Ascendancy - Planetary Building 123456789012345678901234567890123456789012345678901234567890123456789012345678 ============================ ASCENDANCY! ============================ PLANETARY BUILDING FAQ V 1.0 Completed 2/15/05 Written and maintained by James Friel Copyright @2005 James Friel (firstname.lastname@example.org) This FAQ is solely intended for use on Gamefaq.com forum site, and may not be reproduced or duplicated without permission of myself. If you want to use or duplicate the FAQ, feel free on other sites, I really am not a greedy person, just make sure to credit the FAQ and myself when doing it. ASCENDANCY is a PC game published by Logic Factory 1995 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TABLE OF CONTENTS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I. Revision History II. Introduction III. Planetary Building list IV. Last Words ========================================= I. REVISION HISTORY ========================================= 2/15/05 v1.0 - FAQ started - Added Introduction - Added Alien Race section - Added Last Words section [NOTE: My revision history starts at version 1.0 and each change will be noted as a .1 addition, so the 3rd revision, if it ever gets to that, will be the version 1.3] ===================================== II. INTRODUCTION ===================================== This FAQ is to give you a general outline of the planetary structures you can build and what they do. Each structure has a specific purpose, and some have multiple purposes. I have found that certain structures are pretty much worthless to build, since they either duplicate abilites of other structures or you receive the structures too late in the game for them to make any difference. Overall when building a colony, you have 3 general areas you can concentrate on. Industry, Research, and Productivity. Industry structures add into your industry total, which is used for building other structures and ships. This is your major general area you should concentrate on. Research structures add into your technological area, and speed up the rate in which you learn new technology. This is important for you to get the good items in the game, and is your 2nd most important area. Productivity determines how fast your colonists replenish, which allow you to use them to habitat buildings and your ships. While this is important, you will find that productivity is very important early in the game, and pretty much worthless later in the game as you find new ways to grow. Thus productivity is the last area you should be worrying about. [NOTE: Since different planets have different areas of expertise, you have to base your development on what the planet has to offer. While in general colonization works the same way, you can adjust how fast certain areas go depending on what type of planet you are on. An example, mineral planets usually have a lot more industry red nodes thus you will find that industry structures are more worthwhile to build there. ] [NOTE: Industry buildings are used for that planet only. A high industry planet in no way contributes to the industry of another planet. One of the drawbacks of the game. You cannot transfer resources between planets. Every new planet you colonize has to be built from the ground up. Research points ARE transferred across planets. All research points from all planets you control are put into a research "pool" in which your tech learning is figured out. Productivity, like Industry, is limited to that planet only. PLANETARY NODES. Planets in Ascendancy are made up of colored "nodes" or squares. Each node is a certain color, and you build your planetary facilities on each node. A small planet might only have a small number of nodes, thus no matter how technological you get, you won't be able to build a lot on them. BLACK SQUARES: Black squares are inhabitable areas, you cannot build any worthwhile buildings on them. You can build connecting tunnels to bypass black squares in order to reach squares you can use. Later in the game you can learn the technology "terraforming" which allows you to change the useless black squares into general white squares, on which you can build. One race you can play in the game allows you to build on black squares as their special ability. WHITE SQUARES: White squares are your general building squares. You can build any structure on them, but they do not give any benefits to any structure. GREEN SQUARES: Green squares give a benefit to any productivity structure built on them, such as Agriplots and Habitats. RED SQUARES: Red squares give benefits to industry structures such as factories and megafacilities. BLUE SQUARES: Blue squares give benefits to, yep, you guessed it, research structures like Laborities and Research parks. You will notice certain types of planets have a greater chance to have a certain type of planet square. Eden planets tend to have a lot of green squares for productivity, while mineral planets have a higher red square count. Take this with a grain of salt. If you develop your planets to a high degree, most of them will become industry powerhouses no matter what type of squares they have. ============================================ III. PLANETARY BUILDING LIST ============================================ ***************************** * PLANETARY STRUCTURES * ***************************** The following list gives the buildings, their general stats, and my notes on them. Different types of planets will penalize or boost certain types of building types. I do not have the overall factors in it, but