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(all tables down to chem lab updated to level 10)
(all tables down to chem lab updated to level 10)
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!10
!10
|18 [[Image:Pardus Energy.png]], 23 [[Image:Pardus Animal embryos.png]]
|18 [[Image:Pardus Energy.png]], 23 [[Image:Pardus Animal embryos.png]]
|44 [Image:Pardus Food.png]], 11 [[Image:Pardus Water.png]], 6 [[Image:Pardus Biowaste.png]]
|44 [[Image:Pardus Food.png]], 11 [[Image:Pardus Water.png]], 6 [[Image:Pardus Biowaste.png]]
|}
|}
;Building cost: 15 [[Image:Pardus Energy.png]], 15 [[Image:Pardus Metal.png]], 10 [[Image:Pardus Ore.png]]
;Building cost: 15 [[Image:Pardus Energy.png]], 15 [[Image:Pardus Metal.png]], 10 [[Image:Pardus Ore.png]]

Revision as of 16:26, 30 August 2008

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
  2. 1000
  3. 10000
  4. 100000
  5. 1000000
  6. 10000000

Fuel collector

Level Upkeep Production
1 4 , 1 30
2 6 , 1 45
3 7 , 2 60
4 9 , 2 75
5 10 , 3 90
6 12 , 3 105
7 14 , 3 120
8 15 , 4 135
9 17 , 4 150
10 18 , 5 165
Building Cost
15 , 20

'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.

Space Farm

Level Upkeep Production
1 4 , 5 8 , 2 , 1
2 6 , 7 12 , 3 , 2
3 7 , 9 16 , 4 , 2
4 9 , 11 20 , 5 , 3
5 10 , 13 24 , 6 , 3
6 12 , 15 28 , 7 , 4
7 14 , 17 32 , 8 , 4
8 15 , 19 36 , 9 , 5
9 17 , 21 40 , 10 , 5
10 18 , 23 44 , 11 , 6
Building cost
15 , 15 , 10

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.

Recyclotron

Level Upkeep Production
1 3 , 1 , 5 7 , 5
2 4 , 1 , 7 11 , 8
3 5 , 2 , 9 14 , 10
4 7 , 2 , 9 18 , 13
5 9 , 3 , 11 21 , 15
6 9 , 3 , 15 25 , 18
7 10 , 3 , 17 28 , 20
8 11 , 4 , 19 32 , 23
9 13 , 4 , 21 35 , 25
10 14 , 5 , 23 39 , 28
Building cost
30 , 40

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 main users of biowaste

Energy well

Level Upkeep Production
1 1 , 1 6
2 1 , 1 9
3 2 , 2 12
4 2 , 2 15
5 3 , 3 18
6 3 , 3 21
7 3 , 3 24
8 4 , 4 27
9 4 , 4 30
10 5 , 5 33
Building cost
20 , 15

An energy well produces energy namely, but is rarely used as a major source of energy despite it's high level of efficiency. The energy produced is incredibly low in comparison of a nebula plant. It needs to be located on energy, making running food, water, and energy to and from it to a planet hard and inconvenient. It does however provide a shield battery for pilots to recharge their shields at a price and for no wait, but the battery has a limited amount of charge which can be increased by upgrading the storage capacity of the battery.

Asteroid mine

Level Upkeep Production
1 1 , 1 , 1 9 , 2
2 1 , 1 , 1 14 , 3
3 2 , 2 , 2 18 , 4
4 2 , 2 , 2 23 , 5
5 3 , 3 , 3 27 , 6
6 3 , 3 , 3 32 , 7
7 3 , 3 , 3 36 , 8
8 4 , 4 , 4 41 , 9
9 4 , 4 , 4 45 , 10
10 5 , 5 , 5 50 , 11
Building cost
15 25

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 to build many buildings, these are essential for economies. Most asteroid fields will have these mines in them, as well as being surrounded by smelters. Running a large scale mining and smelting operation along a huge asteroid field is a very profitable business, as it takes so much to upgrade buildings and build equipment. They will produce ore and metal, then send it to a trading outpost for people to transport where it is needed.

Smelting facility

Level Upkeep Production
1 2 , 2 , 2 , 4 6
2 3 , 3 , 3 , 6 9
3 4 , 4 , 4 , 7 12
4 4 , 4 , 4 , 9 15
5 5 , 5 , 5 , 10 18
6 6 , 6 , 6 , 12 21
7 7 , 7 , 7 , 14 24
8 8 , 8 , 8 , 15 27
9 8 , 8 , 8 , 17 30
10 9 , 9 , 9 , 18 33
Building cost
50 30

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.

Chemical laboratory

Level Upkeep Production
1 1 , 1 , 3 9
2 1 , 1 , 4 14
3 2 , 2 , 5 18
4 2 , 2 , 7 23
5 3 , 3 , 8 27
6 3 , 3 , 9 32
7 3 , 3 , 10 36
8 4 , 4 , 11 41
Building cost
25 15

Chemical laboratories (chem labs) supply chemical supplies to several buildings. Since so many commodities rely on them, it is incredibly important that these are built or otherwise you will need to do without them or export. They can only be built on nebula gas making it hard for some economies to work if they don't have nebulae near them.

Plastics Facility

Level Upkeep Production
1 2 2 2 3 3 6
2 3 3 3 4 4 9
3 4 4 4 5 5 12
4 4 4 4 7 7 15
5 5 5 5 8 8 18
6 6 6 6 9 9 21
Building cost
45 30

'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

Nebula plant

Level Upkeep Production
1 2 2 3 35 4
2 3 3 4 53 6
3 4 4 5 70 8
4 4 4 7 88 10
5 5 5 8 105 12
6 6 6 9 123 14
Building cost
50 50

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. Needs 5,000 Exp. to build.