Difference between revisions of "The Icon Construction Data"

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This is all the information for constructing buildings, vehicles, and weapons in [[The Icon]].
 
=Buildings=
 
=Buildings=
 
Small buildings take 2 turns to build.  Medium buildings take 3, Large take 4, and Massive take 5.  Certain environmental factors can cause buildings to take longer to finish.  Buildings can be constructed in parallel, so this is mainly a delay in how fast they start doing things.  Each increase in size generally makes the building cost twice as much, use twice as much power, and require 2.5x as many Workers and/or Professionals, but yield 3x the benefit.  Larger buildings are always more efficient, so long as you actually need that much benefit and are willing to wait.
 
Small buildings take 2 turns to build.  Medium buildings take 3, Large take 4, and Massive take 5.  Certain environmental factors can cause buildings to take longer to finish.  Buildings can be constructed in parallel, so this is mainly a delay in how fast they start doing things.  Each increase in size generally makes the building cost twice as much, use twice as much power, and require 2.5x as many Workers and/or Professionals, but yield 3x the benefit.  Larger buildings are always more efficient, so long as you actually need that much benefit and are willing to wait.
 
==Housing==
 
==Housing==
Home, sweet home.  Without houses, citizens will not work on the planet surface, and will live in any available space on our fleet, suffering a -1 morale penalty.
+
Home, sweet home.  Without houses, citizens will not work on the planet surface, and will live in any available space on our fleet, suffering a -1 morale penalty.  The morale-neutral versions use standard building progression, though the Residential District houses a bit more than expected.
  
'''(Small)Temporary Housing'''
+
'''(Small)Apartments/(Medium)Tenement/(Large)Residential District'''<br>
 +
Permanent housing.  Nothing special.
 +
::Houses 250/750/2000 people.
 +
::Construction cost: 50/100/200 Metal
  
 +
'''(Small)Temporary Housing'''<br>
 
A cluster of tents.  Not suitable for a permanent settlement.
 
A cluster of tents.  Not suitable for a permanent settlement.
 
::Houses 125 people at -1 Morale.
 
::Houses 125 people at -1 Morale.
 
::Construction cost: 5 Metal
 
::Construction cost: 5 Metal
 
::SPECIAL: Builds in one week.  1 turn is a month, so this is essentially instant.
 
::SPECIAL: Builds in one week.  1 turn is a month, so this is essentially instant.
'''(Small)Apartments'''
 
  
Permanent housing.  Nothing special.
 
::Houses 250 people.
 
::Construction cost: 50 Metal
 
 
'''(Medium)Condominium'''
 
'''(Medium)Condominium'''
 
::Houses 500 people at +1 Morale.
 
::Houses 500 people at +1 Morale.
 
::Construction cost: 100 Metal, 2 SC.
 
::Construction cost: 100 Metal, 2 SC.
 
::Employs 25 Workers.
 
::Employs 25 Workers.
'''(Medium)Tenement'''
+
 
::Houses 750 people.
 
::Construction cost: 100 Metal.
 
'''(Large)Residential District'''
 
::Houses 2000 people.
 
::Construction cost: 200 Metal.
 
 
'''(Large)Luxury Complex'''
 
'''(Large)Luxury Complex'''
 
::Houses 1000 people at +2 Morale.
 
::Houses 1000 people at +2 Morale.
 
::Construction cost: 200 Metal, 4 SC.
 
::Construction cost: 200 Metal, 4 SC.
 
::Employs 50 Workers.
 
::Employs 50 Workers.
 +
 
==Farming==
 
==Farming==
An army runs on its stomach.  I shudder to contemplate what would happen if we ever ran out of food.
+
An army runs on its stomach.  I shudder to contemplate what would happen if we ever ran out of food.  Uses standard building progression.
 +
 
 +
'''(Small)Farming Dome/(Medium)Greenhouse/(Large)Biodome'''
 +
::Generates 20/60/180 Food per turn, enough for 1000/3000/9000 people.
 +
::Construction cost: 75/150/300 Metal, 0.5/1/2 SC.
 +
::Uses 1/2/4 Power, employs 30/75/200 Workers.
  
'''(Small)Farming Dome'''
 
::Generates 20 Food per turn, enough for 1000 people.
 
::Construction cost: 75 Metal, 0.5 SC.
 
::Uses 1 Power, employs 30 Workers.
 
'''(Medium)Greenhouse'''
 
::Generates 60 Food per turn, enough for 3000 people.
 
::Construction cost: 150 Metal, 1 SC.
 
::Uses 2 Power, employs 75 Workers.
 
'''(Large)Biodome'''
 
::Generates 180 Food per turn, enough for 9000 people.
 
::Construction cost: 300 Metal, 2 SC.
 
::Uses 4 Power, employs 200 Workers.
 