in general you can figure out that mineral planets are good for industry buildings, eden planets good for productivity planets, etc. FACTORY. Industry 1 The Factory is a common structure on most colonized planets. Factories increase a colony's industry, which helps speed the completion of planetary projects. [NOTES: The factory is going to be your main primary industry building. Once your colony starts to develop, you will begin turning your factories into industrial megafacilities.] LABORATORY. Research 1 The Laboratory is a center for research and development. Your Laboratories provide research, which allows a species to make technological discoveries. [NOTES: Your laboratory is going to be your main primary research building. Once you start to develop you will begin turning your laboratories into research campus's.] AGRIPLOT. Prosperity 1 The Agriplot is a high-productivity farming area. Agriplots increase a colony's prosperity, which causes its population to grow more quickly. [NOTES: Your agriplot will be your main primary prosperity building. Unlike industry and research, often you will not have to upgrade your agriplots because there will become numerous ways to speed up your population growth such as cloning, maybe automation, or just running out of room.] INDUSTRIAL MEGAFACILITY. Industry 3 The Industrial Megafacility is a huge, self-reliant production plant. Its industrial output is greater than that of a Factory. [NOTES: This will be your main industry building in the game. Once your industry rating becomes high enough to wean yourself off your basic factories, then Megafacilities will become the major structure on all your planets. More industry is better.] RESEARCH CAMPUS. Research 3 The Research Campus is a well-equipped experimental center. It is of more research value than a Laboratory. [NOTES: Once you have a decent industry rating, you can start switching out your laboratories into Research Campus's. Only upgrade on blue squares, its better for your colony to have industry buildings on white, red or green squares. Only build Research campus's on blue squares. ARTIFICIAL HYDROPONIFER. Prosperity 3 The Artificial Hydroponifer is a super-efficient nourishment production facility. Its prosperity output is greater than that of an Agriplot. [NOTES: Once you have decent industry ratings, you can start to change your Agriplots into Hydroponifers. You probably will not change many Agriplots. Once your colony grows better, there are other ways to gain more population instead of having more prosperity. Only put Hydroponifers on green squares. There is no need for high prosperity if your population is close to being maxxed out.] OUTPOST. Prosperity 1 population +1 The Outpost is an important structure for colonies on small or minimally habitable planets. It provides living facilities for additional population. [NOTES: The Outpost will be your basic population building. You should only build them if you reach close to your population max. Your main population building should be Metroplex's. Only use Outposts or Habitats if you can't build Metroplex's. Once you develop Metroplex's you should be switching out all your Outposts and Habitats. ] HABITAT. Population +3 The Habitat is a high-density living and working complex with a precisely controlled internal climate. Habitats provide a colony with additional population. [NOTES: Habitats are a step up from Outposts, but Metroplex's should be your major building for more population. Only build Habitats if you do not have Metroplex's, and only if you need extra living areas. Most of my colonies never see a Habitat.] METROPLEX. Industry 1 research 1 prosperity 1 population +1 The Metroplex is an urban center with industrial, technological, and residential capacities. [NOTES: The Metroplex will be your main building for population increase. Good colonies will have 2 main buildings, your Industrial Megafacilities will be your main buildings, and you will have just enough Metroplex's to keep your population going up. If you ever develop Automation you can just keep building Megafacilities instead, and automate them.] LOGIC FACTORY. Research 1 prosperity 1 The Logic Factory is a research complex that specializes in the entertainment and happiness of sentient beings. It provides both research and prosperity. [NOTES: This is a worthless building. Do not ever build one. If its a blue square, should be a Research Campus, if white should be a Industry Megafacility. You won't need prosperity that much.] ENGINEERING RETREAT. Industry 1 research 1 The Engineering Retreat is an academized production plant where engineers devise improvement in logistics and production methods and provides a colony with industry as well as research. [NOTES: This is a worthless building. Do not ever build one. Should be using Industrial Megafacilities or Research Campus's.] SURFACE CLOAKER. Battle building The Surface Cloaker uses high-frequency diffaction generators to make a planet surface practically invisible to alien ships. [NOTES: This device keeps your planet layout hidden. This is a worthless device. It does not stop invasion or provide defense. if you want to protect against invasion, build either stronger orbital defenses to keep away ships (1st choice) or surface shields to repel invasion modules (2nd choice).] OBSERVATION INSTALLATION. Battle building The Observation Installation scans nearby alien ships. There is no need to build more than one Observation Installation on any planet. [NOTES: Another building you probably will never need. This building