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 Systems and building thread 
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Please post here all ideas for systems and buildings.

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21 Oct 2004, 19:01
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would it matter if all powers use the same pics for farms factorys intel power? i think this will help cut down on programming. then we can concentrate on race specific structures.
so far i have
klingons
Hall of warriors +25% ground defense empire wide
Great Hall +1 moral empire
Hunting Grounds +1 morale (any system)
Combat Testing Center +25% weapons research
Temple of Kalass +1 morale empire wide

Rura`pentai +2 dilitium (dilitium system) -1 moral

Cardassians
Centrel command +30 ship exp
obsidian order +25% intel +1 moral empire wide
Prefects tower +1 morale (subjagated systems)

Labour Camps +1 dilitium (dilitum system)
Reeducation centers +2 morale (subjagated systems)

Romulans
Imperial senate +1 morale empire wide
Tal`shiar + 25% intel
Tal`shiar tower +1 morale (subjagated system)
Imperial Acadamy +30 ship exp

Reman mines +2 dilitium (dilitium system)

still looking at other stuff.

All empires
Replicators +50 food
Advanced replicators +75 food
Industrial replicators +25% industry
Dilitium refinarys
Mines (metal?)
Refinarys(depterium?)
Orbital batteries, upgrades to weapons platforms.
wind turbines +50 power (barren planets)
charge collectors +100 power(Arctic planets)
Geothermal vents +20% power (volcanic planets)

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Last edited by jigalypuff on 04 Nov 2004, 17:17, edited 2 times in total.



02 Nov 2004, 14:50
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Andorian Supreme Cooperative +30 ship experiance
Bajorans Jalandra Forum +1 morale empire wide
Baku Recovery Center +5% population increase empire wide
Betazoid Ruling Council +24% internal Security
Bolian Bank of Bolarus +100 credits per turn
Breen Weapons Research Lab +25% weapons research
Ferengi Tower of Commerce +25% income on all trade routes
Tholians Energy Research Lab +25% energy research
Trill Symbisios Commission +25% Research empire wide

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04 Nov 2004, 17:30
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i tided up :lol:

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04 Nov 2004, 17:31
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Good job. :lol:


*T'Lani Biotech facility

*Ktarian Music Festival- Morale

*Lurian Monarchy- Trade bonus (Lurians are Morn's people :D )

*Sheliak Corporate- Extra income from any treaty

*Talosian Intelligence Network- +20% Intel (they're telepaths)

*Benzite Tactical Academy- Ship Exp (based on 'mordock strategy')

*El Aurian Security Network- (They listen to all kinds of stuff)

*Talaxian Entertainment Network- Morale? (even I hate this one)

*Gorn Barraks- Lots of ground defence!


Any thoughts? These are mostly canon.

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04 Nov 2004, 18:23
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* Karemman Planetary Bazaar - trade or credits
* Jarada Training Center (bad name) - +ground defense
* Nanites Information Center (worse name) - + Some type of research
* Hirogen Warrior Academy - +ground defense
* Horta Mining Network - +Raw material
* Halkan Cooperative Post (another bad name) - + morale
* Vidiian Medical Research Facility - + Some kind of research
* Lactran Planetary University - +5% research (does animated series count as canon?)

None of these are canon...Oh well.

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05 Nov 2004, 03:19
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Some cool ones.

Karemma need a trade related building, maybe Karemman Trade Centre.

Nanite based structures could be a federation building in the late stage of the game.

Not sure about Horta, are they to be a minor race? Sounds silly but I'm sure there's a scene in one of the movies where there's one on the federation council. :lol:

Vidiian building is cool.

I'm ashamed to say I can't recall the Jarada or the Halkans!!! :oops: Which series are the from?

Another one, (actually inspired by 'jarada') the Parada from the ds9 ep 'whispers', need a strong internal security type structure.

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05 Nov 2004, 09:50
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Jarada are militaristic insectoids from the TNG series.
Halkans are the super-peaceful race from the Mirror-Mirror Episode of TOS.

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06 Nov 2004, 01:18
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I've just had a thought..

We're all thinking of buildings that provide the same benefits as in botf, largely ignoring the 'new' resources;

Deuterium
Officers
Raw Materials


I might rethink some of mine to balance it out a bit.

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06 Nov 2004, 12:21
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Reman Recruitment Center

from nemesis we know that the Romulans used Reman troops as assault forces, and cannon fodder in the dominion war

i think that u shoul;d be able to do the same thing

maybe -

1000 metal cost
150 energy


and it would provide say -


30% ground defense
50% ground OFFENSE


any thoughts?

