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Technology

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Also List of Research Costs

Biology / Genetics

Biology, Genetics, evolution shapes the creatures on a world to better fit their environment over the course of millennia. Practitioners in this field attempt to speed this process, either through genetic manipulation to make beings that better fit a given environment or by creating mechanisms that make the environment better fit the beings.

Genome Sequence Research: A background technology that allows research into the creation of new species. Genetic modification may allows the creation of new variants of our species with differing environmental tolerances, potentially useful for colonizing non-ideal worlds.
Base Gravity: The amount by which the new midpoint of the gravity tolerance differs from that of the base species.
Prequel tech's: Genome Sequence
Variants: Normal, +15%;+30%;+45%;+60%;+75%;-15%;-30%;-45%;-60%;-75%
Base Oxygen Level: The amount by which the new midpoint of the oxygen tolerance differs from that of the base species
Prequel tech's: Genome Sequence
Variants: Normal; +15%; +30%; +45%; +60%; +75%; +90%; -15%; -30%; -45%; -60%; -75%
Base Temperature: The amount by which the new midpoint of the temperature tolerance differs from that of the base species
Prequel tech's: Genome Sequence
Variants: Normal; +15C; +30C; +45C; +60C; +75C; -15C; -30C; -45C; -60C; -75C; -90C
Temperature Range: The numbers of degrees by which this new species exceeds the range tolerance of the base species
Prequel tech's: Genome Sequence
Variants: Normal; +10 degrees; +15 degrees; +20 degrees; +25 degrees; +3 degrees; +6 degrees
Terraforming Module: A ship component that allows a ship to perform the same task as a terraforming installation when it is in orbit of a colony
Prequel tech's: Trans-Newtonian Technology
Terraforming Rate: The amount of gas (measured in atmospheric pressure) produced in one year by one terraforming installation or terraforming module.
Prequel tech's: Trans-Newtonian Technology
Variants: 0.0012 atm; 0.0015 atm; 0.002 atm; 0.0025 atm; 0.003 atm; 0.0035 atm; 0.004 atm; 0.0045 atm; 0.005 atm; 0.006 atm; 0.007 atm; 0.008 atm

Construction / Production

Trans-Newtonian Technology: The starting tech for all trans-newtonian technology. It is imperative that we establish a more robust and comprehensive theory of Trans-Newtonian physics. The minor research done up until this point has been promising, but a large-scale, dedicated, systematic approach may open dozens of new avenues of investigation. Trans-Newtonian empires have access to this technology from the start.
Asteroid Mining Module: A ship component that allows a ship to perform the same task as an automated mine when it is in orbit of an asteroid or comet
Prequel tech's: Trans-Newtonian Technology
Construction Rate: Annual construction rate for one unit of Industrial Capacity
Prequel tech's: Trans-Newtonian Technology
Variants: 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 36 BP; 42 BP; 50 BP; 60 BP; 70 BP
Expand Civilian Economy by: Expands the civilian economy, increasing the wealth gained from income and corporate taxes and expanding trade
Variants: 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%
Fighter Production Rate: Annual production rate for a Fighter Factory
Prequel tech's: Trans-Newtonian Technology
Variants: 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP
Fuel Production: Increase the annual fuel production for each Fuel Refinery to specified amount.
Prequel tech's: Trans-Newtonian Technology
Variants: 100,000 Litres; 120,000 Litres; 144,000 Litres; 168,000 Litres; 200,000 Litres; 240,000 Litres; 280,000 Litres; 48,000 Litres; 56,000 Litres; 64,000 Litres; 80,000 Litres
Jump Gate Construction Module: A ship equipped with this module can construct a jump gate in the specified amount of days
Prequel tech's: Jump Point Theory
Variants: 20; 30; 45; 60; 90; 120; 150; 180
Small Jump Gate Construction Module: A ship equipped with this module can construct a jump gate in 360 days
Prequel tech's: Jump Point Theory
Mining Production: Annual production of accessibility 1.0 minerals for each mine or automated mine. Small amounts of lower accessibility minerals will be produced; half annual rate for 0.5 accesssibility, one tenth annual rate for 0.1 accessibility, etc.
Prequel tech's: Trans-Newtonian Technology
Variants: 12 tons; 14 tons; 16 tons; 20 tons; 25 tons; 30 tons; 36 tons; 42 tons; 50 tons; 60 tons; 70 tons
Research Rate: The basic number of research points produced by each Research Facility per year. This can be increased by the research bonus of the scientist leading the project
Prequel tech's: Trans-Newtonian Technology
Variants: 1000 RP; 1200 RP; 1500 RP; 240 RP; 280 RP; 320 RP; 400 RP; 500 RP; 600 RP; 720 RP; 840 RP
Shipbuilding Rate: The number of build points produced by each Shipyard per year. This can be increased by the Shipbuilding bonus of the planetary governor
Prequel tech's: Trans-Newtonian Technology
Variants: 1000 BP; 1300 BP; 1600 BP; 2100 BP; 2750 BP; 3500 BP; 4600 BP; 560 BP; 6000 BP; 750 BP; 8000 BP
Shipyard Operations: Making changes to shipyards, such as adding slipways and capacity or retooling for different classes requires less % time than normal
Prequel tech's: Trans-Newtonian Technology
Variants: Normal; 10% Time/Cost Saving; 20% Time/Cost Saving; 30% Time/Cost Saving; 40% Time/Cost Saving; 5% Time/Cost Saving; 50% Time/Cost Saving
Sorium Harvester: A ship module that allows a ship to extract sorium from a gas giant and convert it into fuel. This works automatically if the ship is in orbit of a gas giant.
Prequel tech's: Trans-Newtonian Technology
Underground Excavation: Allow construction of underground infrastructure
Prequel tech's: Trans-Newtonian Technology
Ordnance Production: Rate of production per Ordnance Factory
Prequel tech's: Trans-Newtonian Technology
Variants: 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP

Defensive Systems

Armour: Armour is used for the hull of all ships.
Prequel tech's: Trans-Newtonian Technology
Variants: Duranium ;High Density Duranium ;Composite ;Ceramic Composite ;Laminate Composite ;Compressed Carbon ;Biphase Carbide ;Crystalline Composite ;Superdense ;Bonded Superdense ;Coherent Superdense ; Collapsium Armour
Shields: The level of shield technology. Higher level shields provide more protection for the same size shield generator. Shields regenerate over time.
Prequel tech's: Trans-Newtonian Technology
Variants: Alpha ;Beta ;Gamma ;Delta ;Epsilon ;Theta ;Xi ;Omicron ;Sigma ;Tau ;Psi ;Omega Shields
Absorption Shield Strength per HS: The strength per HS of absorption shield technology.
Variants: 3; 4.5; 6; 7.5; 9; 12; 15; 18; 24; 30; 36; 45
AS Radiation Rate per HS per Minute: The amount of power that a shield generator with this technology will regenerate over a 300 second period.
Variants: 0.5; 0.75; 1.0; 1.25; 1.5; 2.0; 2.5; 3.0; 4.0; 4.8; 6.0; 7.5
Cloaking Theory: Basis of various cloaking technologies. Another remarkable new physics enabled by TNEs is the cloaking effect.
Prequel tech's: Trans-Newtonian Technology
Cloak Sensor Reduction: The reduction in range of hostile sensors when trying to detect a ship equipped with this type of cloak
Prequel tech's: Cloaking Theory
Variants: 75% 80% 85% 90% 93% 95% 97% 98% 99% 99.5%
Cloaking Efficiency: Cloaking efficiency is similar to jump drive efficiency. The higher the efficiency, the larger the ship to which a device of a given size can be fitted
Prequel tech's: Cloaking Theory
Variants: 10 12 15 3 4 5 6 8
Damage Control: A system that allows ship to carry out emergency damage repairs without the need for a shipyard.
Variants: Standard; Improved; Advanced
Thermal Reduction: Signature: Reduces the thermal output of engines, making them harder for thermal sensors to detect.
Variants: 1% Normal; 100% Normal; 12% Normal; 16% Normal; 2% Normal; 25% Normal; 3% Normal; 35% Normal; 4% Normal; 50% Normal; 6% Normal; 75% Normal; 8% Normal;

