Alien Invasion - Anarchy Online Library

Guides => City & Town Building => Topic started by: Daimoness on September 01, 2004, 05:53:03 pm

Title: City Building
Post by: Daimoness on September 01, 2004, 05:53:03 pm
Getting Started

First of all, you cannot buy ready-made houses. You have to build them using tradeskills. The store where all this is sold is Uncle Bazzit's Shop in Meetmedere (MMD). Note that to prevent griefing MMD is no longer 25%. The shop is inside the city. When you are at the outdoor vendors you will see it. His vendors look like the Fixer Shop - big brown boxes in the corners. One sells floorplans, the tradeskill items are located in the "Miscellany". Now why Omni-Tek advertises house building yet only a questionable merchant in a less reputable area is selling the necessary items is beyond me. He's The Man if you want a HQ - and you know you want one. Let's take a look at the first item that should attract the attention of any future city owner:

QuoteOmni-Tek Corporation - Guide to building Houses (QL 100)

With the recent breakthroughs in bio-mechanics, building your own houses or organization headquarters has become affordable. The Omni-Tek Coropration is always eager to support use of new technologies. This simplified manual guides you through the steps of constructing your organization headquarters and ancillary buildings.

The Regular Building Structure is the base for any kind of house you want to build. It is combined with a floorplan to make the house you desire, or it can be upgraded to fit with more advanced floorplans. Here are the items you need to combine:
1. Generic Volatile Nanobots
2. HSR Compressed Regenerating Bioplate
3. Generic Organic Immunity System
4. Blueprint - Regular Building Structure.

All the above components can be bought in shops, unless you decide to make them yourselves.The organizaion headquarters, markets, and guard houses require you to upgrade your Regular Building Structure into a Superior Building Structure. This is accomplished by attaching a Bio-Mechanical Computer to a Regular Building Structure. Bio-Mechanical Computers can be constructed by experts in Pharmacy and Chemistry. The components for this item include a substance made from the tissues of several animals found on Rubi-Ka and a Bio-Mechanical AI.  

Rumor has it that alien type Bio-Mechanical Computers also can be used. Finally, the Superior Building Structure is combined with the advanced floorplan of your choice.


The Shoppe

There is one man you will want to see for all your building needs. Unzle Bazzit. Now please don't ask me why he's the one selling all the stuff you need to build houses, but he is. His shop is in Meetmedere (MMD), and if you are standing in the middle of the town near the grid terminal, you are standing right outside his shop.

Note that he is not a man of tidyness and to cover up for it he has next to no lighting in his place, but the vendors are big brownish cubes located in the corners. They look suspiciously like the Fixer Shop near Borealis, now we know who built that. And if you fear gankers hanging out again in this little town - they are out of luck. Bazzit's first job after returning home was to turn up the suppression gas to 75%.

There are several vendors around, selling floor plans, various town decoration, and the "Miscellany" vendor that holds many other nifty things, among them the "Uncle Bazzit's Bio-Mechanical AI" you will need. What for? Read on ....

How to make a Bio-Mechanical Computer

Now, the department of weird inventions came up with this nifty item to enable us to build the Superior Building Structures. This is what we've all been lacking the past year - a simple thing made of awkward ingredients that no one ever thought would mix, or even make sense.

Here's the shopping list, and no, I've not been smoking weed again:



Once you have all these weird stuff, here's the recipee:

Combine the Unrefined Notum Salt with the Fertilized Giant Chirop Egg to get a Mutating Giant Cirop Egg. This step takes 400 Pharma Tech to accomplish.

Combine the Slow-Killing Poison with the Mutating Giant Cirop Egg to get a Poisoned Giant Chirop Egg.

Now you need a Basic Bio-Comminutor of at least QL 80 to combine it with this Poisoned Giant Chirop Egg and you will get a Mutating Bio Pulp. 400 Chemistry needed for this step.

Next, you use the Uncle Bazzit's Bio-Mechanical AI on the Mutating Bio Pulp and you have your Bio-Mechanical Computer! 400 QFT needed.

Congratulations, you are now able to build advanced structures - HQ, Market and Guard Houses.

