Construction

Construction is a big part of Interplanetary, and allows you to make offensive, defensive, intelligent and production oriented buildings.

## General

In order to construct a certain building, the player needs to have the necessary Energy and Material required by a building. Upon placing down the building, the necessary amounts are deducted. The construction of any structure takes one turn, i.e. it will be able to function normally in the next turn, in the present turn, the structure shows a constructing symbol. In order for a structure to function normally, you need to connect it via Connectors to at least one power plant/city. You can either construct a structure together with upgrade or upgrade an existing structure, both of which cost Energy and Material.

The following list contains all structures currently in the game. Click on their names for more details. Note that the global upgrades are not included in their individual pages, these are:

**Composite Rebars**

* Cost: 50 Energy, 150 Material,
* +50% HP

**Ultrasonic Structure Monitors**

* Cost: 50 Energy, 175 Material,
* +100% HP
* -30% Stealth Rating

**Electromagnetic Dampening**

* Cost: 50 Energy, 100 Material,
* +15 Stealth Rating

**Anti-Radar Coating**

* Cost: 50 Energy, 150 Material,
* +25 Stealth Rating

## Resource Structures

### Solar Plant

***Produces Power without using Material.*** The Solar Plant is the main method of power generation in the universe of Interplanetary. Using a large array of solar panels and mirrors which concentrate the Energy to a single point, the Solar Plant is a tower of power modelled after real-life solar tower applications.

Produces: +100 Energy/turn

Cost: -250 Energy, -400 Material (350 Health)

#### Notable Upgrades

* Adaptive Solar Cells +75% Energy Gain (Cost: 50 Energy, 200 Material)
* Concentrated Photovoltaic Cells +100% Energy Gain, -30% Stealth Rating (Cost: 50 Energy, 250 Material)

### Floating Plant

Floating plants generate Energy and can only be built on water.

Produces: +100 Energy/turn

Cost: -250 Energy, -300 Material (300 Health)

#### Notable Upgrades

* Wind Turnbines +100% Energy Gain, -30% Stealth Raring (Cost: 50 Energy, 200 Material)
* Hydraulic Generators +75% Energy Gain (Cost: 50 Energy, 150 Material)

### Nuclear Plant

***Nuclear Plants generate a large amount of Energy for a cost: they consume some Material and may cause deadly Fallout when destroyed.** Fallout dissipates in time, unless manually cleared. They are great power grid connection points, owing to their high amount of connectors.*

Produces: +200 Energy/turn, -50 Material/turn, 50% Fallout On Destruction

Cost: -250 Energy, -450 Material (400 Health)

#### Notable Upgrades

* Superconducting Grid Access +100% Energy Gain, -30% Stealth Rating, +80% Material Cost (Cost: 50 Energy, 200 Material)
* Heat Cell Installation +75% Energy Gain, +50% Material Cost (Cost: 50 Energy, 150 Material)

### Mine

***Mines Material.*** Mines convert the planet's natural resources into usable Material. The conversion is not completely efficient and some of the resources are wasted in the process.

Produces: +100 Material/turn (150/turn Planet Material Cost)

Cost: -300 Energy, -300 Material (300 Health)

#### Notable Upgrades

* Autonomous Mining Robotics +100% Material Gain, -30% Stealth Rating, +100% Planet Material Cost (Cost: 50 Energy, 200 Material)
* Molecular Biorefinery +75% Material Gain, +75% Planet Material Cost (Cost: 50 Energy, 150 Material)

### Offshore Mine

***A sea-based mining platform.*** The ocean mine is the natural evolution of the standard mine, allowing for the gathering of resources from the sea bed. Though the initial cost is high, like the standard mine, having a presence of resources could mean the difference between victory and defeat.

