Replace all buildings with new ones, general idea is:
- Astral Dust (defense focused(?))
- Ice Pocket (healing)
- Wavelength Geode (attack -- rainbow crystal. Tiny pockets of 2.)
- Shiny Ore (economy focused)
Building Ideas
Mechanics
Attack
Metallic Crystals are a non-irl thing and thus should not behave as a normal irl resource would. So it should be about items adjacent to the crystals creating new things around, and then buildings that break the crystal. Each utility should be color themed possibly.
Crimson Cloud -- A red gas that can be extracted from wavelength crystals. Disappears after 6 turns.
Related buildings:
- A harvester that will put a crimson cloud on a space in range 3 w/o a building or resource -- must be adjacent to a crystal.
- A 3 cooldown building that does 15 x the number of nearby crimson clouds damage.
- Absorb crimson cloud into building. They add to the stacks attached to the building. That building counts as permanent crimson clouds to the level of absorbed stacks.
- Extends the cooldown of the crimson cloud range 5
- Speeds up the cooldown on crimson cloud, range 5
- Permanently increase the mult of buildings adjacent if a crimson cloud is destroyed in range 3
- Destroy crimson cloud in range and permanently add +10 base damage to adjacent buildings.
Neon Alloy -- A glowy green liquid that can be extracted from wavelength crystals. Stacks on buildings and is piped around. (Possibly can relate to poison later?)
Related buildings:
- Harvester -- increases stacks on itself to harvest
- Pipe -- allows buildings adjacent to pipe to access the alloy store in connected harvesters.
- 1 stack -- every turn do 20 damage
- 3 stacks -- every turn increase mult of buildings in range by .1
- 5 stacks -- every turns permanently add ? HP to max HP value
- Consume all stacks, do that x 20 damage.
- Harvester Upgrade -- Adjacent buildings collecting alloy will increase their output by 5
- Efficiency upgrade -- Adjacent buildings consuming alloy require 1 less
Starbomb -- destructible yellow metallic stars that are permanently created in a smaller range. Designed to be broken, breaking them does 30 damage on its own, but they must be cleaned up. (Possibly can relate to fire later?)
Related buildings:
- Harvester, creates Starbomb in a specific (small) range for the battle
- Destroys a Starbomb
- Destroys Starbomb dust, meaning something can go in that space again. When it does, heal for 10.
- When a Starbomb is destroyed adjacent, instead of doing damage, it will increase the damage of all starbombs in range by 20
- Starbombs in the short range go off twice.
- When a starbomb is destroyed in range, create another one on a random open space in range, if possible. (Possibly with damage halved?)
- Disaster center -- Starbomb dust in range have a cooldown before the automatically disappear.
- When a starbomb explodes in range, reduce adjacent building cooldown by 1 if possible
Glitch Cobalt -- Blue stones that are disruptors to the other's buildings. Placed by user. Buildings only work if it's in range. It will move to an adjacent space, if exists. Location persists between rounds.
- Glitch Cobalt -- Stone that will move to an adjacent square every 3 turns, if it's available.
- Disabler -- Disables a random building on the other island for 5 turns.
- Freeze Ray -- Every 3 turns, freezes canal into frozen canals. No longer counts as water adjacent. Ice eventually melts after 3 turns.
- Reconfigurator -- Turns any metallic crystal extractions into a random other extractions (for the battle ofc)
- Chaos Atomizer -- Every turn, randomly choose between these options:
- Attack does extra 10
- Heal does extra 10
- Destroy a random extraction
- +1 coins
- Nothing
Healing
The general structure of healing should be about melting ice to turn it into water and diverting the water through artificial means to harness for healing tiles
- Water Extractor -- Every 8 turns, adds canal card to your hand, if possible.
- Canal -- must be placed adjacent to water extractor or another water tile. Used to power most healing structures
- Greenhouse - must be adjacent to water to run - boost all healing within 3 range by 10
- Strawberry Farms - must be adjacent to water to run - heals for 30
- Blueberry Farms - water adj - heals for 10, faster cooldown
- Water tower - All buildings in range count as adjacent to water. Must be adjacent to water extractor directly or canal. Works if canal is frozen and cannot be frozen itself.
- Bath House - Heal is 5 x buildings in range.
Economy
- Gold Extractor
Defense
Defense should be about having ships that
- Shield Sentry - Land item, defense is 10 x astral dust in range 5
Utility
- Copper Refinery --
- Range Extender -- Placed on land, extends the range of adjacent buildings by 1
- Battery --
- -Leafblower -- Moves all gas in range 7 to the right, if there is an empty space for it.