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Difference between revisions of "Technology"
(Rearranged techs in each category to be in research order, tech categories to be alphabetical, added links, assorted cleanup) |
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==Biology / Genetics== | ==Biology / Genetics== | ||
− | Biology, Genetics, evolution shapes the creatures on a world to better fit their environment over the | + | 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. |
{{Tech table|start}} | {{Tech table|start}} | ||
{{Tech table| | {{Tech table| | ||
|name = Genome Sequence Research | |name = Genome Sequence Research | ||
− | |prequel = | + | |prequel = |
|cost = 5000 | |cost = 5000 | ||
|description= 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. | |description= 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. | ||
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = Base Gravity | + | |name = Base Gravity |
|prequel = Genome Sequence | |prequel = Genome Sequence | ||
|cost = | |cost = | ||
− | |variants = Normal, +15% | + | |variants = Normal, +15%; +30%; +45%; +60%; +75%; -15%; -30%; -45%; -60%; -75% |
|description= The amount by which the new midpoint of the gravity tolerance differs from that of the base species. | |description= The amount by which the new midpoint of the gravity tolerance differs from that of the base species. | ||
}} | }} | ||
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|prequel = Genome Sequence | |prequel = Genome Sequence | ||
|cost = | |cost = | ||
− | |variants = Normal | + | |variants = Normal; +15%; +30%; +45%; +60%; +75%; +90%; -15%; -30%; -45%; -60%; -75% |
|description= The amount by which the new midpoint of the oxygen tolerance differs from that of the base species | |description= The amount by which the new midpoint of the oxygen tolerance differs from that of the base species | ||
}} | }} | ||
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|prequel = Genome Sequence | |prequel = Genome Sequence | ||
|cost = | |cost = | ||
− | |variants = Normal | + | |variants = Normal; +15C; +30C; +45C; +60C; +75C; -15C; -30C; -45C; -60C; -75C; -90C |
|description= The amount by which the new midpoint of the temperature tolerance differs from that of the base species | |description= The amount by which the new midpoint of the temperature tolerance differs from that of the base species | ||
}} | }} | ||
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|prequel = Genome Sequence | |prequel = Genome Sequence | ||
|cost = | |cost = | ||
− | |variants = Normal | + | |variants = Normal; +3 degrees; +6 degrees; +10 degrees; +15 degrees; +20 degrees; +25 degrees |
|description= The numbers of degrees by which this new species exceeds the range tolerance of the base species | |description= The numbers of degrees by which this new species exceeds the range tolerance of the base species | ||
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = Terraforming Module | + | |name = [[Terraforming module|Terraforming Module]] |
− | |prequel = Trans-Newtonian Technology | + | |prequel = Trans-Newtonian Technology |
|cost = | |cost = | ||
− | |variants = | + | |variants = |
− | |description= A ship component that allows a ship to perform the same task as a | + | |description= A ship component that allows a ship to perform the same task as a [[Terraforming Installation]] when it is in orbit of a colony |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
|name = Terraforming Rate | |name = Terraforming Rate | ||
− | |prequel = Trans-Newtonian Technology | + | |prequel = Trans-Newtonian Technology |
|cost = | |cost = | ||
− | |variants = 0.0012 atm | + | |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 |
− | |description= The amount of gas (measured in atmospheric pressure) produced in one year by one | + | |description= The amount of gas (measured in atmospheric pressure) produced in one year by one [[Terraforming Installation]] or [[terraforming module]]. |
}} | }} | ||
{{Tech table|end}} | {{Tech table|end}} | ||
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{{Tech table| | {{Tech table| | ||
|name = Trans-Newtonian Technology | |name = Trans-Newtonian Technology | ||
− | |prequel = | + | |prequel = |
|cost = 1000 | |cost = 1000 | ||
− | |variants = | + | |variants = |
− | |description= The starting tech for all | + | |description= 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. |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = Asteroid Mining Module | + | |name = [[Asteroid Mining Module]] |
|prequel = Trans-Newtonian Technology | |prequel = Trans-Newtonian Technology | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = |
− | |description= A ship component that allows a ship to perform the same task as an | + | |description= 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 |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
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|prequel = Trans-Newtonian Technology | |prequel = Trans-Newtonian Technology | ||
|cost = | |cost = | ||
− | |variants = 12 BP | + | |variants = 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 36 BP; 42 BP; 50 BP; 60 BP; 70 BP |
− | |description= Annual construction rate for one unit of Industrial Capacity | + | |description= Annual construction rate for one [[Construction Factory|unit of Industrial Capacity]] |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
|name = Expand Civilian Economy by | |name = Expand Civilian Economy by | ||
− | |prequel = | + | |prequel = |
|cost = | |cost = | ||
− | |variants = 20% | + | |variants = 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20% |
