wrote basic building stuff, need to impliment more in the player.
This commit is contained in:
@@ -0,0 +1,328 @@
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# Nathan Hinton 2 Jan 2025 Buildings for the game
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#
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# Production buildings:
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Shipyard Level 1:
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classification: production
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faction: good
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build_cost: # This is what is required to produce the building:
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metal: 1,000
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crystals: 1,000
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fuel: 1,000
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credits: 1,000
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time: 1,000
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upkeep:
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metal: 100
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crystals: 100
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fuel: 100
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credits: 100
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base_stats:
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hp: 1,000
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shield: 1,000
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armor: 30
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def: 30
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produces:
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ship_build_power: 100
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research_tech_build_power: 0
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military_tech_build_power: 0
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required_tech: []
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required_buildings: []
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Shipyard Level 2:
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classification: production
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faction: good
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build_cost: # This is what is required to produce the building:
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metal: 2,000
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crystals: 2,000
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fuel: 2,000
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credits: 2,000
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time: 2,000
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upkeep:
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metal: 200
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crystals: 200
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fuel: 200
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credits: 200
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base_stats:
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hp: 1,000
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shield: 1,000
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armor: 30
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def: 30
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produces:
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ship_build_power: 200
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research_tech_build_power: 0
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military_tech_build_power: 0
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required_tech: []
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required_buildings: [Shipyard Level 1]
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Space Construction Station Level 1:
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classification: production
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faction: good
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build_cost: # This is what is required to produce the building:
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metal: 2,000
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crystals: 2,000
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fuel: 2,000
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credits: 2,000
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time: 2,000
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upkeep:
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metal: 200
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crystals: 200
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fuel: 200
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credits: 200
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base_stats:
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hp: 1,000
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shield: 1,000
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armor: 30
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def: 30
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produces:
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ship_build_power: 200
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research_tech_build_power: 0
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military_tech_build_power: 0
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required_tech: [Anti Gravity Thrusters 1]
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required_buildings: [Shipyard Level 1]
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Space Construction Station Level 2:
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classification: production
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faction: good
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build_cost: # This is what is required to produce the building:
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metal: 3,000
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crystals: 3,000
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fuel: 3,000
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credits: 3,000
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time: 3,000
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upkeep:
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metal: 300
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crystals: 300
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fuel: 300
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credits: 300
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base_stats:
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hp: 1,000
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shield: 1,000
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armor: 30
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def: 30
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produces:
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ship_build_power: 300
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research_tech_build_power: 0
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military_tech_build_power: 0
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required_tech: [Anti Gravity Thrusters 2]
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required_buildings: [Space Construction Station Level 1, Shipyard Level 2]
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Research Factory Level 1:
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classification: production
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faction: good
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build_cost: # This is what is required to produce the building:
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metal: 1,000
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crystals: 1,000
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fuel: 1,000
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credits: 1,000
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time: 1,000
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upkeep:
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metal: 100
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crystals: 100
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fuel: 100
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credits: 100
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base_stats:
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hp: 1,000
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shield: 1,000
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armor: 30
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def: 30
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produces:
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ship_build_power: 0
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research_tech_build_power: 100
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military_tech_build_power: 0
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required_tech: []
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required_buildings: []
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Research Factory Level 2:
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classification: production
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faction: good
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build_cost: # This is what is required to produce the building:
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metal: 2,000
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crystals: 2,000
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fuel: 2,000
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credits: 2,000
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time: 2,000
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upkeep:
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metal: 200
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crystals: 200
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fuel: 200
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credits: 200
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base_stats:
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hp: 1,000
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shield: 1,000
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armor: 30
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def: 30
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produces:
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ship_build_power: 0
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research_tech_build_power: 200
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military_tech_build_power: 0
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required_tech: []
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required_buildings: [Research Factory Level 1]
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Military Factory Level 1:
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classification: production
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faction: good
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build_cost: # This is what is required to produce the building:
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metal: 2,000
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crystals: 2,000
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fuel: 2,000
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credits: 2,000
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time: 2,000
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upkeep:
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metal: 200
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crystals: 200
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fuel: 200
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credits: 200
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base_stats:
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hp: 1,000
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shield: 1,000
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armor: 30
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def: 30
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produces:
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ship_build_power: 0
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research_tech_build_power: 0
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military_tech_build_power: 100
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required_tech: []
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required_buildings: [Research Factory Level 1]
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Military Factory Level 2:
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classification: production
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faction: good
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build_cost: # This is what is required to produce the building:
