Cromagnus
Deity
- Joined
- Sep 11, 2012
- Messages
- 2,272
I've converted ggmoyang's building quest list into plain text so I can use it offline as a cheatsheet. (and so it can fit in one message)
(Updated to reduce weight of percentages, and boost value of agents)
I've ranked the quest rewards in three categories, and within each categories, I've ordered them based on value. Next to each building is the tech tier required:
T0 = Tier 0, T1* = T1 leaf tech, T2* = Mechatronics, which is a tier 2 but has another non-leaf tier 2 tech as a pre-req, T3* = techs that require mechatronics.
Basically, T1* requires is slightly less research than T2, etc. T0 -> T1 -> T1* -> T2 -> T2* -> T3 -> T3* -> T4.
I rank the buildings based on what I perceive to be their best quest reward. I have not bothered to rank the secondary rewards. If neither reward is bold it means I consider them equally valuable or I haven't decided.
There is a general value hierarchy I'm using in assigning these ranks:
City combat strength < Military production < Orbital production < Orbital coverage < Energy < Food < Worker speed < Production < Science < Culture < Health.
This does not take into account situational usefulness. Also, some people will probably take issue with the low ranking I give food, for example. I believe that due to trade routes, biowells, and the ectogenesis pod, food is MUCH easier to get than the other things on this list.
I'd especially like people's feedback regarding *timing*, IE value based on when the building becomes available. If a building becomes available late, or requires a major detour away from critical technologies, then the bonuses are clearly less useful.
Great quests (Ranked in order of usefulness)
Ultrasonic Fence(T1): +1 repel radius / trade convoys will not be attacked by alien units
Auto plant(T2): +1 trade route limit / +1 energy (+2 due to free maintenance)
Holosuite(T2): +2 culture / a free virtue
Institute(T2): +5% science / a free tech
Hypercore(T3): +1 science per Supremacy affinity level / +1 culture per Supremacy affinity level
Mantle(T3): +1 science per Purity affinity level / +1 energy per Purity affinity level
Microbial Mine(T3): +1 energy per Harmony affinity level / +1 science per Harmony affinity level
Augmentery(T3): +10% health / +5% to food, production, energy, science and culture
Molecular Forge(T3): +10% production / +10% science
Soma Distillery(T3): +10% health / +5% culture
Progenitor Garden(T3): +10% health / +5% science
Organ Printer(T3): +10% health / +10 heal rate
Nanopasture(T3): +10% base food / +10% energy
CEL Cradle(T2): 10% food carried over after city growth / +1 Covert Agent
Cloning Plant(T2): 10% food carried over after city growth / +1 health
Feedsite Hub(T2): +1 Covert Agent / +10% worker speed
Command Center(T2): +15 city combat strength / +1 Covert Agent
Recycler(T1): +10% worker speed / +1 food
Terra Vault(T3): +5% culture / +5% science
Borehole(T3): +5% production / +5% energy (and free maintenance)
Civil Crèche(T3): +5% base food / +10% worker speed
Growlab(T2): get 450 energy / All cities get 1 population
LEV Plant(T2*): +2 production / +2 energy (and free maintenance)
Optical Surgery(T2*): +1 sight range for units / +2 science
Field Reactor(T3): +5% energy / +2 orbital coverage
Decent quests (Ranked in order of usefulness)
Xeno Sanctuary(T3): +2 culture / +2 food
Gene Smelter(T3): +2 science / +1 health
Petrochemical Plant(T1*): +2 production from petroleum in all cities / +2 culture from petroleum in all cities
Clinic(T0): +15 city hp / +1 health
Pharmalab(T1): +1 science / +1 health
Alien Preserve(T1*): +5 heal rate / +1 science and +1 energy
Xenofuel Plant(T2): get 1000 energy / +3 energy and +2 production from Xenomass in all cities
Xenonursery(T2): get 450 science / +5 Xenomass
Old Earth Relic(T0): no maintenance for the building / +1 culture
Trade Depot(T0): +1 production / +1 energy
Network(T1*): No maintenance for the building / +1 culture
Laboratory(T1): +1 expedition for explorers / +1 science
Vivarium(T1): +1 science / +1 food
Cytonursery(T1): +5% production for military units / +1 production
Thorium reactor(T1): +2 energy / +1 production
Gene Garden(T2): +3 energy (and free maintenance) / +1 health
Neurolab(T2): +1 health / +10% production for military units
Bionics Lab(T2): +1 science / +1 culture
Biofactory(T2): +1 food / +1 culture
Gaian Well(T2): +2 energy / +1 production
Mass Digester(T2): +1 production / +1 food
Biofuel Plant(T2): +1 energy / +1 production
Alloy Foundry(T2): +2 production from Titanium in all cities / +4 Titanium
Observatory(T1): +2 city combat strength / +2 movement for naval units
Water Refinery(T1*): no maintenance for the building / +1 food
Skycrane(T3*): +2 production from Floatstone in all cities / +4 Floatstone
Bioglass Furnace(T3): +2 production from Firaxite in all cities / +4 Firaxite
Neoplanetarium(T3*): +2 orbital coverage / +10% production for orbital units
Crappy quests (In no particular order)
Defense Perimeter(T1*): +10 city hp / no maintenance for the building
Rocket Battery(T1*): +5 city combat strength / +1 anti-orbital strike range for the city
Repair Facility(T1): +1 orbital coverage / +5% production for military units
Launch Complex(T1): +1 orbital coverage / +10% production for orbital unitsNode Bank(T3): +10% city hp / +10% city combat strength
Surveillance Web(T3): Covert agents need fewer successful operations to advance in rank / +10 city hp
(Updated to reduce weight of percentages, and boost value of agents)
I've ranked the quest rewards in three categories, and within each categories, I've ordered them based on value. Next to each building is the tech tier required:
T0 = Tier 0, T1* = T1 leaf tech, T2* = Mechatronics, which is a tier 2 but has another non-leaf tier 2 tech as a pre-req, T3* = techs that require mechatronics.