Produces: +125 Material/turn (185/turn Planet Material Cost)

Cost: -300 Energy, -350 Material (350 Health)

#### Notable Upgrades

* Ultrasonic Pulse Unit +100% Material Gain, -30% Stealth Rating, +100% Planet Material Cost (Cost: 50 Energy, 200 Material)
* Autonomous Nodule Recovery +75% Material Gain, +75% Planet Material Cost (Cost: 50 Energy, 150 Material)

## Weapons

### Railgun

***Basic Interplanetary Weapon.*** The Railgun is the primary weapon of Interplanetary. Utilizing many of the same technologies used in the Kinetic Defense unit, the Interplanetary Railgun is a seriously beefed up variant of normal railgun technologies, allowing for the hyper-acceleration and increased range to lay waste to planets many millions of miles away.

Cost: -200 Energy, -200 Material (250 Health)

Firing: -100 Energy, 125 Building Damage, 125 Population Damage, 6 AoE Radius

#### Notable Upgrades

* Dual Barrels +1 Projectiles, +80% Firing Energy Cost (Cost: 50 Energy, 250 Material)
* Triple Barrel Assembly +2 Projectiles, +180% Firing Energy Cost (Cost: 50 Energy, 350 Material)

### Coilcannon

When approaching a planet, Coilcannon shots split into multiple fragments, each causing good damage. They are not very accurate, but can overwhelm enemies when massed.

Cost: -250 Energy, -400 Material (250 Health)

Firing: -200 Energy, 200 Building Damage, 200 Population Damage, 3.6 AoE Radius, 3 Fragments

#### Notable Upgrades

* Heavyweight Projectiles +2 Fragments, +40% Firing Energy Cost (Cost: 50 Energy, 225 Material)
* Superhardened Penetrators +1 Fragments, +100% Building Damage, -50% AoE Radius, -30% Population Damage (Cost: 50 Energy, 250 Material)
* Dual Shot Support +1 Projectiles, +80% Firing Energy Cost (Cost: 50 Energy, 300 Material)

### Laser

***A highly concentrated beam of light, lethal and destructive.*** The Laser is a long-range, highly destructive weapon which utilizes a highly focused chemical laser to cause high heat and penetrative damage. It is incredibly expensive to fire.

Cost: -250 Energy, -500 Material (300 Health)

Firing: -300 Energy, 175 Building Damage, 175 Population Damage, 0.5 AoE Radius

#### Notable Upgrades

* Magnetic Beam Concentrators +75% Building Damage, +25% Firing Energy Cost, -40% Population Damage (Cost: 50 Energy, 250 Material)
* Bioeffective Frequency Alternator +75% Population Damage, +25% Firing Energy Cost, -40% Building Damage (Cost: 50 Energy, 250 Material)

### Missile

Missiles can be targeted to hit a specific point on the enemy planet. They also allow some room for error when targeting, as they lock on to the target planet when close enough.

Cost: -250 Energy, -450 Material (350 Health)

Firing: -300 Energy, 200 Building Damage, 150 Population Damage, 2.2 AoE Radius, 30 Lock on range

#### Notable Upgrades

* Nuclear Penetrator +75% Building Damage, +30% Firing Energy Cost, -50% Population Damage, -50% AoE Radius (Cost: 50 Energy, 250 Material)
* Biohazardous Warheads +40% Population Damage, +50% AoE Radius, +30% Firing Energy Cost, -60% Building Damage (Cost: 50 Energy, 250 Material)

### MIRV

MIRV projectiles contain multiple warheads that split, lock-on and attempt to strike enemy buildings when approaching a planet. Without upgrades, they are not 100% accurate and need Intel to find enemy buildings. The favored targets can be selected with upgrades.

Cost: -250 Energy, -600 Material (300 Health)

Firing: -300 Energy, 125 Building Damage, 100 Population Damage, 1.9 AoE Radius, 3 Fragments, 30 Lock-On Range, 3.2 Random Spread Radius

## Superweapons

### Solar Laser

***Using the concentrated Energy of the sun, rain destruction on your foes.*** An alternative to the chemical based Laser, the Solar Laser uses concentrated solar Energy from many thousands of cells to direct an Energy beam with extreme destructive capacity. Cannot be blocked by normal defenses.

Cost: -500 Energy, -2000 Material (300 Health)

Firing: -800 Energy, 700 Building Damage, 700 Population Damage, 1.5 AoE Radius

### Asteroid Diversion

***Use the Energy and size of the surrounding asteroids to distract and destroy your enemies.*** Asteroid Diversion weapons use the hulking size and mass of the asteroids surrounding your planet to destroy incoming missiles, distract the enemy, and cause mass destruction. Cannot be blocked by normal defenses.