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metal: 3,000
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crystals: 3,000
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fuel: 3,000
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credits: 3,000
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time: 3,000
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upkeep:
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metal: 300
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crystals: 300
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fuel: 300
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credits: 300
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base_stats:
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hp: 1,000
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shield: 1,000
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armor: 30
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def: 30
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produces:
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ship_build_power: 0
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research_tech_build_power: 0
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military_tech_build_power: 200
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required_tech: []
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required_buildings: [Military Factory Level 1]
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# Harvesting
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# Each building will produce the primary resource at %60, a secondary resource
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# at %24, a terciary resource at %10 and a final resource at %6. Here is the
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# rotation of how they are related:
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# metal -> crystal -> fuel -> credits
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Metal Mines 1:
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classification: mining
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faction: good
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build_cost: # This is what is required to produce the building:
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metal: 1,000
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crystals: 1,000
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fuel: 1,000
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credits: 1,000
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time: 1,000
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upkeep:
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metal: 100
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crystals: 100
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fuel: 100
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credits: 100
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base_stats:
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hp: 1,000
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shield: 1,000
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armor: 30
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def: 30
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produces:
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metal: 600
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crystals: 240
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fuel: 100
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credits: 60
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required_tech: []
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required_buildings: []
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Crystal Collector 1:
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classification: mining
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faction: good
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build_cost: # This is what is required to produce the building:
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metal: 1,000
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crystals: 1,000
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fuel: 1,000
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credits: 1,000
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time: 1,000
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upkeep:
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metal: 100
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crystals: 100
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fuel: 100
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credits: 100
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base_stats:
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hp: 1,000
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shield: 1,000
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armor: 30
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def: 30
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produces:
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metal: 60
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crystals: 600
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fuel: 240
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credits: 100
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required_tech: []
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required_buildings: []
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Fuel Refinery 1:
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classification: mining
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faction: good
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build_cost: # This is what is required to produce the building:
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metal: 1,000
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crystals: 1,000
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fuel: 1,000
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credits: 1,000
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time: 1,000
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upkeep:
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metal: 100
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crystals: 100
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fuel: 100
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credits: 100
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base_stats:
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hp: 1,000
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shield: 1,000
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armor: 30
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def: 30
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produces:
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metal: 100
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crystals: 60
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fuel: 600
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credits: 240
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required_tech: []
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required_buildings: []
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Credit Center 1:
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classification: mining
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faction: good
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build_cost: # This is what is required to produce the building:
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metal: 1,000
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crystals: 1,000
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fuel: 1,000
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credits: 1,000
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time: 1,000
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upkeep:
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metal: 100
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crystals: 100
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fuel: 100
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credits: 100
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base_stats:
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hp: 1,000
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shield: 1,000
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armor: 30
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def: 30
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produces:
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metal: 240
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crystals: 100
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fuel: 60
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credits: 600
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required_tech: []
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required_buildings: []
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@@ -0,0 +1,40 @@
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# Nathan Hinton 31 Dec 2025
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# This holds a list of all modules in the game
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# Here is how to create a module:
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#
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# name:
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# classification:
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# auxiluary/attack/defense # Pick one
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# faction:
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# good/evil
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# production:
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# metal/crystals/fuel
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# upkeep:
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# metal/crystals/fuel
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# add_stats: # These are additive to the base stat
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# stat_name: value
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# mult_stats: # These are multipulicative to the base stat (After adding the additive stats?)
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# stat_name: value # Greater than one will increase while less than one will decrease
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# required_tech: [] # The required tech to be researched *before* this one can be started
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# required_buildings: [] # The buildings required to begin this research
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#
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#
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#
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light shield:
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classification: defense
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faction: good
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production:
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metal: 1,000
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crystals: 1,000
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fuel: 0
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upkeep:
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metal: 10
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crustals: 10
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fuel: 0
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add_stats:
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shield: 1,000
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mult_stats: []
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required_tech: []
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required_buildings: []
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@@ -0,0 +1,235 @@
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# Nathan Hinton 31 Dec 2025
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# This file will hold configuration for ships in the game.
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# Here is how to create a ship:
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#
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# name:
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# classification:
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# flagship/battleship/heavy cruiser/light cruiser/destroyer/frigate/fighter # Pick one
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# faction:
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# good/evil
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# production:
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# metal/crystals/fuel/etc
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# build_time: A value that represents how long it takes to build. Standard shipyards will build at a rate of 100 per tick. This means that a value of 1000 would take (for one shipyard) 10 ticks to produce.
