Difference between revisions of "Facilities"

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! !! Name !! Description !! [[File:materials.png| Manufacturing cost in Materials ]] !! [[File:tech.png|Manufacturing cost in Tech]] !! [[File:time.png|Time in days]] !! [[File:power.png|Power consumption]]
 
! !! Name !! Description !! [[File:materials.png| Manufacturing cost in Materials ]] !! [[File:tech.png|Manufacturing cost in Tech]] !! [[File:time.png|Time in days]] !! [[File:power.png|Power consumption]]
 
|-
 
|-
| style="text-align:center;"|[[File:research lab.png]]
+
| style="text-align:center;"|[[File:research lab.png]] <span id="research lab"></span>
 
| style="text-align:center;"|<b>Research Lab</b>
 
| style="text-align:center;"|<b>Research Lab</b>
 
| style="text-align:center;"|An AI controlled facility for all research projects
 
| style="text-align:center;"|An AI controlled facility for all research projects
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| style="text-align:center;"|3
 
| style="text-align:center;"|3
 
|-
 
|-
| style="text-align:center;"|[[File:satellite uplink.png]]
+
| style="text-align:center;"|[[File:satellite uplink.png]] <span id="uplink"></span>
 
| style="text-align:center;"|<b>Satellite Uplink</b>
 
| style="text-align:center;"|<b>Satellite Uplink</b>
 
| style="text-align:center;"|Scan an area around the base, locating sites of interests. Pandoran colonies attacking havens from within scanning range will be instantly detected.
 
| style="text-align:center;"|Scan an area around the base, locating sites of interests. Pandoran colonies attacking havens from within scanning range will be instantly detected.
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| style="text-align:center;"|2
 
| style="text-align:center;"|2
 
|-
 
|-
| style="text-align:center;"|[[File:energy generator.png]]
+
| style="text-align:center;"|[[File:energy generator.png]] <span id="generator"></span>
 
| style="text-align:center;"|<b>Energy Generator</b>
 
| style="text-align:center;"|<b>Energy Generator</b>
 
| style="text-align:center;"|A power generating facility that is required for many facilities to operate
 
| style="text-align:center;"|A power generating facility that is required for many facilities to operate
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| style="text-align:center;"|0
 
| style="text-align:center;"|0
 
|-
 
|-
| style="text-align:center;"|[[File:living quarters.png]]
+
| style="text-align:center;"|[[File:living quarters.png]] <span id="living quarters"></span>
 
| style="text-align:center;"|<b>Living Quarters</b>
 
| style="text-align:center;"|<b>Living Quarters</b>
 
| style="text-align:center;"|All soliders at the base (even if assigned to an aircraft) will recover 2 stamina points per hour for each living quarters in the base
 
| style="text-align:center;"|All soliders at the base (even if assigned to an aircraft) will recover 2 stamina points per hour for each living quarters in the base
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| style="text-align:center;"|1
 
| style="text-align:center;"|1
 
|-
 
|-
| style="text-align:center;"|[[File:store.png]]
+
| style="text-align:center;"|[[File:store.png]] <span id="store"></span>
 
| style="text-align:center;"|<b>Store</b>
 
| style="text-align:center;"|<b>Store</b>
 
| style="text-align:center;"|A storage facility for all weapons, ammo, equipment and armor. Storage capacity is shared across all bases
 
| style="text-align:center;"|A storage facility for all weapons, ammo, equipment and armor. Storage capacity is shared across all bases
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| style="text-align:center;"|0
 
| style="text-align:center;"|0
 
|-
 
|-
| style="text-align:center;"|[[File:Access lift.png]]
+
| style="text-align:center;"|[[File:Access lift.png]] <span id="access lift"></span>
 
| style="text-align:center;"|<b>Access Lift</b>
 
| style="text-align:center;"|<b>Access Lift</b>
 
| style="text-align:center;"|Deployment point for defense missions, and an escape route if things go badly
 
| style="text-align:center;"|Deployment point for defense missions, and an escape route if things go badly
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| style="text-align:center;"|0
 
| style="text-align:center;"|0
 
|-
 
|-
| style="text-align:center;"|[[File:Fabrication plant.png]]
+
| style="text-align:center;"|[[File:Fabrication plant.png]] <span id="fabrication plant"></span>
 