− | |description= Expands the civilian economy, increasing the wealth gained from income and corporate taxes and expanding trade | + | |description= Expands the civilian economy, increasing the [[wealth]] gained from income and corporate taxes and expanding trade |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = Fighter Production Rate | + | |name = Fighter Production Rate |
|prequel = Trans-Newtonian Technology | |prequel = Trans-Newtonian Technology | ||
|cost = | |cost = | ||
− | |variants = 12 BP | + | |variants = 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP |
− | |description= Annual production rate for a Fighter Factory | + | |description= Annual production rate for a [[Fighter Factory]]] |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
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|prequel = Trans-Newtonian Technology | |prequel = Trans-Newtonian Technology | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 48,000 Litres; 56,000 Litres; 64,000 Litres; 80,000 Litres; 100,000 Litres; 120,000 Litres; 144,000 Litres; 168,000 Litres; 200,000 Litres; 240,000 Litres; 280,000 Litres |
− | |description= Increase the annual fuel production for each Fuel Refinery to specified amount. | + | |description= Increase the annual fuel production for each [[Fuel Refinery]] to specified amount. |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = Jump Gate Construction Module | + | |name = [[Jump Gate Construction Module]] |
|prequel = Jump Point Theory | |prequel = Jump Point Theory | ||
|cost = | |cost = | ||
− | |variants = 20 | + | |variants = 180; 150; 120; 90; 60; 45; 30; 20 |
|description= A ship equipped with this module can construct a jump gate in the specified amount of days | |description= A ship equipped with this module can construct a jump gate in the specified amount of days | ||
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = Small Jump Gate Construction Module | + | |name = Small [[Jump Gate Construction Module]] |
|prequel = Jump Point Theory | |prequel = Jump Point Theory | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = |
|description= A ship equipped with this module can construct a jump gate in 360 days | |description= A ship equipped with this module can construct a jump gate in 360 days | ||
}} | }} | ||
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|prequel = Trans-Newtonian Technology | |prequel = Trans-Newtonian Technology | ||
|cost = | |cost = | ||
− | |variants = 12 tons | + | |variants = 12 tons; 14 tons; 16 tons; 20 tons; 25 tons; 30 tons; 36 tons; 42 tons; 50 tons; 60 tons; 70 tons |
− | |description= 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 | + | |description= 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 accessibility, one tenth annual rate for 0.1 accessibility, etc. |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = Research Rate | + | |name = Research Rate |
|prequel = Trans-Newtonian Technology | |prequel = Trans-Newtonian Technology | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 240 RP; 280 RP; 320 RP; 400 RP; 500 RP; 600 RP; 720 RP; 840 RP; 1000 RP; 1200 RP; 1500 RP |
− | |description= The basic number of research points produced by each Research | + | |description= The basic number of research points produced by each [[Research Lab]] per year. This can be increased by the research bonus of the [[Leaders|scientist]] leading the project |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = Shipbuilding Rate | + | |name = Shipbuilding Rate |
|prequel = Trans-Newtonian Technology | |prequel = Trans-Newtonian Technology | ||
|cost = | |cost = | ||
− | |variants = 1000 BP | + | |variants = 560 BP; 750 BP; 1000 BP; 1300 BP; 1600 BP; 2100 BP; 2750 BP; 3500 BP; 4600 BP; 6000 BP; 8000 BP |
− | |description= The number of build points produced by each Shipyard per year. This can be increased by the Shipbuilding bonus of the planetary governor | + | |description= The number of build points produced by each [[Shipyard]] per year. This can be increased by the Shipbuilding bonus of the [[Leaders|planetary governor]] |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
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|prequel = Trans-Newtonian Technology | |prequel = Trans-Newtonian Technology | ||
|cost = | |cost = | ||
− | |variants = Normal | + | |variants = Normal; 5% Time/Cost Saving; 10% Time/Cost Saving; 20% Time/Cost Saving; 30% Time/Cost Saving; 40% Time/Cost Saving; 50% Time/Cost Saving |
− | |description= Making changes to shipyards, such as adding slipways and capacity or retooling for different classes requires less % time than normal | + | |description= Making changes to [[shipyards]], such as adding slipways and capacity or retooling for different classes requires less % time than normal |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = Sorium Harvester | + | |name = [[Sorium Harvester]] |
|prequel = Trans-Newtonian Technology | |prequel = Trans-Newtonian Technology | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = |
|description= 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. | |description= 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. | ||
}} | }} | ||
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|prequel = Trans-Newtonian Technology | |prequel = Trans-Newtonian Technology | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = |
− | |description= Allow construction of underground infrastructure | + | |description= Allow construction of [[underground infrastructure]] |
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Ordnance Production | ||
+ | |prequel = Trans-Newtonian Technology | ||
+ | |cost = | ||
+ | |variants = 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP | ||
+ | |description= Rate of production per [[Ordnance Factory]] | ||
}} | }} | ||
{{Tech table|end}} | {{Tech table|end}} | ||