 
==Medical==
 
==Medical==
An apple a day keeps the doctor away.  When that fails, we have these.  Medical buildings increase the birth rate, reduce the death rate, stave off disease, and tend to combat injuries.  They also generate Implant Points, which we can use to cybernetically enhance the population.
+
An apple a day keeps the doctor away.  When that fails, we have these.  Medical buildings increase the birth rate, reduce the death rate, stave off disease, and tend to combat injuries.  They also generate Implant Points, which we can use to cybernetically enhance the population.  Uses standard building progression.
 +
 
 +
 
 +
'''(Small)Medical Outpost/(Medium)Hospital/(Large)Medical District'''
 +
::Slightly/Moderately/Greatly boosts population growth.
 +
::Standard/Increased/Maximum disease resistance.
 +
::1/3/9 IP generated per turn.
 +
::Construction cost: 50/100/200 Metal, 0.5/1/2 SC.
 +
::Uses 0.5/1/2 Power, employs 10/25/60 Professionals.
  
'''(Small)Medical Outpost'''
 
::Slightly boosts population growth.
 
::Standard disease resistance.
 
::1 IP generated per turn.
 
::Construction cost: 50 Metal, 0.5 SC.
 
::Uses 0.5 Power, employs 10 Professionals.
 
'''(Medium)Hospital'''
 
::Boosts population growth.
 
::Increased disease resistance.
 
::3 IP generated per turn.
 
::Construction cost: 100 Metal, 1 SC.
 
::Uses 1 Power, employs 25 Professionals.
 
'''(Large)Medical District'''
 
::Greatly boosts population growth.
 
::Maximum disease resistance.
 
::9 IP generated per turn.
 
::Construction cost: 200 Metal, 2 SC.
 
::Uses 2 Power, employs 60 Professionals.
 
 
==Entertainment==
 
==Entertainment==
Entertainment structures raise morale, and... do nothing else.  They're good at it though.
+
Entertainment structures raise morale, and... do nothing else.  They're good at it though.  Uses standard building progression, but the Large version requires slightly more workers than standard.  Still more efficient than Medium.
 +
 
 +
'''Small/Medium/Large Entertainment'''
 +
::Services 500/1500/4500 people at +3 Morale.
 +
::Construction cost: 100/200/400 Metal, 0.5/1/2 SC.
 +
::Uses 0.5/1/2 Power, employs 30/75/200 Workers.
  
'''Small Entertainment'''
 
::Services 500 people at +3 Morale.
 
::Construction cost: 100 Metal, 0.5 SC.
 
::Uses 0.5 Power, employs 30 Workers.
 
'''Medium Entertainment'''
 
::Services 1500 people at +3 Morale.
 
::Construction cost: 200 Metal, 1 SC.
 
::Uses 1 Power, employs 75 Workers.
 
'''Large Entertainment'''
 
::Services 4500 people at +3 Morale.
 
::Construction cost: 400 Metal, 2 SC.
 
::Uses 2 Power, employs 200 Workers.
 
 
==Shopping==
 
==Shopping==
Splinter citizens are a materialistic sort, and so if you want high morale you need to let them buy pointless crap.  Shops have a Morale bonus that stacks with Entertainment structures, don't cost SC or use power, and wind up using less workers per person served, in the end.  In exchange for this, they require Goods to be made at Factories in order to function.
+
Splinter citizens are a materialistic sort, and so if you want high morale you need to let them buy pointless crap.  Shops have a Morale bonus that stacks with Entertainment structures, don't cost SC or use power, and wind up using less workers per person served, in the end.  In exchange for this, they require Goods to be made at Factories in order to function.  Uses standard building progression, but the Large Shop serves slightly less than the expected number of people.  Still more efficient than Medium.
 +
 
 +
'''(Small)Store/(Medium)Shopping Center/Large Shop'''
 +
::Services 250/750/2000 people at +3 Morale.
 +
::Construction cost: 50/100/200 Metal.
 +
::Employs 10/30/75 Workers.
  
'''(Small)Store'''
 
::Services 250 people at +3 Morale.
 
::Construction cost: 50 Metal.
 
::Employs 10 Workers.
 
'''(Medium)Shopping Center'''
 
::Services 750 people at +3 Morale.
 
::Construction cost: 100 Metal.
 
::Employs 30 Workers.
 
'''Large Shop'''
 
::Services 2000 people at +3 Morale.
 
::Construction cost: 200 Metal.
 
::Employs 75 Workers.
 
 
==Warehouses==
 
==Warehouses==
Enabling our packrat tendencies since the start of the quest.  Warehouses store materials, goods, food, and vehicles.  Food takes up less space than the other things.  Warehouses have no upkeep at all, so there's no excuse for running out of space.  If we do run out of space, production buildings will simply stop generating things that need that space.  Warehouses cannot be added to ships like other buildings, as in order to add functionality to Building Freighters, they have to be very economical with space.  Warehouses are just enclosed space, so that doesn't work.
+
Enabling our packrat tendencies since the start of the quest.  Warehouses store materials, goods, food, and vehicles.  Food takes up less space than the other things.  Warehouses have no upkeep at all, so there's no excuse for running out of space.  If we do run out of space, production buildings will simply stop generating things that need that space.  Warehouses cannot be added to ships like other buildings, as in order to add functionality to Building Freighters, they have to be very economical with space.  Warehouses are just enclosed space, so that doesn't work.  You could say that Freighters are ship-warehouses by default.  Uses standard building progression.
 +
 
 +
'''Small/Medium/Large Warehouse'''
 +
::Stores 3000/9000/27000 units of resources.
 +
::Construction cost: 75/150/300 Metal.
  
'''Small Warehouse'''
 
::Stores 3000 units of resources.
 
