reina roja info thread (screenshots - dialup beware)
i'm waiting for a client fix, but it might not be available in the next release, so i may have to find some kind of workaround :-/
the planet is, to nearly every detail, ready. i've just gotta decide if it's worth making the tweak that would work around the problem. there's a number of other game features (crow weapons workin proper for one) that i'd ideally like to have running when the world does, since crowing is a part (and not even a small one) of life on reina.
the planet is, to nearly every detail, ready. i've just gotta decide if it's worth making the tweak that would work around the problem. there's a number of other game features (crow weapons workin proper for one) that i'd ideally like to have running when the world does, since crowing is a part (and not even a small one) of life on reina.
there'll still be three plinths, or i'd be fixing that for hours.
what i'll have to do is transfer the items they sell into a new building, and consequently create two new buildings to handle that (so each team is making a unique item).
you can steal the team's power item (to unlock vehicles exclusive to their team) by killing a player who's carrying them or just capturing a building that has the vehicles in stock, but other than that, you have no access to an enemy's special material.
they're called "tech kits". each team has one named after their home base: for instance fire valley has fire techkits.
the problem is i have to basically have two "clones" of another gov building besides the plinth now. so two other buildings on the dat will have to be removed to make room for the clones.
i could just fill each team's building with 30k techkits so i don't have to do that, but that's not reliable for a server that'll be up for a year.
so, i'm deciding whether to remove 2/3 of the defense buildings (leaving one buildable turret... turrets aren't a reliable game feature atm anyway as we transition into weaponscripts). the other thing i could remove are two of the three "building block" ornamentals, but i wanna leave those because they're already in the map as bridges in a spot or two.
i could remove two of the three house options, but i like the idea of players picking what kind of home they want. they're all the same price, you just get a little more individuality / personal preference. so that'll prolly stay.
i'm leaning towards only having one defense building. with building capture enabled, those things are gonna prove to be one of the trickiest items strategically anyway. any defenses you build can be turned against you if captured. you'd probably need several players to actually capture one and not die, but really, one defense type's enough really
the only other thing that would require my waiting until next release or two is that crows just don't work anywhere right now. they've been updated to use the weaponscript system, but not entirely, and the old version stuff in the settings has already been replaced with new settings. there's a number of buildings that are in the bdat specifically to build crows, and that's one of the major "side plots", or adventure quests in the map.
the premise is you get your "book of quests", and then it tells you more of the island backstory. as you follow the backstory you learn that certain parts of the world are "hotspots" where you can find special items, powerup buildings, etcetera. once all the hotspots are discovered, things really get into all-out war.
crows are one of those quests, but i might just put a huge disclaimer saying that quest is disabled until the client is upgraded. really, you can still build them and fly around, they just won't shoot proper
as an aside while i'm talking about quests:
i'm mostly interested in the other quests anyway, in terms of how the world is affected. i'm guessing that out of the three teams, one will die out, and eventually the second "underdog" team probably will as well as the enemy team items are unlocked and it becomes more of a unified economy. but even during these stable times, i can see hermits, nomads, drifters, and even secret rival revolutionary factions rising up.
i hope it all pans out. i really have absolutely no idea how this one's gonna settle after the initial waves of econ are done. i always thought the other ones would take longer to get through, but i suspect this one'll be the longest ever. partly cause tom's not around, and partly cause i made it rather challenging
what i'll have to do is transfer the items they sell into a new building, and consequently create two new buildings to handle that (so each team is making a unique item).
you can steal the team's power item (to unlock vehicles exclusive to their team) by killing a player who's carrying them or just capturing a building that has the vehicles in stock, but other than that, you have no access to an enemy's special material.
they're called "tech kits". each team has one named after their home base: for instance fire valley has fire techkits.
the problem is i have to basically have two "clones" of another gov building besides the plinth now. so two other buildings on the dat will have to be removed to make room for the clones.
i could just fill each team's building with 30k techkits so i don't have to do that, but that's not reliable for a server that'll be up for a year.
so, i'm deciding whether to remove 2/3 of the defense buildings (leaving one buildable turret... turrets aren't a reliable game feature atm anyway as we transition into weaponscripts). the other thing i could remove are two of the three "building block" ornamentals, but i wanna leave those because they're already in the map as bridges in a spot or two.
i could remove two of the three house options, but i like the idea of players picking what kind of home they want. they're all the same price, you just get a little more individuality / personal preference. so that'll prolly stay.
i'm leaning towards only having one defense building. with building capture enabled, those things are gonna prove to be one of the trickiest items strategically anyway. any defenses you build can be turned against you if captured. you'd probably need several players to actually capture one and not die, but really, one defense type's enough really
the only other thing that would require my waiting until next release or two is that crows just don't work anywhere right now. they've been updated to use the weaponscript system, but not entirely, and the old version stuff in the settings has already been replaced with new settings. there's a number of buildings that are in the bdat specifically to build crows, and that's one of the major "side plots", or adventure quests in the map.
the premise is you get your "book of quests", and then it tells you more of the island backstory. as you follow the backstory you learn that certain parts of the world are "hotspots" where you can find special items, powerup buildings, etcetera. once all the hotspots are discovered, things really get into all-out war.
crows are one of those quests, but i might just put a huge disclaimer saying that quest is disabled until the client is upgraded. really, you can still build them and fly around, they just won't shoot proper
as an aside while i'm talking about quests:
i'm mostly interested in the other quests anyway, in terms of how the world is affected. i'm guessing that out of the three teams, one will die out, and eventually the second "underdog" team probably will as well as the enemy team items are unlocked and it becomes more of a unified economy. but even during these stable times, i can see hermits, nomads, drifters, and even secret rival revolutionary factions rising up.
i hope it all pans out. i really have absolutely no idea how this one's gonna settle after the initial waves of econ are done. i always thought the other ones would take longer to get through, but i suspect this one'll be the longest ever. partly cause tom's not around, and partly cause i made it rather challenging
Ok, two things.
Reina Roja will be probably instantly full when it opens, people like blowing shinola up and econs... so there is both at the same time! WEE!
Two, Something has been bugging me... How will a player not beable to be a scout class vehicle, run up to the enemy, and switch into a Heavy Attack class vehicle?
Oh and I think quests will be dead anyway, You might as well only have one type of turret to allow better crap and remain a turret class building.
That is all.
Reina Roja will be probably instantly full when it opens, people like blowing shinola up and econs... so there is both at the same time! WEE!
Two, Something has been bugging me... How will a player not beable to be a scout class vehicle, run up to the enemy, and switch into a Heavy Attack class vehicle?
Oh and I think quests will be dead anyway, You might as well only have one type of turret to allow better crap and remain a turret class building.
That is all.
hhmm.. maybe i didn't make it very clear about the fighting: it's not a faced-paced, instant shoot 'em up. this is much more slow, strategy-based war for a considerable amount of time before you even get a reasonable weapon. the less regular, non veteran players might find their entire game objective for the next few months is just getting their hands on a tank.
once i've got reina under control, there'll be a more out-n-out battle area on reine if i find i can't do my racing econ idea for whatever reason.
players are only allowed to carry 1 vehicle at a time, not including jesus and the other infantry vehicles. the default vehicles don't start in your inventory -- they're made in your houses, so before heading out you'd have to decide if you're going to have a sea voyage or an air one (with your balloon or your sailboat).
even if that were to happen though, the vehicle balance still holds. sure you'd save on fuel, but in the event you got killed, the player would snag the other vehicle in your inventory. which is probably more costly in time (to produce) and fuel.
still, a good question. i'm sure there'll be a number of problems (though not that one) that are found over time. hopefully we'll have quick solutions for them as they arise.
quests... you'll want the quests. particularly things like the abandoned oil rig, which increases the fuel production by nearly five times for any team in posession of it during it's production cycle (about every 15 to 20 days, which creates instant world "battle events" that hopefully will draw a lot of players in at random intervals).
yeah, there's now only one turret. i replicated the "new player sign", which sells reference materials and tells you to use shift+f5 for help. it'll now additionally sell the tech kits.
once i've got reina under control, there'll be a more out-n-out battle area on reine if i find i can't do my racing econ idea for whatever reason.
players are only allowed to carry 1 vehicle at a time, not including jesus and the other infantry vehicles. the default vehicles don't start in your inventory -- they're made in your houses, so before heading out you'd have to decide if you're going to have a sea voyage or an air one (with your balloon or your sailboat).
even if that were to happen though, the vehicle balance still holds. sure you'd save on fuel, but in the event you got killed, the player would snag the other vehicle in your inventory. which is probably more costly in time (to produce) and fuel.
still, a good question. i'm sure there'll be a number of problems (though not that one) that are found over time. hopefully we'll have quick solutions for them as they arise.
quests... you'll want the quests. particularly things like the abandoned oil rig, which increases the fuel production by nearly five times for any team in posession of it during it's production cycle (about every 15 to 20 days, which creates instant world "battle events" that hopefully will draw a lot of players in at random intervals).
yeah, there's now only one turret. i replicated the "new player sign", which sells reference materials and tells you to use shift+f5 for help. it'll now additionally sell the tech kits.
- Magicfinger
- Staff
- Posts: 1078
- Joined: Tue Sep 30, 2003 10:38 am
- Location: here,there and everywhere
temporary bdat export. i'll make it pretty in a few.
