Author Topic: Mystery Buildings  (Read 1527 times)

Offline ptarth

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Mystery Buildings
« on: May 01, 2015, 11:11:54 am »
I've figured out (and posted to the wiki) the functions of almost all the buildings. Anyone (hint, hint Chris), know what the remainder of this do or are supposed to do?

  • Blast Panel
  • Genetic Optimizer
  • Industrial Teleporter
  • Molecular SecurityControl
  • MonsterPit
  • RemoteAutomatedTeleporter
  • SuperDeepBorehole
  • Panopticon
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline crazyroosterman

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Re: Mystery Buildings
« Reply #1 on: May 01, 2015, 11:18:28 am »
Isn't the blast panel meant as a distraction to the ai? (like what I do sometimes is flood the ais war building space with apartments which sometimes tricks the ai into diverting attention away from my war buildings)
c.r

Offline Captain Jack

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Re: Mystery Buildings
« Reply #2 on: May 01, 2015, 03:14:24 pm »
IIRC the blast panel is supposed to make it harder to destroy underground buildings. Like, say you want to protect your mines, you just build basement mines with a blast panel on top.

Most of these I'm guessing at:

The Genetic Optimizer cuts down (eliminates?) genetic diseases.

Industrial teleporter extends the ranges at which you can plant resource gatherers. Just keep in mind the range extends just from that building.

Molecular security control should protect against thieves when that is a thing that works.

Monster Pit is for countering or taming the monsters that aren't actually in the game yet. They'll be random enemies that appear based on planet rage.

Remote automated teleporter... like the industrial teleporter, but better? Actually not sure.

Superdeep Borehole is for mining I'm pretty sure.

Panopticon gives Government SP like you would not believe, and also intel on other races. That one I know for sure.

Offline TheVampire100

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Re: Mystery Buildings
« Reply #3 on: May 01, 2015, 04:24:56 pm »
Blast Panel: First thought the same as crazyroosterman, but I think they act more as a cheap way to build towards specific areas in the game without generating stuff like crime, polution and so on.

Monster Pit: Use them on Monsters to get their attack power. And Watashiwa, Monsters ARE in the game, I encountered them several time. They just don't act at the moment. They pop randomly up int he game and stay at a point.

Offline crazyroosterman

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Re: Mystery Buildings
« Reply #4 on: May 01, 2015, 05:44:09 pm »
blast panels I think are more expensive than apartments which are what I use to get to places quickly(I think you get the same you payed for when destroying those might even be a little bit more also is that really all having a teleporter does ): but I suppose there's only so much power you can to something like that without it being over  powered.(for instant being able to move the ais buildings around)
c.r

Offline TheVampire100

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Re: Mystery Buildings
« Reply #5 on: May 01, 2015, 06:11:29 pm »
Yeah, but apartmens add citizens that want to get entertained.

Offline crazyroosterman

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Re: Mystery Buildings
« Reply #6 on: May 01, 2015, 06:30:01 pm »
not if you destroy them straight after placing.(provided you don't actually want those apartments)
c.r

Offline TheVampire100

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Re: Mystery Buildings
« Reply #7 on: May 01, 2015, 06:48:24 pm »
Is there not a penality if your city is disconnected?

Offline crazyroosterman

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Re: Mystery Buildings
« Reply #8 on: May 01, 2015, 07:11:26 pm »
I don't think so I've not come across that.(although then again I do tend to go into a bit of a dreamlike trance when I play civ and this isn't any different in that regard)
c.r

Offline Captain Jack

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Re: Mystery Buildings
« Reply #9 on: May 01, 2015, 07:16:17 pm »
Is there not a penality if your city is disconnected?
Not that I've seen. Especially since they leave behind rubble I'm pretty sure.

Offline TheVampire100

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Re: Mystery Buildings
« Reply #10 on: May 01, 2015, 07:37:54 pm »
Okay, then maybe Blast panels will get a buff in the future.

Offline crazyroosterman

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Re: Mystery Buildings
« Reply #11 on: May 01, 2015, 07:57:18 pm »
or this might be a bug and will get fixed.
c.r

Offline ptarth

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Re: Mystery Buildings
« Reply #12 on: May 01, 2015, 08:31:21 pm »
If you bulldoze a proposed construction, you get the cash back, but lose 2500 energy.
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline crazyroosterman

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Re: Mystery Buildings
« Reply #13 on: May 01, 2015, 08:53:01 pm »
you get a certain amount of cash back but only a set amount for example if I bulldoze a hazmat station ill get the same amount of trading currency ill get the same amount as a apartment.
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Offline ptarth

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Re: Mystery Buildings
« Reply #14 on: May 03, 2015, 08:41:51 pm »
Are you sure about that? I'm getting a refund of everything, minus a $100 and 2500 energy for bulldozing.
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.