::Construction cost: 75 Metal.
 
'''Medium Warehouse'''
 
::Stores 9000 units of resources.
 
::Construction cost: 150 Metal.
 
'''Large Warehouse'''
 
::Stores 27000 units of resources.
 
::Construction cost: 300 Metal.
 
 
==Derricks==
 
==Derricks==
Diggy diggy hole.  Derricks are a very reliable way to get materials.  We can extract Metal, Fuel (in the form of Uranium) and Superconductors via Derricks.  Large Coastal Derricks cannot be built.
+
Derricks are a very reliable way to get materials.  We can extract Metal, Fuel (in the form of Uranium) and Superconductors via Derricks.  Large Coastal Derricks cannot be built.  Uses standard building progression, although the Medium Coastal and Large Land versions require slightly more workers than expected, and larger land derricks require less power than expected.
 +
 
 +
'''Small/Medium/Large Land Derrick'''
 +
::Produces 50/150/450 Metal OR 10/30/90 Fuel OR 3/9/27 SC per turn.
 +
::Construction cost: 100/200/400 Metal, 1/2/4 SC.
 +
::Uses 2/3/4 Power, employs 30/75/200 Workers.
 +
 
 +
'''Small/Medium Coastal Derrick'''
 +
::50/150 Metal OR 10/30 Fuel OR 3/9 SC per turn.
 +
::Construction cost: 400/800 Metal, 7/14 SC.
 +
::Uses 5/10 Power, employs 75/200 Workers.
  
'''Small Land Derrick'''
 
::Produces 50 Metal/10 Fuel/3 SC per turn.
 
::Construction cost: 100 Metal, 1 SC.
 
::Uses 2 Power, employs 30 Workers.
 
'''Medium Land Derrick'''
 
::Produces 150 Metal/30 Fuel/9 SC per turn.
 
::Construction cost: 200 Metal, 3 SC.
 
::Uses 3 Power, employs 75 Workers.
 
'''Large Land Derrick'''
 
::Produces 450 Metal/90 Fuel/27 SC per turn.
 
::Construction cost: 400 Metal, 6 SC.
 
::Uses 4 Power, employs 200 Workers.
 
'''Small Coastal Derrick'''
 
::50 Metal/10 Fuel/3 SC per turn.
 
::Construction cost: 400 Metal, 7 SC.
 
::Uses 5 Power, employs 75 Workers.
 
'''Medium Coastal Derrick'''
 
::150 Metal/30 Fuel/9 SC per turn.
 
::Construction cost: 800 Metal, 14 SC.
 
::Uses 10 Power, employs 200 Workers.
 
 
==Smelters==
 
==Smelters==
The pinnacle of refinement.  Smelters turn the ore we get from Derricks into useful materials.  There's no avoiding building these.  In most cases, a medium smelter is enough.
+
The pinnacle of refinement.  Smelters turn the ore we get from Derricks into useful materials.  There's no avoiding building these.  In most cases, a medium smelter is enough.  Uses standard building progression, but larger smelters require far less Workers than expected!
 +
 
 +
'''Small/Medium/Large Smelter'''
 +
::Services 2/6/18 Derricks.
 +
::Construction cost: 150/300/600 Metal.
 +
::Uses 2/4/8 Power, employs 30/60/120 Workers.
  
'''Small Smelter'''
 
::Services 2 Derricks.
 
::Construction cost: 150 Metal.
 
::Uses 2 Power, employs 30 Workers.
 
'''Small Smelter'''
 
::Services 6 Derricks.
 
::Construction cost: 300 Metal.
 
::Uses 4 Power, employs 60 Workers.
 
'''Small Smelter'''
 
::Services 18 Derricks.
 
::Construction cost: 600 Metal.
 
::Uses 8 Power, employs 120 Workers.
 
 
==Generators==
 
==Generators==
Power to the people!  You can't have much in a base without power.
+
Power to the people!  You can't have much in a base without power.  Uses standard building progression, and surprisingly, requires no Workers.
 +
 
 +
'''Small/Medium/Large Generator'''
 +
::Uses 2/4/8 Fuel per turn, generates 10/30/90 Power.
 +
::Construction cost: 100/200/400 Metal, 2/4/8 SC.
  
'''Small Generator'''
 
::Uses 2 Fuel per turn, generates 10 Power.
 
::Construction cost: 100 Metal, 2 SC.
 
'''Medium Generator'''
 
::Uses 4 Fuel per turn, generates 30 Power.
 
::Construction cost: 200 Metal, 4 SC.
 
'''Large Generator'''
 
::Uses 8 Fuel per turn, generates 90 Power.
 
::Construction cost: 400 Metal, 8 SC.
 
 
==(Ground)Factories==
 
==(Ground)Factories==
It's gotta come from somewhere.  Factories generate Build Points, which can be spent along with various materials to produce vehicles, weapons, and commodities.
+
It's gotta come from somewhere.  Factories generate Build Points, which can be spent along with various materials to produce vehicles, weapons, and commodities.  Uses standard building progression, but the Large version requires slightly more workers than expected, and the Medium and Large versions require far less Professionals than expected.  (it should really be 5/13/33 or 5/12/30)
 +
 
 +
'''Small/Medium/Large Factory'''
 +
::Generates 6/18/54 BP per turn.
 +
::Construction cost: 150/300/600 Metal, 2/4/8 SC.
 +
::Uses 2/4/8 Power, employs 50/125/325 Workers and 5/7/18 Professionals.
  