The Buildings

We all have come to like our /org contracts. Now we will also come to like /org city - for it shows what we get for the money. And it's going to be a lot of money. Upkeep, at least for now, is a rip-off. Anyways, house bonusses work like contracts - buffs scale with level. All the buff values I mention apply to a lvl 200 char.

Headquarters

They add 9 to the basic atributes and also 90 to run speed at QL 300 for a Large HQ. Medium HQs add 6 / 60 at QL 300, small ones 3 / 30 at 300. Small HQs start out at QL 1, medium ones at QL 101 and large ones only at 201. Since the Biomechanical computer will probably determine the maximum QL we might not be able to have a big HQ from the beginning.

The HQ is the prerequisite to owning other buildings. The HQ also has a grid entrance. Apart from that, HQs also have different nice rooms. the large HQ  has a tradeskill room - buffs to all tradeskills, locks CompLit - a conference room, a large guild meeting hall and a bar. Also there is an appearance change thingie that costs 100 mil to use.

Large HQs take 4x4 squares, someone please tell me how much the others take up as I could not check it. Note that in a small base you might not be able to build large HQ and ECM tower - in this case I'd advise you to opt for the ECM and go with a smaller HQ. Small HQ size is 3x3.

Grid House

Apart from buffing Computer Literacy (54 for QL 300), this building enables gridding to the city in the same way as you would grid to your controller.

It takes 1 square to build. I'd advise you to not build the grid house right next to the controller as you might get aggroed by aliens the moment you're gridding in.

Guard House

A necessary building, spawning heavy-armed guards who will hold up the aliens until you can marshall your own troops to defend. Guards are unable to defend a city alone for long, but they are sure a help.

It takes 1 square to build and I'd recommend to you have one.

Notum Mining Operations

Now, this building already has the big letters BUFF written on it. A QL 300 building will add 36 to all nanoskills. It has no other functions.

It takes 2x2 squares to build. You know you want one.

Notum Silo

A nice building to have, giving a 36 NanoDelta and -6% NanoCost at QL 300. The fun part is - this building can be entered, and it is a 0% suppression gas area! Arena fighting, or just sparring - this is where you do it, without the fear of gankers around.

It takes 3x3 squares to build. Nice to have but not a must if you ask me.

Landing Pad

Now, you can of course use it to park your Yalmaha - and those new ones are surely precious to show off. But the main advantage of this is - it also gives you a boost to the skills needed for it. 54 to all vehicle skills and Map Navigation at QL 300. If you are running out of space, this would be the first to go in my oppinion. Nice to have, but not necessary.

It takes 2x2 squares to build.

Satellite Uplink

This building adds no buffs. But you know you want it, cause this tower enables scanning of your surrounding, giving you warning messages when an alien attack will occur. It's only a 5-minute-warning, but more than nothing!

1 square to build - and a must-have!

ECM Tower

One of the biggest buildings, and many land areas are too small to place it. But this is one of the most important items to have on the base. It lowers the chance of an alien attack - and by turning the ECM off it more or less "spawns" an attack within an hour.

One of the biggest buildings ingame - takes 3x3 squares. A must-have - if your land can support it!

Markets

Now, this is something we've waited for. The ability to have a shop and sell stuff to other players. Basic, Advanced and Superior shops are available, their difference being mainly the size of the shop and the number of vendors. The superior shop has 120 vendors.

Regardless of inside size, they all take 2x2 squares. And for now they serve no purpose. Wait for a patch.

Swimming Pool

From the outside, arguably an ugly building, in tune with the Mining Operations and the Notum Silo. The architect of this building was designing bunkers before he turned to city-scaping. But once inside, you will be amazed. This building truely looks awesome! Apart from that, it also adds 50ish to both Body Dev and Swimming. No exact numbers here since they changed it.

A large building, taking 3x4 squares. If you are low on space you might consider not building one, then again, it's a must-have if you are a social or RP org.

Streetwalk Cafe

Pure social - the place to hang out and wait for those aliens to come.

It takes up 2x2 squares.

Sky Bar

Purely social as well - and so far only a fancy item since you cannot enter it. But once it's open you will be able to party in the sky, higher than a yalm can fly.

This one takes 1x2 squares.

