# Nathan Hinton 2 Jan 2025 Buildings for the game # # Production buildings: Shipyard Level 1: classification: production faction: good build_cost: # This is what is required to produce the building: metal: 1,000 crystals: 1,000 fuel: 1,000 credits: 1,000 time: 1,000 upkeep: metal: 100 crystals: 100 fuel: 100 credits: 100 base_stats: hp: 1,000 shield: 1,000 armor: 30 def: 30 produces: ship_build_power: 100 research_tech_build_power: 0 military_tech_build_power: 0 required_tech: [] required_buildings: [] Shipyard Level 2: classification: production faction: good build_cost: # This is what is required to produce the building: metal: 2,000 crystals: 2,000 fuel: 2,000 credits: 2,000 time: 2,000 upkeep: metal: 200 crystals: 200 fuel: 200 credits: 200 base_stats: hp: 1,000 shield: 1,000 armor: 30 def: 30 produces: ship_build_power: 200 research_tech_build_power: 0 military_tech_build_power: 0 required_tech: [] required_buildings: [Shipyard Level 1] Space Construction Station Level 1: classification: production faction: good build_cost: # This is what is required to produce the building: metal: 2,000 crystals: 2,000 fuel: 2,000 credits: 2,000 time: 2,000 upkeep: metal: 200 crystals: 200 fuel: 200 credits: 200 base_stats: hp: 1,000 shield: 1,000 armor: 30 def: 30 produces: ship_build_power: 200 research_tech_build_power: 0 military_tech_build_power: 0 required_tech: [Anti Gravity Thrusters 1] required_buildings: [Shipyard Level 1] Space Construction Station Level 2: classification: production faction: good build_cost: # This is what is required to produce the building: metal: 3,000 crystals: 3,000 fuel: 3,000 credits: 3,000 time: 3,000 upkeep: metal: 300 crystals: 300 fuel: 300 credits: 300 base_stats: hp: 1,000 shield: 1,000 armor: 30 def: 30 produces: ship_build_power: 300 research_tech_build_power: 0 military_tech_build_power: 0 required_tech: [Anti Gravity Thrusters 2] required_buildings: [Space Construction Station Level 1, Shipyard Level 2] Research Factory Level 1: classification: production faction: good build_cost: # This is what is required to produce the building: metal: 1,000 crystals: 1,000 fuel: 1,000 credits: 1,000 time: 1,000 upkeep: metal: 100 crystals: 100 fuel: 100 credits: 100 base_stats: hp: 1,000 shield: 1,000 armor: 30 def: 30 produces: ship_build_power: 0 research_tech_build_power: 100 military_tech_build_power: 0 required_tech: [] required_buildings: [] Research Factory Level 2: classification: production faction: good build_cost: # This is what is required to produce the building: metal: 2,000 crystals: 2,000 fuel: 2,000 credits: 2,000 time: 2,000 upkeep: metal: 200 crystals: 200 fuel: 200 credits: 200 base_stats: hp: 1,000 shield: 1,000 armor: 30 def: 30 produces: ship_build_power: 0 research_tech_build_power: 200 military_tech_build_power: 0 required_tech: [] required_buildings: [Research Factory Level 1] Military Factory Level 1: classification: production faction: good build_cost: # This is what is required to produce the building: metal: 2,000 crystals: 2,000 fuel: 2,000 credits: 2,000 time: 2,000 upkeep: metal: 200 crystals: 200 fuel: 200 credits: 200 base_stats: hp: 1,000 shield: 1,000 armor: 30 def: 30 produces: ship_build_power: 0 research_tech_build_power: 0 military_tech_build_power: 100 required_tech: [] required_buildings: [Research Factory Level 1] Military Factory Level 2: classification: production faction: good build_cost: # This is what is required to produce the building: metal: 3,000 crystals: 3,000 fuel: 3,000 credits: 3,000 time: 3,000 upkeep: metal: 300 crystals: 300 fuel: 300 credits: 300 base_stats: hp: 1,000 shield: 1,000 armor: 30 def: 30 produces: ship_build_power: 0 research_tech_build_power: 0 military_tech_build_power: 200 required_tech: [] required_buildings: [Military Factory Level 1] # Harvesting # Each building will produce the primary resource at %60, a secondary resource # at %24, a terciary resource at %10 and a final resource at %6. Here is the # rotation of how they are related: # metal -> crystal -> fuel -> credits Metal Mines 1: classification: mining faction: good build_cost: # This is what is required to produce the building: metal: 1,000 crystals: 1,000 fuel: 1,000 credits: 1,000 time: 1,000 upkeep: metal: 100 crystals: 100 fuel: 100 credits: 100 base_stats: hp: 1,000 shield: 1,000 armor: 30 def: 30 produces: metal: 600 crystals: 240 fuel: 100 credits: 60 required_tech: [] required_buildings: [] Crystal Collector 1: classification: mining faction: good build_cost: # This is what is required to produce the building: metal: 1,000 crystals: 1,000 fuel: 1,000 credits: 1,000 time: 1,000 upkeep: metal: 100 crystals: 100 fuel: 100 credits: 100 base_stats: hp: 1,000 shield: 1,000 armor: 30 def: 30 produces: metal: 60 crystals: 600 fuel: 240 credits: 100 required_tech: [] required_buildings: [] Fuel Refinery 1: classification: mining faction: good build_cost: # This is what is required to produce the building: metal: 1,000 crystals: 1,000 fuel: 1,000 credits: 1,000 time: 1,000 upkeep: metal: 100 crystals: 100 fuel: 100 credits: 100 base_stats: hp: 1,000 shield: 1,000 armor: 30 def: 30 produces: metal: 100 crystals: 60 fuel: 600 credits: 240 required_tech: [] required_buildings: [] Credit Center 1: classification: mining faction: good build_cost: # This is what is required to produce the building: metal: 1,000 crystals: 1,000 fuel: 1,000 credits: 1,000 time: 1,000 upkeep: metal: 100 crystals: 100 fuel: 100 credits: 100 base_stats: hp: 1,000 shield: 1,000 armor: 30 def: 30 produces: metal: 240 crystals: 100 fuel: 60 credits: 600 required_tech: [] required_buildings: []