I am open to additional ideas for buildings/infrastructure, so please share if you want a building in the game.
Cost in Parenthesis (??)
Lets Stuff Get Built
(10)Small Airbase – allows helicopters and VTOLs to operate, allows production of helicopters and VTOLs
(15)Large Airbase – allows aircraft to operate, allows production of air units, and allows supplies via air routes. (also performs functions of Small Airbase)
(15)Military Shipyard – allows production of naval units
(10)Port – allows supplies and trade via water routes, allows production of transports
(30)Military Academy – allows production of command units (other than mobile base; those are default)
(45)Military Base - Can be built in your own country or a foreign one, these are where your ground troops are based out of. They hold, repair, heal, etc.
(45)Ranger Camp - Makes Rangers (Specify what kind of combat they are trained for) [Arctic, Woodlands/Plains, Desert, Night Ops, Jungle, Mountain, etc)
(10)Training Center – allows infantry production (not power armor)
(10)Basic Factory – allows production of Armor/Vehicles/Artillery
(5,000)Launch Pad (requires Large Airbase in region; Improved Fuels, Stress Analysis, Logistical Systems, Advanced Alloys) - allows space rockets or other types of rockets to be constructed (These are need to launch satellites, space stations, or weapons into space!)
(10,000)Space Station (requires launch pad; Advanced Material Science, Advanced Machine Design, Advanced Power Routing Design, Improved Computer Architecture) – allows the construction of spy satellites and other satellite-based construction.
Military Production Speed Boost
Each additional Speed Boost of the same type beyond the first costs an additional 10PP to produce. Then 20PP, then 30PP, ect.
(25)Recruitment Office (requires Training Center) – speeds infantry production
(25)Armor Factory (requires Basic Factory) – speeds armor production
(25)Artillery Factory (requires Basic Factory) – speeds artillery production
(25)Vehicle Factory (requires Basic Factory) – speeds vehicle/artillery production
(25)Air Factory (requires Airbase) – speeds air production
(25)Naval Parts Factory (requires Military Shipyard) – speeds naval production
Allows Weapons
(15)Chemical Plant (requires Chemical/Toxic Compound Development) – allows chemical weapons
(15)Biological Research (requires Advanced Biology) – allows biological weapons
(15)Radiological Center – allows radiological weapons
(15)Nuclear Reactor (requires Advanced Physics, Waste-Heat Elmination, Molecular Chemistry, Force Amplifiers, Electrical Structure) – allows nuclear weapons and power [+30PP per eco building]
Economy Boost (In general, provide +1 economy)
(50)Solar Plant - provides power +10PP per eco building [requires tech]
(25)Coal Plant - provides power +5pp per eco building (needed to power all other buildings)
(30)Trade Center – strengthens economy (only active with trade routes, more effective with more routes.) Adds +1 Econ when active. In addition, adds +1 Econ for every active trade route. [It basically makes trade 50% better]
(25)Industrial Center – strengthens economy
(25)Agriculture – strengthens economy
(25)Mineral Extraction – strengthens economy
(25)Entertainment Center - strengthens economy
(25)Hospital - strengthens economy
(25)Food Distribution Center - strengthens economy
Misc.
(30)Transportation Infrastructure – faster military movement through connected owned territories.
(30)Intelligence Agency – increases effectiveness of espionage (operations and detection)
(90)Spy Agency - Builds upon the Intelligence agency; Also allows the training of Spies
(40)Research Center – speeds research times
(30)Police Headquarters – automatically raises police to reduce damage from riots and riot length by 50%
(30)Local News Station – activatable ability that positively affects population happiness, has cooldown.
(40)National News Station – activatable ability that positively affects own nation’s population happiness or negatively affects other nation’s population happiness, has cooldown.
(35)Civilian Prison - Place to put civilian prisoners aka criminals from your own country (Can be upgraded; starting out, it is minimal security) [Capacity: 5,000; 10,000; 15,000; 25,000]
(50)Military/Political Prison - Allows you to take prisoners and hold them in detention (Can be upgraded; starting out, it is minimal security) [Capacity: 5,000; 10,000; 15,000; 25,000]
(50)National Park - Adds 10 economic points, aids in the research of biological stuff, allows for the training of Rangers (You need this, training center, recruitment office, Ranger Camp to make Rangers), greatly increases defensive operations and allows for resistance groups to be maintained in the area after an enemy occupation.
Defense
(Varies by awesomeness level)Fortifications – provides fortifications bonus to units
(Varies, cheaper than base unit type)Active Defense [Type] – fires upon attacking military
(Heavy AA guns, Turrets, Rocket Towers…)
Defense Examples:
(10)Pre-dug Trenches - Unlike the trenches your infantry can make on the fly, these are better made, have concertina wire and sandbags. (Need at atleast 10x in a single region for a trench network)
(15)Minefield - Decent-sized minefield that is designed to hinder enemy ground movement.
(20)Garrison - Generates Militia Units to defend territory if attacked.
(06)Anti-Air Battery(SAM/Flak) - Fires upon enemy aircraft in battle and strategic strikes.
(10,000)Strategic Missile Defense - Fires missiles to counter ICBM attacks.
(5,000)Hard-earth Bunker - Protects selected units or individuals from ICBM attacks
(04)Bunker(Vehicle/Infantry) - Increases defense of garrisoned units while allowing them to fire out.
(??)Autoturret - Actively engages enemies in its range. (Comes in as many varieties as there are weapon types)
(6,000)Anti-Orbital Battery - Fires missiles into space.
