329 lines
6.5 KiB
YAML
329 lines
6.5 KiB
YAML
# 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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