'''Small Factory'''
 
::Generates 6 BP per turn.
 
::Construction cost: 150 Metal, 2 SC.
 
::Uses 2 Power, employs 50 Workers and 5 Professionals.
 
'''Medium Factory'''
 
::Generates 18 BP per turn.
 
::Construction cost: 300 Metal, 4 SC.
 
::Uses 2 Power, employs 125 Workers and 7 Professionals.
 
'''Large Factory'''
 
::Generates 54 BP per turn.
 
::Construction cost: 600 Metal, 8 SC.
 
::Uses 2 Power, employs 325 Workers and 18 Professionals.
 
 
==Orbital Factories==
 
==Orbital Factories==
 
This is where we build our ships.  Orbital Factories can be assisted by (ground)Factories, but output is capped.  A single starship cannot be constructed by multiple Orbital Factories, so ships can take quite a long time to complete.  We can of course build them in parallel.
 
This is where we build our ships.  Orbital Factories can be assisted by (ground)Factories, but output is capped.  A single starship cannot be constructed by multiple Orbital Factories, so ships can take quite a long time to complete.  We can of course build them in parallel.
Line 183: Line 115:
 
::Construction cost: 1000 Metal, 30 SC.
 
::Construction cost: 1000 Metal, 30 SC.
 
::Employs 100 Workers and 20 Professionals.
 
::Employs 100 Workers and 20 Professionals.
 +
'''Massive Orbital Factory'''
 +
::Generates 27 base, max 81 OBP per turn.
 +
::Construction cost: 2500 Metal, 75 SC.
 +
::Employs 250 Workers and 50 Professionals.
 +
::SPECIAL: May be equipped with 2 Naval Batteries and 5 Naval/Structural Shells.
 +
 
==Education==
 
==Education==
Train your brain!  Citizens come into being without any useful skills.  Education buildings can turn NONWORKERS into WORKERS, and WORKERS into PROFESSIONALS.  Professionals are the main bottleneck in how fast we can advance our tech and gain military might, so education is essential.
+
Train your brain!  Citizens come into being without any useful skills.  Education buildings can turn NONWORKERS into WORKERS, and WORKERS into PROFESSIONALS.  Professionals are the main bottleneck in how fast we can advance our tech and gain military might, so education is essential.  Uses standard building progression, though the University requires slightly less Professionals than expected.
 +
 
 +
'''(Small)Schoolhouse/(Medium)College/(Large)University'''
 +
::Trains 200/600/1800 Workers or Professionals at a time.
 +
::Construction cost: 50/100/200 Metal.
 +
::Uses 0.5/1/2 Power, employs 10/25/60 Professionals.
  
'''(Small)Schoolhouse'''
 
::Trains 200 Workers/Professionals at a time.
 
::Construction cost: 50 Metal.
 
::Uses 0.5 Power, employs 10 Professionals.
 
'''(Medium)Schoolhouse'''
 
::Trains 600 Workers/Professionals at a time.
 
::Construction cost: 100 Metal.
 
::Uses 1 Power, employs 25 Professionals.
 
'''(Large)Schoolhouse'''
 
::Trains 1800 Workers/Professionals at a time.
 
::Construction cost: 200 Metal.
 
::Uses 2 Power, employs 60 Professionals.
 
 
==Research==
 
==Research==
Knowledge is power.  Every ounce of strength we have demonstrates this.  Research improves Splinter's might by leaps and bounds, and is the only way to win against Totus.  Research Points are used to progress down the increasingly-awesome tech tree, and create new buildings, vehicles, weapons and equipment of our own design.
+
Knowledge is power.  Every ounce of strength we have demonstrates this.  Research improves Splinter's might by leaps and bounds, and is the only way to win against Totus.  Research Points are used to progress down the increasingly-awesome tech tree, and create new buildings, vehicles, weapons and equipment of our own design.  Follows standard building progression for Small, Medium, and Large types, but once again the Large one requires slightly fewer Professionals than expected.
  
'''Small Laboratory'''
+
'''Small/Medium/Large Laboratory'''
::Generates 1 RP per turn.
+
::Generates 1/3/9 RP per turn.
::Construction cost: 100 Metal, 4 SC.
+
::Construction cost: 100/200/400 Metal, 4/8/16 SC.
::Uses 2 Power, employs 50 Professionals.
+
::Uses 2/4/8 Power, employs 50/125/300 Professionals.
'''Medium Laboratory'''
 
::Generates 3 RP per turn.
 
::Construction cost: 200 Metal, 8 SC.
 
::Uses 4 Power, employs 125 Professionals.
 
'''Large Laboratory'''
 
::Generates 9 RP per turn.
 
::Construction cost: 400 Metal, 16 SC.
 
::Uses 8 Power, employs 300 Professionals.
 
 
'''Massive Laboratory'''
 
'''Massive Laboratory'''
 
::Generates 27 RP per turn.
 
::Generates 27 RP per turn.
Line 218: Line 141:
 
::Uses 20 Power, employs 750 Professionals.
 
::Uses 20 Power, employs 750 Professionals.
 
