6/21/2023 0 Comments Alpha astro empiresUpgrading the capital is one of the ways of unlocking additional building slots. The capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defense armies, as well as other jobs which vary depending on empire authority and civics. Secrets of the First League empire modifier Master's Teachings: The Greater Good edict Standard Construction Templates traditionĪssembly Algorithms technology (repeatable 5 times) Note that this modifier actually increases the rate of construction, thus a 100% increase in build speed is equal to a 50% reduction in build time. This modifier can be very useful, as it also affects building upgrades, and higher level buildings often take longer to build. The planetary build speed modifier reduces the time it takes to construct all buildings. Governor's Estates / Resort Capital-Complex Governor's Palace / Resort Administration Every 2 Habitation Modules ( +0.5 each).With Orbital Assembly Complex on planet.Every 3 Industrial districts ( +0.34 each).Every 4 Agriculture districts ( +0.25 each).Habitats have far fewer ways to unlock building slots than other colony classes, and can't normally unlock all 12.įunctional Architecture / Constructobot civic Ecumenopolises, Ring Worlds, Hive Worlds, and Machine Worlds start with all building slots unlocked. Additional building slots are unlocked by upgrading the capital building, constructing urban districts, researching technologies, and some civics. A colony can have up to 12 building slots, although most of them are initially unavailable and the first one is dedicated to the colony's capital building. It was last verified for version 3.7.īuildings are constructed in a colony's building slots. Allows you to station a Base Commander to boost your Defense, Logistics, Production, Research or Construction ability.Please help with verifying or updating this section.Increases possible occupations by 1 per level of CCs in your empire.It is NOT the same as adding the weapons tech % and the CC %' So if you have a Level 20 weapons tech (which doubles your initial power level) a level 5 CC would give you 25% boost on the doubled amount. Note that this increase is done on your effective attack power level. Increases base fleet attack power by 5% per level of CC.The initial CC costs 20 credits, additional levels are more expensive.Without CCs you will be unable to hold enemy bases. Second, having Command Centers allows you to recruit a Base Commander whose skill area and level of proficiency will provide added bonuses in Defense, Tactics, Logistics, Production, Research or Construction.įinally, each level of Command Center you have in your empire raises the number of enemy bases you can Occupy by 1. This is very helpful when you are attempting to free your base from occupation. Instead they provide several special features for your empire which boost your ability to counter-attack enemy fleets on your base and can increase the base construction, production, research and even jump gate power.įirst, each level of your fleets in orbit has its' Attack Power is raised by 5%. However, they DO NOT directly increase your bases defense numbers. Command Centers are a form of defense for your base.
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