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# 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: []