Basically, T1* requires is slightly less research than T2, etc. T0 -> T1 -> T1* -> T2 -> T2* -> T3 -> T3* -> T4.
I rank the buildings based on what I perceive to be their best quest reward. I have not bothered to rank the secondary rewards. If neither reward is bold it means I consider them equally valuable or I haven't decided.
There is a general value hierarchy I'm using in assigning these ranks:
City combat strength < Military production < Orbital production < Orbital coverage < Energy < Food < Worker speed < Production < Science < Culture < Health.
This does not take into account situational usefulness. Also, some people will probably take issue with the low ranking I give food, for example. I believe that due to trade routes, biowells, and the ectogenesis pod, food is MUCH easier to get than the other things on this list.
I'd especially like people's feedback regarding *timing*, IE value based on when the building becomes available. If a building becomes available late, or requires a major detour away from critical technologies, then the bonuses are clearly less useful.
Great quests (Ranked in order of usefulness)
Ultrasonic Fence(T1): +1 repel radius / trade convoys will not be attacked by alien units
Auto plant(T2): +1 trade route limit / +1 energy (+2 due to free maintenance)
Holosuite(T2): +2 culture / a free virtue
Institute(T2): +5% science / a free tech
Hypercore(T3): +1 science per Supremacy affinity level / +1 culture per Supremacy affinity level
Mantle(T3): +1 science per Purity affinity level / +1 energy per Purity affinity level
Microbial Mine(T3): +1 energy per Harmony affinity level / +1 science per Harmony affinity level
Augmentery(T3): +10% health / +5% to food, production, energy, science and culture
Molecular Forge(T3): +10% production / +10% science
Soma Distillery(T3): +10% health / +5% culture
Progenitor Garden(T3): +10% health / +5% science
Organ Printer(T3): +10% health / +10 heal rate
Nanopasture(T3): +10% base food / +10% energy
CEL Cradle(T2): 10% food carried over after city growth / +1 Covert Agent
Cloning Plant(T2): 10% food carried over after city growth / +1 health
Feedsite Hub(T2): +1 Covert Agent / +10% worker speed
Command Center(T2): +15 city combat strength / +1 Covert Agent
Recycler(T1): +10% worker speed / +1 food
Terra Vault(T3): +5% culture / +5% science
Borehole(T3): +5% production / +5% energy (and free maintenance)
Civil Crèche(T3): +5% base food / +10% worker speed
Growlab(T2): get 450 energy / All cities get 1 population
LEV Plant(T2*): +2 production / +2 energy (and free maintenance)
Optical Surgery(T2*): +1 sight range for units / +2 science
Field Reactor(T3): +5% energy / +2 orbital coverage
Decent quests (Ranked in order of usefulness)
Xeno Sanctuary(T3): +2 culture / +2 food
Gene Smelter(T3): +2 science / +1 health
Petrochemical Plant(T1*): +2 production from petroleum in all cities / +2 culture from petroleum in all cities
Clinic(T0): +15 city hp / +1 health
Pharmalab(T1): +1 science / +1 health
Alien Preserve(T1*): +5 heal rate / +1 science and +1 energy
Xenofuel Plant(T2): get 1000 energy / +3 energy and +2 production from Xenomass in all cities
Xenonursery(T2): get 450 science / +5 Xenomass
Old Earth Relic(T0): no maintenance for the building / +1 culture
Trade Depot(T0): +1 production / +1 energy
Network(T1*): No maintenance for the building / +1 culture
Laboratory(T1): +1 expedition for explorers / +1 science
Vivarium(T1): +1 science / +1 food
Cytonursery(T1): +5% production for military units / +1 production
Thorium reactor(T1): +2 energy / +1 production
Gene Garden(T2): +3 energy (and free maintenance) / +1 health
Neurolab(T2): +1 health / +10% production for military units
Bionics Lab(T2): +1 science / +1 culture
Biofactory(T2): +1 food / +1 culture
Gaian Well(T2): +2 energy / +1 production
Mass Digester(T2): +1 production / +1 food
Biofuel Plant(T2): +1 energy / +1 production
Alloy Foundry(T2): +2 production from Titanium in all cities / +4 Titanium
Observatory(T1): +2 city combat strength / +2 movement for naval units
Water Refinery(T1*): no maintenance for the building / +1 food
Skycrane(T3*): +2 production from Floatstone in all cities / +4 Floatstone
Bioglass Furnace(T3): +2 production from Firaxite in all cities / +4 Firaxite
Neoplanetarium(T3*): +2 orbital coverage / +10% production for orbital units
Crappy quests (In no particular order)
Defense Perimeter(T1*): +10 city hp / no maintenance for the building
Rocket Battery(T1*): +5 city combat strength / +1 anti-orbital strike range for the city
Repair Facility(T1): +1 orbital coverage / +5% production for military units
Launch Complex(T1): +1 orbital coverage / +10% production for orbital unitsNode Bank(T3): +10% city hp / +10% city combat strength
Surveillance Web(T3): Covert agents need fewer successful operations to advance in rank / +10 city hp