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Activate buildings after construction |
Duranium plant B> TD> | Explanation TD> TR> | |||||||||||||||||||||||
picture B> TD> | IMG> TD> | Color="#ababab"> The presentation depends on the surface and in the day and at night goes: i> FONT> Duranium systems are buildable from colonization Level 4 TD> TR> underground B> TD>
| IMG> IMG> IMG> IMG> IMG> TD>
| terrain on which the building can be built: i> FONT> | Duranium systems are buildable on grass, ice, desert, rocks, and Dyson spheres segment TD> TR> Integrity B> TD>
| 50 | 3 TD>
| Stability color="#ababab"> = damage to Destruction | Armor = weakening of shots: i> FONT> | Duranium plants tolerated 50 damage points | Armor weakens attack by -3 TD> TR> Cost B> TD>
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| Needed resource storage and energy from the colonial EPS tanks for the construction: i> FONT> | mediocre effort for a facility Duranium TD> TR> Effect B> TD>
| - TD>
| Color="#ababab"> Some buildings have side effects or technologies, eg ] Base camp = [Beaming: i> FONT> | Duranium one facility has no further effect TD> TR> ownership B> TD>
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| Color="#ababab"> maintenance operation: workers, energy and raw materials may per tick: i> FONT> | 4 free people are needed for the commissioning of a plant Duranium excluding stocks of ore, or enough energy stops its operation TD> TR> operating Effect B> TD>
| 4 Duranium B> | - 4 Attractiveness TD> Color="#ababab"> production or action of the activated building: i> FONT> | Duranium if the system is turned on and produces 4 Duranium, -4 points will be deducted from your local colonial appeal TD> TR> Construction B> TD>
| 4 rounds TD>
| ticks, until the building is ready: i> FONT> | a bit later, the regular production starts from 4 Duranium TD> TR> TABLE> UL> In a Duranium plant I> are with 6 energy and produces 4 people 4 b> Duranium from 12 b> ore, ie the equivalent of 1 Duranium of 3 ore and 1, 5 Energy converted. If not 4 free people (the unemployed) are available, the colony did not produce an additional 6 Energy or no 12 Iridium ore stock takes Duranium plant I> to operate on their operation does not automatically or again. An important side B> each Duranium plant I> is that they are local in the activated state - 4 b> (link | 108 | attraction) b> effect, whereby residents may be able to "be satisfied" and cause a "revolt". So keep on the attractiveness of each colony, and the consequent satisfaction of your workers or the additional migrants to the eye. For all complex buildings you will always need building material B> & Duranium B>, and orbital facilities and for building spaceships. A> (top)
4 B> Example Koloniezentrale B>
H1> |
IMG>
= Koloniezentrale B>, buildable on meadows B>:
To build IMG> TD>
TR>
TABLE>
The construction of a Li> ---> See also: B> SPAN> I> (linkbutton | 117 |) buildings with special functions (top) |