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Strongholds

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Strongholds Empty Strongholds

Post  Siggmund Sat Apr 11, 2009 8:36 pm

Strongholds are, as the name suggests, the primary points of development for your faction. Typically, on top of allowing more people to live (and thus work in) an area, they provide a specific benefit to the square they are built on. Some strongholds may only be built on a certain type of terrain, and some have specific requirements or research that must be obtained before you can construct them. Whatever the case, Strongholds always require a significant investment of population, resources, and time before they are completed, but frequently prove to be well worth the investment.

Only one stronghold may be built on a single square.


Available Strongholds:

  • Settlements: Settlements are the initial focus of your faction's industry: on top of allowing more people to work whatever terrain the settlement the is built on, they provide the industrial base required for the production of Manufactured items. Settlements can also provide a center for your armed forces, as any military units raised must be centered in a settlement.
    It is possible to upgrade a settlement to a City.
    Benefit: +1 to Terrain Worker Cap.
    Benefit: One population unit may Manufacture Items in a settlement.
    Benefit: Military Units may muster in a settlement.
    Required Population: 2 units. Required time: 2 seasons. Cost: 1 Unit Fissionable Materials, 4 Units Stone, 10 Units Carbon.


  • Cities: Cities are simply Settlements that have grown to a size where they can accomodate a significant number of individuals. However, this degree of Urban growth can take a very long time on its own, and considering the concerns of the colonists, urban expansion is probably not #1 amongst them. Thus, in order to make sure that these larger centers of industry come about, edicts for urban development will likely be required: however, in the end, it's well worth it, as it allows not only expanded manufacturing, but also is necessary for larger industry.
    Benefit: +2 to Terrain Worker Cap.
    Benefit: Four population units may Manufacture Items in a settlement.
    Benefit: Military Units may muster in a settlement.
    Required Population: 3 units. Required time: 4 seasons. Cost: 2 Units of Fissionable Materials, 8 Units Stone, 12 Units Carbon, 4 units metal.

  • Fortification: A fortification is one of the most basic military structures available. Not only does it provide valuable protection for military units from whatever flak is being hurled their way, but it also allows for the rapid mobilization of the troops stationed within to intercept unwary foes.
    Benefit: Provides a structure with 40 hits, and 2 hits of DR, as per the Military rules. See MILITARY, below.
    Benefit: Any military unit stationed within may immediately intercept any military unit that passes within one square of the Fortification.
    Required Population: 1 units. Required time: 1 season. Cost: 6 Units stone, 2 units Metals, 4 units Carbon.


Stronghold Upgrades:
A wide variety of upgrades will be made available for your strongholds, particularly as you research new technologies. However, there are some that are already available. An upgrade must be built in a pre-existing stronghold. While some upgrades require a stronghold of a certain size, and certain upgrades may only be built once, there is no limitation on how many upgrades may be built in one stronghold.

  • Workshops: Encompassing a wide variety of disciplines, a workshop is a catch-all term for the suite of equipment required to produce a particular variety of manufactured item.

    • Armory: Required for the production of Longarms, Support weapons, and medium and heavy armors.
      Population Required: 1. Time required: 1 season. Cost: 2 units stone, 4 units carbon.

    • Motorpool: Required for the production of Ground Vehicles
      Population Required: 1. Time required: 1 season. Cost: 2 units stone, 6 units carbon, one unit metals.

    • Commercial: Required for the production of basic, luxury, and Exotic goods.
      Population Required: 1. Time required: 1 season. Cost: 1 units stone, 2 units carbon.

    • Experimental: Required for the production of specific, basic, standard, and advanced research materials.
      Population Required: 1. Time required: 1 season. Cost: 2 units stone, 4 units carbon, 1 units PUE.

  • Research Center: A research center is the center of your colony's efforts to understand their environment, their situation, and how best to adapt to it. Only one research center may be built in a settlement. A Research Center allows one population unit to be put to a research project.
    Population Required: 1. Time required: 2 seasons. Cost: 4 units stone, 4 units carbon, 3 units PUE.

  • Reinforcement: By reinforcing your Stronghold, you give it the ability to withstand a prolonged assault by opposing forces. It provides protection both for your citizens, but also for military units stationed within. Reinforcement gives your Stronghold 20 hits and 2 hits worth of DR.
    Population Required: 1. Time required: 1 season. Cost: 4 units stone, 6 units carbon, 2 units metals.

Siggmund

Posts : 179
Join date : 2009-03-26

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