# Sandstation ## Station * Elevators should be used for mining mostly * Focus more on solars * Addition of wind turbines ## Catacombs * Catacombs are the remains of a dead civilisation * The ruins are of a dead city and should reflect structures you might find in a city ### Fauna The fauna in this area are split between technological and biological warring for control over the shattered remains of the city, this means as you get further to one direction the city will be infested with foliage or the structures will be more metallic which will be reflected in the enemies. The species of the dead city are originally 3 armed bug species. #### Technological Intigrated with technology these are a large variation of augmentations with the stronger augmentations being closer to one direction. **Jagtechs** - light skirmish unit, akin to wolves on icebox, they hunt in packs and do burn damage, they will also attempt to weld close units in order to repair them. #### Biological Evolved and specialized these creatures become stronger the closer in one direction you go. **Bios** - Light skirmish unit that assembles into larger creatures, they usually stalk around said larger creatures or alone. The plan is to have this creature "evolve" and gain stat modifications as the round progresses ### Megafauna ## Dunes * Dunes should have ruins of things that crashed on the surface * Dunes should have sandstorms, caves and catacombs should not * Dunes are meant to be a replacement for space ruins and should be treated as such ### Fauna ### General design tips