Base facilities are essential improvements that keep your base running and improve its production output, ability to train troops, and more.
List of base facilities[ | ]
Project | Prerequisite | Effect | Minerals cost | Upkeep cost |
---|---|---|---|---|
Administrative center of your colony |
50 | 0 | ||
Increases nutrient, minerals, and energy output of base square. |
40 | 0 | ||
Reduces number of Drones in colony by two. |
40 | 1 | ||
Increases Economy at base by 50%. |
80 | 1 | ||
Reduces number of Drones by two, and increases psych output of base by 50%. |
60 | 3 | ||
Two extra Talents at this base. |
120 | 4 | ||
Increases psych output at base by 50% and economy at base by 50% |
120 | 3 | ||
Increases nutrient and energy output of forest squares |
240 | 4 | ||
Increases minerals output at base by 50% |
200 | 4 | ||
Increases minerals output at base by 50% |
320 | 6 | ||
Increases minerals output at base by 50% |
200 | 5 | ||
Increases minerals output at base by 50%, but also increases the number of drones at base by one and increases vulnerability to enemy mind control |
100 | 2 | ||
Eliminates both drones and talents at this base, and decreases vulnerability to enemy mind control, but reduces labs output by 1/2. |
100 | 2 | ||
Each Nessus Mining Station increases The minerals output of every base by +1 |
120 | 0 | ||
All minerals produced at base are immediately converted to economy energy reserves (each 2 minerals makes 1 energy). |
0 | 0 | ||
+1 lifecycle bonus to native units built here |
80 | 2 | ||
All Kelp Farms worked by base generate one extra nutrient. |
80 | 1 | ||
All Tidal Harnesses worked by base generate one extra energy. |
80 | 0 | ||
Increases defense multiplier of base by one |
50 | 0 | ||
Increases defense multiplier of base by one |
120 | 2 | ||
Eliminates additional cost to prototype new units at this base. |
60 | 1 | ||
Repairs damaged ground units quickly |
40 | 1 | ||
Repairs damaged naval units quickly |
80 | 2 | ||
Repairs damaged air units quickly |
80 | 2 | ||
All military units built here receive two morale upgrades |
100 | 2 | ||
Units can teleport between bases containing Psi Gates. |
100 | 2 | ||
Each undeployed Orbital Defense Pod has a 50% chance to prevent a Planet Buster, Fungal, or Tectonic attack against any of your bases |
120 | 0 | ||
Probe Team units built here receive two morale upgrades |
100 | 2 | ||
This is the main component of the Resonance Communicator used by Progenitor factions to broadcast Planet's location to their respective forces |
600 | 5 | ||
Increases labs at base by 50% |
80 | 1 | ||
120 | 3 | |||
Increases economy at base by 50% and labs at base by 50% |
240 | 4 | ||
Increases psych at base by 25% and labs at base by 50% and reduces number of drones by one |
120 | 3 | ||
Increases psych at base by 25% and labs at base by 50% and reduces number of drones by one |
240 | 4 | ||
Each Orbital Power Transmitter increases the energy output of every base by +1 |
120 | 0 | ||
All Mining Platforms worked by base generate one extra mineral. |
120 | 4 | ||
Base receives +2 on growth scale and +1 on efficiency scale |
50 | 1 | ||
+2 labs per turn |
60 | 1 | ||
Allows population of base to grow beyond size 7. |
80 | 2 | ||
Allows population of base to grow beyond size 14 |
160 | 4 | ||
Allows base to survive submersion |
80 | 0 | ||
Reduces effect of industry on Planet's ecology |
100 | 2 | ||
Reduces effect of industry on Planet's ecology |
200 | 3 | ||
Each Sky Hydroponics Lab increases the nutrients output of every base by +1 |
120 | 0 | ||
+50% defense against conventional missiles for any units up to two squares away |
120 | 2 | ||
This base's sighting radius increases to three squares |
160 | 4 |
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