==Defensive Systems== | ==Defensive Systems== | ||
− | + | ||
{{Tech table|start}} | {{Tech table|start}} | ||
{{Tech table| | {{Tech table| | ||
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|prequel = Trans-Newtonian Technology | |prequel = Trans-Newtonian Technology | ||
|cost = | |cost = | ||
− | |variants = Duranium | + | |variants = Duranium; High Density Duranium; Composite; Ceramic Composite; Laminate Composite; Compressed Carbon; Biphase Carbide; Crystalline Composite; Superdense; Bonded Superdense; Coherent Superdense; Collapsium Armour |
− | |description= Armour is used for the hull of all ships. | + | |description= Armour is used for the hull of all ships. |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
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|prequel = Trans-Newtonian Technology | |prequel = Trans-Newtonian Technology | ||
|cost = | |cost = | ||
− | |variants = Alpha | + | |variants = Alpha; Beta; Gamma; Delta; Epsilon; Theta; Xi; Omicron; Sigma; Tau; Psi; Omega Shields |
− | |description= The level of shield technology. Higher level shields provide more protection for the same size shield generator. Shields regenerate over time. | + | |description= The level of [[shield]] technology. Higher level shields provide more protection for the same size shield generator. Shields regenerate over time. |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
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|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = 3 | + | |variants = 3; 4.5; 6; 7.5; 9; 12; 15; 18; 24; 30; 36; 45 |
− | |description= The strength per HS of absorption shield technology. | + | |description= The strength per HS of absorption [[shield]] technology. |
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = AS Radiation Rate per HS per Minute | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |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 | ||
+ | |description= The amount of power that a [[shield]] generator with this technology will regenerate over a 300 second period. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Cloaking]] Theory | ||
+ | |prequel = Trans-Newtonian Technology | ||
+ | |cost = | ||
+ | |variants = | ||
+ | |description= Basis of various cloaking technologies. Another remarkable new physics enabled by TNEs is the cloaking effect. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Cloak Sensor Reduction | ||
+ | |prequel = Cloaking Theory | ||
+ | |cost = | ||
+ | |variants = 75% 80% 85% 90% 93% 95% 97% 98% 99% 99.5% | ||
+ | |description= The reduction in range of hostile sensors when trying to detect a ship equipped with this type of [[Cloaking Device|cloak]] | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Cloaking Efficiency | ||
+ | |prequel = Cloaking Theory | ||
+ | |cost = | ||
+ | |variants = 3; 4; 5; 6; 8; 10; 12; 15 | ||
+ | |description= Cloaking efficiency is similar to [[jump drive]] efficiency. The higher the efficiency, the larger the ship to which a [[Cloaking Device|device]] of a given size can be fitted | ||
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = Damage Control |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = Standard; Improved; Advanced |
|description= A system that allows ship to carry out emergency damage repairs without the need for a shipyard. | |description= A system that allows ship to carry out emergency damage repairs without the need for a shipyard. | ||
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = Thermal Reduction: Signature |
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 100% Normal; 75% Normal; 50% Normal; 35% Normal; 25% Normal; 16% Normal; 12% Normal; 8% Normal; 6% Normal; 4% Normal; 3% Normal; 2% Normal; 1% Normal | ||
+ | |description= Reduces the thermal output of engines, making them harder for thermal sensors to detect. | ||
+ | }} | ||
+ | {{Tech table|end}} | ||
+ | |||
+ | ==Energy Weapons== | ||
+ | |||
+ | {{Tech table|start}} | ||
+ | {{Tech table| | ||
+ | |name = [[Laser]] Focal Size | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm | ||
+ | |description= The 'calibre' of the weapon. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Advanced [[Laser]] Focal Size | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = | ||
+ | |description= The 'calibre' of the weapon. Can only be found in ruins, not researched. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Particle Beam]] Range | ||
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 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; 1,000,000 km; 1,200,000 km |
− | |description= | + | |description= |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = [[Particle Beam]] Strength |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 2; 3; 4; 6; 9; 12; 16; 20; 25; 36; 50 |
− | |description= | + | |description= |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = [[Meson]] Focusing Technology |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10; 11; 12 |
− | |description= | + | |description=Allows the creation of meson cannon with the specified Focal Size (or calibre). |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = [[Meson]] Focal Size |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm |
− | |description= | + | |description= The 'calibre' of the weapon. |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = [[Plasma Carronade]] |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm |
− | |description= | + | |description= The 'calibre' of the weapon. |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = Advanced [[Plasma Carronade|Carronade]] |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm |
− | |description= | + | |description= The 'calibre' of the weapon. Can only be found in ruins, not researched. |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = [[Microwave]] Focal Size |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm |
− | |description= | + | |description= The 'calibre' of the weapon. |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = [[Microwave]] Focusing Technology |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10; 11; 12 |
− | |description= | + | |description= |
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = [[Turret]] Tracking Speed (10% Gear) |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |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; 16,000 km/s; 20,000 km/s; 25,000 km/s |
− | |description= | + | |description= |
}} | }} | ||
{{Tech table|end}} | {{Tech table|end}} | ||
− | == | + | |
+ | ==Logistics / Ground Combat== | ||
{{Tech table|start}} | {{Tech table|start}} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = [[Cargo Handling System]] |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
+ | |variants = Standard(5); Improved(10); Advanced(20); Grav-Assisted(40) | ||
+ | |description= 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 the specified amount to tractor strength | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Bridge]] | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = | ||
+ | |description= Essential for every ship over 1000 tons, and the location of the ship commander | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Cargo Hold]] | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = Standard(25,000); Small(5,000) | ||
+ | |description= Allows ship to transport the specified amount of cargo points | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Colonies|Colonization]] Cost Reduction | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 5%; 10%; 15%; 20%; 25%; 30%; 35%; 40%; 50% | ||
+ | |description= Reduces the colony cost of planets or moons by the specified amount | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Combat Drop Module]] | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = Battalion; Company | ||
+ | |description= Used for planetary assaults or boarding. Troops in drop modules lose morale over time. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Combat Drop Module]] (Cryo) | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = Battalion; Company | ||
+ | |description= Used for planetary assaults or boarding. Troops in cryo drop modules do not lose morale. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Cryogenic Transport]] | ||
+ | |prequel = Trans-Newtonian Technology | ||
+ | |cost = 1000; 1000; 2000 | ||
+ | |variants = Standard(10,000); Small(1,000); Emergency(200) | ||
+ | |description= Provides transport for colonists or hospital ships. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Engineering Section]] | ||
+ | |prequel = | ||
+ | |cost = Default; 2000; 4000; 6000 | ||
+ | |variants = Standard; Small; Tiny; Fighter | ||
+ | |description= Engineering Space. Reduces chance of failure and adds maintenance supply capacity. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Flag Bridge]] | ||
+ | |prequel = Bridge | ||
+ | |cost = 1000 | ||
|variants = | |variants = | ||
− | |description= | + | |description= Houses a Task Force Command Staff |
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Fuel Storage]] | ||
+ | |prequel = | ||
+ | |cost = 3000; 1000; 500; 1000; 2500; 5000 | ||
+ | |variants = Tiny(5,000); Small(10,000); Standard(50,000); Large(250,000); Very Large(1,000,000); Ultra Large(5,000,000) | ||
+ | |description= Fuel storage for ships or fuel tankers. Each module can hold the specified amount of litres of fuel. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Compressed [[Fuel Storage]] System | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = Tiny(7,500); Small(15,000); Standard(75,000); Large(375,000); Very Large(1,500,000) | ||
+ | |description= Fuel storage for ships. Standard Compressed Fuel Storage System can be only found ruins, with smaller and larger variants available for research. Each Compressed Fuel Storage System can hold the specified amount of litres of fuel. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Hangar deck|Hangar Deck]] | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = Hangar(1000 tons); Normal(250 tons); Small(125 tons) | ||
+ | |description= Allows a fighter or ship of up to the specified size to dock within the mothership. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Maintenance module]] | ||
+ | |prequel = | ||
+ | |cost = 5000 | ||
+ | |variants = | ||
+ | |description= A ship component that is added to the total maintenance facilites of a population if the ship/PDC is on the same planet or in near orbit | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Maintenance Storage Bay|Additional Maintenance Storage]] | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = | ||
+ | |description= Allows a ship to carry additional maintenance supplies | ||
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = [[Orbital Habitat Module]] |
|prequel = | |prequel = | ||
+ | |cost = 5000 | ||
+ | |variants = | ||
+ | |description= Provides life support for up to 50000 workers. Useful for space stations | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Recreational Module]] | ||
+ | |prequel = | ||
+ | |cost = 5000 | ||
+ | |variants = | ||
+ | |description= A recreational module provides entertainment for ships or bases on deep deployments | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Salvage]] Module | ||
+ | |prequel = Trans-Newtonian Technology | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 500; 750; 1000; 1350; 1800; 2500 |
