Pardus/Buildings

Buildings are the economic infrastructure of Pardus. The majority of them are owned by players, although there are exceptions to the rule. They take commodities that are upkeep and every building tick (6 hours) turn it into something else. The efficiency of the buildings increase by each production level they are upgraded, although the change is much less noticeable after level 5, where the main incentive is the extra production. Buildings require 500 AP to build as well as an amount of materials. A magnetic scoop may be used to carry extra resources if your cargo space is too small. The number of buildings you can have is controlled by the amount of experience you have. The requirements for the next one increase tenfold after getting the prior one. Also, some buildings such as military outposts and droid assembly complexes have experience requirements.

Experience required for number of buildings:
 * 1) 100
 * 1,000
 * 10,000
 * 1) 100,000
 * 1,000,000
 * 10,000,000

Not only building owners, but anyone wishing to trade with a building, can benefit from knowing the terminology used in their inventory charts. MIN means, when the building's supply of this resource is below this number, the building will no longer sell it. MAX means, conversely, above this amount of an item, the facility will no longer buy it.

These parameters can be customized to allow or disallow the interaction of other players; for example, the parameters can be set so that other players can buy products and even ingredients, so that the building operates as a limited form of trade outpost, or ingredients and even products can be restricted so that only the building owner has access to them.

Commonly, MINs of resources that are required for the upkeep of the facility are set equal to or higher than the MAX. This prevents production from being shut down, or unnecessary supply trips, caused by other players buying the raw materials.

Restricted Factory
 * Ingredient MIN: The Restricted Factory never sells ingredients; the Ingredient Minimum could be set higher than 100 also and achieve the same result.
 * Ingredient MAX: It buys up to 100 of our hypothetical ingredient.
 * Product MIN: It always sells its product right down to zero, for maximum sales. A building owner that typically used some of their product, either to sell to a planet or other buildings, or to use themselves, such as Energy/Metal/Ore for upgrading, might prefer to set Product Minimum to a number higher than zero.
 * Product MAX: It never buys its product from other sources, which is a pretty sensible setup.

The Trader acts in much the same way, except they work a little harder at acquiring ingredients (or are lucky enough to be well supplied) and upgrade their building a little more to hold more ingredients, in order to give access to easily-obtainable ingredients to the surrounding buildings, usually in exchange for a small profit. In the example, the Trader even buys up other buildings' products, by setting the Product Max above the Product Min.

The Trader works best when it has a comparative supply and sales advantage; it is closer to well-travelled routes where passers-by will buy its products to use or resell, and restock the building, and/or it is closer to supplies or the player has a bigger capacity ship, and/or it is closer to a planet to resell other players' products there.

Backwards is an all too common type, that could conceivably never produce anything, and everything it does produce is never sold. Because its Ingredient Minimum is set to zero, no matter how many supplies are sold to the building by the owner or other players, another player can come along anytime and buy up every last ingredient. Because the amount of product retained (Product Minimum) is set high, to 9999, the building would have to have 10,000 capacity and product to fill it, to even sell one ton.

Never Sells is probably flawed, as most players intend to sell their product. Players can use this setup, however, to hang on to products they intend to use themselves. As long as the Minimum is equal to or higher than the Maximum, the ingredient or product can never be sold. This does not affect buying.

Never Buys has a serious flaw. Because the Ingredient Max is set to zero, no one can ever supply this building. The Product Max is also set to zero, so the building will never buy other players' products, but this is obviously not a problem unless the Trader model is desired. As you can see, the only difference between Never Sells, who can still buy, and Never Buys, who cannot, is that the latter has Maximums set to zero; the only way to use building settings to utterly prevent players selling to the building is setting a Maximum to zero. So if you do not want to buy and resell other players' products, just set your product maximum to zero, and if you want to be supplied by other players, set your ingredients' maximums above zero. A player can of course work to keep the stores of a product or ingredient higher than its Maximum, which also prevents the building buying.

There is another all-too-common type in Pardus: Hazard. With Mins and Maxes set up the same as Trader, the Hazard lies in wait for another player, who means to supply the building with ingredients, to accidentally click on the wrong button, and buy obviously overpriced ingredients.

