Index of symbols:
Gold/$ name(G): for buying anything(pounds)
Food(F): for housing(pounds)
Steel(S): for troops, buildings and space craft(pounds)
fuel(Fl): for troops and power factories(gallons)
anti-mater(AM): for space ships and powerful turrets(grams)
Power(P): for turrets and buildings(volts)
Natives(N): for buildings(people)
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Price guide for trading: (all things are traded for gold)
Gold - N/A
Food - 1g per pound
Steel - 10g per pound
Fuel - 5g per gallon
Anti-mater - 10,000g per gram
Natives: N/A
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Ok so lets start off with the natives
(1 = low, 10 = high)
Name - cost(1 to 10) - ability - effect - health(1 to 10) - building speed(1 to 10) - tax
Native - 0(can’t produce) - worker - makes buildings work - 1 - increases exponentially till max house limit - costs you 10(G) when working
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Now for the utility buildings:
(1 = low/fast, 10 = high/slow)
Name - cost(1 to 10) - effect - health(1 to 10) - building speed(1 to 10) - run cost - power usage
+ upgrade name - cost - effect - heath increase (+number) - building speed - increase/decrease of run cost - increase/decrease of power usage
Power Station - 3 - provides power - 4 - 4 - 100(Fl) + 10(N) - (-1000)
+ solar power - 2 - lowers fuel usage by half - 0 - 7 - (Fl)/2 - 0
++ nuclear power - 4 - lowers fuel usage by half - 0 - 5 - (Fl)/2 - 0
+ direct current - 2 - doubles power output - 0 - 7 - (Fl)*2 - *2
++ high voltage - 4 - doubles power output - 0 - 5 - (Fl)*2 - *2
+ electric fence - 6 - def and anti-melee - +6 - 4 - 0 - +10
+ power is money - 0 - halves power production - 0 - N/A - ((P)/2 = (-(G)) + 10(N) - (P)/2
Fuel Refinery(must be built on an oil deposit) - 4 - makes fuel - 4 - 7 - 100(F) + (-500(Fl)) + 10(N) - 50
+ distillisation - 6 - doubles fuel out put - 0 - 5 - +50(F) + (-(Fl)*2) - +10
+exports - 0 - halves fuel production - 0 - N/A - ((Fl)/2) + (((Fl)/2) = (-(G)) + 10(N) - 0
Farm(can’t be build in desserts) - 1 - grows food - 4 - 7 - (-2000(F)) + 10(N) - 0
+ irrigation - 2 - doubles food output - +1 - 5 - (-(F)*2) +10(N) - 0
++ greenhouse - 4 - doubles food output - +1 - 5 - (-(F)*2) +10(N) - 0
+++ fowl - 8 -doubles food output - +1 - 5 - (-(F)*2) +20(N) - 0
++++ cattle - 10 -doubles food output - +1 - 5 - (-(F)*2) +40(N) - 0
+ market - 0 - halves food production - 0 - N/A - ((F)/2) + (((F)/2) = (-(G)) + 10(N) - 0
Steel Forge(must be build on iron ore deposit) - 5 - makes steel - 4 - 7 - (-100(S)) + 10(N) - 50
+ fiery furnace - 6 - doubles steel output - 0 - 5 - (-(S)*2) +10(N) - 20
++ smelting - 8 - doubles steel output - 0 - 7 - (-(S)*2) +10(N) - 20
+ steel walls - 5 - def - +6 - 8 - 0 - 10
+ metal market - 0 - halves steel production - 0 - N/A - ((F)/2) + (((F)/2) = (-(G)) + 10(N) - 0
Particle collision center(can’t be next to other buildings) - 10 - makes (AM) - 8 - 7 - (-.05(AM)) + 20(N) +5(S) - 100
+advanced matter - 10 - doubles output - 0 - 10 - (-(AM)*2) +30(N) +5(S) - 50
++king of collisions - MAX - ups output to 1(AM) - 2 - 10 - (-(AM)*10) +50(N) + 90(S) - 250
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Now for city buildings
(1 = low/fast, 10 = high/slow)
Name - cost(1 to 10) - ability - effect - health(1 to 10) - building speed(1 to 10) - run cost - power usage
+ upgrade name - cost - effect - heath increase (+number) - building speed - increase/decrease of run cost - increase/decrease of power usage
