Construction

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Construction is a big part of Interplanetary, and allows you to make offensive, defensive, and production oriented buildings.

Material Structures[edit | edit source]

Solar Plant[edit | edit source]

Solar Plant.jpg

Produces Power without using Material. The Solar Plant is the main method of power generation in the universe of Interplanetary. Using a large array of solar panels and mirrors which concentrate the energy to a single point, the Solar Plant is a tower of power modeled after real-life solar tower applications.

Produces: +100 Power/turn
Cost: -250 Power, -400 Material (350 Health)

Notable Upgrades[edit | edit source]

  • Adaptive Solar Cells +75% Energy Gain (Cost: 50 Power, 200 Material)
  • Concentrated Photovoltaic Cells +100% Energy Gain, -30% Stealth Rating (Cost: 50 Power, 250 Material)

Floating Plant[edit | edit source]

Floating plants generate Energy and can only be built on water.

Produces: +100 Power/turn
Cost: -250 Power, -300 Material (300 Health)

Notable Upgrades[edit | edit source]

  • Wind Turnbines +100% Energy Gain, -30% Stealth Raring (Cost: 50 Power, 200 Material)
  • Hydraulic Generators +75% Energy Gain (Cost: 50 Power, 150 Material)

Nuclear Plant[edit | edit source]

Nuclear Plants generate a large amount of Energy for a cost: they consume some Material and may cause deadly Fallout when destroyed. Fallout dissipates in time, unless manually cleared. They are great power grid connection points, owing to their high amount of connectors.

Produces: +200 Energy/turn, -50 Material/turn, 50% Fallout On Destruction
Cost: -250 Power, -450 Material (400 Health)

Notable Upgrades[edit | edit source]

  • Superconducting Grid Access +100% Energy Gain, -30% Stealth Rating, +80% Material Cost (Cost: 50 Power, 200 Material)
  • Heat Cell Installation +75% Energy Gain, +50% Material Cost (Cost: 50 Power, 150 Material)

Mine[edit | edit source]

Mine.jpg

Mines material. Mines convert the planet's natural resources into usable Material. The conversion is not completely efficient and some of the resources are wasted in the process.

Produces: +100 Material/turn (150/turn Planet Material Cost)
Cost: -300 Power, -300 Material (300 Health)

Notable Upgrades[edit | edit source]

  • Autonomous Mining Robotics +100% Material Gain, -30% Stealth Rating, +100% Planet Material Cost (Cost: 50 Energy, 200 Material)
  • Molecular Biorefinery +75% Material Gain, +75% Planet Material Cost (Cost: 50 Power, 150 Material)

Offshore Mine[edit | edit source]

Ocean mine.jpg

A sea-based mining platform. The ocean mine is the natural evolution of the standard mine, allowing for the gathering of resources from the sea bed. Though the initial cost is high, like the standard mine, having a presence of resources could mean the difference between victory and defeat.

Produces: +125 Material/turn (185/turn Planet Material Cost)
Cost: -300 Power, -350 Material (350 Health)

Notable Upgrades[edit | edit source]

  • Ultrasonic Pulse Unit +100% Material Gain, -30% Stealth Rating, +100% Planet Material Cost (Cost: 50 Energy, 200 Material)
  • Autonomous Nodule Recovery +75% Material Gain, +75% Planet Material Cost (Cost: 50 Power, 150 Material)

Offensive[edit | edit source]

Railgun[edit | edit source]

Railgun.jpg

Basic Interplanetary Weapon. The Railgun is the primary weapon of Interplanetary. Utilizing many of the same technologies used in the Kinetic Defense unit, the Interplanetary Railgun is a seriously beefed up variant of normal railgun technologies, allowing for the hyper-acceleration and increased range to lay waste to planets many millions of miles away.