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07 Nov 2004, 07:40
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i think that your prices are a bit weird, i mean we could do this do make more officers/soldiers. But i don't want them to be in as a %, it would make much more sense if they would add to the crew pool.

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07 Nov 2004, 09:51
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major special structures are now complete, although i will be redoing some for the public release. i am now starting on minor structures, i will be doing these in max so to save me time if you find any pics of race (minors) specific structures please post a link. thanks

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22 Nov 2004, 00:44
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Question, Is Species 8472 going to be in the game? if so, they could have the space structure seen in voyager for military training..... it could boost XP or something like that.....


25 Nov 2004, 05:34
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They will be a random, a very dangerous random.....

If someone makes a module for them then they can be loaded into the game as a playable race. I'd personally never even consider that, a species as powerful as 8472 is better as a scary random.

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25 Nov 2004, 09:44
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i actually like to have such a dangerous race in some of my games, together with the Borg. There are going to be nice big battles. :twisted:

But still could create a campaign mission or something like that.

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25 Nov 2004, 10:19
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yea they'd be a whole new race with a totally different tech tree:) imagine developing tech to battle them like voyager did :)


25 Nov 2004, 18:33
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yeah i know. imagine what the tech tree would look for a species that evolved in fluidic space.


26 Nov 2004, 00:27
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i think stuctures should have some kind of upgrade ability, i mean MI6 is far more useful than it was when founded a century ago, so the logic should apply to other institutions like Starfleets core of eingeneers

structures should be upgraded in much the same way you propose to upgrade ships, taking a couple of turns (rendering them useless over that period) and costing resources (a fraction, that you decide, of the original build cost)

so as required research costs spirals a player can cut costs long term by purchasing upgrades to his structures. better system managers will gain more economic advantage from how efficiently they run there empire. It will give your economics more depth that BoTF and more strategy, im personally in love with the ship upgrade ideas floating around these forums, and i think the military management angle it provides can be transferred into the economic aspect of the game

Im wondering if there will be some kind of integrated research window (a test of your design skills fellas) that will allow quick access to all aspects of research, in the proposed game there are several kinds of research ships alone i think should go through

1.researching the science (propulsion,weapons)
2.developing the potential ship (perhaps player recieves news "design breakthrough at core of eingeneers, Miranda class ..then a menu little miranda picture spinning in 3d mesh mode, specific feutures described as it spins.. then develop for xxx resources YES?NO? button)
3.reseaching more science
4.developing upgrades (when certain research criteria is met, u make up the numbers, then upgrade package is complete.. Once again page with spinning ships, showing proposed increased stats, perhaps how they compare to other ships in fleet to help decide how economical the purchase is , then DEVELOP UPGRADE YES?NO?
5. then ordering ships in for upgrades

i seem to have digressed from my original point a little (product of posting at 3in the mornin!) however i think specialised structures should upgrade as technology goes up. a well designed and comprehensive research menu will be critical, very easy to use, nice to look at, but complex. And finally research and development should go through a process vaguely similar to the above example

thoughts please and be critical


26 Nov 2004, 04:28
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race specific structures will have no upgrade, if they did then you`d end up with 4000% extra on certain aspects of research, this cannot happen sorry.

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28 Nov 2004, 21:29
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I agree.... when a race joins you, they would have to upgrade to your tech,not have their own... it makes sense in a governmental point of view.

you wouldn't have 60 different versions of a farm that do that same thing....


28 Nov 2004, 22:15
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In BotF1 there were structures that allowed you to have an added bonus because of the type of planet you had in the system. Aquaculture farms, for example, could be built only in a system with an oceanic planet. Although this seem somewhat arbitrary and weird � since a terran-type planet like Earth could just as easily have one � I didn't mind that too much: them's the made-up rules. What I really didn't like, though... What I found absolutely illogical was if the system had two oceanic planets you could still only have *one* aquaculture farm in that system. Two planets, one building. Same was true of all planet-type limited structures.

Will this be true in BotF2?

jigalypuff - To answer a question asked way back when: I, for one, wouldn't mind of the buildings shared by all the races shared the same image.

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29 Nov 2004, 12:58
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ZDarby wrote:
In BotF1 there were structures that allowed you to have an added bonus because of the type of planet you had in the system. Aquaculture farms, for example, could be built only in a system with an oceanic planet. Although this seem somewhat arbitrary and weird � since a terran-type planet like Earth could just as easily have one � I didn't mind that too much: them's the made-up rules. What I really didn't like, though... What I found absolutely illogical was if the system had two oceanic planets you could still only have *one* aquaculture farm in that system. Two planets, one building. Same was true of all planet-type limited structures.

