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Bericht Titel: Buildings The simple low down ()

Poster: thabin

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thabin Gepost:

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Please post corrections if this is wrong.

Shield Generator
Level 1 adds +1 to shield. consumes 1 energy unit per minute (15 energy per production update)
Level 2 adds +3 to shield, consumes 3 energy units per minute (45 energy per production update)
Level 3 adds +6 to shield, consumes 6 energy units per minute (90 energy per production update)

Maximum shield on any planet is x20 so if you add a shield generator to a x20 planet the extra added shield points can be used for production instead. Example: on a x20 production point planet you can have a full x20 shield and still produce resources on that planet using the extra shield points.

Fusion Reactor
Level 1 adds +1 Energy production. consumes 1 Hydrogen unit per minute (15 Hydrogen per production update)
Level 2 adds +3 to Energy production, consumes 3 Hyrdogen units per minute (45 Hydrogen per production update)
Level 3 adds +6 to Energy production, consumes 6 Hydrogen units per minute (90 Hydrogen per production update)

A way to increase Energy production beyond normal planetary maximums Example: On a x20 production planet you could have a total of x26 Energy production with a level 3 Fusion Reactor
But probably best used alongside the Shield Generator to offeset the Energy lost due to shield generation.

Iron Mine
Level 1 adds +1 to Iron production. consumes nothing.
Level 2 adds +3 to Iron production. consumes nothing.
Level 3 adds +6 to Iron production. consumes nothing.

A way to increase Iron production beyond normal planetary maximums. Example: On a x20 production planet you could have a total of x26 Iron production with a level 3 Iron Mine.




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Professor Gepost:

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This is correct. Nice summary. Thanks.




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Filas Gepost:

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there is minimum defence to build buildings. As you told earlier about turrets - if after building them defence goes down below 1mln, turrets won't work. they will start being useful when defence goes up. Is the same rule applied to buildings?




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Chaos Gepost:

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Thanks thabin I finally understand now ;)
Pretty cool! So I can have 6x shield building on 20x planet and use 6x point to produce something!




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bpmsac Gepost:

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IROn itll give you a 12x iron production planet witch then helps had more turrets :D:D:D:D




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thabin Gepost:

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hehe, more for my own benifit than anything else, I was trying to get my little mind around it and thought it easier to just type it out, then thought I may as well post it and prof could make any corrections ;)




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Professor Gepost:

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No corrections needed. As for the question asked by Filas, no, there is no way of turning off buildings if defense goes down. The primary reasons people probably will want defense, however, instead of pulling all defense off the planet are:

1. Shield generators do no good unless there is some defense for shield to amplify.
2. Cost of buildings makes it expensive to build them and then lose the planet.

Reasons some players might pull off defense, in contrast to above incentives, are:

1. Energy production would be nice to do, but impossible with energy to provide defense.
2. Players might want more buildings than they have defenses available to protect.
3. Defending a planet can be done without resources by keeping nearbies cleared.




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bpmsac Gepost:

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Professor do you think it would be a good idea to install a switch to turn off buildings that use up resources like the Fusion reactor, and shield generator......so if like you start running low on hydrogen you can cut it off so you wont run out or something like that......im not having the problems cause i dont have any of those built.....i was just throwing out an idea that someone might bring up later....




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Whitbread Gepost:

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Is there anyway to get rid of the buildings once you have built them without leaving or obliterating the planet?




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bpmsac Gepost:

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lessening the defence will turn em off :shrug:




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Hunted Shadow Gepost:

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So potentially I could have a planet with x26 shield? Or just x20 with 6 free production points?




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