Undercity

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Undercity
Tech 13
Megacredits 200
Supplies 100
Limit 1 (per base)
Orbital Bombardment
Hit Points 15,000

[edit] Overview

As races evolve and find other space-faring races, war may break out and they will be forced to turn to the underground to protect their population and further their growth. These technological marvels are a sight to behold, when you can find them. Not all species may have the mindset to develop these underground cities.

  • Produces 80 to 90 megacredits per turn for each undercity supplied with 2 food. When colonist happiness is less than 30 then income for all undercities is limited to 10 to 50 megacredits.
  • The Race stat Income does not affect the money undercities (or cities) produce.
  • Undercities are populated by colonists first, then any remaining colonists will popluate cities.
  • Increases population growth of the base that it is in. Increases growth rate by 1% each up to 30.
  • Counteracts the growth rate reduction of cities.
  • Shields colonists from orbital attacks.
  • Decreases the sensor profile of your base, making it harder to be scanned by lowering the sensor profile generated from colonists.
  • Protects colonists from ordnance depot explosions from "Sabotage Base" spy attacks. Protects 100,000 colonists per undercity.
  • They add 15,000 "hit points" each to a ground base, which will help keep it from being destroyed.
  • They protect colonists from The Privateer Bands Assault Gondala.

[edit] Special

  • Robot undercities do not require food.

[edit] See also

  • [1] Under City (offical help)
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