Construction

Construction is the process of creating buildings and roads. Not all players have authority to make buildings and roads. A player must be in the chain-of-command of a city to construct or destroy buildings or roads. Cities develop and grow as a result of construction.

For construction purposes, all terrain is divided into a grid of squarish tiles. Due to the curvature of the terrain over the spherical planet, the tiles are actually trapezoids that get narrower toward the poles. When any edge of a tile is deemed to be too short, no developments may be built there. In other words, there is a latitude limit as you approach either of the poles beyond which no more buildings or roads may be built because the terrain tiles get too narrow.

Cities are built following a simple formula. All cities start with a Town Square tile; the town square is the only development that must not be built next to any other developments. A city can only have one town square. Once the town square is built, roads and buildings can be built. Roads must be built next to existing road tiles or the town square. Buildings must be built next to existing roads or the town square.

When selecting a location for a building or a road, the cursor will show helpful information about the location selected. The following table show the different cursors that might appear while planning to build a road or building.


Bulldozer cursor appears when clearing buildings or roads. There is no undo; be careful what you bulldoze.

Building material cursors appear when planning a building. In empty terrain, this is the current building material selected on the Construction (F9) window. On an existing building, this is the material that will be used to add another level.

Road cursors appear when planning to construct a road. The cursor shows the kind of road that will be constructed.

Cursor indicates construction is blocked by an existing development in the terrain tile. This cursor will also appear when no more levels can be added to an existing building.

Cursor indicates construction is blocked by an existing development next to the terrain tile. This cursor only appears when placing a town square, which must not be placed next to any existing development.
Cursor indicates the terrain tile is not adjacent to an existing road or town square. Most developments must be built next to an existing road or town square.
Cursor indicates the terrain tile is not adjacent to a road slab.
Cursor indicates the terrain tile is not adjacent to an existing road or a building.
Cursor indicates the terrain tile lacks rocks.
Cursor indicates the terrain tile lacks trees.
Cursor indicates the terrain tile lacks an adjacent open sea tile. A ship yard needs an open sea tile to spawn boats that it manufactures.
Cursor indicates the terrain tile is too submerged in surface liquid. Look for a terain tile that has less of its corners submerged.
Cursor indicates the terrain tile is not submerged in enough surface liquid. Look for a terrain tile that has more of its corners submerged.
Cursor indicates the terrain tile is too narrow. Try planning the development closer to the equator where the terrain tiles are wider.
Cursor indicates the terrain tile is too hot. Try a different building material.
Cursor indicates the terrain tile is too cold.
Cursor indicates the location is not in any terrain.
Cursor indicates there is no construction process available to build in the terrain tile.

Buildings and roads are constructed in a similar manner. Each requires labor and may require additional materials. Each building and road has its own recipe for construction. Additional ingredients are required when building in hostile environments.

When a tile is selected for construction of a building or road, the terrain changes to an "under construction" appearence. Move to that area to assist with constructing the building or road. When standing in the terrain tile, press F9 to display the Labor window.
When a wild animal is present in the terrain tile, construction labor cannot be applied. This happens whether the animal is on land, flying, underground, or in the water. Neither human players or the citizen population will be able to complete the construction until the wild animal is gone.

Road Construction

Roads are necessary to expand a city. Without roads, a city is limited to the four tiles adjacent to the town square, which isn't much. Roads are constructed next to the Town Square and next to existing roads.

Roads may enter/exit a terrain tile from each of the four edges. Roads do not cross the terrain diagonally.

Four kinds of roads can be constructed.

Dirt Road
No Materials Needed
Requires minimal labor. Does not grade the terrain except when making a dirt slab.
Asphalt Road

Labor determined by the amount of grading required.
Concrete Road

Labor determined by the amount of grading required.
Pressurized Road

Labor determined by the amount of grading required.

To plan construction of a road, select the road button on the Construction toolbar that corresponds to the material you wish to use. Find a suitable location on the terrain and enter Hand Input mode. In Hand Input mode, a green line outline appears around the tile under the mouse cursor. Large three-dimensional arrows appear to indicate the current road entry/exit directions. Use arrow keys to toggle the directions that the road will exit the terrain tile. Click the left mouse button to plan the road.

Road construction key commands.
Left Arrow
West road direction toggle.
Right Arrow
East road direction toggle.
Up Arrow
North road direction toggle.
Down Arrow
South road direction toggle.
*
Invert current road directions.
-
Slab. All road directions off.
+
All road directions on.

When all four directions are turned off, a road 'slab' is built. Road slabs serve several purposes in the game. Spacecraft must be sitting in a road slab to trade cargo with a city. Certain buildings must be constructed next to road slabs, often so the road slab can be used as the spawn point for vehicles manufactured by or for the building.