− | |description= | + | |description= A ship component that allows a ship to salvage wrecks. This module provides for the ability to process the specified number of tonnes of debris per day. |
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = [[Ship to Ship Tractor]] Beam | ||
+ | |prequel = | ||
+ | |cost = 5000 | ||
+ | |variants = | ||
+ | |description= A tractor beam capable of attaching one ship to another | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Troop Transport Bay | ||
+ | |prequel = Trans-Newtonian Technology | ||
+ | |cost = 2000; 2000 | ||
+ | |variants = Standard; Small | ||
+ | |description= Small version provides enough capacity to transport a Marine Company, while the larger provides enough capacity to transport one battalion of ground forces. | ||
+ | }} | ||
+ | {{Tech table|end}} | ||
+ | |||
+ | ---- | ||
+ | {{Tech table|start}} | ||
+ | {{Tech table| | ||
+ | |name = Garrison Battalion | ||
+ | |prequel = Trans-Newtonian Technology | ||
+ | |cost = 1000 | ||
+ | |variants = | ||
+ | |description= | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Mobile Infantry Battalion | ||
+ | |prequel = Trans-Newtonian Technology | ||
+ | |cost = 2500 | ||
+ | |variants = | ||
+ | |description= | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Assault Infantry Battalion | ||
+ | |prequel = Mobile Infantry Battalion | ||
+ | |cost = 5000 | ||
+ | |variants = | ||
+ | |description= | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Heavy Assault Battalion | ||
+ | |prequel = Assault Infantry Battalion | ||
+ | |cost = 10000 | ||
+ | |variants = | ||
+ | |description= | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Marine | ||
+ | |prequel = Assault Infantry Battalion | ||
+ | |cost = 10000 ; 5000 | ||
+ | |variants = Company; Battalion | ||
+ | |description= | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Combat Engineer Battalion | ||
+ | |prequel = Assault Infantry Battalion | ||
+ | |cost = 10000 | ||
+ | |variants = | ||
+ | |description= | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Headquarters | ||
+ | |prequel = Mobile Infantry Battalion | ||
+ | |cost = 5000;10000 | ||
+ | |variants = Brigade; Divisional | ||
+ | |description= | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Replacement Battalion | ||
+ | |prequel = Trans-Newtonian Technology | ||
+ | |cost = 500 | ||
+ | |variants = | ||
+ | |description= | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Construction Brigade | ||
+ | |prequel = Trans-Newtonian Technology | ||
+ | |cost = 5000 | ||
+ | |variants = | ||
+ | |description= | ||
}} | }} | ||
{{Tech table|end}} | {{Tech table|end}} | ||
− | == | + | ==Missiles / Kinetic Weapons== |
{{Tech table|start}} | {{Tech table|start}} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = Railgun |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm |
− | |description= | + | |description= The 'calibre' of the weapon. |
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Advanced Railgun | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm | ||
+ | |description= The 'calibre' of the weapon. Can only be found in ruins, not researched. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Railgun Launch Velocity | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 1; 2; 3; 4; 5; 6; 7; 8; 9 | ||
+ | |description= | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Gauss Cannon Launch Velocity | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 1; 2; 3; 4; 5; 6 | ||
+ | |description= | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Gauss Cannon Rate of Fire | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 1; 2; 3; 4; 5; 6; 8 | ||
+ | |description= | ||
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = Gauss Cannon Size vs Accuracy |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |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% |
− | |description= | + | |description= |
}} | }} | ||
{{Tech table|end}} | {{Tech table|end}} | ||
− | == | + | |
+ | ==Power and Propulsion== | ||
{{Tech table|start}} | {{Tech table|start}} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = Capacitor Recharge Rate |
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 1;2;3;4;5;6;8;10;12;16;20;25 | ||
+ | |description= The amount of power which an energy weapon will recharge every 5 seconds | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Fuel Consumption | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |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; | ||
+ | |description= 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. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Jump Drive Efficiency | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 10; 12; 15; 18; 21; 25; 4; 5; 6; 8 | ||
+ | |description= 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 | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Max Jump Squadron Size | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |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) | ||
+ | |description= A jump engine with this technology will hold open a jump point long enough for ten ships to transit, including the jump ship | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Max Squadron Jump Radius | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |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) | ||
+ | |description= 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 | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Maximum Engine Power Modifier | ||
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = x1; x1.25; x1.5; x1.75; x2; x2.5; x3 |
− | |description= | + | |description= Engines can be boosted by up to 75%. Fuel efficiency Modifier is (4^Engine Power Modifier)/4 |
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Minimum Engine Power Modifier | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = x0.1; x0.15; x0.2; x0.25; x0.3; x0.4; x0.5 | ||
