BuildingsPlanets have Standard Industrial Slots, representing how many industries they can support and properly maintain. General, a planet gets one industry slot per PDL. In addition to these, there are Extra Industrial Slots, where particularly skillful and powerful people [players] may personally manage extra industries. Planets will generally be able to support half of their PDL as Extra Industries. Most players will only be able to build in extra slots. A governor may choose either, particularly useful if taxes inordinately benefits private industries. Industries may freely change which slot they use, if appropriate (such as when buying control of an industry).
Initially, players may control 1 private industry. This may go up with traits, but it is intended for most planets to have empty Extra Slots.
Governors may choose to deny Extra Industries, either before or immediately after they're built, granting a full refund. Closing them later is possible, but will likely create unrest.
If a planet's PDL drops, the governor will be forced to either scrap unsupported industries for a partial refund, or leave them disabled but continue to pay full maintenance. In the event of Extra Industries being closed, even from other players, the governor may choose to keep the refund for themselves.
Most buildings may be stacked.
A strength 1 fleet costs 1,000 credits, with upkeep of 200/turn.
The Core Planetary Industry always fills the first slot of a new colony, and cannot be dismantled. It provides a baseline of food and industry, depending on how inhabitable and rich the planet is, standard governmental functions, a spaceport, a fortress, and basic recreation and living facilities. It is considered the meat of a colony's infrastructure, and all other industries are add-ons.
Farms: Costs range from 500+50/ on a fully inhabitable world, to 2500+500/ on an airless rock.
A colony at 90% quality or above has adequate food from their core industry, but may build extra farms if they wish to export food as a trade good. This may be either common food or a luxury resource.
Less fertile worlds will need to either import food or build more farms to see full growth and to support a higher PDL.
Extensive Mining: Costs 1000 + 0/
Recklessly mine that mineral wealth, heedless of the heavy pollution and environmental damage. While it exists, degrades planet quality by 10%, increases effective richness by 5%. Clean-up costs after deconstruction, if desired, will be significant.
Heavy Industry: Costs 2000 + 200/, requires Extensive Mining or appropriate trade good imports.
Increases base planetary income by 25%. Provides as a trade good either Consumer Goods or Industrial Goods.
Mega Warehouses: Costs 1000 + 100/
Stores imports for 3 turns in case of a trade disruption, but increases potential plunder. Increases maximum trade good targets by 1.
Trade Emporium: Costs 2000 + 100/
Increases maximum trade good targets by 3.
Defensive Network: Costs 2500 + 500/
Adds 1 fortress, 1 defensive station, and 2 garrisons, per PDL. May quell unrest, violently.
Military Shipyard: Costs 3000 + 600/
May be used to build up to 5 str of fleets per turn, gaining a 100 credit refund on each. May otherwise fill unused construction with civilian ships, for 50 credit each.
Private Shipyard: Costs 2000 + 200/ [Cannot be managed by players as Extra Industry]
May be used to build up to up to 5 str of fleets per turn. Might increase piracy if under-utilized.
Research Laboratories: Cost 2500 + 300/
Increases research speed and effects of research stimulus. Increases technology spread. May be used for a general spread, or specialized, for a 250 credit re-tooling cost.
Naval Academy: Cost 2000 + 400/
Provides advanced training for crew. Ships supplied at friendly planets in this system receive a +0.01 bonus to attack and defense. Stacks per-planet, and only the highest bonus in the system is used.
Extensive training Facility: Cost 1500 + 200/
Provides advanced training for groundside troops. Friendly garrisons and troops trained in the system receive a +0.01 bonus to attack and defense. Stacks per-planet, and only the highest bonus in the system is used. (Decide who is friendly enough to use it carefully)
Resort Megaplex: Cost 2000 + 100/
A high-end luxury vacation spot. Increases non-industrial income by 5%. Reduces unrest by 1.5% per turn. Increases XP training by visiting players by 10%.
Recreation Complex: Cost 1000 + 100/
A network of facilities for enhanced leisure time activities, readily available to the entire population. Reduces unrest by 5% per turn.
Smuggling Ring [Hidden]: Costs 1000 +0/
This is illegal. Smugglers secretly transfer part of the planet's income to the owner, and slowly build unrest.
It will be revealed by heavy patrols or military activity, or if the slots fill up. This may or may not reveal the owner. Being forced to give it up [Hey, Nirur, you can manage a building but aren't. Take this money and build me a shipyard. I insist.] will definitely reveal you, the disloyal curs. This may be randomly built by civilians.
I might have over-done it with the industries, and might scrap the training industries entirely. Numbers subject to change after I decide on planet income levels.