Frontier Engagement

Modern Nation Building Game


    Infrastructure List

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    Ruski
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    Infrastructure List

    Post  Ruski on Wed May 25, 2011 6:38 pm

    I am open to additional ideas for buildings/infrastructure, so please share if you want a building in the game.

    Cost in Parenthesis (??)

    Lets Stuff Get Built
    (10)Small Airbase – allows helicopters and VTOLs to operate, allows production of helicopters and VTOLs
    (15)Large Airbase – allows aircraft to operate, allows production of air units, and allows supplies via air routes. (also performs functions of Small Airbase)
    (15)Military Shipyard – allows production of naval units
    (10)Port – allows supplies and trade via water routes, allows production of transports
    (30)Military Academy – allows production of command units (other than mobile base; those are default)
    (45)Military Base - Can be built in your own country or a foreign one, these are where your ground troops are based out of. They hold, repair, heal, etc.
    (45)Ranger Camp - Makes Rangers (Specify what kind of combat they are trained for) [Arctic, Woodlands/Plains, Desert, Night Ops, Jungle, Mountain, etc)
    (10)Training Center – allows infantry production (not power armor)
    (10)Basic Factory – allows production of Armor/Vehicles/Artillery
    (5,000)Launch Pad (requires Large Airbase in region; Improved Fuels, Stress Analysis, Logistical Systems, Advanced Alloys) - allows space rockets or other types of rockets to be constructed (These are need to launch satellites, space stations, or weapons into space!)
    (10,000)Space Station (requires launch pad; Advanced Material Science, Advanced Machine Design, Advanced Power Routing Design, Improved Computer Architecture) – allows the construction of spy satellites and other satellite-based construction.

    Military Production Speed Boost
    Each additional Speed Boost of the same type beyond the first costs an additional 10PP to produce. Then 20PP, then 30PP, ect.
    (25)Recruitment Office (requires Training Center) – speeds infantry production
    (25)Armor Factory (requires Basic Factory) – speeds armor production
    (25)Artillery Factory (requires Basic Factory) – speeds artillery production
    (25)Vehicle Factory (requires Basic Factory) – speeds vehicle/artillery production
    (25)Air Factory (requires Airbase) – speeds air production
    (25)Naval Parts Factory (requires Military Shipyard) – speeds naval production

    Allows Weapons
    (15)Chemical Plant (requires Chemical/Toxic Compound Development) – allows chemical weapons
    (15)Biological Research (requires Advanced Biology) – allows biological weapons
    (15)Radiological Center – allows radiological weapons
    (15)Nuclear Reactor (requires Advanced Physics, Waste-Heat Elmination, Molecular Chemistry, Force Amplifiers, Electrical Structure) – allows nuclear weapons and power [+30PP per eco building]

    Economy Boost (In general, provide +1 economy)
    (50)Solar Plant - provides power +10PP per eco building [requires tech]
    (25)Coal Plant - provides power +5pp per eco building (needed to power all other buildings)
    (30)Trade Center – strengthens economy (only active with trade routes, more effective with more routes.) Adds +1 Econ when active. In addition, adds +1 Econ for every active trade route. [It basically makes trade 50% better]
    (25)Industrial Center – strengthens economy
    (25)Agriculture – strengthens economy
    (25)Mineral Extraction – strengthens economy
    (25)Entertainment Center - strengthens economy
    (25)Hospital - strengthens economy
    (25)Food Distribution Center - strengthens economy

    Misc.
    (30)Transportation Infrastructure – faster military movement through connected owned territories.
    (30)Intelligence Agency – increases effectiveness of espionage (operations and detection)
    (90)Spy Agency - Builds upon the Intelligence agency; Also allows the training of Spies
    (40)Research Center – speeds research times
    (30)Police Headquarters – automatically raises police to reduce damage from riots and riot length by 50%
    (30)Local News Station – activatable ability that positively affects population happiness, has cooldown.
    (40)National News Station – activatable ability that positively affects own nation’s population happiness or negatively affects other nation’s population happiness, has cooldown.
    (35)Civilian Prison - Place to put civilian prisoners aka criminals from your own country (Can be upgraded; starting out, it is minimal security) [Capacity: 5,000; 10,000; 15,000; 25,000]
    (50)Military/Political Prison - Allows you to take prisoners and hold them in detention (Can be upgraded; starting out, it is minimal security) [Capacity: 5,000; 10,000; 15,000; 25,000]
    (50)National Park - Adds 10 economic points, aids in the research of biological stuff, allows for the training of Rangers (You need this, training center, recruitment office, Ranger Camp to make Rangers), greatly increases defensive operations and allows for resistance groups to be maintained in the area after an enemy occupation.

    Defense
    (Varies by awesomeness level)Fortifications – provides fortifications bonus to units
    (Varies, cheaper than base unit type)Active Defense [Type] – fires upon attacking military
    (Heavy AA guns, Turrets, Rocket Towers…)

    Defense Examples:
    (10)Pre-dug Trenches - Unlike the trenches your infantry can make on the fly, these are better made, have concertina wire and sandbags. (Need at atleast 10x in a single region for a trench network)
    (15)Minefield - Decent-sized minefield that is designed to hinder enemy ground movement.
    (20)Garrison - Generates Militia Units to defend territory if attacked.
    (06)Anti-Air Battery(SAM/Flak) - Fires upon enemy aircraft in battle and strategic strikes.
    (10,000)Strategic Missile Defense - Fires missiles to counter ICBM attacks.
    (5,000)Hard-earth Bunker - Protects selected units or individuals from ICBM attacks
    (04)Bunker(Vehicle/Infantry) - Increases defense of garrisoned units while allowing them to fire out.
    (??)Autoturret - Actively engages enemies in its range. (Comes in as many varieties as there are weapon types)
    (6,000)Anti-Orbital Battery - Fires missiles into space.


    Last edited by Ruski on Tue Mar 18, 2014 4:29 pm; edited 7 times in total
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    Ruski
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    Re: Infrastructure List

    Post  Ruski on Sun Sep 04, 2011 1:32 am

    Added Military Base to infrastructure list.


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    Re: Infrastructure List

    Post  Ruski on Sat Jun 02, 2012 5:11 pm

    Added new defensive structures (Pre-dug trenches and minefields)

    Added in National Park

    Added Spy Agency

    Added Ranger Camp


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    Re: Infrastructure List

    Post  Ruski on Fri Jul 20, 2012 5:12 pm

    Added Civilian prison

    Added Military/Political prison


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    Re: Infrastructure List

    Post  Ruski on Wed Oct 31, 2012 1:57 pm

    I'm looking into allowing the construction of embassies in other nations. These would cost money, would require permission from the country where the embassy is being built, and would allow instantanous communication. Thus, to balance this out and make embassies a worthy investment, if this gets put into the game, diplomacy will no longer be instant. If you don't have an embassy, communication like this will take from a half-day to a full day of wait.

    Tell me what you guys think!


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