Buildings
 

 
Updated: 18.05.2015, 22:02 Uhr by [ADMIN] One of Twelve (ADMIN-41640) - URL: game.en.stne.net/Manual.aspx?id=109


Over the course of the game you construct various buildings and facilities for different purposes on your colonies:

- Housing
- Production
- Energy
- Storage
- Defense
- Research
- Protection


The buildings you can construct depends both on your 45 Colonization Level (0-8) and on the respective terrain available on the colony surface.

- Grassland
- Woods
- Water
- Mountains
- Desert
- Ice
- (etc.)


If you click on a colony surface of a vacant field that lists all the buildings that you can currently build there. Each building has a little question mark that can show you details for each building construction cost, operational impact, etc. A list of all buildable buildings and equipment (excluding research) see you at "Database" --> "Levels & Buildings". Buildings are shown to be explored from colonization Level 8 and the construction of a Research in the list (path || Research).

If you click on a colony surface of a building, you get details about the status and if necessary interactive features of the building. The building where you can also turn on and off and disassembled again.


Overview:
  1.   Building Properties


  2.   Building Deactivating and dismantle


  3.   Example Duranium plant


  4.   Example Colony Headquarters


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1.   Building Properties


In general, all buildings:

1. Building Features:
- Terrain (box type)
- Required Level colonization (0-8)
- Required research (level 8)
- Cost of materials and energy (building materials, including Duranium)
- Construction time in ticks (rounds)

2. Effects:
- Operating costs (materials & energy)
- Effect (by construction of the building: technology)
- Operational effect (production effect)

3. Fight Properties:
- Integrity / Armor (damage mitigation and fire)


Several buildings have protective functions:

- Beam Protection Points (resources beam-protection)
- Shields (up to 1,000)
- Scan-blocking (Unsichtbarmachung)

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2.   Building de-/activation and dismantlement


General Building option:

In STNE's main menu is available at "Preferences", the basic settings for buildings, whether they will be activated immediately after its completion), made (in operation - or if you prefer to manually turn on each new building Want:

Building de-/activation:

You can at any building the "Operation set" or "In take operation". This is also the base camp / Koloniezentralen / base domes at (path | | Building circuit. Activated buildings are surrounded by a thin gray border. Here is an example of three farms , is activated in which only the middle and food production - the Wohraum "effect" is in fact always independent of the activation: