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Space Empires 4

Facilities

In this table you can see different colors which represents different levels:

For example:
The level 1 research center generates 500 research points each turn, cost 1500 minerals and the level 1 applied research technology needed for able to build it.
The level 2 research center generates 600 research points each turn, cost 2000 minerals and the level 2 applied research technology needed for able to build it.
The level 3 research center generates 700 research points each turn, cost 2500 minerals and the level 3 applied research technology needed for able to build it.

Facilities
Name Picture Cost Technology Description Ability
Research Center I II III Research Center III
Minerals 1500 2000 2500
Organics 0
Radioactives 0
Applied Research I II III High-Tech researching facility which develops new technology for a society. Generates 500 600 700 research points each turn.
Intelligence Center I II III Intelligence Center III
Minerals 1500 2000 2500
Organics 0
Radioactives 0
Applied Intelligence I II III Large intelligence gathering organization. Generates 500 600 700 intelligence points each turn.
Space Port Space Port
Minerals 6000
Organics 0
Radioactives 0
Cargo I Facility which processes all generated resources in its system and makes them available for the empire. Acts as a spaceport for this system.
Space Yard Facility I II III Space Yard Facility III
Minerals 10000
Organics 0
Radioactives 0
Space Yards I II III Large construction facility which allows the construction of ships in space. Can construct with 2000 2500 3000 minerals/organics/radioactives per turn.
Can repair 5 components per turn.
Resupply Depot Resupply Depot
Minerals 6000
Organics 0
Radioactives 0
Resupply I Resupplies any ships which move through the sector it occupies. Can generate unlimited supplies each turn for ships.
Mineral Miner Facility I II III Mineral Miner Facility III
Minerals 1500 2000 2500
Organics 0
Radioactives 0
Minerals Extraction I II III Large scale planet processor which mines minerals from the deepest layers. Mines 800 900 1000 minerals each turn.
Organics Farm Facility I II III Organics Farm Facility III
Minerals 1500 2000 2500
Organics 0
Radioactives 0
Organics Extraction I II III Biological growing facility which generates organic materials from a planet's surface. Grows 800 900 1000 organics each turn.
Radioactives Extraction Facility I II III Radioactives Extraction Facility III
Minerals 1500 2000 2500
Organics 0
Radioactives 0
Radioactives Extraction I II III Large fusion reactors which process a planet's ore to generate refined high-energy materials. Extracts 800 900 1000 radioactives each turn.
Monolith Facility I II III Monolith Facility III
Minerals 10000
Organics 5000
Radioactives 5000
Stellar Manipulation I II III Universal tool which can harvest all of a planet's resources. Mines 500 700 900 minerals/organics/radioactives each turn.
Mineral Resource Storage I II III Mineral Resource Storage III
Minerals 2000
Organics 0
Radioactives 0
Cargo I II III Large warehouses which store unused resources for an empire. Can store 20000 30000 40000 minerals for an empire.
Organic Resource Storage I II III Organic Resource Storage III
Minerals 2000
Organics 0
Radioactives 0
Cargo I II III Large warehouses which store unused resources for an empire. Can store 20000 30000 40000 organics for an empire.
Radioactive Resource Storage I II III Radioactive Resource Storage III
Minerals 2000
Organics 0
Radioactives 0
Cargo I II III Large warehouses which store unused resources for an empire. Can store 20000 30000 40000 radioactives for an empire.
Cargo Facility I II III Cargo Facility III
Minerals 5000
Organics 0
Radioactives 0
Cargo I II III Large warehouses which can provide extra cargo space on a planet. Provides 1000 2000 3000 extra unit spaces on a planet.
Central Computer Complex I II III Central Computer Complex III
Minerals 12000
Organics 0
Radioactives 3000
Computers I II III Massive centralized computer for a planet which improves research capabilities. Increase all research on a planet by 10 20 30 % (only 1 facility per planet effective).
System Computer Complex I II III System Computer Complex III
Minerals 25000
Organics 1000
Radioactives 5000
Computers IV V VI Massive centralized computer for an entire system which improves research capabilities. Increase all research in a system by 10 20 30 % (only 1 facility per system effective).
Citizen Databank Complex I II III Citizen Databank Complex III
Minerals 12000
Organics 0
Radioactives 3000
Computers I II III Centralized databank of citizens which improves intelligence operations for an entire planet. Increase all intelligence generation on a planet by 10 20 30 % (only 1 facility per planet effective).
System Citizen Databank I II III System Citizen Databank III
Minerals 25000
Organics 1000
Radioactives 5000
Computers IV V VI Centralized databank of citizens which improves intelligence operations for an entire system. Increase all intelligence generation in a system by 10 20 30 % (only 1 facility per system effective).
Robotoid Factory I II III Robotoid Factory III
Minerals 15000
Organics 5000
Radioactives 5000
Computers I II III Robotic workers who will increase all production on a planet. Increase mineral/organic/radioactive production on a planet by 10 20 30 % (only 1 facility per planet effective).
System Robotoid Factory I II III System Robotoid Factory III
Minerals 20000
Organics 10000
Radioactives 10000
Computers IV V VI Robotic workers who will increase all production for an entire system. Increase mineral/organic/radioactive production for a system by 10 20 30 % (only 1 facility per system effective).
Mineral Scanner I II III Mineral Scanner III
Minerals 8000
Organics 0
Radioactives 1000
Minerals Extraction IV V VI Advanced mineral detection which improves mineral extraction for an entire planet. Increase mineral production on a planet by 15 30 45 % (only 1 facility per planet effective).
System Mineral Scanner I II III System Mineral Scanner III
Minerals 14000
Organics 0
Radioactives 3000
Minerals Extraction VII VIII IX Advanced mineral detection which improves mineral extraction for an entire system. Increase mineral production for a system by 15 30 45 % (only 1 facility per system effective).
Hybrid Eco - Farms I II III Hybrid Eco - Farms III
Minerals 8000
Organics 2000
Radioactives 200
Organics Extraction IV V VI Advanced organic reclamation and development improves organics growth for an entire planet. Increase organics production on a planet by 15 30 45 % (only 1 facility per planet effective).
System Eco - Farms I II III System Eco - Farms III
Minerals 6000
Organics 10000
Radioactives 2000
Organics Extraction VII VIII IX Advanced organic reclamation and development improves organics growth for a system. Increase organics production for a system by 15 30 45 % (only 1 facility per system effective).
Radioactives Collider I II III Radioactives Collider III
Minerals 8000
Organics 0
Radioactives 2000
Radioactives Extraction IV V VI Advanced ore bombardment and processing improves radioactives extraction for an entire planet. Increase radioactive production on a planet by 15 30 45 % (only 1 facility per planet effective).
System Radioactives Collider I II III System Radioactives Collider III
Minerals 6000
Organics 1000
Radioactives 12000
Radioactives Extraction VII VIII IX Advanced ore bombardment and processing improves radioactives extraction for an system. Increase radioactives production for a system by 15 30 45 % (only 1 facility per system effective).
Resource Converter I II III Resource Converter III
Minerals 6000
Organics 6000
Radioactives 6000
Resource Manipulation I II III Massive molecular converter which can transform resources to different types. Converts between resource types with a 50 40 30 % loss of material (only 1 facility per system effective).
Ultra - Recycler I II III Ultra - Recycler III
Minerals 4000
Organics 4000
Radioactives 4000
Resource Manipulation I II III Advanced recycling techniques for reclaiming used resources. Items scrapped in this sector will reclaim 40 60 80 % of their original resource value (only 1 facility per planet effective).
Urban Pacification Center I II III Urban Pacification Center III
Minerals 1000
Organics 4000
Radioactives 1000
Applied Political Science I II III Psychological treatment center designed to keep a system's populations happy. Populations will grow happier in this system (only 1 facility per system effective).
Medical Lab I II III Medical Lab III
Minerals 2000
Organics 8000
Radioactives 2000
Organic Technology I II III Advanced medical center which cures the ill and helps prevent disease. Prevents level 1 2 3 plagues in this system. Populations in this system will reproduce 1% faster (only 1 facility per system effective). Populations will grow happier in this system (only 1 facility per system effective).
Value Improvement Plant I II III Value Improvement Plant III
Minerals 10000
Organics 10000
Radioactives 10000
Planet Utilization IV V VI Massive planet reprocessors which improve the value of a planet. Improves the mineral/organic/radioactive value of the planet by 1 2 3 % each year.
Atmospheric Modification Plant I II III Atmospheric Modification Plant III
Minerals 15000
Organics 15000
Radioactives 15000
Planet Utilization VII VIII IX Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state. Changes the atmosphere of the planet to one that is breathable by its colony over 3 2.5 2 years.
Climate Control Facility I II III Climate Control Facility III
Minerals 8000
Organics 8000
Radioactives 8000
Planet Utilization I II III Atmospheric conditioning and manipulation improve the conditions of a planet. Improves the conditions of the planet by 1 2 3 % each year.
Planetary Gravitational Shield Facility Planetary Gravitational Shield Facility
Minerals 20000
Organics 0
Radioactives 5000
Shields IX Finely tuned gravitational beams used in an array to stop planet destroying bombs. Stops all planet destroying weapons (only 1 facility per planet effective).
Massive Planetary Shield Generator Massive Planetary Shield Generator
Minerals 30000
Organics 1000
Radioactives 10000
Massive Planetary Shielding I Massive shield generators which protect an entire planet during combat. Generates 5000 pts of shielding for the planet during combat.
System Gravitational Shield Facility System Gravitational Shield Facility
Minerals 100000
Organics 2000
Radioactives 50000
Shields X Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. Stops all nebulae creating, black hole generating and star destroying devices within the system. Stops warp points from being opened/closed within the system.
Ship Training Facility I II III Ship Training Facility III
Minerals 6000
Organics 0
Radioactives 20
Advanced Military Science I II III Center dedicated to training ship's crews and making them better. Ships in this sector will improve by 1 up to 10 2 up to 15 3 up to 20 % each turn (only 1 facility per planet effective).
