Re: Starting Facilities?
Here's an example of a facility designed to give a starting empire a boost in organics and rads on his starting homeworld.
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Name := Capitol City Resources
Description := Starting Cities generate better income.
Facility Group := Starting City Facilities
Facility Family := 100
Roman Numeral := 1
Restrictions := None
Pic Num := 21
Cost Minerals := 50000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Recruitment and Construction
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Resource Generation - Minerals
Ability 1 Descr := Nets 600 minerals, 500 orgs and 500 rads each turn.
Ability 1 Val 1 := 600
Ability 1 Val 2 := 0
Ability 2 Type := Resource Generation - Organics
Ability 2 Descr :=
Ability 2 Val 1 := 500
Ability 2 Val 2 := 0
Ability 3 Type := Resource Generation - Radioactives
Ability 3 Descr :=
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
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A starting homeworld on an average planet (15 facility slots available) would start with a spaceport, spaceyard, resupply depot, 1 rads extractor, 1 organics extractor, 5 research facilities, and 5 of these Capitol City facilities. (Note that this assumes that the lowest-tech Mineral Extraction facility generates less than 600 minerals and that the basic Organics Extractors and Rads Extractors generate more than 500 resources.
Also note that the cost of the facility should be high, but not too high, since the player can then scrap the facility for a significant boost in resources (unless, of course, you want the players to be able to do something like that...)
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