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Item=Crude Oil
Max=1000
item2=No Item
}
}
Building=24
{
Name=Sandworm Carcass
Type=Farm
Tech=1
Cost=5000
Armour=30
EmployeeSkill=Nothing
Sound=17
ProductDecay=1
Produced=1
{
Item=Sandworm Feed
Max=1000
Time=9842
Cost=10
Amount=1000
}
Sales=1
{
Item=Sandworm Feed
Max=1000
item2=No Item
}
}
Building=25
{
Name=Abandoned Well
Type=Farm
Tech=1
Cost=5000
Armour=40
EmployeeSkill=Nothing
Sound=17
ProductDecay=1
Produced=1
{
Item=Fresh Water
Max=1000
Time=9842
Cost=10
Amount=1000
}
Sales=1
{
Item=Fresh Water
Max=1000
item2=No Item
}
}
Building=26
{
Name=Outlook Post
Type=Ornamental
Cost=100
Armour=50
EmployeeSkill=Nothing
}
Building=27
{
Name=Medium Block
Type=Ornamental
Cost=100
Armour=30
EmployeeSkill=Nothing
}
Building=28
{
Name=High Block
Type=Ornamental
Cost=100
Armour=30
EmployeeSkill=Nothing
}
Building=29
{
Name=Low Block
Type=Ornamental
Cost=100
Armour=30
EmployeeSkill=Nothing
}
Building=30
{
Name=Infantry Supplies
Type=Production
Cost=75
Armour=35
EmployeeSkill=Businessman
MaxEmployees=2
MinEmploymentTime=365
Sound=20
Makes=1
{
Time=5
Max=5
MadeItem1=Jeep
MadeItem2=No Item
DemandItem1=Field Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=50
DemandAmount2=50
}
Makes=2
{
Time=5
Max=5
MadeItem1=Colonist7
MadeItem2=No Item
DemandItem1=Fire Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=50
DemandAmount2=50
}
Makes=3
{
Time=5
Max=5
MadeItem1=Colonist8
MadeItem2=No Item
DemandItem1=Arctic Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=50
DemandAmount2=50
}
Sales=2
{
Item=Jeep
Max=5
item2=No Item
}
Sales=3
{
Item=Colonist7
Max=5
item2=No Item
}
Sales=4
{
Item=Colonist8
Max=5
item2=No Item
}
}
Building=31
{
Name=Mech Assembly Plant
Type=Production
Tech=2
Cost=500
Armour=45
EmployeeSkill=Engineer
MaxEmployees=5
MinEmploymentTime=2920
Sound=19
Produced=1
{
Item=Radar
Max=5
Time=5
Cost=100
Amount=1
}
Makes=1
{
Time=5
Max=1
MadeItem1=Colonist9
MadeItem2=No Item
DemandItem1=Field Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=400
DemandAmount2=500
}
Makes=2
{
Time=5
Max=1
MadeItem1=BattleTank0
MadeItem2=No Item
DemandItem1=Fire Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=400
DemandAmount2=500
}
Makes=3
{
Time=5
Max=1
MadeItem1=BattleTank1
MadeItem2=No Item
DemandItem1=Arctic Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=400
DemandAmount2=500
}
Sales=1
{
Item=Colonist9
Max=1
item2=No Item
}
Sales=2
{
Item=BattleTank0
Max=1
item2=No Item
}
Sales=3
{
Item=BattleTank1
Max=1
item2=No Item
}
Sales=4
{
Item=Radar
Max=5
item2=No Item
}
}
Building=32
{
Name=Transports Factory
Type=Industrial
Tech=1
Cost=300
Armour=45
EmployeeSkill=Businessman
MaxEmployees=5
MinEmploymentTime=2920
Sound=17
Makes=1
{
Time=5
Max=2
MadeItem1=HoverScout
MadeItem2=No Item
DemandItem1=Field Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=300
DemandAmount2=250
}
Makes=2
{
Time=5
Max=2
MadeItem1=Colonist3
MadeItem2=No Item
DemandItem1=Fire Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=300
DemandAmount2=250
}
Makes=3
{
Time=5
Max=2
MadeItem1=Field Uniform
MadeItem2=No Item
DemandItem1=Arctic Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=300
DemandAmount2=250
}
Sales=1
{
Item=HoverScout
Max=2
item2=No Item
}
Sales=2
{
Item=Colonist3
Max=2
item2=No Item
}
Sales=3
{
Item=Field Uniform
Max=2
item2=No Item
}
}
Building=33
{
Name=SupplyLine Assembly
Type=Production
Tech=3
Cost=500
Armour=45
EmployeeSkill=Mechanic
MaxEmployees=5
MinEmploymentTime=2920
Sound=17
Makes=1
{
Time=8
Max=1
MadeItem1=Supply Truck
MadeItem2=No Item
DemandItem1=Field Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=400
DemandAmount2=300
}
Makes=2
{
Time=8
Max=1
MadeItem1=Colonist5
MadeItem2=No Item
DemandItem1=Fire Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=400
DemandAmount2=300
}
Makes=3
{
Time=8
Max=1
MadeItem1=Helichopter
MadeItem2=No Item
DemandItem1=Arctic Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=400
DemandAmount2=300
}
Sales=1
{
Item=Supply Truck
Max=1
item2=No Item
}
Sales=2
{
Item=Colonist5
Max=1
item2=No Item
}
Sales=3
{
Item=Helichopter
Max=1
item2=No Item
}
}
Building=34
{
Name=Scout Assembly
Type=Production
Tech=2
Cost=400
Armour=45
EmployeeSkill=Mechanic
MaxEmployees=6
MinEmploymentTime=2920
Sound=17
Makes=1
{
Time=8
Max=1
MadeItem1=HoverScout
MadeItem2=No Item
DemandItem1=Field Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=200
DemandAmount2=400
}
Makes=2
{
Time=8
Max=1
MadeItem1=Colonist6
MadeItem2=No Item
DemandItem1=Fire Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=200
DemandAmount2=400
}
Makes=3
{
Time=8
Max=1
MadeItem1=Zepplin
MadeItem2=No Item
DemandItem1=Arctic Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=200
DemandAmount2=400
}
Sales=1
{
Item=HoverScout
Max=1
item2=No Item
}
Sales=2
{
Item=Colonist6
Max=1
item2=No Item
}
Sales=3
{
Item=Zepplin
Max=1
item2=No Item
}
}
Building=35
{
Name=Attack Unit Assembly
Type=Industrial
Tech=3
Cost=600
Armour=50
EmployeeSkill=Mechanic
MaxEmployees=8
MinEmploymentTime=4000
Sound=17
Makes=1
{
Time=10
Max=1
MadeItem1=BattleTank
MadeItem2=No Item
DemandItem1=Field Techkit
DemandItem2=Engine Parts
MadeAmount1=1
DemandAmount1=500
DemandAmount2=500
}
Makes=2
{
Time=8
Max=1
MadeItem1=Colonist4
MadeItem2=No Item
DemandItem1=Fire Techkit
DemandItem2=Engine Parts
MadeAmount1=1
DemandAmount1=500
DemandAmount2=500
}
Makes=3
{
Time=8
Max=1
MadeItem1=Colonist0
MadeItem2=No Item
DemandItem1=Arctic Techkit
DemandItem2=Engine Parts
MadeAmount1=1
DemandAmount1=500
DemandAmount2=500
}
Sales=1
{
Item=BattleTank
Max=1
item2=No Item
}
Sales=2
{
Item=Colonist4
Max=1
item2=No Item
}
Sales=3
{
Item=Colonist0
Max=1
item2=No Item
}
}
Building=36
{
Name=Polymer Lab
Type=Industrial
Tech=2
Cost=300
Armour=45
EmployeeSkill=Scientist
MaxEmployees=5
MinEmploymentTime=3000
Produced=1
{
Item=Chemical A
Max=2
Time=1
Cost=2000
Amount=125
}
Makes=1
{
Time=4
Max=250
MadeItem1=Polymers
MadeItem2=No Item
DemandItem1=Purifying Kit
DemandItem2=Coolant
MadeAmount1=25
DemandAmount1=400
DemandAmount2=200
}
Makes=2
{
Time=2
Max=250
MadeItem1=Polymers
MadeItem2=No Item
DemandItem1=Rubber
DemandItem2=No Item
MadeAmount1=250
DemandAmount1=300
}
Sales=1
{
Item=Chemical A
Max=1000
item2=No Item
}
Sales=2
{
Item=Polymers
Max=500
item2=No Item
}
}
Building=37
{
Name=Plasticworks
Type=Industrial
Tech=2
Cost=600
Armour=50
EmployeeSkill=Scientist
MaxEmployees=6
MinEmploymentTime=2000
Makes=1
{
Time=3
Max=250
MadeItem1=Plastics
MadeItem2=No Item
DemandItem1=Polymers
DemandItem2=Crude Oil
MadeAmount1=100
DemandAmount1=500
DemandAmount2=500
}
Makes=2
{
Time=1
Max=2500
MadeItem1=Lumber
MadeItem2=No Item
DemandItem1=Timber
DemandItem2=Carbon-fibre
MadeAmount1=100
DemandAmount1=25
DemandAmount2=25
}
Sales=1
{
Item=Plastics
Max=250
item2=No Item
}
Sales=2
{
Item=Lumber
Max=2500
item2=No Item
}
}
Building=38
{
Name=Battlestation
Type=Production
Tech=3
Cost=1200
Armour=60
EmployeeSkill=Mercenary
MaxEmployees=8
MinEmploymentTime=5
Produced=1
{
Item=Jetpack
Max=1
Time=200
Cost=5000
Amount=1
}
Makes=1
{
Time=12
Max=500
MadeItem1=TankShells
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Crude Oil
MadeAmount1=100
DemandAmount1=500
DemandAmount2=100
}
Makes=2
{
Time=12
Max=500
MadeItem1=PressureShells
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Crude Oil
MadeAmount1=100
DemandAmount1=500
DemandAmount2=100
}
Makes=3
{
Time=12
Max=500
MadeItem1=Megaton Bombs
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Crude Oil
MadeAmount1=100
DemandAmount1=500
DemandAmount2=100
}
Sales=1
{
Item=TankShells
Max=500
item2=No Item
