From Jonnydigital.com, the only reliable source
The Nuclear is especially deadly to large buildings, which take more damage due to their larger area. Its base damage will destroy all large buildings not protected by Building Armour or a Screen Generator, and all Living Quarters and Resiblocks (except Protected Resiblocks). This is how one Nuclear hit destroys an entire colony.
A Nuclear will also destroy all Anti-Missile Pods, Laser Turrets, and all power generating buildings except Protected Solar Matrix. This knocks out defences against additional missiles. A second Nuclear destroys every building except Storage Tower, Environment Control (and protected equivalents), Power Store, Ore Teleporter and Screen Generator.
For more on the nuclear missile, see the article on nuclear missiles.
The K240 manual states that the Kll-Kp-Qua "possess a special type of warhead, but its effects are unknown". According to Thiima52's Youtube video demonstrating bugs in the the CU Amiga K240 demo, the special warhead decreases the population on a planet. It appears to reduce the population by 20.
The special warhead replaces the Vortex missile for that alien. It's possible that the special warhead shares the same attributes as the Vortex missile - cost 9000, requires 3 crystalite.
These are tested against the Kll'Kp'Qua. It's possible that races have weakness or resistance against certain weapons.
A brief test against the Kll'Kp'Qua suggests the Laser Cannon deals 2 damage, the Photon Cannon 4, and the Plasma Cannon 5. Further tests will be necessary.
Notably, the Protected Environment Control has just over 50% more hit points than the unprotected version, while the Protected Resiblock and Protected Solar Matrix have twice as many hit points as their regular version. However, the Protected Storage Tower has no additional defence beyond the laser cannon.
Some alien buildings have more hit points. The Kll'Kp'Qua building "Queen's Chamber", analogous to the Terran CPU, has 100HP.
The Building Armour blueprint doubles hit points for all new buildings. With this blueprint, the toughest building available to the player is a Protected Environment Control, at 104HP.
The Building Armour blueprint only applies to new buildings, not buildings constructed before you acquired the Building Armour blueprint. However, if you own the Building Armour blueprint and have built a Repair Facility, it will begin to retrofit all existing buildings with Building Armour.
The Repair Facility does not repair ships in orbit. It does repair ships in hangars. Ships in hangars do not repair at all without a Repair Facility. There is no way to repair larger ships which cannot use a Landing Pad.
The Screen Generator reduces all damage by 50%, for all buildings within its range. The Screen Generator benefits from its own damage reduction, as long as it's switched on. Multiple Screen Generators don't stack.
Ships in hangars do not repair without a Repair Facility.
Even if all Landing Pads are destroyed, ships in hangars remain safe. They can be recovered once another Landing Pad is built. The same happens with missiles held in missile bays, but not ore held in storage towers.
No matter how large, an asteroid can only have 100 buildings. Building size doesn't matter.
Certain buildings require workers. The following buildings require eight colonists each: Mine, Deep Bore Mine, Seismic Penetrator, Construction Yard, Command Centre and Missile Silo. No other buildings require workers. Ships do not require colonists for crew.
Asteros ore depletes over time, even if you don't mine it. This only occurs on colonised asteroids. Asteros you've already mined does not deplete from your stores. If you have mines but no ore storage buildings, mines will not waste ore. Powerplants can use Asteros directly from the mines without storage buildings.
You receive money each turn, based on how many colonies you own and how much population you have. Each day, you receive an amount which seems to equal 100 credits per colony, plus 2 credits per unit of population. With several asteroids and a high population, it's possible to earn more from this than ore sales.
A colony of 1,000 population will give you 2,100 credits per day or around 357,000 to 672,000 for each time the Imperial Transporter arrives. However, it may not be the best option. In order to keep this many unemployed colonists alive and well-behaved, you'll need 7 resiblocks, 7 security centres, 2 life support, 2 hydration plants, 3 hydroponics, and 10 solar generators. The initial outlay costs 101,100 credits and requires room for 31 buildings. For protected resiblocks and one medical facility per 100 citizens, you'll need another 8 solar generators, 100,500 credits and room for 31 buildings.
There may be a better use for asteroids which have run dry of ore. Build Asteroid Engines and crash them into an enemy asteroid, or even into your own empty asteroids or the edge of the screen. Destroying an asteroid causes a new, fresh one to appear, which will be full of ore.
Page created: 22nd November 2009. Last updated: 30th November 2009