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Kinggath
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Adds 2 new Building trees, one for Power, and one for defense. Power Tree (Advanced Industrial): Lvl1 Battery Bank - Provides 10 power Solar Branch: Lvl2 Solar Farm - Provides 20 power and 15 happiness Lvl3 Solar Farm - Provides 40 power and 30 happiness Wind Branch: Lvl2 Windmill - Provides 30 power Lvl3 Windmill - Provides 60 power Methane Branch: Lvl2 Methane Power Plant - Provides 40 power Consumes 2 Food 2 Water and 15 Happiness Spawns 1 Brahmin Lvl3 Methane Power Plant - Provides 80 power Consumes 4 Food 4 Water and 30 Happiness Spawns 2 Brahmin Oil Branch: Lvl2 Oil Power Plant - Provides 50 power Consumes 30 Happiness Lvl3 Oil Power Plant - Provides 100 power Consumes 60 Happiness
Barracks Tree (2x2 Martial): Lvl1 Guard Tent - Provides 9 defense Consumes 2 Food, and 2 Water Spawns 2 Mercenary Guards Minutemen Branch: Lvl2 Minutemen Quarters - Provides 25 base defense* and 10 happiness Consumes 6 Food and 6 Water. Spawns 4 Minutemen Recruits Lvl3 Minutemen Barracks - Provides 50 base defense* and 20 happiness Consumes 12 Food and 12 Water. Spawns 4 Minutemen Privates Spawns 1 Minutemen Corporal Spawns 1 Minutemen Sergeant Railroad Branch: Lvl2 Railroad Safehouse - Provides 30 base defense* Consumes 6 Food and 6 Water. Spawns 4 Tourists Lvl3 Railroad Covert Operations Center - Provides 60 base defense* Consumes 12 Food and 12 Water. Spawns 4 Railroad Operatives Spawns 2 Railroad Heavies Brotherhood Branch: Lvl2 Brotherhood Recruitment Outpost - Provides 35 base defense* Consumes 6 Food, 6 Water and 10 happiness. Spawns 4 Brotherhood Initiates Lvl3 Brotherhood Stronghold - Provides 70 base defense* Consumes 12 Food, 12 Water and 20 happiness. Spawns 4 Brotherhood Knights Spawns 1 Brotherhood Knight-Captain Spawns 1 Brotherhood Paladin Institute Branch: Lvl2 Institute Outreach Center - Provides 40 base defense* Consumes 10 power and 20 happiness. Spawns 3 Synths (Gen1) Lvl3 Institute Relay Station- Provides 80 base defense* Consumes 20 power and 40 happiness. Spawns 3 Synths (Gen2) Spawns 1 Institute Courser
*Base Defense: Part of the goal of the barracks tree is to role-play each faction trying to take control of the commonwealth, the 2 ways I've done this is tying each factions barracks into it's quest line, and by having them give a variable amount of defense. The defense values are affected by how many barracks that faction controls, how may it's allies control, and how many it's rivals control:
Each Factions Barracks is Settlement-Unique, it takes the script about 60 seconds to catch up so don't upgrade 2 of the same faction's barracks in the same settlement at the same time, since only one will provide defense.
Don't place the windmills next to and thing higher that 3 stories, otherwise it will clip.