Cost: -200 Power, -200 Material (250 Health)

Firing: -100 Power, 125 Building Damage, 125 Population Damage, 6 AoE Radius

Notable Upgrades[edit | edit source]

  • Dual Barrels +1 Projectiles, +80% Firing Energy Cost (Cost: 50 Power, 250 Materials)
  • Triple Barrel Assembly +2 Projectiles, +180% Firing Energy Cost (Cost: 50 Power, 350 Materials)

Coilcannon[edit | edit source]

When approaching a planet, Coilcannon shots split into multiple fragments, each causing good damage. They are not very accurate, but can overwhelm enemies when massed.

Cost: -250 Power, -400 Material (250 Health)

Firing: -200 Power, 200 Building Damage, 200 Population Damage, 3.6 AoE Radius, 3 Fragments

Notable Upgrades[edit | edit source]

  • Heavyweight Projectiles +2 Fragments, +40% Firing Energy Cost (Cost: 50 Power, 225 Materials)
  • Superhardened Penetrators +1 Fragments, +100% Building Damage, -50% AoE Radius, -30% Population Damage (Cost: 50 Power, 250 Materials)
  • Dual Shot Support +1 Projectiles, +80% Firing Energy Cost (Cost: 50 Energy, 300 Materials)

Laser[edit | edit source]

Laser.jpg

A highly concentrated beam of light, lethal and destructive. The Laser is a long-range, highly destructive weapon which utilizes a highly focused chemical laser to cause high heat and penetrative damage. It is incredibly expensive to fire.

Cost: -250 Power, -500 Material (300 Health)

Firing: -300 Power, 175 Building Damage, 175 Population Damage, 0.5 AoE Radius

Notable Upgrades[edit | edit source]

  • Magnetic Beam Concentrators +75% Building Damage, +25% Firing Energy Cost, -40% Population Damage (Cost: 50 Power, 250 Materials)
  • Bioeffective Frequency Alternator +75% Population Damage, +25% Firing Energy Cost, -40% Building Damage (Cost: 50 Power, 250 Materials)

Missile[edit | edit source]

Missiles can be targeted to hit a specific point on the enemy planet. They also allow some room for error when targeting, as they lock on to the target planet when close enough.

Cost: -250 Power, -450 Material (350 Health)

Firing: -300 Power, 200 Building Damage, 150 Population Damage, 2.2 AoE Radius, 30 Lock on range

Notable Upgrades[edit | edit source]

  • Nuclear Penetrator +75% Building Damage, +30% Firing Energy Cost, -50% Population Damage, -50% AoE Radius (Cost: 50 Power, 250 Materials)
  • Biohazardous Warheads +40% Population Damage, +50% AoE Radius, +30% Firing Energy Cost, -60% Building Damage (Cost: 50 Power, 250 Materials)

MIRV[edit | edit source]

MIRV projectiles contain multiple warheads that split, lock-on and attempt to strike enemy buildings when approaching a planet. Without upgrades, they are not 100% accurate and need Intel to find enemy buildings. The favored targets can be selected with upgrades.

Cost: -250 Power, -600 Material (300 Health)

Firing: -300 Power, 125 Building Damage, 100 Population Damage, 1.9 AoE Radius, 3 Fragments, 30 Lock-On Range, 3.2 Random Spread Radius

Solar Laser[edit | edit source]

Solar laser.jpg

Using the concentrated power of the sun, rain destruction on your foes. An alternative to the chemical based Laser, the Solar Laser uses concentrated solar power from many thousands of cells to direct an energy beam with extreme destructive capacity. Cannot be blocked by normal defenses.

Cost: -500 Power, -2000 Material (300 Health)

Firing: -800 Power, 700 Building Damage, 700 Population Damage, 1.5 AoE Radius

Asteroid Diversion[edit | edit source]

Asteroid diversion.jpg

Use the power and size of the surrounding asteroids to distract and destroy your enemies. Asteroid Diversion weapons use the hulking size and mass of the asteroids surrounding your planet to destroy incoming missiles, distract the enemy, and cause mass destruction. Cannot be blocked by normal defenses.