When constructed, paved roads and dirt slabs modify the terrain to make it more level. Note that dirt roads do not level the terrain, only dirt slabs. The leveling applied is based on the exit directions selected for the road tile. The terrain leveler attempts to level each edge of the tile that has a road exiting. Labor is added to the construction process based on the amount of terrain leveling applied.

Do not plan roads so that every building has a "driveway". This does not work because every road section becomes a tee or cross, which requires leveling in all four directions. The topology of the terrain does not permit every tile to be level; some ups and downs are needed. Make your roads pass by the front of each building tile without a driveway. The Cities page has some pictures of well-formed roads.

The exit directions of an existing road tile can be changed. Simply place another road of the same material on top of the existing road tile, with new arrow directions. No terrain leveling is applied and no labor or materials are required. This is a free change. To force the terrain to be leveled; bulldoze the existing road and build a new one.

Dirt roads can be paved simply by constructing paved roads on top of them. Terrain leveling is applied. Labor and materials are required as if the dirt road wasn't there.

Road paving tips for best leveling results:
When a road is built next to a road tile that belongs to another city, the two cities become connected. The cities are considered "connected by land" for trade purposes.

Building Construction

Buildings represent the homes and businesses of a city. Buildings are constructed next to the Town Square and next to roads.

To plan construction of a building, select the structure from the Construction toolbar. Find a suitable location on the terrain and enter Hand Input mode. In Hand Input mode, a green line outline appears around the tile under the mouse cursor. Click the left mouse button to plan the building.

Buildings can be stacked. Stacking is limited by the industry and the material with which the building is constructed. To add a level to a building, simply construct another building in the same location as an existing building of the same type.

The Construction toolbar shows a list of the buildings that can be constructed. Next to each building are columns showing the jobs and homes created, the products produced, the materials required, and the terrain requirements for constructing the building. That information is duplicated here. The toolbar is correct in cases where this document fails to match what is shown on the toolbar. This document adds some columns that are not present on the toolbar.

The columns are:

Structure The name of the building that is constructed.

Jobs The number of jobs created by the first level of the building. A plus sign (+) indicates that one additional job is added for each level of the building that is constructed, including the first level. For example, a two-level Aircraft Factory adds 3 jobs, two for the first level and one for the second level.

Homes The number of homes created by each level of the building.

Storage The amount of storage added to the city's inventory. The inventory storage limit is applied to each commodity individually. For example, a Town Square and a Mine combine to add 150 units of storage space to the city; 50 are added by the Town Square and 100 are added by the Mine. This means the city can store 150 units of each different commodity: 150 stones, 150 metal, 150 plastic, etc.

Power Reserve The amount of electricity storage added to the city's power reserve. The city's power reserve acts a buffer for power usage. Power plants fill the power reserve. Buildings and roads consume power from the power reserve. Inadequate power reserve results in intermittent power outages, or complete blackouts.

Products Lists the commodities that can be produced by the building.

Material Lists the commodities that are required to construct the building. The list includes components that are required but not consumed, such as tools.
The Lumber commodity is replaced with the current building material when construction of the building starts. For example, when using Metal to build, the Lumber commodity is replaced with Metal.

Levels The maximum levels that can be constructed on the same structure. When four numbers are shown "by Material", the numbers correspond to the building materials that can be used; in order they are Logs, Lumber, Stone, and Metal.

Terrain Placement required for construction of the building. 'Land' means a terrain tile that has all four vertices above water. 'Coast' means a terrain tile that has at least one vertex under water but not all vertices under water.

Notes Information about the building.

Structure
Jobs
Homes
Storage
Power Reserve
Products
Material
Levels
Terrain
Notes
Aircraft Factory
1+



Aircraft
Lumber
Hammer
1
Land Near Slab
The slab is the spawn point for aircraft. Multiple adjacent slabs allow multiple aircraft to spawn.
Air Defense Base
6




Lumber
Hammer
Electronic Part
Mechanical Part
Metal
Textile
Wrench
1
Land Near Road Adds a flag capture point to a city.
Adds defensive weaponry against aircraft and spacecraft.
Spawn location for up to 6 troops.
Airport Repair Shop
1+




Lumber
Hammer
Electronic Part
Mechanical Part
Metal
Plastic
Textile
Soldering Iron
Wrench
1,2,2,2 by Material
Land Near Slab
Provides repair services to aircraft and spacecraft.
Craft must be sitting in a road slab of the city or near a friendly space station in the solar system. Subsidized spacecraft receive free repairs at friendly cities.
Airport Terminal
1+




Lumber
Hammer
Electronic Part
Mechanical Part
Metal
Plastic
Textile
Soldering Iron
1,2,2,2 by Material Land Near Slab Connects the city to other cities on the planet and in the solar system that have airports.
City is considered "connected by space" for trade purposes.
Apartment
1
4