| style="text-align:center;"|<b>Fabrication Plant</b>
 
| style="text-align:center;"|<b>Fabrication Plant</b>
 
| style="text-align:center;"|A factory facility that produces weapons, armor, equipment and vehicles
 
| style="text-align:center;"|A factory facility that produces weapons, armor, equipment and vehicles
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| style="text-align:center;"|3
 
| style="text-align:center;"|3
 
|-
 
|-
| style="text-align:center;"|[[File:Training facility.png]]
+
| style="text-align:center;"|[[File:Training facility.png]] <span id="training facilities"></span>
 
| style="text-align:center;"|<b>Training Facility</b>
 
| style="text-align:center;"|<b>Training Facility</b>
 
| style="text-align:center;"|All soldiers at the base (even if assigned to an aircraft) will gain 2 Experience Points per hour for each training facility in the base
 
| style="text-align:center;"|All soldiers at the base (even if assigned to an aircraft) will gain 2 Experience Points per hour for each training facility in the base
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| style="text-align:center;"|1
 
| style="text-align:center;"|1
 
|-
 
|-
| style="text-align:center;"|[[File:Medical bay.png]]
+
| style="text-align:center;"|[[File:Medical bay.png]] <span id="medical bay"></span>
 
| style="text-align:center;"|<b>Medical Bay</b>
 
| style="text-align:center;"|<b>Medical Bay</b>
 
| style="text-align:center;"|All soldiers at the base (even if assigned to an aircraft) will recover 4 Hit Points per hour for each medical facility in the base.
 
| style="text-align:center;"|All soldiers at the base (even if assigned to an aircraft) will recover 4 Hit Points per hour for each medical facility in the base.
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| style="text-align:center;"|1
 
| style="text-align:center;"|1
 
|-
 
|-
| style="text-align:center;"|[[File:Food production.png]]
+
| style="text-align:center;"|[[File:Food production.png]] <span id="food production"></span>
 
| style="text-align:center;"|<b>Food Production</b>
 
| style="text-align:center;"|<b>Food Production</b>
 
| style="text-align:center;"|A food production facility that generates enough food for 8 soldiers each day.
 
| style="text-align:center;"|A food production facility that generates enough food for 8 soldiers each day.
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| style="text-align:center;"|3
 
| style="text-align:center;"|3
 
|-
 
|-
| style="text-align:center;"|[[File:Mutation lab.png]]
+
| style="text-align:center;"|[[File:Mutation lab.png]] <span id="mutation lab"></span>
 
| style="text-align:center;"|<b>Mutation Lab</b>
 
| style="text-align:center;"|<b>Mutation Lab</b>
 
| style="text-align:center;"|Allows soldiers to be mutated and produces mutagens - the raw material for mutation
 
| style="text-align:center;"|Allows soldiers to be mutated and produces mutagens - the raw material for mutation
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| style="text-align:center;"|2
 
| style="text-align:center;"|2
 
|-
 
|-
| style="text-align:center;"|[[File:Cybernetics lab.png]]
+
| style="text-align:center;"|[[File:Cybernetics lab.png]] <span id="cybernetics lab"></span>
 
| style="text-align:center;"|<b>Cybernetics Lab</b>
 
| style="text-align:center;"|<b>Cybernetics Lab</b>
 
| style="text-align:center;"|Allows soldiers to be augmented with bionic body parts and produces research
 
| style="text-align:center;"|Allows soldiers to be augmented with bionic body parts and produces research
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| style="text-align:center;"|3
 
| style="text-align:center;"|3
 
|-
 
|-
| style="text-align:center;"|[[File:Containment.png]]
+
| style="text-align:center;"|[[File:Containment.png]] <span id="containment"></span>
 
| style="text-align:center;"|<b>Containment</b>
 
| style="text-align:center;"|<b>Containment</b>
 
| style="text-align:center;"|Live Pandorans can be contained here and kept alive. Large creatures will take more space, and space is shared across all facilities. The facility has 50 containment space
 
| style="text-align:center;"|Live Pandorans can be contained here and kept alive. Large creatures will take more space, and space is shared across all facilities. The facility has 50 containment space
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| style="text-align:center;"|2
 
| style="text-align:center;"|2
 
|-
 
|-
| style="text-align:center;"|[[File:archlab.jpg|190px]]
+
| style="text-align:center;"|[[File:archlab.jpg|190px]] <span id="archlab"></span>
 
| style="text-align:center;"|<b>Archaeology lab</b>
 
| style="text-align:center;"|<b>Archaeology lab</b>
 
| style="text-align:center;"|The Archaeology lab allows the construction of Achaeology Probes. Aditionally, the number of Archaeology labs controlled determines the rate of Antediluvian artifact recovery and processing, as well as discounts on ruin excavation and probe costs.
 
