8 LJ |
9 |
32 |
|
Planetary Scanner IV |
The planetary scanner IV has a range of about 12 LJ |
9 |
33 |
|
Planetary Scanner V |
The planetary scanner V has a range of about 16 LJ |
9 |
34 |
|
Planetary Scanner VI |
The planetary scanner VI has a range of about 25 LJ |
9 |
35 |
|
Planetary Ultra Scanner |
The planetary ultra scanner has a range of about 50 LJ |
9 |
Economy |
36 |
|
Trade Union House |
The trade union allows for more efficient trading and better tax income. |
5 |
37 |
|
Traders Association Guildhouse |
The Traders Association increases trade revenue immensely. |
5 |
Military |
38 |
|
Defense Battery |
The defense battery I fires two rockets with a range of 3 per turn. |
6 |
39 |
|
Bomb Shelter |
The bomb shelter protects part of the population from orbital bombing. One shelter per 10000 colonists is needed. It does not protect buildings. |
6 |
Biology |
41 |
|
Habitat |
One habitat unit provides shelter for up to 100000 colonists. |
11 |
42 |
|
Habitat II (Airless) |
One habitat unit provides shelter for up to 100000 colonists on planets without atmosphere. |
11 |
43 |
|
Habitat III (Radiated) |
One habitat unit provides shelter for up to 100000 colonists on radiated planets. |
11 |
44 |
|
Habitat IV (Hostile) |
One habitat unit provides shelter for up to 100000 colonists on hostile planets (marslike, venuslike). |
11 |
Physics |
45 |
|
Outpost Habitat |
An outpost habitat unit provides shelter for up to 10000 colonists. |
11 |
Economy |
40 |
|
Power Plant |
The coal power plant produces 100 kW and uses coal. |
10 |
46 |
|
Solar Power Plant |
The solar powerplant produces 100 kW. |
10 |
Biology |
48 |
|
Water Recycler |
The water recycling unit cleans up used water. |
4 |
47 |
|
Hydroponics Farm |
The hydroponics farm produces food. |
12 |
50 |
|
Farm |
The Farm unit produces food. |
12 |
Physics |
51 |
|
Coal Mine |
The 'Coal mine' produces up to 20 tons of coal and some chemicals per turn. |
4 |
Biology |
52 |
|
Colony Manager |
The colony manager manages the basic colony requirements like buildings, food and power supply. |
0 |
Economy |
53 |
|
Saw Mill |
The saw mill produces wood, tools and some goods. |
4 |
Biology |
54 |
|
Water Pump |
The water pump provides drinking water. |
4 |
Social |
55 |
|
Temple |
The temple increases population happiness. |
3 |