Construction - Planetary Minister (SEV)
From SEWiki
When you enable the "Construction - Planetary" minister, the facilities built on planets are governed by the Colony Type selected for that planet. The AI script containing the AI logic for building facilities is "Space Empires V\Utilities\ScriptParser\SE5EmpireScripts\Script_AI_Construction.txt," though it can be a bit hard to follow. Following is an english version of the facilty logic, by colony type.
Contents |
Homeworld
Homeworld is the type assigned to the home planets for the empire. They act much like Military Installations.
- Fill 5% of the planet with ability: Resource Storage - Minerals
- Build 1 facility with ability: Resource Gen Modifier - Minerals
- Build the minimum of 3 and 5% of the planet with ability: Storage Space Amount
- Build 1 facility with ability: Combat Modifier
- Build 1 facility with ability: Damage Modifier
- Build 1 facility with ability: Ship Training
- Build 1 facility with ability: Fleet Training
- Build 1 facility with ability: Shield Generation
- Build 1 facility with ability: Shield Modifier
- Build 1 facility with ability: Long Range Scanner
- Build 1 facility with ability: Stop Planet Destroyer
- Build 1 facility with ability: Stop Nebulae Creator
- Build 1 facility with ability: Stop Black Hole Creator
- Build 1 facility with ability: Stop Star Destroyer
- Build 1 facility with ability: Stop Open Warp Point
- Build 1 facility with ability: Stop Close Warp Point
- Fill the planet with ability: Point Generation - Intelligence
Construction Yard
There does not appear to be anything in the AI script for this colony type.
Mining Colony
Mining colonies focus on producing minerals. They only build facilities geared towards increasing minerals production.
- Fill half of the planet with ability: Mined Resource Generation - Minerals
- Fill 5% of the planet with ability: Resource Storage - Minerals
- Build 1 facility with ability: Resource Gen Modifier - Minerals
- Build 1 facility with ability: Planet Value - Minerals
- Build 1 facility with ability: Planet Value Change
- Build 1 facility with ability: Planet Atmosphere Change
- Build 1 facility with ability: Planet Conditions Change
- Fill the planet with ability: Mined Resource Generation - Minerals
Farming Colony
Farming colonies focus on producing organics. They only build facilities geared towards increasing organics production.
- Fill half of the planet with ability: Mined Resource Generation - Organics
- Fill 5% of the planet with ability: Resource Storage - Organics
- Build 1 facility with ability: Resource Gen Modifier - Organics
- Build 1 facility with ability: Planet Value - Organics
- Build 1 facility with ability: Planet Value Change
- Build 1 facility with ability: Planet Atmosphere Change
- Build 1 facility with ability: Planet Conditions Change
- Fill the planet with ability: Mined Resource Generation - Organics
Refining Colony
Refining colonies focus on producing radioactives. They only build facilities geared towards increasing radioactives production.
- Fill half of the planet with ability: Mined Resource Generation - Radioactives
- Fill 5% of the planet with ability: Resource Storage - Radioactives
- Build 1 facility with ability: Resource Gen Modifier - Radioactives
- Build 1 facility with ability: Planet Value - Radioactives
- Build 1 facility with ability: Planet Value Change
- Build 1 facility with ability: Planet Atmosphere Change
- Build 1 facility with ability: Planet Conditions Change
- Fill the planet with ability: Mined Resource Generation - Radioactives
Research Colony
Research colonies focus on producing research points for the empire. If the empire has the Crystallurgy trait, a small number of solar resource generation facilities will also be constructed.
- Fill half of the planet with ability: Point Generation - Research
- Build 1 facility with ability: Point Generation Modifier - Research
- Build 1 facility with ability: Planet Population Happiness
- Build 1 facility with ability: Planet Population Reproduction
- Build 1 facility with ability: Planet Population Amount
- Build 1 facility with ability: Plague Prevention
- Fill 5% of the planet with ability: Solar Resource Generation - Minerals
- Fill 5% of the planet with ability: Solar Resource Generation - Organics
- Fill 5% of the planet with ability: Solar Resource Generation - Radioactives
- Fill the planet with ability: Point Generation - Research
Intelligence Compound
Intelligence compounds focus on producing intelligence points for the empire. If the empire has the Crystallurgy trait, a small number of solar resource generation facilities will also be constructed.
- Fill half of the planet with ability: Point Generation - Intelligence
- Build 1 facility with ability: Point Generation Modifier - Intelligence
- Build 1 facility with ability: Planet Population Happiness
- Build 1 facility with ability: Planet Population Reproduction
- Build 1 facility with ability: Planet Population Amount
- Build 1 facility with ability: Plague Prevention
- Fill 5% of the planet with ability: Solar Resource Generation - Minerals
- Fill 5% of the planet with ability: Solar Resource Generation - Organics
- Fill 5% of the planet with ability: Solar Resource Generation - Radioactives
- Fill the planet with ability: Point Generation - Intelligence
Resupply Base
Resupply bases are used by the AI to house both resupply depots and various one-per-system facilities (such as the religious Fate Shrines and temporal Events Predictor). The AI rarely assigns more than one planet per system as this type, so it is a general catchall. Any extra facility space will be filled with research centers.
- Build 1 facility with ability: Supply Generation
- Build 1 facility with ability: Vehicle Maintenance Cost
- Build 1 facility with ability: Tonnage Repair Component
- Build 1 facility with ability: Resource Conversion
- Build 1 facility with ability: Scrapping Resource Reclamation
- Build 1 facility with ability: Bad Event Chance
- Build 1 facility with ability: Bad Intelligence Chance
- Fill the planet with ability: Point Generation - Research
Military Installation
Military installations house facilities that are directly related to ships and combat. They house things like War Shrines, Ship Training Centers and stellar manipulation prevention facilities. Any extra space will be filled with intelligence centers, for a bit of extra intel bolstering.
- Build the minimum of 3 and 5% of the planet with ability: Storage Space Amount
- Build 1 facility with ability: Combat Modifier
- Build 1 facility with ability: Damage Modifier
- Build 1 facility with ability: Ship Training
- Build 1 facility with ability: Fleet Training
- Build 1 facility with ability: Shield Generation
- Build 1 facility with ability: Shield Modifier
- Build 1 facility with ability: Long Range Scanner
- Build 1 facility with ability: Stop Planet Destroyer
- Build 1 facility with ability: Stop Nebulae Creator
- Build 1 facility with ability: Stop Black Hole Creator
- Build 1 facility with ability: Stop Star Destroyer
- Build 1 facility with ability: Stop Open Warp Point
- Build 1 facility with ability: Stop Close Warp Point
- Fill the planet with ability: Point Generation - Intelligence
| Preceded by: Ministers | Manual (SEV) Section 12.2 | Followed by: Repairs and Retrofitting |