Lumber
Hammer
1,4,8,16 by Material
Land Near Road

Arena
1+




Lumber
1
Land Near Road

Armorer
1+

200

Leather Body Armor
Metal Body Armor
Plastic Body Armor
Woven Body Armor
Power Armor
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Bakery
1+

100

Bread
Candy
Pastry
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Bank
2




Lumber
Hammer
Metal
1,4,8,16 by Material
Land Near Road
Enables players to redeem empire debt for cash.
Brewery
1+

100
Beer
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Broker
1+




Lumber
1,4,8,16 by Material
Land Near Road
Imports all commodities from all connected cities.
Number of levels increases the amount of import.
Capitol
1+




Lumber
Hammer
Electronic Part
Mechanical Part
Metal
Textile
Soldering Iron
Wrench
1,4,8,16 by Material
Land Near Road
Enables a city to be the capital city of an empire.
Carpenter
1+

200
Hammer
Torch
Crate
Sewing Needle
Shovel
Lumber
1,4,8,8 by Material
Land Near Road

Casino
2+




Lumber
Hammer
Electronic Part
Mechanical Part
Metal
Plastic
Textile
Gem Ring
Soldering Iron
1,4,8,16 by Material
Land Near Road

Church
2




Lumber
1,4,8,16 by Material
Land Near Road
Increases morale of citizens.
Clothing Factory
1+

200
Flag
Linen Shirt
Leather Shirt
Linen Hat
Leather Hat
Plastic Hat
Leather Shoes
Plastic Shoes
Linen Shoes
Vac suit
Knapsack
Backpack
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Coal Power Plant
1+


500
Electricity
Lumber
Hammer
Mechanical Part
Metal
Wrench
1,4,4,4 by Material
Land Near Road

Coast Defense Base 6



Lumber
Hammer
Electronic Part
Mechanical Part
Metal
Textile
Wrench
1
Coast Near Road Adds a flag capture point to a city.
Adds defensive weaponry against water craft.

Spawn location for up to 6 troops.
Computer Factory
1+

200
Computer
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Design Studio
2




Lumber
Hammer
Electronic Part
Mechanical Part
Soldering Iron
1,4,8,16 by Material
Land Near Road
Each level adds a design studio.
Design studios create instances of design environments in which players design spacecraft.
Distillery
1+

100
Whisky
Rum
Vodka
Gin
Tequila
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Electronics Factory
1+

200
Electronic Part
Lantern
Blank Disk
Glue Gun
Soldering Iron
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Explosives Factory
1+

200
Gun Powder
Nitrate Explosive
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Farm
1+
2
100

Vegetable
Beans
Plant Fiber
Hay
Fruit
Grain
Herbs
Hops
Grapes
Nuts
Spices
Milk
Cheese
Eggs
Fertilizer
Animals
Lumber
1,2,2,2 by Material
Land Near Road
Can produce domestic riding animals.
Fire Department
1+




Lumber
1,4,4,4 by Material
Land Near Road

Gasoline Power Plant
1+


500 Electricity
Lumber
Hammer
Mechanical Part
Metal
Wrench
1,4,4,4 by Material
Land Near Road

Grist Mill
1+

100
Flour
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Grocery
1+

50

Lumber
1,4,8,16 by Material
Land Near Road
Sells food and pharmaceuticals.
Ground Defense Base
6




Lumber
Hammer
Electronic Part
Mechanical Part
Metal
Textile
Wrench
1
Land Near Road Adds a flag capture point to a city.
Adds defensive weaponry against ground vehicles.

Spawn location for up to 6 troops.
Hospital
1+




Lumber
Textile
1,4,8,16 by Material
Land Near Road
Heals players.
Performs DNA modifications.
Hotel
3
3



Lumber
Hammer
Textile
1,4,8,16 by Material
Land Near Road

House
1
2



Lumber
1,4,4,4 by Material
Land Near Road

Hydroelectric Power Plant
1+


500 Electricity
Lumber
Hammer
Mechanical Part
Metal
Wrench
1,4,4,4 by Material
Coast Near Road

Hydrogen Power Plant
1+


500 Electricity
Lumber
Hammer
Mechanical Part
Metal
Fitting Wrench
1,4,4,4 by Material
Land Near Road

Jeweler
1+

200
Gem Ring
Crystal Jewelry
Metal Bracelet
Lumber
Hammer
1,4,8,8 by Material
Land Near Road
Logging Camp
1+

100

Log

1, 2 if 4+ Trees
Trees Near Road
Lumber Mill
1+

100
Lumber
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Machine Shop
1+

200
Mechanical Part
Hammer
Lantern
Fitting Wrench
Glue Gun
Soldering Iron
Screw Driver
Sewing Needle
Tongs
Hammer
Shovel
Lumber
1,4,8,8 by Material
Land Near Road
Meat Processing Plant
1+