}
Sales=2
{
Item=PressureShells
Max=500
item2=No Item
}
Sales=3
{
Item=Megaton Bombs
Max=500
item2=No Item
}
Sales=4
{
Item=Jetpack
Max=1
item2=No Item
}
}
Building=39
{
Name=Blue Armory
Type=Retail
Tech=1
Cost=400
Armour=50
EmployeeSkill=Mercenary
MaxEmployees=2
MinEmploymentTime=2920
Produced=1
{
Item=Grenades
Max=15
Time=10
Cost=500
Amount=5
}
Makes=1
{
Time=1
Max=5000
MadeItem1=Infantry Rounds
MadeItem2=No Item
DemandItem1=Carbon-fibre
DemandItem2=Coolant
MadeAmount1=250
DemandAmount1=50
DemandAmount2=50
}
Makes=2
{
Time=2
Max=5000
MadeItem1=Turret Rounds
MadeItem2=No Item
DemandItem1=Carbon-fibre
DemandItem2=Coolant
MadeAmount1=100
DemandAmount1=50
DemandAmount2=50
}
Sales=1
{
Item=Infantry Rounds
Max=5000
item2=No Item
}
Sales=2
{
Item=Turret Rounds
Max=5000
item2=No Item
}
Sales=3
{
Item=Grenades
Max=15
item2=No Item
}
}
Building=40
{
Name=Green Armory
Type=Retail
Tech=2
Cost=600
Armour=50
EmployeeSkill=Mercenary
MaxEmployees=4
MinEmploymentTime=1800
Makes=1
{
Time=1
Max=5000
MadeItem1=Laser Charges
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Chemical C
MadeAmount1=250
DemandAmount1=100
DemandAmount2=75
}
Makes=2
{
Time=1
Max=300
MadeItem1=AntiGrav Mines5
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Fresh Water Plants
MadeAmount1=10
DemandAmount1=5
DemandAmount2=5
}
Makes=3
{
Time=1
Max=5000
MadeItem1=PressureShells0
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Chemical C
MadeAmount1=500
DemandAmount1=200
DemandAmount2=100
}
Sales=1
{
Item=Laser Charges
Max=5000
item2=No Item
}
Sales=2
{
Item=AntiGrav Mines5
Max=300
item2=No Item
}
Sales=3
{
Item=PressureShells0
Max=5000
item2=No Item
}
}
Building=41
{
Name=Red Armory
Type=Retail
Tech=3
Cost=800
Armour=50
EmployeeSkill=Mercenary
MaxEmployees=6
MinEmploymentTime=1000
Makes=1
{
Max=250
MadeItem1=HeatSeeks
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Carbon-fibre
MadeAmount1=25
DemandAmount1=500
DemandAmount2=25
}
Makes=2
{
Time=1
Max=100
MadeItem1=AntiGrav Mines
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Steel
MadeAmount1=20
DemandAmount1=50
DemandAmount2=50
}
Makes=3
{
Time=1
Max=1000
MadeItem1=Bricks
MadeItem2=No Item
DemandItem1=Rocks
DemandItem2=Carbon-fibre
MadeAmount1=100
DemandAmount1=75
DemandAmount2=75
}
Sales=1
{
Item=HeatSeeks
Max=250
item2=No Item
}
Sales=2
{
Item=AntiGrav Mines
Max=100
item2=No Item
}
Sales=3
{
Item=Bricks
Max=1000
item2=No Item
}
}
Building=42
{
Name=Owner's Bar
Type=Leisure
Cost=1
EmployeeSkill=Nothing
Makes=1
{
Time=8
Max=5
MadeItem1=Robocrow7
MadeItem2=No Item
DemandItem1=Robocrow Parts
DemandItem2=Power Orb
MadeAmount1=1
DemandAmount1=200
DemandAmount2=1
}
Makes=2
{
Time=8
Max=1
MadeItem1=Royal Seal
MadeItem2=No Item
DemandItem1=GemBrickss
DemandItem2=Diamonds
MadeAmount1=1
DemandAmount1=1
DemandAmount2=100
}
Sales=1
{
Item=Robocrow7
Max=5
item2=No Item
}
Sales=2
{
Item=Royal Seal
Max=1
item2=No Item
}
}
Building=43
{
Name=TuneUp Shop
Type=Retail
Tech=3
Cost=1000
Armour=25
EmployeeSkill=Mechanic
MaxEmployees=5
MinEmploymentTime=2000
Makes=1
{
Time=5
Max=16
MadeItem1=Tires
MadeItem2=No Item
DemandItem1=Rubber
DemandItem2=Carbon-fibre
MadeAmount1=4
DemandAmount1=60
DemandAmount2=12
}
Makes=2
{
Time=5
Max=50
MadeItem1=Tune-up
MadeItem2=No Item
DemandItem1=Rubber
DemandItem2=Coolant
MadeAmount1=1
DemandAmount1=15
DemandAmount2=120
}
Makes=3
{
Time=12
Max=2
MadeItem1=Engine Upgrade
MadeItem2=No Item
DemandItem1=Power Orb
DemandItem2=Coolant
MadeAmount1=1
DemandAmount1=1
DemandAmount2=400
}
Sales=1
{
Item=Tires
Max=16
item2=No Item
}
Sales=2
{
Item=Tune-up
Max=50
item2=No Item
}
Sales=3
{
Item=Engine Upgrade
Max=2
item2=No Item
}
}
Building=44
{
Name=Repair Shop
Type=Retail
Tech=3
Cost=1000
Armour=25
EmployeeSkill=Engineer
MaxEmployees=5
MinEmploymentTime=2000
Produced=1
{
Item=Repair Pack
Max=2
Time=2
Cost=1000
Amount=1
}
Produced=2
{
Item=Health Pack
Max=2
Time=15
Cost=10000
Amount=1
}
Makes=1
{
Time=1
Max=1000
MadeItem1=Steel
MadeItem2=No Item
DemandItem1=Iron Ore
DemandItem2=Carbon-fibre
MadeAmount1=100
DemandAmount1=75
DemandAmount2=75
}
Sales=1
{
Item=Repair Pack
Max=2
item2=No Item
}
Sales=2
{
Item=Health Pack
Max=2
item2=No Item
}
Sales=3
{
Item=Steel
Max=1000
item2=No Item
}
}
Building=45
{
Name=Abandoned Crow Factory
Type=Farm
Cost=1
EmployeeSkill=Nothing
Makes=1
{
Time=2
Max=1
MadeItem1=Blueprints
MadeItem2=No Item
DemandItem1=Carbon-fibre
DemandItem2=Paper
MadeAmount1=1
DemandAmount1=35
DemandAmount2=70
}
Makes=2
{
Time=6
Max=1
MadeItem1=Robocrow4
MadeItem2=No Item
DemandItem1=Robocrow Parts
DemandItem2=Robocrow1
MadeAmount1=1
DemandAmount1=50
DemandAmount2=1
}
Sales=1
{
Item=Blueprints
Max=1
item2=No Item
}
Sales=2
{
Item=Robocrow4
Max=1
item2=No Item
}
}
Building=46
{
Name=Dwelling B
Type=Home
Cost=75
Armour=25
EmployeeSkill=Nothing
Sound=18
Produced=1
{
Item=Colonist1
Max=1
Time=30000
Amount=1
}
Produced=2
{
Item=Colonist2
Max=1
Time=30000
Amount=1
}
Sales=1
{
Item=Colonist1
Max=1
item2=No Item
}
Sales=2
{
Item=Colonist2
Max=1
item2=No Item
}
}
Building=47
{
Name=Dwelling C
Type=Home
Cost=75
Armour=25
EmployeeSkill=Nothing
Sound=18
Produced=1
{
Item=Colonist1
Max=1
Time=30000
Amount=1
}
Produced=2
{
Item=Colonist2
Max=1
Time=30000
Amount=1
}
Sales=1
{
Item=Colonist1
Max=1
item2=No Item
}
Sales=2
{
Item=Colonist2
Max=1
item2=No Item
}
}
Building=48
{
Name=Ministry of Defense
Type=Retail
Tech=3
Cost=2000
Armour=25
EmployeeSkill=Mechanic
MaxEmployees=5
MinEmploymentTime=2500
Sound=19
Makes=1
{
Time=2
Max=2
MadeItem1=Armour2x
MadeItem2=No Item
DemandItem1=Protective Coating
DemandItem2=Steel
MadeAmount1=1
DemandAmount1=30
DemandAmount2=500
}
Makes=2
{
Time=5
Max=1
MadeItem1=Armour4x
MadeItem2=No Item
DemandItem1=Protective Coating
DemandItem2=Steel
MadeAmount1=1
DemandAmount1=60
DemandAmount2=1000
}
Makes=3
{
Time=1
Max=5
MadeItem1=Repair Pack
MadeItem2=No Item
DemandItem1=Glass
DemandItem2=Polymers
MadeAmount1=1
DemandAmount1=250
DemandAmount2=500
}
Sales=1
{
Item=Armour2x
Max=2
item2=No Item
}
Sales=2
{
Item=Armour4x
Max=1
item2=No Item
}
Sales=3
{
Item=Repair Pack
Max=5
item2=No Item
}
}
Building=49
{
Name=Research Lab
Type=Retail
Tech=2
Cost=600
Armour=10
EmployeeSkill=Scientist
MaxEmployees=6
MinEmploymentTime=1000
Sound=11
Makes=1
{
Time=1
Max=1000
MadeItem1=Chemical C
MadeItem2=No Item
DemandItem1=Chemical A
DemandItem2=Chemical B
MadeAmount1=10
DemandAmount1=25
DemandAmount2=25
}
Makes=2
{
Time=360
Max=1
MadeItem1=Liquisuit
MadeItem2=No Item
DemandItem1=Coolant
DemandItem2=Sandworm Blood
MadeAmount1=1
DemandAmount1=5000
DemandAmount2=5000
}
Makes=3
{
Time=360
Max=1
MadeItem1=Nutrisuit
MadeItem2=No Item
DemandItem1=Baby Sandworms
DemandItem2=SFresh Waterks
MadeAmount1=1
DemandAmount1=2500
DemandAmount2=1500
}
Sales=1
{
Item=Chemical C
Max=1000
item2=No Item
}
Sales=2
{
Item=Liquisuit
Max=1
item2=No Item
}
Sales=3
{
Item=Nutrisuit
Max=1
item2=No Item
}
}
Building=50
{
Name=Teleport
Type=Teleport
Cost=500
EmployeeSkill=Nothing
Sound=28
}
Building=51
{
Name=Crow Research Facility
Type=Retail
Cost=300
Armour=25
EmployeeSkill=Engineer
MaxEmployees=4
MinEmploymentTime=30
Sound=17
Produced=1
{
Item=Robocrow Parts
Max=100
Time=1
Cost=50
Amount=25
}
Makes=1
{
Time=3
Max=2
MadeItem1=Robocrow1
MadeItem2=No Item
DemandItem1=Computers
DemandItem2=Engine Parts
MadeAmount1=1
DemandAmount1=75
DemandAmount2=35
}
Makes=2
{
Time=3
Max=2
MadeItem1=Robocrow2
MadeItem2=No Item
DemandItem1=Computers
DemandItem2=Engine Parts
MadeAmount1=1
DemandAmount1=75
DemandAmount2=35
}
Makes=3
{
Time=3
Max=2
MadeItem1=Robocrow3
MadeItem2=No Item
DemandItem1=Computers
