Project

General

Profile

Facilities

The following page will explain the various sub-sections of the "facilities" tab.

Power Generation
Power Storage
Mines
Civilian
Per Tick Surplus
Upgrade Screen
Adjusting Facility Levels
Turns
Military Tab
Missile Facilities
Areas

Resources

The resource screen is the first screen you will see when clicking on the "facilities" tab at the upper part of the window.

Facilities Screen

The tabs are broken down into 6 separate sections.

Power Generation

All of the facilities in this section will generate power when run. They will also slightly increase your total energy storage when upgraded.

  • Solar Power --- Costs credits and gold to upgrade. Requires credits and engineers to run
  • Coal Power ---- Costs credits and iron to upgrade. Requires credits, coal, and engineers to run
  • Tritium Power - Costs credits, gold, iron, and tritium to upgrade. Requires credits, tritium, engineers and power to run.*

*The Tritium power plant is special because it requires power to generate power. This facility must be run at 100% capacity or 0% capacity and will generate a surplus of power assuming you maintain an available power level over it's threshold.

Power Storage

All of the facilities in this section will increase your total energy storage.

  • Tritium Accumulator - Costs credits, gold, iron, and tritium to upgrade. Requires credits, power, and engineers to run.
  • Energy Core --------- Costs credits, gold, iron, and tritium to upgrade. Requires credits, tritium, and engineers to run.

Mines

  • Wood cutters - Costs credits and iron to upgrade. Requires credits, trees*, engineers, and power to run.
    This facility generates a flat amount of coal per tick.
  • Iron mines --- Costs credits, gold, and iron to upgrade. Requires credits, engineers, and power to run.
    This facility generates a flat amount of iron per tick.
  • Gold mines --- Costs credits, gold, and iron to upgrade. Requires credits, engineers, and power to run.
    This facility generates a flat amount of gold per tick.

*Trees are a renewable resource generated by your planet (you can see your current tree production rate on the nation screen under "forest"). Make sure you keep an eye on this resource as if you cut all trees on a planet they will be gone forever. You can increase your planting speed via research.

Civilian

  • Food factories --- Costs credit and iron to upgrade. Requires credits, engineers, and power to run.
    This facility increases your unit production per tick by a percentage.
  • Income facility -- Costs credits and gold to upgrade. Requires credits, engineers, and power to run
    This facility increases your income production per tick by a percentage.
  • Carbon absorbers - Costs credits, iron, and coal to upgrade. Requires credits, engineers, and power to run
    This facility reduces your total pollution by a flat amount per tick.

Per Tick Surplus

This section breaks down all of the resources required by all of your facilities combined based on their current states. It will update every time you submit a new change to any facilities run level (shown by the bar beneath each facility).

Resource Counter

The information shown is as follows:

  • Credits generated per tick.
    A negative number means you spend that amount of credits per tick. For more information, mouse over your current balance in the "inventory" at the top of the screen.
  • Power generated per tick.
    A negative number means you are spending excess power that you have banked. For more information, mouse over your power meter in the "energy" section at the top of the screen.
  • Coal generated per tick.
    A negative number means you are spending excess coal that you have banked. For more information, mouse over your "coal" icon in the "inventory" section at the top of the screen.
  • Iron generated per tick.
    A negative number means you are spending excess iron that you have banked. For more information, mouse over your "iron" icon in the "inventory" section at the top of the screen.
  • Gold generated per tick.
    A negative number means you are spending excess gold that you have banked. For more information, mouse over your "gold" icon in the "inventory" section at the top of the screen.
  • Tritium generated per tick.
    A negative number means you are spending excess tritium that you have banked. For more information, mouse over your "tritium" icon in the "inventory" section at the top of the screen.
  • Trees generated per tick.
    A negative number means you are cutting more trees than you are planting. For more information, check the forest section under the "nation" tab near the top of the screen (also see the power generation section listed above).
  • Engineers used per tick.
    This number indicates the number of trained engineers you need to run your facilities at the level you have selected. If you have less engineers than this number, some of your facilities will cease functioning until you lower their level or train more engineers.
  • Units generated per tick.
    This number shows you how many untrained sprouts you will generate every tick. You can get more information on your population under the "nation" tab near the top of the screen.

If at any time you do not supply enough of the required resources, some or all of the facilities that require those resources will cease functioning until you either supply the resources or alter the level they are running at.

Upgrading a facility

Upgrade Window

When you click on a facility, the following window will appear. The top of the window shows you the number you are currently attempting to upgrade at. You can either type in a custom number, or click the up and down arrows on the right hand side of the box to increase or decrease by 1.

The left side of the window shows the current level in your selected facility. It displays the resource generated, and the current costs of running that facility at your selected level (shown as maintenance per tick).