Energy Weapons

Laser Focal Size: The 'calibre' of the weapon.
Variants: 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
Advanced Laser Focal Size: The 'calibre' of the weapon. Can only be found in ruins, not researched.
Particle Beam Range:
Variants: 1,000,000 km; 1,200,000 km; 100,000 km; 150,000 km; 200,000 km; 240,000 km; 320,000 km; 400,000 km; 500,000 km; 60,000 km; 640,000 km; 800,000 km
Particle Beam Strength:
Variants: 12; 16; 2; 20; 25; 3; 36; 4; 50; 6; 9
Meson Focusing Technology:
Variants: 1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9
Meson Focal Size: The 'calibre' of the weapon.
Variants: 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
Plasma Carronade: The 'calibre' of the weapon.
Variants: 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
Advanced Carronade: The 'calibre' of the weapon. Can only be found in ruins, not researched.
Variants: 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
Microwave Focal Size: The 'calibre' of the weapon.
Variants: 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
Microwave Focusing Technology:
Variants: 1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9
Turret Tracking Speed (10% Gear):
Variants: 10,000 km/s; 12,500 km/s; 1250 km/s; 16,000 km/s; 20,000 km/s; 2000 km/s; 25,000 km/s; 3000 km/s; 4000 km/s; 5000 km/s; 6250 km/s; 8000 km/s


Logistics / Ground Combat

Additional Maintenance Storage: Allows a ship to carry additional maintenance supplies
Boat Bay: Allows a fighter or ship of up to 250\125 tons to dock within the mothership.
Variants: Normal; Small
Cargo Handling System: Used by cargo ships, colony ships and troop ships to enable faster cargo loading or unloading. Increase in load speed is calculated by dividing total load time by tractor strength. Each beam of this type adds 20 to tractor strength
Variants: Standard; Improved; Advanced; Grav-Assisted
Bridge: Essential for every ship and the location of the ship commander
Cargo Hold: Allows ship to transport 25000\5000 cargo points.
Variants: Standard; Small
Colonization Cost Reduction: Reduces the colony cost of planets or moons by the specified amount
Variants: 5% 10% 15% 20% 25% 30% 35% 40% 50%
Fuel Storage: Fuel storage for ultra large ships or fuel tankers. Standard Fuel Storage is available by default, with smaller (Small 10k, and Tiny 5k) and larger (Large 250k, Very Large 1m, and Ultra Large 5m) variants available for research. Each module can hold the specified amount of litres of fuel.
Cost: 3000;1000;1000;1000;2500;5000
Variants: Tiny;Small;Standard;Large;Very Large;Ultra Large
Compressed Fuel Storage System: Fuel storage for ships. Standard Compressed Fuel Storage System can be only found ruins, with smaller (Small ???k, and Tiny ???k) and larger (Large 375k, and Very Large 1.5m) variants available for research. Each Compressed Fuel Storage System can hold the specified amount of litres of fuel.
Variants: Tiny;Small;Standard;Large;Very Large
Cryogenic Transport: Provides transport for colonists. Each Cryogenic Transport module can transport 10,000 colonists, Each Small Cryogenic Transport can provide cryogenic berths for up to 200 people in an emergency, and Each Emergency can provide cryogenic berths for up to 1000 people, and often used on hospital ships.
Cost: 1000; 1000; 2000
Prequel tech's: Trans-Newtonian Technology
Variants: Standard;Small;Emergency
Flag Bridge: Houses a Task Force Command Staff
Cost: 1000
Prequel tech's: Bridge
Engineering Section: Engineering Space. Reduces chance of failure and adds maintenance supply capacity.
Cost: Default;2000;4000;6000
Variants: Standard;Small;Tiny;Fighter
Combat Drop Module: Used for planetary assaults or boarding. Troops in drop modules lose morale over time.
Variants: Battalion; Company
Combat Drop Module (Cryo): Used for planetary assaults or boarding. Troops in cryo drop modules do not lose morale.
Variants: Battalion;Company
Hangar Deck:
Maintenance module:
Orbital Habitat Module:
Ship to Ship Tractor Beam:
Recreational Module:
Salvage Module: A ship component that allows a ship to salvage wrecks. This module provides for the ability to process XXX tonnes of debris per day.
Prequel tech's: Trans-Newtonian Technology
Variants: 500; 750; 1000; 1350; 1800; 2500
Troop Transport Bay: Small version provides enough capacity to transport a Marine Company, while the larger provides enough capacity to transport one battalion of ground forces.
Cost: 2000;2000
Prequel tech's: Trans-Newtonian Technology
Variants: Standard; Small