House - 2 - housing - boards ‘200’ natives - 5 - 1 - 200(F) + (-200(N)) - 20
+ two story - 3 - boards ‘400’ natives - +2 - 2 - +200(F) + (-200(N)) - +20
++ sky scraper - 4 - boards ‘1000’ natives - +2 - 4 - +600(F) + (-600(N)) - +60
+++ security system - 6 - allows turrets to be placed on the building - +1 - 7 - 0 - + 10 per turret
+color change - N/A - art - allows you to change the color and paint logos on the building - N/A - N/A - N/A - N/A
Factory - 4 - economy - increases cash output - 4 - 6 - 100(Fl) + 200(N) - 50
+ conveyor belt - 5 - decreases the amount of natives needed by half - +1 - 4 - (N)/2 - +20
++ robotics - 9 - decreases the amount of natives needed by half - +1 - 7 - (N)/2 - +30
+ double shift - 5 - doubles cash output, increases native usage by .5 - +1 - 4 - .5*(N) - 0
++ triple shift - 7 - doubles cash output, increases native usage by .5 - +1 - 7 - .5*(N) - 0
(make able after robotics or triple shift) security guards - 9 - allows 10 turrets to be placed on building - +2 - 5 - +10(N) - + 10 per turret
+color change - N/A - art - allows you to change the color and paint logos on the building - N/A - N/A - N/A - N/A
Church - 7 - religion - increases the effect of surrounding buildings - 7 - 7 - 100(G) + 50(N) - 20
+ sanctuary - 5 - maxes defense - +3 - 7 - +10(N) - 0
++ Guardian Angle - 10 - 10 turrets are able to be placed on the building and halves the damage of buildings in it’s effect range - +0 - 7 - +50(G) - + 10 per turret
+ speakers - 5 - doubles effect range - +0 - 7 - 10(G) - +10
+color change - N/A - art - allows you to change the color and paint logos on the building - N/A - N/A - N/A - N/A
Wall - 9 - defense - blocks passage and helps protect buildings - 8 - 3 - 0 - 0
+turrets - 2 - allows 5 turrets to be placed on the wall - +0 - 7 - 0 - + 10 per turret
++ double doom - 5 - allows 10 turrets to be placed on the wall - +0 - 8 - 0 - + 10 per turret
+++ triple trouble - 7 - allows 30 turrets to be placed on the wall - +1 - 9 - 0 - + 10 per turret
+watch tower - 2 - allows ranged troops to be stationed on the wall - +0 - 7 - 0 - 0
++ merlons - 5 - doubles the def of troops stationed on the wall - +0 - 8 - 0 - 0
+++ Embrasure - 7 - doubles the ranged attacks of troops stationed on the wall - +1 - 9 - 0 - 0
+color change - N/A - art - allows you to change the color and paint logos on the building - N/A - N/A - N/A - N/A
Hospital - 7 - Heals troops in radius - 2 - 5 - 50(N) + 100(F) - 50
+ medic! - 3 - doubles radius - +1 - 6 - +10(Fl) - 0
++ ambulance! - 4 - doubles radius - +1 - 7 - +10(Fl) - 0
+ nurse! - 3 - doubles hp recovery rate in radius - +1 - 5 - +50(F) - +10
++ doctor! - 4 - doubles hp recovery rate in radius - +1 - 6 - +50(F) - +10
(available after doctor! or ambulance! is made) 911 - 7 - def - +4 - 5 - 0 - 0
Town hall - 8 - founders - allows a town to be built within a certon radius - 10 - 1 - 0 - 0
+ expansion pack 1 - 1 - doubles town radius - +0 - 10 - +10(N) - +10
++ expansion pack 2 - 2 - doubles town radius - +0 - 10 - +10(N) - +10
+++ expansion pack 3 - 3 - doubles town radius - +0 - 10 - +10(N) - +10
++++ expansion pack 4 - 4 - doubles town radius - +0 - 10 - +10(N) - +10
+++++ expansion pack 5 - 5 - doubles town radius - +0 - 10 - +10(N) - +10
++++++ expansion pack 6 - 6 - doubles town radius - +0 - 10 - +10(N) - +10
+++++++ expansion pack 7 - 7 - doubles town radius - +0 - 10 - +10(N) - +10
++++++++ expansion pack 8 - 8 - doubles town radius - +0 - 10 - +10(N) - +10
+++++++++ expansion pack 9 - 9 - doubles town radius - +0 - 10 - +10(N) - +10