Will this be true in BotF2?

jigalypuff - To answer a question asked way back when: I, for one, wouldn't mind of the buildings shared by all the races shared the same image.


I agree, at the least if you have more than one oceanic, you should be able to build more than one oceanic farm, more than one baren, you can build more than one wind generator, etc.

And jiggly, i too am fine with building images are the same if it makes it easier for you guys.


30 Nov 2004, 01:06
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Ive complied all buildings mentioned so far for an easier read. Ill edit this to update it as more are confirmed by jiglay.

Specials (1 building per empire)

Federation

Romulan
Imperial senate +1 morale empire wide
Tal`shiar + 25% intel
Tal`shiar tower +1 morale (subjagated system)
Imperial Acadamy +30 ship exp
Reman mines +2 dilitium (dilitium system)

Klingon
Hall of warriors +25% ground defense empire wide
Great Hall +1 moral empire
Hunting Grounds +1 morale (any system)
Combat Testing Center +25% weapons research
Temple of Kalass +1 morale empire wide
Rura`pentai +2 dilitium (dilitium system) -1 moral

Dominion

Cardassians
Centrel command +30 ship exp
obsidian order +25% intel +1 moral empire wide
Prefects tower +1 morale (subjagated systems)
Labour Camps +1 dilitium (dilitum system)
Reeducation centers +2 morale (subjagated systems)

Minor Races

Andorian Supreme Cooperative +30 ship experiance
Bajorans Jalandra Forum +1 morale empire wide
Baku Recovery Center +5% population increase empire wide
Betazoid Ruling Council +24% internal Security
Bolian Bank of Bolarus +100 credits per turn
Breen Weapons Research Lab +25% weapons research
Ferengi Tower of Commerce +25% income on all trade routes
Tholians Energy Research Lab +25% energy research
Trill Symbisios Commission +25% Research empire wide


Generics (1 building per system)
Replicators +50 food
Advanced replicators +75 food
Industrial replicators +25% industry
wind turbines +50 power (barren planets)
charge collectors +100 power(Arctic planets)
Geothermal vents +20% power (volcanic planets)
Orbital batteries,
upgrades to
weapons platforms.


Suggested but not confirmed or without complete detail:

Federation

Romulan

Klingon

Dominion

Cardassians

Minor Races

T'Lani Biotech facility Biotech bonus
Ktarian Music Festival Morale
Lurian Monarchy Trade bonus
Sheliak Corporate Extra income from any treaty
Talosian Intelligence Network +20% Intel
Benzite Tactical Academy Ship Exp
Karemman Planetary Bazaar trade or credits
Jarada Training Center +ground defense
Nanites Information Center + Some type of research
Hirogen Warrior Academy +ground defense
Horta Mining Network +Raw material
Halkan Cooperative Post + morale
Vidiian Medical Research Facility + Some kind of research
Lactran Planetary University +5% research
El Aurian Security Network + Internal security
Talaxian Entertainment Network Morale?
Gorn Barraks Lots of ground defence
Reman Recruitment Center 30% ground defense 50% ground OFFENSE

Generics (1 building per system)
[/i]


13 Dec 2004, 21:30
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Thanks for doing that, makes it a lot easier to keep track of. You can probably get the rest of the major's structures from jig, I believe he's finished them.

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13 Dec 2004, 23:17
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I hope not too finished.

Mines
Automated mine, Horta Mine, Holographic Mine, Particle Fountain(Fed only)
-The first would be the basic mind and I guess there would just be different levels of it.
-The Horta Mine would be a bonus mine only available if you find the Horta and build a mine on their planet. That mine automaticaly becomes a Horta Mine. It would give a huge bonus but would be very expensive to build off world as you would have to import Horta.
-Holographic Mine uses holographic miners and equipment. Hologram people do fine work and heavhy equipment with holographic emiters and phasers do the heavy stuff. Should still be not quite as good as a Horta Mine though but quite a bit cheaper.
-The last one is orbital and just sucks the minerals out of the earth.

Refineries
Deuterium Collecter, Deuterium Distiller, Dillithium Cutter
The first is for gas planets, the second for Earth like planets, and the last is for turning the generic metal into useable dilithium.

Power
Nuclear, Fusion
Start with nuclear and go up several levels. Early on Fusion should gain popularity but be expensive. It should get a lot cheaper as the game goes and then superceide nuclear power for planets all together.