+ | |description= Engines can be reduced in power to 10%. Fuel efficiency Modifier is (10^Engine Power Modifier)/10 | ||
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = Minimum Jump Engine Size |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 10; 12; 15; 2; 3; 4; 5; 6; 8 |
− | |description= | + | |description= The minimum size of a jump engine |
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Reactor Power Boost | ||
+ | |prequel = | ||
+ | |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% | ||
+ | |description= Provides a power increase for reactors but also increases the chance of an explosion if the reactor is damaged | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Engine Technology | ||
+ | |prequel = | ||
+ | |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 | ||
+ | |description= | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Reactor Technology | ||
+ | |prequel = | ||
+ | |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 | ||
+ | |description= | ||
}} | }} | ||
{{Tech table|end}} | {{Tech table|end}} | ||
− | == | + | ==Sensors and Fire Control== |
{{Tech table|start}} | {{Tech table|start}} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = Active Grav Sensor Strength |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 10 12 16 21 28 36 48 60 80 100 135 180 |
− | |description= | + | |description= 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 |
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Beam Fire Control Range | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |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 | ||
+ | |description= 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 | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Electronic Warfare | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = | ||
+ | |description= Prerequisite technology for Electronic countermeasures and Electronic counter-countermeasures | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Electronic Counter-countermeasures | ||
+ | |prequel = Electronic Warfare | ||
+ | |cost = | ||
+ | |variants = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9 | ||
+ | |description= [[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 | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Electronic Countermeasures | ||
+ | |prequel = Electronic Warfare | ||
+ | |cost = | ||
+ | |variants = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10 | ||
+ | |description= 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 | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Compact Electronic Counter-countermeasures | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9 | ||
+ | |description= [[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 | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Compact Electronic Countermeasures | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9 | ||
+ | |description= 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 | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Small Craft Electronic Counter-countermeasures | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 1; 2; 3; 4; 5 | ||
+ | |description= [[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 | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Small Craft Electronic Countermeasures - | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 1; 2; 3; 4; 5 | ||
+ | |description= 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 | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Electronic Hardening Level | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 0; 1; 2; 3; 4; 5; 6; 7; 8 | ||
+ | |description= Protects an electronic system against anti-electronic weapons or effects, such as a high power microwave. Level 2 provides a 50% chance of protection | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = EM Sensor Sensitivity | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75 | ||
+ | |description= 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. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Fire Control Speed Rating | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |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 | ||
+ | |description= 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 | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Geological Survey Sensors | ||
+ | |prequel = | ||
+ | |cost = 1000 ; 10,000 ; 35,000 ; 100,000 | ||
+ | |variants = Standard; Improved; Advanced; Phased | ||
+ | |description= Allows a ship to survey system bodies for mineral deposits or alien ruins. Provides 1/2/3/5 survey point per hour | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Gravitational Survey Sensors | ||
+ | |prequel = | ||
+ | |cost = 2000 ; 10,000 ; 35,000 ; 100,000 | ||
+ | |variants = Standard; Improved; Advanced; Phased | ||
+ | |description= Allows a ship to survey for jump points by visiting survey locations. Provides 1/2/3/5 survey point per hour | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Max Tracking Time Bonus vs Missiles | ||
+ | |prequel = | ||
+ | |cost = 1000 ; 4000 ; 12,000 ; 40,000 ; 120,000 ; 400,000 | ||
+ | |variants = 0% ; 20% ; 40% ; 60% ; 80% ; 100% | ||
+ | |description= This bonus will allow increased tracking speeds against missiles based on the length of time the missiles have been tracked | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Missile ECM | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10 | ||
+ | |description= 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. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Missile Fire Control | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = | ||
