Resources and Improvements List

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These two topics are ones I think should be covered together, since many improvements will only be used for resources. So here is a discussion/list thread for resources and improvements. (Graphics suggestions should go in the Graphics Thread).

When suggesting a resource or improvement, do the following:

1. If you are suggesting a resource, make sure you suggest an improvement that can work it.

2. Make sure that you say whether this is a "Space" resource or improvement or a "Planet" resource or improvement.

3. If you have a better name for any of the current resources or improvements, or think one should be removed, please post that here.

4. Finally, consider that one unimplemented feature is "Named Planets" providing certain benefits. See the discussion in the Mapscript Thread on Named Planets, and if you want a certain planet to provide a resource, you can suggest it here or there.

Land Improvements: Improvements found only on planet terrain ("land"). Resources listed under the improvement that works them.

  1. Drill Mine: Buildable on non-resource plots as well.
    • Gold
    • Silver
    • Crystals
    • Plasma
    • Agrinium
    • Mirkanite
    • Anthracite
    • Titanium
    • Farium
    • Carbon
    • Ionite
    • Trinium
  2. Moisture Farm: Buildable on non-resource plots as well.
    • Wheat
    • Salt
    • Muja Fruit
  3. Plantation:
    • Tea
    • Wine
    • Silk
    • Coffee
    • Rice
  4. Animal Nursery:
    • Bantha
    • Nerf
    • Kaadu
    • Shaak
    • Dewback
    • Grazer
    • Swine
  5. Utility Trawler:
    • Fish
    • Clam
    • Crab
  6. Gas Refinery:
    • Tibanna Gas
  7. Spice Refinery:
    • Spice
  8. Power Plant: Only buildable on Volcanic Planets, gives production bonus
  9. Prefab Shelter: Upgrades to Village, Town, City, provides credits
  10. Road: Double movement, buildable on all land plots.

Space Improvements: Improvements found only on asteroids ("space terrain"). Resources listed under the improvement that works them.

  1. Extraction Facility:
    • Titanium
    • Anthracite
    • Crystals
    • Gold
    • Silver
    • Farium
    • Carbon
    • Ionite
    • Trinium
  2. Hypermatter Refinery:
    • Hypermatter
  3. Hyperspace Lane: Double movement, buildable on all land plots.
 
You should take out oil, iron, and uranium. I don't know of anywhere in star wars where they have those.
 
I've removed them.

Any metals we know go into building ships or other things that can replace them as space resources?

Also, do we want to add the Starbase from Final Frontier? Gameplay-wise it would be useful... I don't know if they fit in Star Wars canon.
 
Drill Mine (on land)
Gold
Silver
Diamonds - Alot of this on Arkania
Plasma - Alot of this on Naboo
Agrinium

Extraction Facilities (in Space)
Nova Crystal
Ore
Athracite
Hypermatter
Mirkanite - Specificly on Mustafar

Moisture Farm (on land)
Tea
Ryll - found on Ryloth Specificly
Wheat (grain whatever)
Wine - Alot of this on Alderaan
Silk

Animal Nursersy (on land)
Nerf - Found on Alderaan Specficily
Bantha

Utiliy Trawler (fishing) (on land)
Fish
Clam
Crab

I would actually take out oxygen and water, assuming that planets will have this when you settle, and we might have water terrian?

and i just took some of this huge list, maybe later ill take time to find the ones we for sure need besides the ones here

Food Creatures
Minerals
Substances
Metals
 
You should need an important improvement to get hypermater and there should be only a few resources of it in the galaxy. ryll should be replaced by spice so it can be on more planets. Hydrogen isn't needed, crystals instead of diamonds and nova crystals, and no ore. What is athracite?
 
How about "Hypermatter Refinery" for Hypermatter?

If Mirkanite is specifically on Mustafar, why is it in the Space list?

I'll dump Hydrogen, Oxygen, and Water. (We will have barely any water plots, and they are going to have to be "land" plots anyway, I believe. Still, for now I'll add the water resources and see how they work).

I suggest we vary improvements a little more. For instance, maybe a "Plasma Extractor" for Plasma instead of Drill Mine?

I like Ore, but I think it needs a better name.

EDIT: Oh, "Athracite" is Anthracite.
 
for ore here is a list of different types not sure what to name it http://starwars.wikia.com/wiki/Ore

Here are other improvement ideas:
Plantation - harnesses more exotic resources (land)
Mining Plant - accesses that hard to reach resources like on lava terrian (land and space?)
Gas Vapor - accesses gas like resources (land)

Drill Mine
Titanium (used in most fighters)
Farium (used to build starships) - lots of this on Mon Calamari
Carbon (was essential to build any building)
Ionite (made for shields) - lots of this on bandomeer
Trinium (manufactuing weapons)

Animal Nursery
Kaadu - lots of this on naboo
Shaak
Dewback - lots of this on tatooine
Grazer
Sheep
Swine (pig)

Moisture Farm or plantation
Salt
Coffee Bean
Rice
Muja Fruit

Gas Vapor
Tibanna (used as fuel) - lots of this on Bespin

kind of alot but pick and choose which ones just givin you a list to choose from

and mirkanite i messed up on so ya its on the planet
 
After some thought I realized the way I had this was stupid. I changed it so that now resources are defined by the improvement that works them. So there are no resource lists, but instead they are listed under the improvement lists.

For the most part, space and land Extraction Facility/Drill Mine resources are the same. If a resource should only be in one or the other, please let me know.

Likewise, if a resource under Moisture Farm should be moved to Plantation or vice versa, let me know.

We also need some improvements like Lumbermills or Cottages that don't work a resource.
 
Spice should be extracted with a mine. Muja Fruit, sheep should be taken out its hardly mentioned anywhere and doesn't play a big part.
 
I'm leaning towards a Spice Refinery for Spice extraction instead of mine.

I agree about sheep, but I like Muja Fruit and think it should be kept.
 
here are some improvements ideas regarding ones that don't access resources

Road: Is built on land for double movement (can be built on any land terrian, certain terrians will make it longer)
Route: Is built in space for double movement (can be built on space terrians but not on planets or asteroids or nebulas)
Fortress: adds 50% defense bonus (can be built on any land terrian)
Prefab Shelters: Tier 1 gives credits (cannot be built on hazardous enviroments or space but on anyothers)
Village: Tier 2 gives credits
Town: Tier 3 gives credits
City: Tier 4 gives credits
Power Plant: Gives hammer (can only be built on hazardous terrian)

and moisture farms and drill mines can be built anywhere it doesn't matter if there is resources
 
I think we should make two "Fortress" style features,

-Fortress (possibly Bunker?)
-Starbase

and have them act like the Starbase from Final Frontier. When you build them, a unit is created capable of firing on nearby units and must be attacked to be destroyed.

But that's just me.


Also, I don't like "Route" as a name. Too bland and generic. (They are called "Routes" in the first place...) How about Hyperspace Corridor?
 
hyperspace lanes was the name
 
and have them act like the Starbase from Final Frontier. When you build them, a unit is created capable of firing on nearby units and must be attacked to be destroyed.

Yes, there were battle stations guarding large and important planets in some books, Dark Force Rising; I think???
 
Do we want planetary fortresses to act like Starbases as well?

When I have time I'll move over the python and XML for the Starbase and post it somewhere here to merge.
 
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