::SPECIAL: Resistant to damage, infiltration and escape, and can hide research secrets from the populace.
 
::SPECIAL: Resistant to damage, infiltration and escape, and can hide research secrets from the populace.
 +
 
==Military==
 
==Military==
Science is nothing without the means to use it.  Training our army is just as important as advancing technology.  Thankfully, it is a lot easier.  100 Light Infantry need 100 Metal and 6 turns to train, 100 Power Infantry need 600 Metal and 18 turns, 100 Commandos need 100 Metal, 25 SC and 48 turns.  Only 100 Commandos can be in training at any one time.
+
Science is nothing without the means to use it.  Training our army is just as important as advancing technology.  Thankfully, it is a lot easier.  100 Light Infantry need 100 Metal and 6 turns to train, 100 Power Infantry need 600 Metal and 18 turns, 100 Commandos need 100 Metal, 25 SC and 48 turns.  Only 100 Commandos can be in training at any one time. The "fort" building progression deviates slightly from the norm.
 
 
'''(Small)Military Outpost'''
 
  
 +
'''(Small)Military Outpost/(Medium)Fortress/(Large)Citadel'''<br>
 
Reinforced walls and small windows allow this building to double as a bunker.
 
Reinforced walls and small windows allow this building to double as a bunker.
::Can house 300 soldiers, and can train 100.
+
::Can house 300/1000/3000 soldiers, and can train 100/300/1000.
::Construction cost: 70 Metal.
+
::Construction cost: 70/200/600 Metal.
::Uses 0.5 Power.
+
::Uses 0.5/1/2 Power.
'''(Medium)Fortress'''
 
::Can house 1000 soldiers, and can train 300.
 
::Construction cost: 200 Metal.
 
::Uses 1 Power.
 
'''(Large)Citadel'''
 
::Can house 3000 soldiers, and can train 1000.
 
::Construction cost: 600 Metal.
 
::Uses 2 Power.
 
'''Temporary Command'''
 
  
 +
'''Temporary Command'''<br>
 
This "building" is just two dropships landed next to eachother.  Needed to start any permanent settlement.
 
This "building" is just two dropships landed next to eachother.  Needed to start any permanent settlement.
'''Command Center'''
 
  
 +
'''Command Center'''<br>
 
Required for a settlement above 10,000 citizens or else we'll suffer a large Morale penalty.
 
Required for a settlement above 10,000 citizens or else we'll suffer a large Morale penalty.
 
::+1 Morale to the entire settlement.
 
::+1 Morale to the entire settlement.
Line 245: Line 160:
 
::Construction cost: 300 Metal, 4 SC.
 
::Construction cost: 300 Metal, 4 SC.
 
::Uses 1 Power, employs 200 Workers.
 
::Uses 1 Power, employs 200 Workers.
'''Command Nexus'''
+
'''Command Nexus'''<br>
 
 
 
Required for a settlement above 30,000 citizens or else we'll suffer a large Morale penalty.
 
Required for a settlement above 30,000 citizens or else we'll suffer a large Morale penalty.
 
::+2 Morale to the entire settlement.
 
::+2 Morale to the entire settlement.
Line 252: Line 166:
 
::Construction cost: 600 Metal, 8 SC.
 
::Construction cost: 600 Metal, 8 SC.
 
::Uses 2 Power, employs 500 Workers.
 
::Uses 2 Power, employs 500 Workers.
'''Landing Strip'''
+
'''Landing Strip'''<br>
 
 
 
Required to allow fixed-wing aircraft to land on the surface or go on missions.
 
Required to allow fixed-wing aircraft to land on the surface or go on missions.
 
::Construction cost: 20 Metal.
 
::Construction cost: 20 Metal.
 
::Uses 0.5 Power.
 
::Uses 0.5 Power.
 
  
 
==Unique Buildings==
 
==Unique Buildings==
 
I'm just gonna put these here.
 
I'm just gonna put these here.
  
'''(Medium)Stadium'''
+
'''(Medium)Stadium'''<br>
 
 
 
Our people must really love their sports, as this is one of the best morale structures.  Currently the only sports-related building available.
 
Our people must really love their sports, as this is one of the best morale structures.  Currently the only sports-related building available.
 
::+2 Morale for the entire settlement.
 
::+2 Morale for the entire settlement.
 
::Construction cost: 300 Metal.
 
::Construction cost: 300 Metal.
 
::Employs 30 Workers.
 
::Employs 30 Workers.
'''Electrolysis Plant'''
+
'''Electrolysis Plant'''<br>
 
 
 
A custom building originally created to harvest Uranium in a location where we couldn't get it.  It can still serve that purpose, but as Fuel from Nebulas can be used to make stuff that previously used Uranium, it's really not that useful anymore.
 
A custom building originally created to harvest Uranium in a location where we couldn't get it.  It can still serve that purpose, but as Fuel from Nebulas can be used to make stuff that previously used Uranium, it's really not that useful anymore.
 
::Produces 20 Fuel per turn.
 
::Produces 20 Fuel per turn.
 
::Construction cost: 150 Metal, 2 SC.
 
::Construction cost: 150 Metal, 2 SC.
 
::Uses 2 Power, employs 50 Workers.
 