Cost: -500 Energy, -2000 Material (300 Health)

Firing: -700 Energy, 350 Building Damage, 800 Population Damage, 5.3 AoE Radius, 10 Projectiles

### Nuclear Missile

***Nuclear Missile is a super weapon that spreads deadly fallout on its impact site.** Fallout dissipates in time, unless manually cleared. The missile can be blocked with appropriate defenses, but fallout may still happen, depending on the upgrades*

Cost: -500 Energy, -2000 Material (300 Health)

Firing: -700 Energy, 500 Building Damage, 500 Population Damage, 3.7 AoE Radius, 30 Lock on range, 70/t Fallout building damage, 80/t Fallout Population damage, 2.5-4 Fallout cloud radius, 3 Fallout duration, 120 Fallout Clearing Energy Cost, 60 Fallout Clearing Material Cost, 100% Fallout Probability, 50% Fallout on destruction

## Defenses

### Kinetic Defense

***Shoots down enemy Railgun and Coilcannon with 80% accuracy.*** The Kinetic Defense cannon is a defensive unit which utilizes railgun technologies to hyper-accelerate an object towards incoming missiles, destroying them before they can lay waste to the planet. This is an extremely important unit, and should be constructed near cities for maximum benefit.

Cost: -200 Energy, -200 Material (300 Health)

On Use: 5.9 Defense Radius, -100 Energy, 80% Intercept Railgun, 80% Intercept Coilcannon

### Ion Defense

When a projectile approaches Ion Defense's range, it activates and attempts to shoot down the threat. It will defend against all attacks it's able to defend against, as long as there is a sufficient amount of Energy left.

Cost: -200 Energy, -250 Material (250 Health)

On Use: 5.3 Defense Radius, -200 Energy, 80% Intercept Missile, 80% Intercept MIRV, 80% Intercept Nuclear Missile

### Shield Defense

***An Energy shield protects your cities and strongholds from incoming destruction.*** The Shield Defense system is an Energy based pulse shield, capable of stopping the destructive wave of missiles for a relatively short time.

Cost: -200 Energy, -300 Material (250 Health)

On Use: 5.3 Defense Radius, -200 Energy, 100% Intercept Laser, 15% Intercept Railgun, 15% Intercept Coilcannon, 15% Intercept Missile, 15% Intercept MIRV, 15% Intercept Nuclear Missile

## Intel

### Telescope Array

***The Telescope Array allows for earlier warning of incoming missiles, and allows for long-range aiming and reconnaissance.*** The Telescope Array is a large array of high-power electromagnetic telescopes, and allows for additional Intel, accuracy, and more through increased scientific power.

Cost: -200 Energy, -300 Material (300 Health)

Passive: 10/t Intel Gain, 20/t Energy Cost

#### Notable Upgrades

* Lidar Unit: +50% Intel Gain, +60% Energy Cost (Cost: 50 Energy, 175 Material)
* Masked Communication Interlink: +15 Counterintel Gain, +40% Energy Cost (Cost: 50 Energy, 150 Material)
* Radar Astronomy Unit: +20/turn Science Gain, -25% Intel Gain (Cost: 50 Energy, 250 Material)

### Data Security Hub

***Secures Intel gathered from the field and abroad.*** The Data Security Hub is an isolated stronghold where Intel is gathered, stored, analyzed, and interpreted.

Cost: -200 Energy, -300 Material (250 Health)

Passive: +20% Counterintel Gain, 25/t Energy Cost

#### Notable Upgrades

* Active Interference Generator: +15% Counterintel Gain, +60% Energy Cost (Cost: 50 Power, 175 Material)
* Enemy Surveillance Analysis Center: +7/turn Intel Gain, +40% Energy Cost (Cost: 50 Power, 150 Material)
* Data Processing Center: +20/turn Science Gain, -7 Counterintel Gain (Cost: 50 Power, 250 Material)