Whether this is done on purpose, to scam other players, or more likely, mistakenly by players who do not fully understand the min/max system, or who are just copying their neighbours' settings, it is a very bad idea. First, there are the moral considerations. These settings basically amount to theft. The Pardus universe is typically a live-and-let-live place, but powerful players, who have been playing for years, have the very best ships and weapons, and have many similarly armed friends, are quite capable of wiping out buildings in minutes, as revenge. Some are just waiting for such an opportunity to justify an attack.

There are other models of business that can be achieved by tweaking the MINs and MAXes on buildings; the above are simply the most concise examples to show how the system works.

Building Construction and Upgrading
Most production buildings can only be constructed on empty space. 'Harvesting' buildings like Gas Collector and Energy Well must be constructed on the appropriate resource type; similarly, Space Stations collect a small amount of the type of resource at their location.

Construction always requires Metal and Energy, and often other ingredients. The table shows the progression of costs for upgrading; the numbers are taken from a Nebula Plant, and while other buildings will require markedly similar amounts, they are not exact numbers for all upgrades of all buildings. Buildings can be upgraded to produce more by increasing their Production Level. The amount of materials required increases rapidly. Contrary to information on some sites, there is no diminishing returns to upgrading Production Level; quite the contrary, as the chart below shows, the commodities costs decrease, while the amount produced increases steadily. However, the formula used to determine production amounts can mean that, for buildings with low numbers of commodities produced, such as Leech Nurseries, Droid Assembly Complexes, and Drug Stations, increasing production level can result in a higher cost without a higher production. This can be avoided by checking the charts and making plans (such as making large increases to Storage Capacity) to upgrade two levels in quick succession. For buildings with odd numbers of commodities produced; the reverse is true: since the formula rounds up fractions of production, buildings will produce one extra, every two levels.

Buildings can be upgraded to hold more ingredients, product and whatever the owner wants to store (typically, the commodities required for the considerably more expensive Production upgrades), by increasing Storage Capacity. Cost for additional +10 storage capacity generally increases by 1 of each resource, cumulatively, each two additional levels. Once every ~ten levels, there is an extra increase, as when increasing capacity from 130 to 160 tons, where the cost increases each level, rather than every other level.

In the case of buildings with large amounts of production, notably Fuel Collectors and Nebula Plants, storage capacity upgrades are a necessity. Production over the capacity of the building results in the the excess product being dumped into space and lost forever.

Buildings can also be upgraded to defend themselves against attack better by adding Defense Modules, see Pardus Instruction Manual, Section: Defense Modules. Up to 15 defense modules can be added; the manual recommends at least one. Modules are very costly, and the better ones have an additional cost of Droid Modules.

Commodities produced by or consumed by buildings
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 * [[Image:Pardus Animal embryos.png]] Animal Embryos
 * [[Image:Pardus Battleweapon parts.png]] Battleweapon Parts
 * [[Image:Pardus Biowaste.png]] Biowaste
 * [[Image:Pardus Chemical-supplies.png]] Chemical Supplies
 * [[Image:Pardus Droid modules.png]] Droid Modules
 * [[Image:Pardus Electronics.png]] Electronics
 * [[Image:Pardus Energy.png]] Energy
 * [[Image:Pardus Exotic matter.png]] Exotic Matter
 * [[Image:Pardus Food.png]] Food
 * [[Image:Pardus Gem-stones.png]] Gem Stones
 * [[Image:Pardus Hand-weapons.png]] Hand Weapons
 * [[Image:Pardus Heavy-plastics.png]] Heavy Plastics
 * [[Image:Pardus Hydrogen-fuel.png]] Hydrogen Fuel
 * [[Image:Pardus Liquor.png]] Liquor
 * [[Image:Pardus Metal.png]] Metal
 * [[Image:Pardus Nebula-gas.png]] Nebula Gas
 * [[Image:Pardus Nutrient clods.png]] Nutrient Clods
 * [[Image:Pardus Optical components.png]] Optical Components
 * [[Image:Pardus Ore.png]] Ore
 * [[Image:Pardus Radioactive cells.png]] Radioactive Cells
 * [[Image:Pardus Robots.png]] Robots
 * [[Image:Pardus Water.png]] Water

Upgrade formulas
Building production increases 50% of base level each upgrade level. There are nine upgrade levels, so a level 10 building produces 9 x .5 = 4.5 x base + base = 5.5 x more than a level one building. Formulas and table below from Pardus Manual -> Reference -> Formulas -> Values for both production and upkeep are rounded up at and above 1/2, and rounded down below 1/2.