Garrison Battalion:
Cost: 1000
Prequel tech's: Trans-Newtonian Technology
Mobile Infantry Battalion:
Cost: 2500
Prequel tech's: Trans-Newtonian Technology
Assault Infantry Battalion:
Cost: 5000
Prequel tech's: Mobile Infantry Battalion
Heavy Assault Battalion:
Cost: 10000
Prequel tech's: Assault Infantry Battalion
Marine:
Cost: 10000  ; 5000
Prequel tech's: Assault Infantry Battalion
Variants: Company; Battalion
Combat Engineer Battalion:
Cost: 10000
Prequel tech's: Assault Infantry Battalion
Headquarters:
Cost: 5000;10000
Prequel tech's: Mobile Infantry Battalion
Variants: Brigade; Divisional
Replacement Battalion:
Cost: 500
Prequel tech's: Trans-Newtonian Technology
Construction Brigade:
Cost: 5000
Prequel tech's: Trans-Newtonian Technology

Missiles / Kinetic Weapons

Railgun: The 'calibre' of the weapon.
Variants: 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm
Advanced Railgun: The 'calibre' of the weapon. Can only be found in ruins, not researched.
Variants: 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm
Railgun Launch Velocity:
Variants: 1; 2; 3; 4; 5; 6; 7; 8; 9
Gauss Cannon Launch Velocity:
Variants: 1; 2; 3; 4; 5; 6
Gauss Cannon Rate of Fire:
Variants: 1; 2; 3; 4; 5; 6; 8
Gauss Cannon Size vs Accuracy:
Variants: 0.5HS and 8%; 0.6HS and 10%; 0.75HS and 12.5%; 1.5HS and 25%; 1HS and 17%; 2HS and 33%; 3HS and 50%; 4HS and 67%; 5HS and 85%; 6HS and 100%