The right side of the window shows the stats of the facility IF you were to upgrade it based on the number you selected in the "upgrade amount" bar. These stats will adjust in real time as you change your upgrade amount.

The bottom of the screen shows the cost of the upgrade based on your currently selected upgrade amount. These numbers will also update in real time as you adjust the upgrade amount.

Adjusting facility levels

Max level

Your facilities can be adjusted to run at any level you want. You can adjust the level of a facility in two ways. Either drag the blue bar from left to right (left turning the facility off, and right running the facility at 100%), or click on the blue bar and then use your arrow keys to make single level adjustment.

Altered level

When you adjust this bar you will notice that the resource costs and generation have changed in real time both under the specific facility and in the "Per tick surplus" section. You can use these numbers to fine tune your facilities and make sure you will be able to properly run them. These changes will not be committed until you click the new "confirm change" button below the selected facility. If you do not wish to make the changes simply change the tab you are viewing and it will revert to it's previous level.

Turns

Turns are a special resource in SpaceAlpha. This resource will slowly generate over time and can be spent on various functions. There are two facilities related to turns and they are only available on your starting planet.

  • Turn generator - Costs credits, gold, and iron to upgrade. Requires credits, engineers, and power to run.
    This facility increases your turn generation by a percent per tick. To get more information mouse over the "turn" icon under the "energy" section at the top of the screen.
  • Turn Storage --- Costs credits, gold, iron, and tritium to upgrade. Requires credits, engineers, and power to run.
    This facility increases your turn storage by a flat amount. To get more information mouse over the "turn" icon under the "energy" section at the top of the screen.

By clicking on the "turns" resource bar in the "energy" section at the top of the screen you will open the turn spending window.

Turn Spending Screen

There are several different tabs in this window you can spend your turns on. By clicking on each listed tab you will be able to change the amount of turns you wish to spend, which will update the outcome in real time. Every tab EXCEPT for the Research tab is COLONY SPECIFIC. Make sure you open the turn spending window on the planet you want to spend your turns on!

  • Credits -- Takes your turns and exchanges them for credits based on the planets revenue per tick and current productivity.
  • Units ---- Takes your turns and instantly creates untrained sprouts based on the planets units per tick and current productivity.
  • Mines ---- Takes your turns and generates a set amount of coal, iron, and gold based on the planets generation of each resource per tick and current productivity.
  • Barracks - Takes your turns and completes a set amount of production for the units you are currently training in your barracks. This will complete training in descending order.
  • Factory -- Takes your turns and completes a set amount of production for the units you are currently training in your factory. This will complete training in descending order.
  • Research - Takes your turns and completes a set amount of research on your current research project.

Military

Military Tab

Defensive Facilities

The military tab has 2 sections, The "Defense Facilities" and "Missile Facilities" sections. The "Defense Facilities" are as follows:

  • Planetary Defense Dome - Costs credits, gold, and iron to upgrade. Requires credits, engineers, and power to run.
    This facility increases your colonies defense number by a percent. For more information, check the "Planet Defense" section located under the "Nation" tab near the top of the screen.
  • Gap Generator - Costs credits, gold, and iron to upgrade. Requires credits, engineers, and power to run.
    This facility increases your colonies spy defense number by a percent. For more information, check the "Planet Defense" section located under the "Nation" tab near the top of the screen.
  • Widow Mine Charger - Costs credits, gold, and iron to upgrade. Requires credits, engineers, and power to run.
    This facility increases the odds of ships in an incoming fleet hitting one of your deployed widow mines. These are created in the "Factory" tab near the top of the screen. More information can be found by clicking on the facility itself and checking the top of the facility window.

Missile Facilities - 010

The missile facilities are not yet implemented and should be ignored for now.

Areas

The areas tab shows you the current capacity of each trainable unit (The exception to this is military units as they have an unlimited amount and cannot reach a cap). Each area will correspond to a specific trainable unit, and can be found either here, or by clicking on the unit in the "Units" tab near the top of the screen.

When you select an area, a window pops up giving you the full details of that specific area. It lists the following stats:

  • Current level ------ This is the current overall level of the selected area.
  • Units in area ------ This lists the current units "living" in the area, as well as the maximum units that can be trained before hitting the cap.
  • Upgrade amount ----- This works exactly like the facilities. You can either manually enter a desired upgrade amount, or use the arrows in the right corner of the box to adjust by 1.
  • Upgrade difference - This shows you the amount of units that will be added to the cap if you confirm the upgrade. This will update in real time as you change the numbers.
  • Upgrade cost ------- This shows the resources required to upgrade the area to your selected level. This will update in real time as you change the numbers.

You must click the "Upgrade to level XXXXX" bar on the bottom of the window to commit the resources and finish the upgrade. If you change your mind simply close the window by clicking the X in the top right corner.