"Production := round (basevalue * (1 + 0.5*(level-1)) Upkeep := round (basevalue * (1 + 0.4*(level-1))

Example:   Space Farm with production level 7:


 * Production(Food) := round (8 * (1 + 0.5*(7-1)) = 32
 * Production(Water) := round (2 * (1 + 0.5*(7-1)) = 8
 * Production(Bio-waste) := round (1 * (1 + 0.5*(7-1)) = 4
 * Upkeep(Energy) := round (4 * (1 + 0.4*(7-1)) = 14
 * Upkeep(Animal Embryos) := round (5 * (1 + 0.4*(7-1)) = 17

Warning: When baselevels are low (especially: 1), changes may only take effect after two upgrades due to rounding!"

Asteroid mine
Asteroid mines use F, W , E to extract ore and gemstones from asteroids. The ore is needed for smelters to operate, to build many equipment types at starbases, and for building and upgrading. Most asteroid fields will have these mines in them, as well as being surrounded by smelters. Essential for the early stages of economies, and any time construction or upgrading is taking place.

Construct in asteroid field. 15 Energy and 25 Metal  to construct.

Battleweapons Factory
Construct in empty space. 5000 XP, 30 Electronics, 60 Energy , 60 Metal required to build.

Brewery
Construct in empty space. 30 Energy and 25 Metal  required to build.

Selling Liquor to planets has a positive effect on their populations. Liquor is also used at Slave Camps.

They require supplies from Chemical Laboratories, but are otherwise autonomous; the other commodities can be obtained by the owner from energy fields and planets.

Chemical laboratory
Chemical laboratories (chem labs) supply chemical supplies to several buildings. Many commodities rely on them. They are the only building required for Breweries and Plastics Facilities; all the other supplies for those buildings can be obtained from gas fields, energy fields, and planets.

Construct in nebula gas; 25 Energy and 15 Metal  required to build.

Clod Generator
Construct in empty space. 45 Energy, 30 Metal required to build.

Droid Assembly Complex
Construct in empty space. 10,000 XP, 55 Electronics, 70 , 40 Metal required to construct.

Electronics Facility
Construct in empty space. 50 Energy, 35 Metal required to build.

Energy well
Energy Wells provide a shield battery for pilots to recharge their shields instantly, at a price. The battery has a limited amount of charge, which can be increased by upgrading the storage capacity of the battery.

Rarely used as a major source of energy despite their high level of efficiency, as the energy produced is incredibly low in comparison to Nebula Plants.

Construct in energy fields. 20 Energy and 15 Metal  to build.

Fuel collector
"In most areas these buildings are unnecessary, since fuel is nearly everywhere and can be easily obtained with a Fuel Scoop. However, in very heavily settled sectors the excessively high transit causes serious supply shortages of fuel. Without Fuel Collectors in these sectors the whole economic system would collapse at its very base!" - From Pardus manual.

Construct in empty space. 15 Energy and 20 Metal  to build.

The large production of Fuel at Nebula Collectors requires either frequent supply runs, or a substantial increase in storage capacity, to avoid overproduction.

Gas Collector
Construct in nebula gas. 20 Energy, 20 Metal to build.

Gas Collectors, like Energy Wells, are usually subsumed by Nebula Plants; Nebula Plants produce both Energy and Gas, and since Energy is required by many buildings, and Gas by only a few, gas needs can usually be met by Nebula plants alone.

Handweapons Factory
Construct in empty space. 5,000 XP, 20 Electronics, 70 Energy , 70 Metal required to construct.

Medical Laboratory
Construct in empty space. 30 Energy, 30 Metal required to construct.

Selling Medicines to planets has a positive effect on their populations. Medicines are also used at Slave Camps.

Medical Facilities are the most autonomous of buildings producing Level Three commodities. Their supplies can be obtained entirely by the owner from planets, energy fields, and gas fields, without any other buildings.

Medical facilities require a large amount of nebula gas. They are best positioned close to nebula gas fields. They can be stocked to maximum capacity because their product is always a smaller volume than the commodities used to make them. Excess capacity can be used by the owner to store anything such as fuel. Since prices on planets vary depending on how many ticks worth of the commodity are on the planet then maximum profit is achieved by selling the planet only one or two ticks worth ahead of consumption.