Power and Propulsion

Capacitor Recharge Rate: The amount of power which an energy weapon will recharge every 5 seconds
Variants: 1;2;3;4;5;6;8;10;12;16;20;25
Fuel Consumption: Improves fuel efficiency. Engines with this technology use only % of the fuel used by engines with no fuel efficiency. Starting level of fuel use is 100%, is 1 Litres per Engine Power Hour.
Variants: Normal; 90%-0.9 Litres; 80%-0.8 Litres; 70%-0.7 Litres; 60%-0.6 Litres; 50%-0.5 Litres; 40%-0.4 Litres; 30%-0.3 Litres; 25%-0.25 Litres; 20%-0.2 Litres; 15%-0.16 Litres; 12.5%-0.125 Litres; 10% - 0.1 Litres;
Jump Drive Efficiency: Jump engines with higher levels of jump drive efficiency will permit larger ships to jump than lower efficiency engines of the same size. Ships with military engines are unable to traverse a wormhole created by a commercial jump engine and vice versa
Variants: 10; 12; 15; 18; 21; 25; 4; 5; 6; 8
Max Jump Squadron Size: A jump engine with this technology will hold open a jump point long enough for ten ships to transit, including the jump ship
Variants: 10 (Size x 2.4); 11 (Size x 2.6); 12 (Size x 3.0); 3 (Size x 1.0); 4 (Size x 1.1); 5 (Size x 1.2); 6 (Size x 1.3); 7 (Size x 1.4); 8 (Size x 1.5); 9 (Size x 1.6)
Max Squadron Jump Radius: The maximum distance in thousands of kilometres at which a ship equipped with a jump engine with this technology will emerge from a jump point
Variants: 1000k (Size x 1.25); 100k (Size x 1.05); 1500k (Size x 1.3); 2000k (Size x 1.4); 2500k (Size x 1.5); 250k (Size x 1.1); 3000k (Size x 1.6); 4000k (Size x 1.8) ; 500k (Size x 1.15); 50k (Size x 1.0); 750k (Size x 1.2)
Maximum Engine Power Modifier: Engines can be boosted by up to 75%. Fuel efficiency Modifier is (4^Engine Power Modifier)/4
Variants: x1; x1.25; x1.5; x1.75; x2; x2.5; x3
Minimum Engine Power Modifier: Engines can be reduced in power to 10%. Fuel efficiency Modifier is (10^Engine Power Modifier)/10
Variants: x0.1; x0.15; x0.2; x0.25; x0.3; x0.4; x0.5
Minimum Jump Engine Size: The minimum size of a jump engine
Variants: 10; 12; 15; 2; 3; 4; 5; 6; 8
Reactor Power Boost: Provides a power increase for reactors but also increases the chance of an explosion if the reactor is damaged
Cost: 1000;2000;3000;5000;7500;12500;25000;50000
Variants: 5%, Explosion 7%; 10%, Explosion 10%; 15%, Explosion 12%; 20%, Explosion 16%; 25%, Explosion 20%; 30%, Explosion 25%; 40%, Explosion 30%; 50%, Explosion 35%
Engine Technology:
Cost: 500;2500;5000;10000;20000;40000;80000;150000;380000;600000;1250000;2500000;5000000
Variants: Conventional, Nuclear Thermal, Nuclear Pulse, Ion, Magneto-plasma, Internal Confinement Fusion, Magnetic Confinement Fusion, Inertial Confinement Fusion, Solid Core Anti-matter, Gas Core Anti-matter, Plasma Core Anti-matter, Beam Core Anti-matter, Photonic
Reactor Technology:
Cost: 1500;3000;6000;120000;24000;45000;90000;180000;375000;750000;1500000;3000000
Variants: Pressurised Water Reactor, Pebble Bed Reactor Technology, Gas-Cooled Fast Reactor Technology, Stellarator Fusion Reactor Technology, Tokamak Fusion Reactor Technology, Magnetic Confinement Fusion Reactor Technology, Inertial Confinement Fusion Reactor Technology, Solid-core Anti-matter Power Plant Technology, Gas-core Anti-matter Power Plant Technology, Plasma-core Anti-matter Power Plant Technology, Beam Core Anti-matter Power Plant Technology, Vacuum Energy Power Plant Technology