+ | |description= This active sensor is designed as a fire control system. | ||
+ | }} | ||
+ | {{Tech table| | ||
+ | |name = Planetary Sensor Strength | ||
+ | |prequel = | ||
+ | |cost = | ||
+ | |variants = 250; 300; 400; 550; 700; 900; 1200; 1600; 2000; 2500; 3000; 3750 | ||
+ | |description= 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. | ||
}} | }} | ||
{{Tech table| | {{Tech table| | ||
− | |name = | + | |name = Thermal Sensor Sensitivity |
|prequel = | |prequel = | ||
|cost = | |cost = | ||
− | |variants = | + | |variants = 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75 |
− | |description= | + | |description= Thermal sensor strength per hull space of the sensor component. Thermal sensors detect the engine output of alien ships |
}} | }} | ||
{{Tech table|end}} | {{Tech table|end}} | ||
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− | * | + | * 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 |
− | * Advanced | + | * 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 | ||
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+ | * 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 Catalysed Cobalt Warhead: Strength: 16 x MSP | ||
* Antimatter Warhead: Strength: 20 x MSP | * Antimatter Warhead: Strength: 20 x MSP | ||
+ | * Advanced Antimatter Warhead: Strength: 24 x MSP | ||
+ | * Gravatonic Warhead: Strength: 30 x MSP | ||
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+ | * 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 | ||
Line 562: | Line 849: | ||
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* Box Launcher 0.15 Size / 15x (No internal reload) | * Box Launcher 0.15 Size / 15x (No internal reload) | ||
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* Broadband Sensor | * Broadband Sensor | ||
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* Conventional ICBM | * Conventional ICBM | ||
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− | * | + | * 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; | |
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− | * | + | * Ground Unit Strength |
− | + | 10; 12; 14; 16; 20; 25; 30; 36; 42; 50; 60; 70 | |
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* ICBM Launch Control | * ICBM Launch Control | ||
* ICBM Silo | * ICBM Silo | ||
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* Improved Command and Control | * Improved Command and Control | ||
− | + | ||
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− | * | + | * 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% | |
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* Jump Point Theory | * Jump Point Theory | ||
− | * | + | * Commercial Jump Drive |
− | + | * Military Jump Drive | |
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− | + | * Minimum Cloak Size | |
− | + | 10; 12; 15; 2; 20; 25; 3; 4; 6; 8 | |
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− | * | + | * Reduced-size Laser |
− | + | 0.5 Size / 20x Recharge; 0.75 Size / 4x Recharge | |
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− | * | + | * Reduced-size Launcher |
− | + | 0.25 Size / 100x Reload; 0.33 Size / 20x Reload; 0.5 Size / 5x Reload; 0.75 Size / 2x Reload | |
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− | * | + | * Shield Regeneration Rate |
− | + | 1; 1.5; 10; 12; 15; 2; 2.5; 3; 4; 5; 6; 8 | |
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* Ship-based System | * Ship-based System | ||
+ | * PDC-based System | ||
+ | * Fighter Only | ||
+ | * Search Sensor | ||
− | * | + | * No Hyper Drive Capability |
− | * | + | * No Missile ECM |
− | * | + | * No Reactor Power Boost |
− | * | + | * No Restrictions |
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+ | * Standard Mount | ||
* Spinal Mount | * Spinal Mount | ||
+ | * Advanced Spinal Mount | ||
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* Standard Laser Size and Recharge Rate | * Standard Laser Size and Recharge Rate | ||
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* Standard Size and Reload Rate | * Standard Size and Reload Rate | ||
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* Swarm Extraction Module | * Swarm Extraction Module | ||
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Latest revision as of 15:45, 15 December 2019
This article is too short to provide more than rudimentary information about the subject. You can help by expanding it. |
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 techs: 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 techs: 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 techs: 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 techs: Genome Sequence Variants: Normal; +3 degrees; +6 degrees; +10 degrees; +15 degrees; +20 degrees; +25 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 techs: 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 techs: 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 techs: Trans-Newtonian Technology |
Construction Rate: Annual construction rate for one unit of Industrial Capacity Prequel techs: 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 techs: 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 techs: Trans-Newtonian Technology Variants: 48,000 Litres; 56,000 Litres; 64,000 Litres; 80,000 Litres; 100,000 Litres; 120,000 Litres; 144,000 Litres; 168,000 Litres; 200,000 Litres; 240,000 Litres; 280,000 Litres |
Jump Gate Construction Module: A ship equipped with this module can construct a jump gate in the specified amount of days Prequel techs: Jump Point Theory Variants: 180; 150; 120; 90; 60; 45; 30; 20 |
