Available Structures

While most of the following structures can be built by anyone, some require certain technologies before they can be built. Each of these items can be constructed using the command Colonise.

Advanced Sensor Array

Maintenance Cost NoneConstruction Time: 2
Requirements: Advanced Sensors
Description: These unmanned stations can perform long-range scans, as well as retrieve in-depth information on vessels within their scanning range. They can detect and scan vessels up to five sectors away. They are also capable of scanning spacial anomolies in the same sector.

Colony

Maintenance Cost Flexible. 5 latinum each turn will keep citizens contentConstruction Time: 2
Requirements: surface temperature and radiation levels suitable for living
Description: The most basic structure. Colonies start out with a population of 1000 citizens, and slowly grow over time. Each colony is required to pay a small ammount of tax each round. The ammount of tax payed by the colony is determined by multiplying the tax rate by the size of the colony.

Droid Plant

Maintenance Cost noneConstruction Time: 4
Requirements: none
Description: Constructing a droid plant allows small automated droids to be mass-produced. These small droids are often used to assist in construction of structures, and can often perform the task quicker than people.

Medical Facility

Maintenance Cost noneConstruction Time: 3
Requirements: none
Description: Medical facilities produce medical supplies constantly. Each round, a medical facility will produce 100 medical supplies. They are also necessary if you wish to hire Medic Squads. Medical facilities are generally poorly defended, so in times of war it may be advisable to construct an orbital defence for any medical facilities.

Military Outpost

Maintenance Cost noneConstruction Time: 2
Requirements: none
Description: These small facilities combine a small weapons manufacturing plant with an outpost to provide a place for ships to equip and refuel during times of war. They can also assist with ship repairs. Anyone promoted to General will be able to build one of these in the sector they are posted.

Mining Facility

Maintenance Cost 10 latinum per roundConstruction Time: 3
Requirements: some minerals on or below planet surface
Description: Mining facilities are necessary for every empire. Each round, they will mine 100 units of whatever is below the surface, making it usable by your empire for ship construction, trade, etc. 50 units of the material will automatically be sold for 1 latinum each, while the remaining 50 units are processed and transported. Mining facilities can be upgraded at a cost of 5000 latinum to mine an additional 100 units of minerals.

Orbital Defence

Maintenance Cost noneConstruction Time: 2
Requirements: phasers or disruptors
Description: These small satellites play a vital role in deffending your colonies. They are fully automated, and will automatically attack any enemy vessel within range. They have a maximum attack range of 2 hexes. These structures are automatically upgraded so that they use your most advanced weapons systems. They are also equipped with small positioning thrusters, so they can be moved throughout a sector. Note that they cannot leave the sector they are in, unless they are towed by a vessel of hull size 3 or more.

Research Facility

Maintenance Cost noneConstruction Time: 3
Requirements: planet must not have high tectonic activity
Description: Constructed on the planets surface, these self-contained colonies enable your scientists to work more efficiently. Providing them with their own place to study has benefits, for every research facility you build, you will gain 1% in one of your scientific studies. However, research facilities also have their problems - if enemy spies were to successfully infiltrate one of your research facilities, you could lose some of your research to them.

Shipyard

Maintenance Cost 10 latinum per turnConstruction Time: 5
Requirements: need raw materials to produce ships
Description: Shipyards are necessary to strengthen your fleet. Each shipyard is capable of producing one ship each round, providing it has enough raw minerals to do so. Ships need 100 units of industrial class metals per hull size. Indutrial class metals include copper, nickel & titanium, and can be used in any combination.

Starbase

Maintenance Cost 10 latinum per turn.Construction Time: 4
Requirements: none
Description: Starbases not only provide a place for ships to stop and crew to mingle, but also provide additional defence to the planet they are orbiting. Starbases are also equipped with positioning thrusters, so they can be moved within a sector. It would require a vessel of hull size 6 to move a starbase out of a sector.

Subspace Relay Station

Maintenance Cost noneConstruction Time: 1
Requirements: none
Description: These automated stations are used to transmit subspace messages throughout an empire. They are also equipped with a small sensor array that can be used to scan vessels in the same sector. A subspace relay station is required to send a message to a ship more than 3 sectors away.

Terraforming

Maintenance Cost noneConstruction Time: 1
Requirements: Terraforming
Description: By Terraforming a planet, you will be able to alter the temperature up to 10 degrees as well as change the radiation levels slighty to make it more suitable for colonisation. Also, hazards like seismic or atmospheric activity and unstable ecosystems can be fixed. You can "Build" Terraforming on a planet as many times as you have researched Terraforming (so if you had researched Terraforming to level 4, you could change a planets temperature up to 40 degrees, and change the radiation level 4 times).

Trade Colony

Maintenance Cost noneConstruction Time: 3
Requirements: none
Description: These small colonies provide your citizens with a convenient place to trade items of value. Each round, a trade colony will generate 10 latinum profit from the trading that takes place. They are also a good place to store important or valuable items.