| style="text-align:center;"|The Archaeology lab allows the construction of Achaeology Probes. Aditionally, the number of Archaeology labs controlled determines the rate of Antediluvian artifact recovery and processing, as well as discounts on ruin excavation and probe costs.
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| style="text-align:center;"|1
 
| style="text-align:center;"|1
 
|-
 
|-
| style="text-align:center;"|[[File:mist repeler.png]]
+
| style="text-align:center;"|[[File:mist repeler.png]] <span id="mist repeler"></span>
 
| style="text-align:center;"|<b>Mist Repeller</b>
 
| style="text-align:center;"|<b>Mist Repeller</b>
 
| style="text-align:center;"|Mists will slowly be pushed back around the base location.
 
| style="text-align:center;"|Mists will slowly be pushed back around the base location.
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| style="text-align:center;"|2
 
| style="text-align:center;"|2
 
|-
 
|-
| style="text-align:center;"|[[File:Vehicle bay.png]]
+
| style="text-align:center;"|[[File:Vehicle bay.png]] <span id="vehicle bay"></span>
 
| style="text-align:center;"|<b>Vehicle Bay</b>
 
| style="text-align:center;"|<b>Vehicle Bay</b>
 
| style="text-align:center;"|Vehicles and aircraft at the base recover 20 hit points per hour. Allows maintenance of 2 ground vehicles and 2 aircraft.
 
| style="text-align:center;"|Vehicles and aircraft at the base recover 20 hit points per hour. Allows maintenance of 2 ground vehicles and 2 aircraft.

Revision as of 10:22, 14 October 2020

Name Description Manufacturing cost in Materials Manufacturing cost in Tech Time in days Power consumption
Research lab.png Research Lab An AI controlled facility for all research projects 300 200 4 3
Satellite uplink.png Satellite Uplink Scan an area around the base, locating sites of interests. Pandoran colonies attacking havens from within scanning range will be instantly detected. 250 100 4 2
Energy generator.png Energy Generator A power generating facility that is required for many facilities to operate 250 50 3 0
Living quarters.png Living Quarters All soliders at the base (even if assigned to an aircraft) will recover 2 stamina points per hour for each living quarters in the base 250 10 2 1
Store.png Store A storage facility for all weapons, ammo, equipment and armor. Storage capacity is shared across all bases 200 0 2 0
Access lift.png Access Lift Deployment point for defense missions, and an escape route if things go badly 200 10 0 0
Fabrication plant.png Fabrication Plant A factory facility that produces weapons, armor, equipment and vehicles 350 100 4 3
Training facility.png Training Facility All soldiers at the base (even if assigned to an aircraft) will gain 2 Experience Points per hour for each training facility in the base 250 100 3 1
Medical bay.png Medical Bay All soldiers at the base (even if assigned to an aircraft) will recover 4 Hit Points per hour for each medical facility in the base. 250 100 3 1
Food production.png Food Production A food production facility that generates enough food for 8 soldiers each day. 200 40 3 3
Mutation lab.png Mutation Lab Allows soldiers to be mutated and produces mutagens - the raw material for mutation 250 75 4 2
Cybernetics lab.png Cybernetics Lab Allows soldiers to be augmented with bionic body parts and produces research 300 200 4 3
Containment.png Containment Live Pandorans can be contained here and kept alive. Large creatures will take more space, and space is shared across all facilities. The facility has 50 containment space 300 150 4 2
Archlab.jpg Archaeology lab The Archaeology lab allows the construction of Achaeology Probes. Aditionally, the number of Archaeology labs controlled determines the rate of Antediluvian artifact recovery and processing, as well as discounts on ruin excavation and probe costs. 250 50 3 1
Mist repeler.png Mist Repeller Mists will slowly be pushed back around the base location. 250 80 5 2
Vehicle bay.png Vehicle Bay Vehicles and aircraft at the base recover 20 hit points per hour. Allows maintenance of 2 ground vehicles and 2 aircraft. Cannot be build 1
Name Description Manufacturing cost in Materials Manufacturing cost in Tech Time in days Power consumption