::Uses 2 Power, employs 50 Workers.
 +
'''Gestation Tanks'''<br>
 +
Produces 300 Nonworkers every 6 months. Produces other types of organisms at different rates. Organisms created here can be implanted with 50% reduction in mortality rates, but that still requires IP.
 +
::Construction cost: 400 Metal, 15 SC.
 +
::Uses 15 Power, employs 150 Workers and 50 Professionals.
 +
=Vehicles=
 +
==Land Vehicles==
 +
'''LUV'''<br>
 +
'''APC'''<br>
 +
'''BRIC'''<br>
 +
'''MBT'''<br>
 +
'''SPAAG'''<br>
 +
'''MLRS'''<br>
 +
==Air Vehicles==
 +
'''Gunship'''<br>
 +
'''Heavy Gunship'''<br>
 +
'''Interceptor'''<br>
 +
'''Bomber'''<br>
 +
'''Dropship'''<br>
 +
'''Civillian Dropship'''<br>
 +
==Drones==
 +
'''Weaver'''<br>
 +
'''Reaver'''<br>
 +
'''Bromeliad'''<br>
 +
'''Beardy Bob'''<br>
 +
'''Test Pattern'''<br>
 +
'''Captain Slowpoke'''<br>
 +
'''Shii'''<br>
 +
'''Farmer'''<br>
 +
'''LUV'''<br>
 +
 +
=Weapons=
 +
==Infantry Weapons==
 +
'''Plasma Rifle'''<br>
 +
'''Melee Weapons'''<br>
 +
'''Chemical Gasser'''<br>
 +
'''Light Plasma Cannon'''<br>
 +
'''Medium Plasma Cannon'''<br>
 +
'''Fusion Caster'''<br>
 +
'''Chemical Grenade Launcher'''<br>
 +
'''Missile Pod'''<br>
 +
'''Medium Railgun'''<br>
 +
'''Warpslug Cannon'''<br>
 +
'''Heavy Railgun'''<br>
 +
'''Heavy Plasma Cannon'''<br>
 +
'''Forge Caster'''<br>
 +
'''Heavy Warpslug Cannon'''<br>
 +
'''Anti-Air Railguns'''<br>
 +
'''Anti-Air Plasma Array'''<br>
 +
==Naval Weapons==
 +
'''Naval Plasma Battery'''<br>
 +
'''Naval Warpslug Battery'''<br>
 +
'''Warp Torpedo'''<br>
 +
'''Diplomat'''<br>
 +
==Bombs==
 +
'''Frag Bomb'''<br>
 +
'''Fusion Bomb'''<br>
 +
'''Chemical Bomb'''<br>
 +
'''Carpet Bomb'''<br>
 +
'''Starmaker Fusion Bomb'''<br>
 +
'''Bunkerbuster'''<br>
 +
'''Chemical Hellstorm'''<br>
 +
'''Nuclear Bomb'''<br>
 +
==Missiles==
 +
'''Cruise Missile'''<br>
 +
'''Nuclear Missile'''<br>
 +
'''MLRS Gas Strike'''<br>
 +
'''MLRS Deployable Minefield'''<br>
 +
'''MLRS Fusion Strike'''<br>
 +
==Shells==
 +
'''Infantry Shell'''<br>
 +
'''Light Vehicle Shell'''<br>
 +
'''Heavy Vehicle Shell'''<br>
 +
'''Naval/Structural Shell'''<br>

Latest revision as of 05:33, 17 April 2012

This is all the information for constructing buildings, vehicles, and weapons in The Icon.

Buildings

Small buildings take 2 turns to build. Medium buildings take 3, Large take 4, and Massive take 5. Certain environmental factors can cause buildings to take longer to finish. Buildings can be constructed in parallel, so this is mainly a delay in how fast they start doing things. Each increase in size generally makes the building cost twice as much, use twice as much power, and require 2.5x as many Workers and/or Professionals, but yield 3x the benefit. Larger buildings are always more efficient, so long as you actually need that much benefit and are willing to wait.

Housing

Home, sweet home. Without houses, citizens will not work on the planet surface, and will live in any available space on our fleet, suffering a -1 morale penalty. The morale-neutral versions use standard building progression, though the Residential District houses a bit more than expected.

(Small)Apartments/(Medium)Tenement/(Large)Residential District
Permanent housing. Nothing special.

Houses 250/750/2000 people.
Construction cost: 50/100/200 Metal

(Small)Temporary Housing
A cluster of tents. Not suitable for a permanent settlement.

Houses 125 people at -1 Morale.
Construction cost: 5 Metal
SPECIAL: Builds in one week. 1 turn is a month, so this is essentially instant.

(Medium)Condominium

Houses 500 people at +1 Morale.
Construction cost: 100 Metal, 2 SC.
Employs 25 Workers.

(Large)Luxury Complex

Houses 1000 people at +2 Morale.
Construction cost: 200 Metal, 4 SC.
Employs 50 Workers.

Farming

An army runs on its stomach. I shudder to contemplate what would happen if we ever ran out of food. Uses standard building progression.

(Small)Farming Dome/(Medium)Greenhouse/(Large)Biodome

Generates 20/60/180 Food per turn, enough for 1000/3000/9000 people.
Construction cost: 75/150/300 Metal, 0.5/1/2 SC.
Uses 1/2/4 Power, employs 30/75/200 Workers.