Nebula plant
Nebula plants are the biggest suppliers of energy apart from starbases. They use a small amount of food and water with some exotic matter to create a huge amount of energy. This energy is then used to supply buildings or planets. Because it needs E-matter, a supply that can only be gotten from one sector in a cluster, supplying them is sometimes hard unless you venture to the black market and buy it at 1,000.

The large production of Energy at Nebula Plants requires either frequent supply runs, or a substantial increase in storage capacity, to avoid overproduction. The high cost of exotic matter especially will result in a credit loss to the owner if product is dumped due to lack of capacity. Food and Water maximums must be set so traders cannot overstock causing dumping.

Construct in Nebula gas. 5,000 XP, 50 Energy, 50 Metal  required to build.

Optics Research Center
Construct in empty space. 20 Energy, 50 Metal required to construct.

Only one Optical Facility of the same upgrade level is required to supply one Battleweapons, one Handweapons and one Robot Factories, with production left over to sell to a planet.

They require gems from Asteroid Mines, but are otherwise autonomous; the other commodities can be obtained by the owner from energy fields and planets.

Plastics Facility
"A press made from the strongest titanium, located in the center of this intriguing construction, supplies the pressure needed for the final stages of the heavy plastics production. The building also houses material experts, who produce breakthrough after breakthrough in the field of material sciences." - From Pardus manual

Construct in empty space. 45 Energy, 30 Metal required to construct.

One Plastics Facility can supply two Handweapons Factories or three Electronics Facilities of the same upgrade level.

They require supplies from Chemical Laboratories, but are otherwise autonomous; the other commodities can be obtained by the owner from gas fields and planets.

Radiation Collector
Construct in empty space. 5 Electronics, 15 Energy , 20 Metal required to construct.

Recyclotron
Because of space farms small resource of water, and production of biowaste, recyclotrons are made to supplement the water supply and use the biowaste. Expect to see some of these around any starbase with space farms around. Recyclotrons are the primary of two users of biowaste, the other being Clod Generator.

Construct in empty space. 30 Energy, 40 Metal required to construct.

Robot Factory
Construct in empty space. 15 Electronics, 65 Energy , 80 Metal required to construct.

Smelting facility
Smelting facilities (smelters) use ore from asteroid mines to turn into metal. Their metal production is comparably higher than their ore consumption, so there is usually some ore that doesn't go into the production cycle. This is what's expected, since many buildings and upgrade require ore. Smelters are usually found around asteroid fields with asteroid mines on them. They are also said to be a good source of income to have when high leveled.

Construct in empty space. 50 Energy, 30 Metal required to construct.

Smelting Facilities are, with Medical Facilities, the most autonomous of buildings producing Level 3 commodities. Their supplies can be obtained entirely by the owner from planets, energy fields, and asteroid fields, without any other buildings.

Space Farm
The space farm is most commonly used as a food source for starbases. They however do not produce much water so their biowaste often goes to a recyclotron. It is also used as a food source around areas that are far from the reach of a major food source so it's not needed for traders to bring in food from far away for a small cluster of buildings.

Construct in empty space. 15 Energy, 15 Metal , 10 Ore required to construct.

Black Market Commodities
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 * Blue Sapphire Jewels
 * [[Image:Pardus Cybernetic x993 parts.png]] Cybernetic X-993 Parts
 * [[Image:Pardus Drugs.png]] Drugs
 * [[Image:Pardus Exotic crystal.png]] Exotic Crystal
 * Golden Beryl Jewels
 * [[Image:Pardus Human intestines.png]] Human Intestines
 * [[Image:Pardus Keldon brains.png]] Keldon Brains
 * Leech Baby
 * [[Image:Pardus Rashkir bones.png]] Rashkir Bones
 * Ruby Jewels
 * [[Image:Pardus Skaari limbs.png]] Ska'ari Limbs
 * [[Image:Pardus Slaves.png]] Slaves

Drug Station
Construct in energy field. 5,000 XP and 60 Energy, 60 Metal , 15 Slaves required to build.

Drugs, when consumed, add roughly 200 Action Points to a pilot. Successive consumption offers diminishing returns. They are very expensive and illegal to buy on the black market, and are best purchased directly from a Drug Station, or at a Trade Outpost, and sold only to Trade Outposts.