DemandItem2=Engine Parts
MadeAmount1=1
DemandAmount1=75
DemandAmount2=35
}
Sales=1
{
Item=Robocrow Parts
Max=100
item2=No Item
}
Sales=2
{
Item=Robocrow1
Max=2
item2=No Item
}
Sales=3
{
Item=Robocrow2
Max=2
item2=No Item
}
Sales=4
{
Item=Robocrow3
Max=2
item2=No Item
}
}
Building=52
{
Name=Plains Player Sign
Type=Farm
Cost=1
EmployeeSkill=Nothing
Produced=1
{
Item=reference manual
Max=1000
Time=1
Cost=1
Amount=1000
}
Produced=2
{
Item=faq
Max=1000
Time=1
Amount=1000
}
Makes=1
{
Time=1
Max=24
MadeItem1=driver's manual
MadeItem2=No Item
DemandItem1=No Item
DemandItem2=No Item
MadeAmount1=12
}
Makes=2
{
Time=80
Max=250
MadeItem1=Field Techkit
MadeItem2=No Item
DemandItem1=Fresh Water Plants
DemandItem2=No Item
MadeAmount1=5
DemandAmount1=50
}
Sales=1
{
Item=reference manual
Max=1000
item2=No Item
}
Sales=2
{
Item=faq
Max=1000
item2=No Item
}
Sales=3
{
Item=driver's manual
Max=24
item2=No Item
}
Sales=4
{
Item=Field Techkit
Max=250
item2=No Item
}
}
Building=53
{
Name=Factory X
Type=Retail
Tech=2
Cost=400
Armour=25
EmployeeSkill=Scientist
MaxEmployees=2
MinEmploymentTime=500
Sound=21
Makes=1
{
Time=2
Max=250
MadeItem1=Chemical X
MadeItem2=No Item
DemandItem1=Chemical B
DemandItem2=Chemical C
MadeAmount1=50
DemandAmount1=50
DemandAmount2=50
}
Sales=1
{
Item=Chemical X
Max=250
item2=No Item
}
}
Building=54
{
Name=Defense A
Type=Defense
Tech=3
Cost=200
Armour=5
TriggerMode=6
EmployeeSkill=Nothing
Sound=23
}
Building=55
{
Name=Fire Player Sign
Type=Farm
Cost=1
EmployeeSkill=Nothing
Produced=1
{
Item=reference manual
Max=1000
Time=1
Cost=1
Amount=1000
}
Produced=2
{
Item=faq
Max=1000
Time=1
Amount=1000
}
Makes=1
{
Time=1
Max=24
MadeItem1=shipcaptain's log
MadeItem2=No Item
DemandItem1=No Item
DemandItem2=No Item
MadeAmount1=12
}
Makes=2
{
Time=80
Max=250
MadeItem1=Fire Techkit
MadeItem2=No Item
DemandItem1=Fresh Water Plants
DemandItem2=No Item
MadeAmount1=5
DemandAmount1=50
}
Sales=1
{
Item=reference manual
Max=1000
item2=No Item
}
Sales=2
{
Item=faq
Max=1000
item2=No Item
}
Sales=3
{
Item=shipcaptain's log
Max=24
item2=No Item
}
Sales=4
{
Item=Fire Techkit
Max=250
item2=No Item
}
}
Building=56
{
Name=Polar Player Sign
Type=Farm
Cost=1
EmployeeSkill=Nothing
Produced=1
{
Item=reference manual
Max=1000
Time=1
Cost=1
Amount=1000
}
Produced=2
{
Item=faq
Max=1000
Time=1
Amount=1000
}
Makes=1
{
Time=1
Max=24
MadeItem1=pilot's guide
MadeItem2=No Item
DemandItem1=No Item
DemandItem2=No Item
MadeAmount1=12
}
Makes=2
{
Time=80
Max=250
MadeItem1=Arctic Techkit
MadeItem2=No Item
DemandItem1=Fresh Water Plants
DemandItem2=No Item
MadeAmount1=5
DemandAmount1=50
}
Sales=1
{
Item=reference manual
Max=1000
item2=No Item
}
Sales=2
{
Item=faq
Max=1000
item2=No Item
}
Sales=3
{
Item=pilot's guide
Max=24
item2=No Item
}
Sales=4
{
Item=Arctic Techkit
Max=250
item2=No Item
}
}
Building=57
{
Name=Explosives Plant
Type=Production
Tech=2
Cost=400
Armour=25
EmployeeSkill=Mercenary
MaxEmployees=2
MinEmploymentTime=1500
Sound=14
Makes=1
{
Time=2
Max=100
MadeItem1=Explosives
MadeItem2=No Item
DemandItem1=Chemical X
DemandItem2=Field Techkit
MadeAmount1=25
DemandAmount1=120
DemandAmount2=50
}
Makes=2
{
Time=2
Max=100
MadeItem1=Explosives
MadeItem2=No Item
DemandItem1=Chemical X
DemandItem2=Fire Techkit
MadeAmount1=25
DemandAmount1=120
DemandAmount2=50
}
Makes=3
{
Time=2
Max=100
MadeItem1=Explosives
MadeItem2=No Item
DemandItem1=Chemical X
DemandItem2=Arctic Techkit
MadeAmount1=25
DemandAmount1=120
DemandAmount2=50
}
Sales=1
{
Item=Explosives
Max=300
item2=No Item
}
}
Building=58
{
Name=Ruins
Type=Farm
Cost=1
EmployeeSkill=Nothing
Produced=1
{
Item=GemBrickss
Max=1
Time=1
Cost=100
Amount=1
}
Sales=1
{
Item=GemBrickss
Max=1
item2=No Item
}
}
Building=59
{
Name=RoboCrow Armory
Type=Retail
Cost=400
Armour=20
EmployeeSkill=Mercenary
MaxEmployees=1
MinEmploymentTime=1
Sound=15
Produced=1
{
Item=AntiGrav Mines7
Max=2000
Time=1
Cost=1
Amount=500
}
Produced=2
{
Item=AntiGrav Mines9
Max=2000
Time=1
Cost=1
Amount=500
}
Makes=1
{
Time=1
Max=500
MadeItem1=AntiGrav Mines6
MadeItem2=No Item
DemandItem1=Power Orb
DemandItem2=Carbon-fibre
MadeAmount1=50
DemandAmount1=1
DemandAmount2=5
}
Makes=2
{
Time=1
Max=500
MadeItem1=AntiGrav Mines8
MadeItem2=No Item
DemandItem1=Power Orb
DemandItem2=Carbon-fibre
MadeAmount1=50
DemandAmount1=1
DemandAmount2=5
}
Sales=1
{
Item=AntiGrav Mines7
Max=2000
item2=No Item
}
Sales=2
{
Item=AntiGrav Mines9
Max=2000
item2=No Item
}
Sales=3
{
Item=AntiGrav Mines6
Max=500
item2=No Item
}
Sales=4
{
Item=AntiGrav Mines8
Max=500
item2=No Item
}
}
Building=60
{
Name=RubberTree Farm
Type=Industrial
Tech=3
Cost=750
Armour=25
EmployeeSkill=Labourer
MaxEmployees=5
MinEmploymentTime=2960
Sound=12
Makes=1
{
Time=2
Max=500
MadeItem1=RubberTimber
MadeItem2=No Item
DemandItem1=Wormseed
DemandItem2=Carbon-fibre
MadeAmount1=100
DemandAmount1=500
DemandAmount2=100
}
Sales=1
{
Item=RubberTimber
Max=500
item2=No Item
}
}
Building=61
{
Name=Rubberworks
Type=Industrial
Tech=3
Cost=750
Armour=35
EmployeeSkill=Scientist
MaxEmployees=5
MinEmploymentTime=1500
Sound=15
Makes=1
{
Time=1
Max=500
MadeItem1=Rubber
MadeItem2=No Item
DemandItem1=RubberTimber
DemandItem2=Chemical C
MadeAmount1=100
DemandAmount1=75
DemandAmount2=100
}
Sales=1
{
Item=Rubber
Max=500
item2=No Item
}
}
Building=62
{
Name=Exploration Lab
Type=Retail
Tech=3
Cost=1500
Armour=25
EmployeeSkill=Labourer
MaxEmployees=5
MinEmploymentTime=1750
Sound=15
Makes=1
{
Time=1
Max=10
MadeItem1=Snorkle
MadeItem2=No Item
DemandItem1=Rubber
DemandItem2=Glass
MadeAmount1=2
DemandAmount1=200
DemandAmount2=200
}
Makes=2
{
Time=2
Max=10
MadeItem1=DivingSuit
MadeItem2=No Item
DemandItem1=Steel
DemandItem2=Glass
MadeAmount1=1
DemandAmount1=500
DemandAmount2=500
}
Sales=1
{
Item=Snorkle
Max=10
item2=No Item
}
Sales=2
{
Item=DivingSuit
Max=10
item2=No Item
}
}
Building=63
{
Name=Mysterious Canister
Type=Farm
Cost=400
EmployeeSkill=Nothing
Sound=21
Produced=1
{
Item=Power Orb
Max=1
Time=30
Cost=15000
Amount=1
}
Sales=1
{
Item=Power Orb
Max=1
item2=No Item
}
}
Building=64
{
Name=Glassworks
Type=Farm
Tech=3
Cost=1000
Armour=35
EmployeeSkill=Labourer
MaxEmployees=5
MinEmploymentTime=1000
Sound=11
Makes=1
{
Time=2
Max=500
MadeItem1=Glass
MadeItem2=No Item
DemandItem1=Rocks
DemandItem2=Wormseed
MadeAmount1=50
DemandAmount1=200
DemandAmount2=200
}
Sales=1
{
Item=Glass
Max=500
item2=No Item
}
}
Building=1
{
Name=Eastern Plains
Type=Town Plinth
Cost=1
EmployeeSkill=Nothing
Sound=24
Produced=1
{
Item=Field Techkit
Max=250
Time=80
Cost=1
Amount=5
}
Produced=2
{
Item=driver's manual
Max=24
Time=1
Cost=1
Amount=12
}
Sales=1
{
Item=Field Techkit
Max=250
item2=No Item
}
Sales=2
{
Item=driver's manual
Max=24
item2=No Item
}
}
Building=2
{
Name=Fire Valley
Type=Town Plinth
Cost=1
EmployeeSkill=Nothing
Sound=24
}
Building=3
{
Name=Polar Cliffs
Type=Town Plinth
Cost=1
EmployeeSkill=Nothing
Sound=24
Sales=2
{
Item=pilot's guide
item2=No Item
}
}
Building=4
{
Name=Harvester
Type=Farm
Cost=150
Armour=1
EmployeeSkill=Farmer
MaxEmployees=5
MinEmploymentTime=365
Sound=21
ProductDecay=1
Produced=1
{
Item=Seeds
Max=200
Time=1
Cost=4
Amount=100
}
Makes=1
{
Time=1
Max=500
MadeItem1=Sandworm Feed
MadeItem2=No Item
DemandItem1=Wormseed
DemandItem2=Carbon-fibre
MadeAmount1=25
DemandAmount1=100
DemandAmount2=100
}
Sales=1
{
Item=Sandworm Feed
Max=500
item2=No Item
}
Sales=2
{
Item=Seeds
Max=200
item2=No Item
}
}
Building=5
{
Name=Water Pump
Type=Farm
Cost=150
Armour=1
EmployeeSkill=Labourer
MaxEmployees=5
MinEmploymentTime=365
Sound=10
ProductDecay=1
Makes=1
{
Time=1
Max=500
MadeItem1=Fresh Water
MadeItem2=No Item
DemandItem1=Purifying Kit
