Category:Structures
From Parhelion
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.
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