M.A.X.R. Research and Colonization Buildings
Habitat | |
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Habitats house colonists. Each habitat houses enough colonists to operate three research centers, training halls or eco-spheres. The colonist buildings must be connected to the habitat befor they can operate. |
Details
Armor | 8 | Turns | Costs | 20 | ||||
Hitpoints | 56 | (to build) | 10 | |||||
Scan | 3 | Consumes | 1 | Produces | 3 |
Research Center | |
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Research centers investigate ways to improve your units. Unlike upgrades purchased with refined gold, research takes time, and the improvements are small. Hovever, research affects all of your units instead of just one type, and doesn't require a source of gold ore. A research center requires colonists from a habitat to operate, and power. |
Details
Armor | 8 | Turns | Costs | 24 | ||||
Hitpoints | 56 | (to build) | 12 | |||||
Scan | 3 | Consumes | 1 | Consumes | 1 |
Gold Refinery | |
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Refinery for converting gold into credits. Credits are required to purchase unit improvements. To run, a gold refinery needs a source of gold ore. A mining station can produce gold ore if one of its four squares covers a square with underground gold. |
Details
Armor | 8 | Turns | Costs | 24 | ||||
Hitpoints | 56 | (to build) | 12 | |||||
Scan | 3 | Consumes | 1 | Consumes | 5 |
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