DemandItem2=Carbon-fibre
MadeAmount1=25
DemandAmount1=100
DemandAmount2=100
}
Sales=1
{
Item=Fresh Water
Max=500
item2=No Item
}
}
Building=6
{
Name=Power Generator
Type=Farm
Cost=150
Armour=1
EmployeeSkill=Engineer
MaxEmployees=5
MinEmploymentTime=365
Sound=11
ProductDecay=1
Makes=1
{
Time=1
Max=500
MadeItem1=Fresh Water Plants
MadeItem2=No Item
DemandItem1=Empty Canisters
DemandItem2=Coolant
MadeAmount1=25
DemandAmount1=100
DemandAmount2=100
}
Sales=1
{
Item=Fresh Water Plants
Max=500
item2=No Item
}
}
Building=7
{
Name=Sandworm Ranch
Type=Production
Cost=150
Armour=30
EmployeeSkill=Farmer
MaxEmployees=5
MinEmploymentTime=1460
Sound=12
Produced=1
{
Item=Wormseed
Max=2000
Time=1
Cost=1000
Amount=100
}
Makes=1
{
Time=1
Max=500
MadeItem1=Baby Sandworms
MadeItem2=No Item
DemandItem1=Sandworm Feed
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=750
DemandAmount2=50
}
Sales=1
{
Item=Baby Sandworms
Max=500
item2=No Item
}
Sales=2
{
Item=Wormseed
Max=2000
item2=No Item
}
}
Building=8
{
Name=Supply Plant
Type=Production
Cost=150
Armour=30
EmployeeSkill=Labourer
MaxEmployees=5
MinEmploymentTime=1460
Sound=13
Produced=1
{
Item=Purifying Kit
Max=2000
Time=1
Cost=1000
Amount=100
}
Produced=2
{
Item=Drill Bits
Max=400
Time=1
Cost=500
Amount=20
}
Makes=1
{
Time=1
Max=500
MadeItem1=Coolant
MadeItem2=No Item
DemandItem1=Chemical B
DemandItem2=No Item
MadeAmount1=25
DemandAmount1=100
}
Makes=2
{
Time=4
Max=100
MadeItem1=Computers
MadeItem2=No Item
DemandItem1=Electronics
DemandItem2=Carbon-fibre
MadeAmount1=50
DemandAmount1=100
DemandAmount2=25
}
Sales=1
{
Item=Coolant
Max=500
item2=No Item
}
Sales=2
{
Item=Purifying Kit
Max=2000
item2=No Item
}
Sales=3
{
Item=Drill Bits
Max=400
item2=No Item
}
Sales=4
{
Item=Computers
Max=100
item2=No Item
}
}
Building=9
{
Name=Power Plant
Type=Production
Cost=150
Armour=30
EmployeeSkill=Engineer
MaxEmployees=5
MinEmploymentTime=1460
Sound=11
Produced=1
{
Item=Empty Canisters
Max=2000
Time=1
Cost=1000
Amount=100
}
Produced=2
{
Item=Radar
Max=15
Time=1
Cost=1000
Amount=1
}
Makes=1
{
Time=1
Max=2000
MadeItem1=Vehicle Fuel
MadeItem2=Carbon-fibre
DemandItem1=Fresh Water Plants
DemandItem2=No Item
MadeAmount1=25
MadeAmount2=100
DemandAmount1=750
}
Makes=2
{
Time=1
Max=5000
MadeItem1=Vehicle Fuel
MadeItem2=Carbon-fibre
DemandItem1=Crude Oil
DemandItem2=No Item
MadeAmount1=100
MadeAmount2=100
DemandAmount1=500
}
Makes=3
{
Time=2
Max=100
MadeItem1=Electronics
MadeItem2=No Item
DemandItem1=Diamonds
DemandItem2=Chemical B
MadeAmount1=25
DemandAmount1=50
DemandAmount2=25
}
Sales=1
{
Item=Empty Canisters
Max=2000
item2=No Item
}
Sales=2
{
Item=Vehicle Fuel
Max=7000
item2=No Item
}
Sales=3
{
Item=Carbon-fibre
Max=8000
item2=No Item
}
Sales=4
{
Item=Electronics
Max=100
item2=No Item
}
Sales=5
{
Item=Radar
Max=15
item2=No Item
}
}
Building=10
{
Name=Chemical Plant
Type=Production
Cost=150
Armour=30
EmployeeSkill=Engineer
MaxEmployees=5
MinEmploymentTime=1460
Sound=15
Produced=1
{
Item=Chemical B
Max=2000
Time=1
Cost=1000
Amount=100
}
Makes=1
{
Time=1
Max=100
MadeItem1=Diamond Drill Bits
MadeItem2=No Item
DemandItem1=Diamonds
DemandItem2=Drill Bits
MadeAmount1=10
DemandAmount1=75
DemandAmount2=75
}
Makes=2
{
Time=1
Max=15
MadeItem1=Protective Coating
MadeItem2=No Item
DemandItem1=Coolant
DemandItem2=Chemical X
MadeAmount1=5
DemandAmount1=75
DemandAmount2=100
}
Sales=1
{
Item=Chemical B
Max=2000
item2=No Item
}
Sales=2
{
Item=Diamond Drill Bits
Max=100
item2=No Item
}
Sales=3
{
Item=Protective Coating
Max=15
item2=No Item
}
}
Building=11
{
Name=Slaughterhouse
Type=Production
Cost=150
Armour=30
EmployeeSkill=Labourer
MaxEmployees=5
MinEmploymentTime=1460
Sound=12
Produced=1
{
Item=Sandworm Blood
Max=500
Time=1
Cost=10
Amount=100
}
Makes=1
{
Time=1
Max=500
MadeItem1=SFresh Waterks
MadeItem2=No Item
DemandItem1=Baby Sandworms
DemandItem2=No Item
MadeAmount1=5
DemandAmount1=1
}
Sales=1
{
Item=SFresh Waterks
Max=500
item2=No Item
}
Sales=2
{
Item=Sandworm Blood
Max=500
item2=No Item
}
}
Building=12
{
Name=Storage Tank
Type=Retail
Cost=75
Armour=25
EmployeeSkill=Businessman
MaxEmployees=2
MinEmploymentTime=365
Sound=11
}
Building=13
{
Name=Dwelling A
Type=Home
Cost=75
Armour=25
EmployeeSkill=Nothing
Sound=18
Produced=1
{
Item=Colonist1
Max=1
Time=30000
Amount=1
}
Produced=2
{
Item=Colonist2
Max=1
Time=30000
Amount=1
}
Sales=1
{
Item=Colonist1
Max=1
item2=No Item
}
Sales=2
{
Item=Colonist2
Max=1
item2=No Item
}
}
Building=14
{
Name=DataCenter
Type=School
Cost=150
Armour=30
EmployeeSkill=Engineer
MaxEmployees=2
MinEmploymentTime=1460
Sound=21
}
Building=15
{
Name=Bookstore
Type=Farm
Cost=75
Armour=30
EmployeeSkill=Businessman
MaxEmployees=5
MinEmploymentTime=10220
Sound=18
Makes=1
{
Time=1
Max=9000
MadeItem1=historic records
MadeItem2=No Item
DemandItem1=Paper
DemandItem2=No Item
MadeAmount1=1
DemandAmount1=5
}
Makes=2
{
Time=1
Max=9000
MadeItem1=bedtime story
MadeItem2=No Item
DemandItem1=Paper
DemandItem2=No Item
MadeAmount1=1
DemandAmount1=25
}
Makes=3
{
Time=1
Max=9000
MadeItem1=book of quests
MadeItem2=No Item
DemandItem1=Paper
DemandItem2=No Item
MadeAmount1=1
DemandAmount1=50
}
Sales=1
{
Item=historic records
Max=9000
item2=No Item
}
Sales=2
{
Item=book of quests
Max=9000
item2=No Item
}
Sales=3
{
Item=bedtime story
Max=9000
item2=No Item
}
}
Building=16
{
Name=Tree Farm
Type=Farm
Cost=150
Armour=30
EmployeeSkill=Lumberjack
MaxEmployees=2
MinEmploymentTime=1460
Sound=13
ProductDecay=1
Makes=1
{
Time=1
Max=500
MadeItem1=Timber
MadeItem2=No Item
DemandItem1=Saplings
DemandItem2=Wormseed
MadeAmount1=25
DemandAmount1=100
DemandAmount2=100
}
Sales=1
{
Item=Timber
Max=500
item2=No Item
}
}
Building=17
{
Name=Greenhouse
Type=Industrial
Cost=150
Armour=30
EmployeeSkill=Farmer
MaxEmployees=5
MinEmploymentTime=1460
Sound=20
Makes=1
{
Time=1
Max=500
MadeItem1=Saplings
MadeItem2=No Item
DemandItem1=Seeds
DemandItem2=Fresh Water
MadeAmount1=25
DemandAmount1=100
DemandAmount2=75
}
Sales=1
{
Item=Saplings
Max=500
item2=No Item
}
}
Building=18
{
Name=Lumberworks
Type=Industrial
Cost=150
Armour=30
EmployeeSkill=Labourer
MaxEmployees=5
MinEmploymentTime=1460
Sound=13
Produced=1
{
Item=Paper
Max=100
Time=1
Cost=10
Amount=1
}
Makes=1
{
Time=1
Max=1000
MadeItem1=Lumber
MadeItem2=No Item
DemandItem1=Timber
DemandItem2=Carbon-fibre
MadeAmount1=50
DemandAmount1=100
DemandAmount2=25
}
Sales=1
{
Item=Lumber
Max=1000
item2=No Item
}
Sales=2
{
Item=Paper
Max=100
item2=No Item
}
}
Building=19
{
Name=Quarry
Type=Industrial
Cost=450
Armour=30
EmployeeSkill=Labourer
MaxEmployees=5
MinEmploymentTime=2190
Sound=14
ProductDecay=1
Produced=1
{
Item=Diamonds
Max=50
Time=1
Cost=500
Amount=10
}
Produced=2
{
Item=Artifacts
Max=10
Time=5
Cost=10
Amount=1
}
Makes=1
{
Time=1
Max=250
MadeItem1=Rocks
MadeItem2=No Item
DemandItem1=Carbon-fibre
DemandItem2=Drill Bits
MadeAmount1=20
DemandAmount1=200
DemandAmount2=100
}
Sales=1
{
Item=Rocks
Max=250
item2=No Item
}
Sales=2
{
Item=Diamonds
Max=50
item2=No Item
}
Sales=3
{
Item=Artifacts
Max=10
item2=No Item
}
}
Building=20
{
Name=Brickworks
Type=Industrial
Cost=450
Armour=30
EmployeeSkill=Engineer
MaxEmployees=5
MinEmploymentTime=2190
Sound=14
Makes=1
{
Time=1
Max=200
MadeItem1=Bricks
MadeItem2=No Item
DemandItem1=Rocks
DemandItem2=Fresh Water
MadeAmount1=20
DemandAmount1=150
DemandAmount2=100
}
Makes=2
{
Time=6
Max=1
MadeItem1=Robocrow5
MadeItem2=No Item
DemandItem1=Robocrow Parts
DemandItem2=Robocrow2
MadeAmount1=1
DemandAmount1=50
DemandAmount2=1
}
Sales=1
{
Item=Bricks
Max=200
item2=No Item
}
Sales=2
{
Item=Robocrow5
Max=1
item2=No Item
}
}
Building=21
{
Name=Ore Mine
Type=Industrial