Sensors and Fire Control

Active Grav Sensor Strength: Active sensor strength per hull space of the component. Provides the strength of the output pulse for active sensors, which are used to detect alien ships based on their size. The active pulse can be detected by EM sensors
Variants: 10 12 16 21 28 36 48 60 80 100 135 180
Beam Fire Control Range: Maximum beam fire control range for a size 1 beam fire control ship component. Components may be built up to size 4 with a corresponding linear increase in range
Variants: 10,000 km; 16,000 km; 24,000 km; 32,000 km; 40,000 km; 48,000 km; 60,000 km; 75,000 km; 100,000 km; 125,000 km; 150,000 km; 175,000 km
Electronic Warfare: Prerequisite technology for Electronic countermeasures and Electronic counter-countermeasures
Electronic Counter-countermeasures: ECCM is a ship component that may be linked to a fire control system. Each level of ECCM reduces the ECM strength of the fire control's target by 1 level
Prequel tech's: Electronic Warfare
Variants: 1; 10; 2; 3; 4; 5; 6; 7; 8; 9
Electronic Countermeasures: Each level of ECM possessed by a ship makes it a harder target for beam fire control to hit and reduces the range at which a missile fire control system may track it
Prequel tech's: Electronic Warfare
Variants: 1; 2; 3; 4; 5; 6; 7; 8; 9; 10
Compact Electronic Counter-countermeasures: ECCM is a ship component that may be linked to a fire control system. Each level of ECCM reduces the ECM strength of the fire control's target by 1 level. Compact ECCM provides the same level of ECCM but is a smaller system than regular ECCM
Variants: 1; 10; 2; 3; 4; 5; 6; 7; 8; 9
Compact Electronic Countermeasures: Each level of ECM possessed by a ship makes it a harder target for beam fire control to hit and reduces the range at which a missile fire control system may track it. Compact ECM provides the same level of ECM but is a smaller system than regular ECM
Variants: 1; 10; 2; 3; 4; 5; 6; 7; 8; 9
Small Craft Electronic Counter-countermeasures: ECCM is a ship component that may be linked to a fire control system. Each level of ECCM reduces the ECM strength of the fire control's target by 1 level. Compact ECCM provides the same level of ECCM but is a smaller system than regular ECCM
Variants: 1; 2; 3; 4; 5
Small Craft Electronic Countermeasures -: Each level of ECCM possessed by a ship makes it a harder target for beam fire control to hit and reduces the range at which a missile fire control system may track it. Compact ECM provides the same level of ECM but is a smaller system than regular ECM
Variants: 1; 2; 3; 4; 5
Electronic Hardening Level: Protects an electronic system against anti-electronic weapons or effects, such as a high power microwave. Level 2 provides a 50% chance of protection
Variants: 0; 1; 2; 3; 4; 5; 6; 7; 8
EM Sensor Sensitivity: Electromagnetic sensor strength per hull space of the sensor component. EM sensors detect alien active sensor emissions and the shield output of alien ships. They provide the 'listening' portion of active sensors.
Variants: 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75
Fire Control Speed Rating: The maximum target speed that a beam fire control ship component can engage without a penalty to accuracy. Components may be increased in size to increase their speed rating
Variants: 1250 km/s; 2000 km/s; 3000 km/s; 4000 km/s; 5000 km/s; 6250 km/s; 8000 km/s; 10,000 km/s; 12,500 km/s; 15,000 km/s; 20,000 km/s; 25,000 km/s
Geological Survey Sensors: Allows a ship to survey system bodies for mineral deposits or alien ruins. Provides 1/2/3/5 survey point per hour
Cost: 1000  ; 10,000 ; 35,000 ; 100,000
Variants: Standard; Improved; Advanced; Phased
Gravitational Survey Sensors: Allows a ship to survey for jump points by visiting survey locations. Provides 1/2/3/5 survey point per hour
Cost: 2000  ; 10,000 ; 35,000 ; 100,000
Variants: Standard; Improved; Advanced; Phased
Max Tracking Time Bonus vs Missiles: This bonus will allow increased tracking speeds against missiles based on the length of time the missiles have been tracked
Cost: 1000 ; 4000 ; 12,000 ; 40,000 ; 120,000 ; 400,000
Variants: 0%  ; 20% ; 40% ; 60% ; 80% ; 100%
Missile ECM: Missile ECM. Makes the missile harder for hit by reducing the accuracy of beam fire control and reducing the range of hostile missile fire control.
Variants: 1; 2; 3; 4; 5; 6; 7; 8; 9; 10
Missile Fire Control: This active sensor is designed as a fire control system.
Planetary Sensor Strength: Increases the sensor strength of each Deep Space Tracking Station. A population has a sensor strength equal to the Planetary Sensor Strength x Number of Tracking Station.
Variants: 250; 300; 400; 550; 700; 900; 1200; 1600; 2000; 2500; 3000; 3750
Thermal Sensor Sensitivity: Thermal sensor strength per hull space of the sensor component. Thermal sensors detect the engine output of alien ships
Variants: 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75



  • Missile Agility

100 per MSP; 128 per MSP; 160 per MSP; 20 per MSP; 200 per MSP; 240 per MSP; 32 per MSP; 320 per MSP; 400 per MSP; 48 per MSP; 64 per MSP; 80 per MSP