++++++++++ world city - 10 - the planet is your city - +0 - 10 - +100(N) - +100
+++++++++++ Planet security - MAX - sends up ‘20’ satellites to defend your lovely planet - +0 - 10 - +100(Fl) - +100
+++++++++++ A planet’s art! - 5 - allows you to remake the landscape on the planet once - N/A - 1 day(landscape maps must be approved by a mod/admin) - 0 - 0
+ city patrol - 1 - allows you to have troops patrol in your city - +0 - 5 - 0 - 0
++ boarder patrol - 2 - allows you to have troops patrol around your city - +0 - 6 - 0 - 0
+ town security - 3 - allows turrets to be placed on the building - +0 - 5 - 0 - + 10 per turret
+color change - N/A - art - allows you to change the color and paint logos on the building - N/A - N/A - N/A - N/A
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(Note: when the town hall falls, it’s not destroyed, but rather captured and all the turrets on the building are destroyed, the city/planet then becomes the concoring persons, if they can keep at least ‘10’ of there troops in town hall for ‘10’ mins. At that point, all walls and buildings become theirs, minus the turrets which are destroyed or re-added to the previous owners inventory.
Note 2: To raid a town, simply get ‘10+’ troops in a building and then you’ll get the ‘75%’ of the cash paid for the upgrades to the building, which are then removed(the upgrade, not the building
Note 3: all numbers surrounded by ’ or ” are changeable and up for debate
Note 4: this is the end of this set of notes.)
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Now for the military buildings
(1 = low, 10 = high)
Name - cost(1 to 10) - ability - effect - health(1 to 10) - building speed(1 to 10) - run cost - power usage
+ upgrade name - cost - effect - heath increase (+number) - building speed - increase/decrease of run cost - increase/decrease of power usage
Fort - 5 - HQ - build able anywhere, deploys troops and has 10 turret spots - 8 - 5 - 100(F) - 100 + 10 per turret
+ double turret - 2 - doubles the allowed turrets - +1 - 5 - 0 - + 10 per turret
++ turret happy - 4 - doubles the allowed turrets - +1 - 5 - 0 - + 10 per turret
+++ turret king - 8 - doubles the damage of the turrets - +0 - 6 - 0 - + 10 per turret
Wall - 9 - defense - blocks passage - 8 - 3
+turrets - 2 - allows 5 turrets to be placed on the wall - +0 - 9 - 0 - + 10 per turret
++ double doom - 5 - allows 10 turrets to be placed on the wall - +0 - 8 - 0 - + 10 per turret
+++ triple trouble - 7 - allows 30 turrets to be placed on the wall - +1 - 7 - 0 - + 10 per turret
+ watch tower - 2 - allows ranged troops to be stationed on the wall - +0 - 9 - 0 - 0
++ merlons - 5 - doubles the def of troops stationed on the wall - +0 - 8 - 0 - 0
+++ Embrasure - 7 - doubles the ranged attacks of troops stationed on the wall - +1 - 7 - 0 - 0
+color change - N/A - art - allows you to change the color and paint logos on the building - N/A - N/A - N/A - N/A
Trench - N/A - unanimous defense - doubles troops def when in a trench(doesn’t choose sides) - N/A - 5 - 0 - 0 - 0 - 0
Fox hole - N/A - unanimous defense - troops def and attack are multiplied by 1.5 when in fox hole(doesn’t choose sides) - N/A - 5 - 0 - 0 - 0 - 0
Gunnery - N/A - unanimous offence - troops attack are doubled when in Gunnery(doesn’t choose sides) - N/A - 5 - 0 - 0 - 0 - 0
Barbed wire - .1 - unanimous defense/offence - hurts troops who pass over it(doesn’t choose sides) - 5 - 8 - 0 - 0 - 0 - 0
Turret base - 1 - turret - allows 1 turret to be placed on the ground - 8 - 5 - 0 - 10 with turret, 0 without