Drug Stations require, along with ingredients one might expect, such as Food and Water, Exotic Matter, and even more inexplicably, Slaves.

Slave Camp
Construct in energy field. 45 Energy, 15 Ore , 30 Metal required to construct.

Slaves are required for Drug Stations (go figure).

Dark Dome
Construct in energy field. 5,000 XP, 60 Energy, 50 Metal , 20 Robots  required to build.

Leech Nursery
Construct in empty space. 10,000 XP, 60 Electronics, 60 Energy , 35 Metal required to build.

Leeches are the most expensive commodity in Pardus. Leech Nurseries, however, require 8 Clod Generators for equivalent production, and are therefore lag behind Drug Stations as the most lucrative of enterprises.

Alliance Command Station
Construct in empty space. 10,000 XP, 60 Energy, 50 Metal , 25 Radioactive cells  required to build.

Military Outpost
Construct in empty space, energy field, nebula gas. 10,000 XP, 70 Energy, 15 Hand weapons , 60 Metal required to build.

Trade Outpost
Construct in empty space, energy field, nebula gas. 10,000 XP, 40 Energy, 120 Metal required to build. Upgrades to Starbase. Upgrading to Starbase requires that the Trading Post be far enough away from other Starbases, Planets, Wormholes and Faction Outposts. 3 squares from wormholes, 15 squares from planets and starbases.

In general, the free areas of Pardus are fully populated with starbases, other than the odd place where players have situated one starbase such that it interfered with the construction of others possible in that sector.

Trade Outposts are very useful buildings, despite having no output. They can buy and sell any product in the game. Black market commodities can be sold at an outpost completely outside the black market, and therefore with none of the usual consequences to buyer or seller from the trade of black market materials. They are therefore an outstanding location at which to buy Drugs, which give the player an extra 200 or so Action Points.

Starbase
Requires Trading Post. Upgrade of Trading Post; must be far enough away from other Starbases, Planets, Wormholes and Faction Outposts to be upgraded.

Multiple variations depending on whether it is a player starbase or faction starbase; all are color coded to faction.

Production is 400 Energy and 100 Animal Embryos, plus 125 of the resource normally gathered from the type of space it is in, i.e. if it is in empty space, it produces 125 Hydrogen Fuel. Upkeep is 300 Food, 200 Water; the worker population will fall if upkeep is halted, and production decreases if the population decreases below 100,000 workers.

Faction Military Outpost
"Faction MOs allow free passing of all pilots, whether they belong to their faction or to another, (or no) one." - Pardus Manual.

Faction Smelting Facility
Found in faction core areas, faction Smelters will always buy and sell at fixed prices; they are resupplied by player pilots only.

Gem Merchant
Trading excess gem stones for more valuable jewels.

Research Station
"In these impressive stations, special weapon and armor classes are developed and sold by teams of profit-oriented neutral researchers. A research station can be specialized on electro-magnetic weapons, electro-magnetic armors, organic weapons, or organic armors. Only about a dozen of these buildings exits in the entire universe, most of them in neutral territory. Those not in neutral clusters can be found in Keldon Empire space, supported by a large group of Keldonian top scientists." - Pardus Manual.

Cybernetic Station
"Allegedly only one such gigantic cybernetic station exists in the universe, somewhere in neutral territory. Erected by a peaceful race of cyborgs, certain cybernetic orbiters can here be assembled by visitors provided they bring along the necessary commodities for components, and some money." - Pardus Manual.

Souvenir Shop
Selling more obscure items in less accessible locations.

Lucidi Military Outpost
"When the Pardus Cluster was discovered and wormholes were reopened by the Galactic Council, pioneers found these highly defended outposts blocking passage to all pilots on the cluster's every border, owned by a strange new race, the Lucidi.

Even the interior of the Pardus cluster is riddled with these constructions, blocking important routes. Fortunately, the Galactic Council found the means of allowing selected pilots to pass these blockades, provided in the Project PEAC Headquarters." - Pardus Manual.

Pardus Zone Buildings
(Premium Accounts only)

Lucidi Weapon and Armor Stations
Lucidi Weapon Station Lucidi Armor Station

Fully automated stations originally built to upgrade Lucidi pilots' equipment will trade their equipment for exotic crystals.

Protection Station
Created by the Galactic Council to protect shipping from the background radiation. Combat is disabled.