  • Missile Launcher Reload Rate

1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9

  • Missile Launcher Size

1; 10; 11; 12; 14; 16; 18; 2; 20; 24; 3; 4; 5; 6; 7; 8; 9


  • Advanced Particle Beam Warhead

11; 15; 20; 25; 3; 32; 4; 45; 5; 64; 8


  • Gun-Type Fission Warhead: Strength: 2 x MSP
  • Implosion Fission Warhead: Strength: 3 x MSP
  • Levitated-Pit Implosion Warhead: Strength: 4 x MSP
  • Fusion-boosted Fission Warhead: Strength: 5 x MSP
  • Two-stage Thermonuclear Warhead: Strength: 6 x MSP
  • Three-stage Thermonuclear Warhead: Strength: 8 x MSP
  • Cobalt Warhead: Strength: 10 x MSP
  • Tri-Cobalt Warhead: Strength: 12 x MSP
  • Antimatter Catalysed Cobalt Warhead: Strength: 16 x MSP
  • Antimatter Warhead: Strength: 20 x MSP
  • Advanced Antimatter Warhead: Strength: 24 x MSP
  • Gravatonic Warhead: Strength: 30 x MSP


  • Infrared Laser 500
  • Visible Light Laser 2000
  • Near Ultraviolet Laser 4000
  • Ultraviolet Laser 8000
  • Far Ultraviolet Laser 16000
  • Soft X-ray Laser 30000
  • X-Ray Laser 60000
  • Far X-Ray Laser 125000
  • Extreme X-ray Laser 250000
  • Near Gamma Ray Laser 500000
  • Gamma Ray Laser 1000000
  • Far Gamma Ray Laser 2000000
  • Soft Xray Laser Warhead 15000
  • X-Ray Laser Warhead 30000
  • Far X-Ray Laser Warhead 50000
  • Extreme X-Ray Laser Warhead 120000
  • Enhanced Radiation Warhead

(20% Yield, 5x Rad); (25% Yield, 4x Rad); (33% Yield, 3x Rad); (50% Yield, 2x Rad)

  • Conventional Armour
  • Structural Shell




  • Box Launcher 0.15 Size / 15x (No internal reload)
  • Broadband Sensor


  • Conventional ICBM


  • Fire Control

50% Size 50% Tracking Speed; Normal Size Normal Speed; 1.25x Size 1.25x Tracking Speed; 1.5x Size 1.5x Tracking Speed; 1.75x Size 1.75x Tracking Speed; 2x Size 2x Tracking Speed; 3x Size 3x Tracking Speed; 4x Size 4x Tracking Speed;

25% Size 25% Range; 34% Size 34% Range; 50% Size 50% Range; Normal Size Normal Range 1.5x Size 1.5x Range; 2x Size 2x Range; 3x Size 3x Range; 4x Size 4x Range;




  • Ground Unit Strength

10; 12; 14; 16; 20; 25; 30; 36; 42; 50; 60; 70


  • ICBM Launch Control
  • ICBM Silo
  • Improved Command and Control



  • Magazine Ejection System

70% Chance; 80% Chance; 85% Chance; 90% Chance; 93% Chance; 95% Chance; 97% Chance; 98% Chance; 99% Chance

  • Magazine Feed System Efficiency

75%; 80%; 85%; 90%; 92%; 94%; 96%; 98%; 99%


  • Jump Point Theory
  • Commercial Jump Drive
  • Military Jump Drive
  • Minimum Cloak Size

10; 12; 15; 2; 20; 25; 3; 4; 6; 8


  • Reduced-size Laser

0.5 Size / 20x Recharge; 0.75 Size / 4x Recharge

  • Reduced-size Launcher

0.25 Size / 100x Reload; 0.33 Size / 20x Reload; 0.5 Size / 5x Reload; 0.75 Size / 2x Reload

  • Shield Regeneration Rate

1; 1.5; 10; 12; 15; 2; 2.5; 3; 4; 5; 6; 8


  • Ship-based System
  • PDC-based System
  • Fighter Only
  • Search Sensor
  • No Hyper Drive Capability
  • No Missile ECM
  • No Reactor Power Boost
  • No Restrictions


  • Standard Mount
  • Spinal Mount
  • Advanced Spinal Mount
  • Standard Laser Size and Recharge Rate
  • Standard Size and Reload Rate
  • Swarm Extraction Module

Contributors

Havan IronOak, Kelewan, Mor, Zook