General Structure Mechanics (Game Mechanics)

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Game Documentation - General Structure Mechanics

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Overview




Maintenance, Condition & Repair Costs


Structures have three important attributes in common between them. These are Maintenance, Condition, and Repair costs. Maintenance is the credit and/or power value required for a structure to be operational. Condition loss represents a point value that is subtracted from the structure object's total Hit Point count during a cycle period. Cycle periods vary in duration from 30 minutes for non city structures up to a week for city municipal structures. Whenever a structure's condition reaches zero, it will then be destroyed and removed from the world. Repair costs are inccured when a structure has no maintenance and its cycle period comes up. Each object has a set amount of repair cost per cycle. Repair costs add cumulatively, and factor into the total maintenance cost when the owner goes to pay it off. The structure will be repaired to full condition once the repair cost has been fulfilled. Condition loss on structures is also affected by the remaining credits within the maintenance pool. For example if the hourly maintenance is 1000 credits and the condition loss for the structure per 30 minute cycle is 100 units then a structure with 500 credits remaining will suffer a condition loss of 50.

The process for city structures seems to be a bit different. If City Hall is destroyed, all civic structures and decorations are destroyed and the city is disbanded. A city should take four weeks to decay if no maintenance is paid. This means that each city municipal structure takes a 250 condition loss per week if the city has zero credits in its treasury. City Hall maintenance is always paid first. Whichever structure that is selected to be paid off next will have the remaining pool of credits used to pay for its maintenance. If the maintenance on the structure exceeds the credit pool then the condition loss suffered will be a factor of the preportion of condition loss in the decay event compared to the pool of remaining credits. For example if the maintenance cost for a large garden is 30,000 credits and only 10,000 credits are available then the condition loss is divided first into the total cost of the maintenance. This produces a value of 120 credits per each point of condition. 10,000 credits yields 83 condition. This means that the current credits are enough to reduce the condition loss on the garden by 83 which creates a total loss of 167.

If a city can't pay the full costs for mission terminals, skill trainers, or decorations then they are destroyed and the Mayor is notified. Decorations consist of fountains, statues and streetlamps.


City hall maintenance is determined by the city rank. Also, specializations will add to the rate for city hall maintenance.


The break down for all structures are as follows:


Structure Redeed Cost Hourly Maintenance Decay Rate per 30 min Cycle Decay Rate per 1 week Cycle Condition Nameable Power Costs Placement Cost Weekly maintenance Repair Costs per condition
Player House, Small 800 16 3 4320 Yes 4
Player House, Medium 1700 34 4 5760 Yes 12
Player House, Large 2500 50 5 7200 Yes 21
Factory 2500 50 6 1000 50 50
Power Generator 3000 60 6 1000 60
Personnal Harvester 1500 30 6 1000 25 30
Medium Harvester 3000 60 6 1000 50 60
Heavy Harvester 4500 90 6 1000 75 90
Guild Hall 5000 100 5 7200 Yes 41
Covert Detector 1500 30 6 10000 10???
Turret Block, Large 3000 60 6 300000 60???
Turret Block, Medium 2000 40 6 200000 40???
Turret Block, Small 1000 20 6 75000 20???
Turret Dish, Small 1000 20 6 75000 20???
Turret Dish, Large 3000 60 6 300000 60???
Turret Tower, Large 3000 60 6 300000 60???
Turret Tower, Medium 2000 40 6 200000 40???
Turret Tower, Small 1000 20 6 75000 20???
S.F Forward Headquarters 5000 100 200 100000 Yes 82???
S.F Field Hospital 10000 200 200 100000 Yes 164???
S.F Tactical Center 15000 300 200 100000 Yes 328???
S.F Detachment Headquarters 20000 400 200 100000 Yes 656???
S.F Strategic Base 25000 500 200 100000 Yes 1312???
Merchant Tent 600 16 3 4320 Yes 4
City Hall Cant redeed 0 250 1000 Yes City Rank Rate 4???
Bank 0 0 250 1000 Yes 1500 4???
Cantina 2500 50 5 7200 Yes 4???
Cloning Facility 0 0 250 1000 Yes 20000 4???
Hospital 2500 50 5 7200 Yes 4???
Theater 2500 50 5 7200 Yes 4???
Shuttleport 0 0 250 1000 Yes 25000 4???
Large Garden 0 0 250 1000 Yes 30000 4???
Medium Garden 0 0 250 1000 Yes 20000 4???
Small Garden 0 0 250 1000 Yes 10000 4???
Garage 0 0 250 1000 20000 4???
Mission Terminal Picked Up Destroyed if no credits 1000 1500
Fountain Picked Up Destroyed if no credits 1000 1500
Trainer Picked Up Destroyed if no credits 1000 1500
Streetlamp Picked Up Destroyed if no credits 1000 1500
Statue Picked Up Destroyed if no credits 1000 1500


Power



Some structures, namely Factories and Harvesters, require energy resources to operate. Attempting to use these structures without power will only cause them to shut down after turning them on.


3.4) How do I power my harvesters?

After placing your harvester, you can access the "Status" page by clicking on the harvester, selecting "Manage" and then "Status" from the radial menu. This will give you a report on the harvester's current condition and status. It will show how many days of maintenance and (if applicable to that harvester type) power are in the harvester.

To add power, select "Deposit Power" from the radial menu. A screen will be displayed showing how much power you have on you, and you can enter an amount or drag a slider to select the amount of power you want to deposit.

A couple of notes about power- there are a number of items in the game with the word "fuel" in them, such as liquid petrochemical fuel, and solid petrochemical fuel. These are NOT used as power in harvesters, although the wording in certain sections of documentation and descriptions might make you think so. Here are the types of power you can use for harvesters:

   * Solar (liquid) energy.
   * Wind (liquid) energy.
   * Radioactive (fusion) energy. 

The first two are harvested from solar and wind generators respectively. The energy is stored in liquid form in a canister-like object. The third is either harvested by a fusion generator or by a mineral mining installation set to mine radioactive mineral. Generally, using a fusion generator is much more efficient for harvesting radioactives.



Also, remember that the actual number of "units" of energy you have is affected by the PE (Potential Energy) rating of the energy you carry. The rule is, a PE rating of 500 or less on a give power resource equals exactly one unit of power. Anything about 500 and the amount of power you can get out of a resource is increased.

For example If you have 1000 units of radioactive material with exactly 500 PE, you have 1000 units of power. If you have 1000 units of radioactive material with only 250 PE, you still have exactly 1000 units of power, as you can't go below one unit of power per unit of resource. If, however, you have 1000 units of radioactive material with 750 PE, you have 1500 units of power!

The formula works like this: For anything with a PE over 500, take that PE rating, divide it by 500, then multiply the result by the amount of the resource you have to figure out how much power you have.

If PE is greater than 500- Formula: P = R * (PE/500) Where P=Amount of power and R=Amount of resource.

If PE is 500 or lower- Formula: P=R

Examples: 1000 units of PE 750 radioactive: 1000 * (750/500)=1500 3200 units of PE 920 solar power: 3200 * (920/500)=5888 7200 units of PE 114 wind power: 7200. PE is low, but you can't have fewer units of power than you do units of resource.


== Structure Access ==