gives you a outline of what enemy ships have in terms of weapons, power, etc. It does nothing to protect you or enhance your colony. Who cares what enemy ships have, blow them up no matter what. Knowing what they have doesn't stop them from taking over your planet. Build a Megafacility.] TRACTOR BEAM ELEMENT. Battle building The Tractor Beam generates a powerful statis field bla bla bla. [NOTES: Ignore this worthless device. It draws a ship near your planet, which is only good if you have extremely strong planet defenses to blow it up. Trouble is, you can't shoot and use this device at the same time. So you draw a ship in, it flies away, you draw it in, it flies away, etc. just build something else.] SURFACE SHIELD. Battle building The Surface shield houses defense armaments that protect a colony against alien invasion. Several surface shields may be necessary to defend against large invasion forces. [NOTES: Your basic defense against invasion forces. The better way to go is to strengthen instead your planetary orbital defenses instead, better to destroy a ship before it gets into your orbit. If you have a strong orbit defense, nothing will invade you. only build these shields if you are getting over welmed by invaders a lot. Save those surface spots for Industrial Megafacilities. One shield will repel one invader module.] Surface Mega Shield. Battle building The Surface Mega Shield is a powerful defense against alien invasion. It uses protective ion fields to augment the endurance of its defense armaments. It is more powerful than the normal surface shield. [NOTES: A better form of invasion shielding, but again, if you have a good orbital defense you won't need this device. I have NEVER had to build one in many games played. The device will repel either 2 or 3 invader modules compared to the normal shield of 1. Only build one if your colony is in danger of invasion.] HYPERPOWER PLANT. Special building The Hyperpower plant is a marvel of high technology. By it generating power for all of a colony's industry structures, it significantly increases the colony's entire industrial output. There is no need to build more than 1 per planet. [NOTES: Boosts your industry, so once you can build it, always have 1 per planet. Most of your planets will be industry oriented, so this always helps.] FERTILIZATION PLANT. Special building The Fertilization plant produces vast quantities of agricultural and hydroponic supplies. It boosts the prosperity of an entire colony. There is no need for more than 1 per planet. [NOTES: A worthless building. Prosperity is the last area you will worry about in the later game, plus at population max it is worthless. There are better ways to raise prosperity.] INTERNET. Special building The Internet provides a colony with a high-speed information and data transfer system. It greatly improves the progress of research centers. There is no need to build more than 1 on a planet. [NOTES: A great building to put on planets that have a lot of research areas. I say if you have more than 3 or 4 blue research areas, make sure you have a Internet building on the planet. CLONING PLANT. Special building The Cloning Plant organically duplicates new members of a planets population. There is no need to build more than 1 per planet. [NOTES: While the cloning plant doubles your population growth you usually get it so late its worthless, because you are at your population max anyway. Pretty much a worthless building at the stage you receive it.] TRANSPORT TUBES. Special building Basically tubes are used on black squares in order to reach areas you can build on. The provide no benefit to your planet other than reaching far away building squares. Once you research terraforming, make sure to change your tubes into useable white squares. XENO ARCHEOLOGICAL DIG. Special building This building is used on special tech Archeological ruins. It is useless on all other areas. Once you use this Dig on a dig site, after a period of research the dig site will reveal ancient technology. ******************************** * ORIBTAL STRUCTURES * ******************************** SHIPYARD. The shipyard is an enormous orbital center for the production of space ships. It is a necessary first step towards space exploration. You need a Shipyard to build ships. [NOTES: Yep, you need one to build ships. You only need a shipyard on a colony that is large enough to have a industry that can build ships with any efficiency.] ORBITAL DOCKS. Orbital docks provide a maintenance platform to repair and refit ships. When a ship is refitted, its contents may be changed and its hull repaired. [NOTES: A decent sized planet needs one so that a ship can use it to repair and refit. While many planets cannot house a ship yard, smaller planets can house a orbital dock for basic repair.] ORBITAL CLOAKER. The Orbital Cloaker uses modified diffraction generators to disguise structures in orbit, rendering them invisible. [NOTES: A nice structure, if you were in multiplayer. Not really useful against computer opponents. Best to just blow up anything that comes close to your planet. Stick to shields/weapons.] ORBITAL SHIELDS. Shields are a colony's primary defense against alien invasion. As long as a colony is protected by a Shield, alien ships may not enter orbit. [NOTES: Shields and weapons are good. Always have at least 1 orbital shield per planet, even just to stop an invasion ship.] ORBITAL MEGA SHIELDS. Same as orbital shields, but much harder to destroy. [NOTES: At the point you get mega shields, you probably will be doing fine