Fleet Training Facility I II III Fleet Training Facility III
Minerals 8000
Organics 0
Radioactives 100
Advanced Military Science I II III Center dedicated to training an entire fleet and making its ships work together as a team. Fleets in this sector will improve by 1 up to 10 2 up to 15 3 up to 20 % each turn (only 1 facility per planet effective).
Applied Religion Technology Tree
Time Shrine I II III Time Shrine III
Minerals 6000
Organics 6000
Radioactives 6000
Religious Technology I II III Devout following of workers dedicated to improving their ultimate use of time. Increase mineral/organic/radioactive production in a system by 5 10 15 % (only 1 facility per system effective).
Nature Shrine I II III Nature Shrine III
Minerals 2000
Organics 6000
Radioactives 2000
Religious Technology I II III Commune dedicated to teaching harmony with nature. Increases the value/conditions of all planets in the system by 1 2 3 % each year (only 1 facility per system effective).
Fate Shrine I II III Fate Shrine III
Minerals 2000
Organics 2000
Radioactives 6000
Religious Technology I II III Thoughtful seers who predict the future and can avert disasters. Decreases the chance of any bad events and sabotage activities in this system and improves the happiness of the populations who live in this system (only 1 facility per system effective).
War Shrine I II III War Shrine III
Minerals 3000
Organics 3000
Radioactives 3000
Religious Technology I II III Central place of worship for all that follow the path of the warrior. Gives a 5 10 15 % combat bonus to all ships and units in this system (only 1 facility per system effective).
Death Shrine I II III Death Shrine III
Minerals 3000
Organics 3000
Radioactives 3000
Religious Technology I II III Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons. Gives a 5 10 15 % damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Temporal Technology Tree
Temporal Space Yard Facility I II III Temporal Space Yard Facility III
Minerals 20000
Organics 2000
Radioactives 10000
Temporal Technology IV V VI Large construction facility which uses temporal folding to allow fast construction of ships in space. Can construct with 3500 4000 4500 minerals/organics/radioactives per turn.
Events Predictor I II III Events Predictor III
Minerals 8000
Organics 8000
Radioactives 8000
Temporal Technology I II III Massive computer which uses temporal incursions to predict future events. Gives a 10 20 30 % combat bonus to all ships and units in this system (only 1 facility per system effective).
Temporal Vacation Service I II III Temporal Vacation Service III
Minerals 4000
Organics 4000
Radioactives 4000
Temporal Technology I II III Entertainment service which allows populations to view past histories. Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Crystallurgy Technology Tree
Crystalline Restructuring Plant I II III Crystalline Restructuring Plant III
Minerals 5000
Organics 2000
Radioactives 5000
Crystalline Technology I II III Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure. Reduces all vehicle maintenance costs in the system by 10 20 30 % (only 1 facility per system effective).
Energy Transmission Lens I II III Energy Transmission Lens III
Minerals 5000
Organics 0
Radioactives 10000
Crystalline Technology I II III Massive lens which allows supplemental power to be beamed directly to ships within the system. Increases the shield strength of all ships in the system by 20 40 60 shield points (only 1 facility per system effective).
Solar Generator I II III Solar Generator III
Minerals 5000
Organics 5000
Radioactives 5000
Crystalline Technology IV V VI Massive solar collectors which can transmute solar energy to raw materials. Generates 100 200 300 minerals/organics/radioactives per star each turn.
Psychic Technology Tree
Psychic Scanner I II III Psychic Scanner III
Minerals 15000 12000 10000
Organics 5000 4000 2000
Radioactives 15000 12000 10000
Psychic Technology I II III Psychic scanner which can perform a detailed scan of any enemy ship within the system. Any ship within the system can be scanned in detail.
Psychic Ship Training Facility I II III Psychic Ship Training Facility III
Minerals 10000
Organics 2000
Radioactives 4000
Psychic Technology I II III Psychic broadcast center which imparts collected ship experience to all ships in a system. Ships in this system will improve by 1 up to 10 2 up to 15 3 up to 20 % (only 1 facility per system effective).
Psychic Fleet Training Facility I II III Psychic Fleet Training Facility III
Minerals 11000
Organics 2000
Radioactives 5000
Psychic Technology I II III Psychic broadcast center which imparts collected fleet experience to all fleets in a system. Fleets in this system will improve by 1 up to 10 2 up to 15 3 up to 20 % (only 1 facility per system effective).
Organic Technology Tree
Gestation Vats I II III Gestation Vats III
Minerals 2000
Organics 6000
Radioactives 2000
Organic Technology I II III Artificial gestation chambers which greatly increase the reproduction rate of an entire system. Populations in this system will reproduce 1 2 3 % faster (only 1 facility per system effective).
Replicant Center I II III Replicant Center III
Minerals 2000
Organics 15000
Radioactives 2000
Organic Technology IV V VI Artificially created population used mainly for labor. Populations in this system will increase by 10 20 30 M per turn (only 1 facility per system effective).