Last Updated: Year 25 Day 170
To begin construction you must:
- Be standing still in a city
- Be standing adjacent to where you wish the facility to be
- Have at least one worker NPC at your location (maximum of 10)
- Have sufficient credits (yourself or your faction)
- Have materials for construction, owned by you or your faction,
located in a ship, vehicle or facility (only: Warehouse, Hangar, Landing Pad, Factory, Mine, Recycling Plant, Sith Temple, Jedi Praxeum, Silo, Alazhi Farm, Bacta Refinement Facility, Dry Dock, Naval Shipyard, Port, Starport, Lab)
that is in the city
- If you are going to be using faction raw materials, you need "Assign &
Merge Raw Materials" privilege.
- Be the owner, commander, pilot or on the crewlist of the ship,
vehicle or facility containing the materials
- Have 'Manage Facilities' level 2 or greater, if building for your
faction
- Be the owner of the city or have build permissions from the owner
You may build as many facilities as you like. Once construction has
started you are free to move around, leave the city or start building
another facility.
Submitting a request to
build requires you to be standing still in the city you wish to build in
and to enter the following data:
- Facility Type
- Coordinates
- Orientation
- Owner
Once permission is granted by the city owner you may start construction
of the facility.
Some facilities have
more than one image that you will have to choose from when building. In
the future certain planets, or planets with certain stats, will have
different facility images. Example: a planet with a low civilisation
level might have a hut instead of a duracrete personal residence.
Every facility, except for 1x1
Wall, 1x1
Trench, 20x20
Imperial Palace, 1x1
Gate, 1x5
Wall, 1x10
Wall, 1x19
Wall, 20x20
B`omarr monastery, 20x20
Wildlife Preserve, must have roads
on at least two sides in order to separate it from
other facilities. Where two sides of roads meet, the corner piece between
them will be made a road if no facility is present there. The
corner pieces are optional, however, so having a facility occupying one
or more of them will not block construction. At this time roads provide
no bonuses and have no influence on anything other than facility
spacing.
Roads are free to build, they cost nothing and require no materials, and
are built instantly. A piece of road may be destroyed if the facilities
it is adjacent to has roads on at least two other sides. They can be
destroyed by being in the city and going to Production > Facility
Construction > Roads. Anyone who is assigned Administrator or Chief Commissioner of a city can modify roads.
The workers who will build the facility are selected from a pool of NPCs and Droids
who are at your location, they don't need to be in your party.
But they do need to either be owned by you, assigned to you as commander or
supervisor, or owned/assigned to your faction where you have the Assign NPCs privilege.
If workers are building a facility you will be unable to start
construction on another facility if it will occupy the area in which they are located.
Once construction has started you do not need to stay with the workers, they will
continue to work on their own.
NPC Types that can Construct |
Worker |
To build in a city you, or your faction, must be the owner. If you wish to
build for your faction they must be the owner, if you wish to build for
yourself you must be the owner.
Mountains/Craters/Glaciers:
Nothing bigger than 5x5
Hidden Cities
Nothing bigger than 3x5 (except for: factory, hospital, mine, training
academy, alazhi farm, Command Centre, walls)
Caves:
Cities built in caves have unbuildable areas due to
stalactites/stalagmites, these are represented on the map by a
semi-transparent red square.
- May not exceed 3x5 in size (except for Mines)
- NONE of the following: KDY V150, LNR 1, LNR 2, Shield Generator and
Dry Dock
The owner of the facility, or a member of
the faction owning the facility with appropriate privileges, may abort
construction of a facility at any time, from any location. When aborting
from the Facility Construction interface in the city there is the option
to return unused materials to a ship, vehicle or facility (of type:
warehouse, hangar, landing pad, factory, mine, recycling plant, silo).
Only one may be selected. If the materials exceed the Weight/Volume
Capacity of the entity the materials that did not fit will be lost. When
construction is aborted the roads built are not removed.
Equations
Time to Abort = Lower of(Elapsed Time, 24 hours) + 6 hours
Materials Returned = Percentage Left to Complete - 10%
Anything that exists within the construction
site will be moved to your location, or not, according to the following
rules. This only applies to when construction is beginning.
PCs & NPCs:
Worker NPCs who are actively building a facility will not be moved
Ships & Vehicles:
Are not moved if the pilot is an active player and set as the active
pilot
Traveling Entities:
An entity currently moving through the area of the construction site
will block construction. Entities who will be moving through the
construction site but who are not yet within the area will have their
travel aborted.
Descending Entities:
Will block construction until they have descended, at which point they
will fall under the rules regarding Ships & Vehicles
When a worker working on a construction project is removed from the
project the time to complete the project is recalculated. If all workers
on a project are no longer present then construction is halted and the
owner of the facility is informed. They, or the individual who started
the construction, must return to the construction site with more workers
in order to continue construction. Continuing construction is done from
Position > Actions.
You can also Pause and Resume construction remotely from the Facility
Management page, under "Under Construction".
When you have available workers at your location, and are on a
square that borders a facility currently under construction
(not paused or aborted), you have the ability to add more workers
to the construction project to the maximum of
10 workers. This
can be performed from the Position > Party page. Check the
worker you want to add and use the drop down Command Menu to get them to join.
- HQ Facilities: Are automatically protected.
- Facility Income Facilities: Are set to 'Open To All'.
Equations
((Material Sum) / 48) * (1 - (Management Skill/50)) Quantity of NPCs
* max(1.1 - Civ Level, 0.5) * Random
- Quantity of Materials
- Management Skill of Builder
- Number of NPC Workers
- (1.1 - Planet Civilisation Level) - minimum value of 0.5
- Random (0.9...1.1)
The above equation returns the number of days it takes to build the
facility.
Equations
[(Material Cost) * (1 + Crime) * (2
- Morale) * random] + [(Material Cost) * Tax Level]
- Raw Material Price of required materials
- Crime Level
- Morale Level
- Random (1.0...1.05)
- Tax level
The
XP gained by the player that started construction
and the NPCs involved is determined by the following equation.
Equations
2 + rounddown(Raw Material Price / 10000)
Note
All facility construction XP gains are currently set to 130% of the normal value.