Cost in Parenthesis (??)
Lets Stuff Get Built
(10)Small Airbase – allows helicopters and VTOLs to operate, allows production of helicopters and VTOLs
(15)Large Airbase – allows aircraft to operate, allows production of air units, and allows supplies via air routes. (also performs functions of Small Airbase)
(15)Military Shipyard – allows production of naval units
(10)Port – allows supplies and trade via water routes, allows production of transports
(30)Military Academy – allows production of command units (other than mobile base; those are default)
(45)Military Base - Can be built in your own country or a foreign one, these are where your ground troops are based out of. They hold, repair, heal, etc.
(45)Ranger Camp - Makes Rangers (Specify what kind of combat they are trained for) [Arctic, Woodlands/Plains, Desert, Night Ops, Jungle, Mountain, etc)
(10)Training Center – allows infantry production (not power armor)
(10)Basic Factory – allows production of Armor/Vehicles/Artillery
(5,000)Launch Pad (requires Large Airbase in region; Improved Fuels, Stress Analysis, Logistical Systems, Advanced Alloys) - allows space rockets or other types of rockets to be constructed (These are need to launch satellites, space stations, or weapons into space!)
(10,000)Space Station (requires launch pad; Advanced Material Science, Advanced Machine Design, Advanced Power Routing Design, Improved Computer Architecture) – allows the construction of spy satellites and other satellite-based construction.
Military Production Speed Boost
Each additional Speed Boost of the same type beyond the first costs an additional 10PP to produce. Then 20PP, then 30PP, ect.
(25)Recruitment Office (requires Training Center) – speeds infantry production
(25)Armor Factory (requires Basic Factory) – speeds armor production
(25)Artillery Factory (requires Basic Factory) – speeds artillery production
(25)Vehicle Factory (requires Basic Factory) – speeds vehicle/artillery production
(25)Air Factory (requires Airbase) – speeds air production
(25)Naval Parts Factory (requires Military Shipyard) – speeds naval production
Allows Weapons
(15)Chemical Plant (requires Chemical/Toxic Compound Development) – allows chemical weapons
(15)Biological Research (requires Advanced Biology) – allows biological weapons
(15)Radiological Center – allows radiological weapons
(15)Nuclear Reactor (requires Advanced Physics, Waste-Heat Elmination, Molecular Chemistry, Force Amplifiers, Electrical Structure) – allows nuclear weapons and power [+30PP per eco building]
Economy Boost (In general, provide +1 economy)
(50)Solar Plant - provides power +10PP per eco building [requires tech]
(25)Coal Plant - provides power +5pp per eco building (needed to power all other buildings)
(30)Trade Center – strengthens economy (only active with trade routes, more effective with more routes.) Adds +1 Econ when active. In addition, adds +1 Econ for every active trade route. [It basically makes trade 50% better]
(25)Industrial Center – strengthens economy
(25)Agriculture – strengthens economy
(25)Mineral Extraction – strengthens economy
(25)Entertainment Center - strengthens economy
(25)Hospital - strengthens economy
(25)Food Distribution Center - strengthens economy
Misc.
(30)Transportation Infrastructure – faster military movement through connected owned territories.
(30)Intelligence Agency – increases effectiveness of espionage (operations and detection)
(90)Spy Agency - Builds upon the Intelligence agency; Also allows the training of Spies
(40)Research Center – speeds research times
(30)Police Headquarters – automatically raises police to reduce damage from riots and riot length by 50%
(30)Local News Station – activatable ability that positively affects population happiness, has cooldown.
(40)National News Station – activatable ability that positively affects own nation’s population happiness or negatively affects other nation’s population happiness, has cooldown.
(35)Civilian Prison - Place to put civilian prisoners aka criminals from your own country (Can be upgraded; starting out, it is minimal security) [Capacity: 5,000; 10,000; 15,000; 25,000]
(50)Military/Political Prison - Allows you to take prisoners and hold them in detention (Can be upgraded; starting out, it is minimal security) [Capacity: 5,000; 10,000; 15,000; 25,000]
(50)National Park - Adds 10 economic points, aids in the research of biological stuff, allows for the training of Rangers (You need this, training center, recruitment office, Ranger Camp to make Rangers), greatly increases defensive operations and allows for resistance groups to be maintained in the area after an enemy occupation.
Defense
(Varies by awesomeness level)Fortifications – provides fortifications bonus to units
(Varies, cheaper than base unit type)Active Defense [Type] – fires upon attacking military
(Heavy AA guns, Turrets, Rocket Towers…)
Defense Examples:
(10)Pre-dug Trenches - Unlike the trenches your infantry can make on the fly, these are better made, have concertina wire and sandbags. (Need at atleast 10x in a single region for a trench network)
(15)Minefield - Decent-sized minefield that is designed to hinder enemy ground movement.
(20)Garrison - Generates Militia Units to defend territory if attacked.
(06)Anti-Air Battery(SAM/Flak) - Fires upon enemy aircraft in battle and strategic strikes.
(10,000)Strategic Missile Defense - Fires missiles to counter ICBM attacks.
(5,000)Hard-earth Bunker - Protects selected units or individuals from ICBM attacks
(04)Bunker(Vehicle/Infantry) - Increases defense of garrisoned units while allowing them to fire out.
(??)Autoturret - Actively engages enemies in its range. (Comes in as many varieties as there are weapon types)
(6,000)Anti-Orbital Battery - Fires missiles into space.
Last edited by Ruski on Tue Mar 18, 2014 4:29 pm; edited 7 times in total