Small Jump Gate Construction Module: A ship equipped with this module can construct a jump gate in 360 days Prequel techs: 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 accessibility, one tenth annual rate for 0.1 accessibility, etc. Prequel techs: 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 Lab per year. This can be increased by the research bonus of the scientist leading the project Prequel techs: Trans-Newtonian Technology Variants: 240 RP; 280 RP; 320 RP; 400 RP; 500 RP; 600 RP; 720 RP; 840 RP; 1000 RP; 1200 RP; 1500 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 techs: Trans-Newtonian Technology Variants: 560 BP; 750 BP; 1000 BP; 1300 BP; 1600 BP; 2100 BP; 2750 BP; 3500 BP; 4600 BP; 6000 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 techs: Trans-Newtonian Technology Variants: Normal; 5% Time/Cost Saving; 10% Time/Cost Saving; 20% Time/Cost Saving; 30% Time/Cost Saving; 40% 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 techs: Trans-Newtonian Technology |
Underground Excavation: Allow construction of underground infrastructure Prequel techs: Trans-Newtonian Technology |
Ordnance Production: Rate of production per Ordnance Factory Prequel techs: 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 techs: 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 techs: 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 techs: 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 techs: 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 techs: Cloaking Theory Variants: 3; 4; 5; 6; 8; 10; 12; 15 |
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: 100% Normal; 75% Normal; 50% Normal; 35% Normal; 25% Normal; 16% Normal; 12% Normal; 8% Normal; 6% Normal; 4% Normal; 3% Normal; 2% Normal; 1% 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: 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; 1,000,000 km; 1,200,000 km |
Particle Beam Strength: Variants: 2; 3; 4; 6; 9; 12; 16; 20; 25; 36; 50 |
Meson Focusing Technology: Allows the creation of meson cannon with the specified Focal Size (or calibre). Variants: 1; 2; 3; 4; 5; 6; 7; 8; 9; 10; 11; 12 |
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; 2; 3; 4; 5; 6; 7; 8; 9; 10; 11; 12 |
Turret Tracking Speed (10% Gear): 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; 16,000 km/s; 20,000 km/s; 25,000 km/s |
Logistics / Ground Combat
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 the specified amount to tractor strength Variants: Standard(5); Improved(10); Advanced(20); Grav-Assisted(40) |
Bridge: Essential for every ship over 1000 tons, and the location of the ship commander |
Cargo Hold: Allows ship to transport the specified amount of cargo points Variants: Standard(25,000); Small(5,000) |
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% |
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 |
Cryogenic Transport: Provides transport for colonists or hospital ships. Cost: 1000; 1000; 2000 Prequel techs: Trans-Newtonian Technology Variants: Standard(10,000); Small(1,000); Emergency(200) |
Engineering Section: Engineering Space. Reduces chance of failure and adds maintenance supply capacity. Cost: Default; 2000; 4000; 6000 Variants: Standard; Small; Tiny; Fighter |
Flag Bridge: Houses a Task Force Command Staff Cost: 1000 Prequel techs: Bridge |
Fuel Storage: Fuel storage for ships or fuel tankers. Each module can hold the specified amount of litres of fuel. Cost: 3000; 1000; 500; 1000; 2500; 5000 Variants: Tiny(5,000); Small(10,000); Standard(50,000); Large(250,000); Very Large(1,000,000); Ultra Large(5,000,000) |
Compressed Fuel Storage System: Fuel storage for ships. Standard Compressed Fuel Storage System can be only found ruins, with smaller and larger variants available for research. Each Compressed Fuel Storage System can hold the specified amount of litres of fuel. Variants: Tiny(7,500); Small(15,000); Standard(75,000); Large(375,000); Very Large(1,500,000) |
Hangar Deck: Allows a fighter or ship of up to the specified size to dock within the mothership. Variants: Hangar(1000 tons); Normal(250 tons); Small(125 tons) |
Maintenance module: A ship component that is added to the total maintenance facilites of a population if the ship/PDC is on the same planet or in near orbit |
Additional Maintenance Storage: Allows a ship to carry additional maintenance supplies |
Orbital Habitat Module: Provides life support for up to 50000 workers. Useful for space stations |
Recreational Module: A recreational module provides entertainment for ships or bases on deep deployments |
Salvage Module: A ship component that allows a ship to salvage wrecks. This module provides for the ability to process the specified number of tonnes of debris per day. Prequel techs: Trans-Newtonian Technology Variants: 500; 750; 1000; 1350; 1800; 2500 |
Ship to Ship Tractor Beam: A tractor beam capable of attaching one ship to another |
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 techs: Trans-Newtonian Technology Variants: Standard; Small |
Garrison Battalion: Cost: 1000 Prequel techs: Trans-Newtonian Technology |
Mobile Infantry Battalion: Cost: 2500 Prequel techs: Trans-Newtonian Technology |
Assault Infantry Battalion: Cost: 5000 Prequel techs: Mobile Infantry Battalion |
Heavy Assault Battalion: Cost: 10000 Prequel techs: Assault Infantry Battalion |
Marine: Cost: 10000 ; 5000 Prequel techs: Assault Infantry Battalion Variants: Company; Battalion |
Combat Engineer Battalion: Cost: 10000 Prequel techs: Assault Infantry Battalion |
Headquarters: Cost: 5000;10000 Prequel techs: Mobile Infantry Battalion Variants: Brigade; Divisional |
Replacement Battalion: Cost: 500 Prequel techs: Trans-Newtonian Technology |
Construction Brigade: Cost: 5000 Prequel techs: 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 techs: 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 techs: 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