Planetary Management

This page will explain what buildings, edicts and other options available to the many races in FoF:Origins

Planet types:
Desert: Planets that are generally hot during day and cold during night, the term desert comes from the fact planets like this have low precipitation.

Planet Stats:

-Basic Resources: Stone, Sand (Used in the formation of Bricks and Concrete)

-Gain an extra resource, re-roll if it isn't an ore

-Battlefields have Desert Type, meaning none-low amount of cover and no forests

-Desert Battlefields: Infantry that stay in one position for more then 3 turns must roll a 1D6 per unit, rolls of 1 inflict a wound (negated by Harsh Enviroment Training)

-Clogging Tires: Vehicles (exluding mechs and skimmers) can get there movement halted easily due to sand, all sectors on a desert map act as if they were dangerous terrain (negated by All-terrain upgrade)

-Farms require a special building - "Moisture Farms" in the same sector to grow and they cost 15% more

Water:

Barren:

Plains:

Temperate:

Forest:

Gas Giant:

Continental:

Ice:

Volcanic:

=Planet Table=

=Buildings= All civilizations need infrastructure in some way. Any unique buildings will have the corresponding perk beside the name.

Tier 1 Town Centre
Info: Usually regarded as a new colony, sprouting hive or townstead. It is the beginning of any new settlement and includes only the basics.

Build time: 3 turns

Cost: 5000 iC

Prequesite:Colony Ship

Building Slots:5

Permits:


 * Tier 1 Industrial Complex


 * Tier 1 Barracks


 * Tier 1 Starport

Battlemap dimensions: 24X24 Sectors
 * Tier 1 Fortifications

Tier 2 Town Centre
Info: A large town, expanding hive or forward outpost, allows a wider range of buildings

Build time: 5 turns

Cost: 8000 iC

Prequisite: Tier 1 Town Centre, 3 Tier 1 Buildings

Building Slots: 12

Permits:


 * Tier 2 Industrial Complex


 * Tier 2 Barracks


 * Tier 2 Starport


 * Tier 2 Fortifications


 * Tier 1 Trade Office


 * Tier 1 Market


 * Tier 1 Factory


 * Tier 1 Arsenal


 * Tier 1 Farm


 * Tier 1 Outpost


 * Tier 1 Religous Centre/Public Relations


 * Tier 1 Medical Services


 * Martial Law Edict

Battlemap Dimensions: 32X32
 * Freedom Edict Battlemap

Economic
Tier 1 Industrial Complex

Info: A fledgling mine, farm or shop, provides early income.

Build time: 2 turns

Prequisite: Tier 1 Town Centre

Cost: 3000 iC

Produces: 1000 iC per turn

Permits:

Sweatshop Edict

Take it Easy Edict

Tier 2 Industrial Complex

Info: A standard mine or coporate offices

Build time: 5 turns

Prequisite: Tier 2 Town Centre

Cost: 8000 iC or 7400 iC if replacing a Tier 1 Industrial Complex

Produces: 2000 iC per turn

Military
Tier 1 Barracks

Info: A volunteer militia training ground, mustering field or police station

Build time: 3 turns

Prequisite: Tier 1 Town Centre

Cost: 3500 iC

Units able to train per turn: 1

Permits: Militia Tier 1 Infantry

Tier 2 Barracks

Info: A flourishing base or academy

Build time: 6 turns

Prequisite: Tier 2 Town Centre, Tier 1 Barrracks

Cost: 7000 iC

Units able to train per turn: 1

Permits: Militia Tier 1/2 Infantry

Misc
=Edicts=

=F.A.Q=