Wompahs

Apart from the grid, there's wompahs to several of our favorite bars: Reet's, Neuters, Rompah. After fending off the aliens, this is the place to chill out and talk about your heroic deeds. Or something.

They need 1 square.

Decoration

And if your city doesn't appeal to you yet with all those buildings in it, you can still place trees, statues, lamp posts and benches.

These take mini-squares to build and can be placed on the margins around  the buildings.
Title: City Building
Post by: Vortex on September 01, 2004, 06:05:38 pm
Bah i already said it all!!  :lol:

Thanks for your detailed and very comprehensive report, daimoness  8)
Title: City Building
Post by: Daimoness on September 01, 2004, 06:16:14 pm
And here's Funcom's version of the guide, downloadable and printable in PDF:

http://www.anarchy-online.com/content/guides/aoaiguide/aoaiguide.pdf


Now why exactly did I post it all here? I didn't see the pdf file until now. But as time passes, I'm sure we'll add more info here than you find in the pdf file. :)

Next verion will contain the exact number of squares each building takes up. Anyways, you can place all buildings at once and when you like how it looks - hit Build and they all get built at once!
Title: City Building
Post by: Woolgatherer on September 01, 2004, 06:16:25 pm
ECM is not an advanced structure.
Title: City Building
Post by: Daimoness on September 01, 2004, 06:29:32 pm
My bad - indeed ECM isn't but market is. Not that we'd need markets now since they aren't working yet. ;)

Added the sizes from my memory - someone please check if I have them all right.

And sneaked in the guard houses since I saw I missed them out.
Title: City Building
Post by: zxcs on September 01, 2004, 08:52:43 pm
taking me ages to find the chirops, anyone got coords of spawn spots (roughly) for the 3 mobs you need to kill?
Title: City Building
Post by: Effata on September 01, 2004, 09:17:52 pm
Ok, so it seems Generic Organic Immunity System is the part that decides the QL. Any ideas on where to get high ql versions? Or parts to make it?
Title: City Building
Post by: Northscope on September 01, 2004, 10:49:39 pm
As for the location of Saltworms, the ones that drop the salt, they're in the little valley or whatever a little NE of Broken Shores Whompahs.
Title: City Building
Post by: SuperCow on September 02, 2004, 12:09:39 am
Got egg from Giant Chirops in NE PM.
Also confirmed to drop in NE WW.
Title: City Building
Post by: Hildegaard on September 02, 2004, 12:40:04 am
Daimoness, thank you from the bottom of my heart for the basic info here. Truly excellent work, and massively appreciated.


Now, about the issue of Quality on the Generic Orgasmotron thingie...any input?
Title: City Building
Post by: Kzak on September 02, 2004, 03:16:34 am
Much useful info here. :)

However, I suspect many of the sizes for the buildings are in error.

A Grid building requires one square to build, it says.

While the Notum Silo is listed as taking 2x2 squares. Yet those squares are over twice the size of the squares calculated for the Grid building.
Title: City Building
Post by: Evil White Ranger on September 02, 2004, 03:43:55 am
Quote from: "Kzak"Much useful info here. :)

However, I suspect many of the sizes for the buildings are in error.

A Grid building requires one square to build, it says.

While the Notum Silo is listed as taking 2x2 squares. Yet those squares are over twice the size of the squares calculated for the Grid building.


Oh boy that does figure. I haven't noticed city advantages actually working either.
Title: City Building
Post by: Mawerick on September 02, 2004, 03:47:06 am
the Swimming pool is 3x4 squares, not 2x3.
it's the largest building I've seen so far.
Title: City Building
Post by: Hildegaard on September 02, 2004, 03:59:37 am
Unforgiven now has a City, thanks to the information posted here.

Takker, Daimoness and Herodotus!

Tusen takk!
Title: City Building
Post by: Khalem on September 02, 2004, 04:31:34 am
City advantages activation is related to the "Controller Charge".

Ive yet to come across any info on the charge process, but it does seem to be related to time after buildings being put up, and it seems without "charge" there can be no attacks.
Title: City Building
Post by: Ninj00 on September 02, 2004, 05:01:43 am
Controller Recompiler Unit < think that repairs it, now just to find it
Title: City Building
Post by: ChronitaAO on September 02, 2004, 07:36:44 am
First off, thanks for the nice guide thusfar - really helped us out :)

Also since it has not been posted yet, the small HQ seems to be 3x3 as well of the "big" squares.