Tech=1
Cost=300
Armour=35
EmployeeSkill=Miner
MaxEmployees=5
MinEmploymentTime=2190
Sound=16
ProductDecay=1
Makes=1
{
Time=2
Max=500
MadeItem1=Iron Ore
MadeItem2=No Item
DemandItem1=Carbon-fibre
DemandItem2=Diamond Drill Bits
MadeAmount1=25
DemandAmount1=100
DemandAmount2=100
}
Sales=1
{
Item=Iron Ore
Max=500
item2=No Item
}
}
Building=22
{
Name=Iron Oreworks
Type=Industrial
Tech=1
Cost=500
Armour=50
EmployeeSkill=Factory Worker
MaxEmployees=5
MinEmploymentTime=2920
Sound=11
Makes=1
{
Time=2
Max=500
MadeItem1=Steel
MadeItem2=No Item
DemandItem1=Iron Ore
DemandItem2=Carbon-fibre
MadeAmount1=25
DemandAmount1=200
DemandAmount2=250
}
Makes=2
{
Time=2
Max=20
MadeItem1=Engine Parts
MadeItem2=No Item
DemandItem1=Blueprints
DemandItem2=Artifacts
MadeAmount1=5
DemandAmount1=1
DemandAmount2=8
}
Makes=3
{
Time=6
Max=1
MadeItem1=Robocrow6
MadeItem2=No Item
DemandItem1=Robocrow Parts
DemandItem2=Robocrow3
MadeAmount1=1
DemandAmount1=50
DemandAmount2=1
}
Sales=1
{
Item=Steel
Max=500
item2=No Item
}
Sales=2
{
Item=Engine Parts
Max=20
item2=No Item
}
Sales=3
{
Item=Robocrow6
Max=1
item2=No Item
}
}
Building=23
{
Name=Crude Oil Rig
Type=Farm
Tech=1
Cost=5000
Armour=50
EmployeeSkill=Nothing
Sound=17
ProductDecay=1
Produced=1
{
Item=Crude Oil
Max=1000
Time=9842
Cost=10
Amount=1000
}
Sales=1
{
Item=Crude Oil
Max=1000
item2=No Item
}
}
Building=24
{
Name=Sandworm Carcass
Type=Farm
Tech=1
Cost=5000
Armour=30
EmployeeSkill=Nothing
Sound=17
ProductDecay=1
Produced=1
{
Item=Sandworm Feed
Max=1000
Time=9842
Cost=10
Amount=1000
}
Sales=1
{
Item=Sandworm Feed
Max=1000
item2=No Item
}
}
Building=25
{
Name=Abandoned Well
Type=Farm
Tech=1
Cost=5000
Armour=40
EmployeeSkill=Nothing
Sound=17
ProductDecay=1
Produced=1
{
Item=Fresh Water
Max=1000
Time=9842
Cost=10
Amount=1000
}
Sales=1
{
Item=Fresh Water
Max=1000
item2=No Item
}
}
Building=26
{
Name=Outlook Post
Type=Ornamental
Cost=100
Armour=50
EmployeeSkill=Nothing
}
Building=27
{
Name=Medium Block
Type=Ornamental
Cost=100
Armour=30
EmployeeSkill=Nothing
}
Building=28
{
Name=High Block
Type=Ornamental
Cost=100
Armour=30
EmployeeSkill=Nothing
}
Building=29
{
Name=Low Block
Type=Ornamental
Cost=100
Armour=30
EmployeeSkill=Nothing
}
Building=30
{
Name=Infantry Supplies
Type=Production
Cost=75
Armour=35
EmployeeSkill=Businessman
MaxEmployees=2
MinEmploymentTime=365
Sound=20
Makes=1
{
Time=5
Max=5
MadeItem1=Jeep
MadeItem2=No Item
DemandItem1=Field Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=50
DemandAmount2=50
}
Makes=2
{
Time=5
Max=5
MadeItem1=Colonist7
MadeItem2=No Item
DemandItem1=Fire Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=50
DemandAmount2=50
}
Makes=3
{
Time=5
Max=5
MadeItem1=Colonist8
MadeItem2=No Item
DemandItem1=Arctic Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=50
DemandAmount2=50
}
Sales=2
{
Item=Jeep
Max=5
item2=No Item
}
Sales=3
{
Item=Colonist7
Max=5
item2=No Item
}
Sales=4
{
Item=Colonist8
Max=5
item2=No Item
}
}
Building=31
{
Name=Mech Assembly Plant
Type=Production
Tech=2
Cost=500
Armour=45
EmployeeSkill=Engineer
MaxEmployees=5
MinEmploymentTime=2920
Sound=19
Produced=1
{
Item=Radar
Max=5
Time=5
Cost=100
Amount=1
}
Makes=1
{
Time=5
Max=1
MadeItem1=Colonist9
MadeItem2=No Item
DemandItem1=Field Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=400
DemandAmount2=500
}
Makes=2
{
Time=5
Max=1
MadeItem1=BattleTank0
MadeItem2=No Item
DemandItem1=Fire Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=400
DemandAmount2=500
}
Makes=3
{
Time=5
Max=1
MadeItem1=BattleTank1
MadeItem2=No Item
DemandItem1=Arctic Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=400
DemandAmount2=500
}
Sales=1
{
Item=Colonist9
Max=1
item2=No Item
}
Sales=2
{
Item=BattleTank0
Max=1
item2=No Item
}
Sales=3
{
Item=BattleTank1
Max=1
item2=No Item
}
Sales=4
{
Item=Radar
Max=5
item2=No Item
}
}
Building=32
{
Name=Transports Factory
Type=Industrial
Tech=1
Cost=300
Armour=45
EmployeeSkill=Businessman
MaxEmployees=5
MinEmploymentTime=2920
Sound=17
Makes=1
{
Time=5
Max=2
MadeItem1=HoverScout
MadeItem2=No Item
DemandItem1=Field Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=300
DemandAmount2=250
}
Makes=2
{
Time=5
Max=2
MadeItem1=Colonist3
MadeItem2=No Item
DemandItem1=Fire Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=300
DemandAmount2=250
}
Makes=3
{
Time=5
Max=2
MadeItem1=Field Uniform
MadeItem2=No Item
DemandItem1=Arctic Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=300
DemandAmount2=250
}
Sales=1
{
Item=HoverScout
Max=2
item2=No Item
}
Sales=2
{
Item=Colonist3
Max=2
item2=No Item
}
Sales=3
{
Item=Field Uniform
Max=2
item2=No Item
}
}
Building=33
{
Name=SupplyLine Assembly
Type=Production
Tech=3
Cost=500
Armour=45
EmployeeSkill=Mechanic
MaxEmployees=5
MinEmploymentTime=2920
Sound=17
Makes=1
{
Time=8
Max=1
MadeItem1=Supply Truck
MadeItem2=No Item
DemandItem1=Field Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=400
DemandAmount2=300
}
Makes=2
{
Time=8
Max=1
MadeItem1=Colonist5
MadeItem2=No Item
DemandItem1=Fire Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=400
DemandAmount2=300
}
Makes=3
{
Time=8
Max=1
MadeItem1=Helichopter
MadeItem2=No Item
DemandItem1=Arctic Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=400
DemandAmount2=300
}
Sales=1
{
Item=Supply Truck
Max=1
item2=No Item
}
Sales=2
{
Item=Colonist5
Max=1
item2=No Item
}
Sales=3
{
Item=Helichopter
Max=1
item2=No Item
}
}
Building=34
{
Name=Scout Assembly
Type=Production
Tech=2
Cost=400
Armour=45
EmployeeSkill=Mechanic
MaxEmployees=6
MinEmploymentTime=2920
Sound=17
Makes=1
{
Time=8
Max=1
MadeItem1=HoverScout
MadeItem2=No Item
DemandItem1=Field Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=200
DemandAmount2=400
}
Makes=2
{
Time=8
Max=1
MadeItem1=Colonist6
MadeItem2=No Item
DemandItem1=Fire Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=200
DemandAmount2=400
}
Makes=3
{
Time=8
Max=1
MadeItem1=Zepplin
MadeItem2=No Item
DemandItem1=Arctic Techkit
DemandItem2=Carbon-fibre
MadeAmount1=1
DemandAmount1=200
DemandAmount2=400
}
Sales=1
{
Item=HoverScout
Max=1
item2=No Item
}
Sales=2
{
Item=Colonist6
Max=1
item2=No Item
}
Sales=3
{
Item=Zepplin
Max=1
item2=No Item
}
}
Building=35
{
Name=Attack Unit Assembly
Type=Industrial
Tech=3
Cost=600
Armour=50
EmployeeSkill=Mechanic
MaxEmployees=8
MinEmploymentTime=4000
Sound=17
Makes=1
{
Time=10
Max=1
MadeItem1=BattleTank
MadeItem2=No Item
DemandItem1=Field Techkit
DemandItem2=Engine Parts
MadeAmount1=1
DemandAmount1=500
DemandAmount2=500
}
Makes=2
{
Time=8
Max=1
MadeItem1=Colonist4
MadeItem2=No Item
DemandItem1=Fire Techkit
DemandItem2=Engine Parts
MadeAmount1=1
DemandAmount1=500
DemandAmount2=500
}
Makes=3
{
Time=8
Max=1
MadeItem1=Colonist0
MadeItem2=No Item
DemandItem1=Arctic Techkit
DemandItem2=Engine Parts
MadeAmount1=1
DemandAmount1=500
DemandAmount2=500
}
Sales=1
{
Item=BattleTank
Max=1
item2=No Item
}
Sales=2
{
Item=Colonist4
Max=1
item2=No Item
}
Sales=3
{
Item=Colonist0
Max=1
item2=No Item
}
}
Building=36
{
Name=Polymer Lab
Type=Industrial
Tech=2
Cost=300
Armour=45
EmployeeSkill=Scientist
MaxEmployees=5
MinEmploymentTime=3000
Produced=1
{
Item=Chemical A
Max=2
Time=1
Cost=2000
Amount=125
}
Makes=1
{
Time=4
Max=250
MadeItem1=Polymers
MadeItem2=No Item
DemandItem1=Purifying Kit
DemandItem2=Coolant
MadeAmount1=25
DemandAmount1=400
DemandAmount2=200
}
Makes=2
{
Time=2
Max=250
MadeItem1=Polymers
MadeItem2=No Item
DemandItem1=Rubber
DemandItem2=No Item
MadeAmount1=250
DemandAmount1=300
}
Sales=1
{
Item=Chemical A
Max=1000
item2=No Item
}
Sales=2
{
Item=Polymers
Max=500
item2=No Item
}
}
Building=37
{
Name=Plasticworks