Money
Orbital Office Complex

Other
Weather Controle Station
Science Station
Research Station
Medical Center
Subspace Telescope

Klingons
Food Production
They eat only live food, so they shouldn't get replicator tech for food production bonuses. They should get something that is close but not quite as good though. How about Forced Growth Animal Vats.

Federation (all canon)

(One of a kind)
Cold Station 12
Medical Collection Station
Memory Alpha
Starfleet Headquarters
Starfleet Medical Center
Starfleet Training Command
Starfleet Technicle Services Academy

(Genderic)
Penal Settlement
Starfleet Academy

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17 Dec 2004, 04:56
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Those all sound good, bu I'm pretty sure its been decided that there will be no mines.


18 Dec 2004, 02:52
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just to add to some of the possible structures, here's the list of the minor structures from the first game.
http://titan.spaceports.com/~fax/BOTF_minor_info.htm

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18 Dec 2004, 03:02
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My ideas for buildings

Mining
Deep Core Stripmine (huge bonus to in system mining (both Dilithium and raw metals) but has the danger to seriously cripple a random planet, kinda like Praxis)

Energy
Solar Energy Collector Field: Large installation of solar panels orbiting close to the local sun producing huge amounts of energy that get transferred to the planets by microwaves. Should be very expensive to build but generates like 800 energy in old Botf terms. Could be limited to suns with low activity. Random could be associated with it that either destorys it or renders it useless for X turns.

Exploration
Planetary Observatory/Scientific sensor: In the early gamestages after you freshly colonized a world this installation could give you a limited view of the surrounding areas (System positions but no further information on planets or ships)

Science
Vulcan advisors agency: In the early gamestages (Tech below 3 in Botf terms) if you have made contact with the Vulcans and are associated with them they would give you the possibility of Vulcan advisors. This gives you a RP boost in all sectors of like 30% but -1 on morale to represent the peoples disltaste of Vulcan arrogance. Building gets obsolete after reaching a certain level of Technology. Game informs you that the Vulcans think that you now are mature and advanced enough to do things without their advice. This gives you a further boost diplomacy wise with the Vulcans.

Other:
Private Shipping Company: Produces small shuttles and freighters for the private use. Trade in your empire is increased as your people now can travel space making a fortune of their own. Risk gets higher that pirates appear as they now have easier access to ships and the private merchants attract their interests.

Hall of Heros: For every Legendary ship your empire produced you get a boost to officer recruitment. 10% for the first/5 for the second and so on. Max of 30% bonus.

Ship graveyard: Ships that are decommissioned in this system give back more resources than normal

Xenodiplomatic Institute(Feds, Roms, Cardis):
If built the probability that first contacts go wrong is lessened and overall the overall diplomatic rating of your empire gets a bonus (abstracts better trained diplomats and captains)

Medical Center: Halves the casulties if a plague breaks out. After some turns it finds a cure ending the plague.

Systemwide Shipyard Complex: Practically turns a whole system into a Shipyard. This complex is limited to very few star systems (like (1/300) as it both needs a very high population (500+) and enormous amounts of energy. Even the largest empires could possibly only ever have hopes to create one of these yards as they also would take long to build and many recources. It also would come with in a quite late tech stage. When built it would be the ultimate project of greatness for your empire seriously concerning your neighbours (especially those which are not so friendly towards you).
At all those drawbacks this facility would churn out large/medium/small ships at an incredible speed.


Anti Borg

Transwarp Sensor Array:
After the first Borg incursions (if you defeated their ship) you have a chance to find fragments of their drive technology. If you infvest enough RP your scientist could come up with this Transwarp Sensor Array. Buildable at all your systems it would warn you several turns early when a Borg ship is enroute there giving you time to react.

Borg research Center:
Only available after you encountered the Borg. Necessary for all Anti Borg research like the Transwarp Sensor Array.
Other possible products:
Antiassimilation Vaccine
(slows down the rate of people assimilated by the borg in a system)


26 Dec 2004, 20:47
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I was pretty sure there was going to be mining?

Vulcan advisors agency should severly hamper research but give you great political stability. Perhaps once it's gone you keep a smaller bonus. Tech research goes back to normal levels once the building is gone.

Ship graveyard, just a scrap yard.

The Borg shouldn't apear more than once unless you have an unusualy high tech level when they first invade, or if strange event gains their curiosity.

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28 Dec 2004, 02:48
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You encounter the Borg randomly kill their small probe or Sphere but find some techs that really scare you. So you start to research those devices you found and get some countertechs. Though those countertechs could be just the things that would attract the Borg.


28 Dec 2004, 03:10
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