Adamant Mod Facilities

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Facilities

The following facilities are present in the mod:

Starting Letter: All A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

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Sort order: [ Name ] - [ File order ] - [ Techreq ]

Name: Ancestral Meeting Grounds Tech Req(s): Fundamental Physics, Nomadic Race
Ancient gathering place where the various groups of nomads have periodically gathered together for important events throughout the millennia.
Ability(s): Phased Shield Generation (5000), Point Generation - Research (350), Change Population Happiness - System (1), Resource Storage - Mineral (1500), Resource Storage - Organics (1500), Resource Storage - Radioactives (1500), Change Bad Event Chance - System (-15), Change Bad Intelligence Chance - System (-15), Point Generation - Intelligence (50)

Name: Automated Mineral Miner Facility Tech Req(s): Minerals Extraction, Normal Race
Large scale automated planet processor which mines minerals from the deepest layers.
Ability(s): Resource Generation - Minerals (1150), Resource Storage - Mineral (2300), AI Tag 01 (1150), Planet - Change Population Happiness (1), Planet - Change Conditions (-1)

Name: Astral Port Tech Req(s): Dimensional Pockets
Facility which processes all generated resources in its system and makes them available for the empire.
Ability(s): Spaceport, Resource Conversion (75), AI Tag 04, Planet - Change Population Happiness (-1)

Name: Automoton Citizen Archives Tech Req(s): Automotons
Centralized databank of citizens which improves intelligence operations for an entire planet.
Ability(s): Planet Point Generation Modifier - Intelligence (30), Planet - Change Population Happiness (10)

Name: Advanced Ship Training Facility Tech Req(s): Advanced Military Theory, Advanced Tactical Maneuvers
Center dedicated to training ship's crews and making them better.
Ability(s): Ship Training - System (2 / 15)

Name: Advanced Fleet Training Facility Tech Req(s): Advanced Military Theory, Advanced Strategic Planning
Center dedicated to training an entire fleet and making its ships work together as a team.
Ability(s): Fleet Training - System (2 / 10)

Name: Animation Necropolis Tech Req(s): Mass Animate Dead, Normal Race
Massive processing centers where the dead are sent to be reanimated into undead laborers. Death is no excuse to stop working!
Ability(s): Modify Reproduction - System (10)

Name: Apothecary Center Tech Req(s): Healing Magic, Organic Lore
Advanced healing center which cures the ill and helps prevent disease.
Ability(s): Plague Prevention - System (4), Modify Reproduction - System (1), Change Population Happiness - System (1)

Name: Atmospheric Modification Plant Tech Req(s): Planet Utilization
Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.
Ability(s): Planet - Change Atmosphere (20)

Name: Atmospheric Adaptor Tech Req(s): Planet Adaptation
Massive organisms which slowly change the atmosphere of a planet to a breathable state.
Ability(s): Planet - Change Atmosphere (20)

Clicking on the name of a component displays a page of more detailed information for that component.

Page: < 1 2 >

Starting Letter: All A B C D E F G H I J K L M N O P Q R S T U V W X Y Z