Type=Industrial
Tech=2
Cost=600
Armour=50
EmployeeSkill=Scientist
MaxEmployees=6
MinEmploymentTime=2000
Makes=1
{
Time=3
Max=250
MadeItem1=Plastics
MadeItem2=No Item
DemandItem1=Polymers
DemandItem2=Crude Oil
MadeAmount1=100
DemandAmount1=500
DemandAmount2=500
}
Makes=2
{
Time=1
Max=2500
MadeItem1=Lumber
MadeItem2=No Item
DemandItem1=Timber
DemandItem2=Carbon-fibre
MadeAmount1=100
DemandAmount1=25
DemandAmount2=25
}
Sales=1
{
Item=Plastics
Max=250
item2=No Item
}
Sales=2
{
Item=Lumber
Max=2500
item2=No Item
}
}
Building=38
{
Name=Battlestation
Type=Production
Tech=3
Cost=1200
Armour=60
EmployeeSkill=Mercenary
MaxEmployees=8
MinEmploymentTime=5
Produced=1
{
Item=Jetpack
Max=1
Time=200
Cost=5000
Amount=1
}
Makes=1
{
Time=12
Max=500
MadeItem1=TankShells
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Crude Oil
MadeAmount1=100
DemandAmount1=500
DemandAmount2=100
}
Makes=2
{
Time=12
Max=500
MadeItem1=PressureShells
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Crude Oil
MadeAmount1=100
DemandAmount1=500
DemandAmount2=100
}
Makes=3
{
Time=12
Max=500
MadeItem1=Megaton Bombs
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Crude Oil
MadeAmount1=100
DemandAmount1=500
DemandAmount2=100
}
Sales=1
{
Item=TankShells
Max=500
item2=No Item
}
Sales=2
{
Item=PressureShells
Max=500
item2=No Item
}
Sales=3
{
Item=Megaton Bombs
Max=500
item2=No Item
}
Sales=4
{
Item=Jetpack
Max=1
item2=No Item
}
}
Building=39
{
Name=Blue Armory
Type=Retail
Tech=1
Cost=400
Armour=50
EmployeeSkill=Mercenary
MaxEmployees=2
MinEmploymentTime=2920
Produced=1
{
Item=Grenades
Max=15
Time=10
Cost=500
Amount=5
}
Makes=1
{
Time=1
Max=5000
MadeItem1=Infantry Rounds
MadeItem2=No Item
DemandItem1=Carbon-fibre
DemandItem2=Coolant
MadeAmount1=250
DemandAmount1=50
DemandAmount2=50
}
Makes=2
{
Time=2
Max=5000
MadeItem1=Turret Rounds
MadeItem2=No Item
DemandItem1=Carbon-fibre
DemandItem2=Coolant
MadeAmount1=100
DemandAmount1=50
DemandAmount2=50
}
Sales=1
{
Item=Infantry Rounds
Max=5000
item2=No Item
}
Sales=2
{
Item=Turret Rounds
Max=5000
item2=No Item
}
Sales=3
{
Item=Grenades
Max=15
item2=No Item
}
}
Building=40
{
Name=Green Armory
Type=Retail
Tech=2
Cost=600
Armour=50
EmployeeSkill=Mercenary
MaxEmployees=4
MinEmploymentTime=1800
Makes=1
{
Time=1
Max=5000
MadeItem1=Laser Charges
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Chemical C
MadeAmount1=250
DemandAmount1=100
DemandAmount2=75
}
Makes=2
{
Time=1
Max=300
MadeItem1=AntiGrav Mines5
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Fresh Water Plants
MadeAmount1=10
DemandAmount1=5
DemandAmount2=5
}
Makes=3
{
Time=1
Max=5000
MadeItem1=PressureShells0
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Chemical C
MadeAmount1=500
DemandAmount1=200
DemandAmount2=100
}
Sales=1
{
Item=Laser Charges
Max=5000
item2=No Item
}
Sales=2
{
Item=AntiGrav Mines5
Max=300
item2=No Item
}
Sales=3
{
Item=PressureShells0
Max=5000
item2=No Item
}
}
Building=41
{
Name=Red Armory
Type=Retail
Tech=3
Cost=800
Armour=50
EmployeeSkill=Mercenary
MaxEmployees=6
MinEmploymentTime=1000
Makes=1
{
Max=250
MadeItem1=HeatSeeks
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Carbon-fibre
MadeAmount1=25
DemandAmount1=500
DemandAmount2=25
}
Makes=2
{
Time=1
Max=100
MadeItem1=AntiGrav Mines
MadeItem2=No Item
DemandItem1=Explosives
DemandItem2=Steel
MadeAmount1=20
DemandAmount1=50
DemandAmount2=50
}
Makes=3
{
Time=1
Max=1000
MadeItem1=Bricks
MadeItem2=No Item
DemandItem1=Rocks
DemandItem2=Carbon-fibre
MadeAmount1=100
DemandAmount1=75
DemandAmount2=75
}
Sales=1
{
Item=HeatSeeks
Max=250
item2=No Item
}
Sales=2
{
Item=AntiGrav Mines
Max=100
item2=No Item
}
Sales=3
{
Item=Bricks
Max=1000
item2=No Item
}
}
Building=42
{
Name=Owner's Bar
Type=Leisure
Cost=1
EmployeeSkill=Nothing
Makes=1
{
Time=8
Max=5
MadeItem1=Robocrow7
MadeItem2=No Item
DemandItem1=Robocrow Parts
DemandItem2=Power Orb
MadeAmount1=1
DemandAmount1=200
DemandAmount2=1
}
Makes=2
{
Time=8
Max=1
MadeItem1=Royal Seal
MadeItem2=No Item
DemandItem1=GemBrickss
DemandItem2=Diamonds
MadeAmount1=1
DemandAmount1=1
DemandAmount2=100
}
Sales=1
{
Item=Robocrow7
Max=5
item2=No Item
}
Sales=2
{
Item=Royal Seal
Max=1
item2=No Item
}
}
Building=43
{
Name=TuneUp Shop
Type=Retail
Tech=3
Cost=1000
Armour=25
EmployeeSkill=Mechanic
MaxEmployees=5
MinEmploymentTime=2000
Makes=1
{
Time=5
Max=16
MadeItem1=Tires
MadeItem2=No Item
DemandItem1=Rubber
DemandItem2=Carbon-fibre
MadeAmount1=4
DemandAmount1=60
DemandAmount2=12
}
Makes=2
{
Time=5
Max=50
MadeItem1=Tune-up
MadeItem2=No Item
DemandItem1=Rubber
DemandItem2=Coolant
MadeAmount1=1
DemandAmount1=15
DemandAmount2=120
}
Makes=3
{
Time=12
Max=2
MadeItem1=Engine Upgrade
MadeItem2=No Item
DemandItem1=Power Orb
DemandItem2=Coolant
MadeAmount1=1
DemandAmount1=1
DemandAmount2=400
}
Sales=1
{
Item=Tires
Max=16
item2=No Item
}
Sales=2
{
Item=Tune-up
Max=50
item2=No Item
}
Sales=3
{
Item=Engine Upgrade
Max=2
item2=No Item
}
}
Building=44
{
Name=Repair Shop
Type=Retail
Tech=3
Cost=1000
Armour=25
EmployeeSkill=Engineer
MaxEmployees=5
MinEmploymentTime=2000
Produced=1
{
Item=Repair Pack
Max=2
Time=2
Cost=1000
Amount=1
}
Produced=2
{
Item=Health Pack
Max=2
Time=15
Cost=10000
Amount=1
}
Makes=1
{
Time=1
Max=1000
MadeItem1=Steel
MadeItem2=No Item
DemandItem1=Iron Ore
DemandItem2=Carbon-fibre
MadeAmount1=100
DemandAmount1=75
DemandAmount2=75
}
Sales=1
{
Item=Repair Pack
Max=2
item2=No Item
}
Sales=2
{
Item=Health Pack
Max=2
item2=No Item
}
Sales=3
{
Item=Steel
Max=1000
item2=No Item
}
}
Building=45
{
Name=Abandoned Crow Factory
Type=Farm
Cost=1
EmployeeSkill=Nothing
Makes=1
{
Time=2
Max=1
MadeItem1=Blueprints
MadeItem2=No Item
DemandItem1=Carbon-fibre
DemandItem2=Paper
MadeAmount1=1
DemandAmount1=35
DemandAmount2=70
}
Makes=2
{
Time=6
Max=1
MadeItem1=Robocrow4
MadeItem2=No Item
DemandItem1=Robocrow Parts
DemandItem2=Robocrow1
MadeAmount1=1
DemandAmount1=50
DemandAmount2=1
}
Sales=1
{
Item=Blueprints
Max=1
item2=No Item
}
Sales=2
{
Item=Robocrow4
Max=1
item2=No Item
}
}
Building=46
{
Name=Dwelling B
Type=Home
Cost=75
Armour=25
EmployeeSkill=Nothing
Sound=18
Produced=1
{
Item=Colonist1
Max=1
Time=30000
Amount=1
}
Produced=2
{
Item=Colonist2
Max=1
Time=30000
Amount=1
}
Sales=1
{
Item=Colonist1
Max=1
item2=No Item
}
Sales=2
{
Item=Colonist2
Max=1
item2=No Item
}
}
Building=47
{
Name=Dwelling C
Type=Home
Cost=75
Armour=25
EmployeeSkill=Nothing
Sound=18
Produced=1
{
Item=Colonist1
Max=1
Time=30000
Amount=1
}
Produced=2
{
Item=Colonist2
Max=1
Time=30000
Amount=1
}
Sales=1
{
Item=Colonist1
Max=1
item2=No Item
}
Sales=2
{
Item=Colonist2
Max=1
item2=No Item
}
}
Building=48
{
Name=Ministry of Defense
Type=Retail
Tech=3
Cost=2000
Armour=25
EmployeeSkill=Mechanic
MaxEmployees=5
MinEmploymentTime=2500
Sound=19
Makes=1
{
Time=2
Max=2
MadeItem1=Armour2x
MadeItem2=No Item
DemandItem1=Protective Coating
DemandItem2=Steel
MadeAmount1=1
DemandAmount1=30
DemandAmount2=500
}
Makes=2
{
Time=5
Max=1
MadeItem1=Armour4x
MadeItem2=No Item
DemandItem1=Protective Coating
DemandItem2=Steel
MadeAmount1=1
DemandAmount1=60
DemandAmount2=1000
}
Makes=3
{
Time=1
Max=5
MadeItem1=Repair Pack
MadeItem2=No Item
DemandItem1=Glass
DemandItem2=Polymers
MadeAmount1=1
DemandAmount1=250
DemandAmount2=500
}
Sales=1
{
Item=Armour2x
Max=2
item2=No Item
}
Sales=2
{
Item=Armour4x
Max=1
item2=No Item
}
Sales=3
{
Item=Repair Pack
Max=5
item2=No Item
}
}
Building=49
{
Name=Research Lab
Type=Retail
Tech=2
Cost=600
Armour=10
EmployeeSkill=Scientist
MaxEmployees=6
MinEmploymentTime=1000
Sound=11
Makes=1
{
Time=1
Max=1000
MadeItem1=Chemical C
MadeItem2=No Item
DemandItem1=Chemical A
