Re: Babylon 5 Mod
Yeah, that is part of why it took so long. Facilities are actually going to be multifunctional, rather than single purpose (other than the monoliths).
Here's what I was thinking about:
Facility What it does
Homeworld S.Port, Res Gen/Store, Intel/Res Gen
Colony Same as homeworld but at lower levels
Manufacturing Col Storage, Space Yard, Sup Generation, S.Port
Mining Colony Res Gen/Store (Min & Rad)
Agressive Min Col Same, but reduces planet value and condition
Agricultural Col Res Gen/Store (Org)
Depot Res & Cargo Storage, Sup Gen
Arceological Site Research Gen + ??
Military Outpost Training, Supply Gen, Cargo Stor, Reduced Maint
Listening Post LR Sensors, Intel Gen
Ship Yard Space Yard, Comp Repair, Cargo Store
Medical Center Plague Prevention, Pop Happy, Research Gen
Recycling Center Resource Reclaimation
As tech advanced, there would be better Versions of some of these facilities - with higher yields or extra abilities (eg: Med Center - Mod Reproduction, Mining Col - Improve % for system). There would also be a few special facilities for the races, like:
Psi Core (EA) Intel +%, Change Bad Intel Chance
Great House (Cent) Various production bonuses
Hive (Gaim) All in one, very productive, suffers on Intel/Research
Corp Cntr (Brkiri) Res bonuses
Relig Cntr (Min) Less Bad Events, Pop Happy, better Research
We could also add cities of various sizes (like in proportions).
What do y'all think?
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