Category:Structures

From Parhelion
Jump to: navigation, search

To see how buildings are constructed, review this file:

http://modernity.wikia.com/wiki/Time_of_War:_1800/Resources_and_urbanisation

Missile launcher[edit | edit source]

Should the missile launcher be built, it can be equipped with the following:

    • Standard nuclear warhead: is available if Astrophysics, Cybernetics and Politics were fully researched
    • Neutron warhead: is available if Biology was researched (need the others)
    • Grey Goo warhead: is available if all areas of research were covered.
    • Vril Missile: I bet you can't wait to see what this does!
  • Extractor - creates metal from mines. It can be built over metal seams (one time) or adjacent to mountains and cliffs (infinite)
  • Solar farm - creates energy.
  • Foundry - creates heavy vehicles and aircraft. Stores and increases metal output in host colony. Can conduct research in supply and metal extraction.
    • Core Mining => Nanoleaching
  • Transformer complex - stores and increases energy output in host colony.
    • Energy Conservation => Energy Pool
  • Library - groundbreaking research, needs Academy's knowledge to work. Can be upgraded
  • Academy - supplies knowledge for research, and some units
  • Barracks, Armoury, Assembly Plant - self-explanatory. The barracks and armoury help heal units garrisoned in them.
  • Rearming deck - costly but when staffed with civilians, consumes tools when repairing heavy units.
  • Anchorage - allows for construction of naval units
  • "Temple" - either cathedral, shrine, or Vølkstabernakel: handles religion (and attrition). Hosts the unique technologies of all factions.
  • Laser towers, cannon towers and AA towers - self-explanatory
  • Bunker - cheaper and hardier than point defences but requires garrisoned units. Can hold 5 infantry or a tank.
  • Geothermal plant - creates energy from geothermal vents.
  • Hadeed extractor - collects metals from undersea veins. Originally named after scientist Tahir ibn Hadeed Khan from India!
  • Munsen forge - collects metal from lava and gas in space. Only usable where the climate is superdry and gravity is low.
  • Tidal generator - creates energy from sea.
  • Windmill
  • Nuclear generator
  • Vril generator - a defensive structure that generates energy, based on the number of enemy units killed in its LOS. The Vril Generator is a defensive structure in that enemy beam weapons will not deal damage to your units or structures within its radius.

Unique buildings:[edit | edit source]

  • Propaganda towers (Empire, Vidalists): Small spread of influence and heals nearby infantry
  • Nanolathe Complex (Salviatists, Empire): Unique upgrade for the Foundry which can regenerate bions and vehicles nearby in its LOS
  • Heavy cannon (Empire, ASTRO): A powerful "defensive" structure which is more superweapon than defensive structure. Consumes energy for shot, consumes wealth to deal damage.
  • Fusion reactor (ASTRO, Vidalists): A more advanced nuclear generator
  • Space fortress (Vidalists, Salviatists): A more powerful bunker, capable of generating influence and garrisoning more units.
  • Logistics Bay (ASTRO, Salviatia): A tougher Space Base which also generates additional income for you if visited by a friendly freighter.
  • Diplomatic centre (ASTRO, Empire): Improves rare resource effects once fully upgraded. Only 1 diplomatic centre is available per game, and is an upgrade of your embassy.
  • Intelligence centre (Vidalists, Salviatists): upgrade of your embassy, gives +2 LOS to all structure with no attack, and allows access to enemy troop numbers and resource values.

This category currently contains no pages or media.