DemandItem2=Chemical B
MadeAmount1=10
DemandAmount1=25
DemandAmount2=25
}
Makes=2
{
Time=360
Max=1
MadeItem1=Liquisuit
MadeItem2=No Item
DemandItem1=Coolant
DemandItem2=Sandworm Blood
MadeAmount1=1
DemandAmount1=5000
DemandAmount2=5000
}
Makes=3
{
Time=360
Max=1
MadeItem1=Nutrisuit
MadeItem2=No Item
DemandItem1=Baby Sandworms
DemandItem2=SFresh Waterks
MadeAmount1=1
DemandAmount1=2500
DemandAmount2=1500
}
Sales=1
{
Item=Chemical C
Max=1000
item2=No Item
}
Sales=2
{
Item=Liquisuit
Max=1
item2=No Item
}
Sales=3
{
Item=Nutrisuit
Max=1
item2=No Item
}
}
Building=50
{
Name=Teleport
Type=Teleport
Cost=500
EmployeeSkill=Nothing
Sound=28
}
Building=51
{
Name=Crow Research Facility
Type=Retail
Cost=300
Armour=25
EmployeeSkill=Engineer
MaxEmployees=4
MinEmploymentTime=30
Sound=17
Produced=1
{
Item=Robocrow Parts
Max=100
Time=1
Cost=50
Amount=25
}
Makes=1
{
Time=3
Max=2
MadeItem1=Robocrow1
MadeItem2=No Item
DemandItem1=Computers
DemandItem2=Engine Parts
MadeAmount1=1
DemandAmount1=75
DemandAmount2=35
}
Makes=2
{
Time=3
Max=2
MadeItem1=Robocrow2
MadeItem2=No Item
DemandItem1=Computers
DemandItem2=Engine Parts
MadeAmount1=1
DemandAmount1=75
DemandAmount2=35
}
Makes=3
{
Time=3
Max=2
MadeItem1=Robocrow3
MadeItem2=No Item
DemandItem1=Computers
DemandItem2=Engine Parts
MadeAmount1=1
DemandAmount1=75
DemandAmount2=35
}
Sales=1
{
Item=Robocrow Parts
Max=100
item2=No Item
}
Sales=2
{
Item=Robocrow1
Max=2
item2=No Item
}
Sales=3
{
Item=Robocrow2
Max=2
item2=No Item
}
Sales=4
{
Item=Robocrow3
Max=2
item2=No Item
}
}
Building=52
{
Name=Plains Player Sign
Type=Farm
Cost=1
EmployeeSkill=Nothing
Produced=1
{
Item=reference manual
Max=1000
Time=1
Cost=1
Amount=1000
}
Produced=2
{
Item=faq
Max=1000
Time=1
Amount=1000
}
Makes=1
{
Time=1
Max=24
MadeItem1=driver's manual
MadeItem2=No Item
DemandItem1=No Item
DemandItem2=No Item
MadeAmount1=12
}
Makes=2
{
Time=80
Max=250
MadeItem1=Field Techkit
MadeItem2=No Item
DemandItem1=Fresh Water Plants
DemandItem2=No Item
MadeAmount1=5
DemandAmount1=50
}
Sales=1
{
Item=reference manual
Max=1000
item2=No Item
}
Sales=2
{
Item=faq
Max=1000
item2=No Item
}
Sales=3
{
Item=driver's manual
Max=24
item2=No Item
}
Sales=4
{
Item=Field Techkit
Max=250
item2=No Item
}
}
Building=53
{
Name=Factory X
Type=Retail
Tech=2
Cost=400
Armour=25
EmployeeSkill=Scientist
MaxEmployees=2
MinEmploymentTime=500
Sound=21
Makes=1
{
Time=2
Max=250
MadeItem1=Chemical X
MadeItem2=No Item
DemandItem1=Chemical B
DemandItem2=Chemical C
MadeAmount1=50
DemandAmount1=50
DemandAmount2=50
}
Sales=1
{
Item=Chemical X
Max=250
item2=No Item
}
}
Building=54
{
Name=Defense A
Type=Defense
Tech=3
Cost=200
Armour=5
TriggerMode=6
EmployeeSkill=Nothing
Sound=23
}
Building=55
{
Name=Fire Player Sign
Type=Farm
Cost=1
EmployeeSkill=Nothing
Produced=1
{
Item=reference manual
Max=1000
Time=1
Cost=1
Amount=1000
}
Produced=2
{
Item=faq
Max=1000
Time=1
Amount=1000
}
Makes=1
{
Time=1
Max=24
MadeItem1=shipcaptain's log
MadeItem2=No Item
DemandItem1=No Item
DemandItem2=No Item
MadeAmount1=12
}
Makes=2
{
Time=80
Max=250
MadeItem1=Fire Techkit
MadeItem2=No Item
DemandItem1=Fresh Water Plants
DemandItem2=No Item
MadeAmount1=5
DemandAmount1=50
}
Sales=1
{
Item=reference manual
Max=1000
item2=No Item
}
Sales=2
{
Item=faq
Max=1000
item2=No Item
}
Sales=3
{
Item=shipcaptain's log
Max=24
item2=No Item
}
Sales=4
{
Item=Fire Techkit
Max=250
item2=No Item
}
}
Building=56
{
Name=Polar Player Sign
Type=Farm
Cost=1
EmployeeSkill=Nothing
Produced=1
{
Item=reference manual
Max=1000
Time=1
Cost=1
Amount=1000
}
Produced=2
{
Item=faq
Max=1000
Time=1
Amount=1000
}
Makes=1
{
Time=1
Max=24
MadeItem1=pilot's guide
MadeItem2=No Item
DemandItem1=No Item
DemandItem2=No Item
MadeAmount1=12
}
Makes=2
{
Time=80
Max=250
MadeItem1=Arctic Techkit
MadeItem2=No Item
DemandItem1=Fresh Water Plants
DemandItem2=No Item
MadeAmount1=5
DemandAmount1=50
}
Sales=1
{
Item=reference manual
Max=1000
item2=No Item
}
Sales=2
{
Item=faq
Max=1000
item2=No Item
}
Sales=3
{
Item=pilot's guide
Max=24
item2=No Item
}
Sales=4
{
Item=Arctic Techkit
Max=250
item2=No Item
}
}
Building=57
{
Name=Explosives Plant
Type=Production
Tech=2
Cost=400
Armour=25
EmployeeSkill=Mercenary
MaxEmployees=2
MinEmploymentTime=1500
Sound=14
Makes=1
{
Time=2
Max=100
MadeItem1=Explosives
MadeItem2=No Item
DemandItem1=Chemical X
DemandItem2=Field Techkit
MadeAmount1=25
DemandAmount1=120
DemandAmount2=50
}
Makes=2
{
Time=2
Max=100
MadeItem1=Explosives
MadeItem2=No Item
DemandItem1=Chemical X
DemandItem2=Fire Techkit
MadeAmount1=25
DemandAmount1=120
DemandAmount2=50
}
Makes=3
{
Time=2
Max=100
MadeItem1=Explosives
MadeItem2=No Item
DemandItem1=Chemical X
DemandItem2=Arctic Techkit
MadeAmount1=25
DemandAmount1=120
DemandAmount2=50
}
Sales=1
{
Item=Explosives
Max=300
item2=No Item
}
}
Building=58
{
Name=Ruins
Type=Farm
Cost=1
EmployeeSkill=Nothing
Produced=1
{
Item=GemBrickss
Max=1
Time=1
Cost=100
Amount=1
}
Sales=1
{
Item=GemBrickss
Max=1
item2=No Item
}
}
Building=59
{
Name=RoboCrow Armory
Type=Retail
Cost=400
Armour=20
EmployeeSkill=Mercenary
MaxEmployees=1
MinEmploymentTime=1
Sound=15
Produced=1
{
Item=AntiGrav Mines7
Max=2000
Time=1
Cost=1
Amount=500
}
Produced=2
{
Item=AntiGrav Mines9
Max=2000
Time=1
Cost=1
Amount=500
}
Makes=1
{
Time=1
Max=500
MadeItem1=AntiGrav Mines6
MadeItem2=No Item
DemandItem1=Power Orb
DemandItem2=Carbon-fibre
MadeAmount1=50
DemandAmount1=1
DemandAmount2=5
}
Makes=2
{
Time=1
Max=500
MadeItem1=AntiGrav Mines8
MadeItem2=No Item
DemandItem1=Power Orb
DemandItem2=Carbon-fibre
MadeAmount1=50
DemandAmount1=1
DemandAmount2=5
}
Sales=1
{
Item=AntiGrav Mines7
Max=2000
item2=No Item
}
Sales=2
{
Item=AntiGrav Mines9
Max=2000
item2=No Item
}
Sales=3
{
Item=AntiGrav Mines6
Max=500
item2=No Item
}
Sales=4
{
Item=AntiGrav Mines8
Max=500
item2=No Item
}
}
Building=60
{
Name=RubberTree Farm
Type=Industrial
Tech=3
Cost=750
Armour=25
EmployeeSkill=Labourer
MaxEmployees=5
MinEmploymentTime=2960
Sound=12
Makes=1
{
Time=2
Max=500
MadeItem1=RubberTimber
MadeItem2=No Item
DemandItem1=Wormseed
DemandItem2=Carbon-fibre
MadeAmount1=100
DemandAmount1=500
DemandAmount2=100
}
Sales=1
{
Item=RubberTimber
Max=500
item2=No Item
}
}
Building=61
{
Name=Rubberworks
Type=Industrial
Tech=3
Cost=750
Armour=35
EmployeeSkill=Scientist
MaxEmployees=5
MinEmploymentTime=1500
Sound=15
Makes=1
{
Time=1
Max=500
MadeItem1=Rubber
MadeItem2=No Item
DemandItem1=RubberTimber
DemandItem2=Chemical C
MadeAmount1=100
DemandAmount1=75
DemandAmount2=100
}
Sales=1
{
Item=Rubber
Max=500
item2=No Item
}
}
Building=62
{
Name=Exploration Lab
Type=Retail
Tech=3
Cost=1500
Armour=25
EmployeeSkill=Labourer
MaxEmployees=5
MinEmploymentTime=1750
Sound=15
Makes=1
{
Time=1
Max=10
MadeItem1=Snorkle
MadeItem2=No Item
DemandItem1=Rubber
DemandItem2=Glass
MadeAmount1=2
DemandAmount1=200
DemandAmount2=200
}
Makes=2
{
Time=2
Max=10
MadeItem1=DivingSuit
MadeItem2=No Item
DemandItem1=Steel
DemandItem2=Glass
MadeAmount1=1
DemandAmount1=500
DemandAmount2=500
}
Sales=1
{
Item=Snorkle
Max=10
item2=No Item
}
Sales=2
{
Item=DivingSuit
Max=10
item2=No Item
}
}
Building=63
{
Name=Mysterious Canister
Type=Farm
Cost=400
EmployeeSkill=Nothing
Sound=21
Produced=1
{
Item=Power Orb
Max=1
Time=30
Cost=15000
Amount=1
}
Sales=1
{
Item=Power Orb
Max=1
item2=No Item
}
}
Building=64
{
Name=Glassworks
Type=Farm
Tech=3
Cost=1000
Armour=35
EmployeeSkill=Labourer
MaxEmployees=5
MinEmploymentTime=1000
Sound=11
Makes=1
{
Time=2
Max=500
MadeItem1=Glass
MadeItem2=No Item
DemandItem1=Rocks
DemandItem2=Wormseed
MadeAmount1=50
DemandAmount1=200
DemandAmount2=200
}
Sales=1
{
Item=Glass
Max=500
item2=No Item
}
}