Those who purchase small plots of land beware, as i have already seen 1 report of someone not having enough room to place both a HQ and a Cloaking Tower due to their land plots not having 2 large enough "square" areas to accomedate them.
Title: City Building
Post by: Hildegaard on September 02, 2004, 08:12:42 am
The Omni Notum Silo appears to be 3x3.

It has the same footprint as a small Omni HQ.
Title: City Building
Post by: Evil White Ranger on September 02, 2004, 08:19:47 am
Quote from: "Hildegaard"The Omni Notum Silo appears to be 3x3.

It has the same footprint as a small Omni HQ.


It's sad we have to take guesses as to their actual size..
Title: City Building
Post by: Hildegaard on September 02, 2004, 08:36:03 am
OK, some info confirmed from first-hand experience, (Omni-Tek) -

Grid house           1x1
Guard House        1x1
Sat. Uplink           1x1

Cafe                    2x2  (no facing dot, defaults to facing S at placement)
OT Mining Ops      2x2

Notum Silo            3x3
OT Small HQ         3x3
Title: City Building
Post by: Limboman on September 02, 2004, 10:03:19 am
Verified Clan Sizes:


Small Clan Headquarters : 3x3
Clan ECM Tower: 3x3

Clan Grid House: 1
Clan Satellite Uplink: 1
Clan Notum Mining Facility: 2x2
Clan Sky Bar: 1x2



Our Neighbours also have

Clan Cafe:  2x2
Clan Landing Pad: 2x2
Clan Guard House: 1
Title: City Building
Post by: Limboman on September 02, 2004, 10:04:11 am
Could someone please verify that the Swimming Pool is 3x4? Never seen a spot that bloody large..

Also Notum Silo 3x3..need confirmation please :)
Title: City Building
Post by: Daimoness on September 02, 2004, 10:08:48 am
I am sorry - the size of the buildings were from my own memory and it seems I got some wrong indeed. Getting in the corrections :)
Title: City Building
Post by: Limboman on September 02, 2004, 10:10:17 am
Dont be Daimoness, this is a great guide and we wouldnt have been able to get our city up without it.

Huge cheers to you :)
Title: Re: City Building
Post by: Tresor on September 02, 2004, 10:12:42 am
Quote from: "Daimoness"
Now you need a Basic Bio-Comminutor of at least QL 80 to combine it with this Poisoned Giant Chirop Egg and you will get a Mutating Bio Pulp. No skill is needed for this step.


From what i saw, it requires 400 in Chemistry

Quote from: "Daimoness"
Next, you use the Uncle Bazzit's Bio-Mechanical AI on the Mutating Bio Pulp and you have your Bio-Mechanical Computer! Again, no skill needed.


Looks like it requires 400 in QFT

(Thx for this forum ;) was very helpful)
Title: Re: City Building
Post by: Daimoness on September 02, 2004, 10:23:23 am
Quote from: "Tresor"
Quote from: "Daimoness"
Now you need a Basic Bio-Comminutor of at least QL 80 to combine it with this Poisoned Giant Chirop Egg and you will get a Mutating Bio Pulp. No skill is needed for this step.


From what i saw, it requires 400 in Chemistry

Quote from: "Daimoness"
Next, you use the Uncle Bazzit's Bio-Mechanical AI on the Mutating Bio Pulp and you have your Bio-Mechanical Computer! Again, no skill needed.


Looks like it requires 400 in QFT

(Thx for this forum ;) was very helpful)


Corrected as well :)

The Tradeskills Window didn't say I need any skill for it. Anyways, keep the info coming, everyone.
Title: City Building
Post by: Midnight on September 02, 2004, 06:43:17 pm
Out of curiousity: Do more Guard Houses mean more guards or are they redundant?
Title: City Building
Post by: Limboman on September 02, 2004, 08:24:01 pm
Seems like each guard house adds 2 guards
Title: City Building
Post by: Eliteguard on September 02, 2004, 09:37:34 pm
With guards beeing rather an annoyance in my view. I mongo, they charge me and not the aliens...
Title: City Building
Post by: snublefot on September 03, 2004, 09:31:29 am
One quick note on grid size (like 3x3).