Medical

An apple a day keeps the doctor away. When that fails, we have these. Medical buildings increase the birth rate, reduce the death rate, stave off disease, and tend to combat injuries. They also generate Implant Points, which we can use to cybernetically enhance the population. Uses standard building progression.


(Small)Medical Outpost/(Medium)Hospital/(Large)Medical District

Slightly/Moderately/Greatly boosts population growth.
Standard/Increased/Maximum disease resistance.
1/3/9 IP generated per turn.
Construction cost: 50/100/200 Metal, 0.5/1/2 SC.
Uses 0.5/1/2 Power, employs 10/25/60 Professionals.

Entertainment

Entertainment structures raise morale, and... do nothing else. They're good at it though. Uses standard building progression, but the Large version requires slightly more workers than standard. Still more efficient than Medium.

Small/Medium/Large Entertainment

Services 500/1500/4500 people at +3 Morale.
Construction cost: 100/200/400 Metal, 0.5/1/2 SC.
Uses 0.5/1/2 Power, employs 30/75/200 Workers.

Shopping

Splinter citizens are a materialistic sort, and so if you want high morale you need to let them buy pointless crap. Shops have a Morale bonus that stacks with Entertainment structures, don't cost SC or use power, and wind up using less workers per person served, in the end. In exchange for this, they require Goods to be made at Factories in order to function. Uses standard building progression, but the Large Shop serves slightly less than the expected number of people. Still more efficient than Medium.

(Small)Store/(Medium)Shopping Center/Large Shop

Services 250/750/2000 people at +3 Morale.
Construction cost: 50/100/200 Metal.
Employs 10/30/75 Workers.

Warehouses

Enabling our packrat tendencies since the start of the quest. Warehouses store materials, goods, food, and vehicles. Food takes up less space than the other things. Warehouses have no upkeep at all, so there's no excuse for running out of space. If we do run out of space, production buildings will simply stop generating things that need that space. Warehouses cannot be added to ships like other buildings, as in order to add functionality to Building Freighters, they have to be very economical with space. Warehouses are just enclosed space, so that doesn't work. You could say that Freighters are ship-warehouses by default. Uses standard building progression.

Small/Medium/Large Warehouse

Stores 3000/9000/27000 units of resources.
Construction cost: 75/150/300 Metal.

Derricks

Derricks are a very reliable way to get materials. We can extract Metal, Fuel (in the form of Uranium) and Superconductors via Derricks. Large Coastal Derricks cannot be built. Uses standard building progression, although the Medium Coastal and Large Land versions require slightly more workers than expected, and larger land derricks require less power than expected.

Small/Medium/Large Land Derrick

Produces 50/150/450 Metal OR 10/30/90 Fuel OR 3/9/27 SC per turn.
Construction cost: 100/200/400 Metal, 1/2/4 SC.
Uses 2/3/4 Power, employs 30/75/200 Workers.

Small/Medium Coastal Derrick

50/150 Metal OR 10/30 Fuel OR 3/9 SC per turn.
Construction cost: 400/800 Metal, 7/14 SC.
Uses 5/10 Power, employs 75/200 Workers.

Smelters

The pinnacle of refinement. Smelters turn the ore we get from Derricks into useful materials. There's no avoiding building these. In most cases, a medium smelter is enough. Uses standard building progression, but larger smelters require far less Workers than expected!

Small/Medium/Large Smelter

Services 2/6/18 Derricks.
Construction cost: 150/300/600 Metal.
Uses 2/4/8 Power, employs 30/60/120 Workers.

Generators

Power to the people! You can't have much in a base without power. Uses standard building progression, and surprisingly, requires no Workers.

Small/Medium/Large Generator

Uses 2/4/8 Fuel per turn, generates 10/30/90 Power.
Construction cost: 100/200/400 Metal, 2/4/8 SC.

(Ground)Factories

It's gotta come from somewhere. Factories generate Build Points, which can be spent along with various materials to produce vehicles, weapons, and commodities. Uses standard building progression, but the Large version requires slightly more workers than expected, and the Medium and Large versions require far less Professionals than expected. (it should really be 5/13/33 or 5/12/30)

Small/Medium/Large Factory

Generates 6/18/54 BP per turn.
Construction cost: 150/300/600 Metal, 2/4/8 SC.
Uses 2/4/8 Power, employs 50/125/325 Workers and 5/7/18 Professionals.

Orbital Factories

This is where we build our ships. Orbital Factories can be assisted by (ground)Factories, but output is capped. A single starship cannot be constructed by multiple Orbital Factories, so ships can take quite a long time to complete. We can of course build them in parallel.

(Medium)Orbital Factory

Generates 3 base, max 9 OBP per turn.
Construction cost: 500 Metal, 15 SC.
Employs 50 Workers.

Large Orbital Factory

Generates 9 base, max 27 OBP per turn.
Construction cost: 1000 Metal, 30 SC.
Employs 100 Workers and 20 Professionals.

Massive Orbital Factory

Generates 27 base, max 81 OBP per turn.
Construction cost: 2500 Metal, 75 SC.
Employs 250 Workers and 50 Professionals.
SPECIAL: May be equipped with 2 Naval Batteries and 5 Naval/Structural Shells.

