FANDOM


Information on facilities

AIRPORT
Cost: Pending
Prerequisite:
Empire Effect: None
Production: $3 , Can produce up to One (1) Air Unit per turn.
Information:
A port for aircraft arrival and departure, with facilities for shipping and shipbuilding.

BLACK MARKET
Cost: Pending
Prerequisite:
Empire Effect: +1 Stability, +1 Unrest, +2 Corruption, +2 Crime
Production: $2
Information:
A number of shops with secret and usually illegal wares.
Note: Allows access to Black Market Merchandise.

CAPITAL
Cost: Pending
Prerequisite:
Empire Effect: +2 Stability, +2 Loyalty, -4 Unrest
Production: $2
Information:
The home of the Empire's Government.

FARM
Cost: Pending
Prerequisite: Agriculture
Empire Effect: +1 Stability
Production: $1 , +1 Food (F) Resource
Information:
A facility for growing food crops and livestock.

FISHERY
Cost: Pending
Prerequisite: Requires Oceans (Class M or O planets)
Empire Effect: +1 Stability
Production: $1 , +1 Food (F) Resource
Information:
A Fishery is like a Farm, except it provides abundant fish rather than planted crops.

FOREIGN QUARTER
Cost: Pending
Prerequisite:
Empire Effect: -1 Stability, +1 Crime
Production: $3 , Increases Trade Route values by 10%
Information:
An area with many foreigners and aliens, as well as shops and services catering to them.
Note: Increases foreign infiltration attempts

FORT
Cost: Pending
Prerequisite:
Empire Effect: +2 Stability, -1 Unrest
Production: None
Information:
A Fort is a walled encampment for military forces.
Note: Can House up to Four (4) Ground Units.
Note: Increases the effectiveness of Defending Units.

GEO-THERMAL PLANT
Cost: Pending
Prerequisite: Geo-Thermal Energy
Empire Effect: -1 Unrest
Production: $1 , +2 Energy (E)
Information:
An Ground Facility dedicated to collecting Geo-Thermal Energy.

HOSPITAL
Cost: Pending
Prerequisite:
Empire Effect: +2 Stability, +1 Loyalty
Production: None
Information:
A facility devoted to healing of the sick and wounded.
Note: Reduces the effects of plagues/disease and biological attacks.
Note: Can Heal One (1) Unit/Hero by one level per turn at no cost.

HOUSING
Cost: Pending
Prerequisite:
Empire Effect: -1 Unrest
Production: $1 , +1 Manpower (P)
Information:
A number of mid-sized houses for citizens.

HYDROPONICS FARM
Cost: Pending
Prerequisite: Hydroponics
Empire Effect: +1 Stability
Production: $1 , +2 Food (F) Resource
Information:
A enclosed facility for growing food crops.

HYDROPOWER PLANT
Cost: Pending
Prerequisite: Hydroelectricity, Limited to Class L,M,O & P planets.
Empire Effect: -1 Unrest
Production: $1 , +2 Energy (E)
Information:
An Ground Facility dedicated to collecting Hydro Electric Energy.

MILITARY ACADEMY
Cost: Pending
Prerequisite:
Empire Effect: +1 Stability, +2 Loyalty,
Production: Can produce up to Two (2) Ground Unit per turn.
Information:
An institution dedicated to the study of war and the training of elite soldiers and officers.
Note: Can train Hero Characters in Combat Skills.
Note: Can produce certain specialized military units.
Note: Ground Units produced here start as Regular vs Green experience.

MINE
Cost: Pending
Prerequisite:
Empire Effect: None
Production: $1, +1 Metal (M).
Information:
Mineral/Metal Extraction facility.

NUCLEAR PLANT
Cost: Pending
Prerequisite: Nuclear Energy
Empire Effect: +1 Unrest
Production: $1 , +2 Energy (E)
Information:
An Ground Facility dedicated to collecting Nuclear Energy.
Note: Risk of Nuclear Reactor Failure.

OIL WELL
Cost: Pending
Prerequisite:
Empire Effect: +1 Unrest
Production: $1 , +2 Energy (E)
Information:
An Ground Facility dedicated to collecting Fossil Fuel Energy.
Note: Risk of Toxic Leaks

ORBITAL SHIPYARD
Cost: Pending
Prerequisite:Space Station in system.
Empire Effect: None
Production: $4 , Can produce up to Four (4) Space Unit per turn.
Information:
An Orbital Shipyard is a dedicated Starship building facility.

ORBITAL SOLAR COLLECTOR
Cost: Pending
Prerequisite: Photovoltaics, Space Station in system.
Empire Effect: None
Production: $1 , +2 Energy (E)
Information:
An Orbital Facility dedicated to collecting Solar Energy.

PRISON
Cost: Pending
Prerequisite:
Empire Effect: +2 Stability, +2 Loyalty, -2 Unrest, -1 Crime
Production: Can produce up to One (1) Slave (S) Unit for $1
Information:
A fortified structure for confining criminals, slaves or prisoners of war.
Note: Can hold up to 4 Units of Prisoners.

SOLAR FARM
Cost: Pending
Prerequisite: Photovoltaics,
Empire Effect: -1 Unrest
Production: $1 , +1 Energy (E)
Information:
An Ground Facility dedicated to collecting Solar Energy.

SPACEPORT
Cost: Pending
Prerequisite:
Empire Effect: None
Production: $4 , Can produce up to One (1) Space Unit per turn.
Information:
A port for Starship arrival and departure, with facilities for shipping and shipbuilding.

SPACE STATION
Cost: Pending
Prerequisite: Spaceport
Empire Effect: None
Production: $4 , Can produce up to One (1) Space Unit per turn.
Information:
A Space Station port for Starship arrival and departure, with facilities for shipping and shipbuilding.
Note: Allows the deployment of other Orbital Facilities.

TEMPLE
Cost: Pending
Prerequisite:
Empire Effect: +2 Loyalty, +2 Stability, -2 Unrest
Production: Can produce up to two (2) Religious Units per turn.
Information:
A large place of worship dedicated to a deity/religion.

TENEMENT
Cost: Pending
Prerequisite:
Empire Effect: +2 Unrest, +1 Corruption, +1 Crime
Production: +$0.5 , +1 Manpower (P)
Information:
Tenement is a staggering number of low-rent housing units. Also known as slums.

TOURISM SITE
Cost: Pending
Prerequisite:
Empire Effect: +1 Stability, +2 Loyalty, +1 Unrest, +1 Corruption, +1 Crime
Production: $3 , Increases Tourism Route values by 10%
Information:
An area area dedicated to tourism, entertainment and vacations
Note: Increases foreign infiltration attempts

WATERPORT
Cost: Pending
Prerequisite: Requires Oceans (Class M or O planets)
Empire Effect: None
Production: $3 , Can produce up to One (1) Naval Unit per turn.
Information:
A port for waterborne ship arrival and departure, with facilities for shipping and shipbuilding.