Cost: -500 Power, -2000 Material (300 Health)

Firing: -700 Power, 350 Building Damage, 800 Population Damage, 5.3 AoE Radius, 10 Projectiles

Nuclear Missile[edit | edit source]

Nuclear Missile is a super weapon that spreads deadly fallout on its impact site. Fallout dissipates in time, unless manually cleared. The missile can be blocked with appropriate defenses, but fallout may still happen, depending on the upgrades

Cost: -500 Power, -2000 Material (300 Health)

Firing: -700 Power, 500 Building Damage, 500 Population Damage, 3.7 AoE Radius, 30 Lock on range, 70/t Fallout building damage, 80/t Fallout population damage, 2.5-4 Fallout cloud radius, 3 Fallout duration, 120 Fallout Clearing Energy Cost, 60 Fallout Clearing Material Cost, 100% Fallout Probability, 50% Fallout on destruction

Defenses[edit | edit source]

Kinetic Defense[edit | edit source]

Kinetic Defense.jpg

Shoots down enemy Railgun and Coilcannon with 80% accuracy. The Kinetic Defense cannon is a defensive unit which utilizes railgun technologies to hyper-accelerate an object towards incoming missiles, destroying them before they can lay waste to the planet. This is an extremely important unit, and should be constructed near cities for maximum benefit.

Cost: -200 Power, -200 Material (300 Health)

On Use: 5.9 Defense Radius, -100 Power, 80% Intercept Railgun, 80% Intercept Coilcannon

Ion Defense[edit | edit source]

When a projectile approaches Ion Defense's range, it activates and attempts to shoot down the threat. It will defend against all attacks it's able to defend against, as long as there is a sufficient amount of energy left.

Cost: -200 Power, -250 Material (250 Health)

On Use: 5.3 Defense Radius, -200 Power, 80% Intercept Missile, 80% Intercept MIRV, 80% Intercept Nuclear Missile

Shield Defense[edit | edit source]

Shield defense.jpg

An energy shield protects your cities and strongholds from incoming destruction. The Shield Defense system is an energy based pulse shield, capable of stopping the destructive wave of missiles for a relatively short time.

Cost: -200 Power, -300 Material (250 Health)

On Use: 5.3 Defense Radius, -200 Power, 100% Intercept Laser, 15% Intercept Railgun, 15% Intercept Coilcannon, 15% Intercept Missile, 15% Intercept MIRV, 15% Intercept Nuclear Missile

Intelligence[edit | edit source]

Telescope Array[edit | edit source]

Telescope array.jpg

The Telescope Array allows for earlier warning of incoming missiles, and allows for long-range aiming and reconnaissance. The Telescope Array is a large array of high-power electromagnetic telescopes, and allows for additional intelligence, accuracy, and more through increased scientific power.

Cost: -200 Power, -300 Material (300 Health)

Passive: 10/t Intel Gain, 20/t Energy Cost

Notable Upgrades[edit | edit source]

  • Lidar Unit +50% Intel Gain, +60% Energy Cost (Cost: 50 Power, 175 Material)
  • Masked Communication Interlink +15 Counterintel Gain, +40% Energy Cost (Cost: 50 Power, 150 Materials)
  • Radar Astronomy Unit +20/turn Science Gain, -25% Intel Gain (Cost: 50 Power, 250 Materials)

Data Security Hub[edit | edit source]

Data security hub.jpg

Secures intelligence gathered from the field and abroad. The Data Security Hub is an isolated stronghold where intelligence is gathered, stored, analyzed, and interpreted.

Cost: -200 Power, -300 Material (250 Health)

Passive: +20% Counterintel Gain, 25/t Energy Cost

Notable Upgrades[edit | edit source]

  • Active Interference Generator +15% Counterintel Gain, +60% Energy Cost (Cost: 50 Power, 175 Materials)
  • Enemy Surveillance Analysis Center +7/turn Intel Gain, +40% Energy Cost (Cost: 50 Power, 150 Materials)
  • Data Processing Center +20/turn Science Gain, -7 Counterintel Gain (Cost: 50 Power, 250 Materials)