Education

Train your brain! Citizens come into being without any useful skills. Education buildings can turn NONWORKERS into WORKERS, and WORKERS into PROFESSIONALS. Professionals are the main bottleneck in how fast we can advance our tech and gain military might, so education is essential. Uses standard building progression, though the University requires slightly less Professionals than expected.

(Small)Schoolhouse/(Medium)College/(Large)University

Trains 200/600/1800 Workers or Professionals at a time.
Construction cost: 50/100/200 Metal.
Uses 0.5/1/2 Power, employs 10/25/60 Professionals.

Research

Knowledge is power. Every ounce of strength we have demonstrates this. Research improves Splinter's might by leaps and bounds, and is the only way to win against Totus. Research Points are used to progress down the increasingly-awesome tech tree, and create new buildings, vehicles, weapons and equipment of our own design. Follows standard building progression for Small, Medium, and Large types, but once again the Large one requires slightly fewer Professionals than expected.

Small/Medium/Large Laboratory

Generates 1/3/9 RP per turn.
Construction cost: 100/200/400 Metal, 4/8/16 SC.
Uses 2/4/8 Power, employs 50/125/300 Professionals.

Massive Laboratory

Generates 27 RP per turn.
Construction cost: 1000 Metal, 40 SC.
Uses 20 Power, employs 750 Professionals.
SPECIAL: Resistant to damage, infiltration and escape, and can hide research secrets from the populace.

Military

Science is nothing without the means to use it. Training our army is just as important as advancing technology. Thankfully, it is a lot easier. 100 Light Infantry need 100 Metal and 6 turns to train, 100 Power Infantry need 600 Metal and 18 turns, 100 Commandos need 100 Metal, 25 SC and 48 turns. Only 100 Commandos can be in training at any one time. The "fort" building progression deviates slightly from the norm.

(Small)Military Outpost/(Medium)Fortress/(Large)Citadel
Reinforced walls and small windows allow this building to double as a bunker.

Can house 300/1000/3000 soldiers, and can train 100/300/1000.
Construction cost: 70/200/600 Metal.
Uses 0.5/1/2 Power.

Temporary Command
This "building" is just two dropships landed next to eachother. Needed to start any permanent settlement.

Command Center
Required for a settlement above 10,000 citizens or else we'll suffer a large Morale penalty.

+1 Morale to the entire settlement.
Allows better control of soldiers on the field.
Construction cost: 300 Metal, 4 SC.
Uses 1 Power, employs 200 Workers.

Command Nexus
Required for a settlement above 30,000 citizens or else we'll suffer a large Morale penalty.

+2 Morale to the entire settlement.
Allows better control of soldiers on the field, and can house and launch 2 missiles.
Construction cost: 600 Metal, 8 SC.
Uses 2 Power, employs 500 Workers.

Landing Strip
Required to allow fixed-wing aircraft to land on the surface or go on missions.

Construction cost: 20 Metal.
Uses 0.5 Power.

Unique Buildings

I'm just gonna put these here.

(Medium)Stadium
Our people must really love their sports, as this is one of the best morale structures. Currently the only sports-related building available.

+2 Morale for the entire settlement.
Construction cost: 300 Metal.
Employs 30 Workers.

Electrolysis Plant
A custom building originally created to harvest Uranium in a location where we couldn't get it. It can still serve that purpose, but as Fuel from Nebulas can be used to make stuff that previously used Uranium, it's really not that useful anymore.

Produces 20 Fuel per turn.
Construction cost: 150 Metal, 2 SC.
Uses 2 Power, employs 50 Workers.

Gestation Tanks
Produces 300 Nonworkers every 6 months. Produces other types of organisms at different rates. Organisms created here can be implanted with 50% reduction in mortality rates, but that still requires IP.

Construction cost: 400 Metal, 15 SC.
Uses 15 Power, employs 150 Workers and 50 Professionals.

Vehicles

Land Vehicles

LUV
APC
BRIC
MBT
SPAAG
MLRS

Air Vehicles

Gunship
Heavy Gunship
Interceptor
Bomber
Dropship
Civillian Dropship

Drones

Weaver
Reaver
Bromeliad
Beardy Bob
Test Pattern
Captain Slowpoke
Shii
Farmer
LUV

Weapons

Infantry Weapons

Plasma Rifle
Melee Weapons
Chemical Gasser
Light Plasma Cannon
Medium Plasma Cannon
Fusion Caster
Chemical Grenade Launcher
Missile Pod
Medium Railgun
Warpslug Cannon
Heavy Railgun
Heavy Plasma Cannon
Forge Caster
Heavy Warpslug Cannon
Anti-Air Railguns
Anti-Air Plasma Array

Naval Weapons

Naval Plasma Battery
Naval Warpslug Battery
Warp Torpedo
Diplomat

Bombs

Frag Bomb
Fusion Bomb
Chemical Bomb
Carpet Bomb
Starmaker Fusion Bomb
Bunkerbuster
Chemical Hellstorm
Nuclear Bomb

Missiles

Cruise Missile
Nuclear Missile
MLRS Gas Strike
MLRS Deployable Minefield
MLRS Fusion Strike

Shells

Infantry Shell
Light Vehicle Shell
Heavy Vehicle Shell
Naval/Structural Shell