100
Leather
Animal Meat
Fish Meat
Lumber
Hammer
1,4,8,8 by Material
Land Near Road
Mine
1+

100
Stone
Crystal
Gem
Ice
Mineral
Ore
Radioactives
Coal
Lumenite

1 per Rock
Rocks Near Road Rock resource produced by mine depends upon type of rocks present. All rocks produce stone. Most rocks produce another resource besides stone that can be mined.
Munitions Factory
1+

200
Pistol Ammunition
Heavy Arms Ammunition
Plastic Explosive
Bomb
Rifle Ammunition
Dynamite
Small Missile
Large Missile
Small Rocket
Large Rocket
Shotgun Ammunition
Lumber
Hammer
1,4,8,8 by Material
Land Near Road
Natural Gas Power Plant
1+


500 Electricity
Lumber
Hammer
Mechanical Part
Metal
Fitting Wrench
1,4,4,4 by Material
Land Near Road

Nuclear Power Plant
1+


500 Electricity
Lumber
Hammer
Electronic Part
Mechanical Part
Metal
Plastic
Fitting Wrench
Wrench
1,4,4,4 by Material
Land Near Road

Orchard
1+
2
100

Fruit
Plant Fiber
Herbs
Grain
Nuts
Spices
Lumber
1,2,2,2 by Material
Land Near Road

Park






1
Land or Coast Near Road or Any Structure

Pharmaceutical Lab
1+

200
Medical Kit
Pharmaceuticals
Antidote
Antitoxin
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Plastics Factory
1+

200
Plastic
Mechanical Part
Hammer
Crate
Fitting Wrench
Screw Driver
Sewing Needle
Tongs
Wrench
Shovel
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Police Department
1+




Lumber
1,4,4,4 by Material
Land Near Road

Refinery
1+

200
Hydrogen
Air
Gasoline
Petrochemicals
Lumber
Hammer
1,4,8,8 by Material
Land Near Road
Retail Store
1+

50

Lumber
1,4,8,16 by Material
Land Near Road Sells many non-food commodities such as weapons, clothing and tools and the materials needed for construction and repair.
Rocket Motor Factory
1+

200
Large Rocket Motor
Small Rocket Motor
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

School
1+




Lumber
1,4,8,16 by Material
Land Near Road

Ship Yard
1+



Commercial Ship
Naval Ship
Submarine
Lumber
Hammer
1
Coast Near Road
Water craft spawn in the water by the Ship Yard.
Smelter
1+

200
Metal
Lumber
1,4,8,8 by Material
Land Near Road

Solar Power Plant
1+


500 Electricity
Lumber
Hammer
Electronic Part
Metal
Soldering Iron
1,4,4,4 by Material
Land Near Road
Does not produce electricity in the dark.
Spacecraft Factory
1+



Spacecraft
Lumber
Hammer
1
Land Near Slab
The slab is the spawn point for small spacecraft.
Space stations spawn in orbit when there are no friendly space stations already in orbit.
Large spacecraft spawn near a friendly space station in orbit.
Sugar Mill
1+

100
Sugar
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Cantina
1+

20


Lumber
1,4,8,16 by Material
Land Near Road
Sells food and intoxicants.
Textile Mill
1+

100
Textile
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Town Square


50
50

Flag
1
Land Not Near Anything
Establishes a city and becomes its primary capture point. Flag must be character's current item when building a town square. Name of city is provided by player. First city in a solar system names the solar system; first in a sector names the sector.
Vehicle Factory
1+



Farm Machinery
Mine Machinery
Tank
APC
Vehicle
Lumber
Hammer
1
Land Near Slab
The slab is the spawn point for Vehicles.
Warehouse
1

500


Lumber
1
Land Near Road

Water Treatment Plant
1+

100

Water
Lumber
1,4,4,4 by Material
Land or Coast Near Road
On coast, produces water from the environment or from ice.
On land, only produces water from ice.
Weapon Smith
1+

200
Knife
Pistol
Rifle
Heavy Weapon
Shotgun
Lumber
Hammer
1,4,8,8 by Material
Land Near Road

Well
1+

100
Oil
Natural Gas
Water
Lumber
Shovel
1,2,2,2 by Material
Land Near Road
Drill for water anywhere except inferno worlds. Rate of water production based on water in the environment. Drill for oil and natural gas where oil shale rocks are present.
Wharf
1+

100

Fish
Lumber
Hammer
1
Coast Near Road
Connects the city to other cities on the planet that have wharfs.
City is considered "connected by sea" for trade purposes.
Wind Power Plant
1+


500 Electricity
Lumber
Hammer
Mechanical Part
Metal
Wrench
1,4,4,4 by Material
Land Near Road

Winery
1+

100
Wine
Lumber
1,4,8,8 by Material
Land Near Road

Zoo
1+




Lumber
1
Land or Coast Near Road or Zoo