Difference between revisions of "Colony Module"
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*Complement: 1000+ | *Complement: 1000+ | ||
*Composition: Prefab plastic | *Composition: Prefab plastic | ||
− | *Hydroponics rating: | + | *Hydroponics rating: indefinite |
*Armament: Sidearms only | *Armament: Sidearms only | ||
*Armor: Passive (Applique) | *Armor: Passive (Applique) |
Revision as of 07:32, 11 March 2013
Colony Module | |
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Requires | None |
Attack | 0 |
Cost | 10 |
The Colony Module can be used to create custom Colony Pods. Units with Colony Modules can build new bases. If a Colony Module is installed on a sea-going unit, bases can be constructed at sea. A Colony Module also costs one population of the base it is built from in addition to the minerals listed. If this would cause a base to have 0 population, you are given the choice to disband the base or wait until it has reached 2 population. Colony Modules can be added to an existing base to increase the base population by 1 using the Join Base command B. This operation can be used to increase the size of the base beyond the limits imposed by lack of Hab Complexes and Habitation Domes.
- Complement: 1000+
- Composition: Prefab plastic
- Hydroponics rating: indefinite
- Armament: Sidearms only
- Armor: Passive (Applique)