anyway. Drop your regular shields and put up mega shields. no brainer.] ORBITAL MISSILE BASE, SHORT RANGE ORBITAL WHOPPER , LONG RANGE ORBITAL WHOPPER. These 3 weapon systems will be your defense to shoot down enemy ships. Missile bases are your basic defenses. Short range whoppers have the same range as missiles ,but can fire 3/day compared to the missiles 1 per day. Long range Whoppers are your best weapons, able to fire at long ranges. Make sure to have a minimum of 1 weapon per planet, and more weapons for planets at hub areas, strong points, and planets near enemy activity. ************************************ * SPECIAL OCCURANCES * ************************************ The following aren't exactly buildings, but are special techniques you can learn through technological development. ALIEN HOSPITALITY. While a colony dedicates its industry to this Alien Hospitality, it helps improve diplomatic relations with alien races. [NOTES: When used, it will turn all your industry off and focus a part of that industry rating to your "alien diplomacy" rating. Used only during peacetime, during hostile games diplomacy usually has no effect. The better industry on a planet, the more is put into the Alien Hospitality.] ENDLESS PARTY. While a colony dedicates its industry to Endless party, it increases the colonies prosperity rating. [NOTES: At the stage of the game you get this ability, you will probably be at or close to your max population rating anyway, so it will be rarely used. What is good is that once you get this ability, you can totally get rid of any prosperity buildings on the planet like Habitats and build Industrial Megafacilities instead. Should you ever need any extra population if you have space, you can just switch on Endless Party and once filled up, switch back to normal game play.] SCIENTIST TAKEOVER. While a colony dedicates its industry to Scientist Takeover, it increases the colonies research rating. [NOTES: A great ability, since research means more and faster tech improvement. Activating this ability turns off your industry and donates a percentage to your research rating for the planet. I suggest that you only use this ability once you have totally maxxed out a planets growth and colonization. Of course this happens quicker on smaller planets. Nothing else to do on a small planet? Switch it over to Scientist Takeover and let it help add to the research pool.] AUTOMATION. Automation is a process by which the personnel maintaining a structure are replaced by robotic equipment. When a structure has been fully automated, its personnel are freed for use elsewhere on the colony. [NOTES: Automation is a nice ability. As long as you have 1 free citizen, you can automate a building so that it frees up other citizens for work. Once you develop Automation you can ignore any population enhancing buildings such as Habitats, Metroplex's, etc. Just build Industrial Megafacilities, automate them, and build more. This way, one citizen can build an entire world. TERRAFORMING. Terraforming is a project for colonies to transform black surface squares into white squares, and then the colony can build structures on it. [NOTES: A must have ability later in the game, so you can maximize production on planets, especially low habitat ones. Every race will use this ability to increase their planets abilities. Only 1 race, which can colonize on black squares, will never need terraforming.] LUSH GROWTH BOMB. The Lush Growth Bomb combines technology with organic synthesis equipment to make a planet surface more habitable. Only 1 lush growth bomb will work on any one planet. Multiple uses will not increase growth any more. [NOTES: A great effect, it provides a bonus to habit size, adding in a greater maximum population rating. Sadly, most games you will never see this ability, I have only seen it once. More population means less buildings needed for habitat only, and more you can use for industry and research.] ======================================== IV. FINAL WORDS ========================================= This will give you a basic understanding on how to build and what to build on your colonies. Really you need to play the game to get a much better understanding on how it works, but once you get the hang of it, its pretty easy. When starting your first planet, you want to build 1 agriplot, 1 factory, and 1 laboratory first. That is only needed on the first planet. On any colony, you want to make sure that your productivity is high enough so that early on, you arent' wasting time "waiting" for colonists to appear so you can use them. Your main building on new colonies should be Agriplots. Best to have a 2 to 1 ratio of Agriplots to other structures. Once your production of colonists is working at a decent rate, then up your industry some. Later in the game when you have more advanced buildings, you still have to build new colonies from the ground up, the advanced buildings still won't be usuable until your industry is high enough. Early on have plenty of agriplots, put plenty of factories about, and once you approach your max population, start switching your factories over to Industrial Megafacilities. When you need to expand your population, go with Megaplex's first, then Habitats, then Outposts last. In general, I have some agriplots for early productivity, One Hydroplant and many Industrial Megafacilities. Metroplex's for population. If you have alot of blue squares, then one Internet building and many Research Campus's. I personally never use Cloning, Surface shields or Cloakers, or Advanced farms.