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# upkeep:
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# metal/crystals/fuel/etc
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# base_stats:
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# hp/shield
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# armor/def
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# att
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# speed # Units per tick
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# total_module_slots: integer # The total slots available on this ship
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# module_slots: [] # List of module names found from modules.yaml
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# required_tech: [] # List of all tech required to build the ship
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# required_buildings: # List of all buildings required to build the ship
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#
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#
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#
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#
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##########################################
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############## ##############
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############## GOOD FACTION ##############
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############## ##############
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##########################################
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#
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Nebula Dominion:
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classification: flagship
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faction: good
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production:
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metal: 100,000
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crystals: 100,000
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fuel: 5,000
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time: 10,000 # In production power
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upkeep:
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metal: 100
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crystals: 100
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fuel: 150
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base_stats:
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hp: 10,000
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shield: 10,000
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armor: 50
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def: 50
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att: 1,000
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speed: 0.2
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total_module_slots: 12
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module_slots: []
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required_tech: [Heavy Shield, Large Engine, Laser Cannons, Neoplated Armor]
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required_buildings: [Space Construction Station]
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Void Breaker:
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classification: battleship
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faction: good
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production:
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metal: 70,000
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crystals: 70,000
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fuel: 3,500
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time: 7,000
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upkeep:
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metal: 70
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crystals: 70
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fuel: 100
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base_stats:
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hp: 7,000
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shield: 7,000
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armor: 35
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def: 35
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att: 700
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speed: 0.26
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total_module_slots: 8
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module_slots: []
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required_tech: []
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required_buildings: []
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Solar Sentinal:
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classification: heavy cruiser
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faction: good
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production:
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metal: 49,000
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crystals: 49,000
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fuel: 2,500
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time: 4,900
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upkeep:
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metal: 49
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crystals: 49
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fuel: 73
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base_stats:
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hp: 4,900
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shield: 4,900
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armor: 25
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def: 25
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att: 490
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speed: 0.34
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total_module_slots: 6
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module_slots: []
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required_tech: []
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required_buildings: []
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Photon Protector:
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classification: light cruiser
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faction: good
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production:
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metal: 34,000
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crystals: 34,000
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fuel: 1,750
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time: 3,430
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upkeep:
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metal: 34
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crystals: 34
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fuel: 51
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base_stats:
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hp: 3,400
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shield: 3,400
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armor: 18
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def: 18
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att: 343
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speed: 0.44
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total_module_slots: 4
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module_slots: []
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required_tech: []
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required_buildings: []
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Third Smallest:
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classification: destroyer
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faction: good
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production:
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metal: 23,800
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crystals: 23,800
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fuel: 1225
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time: 2,380
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upkeep:
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metal: 24
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||||
crystals: 24
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fuel: 36
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base_stats:
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hp: 2,380
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shield: 2,380
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armor: 12
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def: 12
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att: 240
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||||
speed: 0.57
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total_module_slots: 3
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module_slots: []
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required_tech: []
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required_buildings: []
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Starlight:
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classification: frigate
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faction: good
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production:
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metal: 17,000
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||||
crystals: 17,000
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fuel: 858
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||||
time: 1,700
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upkeep:
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metal: 17
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crystals: 17
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||||
fuel: 25
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||||
base_stats:
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hp: 1,700
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||||
shield: 1,700
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armor: 8
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def: 8
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||||
att: 168
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||||
speed: 0.74
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||||
total_module_slots: 2
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||||
module_slots: []
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||||
required_tech: []
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required_buildings: []
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||||
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||||
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Starblade:
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classification: fighter
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faction: good
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||||
production:
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metal: 11,900
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||||
crystals: 11,900
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||||
fuel: 600
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||||
time: 1,100
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||||
upkeep:
|
||||
metal: 17
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||||
crystals: 17
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||||
fuel: 25
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||||
base_stats:
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||||
hp: 1,190
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||||
shield: 1,190
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||||
armor: 8
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||||
def: 8
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||||
att: 168
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||||
speed: 0.74
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||||
total_module_slots: 1
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||||
module_slots: []
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||||
required_tech: [Engine_1, Body_1, Weapons_1]
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||||
required_buildings: []
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||||
|
||||
|
||||
#
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##########################################
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||||
############## ##############
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||||
############## EVIL FACTION ##############
|
||||
############## ##############
|
||||
##########################################
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||||
#
|
||||
Void Bastion:
|
||||
classification: flagship
|
||||
faction: evil
|
||||
production:
|
||||
metal: 100,000
|
||||
crystals: 100,000
|
||||
fuel: 5,000
|
||||
time: 1,000 # In game ticks
|
||||
upkeep:
|
||||
metal: 100
|
||||
crystals: 100
|
||||
fuel: 150
|
||||
base_stats:
|
||||
hp: 10,000
|
||||
shield: 10,000
|
||||
armor: 50
|
||||
def: 50
|
||||
att: 1,000
|
||||
total_module_slots:
|
||||
module_slots: []
|
||||
required_tech: [Plastered glass]
|
||||
required_buildings: []
|
||||
Reference in New Issue
Block a user