Most of our PW cities (storm, reborn, nf, redemption) seem to have plots of 5.5x5.5 :p So maybe the "right" size used should be 6x6 for a small HQ? The whompas seem to take up 0.5x0.5...
Title: City Building
Post by: snublefot on September 03, 2004, 10:39:48 am
Statues is 0.25x0.25, at least it looks like that on the map :p
Title: City Building
Post by: Midnight on September 03, 2004, 11:24:52 am
How about instead of using fractions of the "squares" you keep counting in to use one "tile" (e.g. size of a park tree) as the unit to count in?
I´ll post my observations about the size in "tiles" for every building I can find out this evening.
Title: City Building
Post by: snublefot on September 03, 2004, 12:02:20 pm
It looks like 1 square = 4x4 tiles. The pavement along roads seems to be 1 tile.
Title: City Building
Post by: Midnight on September 03, 2004, 03:33:56 pm
I´m pretty sure it´s more like 1 square is 5x5 tiles because as far as I remember I counted that many tiles for the smallest buildings which would be 1x1 square. No matter what it looks like we´re developing a unit system now where one square is the smallest size of a building whereas 1 tile is a smaller unit a pavement takes.
Title: City Building
Post by: Jayde on September 03, 2004, 04:45:38 pm
Yeah, I believe that 1 square is 5x5 tiles on the map...however, some buildings aren't quite aligned properly, or take up more titles when placed than their physical size. (for instance, our Small Neutral HQ is really 10x15 tiles, despite being 3x3 squares) Some alignment issues on the Notum Mine building cause it to overlap into the "border" space by 1 tile and only extend 4 tiles in the inner space on our land as well.

Also, there are some bugs with mesh overlap even if tenichally the tiles have space... for instance, we have a 2x3 square spot, with a 2x2 cafe in the south half. We placed a 2 tile object (bar whompah) in the NE corner, followed by a 1 tile gap, followed by another 2 tile object below it. Technically it "fits", but the lower of the two objects floats about 15m in the air at the same height as the little roof extension on the edge of the Cafe. ;)

-Jayde
Title: City Building
Post by: Midnight on September 03, 2004, 09:34:53 pm
Í´m just refering to the "technical" size of the buildings as Jayde calls them.
The sizes in tiles I´ve found out so far are:

Small HQ: 15x15
Large HQ: 20x20
Notum Silo: 15x15
ECM: 15x15
Notum Mining: 10x10
Satelite Uplink: 5x5
Grid House: 5x5
Wompah: 2x2
Sky Bar: 5x10
Swimming Pool: 15x20
Landing Pad: 10x10
Café: 10x10

All the buildings I checked were Omni ones but as far as I´ve seen so far the sizes don´t differ between the factions.
edit: confirmed sizes.
Title: City Building
Post by: ChronitaAO on September 06, 2004, 03:51:30 am
2 questions from me atm ;)

1) can anyone confirm the size of the large HQ - 3x3 or 4x4?

2) has anyone built a medium HQ yet - and if so - what size is it? :)
Title: City Building
Post by: Silq on September 06, 2004, 09:31:01 am
Quote from: "ChronitaAO"2 questions from me atm ;)

1) can anyone confirm the size of the large HQ - 3x3 or 4x4?

2) has anyone built a medium HQ yet - and if so - what size is it? :)


Large HQ confirmed as 4x4 ^^
Title: City Building
Post by: Tussa on September 16, 2004, 01:04:04 am
Does all the buildings (not city decoration/smaller streuctures) default to south when put in the build map? If not, can someone post which dir it deos default to? I know clan sidewalk cafe defaults to south.
Title: City Building
Post by: Relaxx on September 16, 2004, 02:16:02 am
Default Postition is to North, rotating is W, S, E, N
Title: City Building
Post by: Tussa on March 24, 2005, 11:38:29 am
Might want to add in the small ECM size on the first post, to prevent looking through several pages to find the info.