Structures

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Settlements[edit | edit source]

Citadel[edit | edit source]

Main focal point of your colonies. Citadels, like Space Bases can be used to recruit civilians, who can be tasked to gather energy and metal from supply dumps, trees, ruins or rocks. A Citadel is also where MCVs are created, which when deployed, construct buildings.

OPTIONAL Each Citadel built generates a small trickle of Wealth and Fuel, and technologies can increase the number of citadels you own. Equally, conquering cities on the map also grants you the free use of a citadel that doesn't count towards your citadel cap.

MCVs cannot build citadels* - only your Commander and military units can do that. These are based off the four "dictators' cities", ie Vidalgrad for the Vidalists, the Salvburg for Salviatia, and maybe the Picou complex for ASTRO.

*Based off the empire building core mechanic from RA3

Space Base[edit | edit source]

Unlike citadels, space bases cannot spread borders, only house civilians and infantry. These buildings cost tools to construct, and cannot host foundries, academies, libraries or assembly plants, but help generate Food owing to built-in farms, and Housing to allow for the construction of resource gatherers. If you have inadequate Housing, any further resource buildings that you produce will drastically slow down.

Space bases must be built within your domain and other buildings built adjacent to them, and can be upgraded to provide more Housing.

Recruitment buildings[edit | edit source]

  • Armoury
  • Bot Base
  • Munitions Plant
  • Heavy Engineering Depot
  • Anchorage
  • Rocket Launch Pad
  • Internment Centre

Research Centre[edit | edit source]

Research Centres create Technicians, who can either be garrisoned therein to generate Knowledge, or be sent to Processing Plants to generate tools.

Armoury[edit | edit source]

The Armoury functions as the main base for recruiting "grunt-type" units. Salviatia is barred from building armouries.

Bionics Lab[edit | edit source]

The Bionics Lab specialises in creating the semi-sentient Bion military systems.

Munitions Plant[edit | edit source]

The Munitions Plant produces light military vehicles.

Construction Yard[edit | edit source]

The Construction Yard is where heavy military vehicles are produced.

Military Launchpad[edit | edit source]

Commerce Pad[edit | edit source]

The Commerce Pad allows for the creation of Starships to form and ply trade routes, and Probes who deploy near rare resources. Starships then form trade routes between your Settlements and your Probes in the field, dragging in resources whenever they pass your Citadel.

Enhancements[edit | edit source]

  • Academy - hosts all tech tracks, with the exception of Vril which must be unlocked from a G_Salv Sanctum (an upgraded Citadel).
  • Propaganda Centre
  • Vernalizer
  • Foundry

Processing Plant[edit | edit source]

The Processing Plant functions as a manufactory for tools. Just staff it with Citizens, and they will begin to convert 5 Knowledge and 1 Metal into Tools.

Transformer Complex[edit | edit source]

Power plants speed up the production of Fuel, and are required in order to build other energy gathering structures:

  • Solar farm - creates energy.
  • Geothermal plant - creates energy from geothermal vents.
  • Tidal generator - creates energy from sea.
  • Windmill
  • Nuclear generator
  • Vril generator

Upgrades:

  • Energy Conservation => Energy Pool

Supply Dump[edit | edit source]

While not exactly an enhancement, the Supply Dump is a building that can be built anywhere and protects aligned and friendly unit from attrition if they are standing in enemy territory and are within its radius. Supply Dumps form the nucleus for Space Bases, requiring 10 Civilians and 500 of Fuel, Food and Wealth in order to be upgraded.

Upgrades:

  • Supply cache => Metalogistics - quicker healing rates for vehicles
  • Medic 1 => Medic 2 - quicker heal rates for organics
  • Engineering 1 => Engineering 2 - quicker repair time, required to access some buildings.

In the case of G_SALV, a cost of 900 Influence is levied instead of 500 Wealth.

Economic structures[edit | edit source]

  • Workhouse
    • Extractor - creates metal from mines. It can be built over metal seams (one time) or adjacent to mountains and cliffs (infinite)
    • Farm
    • Mass Refinery
    • Oil Well