http://aurorawiki.pentarch.org/api.php?action=feedcontributions&user=Mor&feedformat=atomAuroraWiki - User contributions [en]2024-03-29T08:26:51ZUser contributionsMediaWiki 1.35.0http://aurorawiki.pentarch.org/index.php?title=Fire_Control&diff=6859Fire Control2016-03-06T03:23:47Z<p>Mor: expanded a bit.</p>
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<div>The '''Fire Control''' (FC for short) is a special type of [[sensor]] [[component]] that direct weapon fire. You need [[Missile Fire Control]]s for missiles and [[Beam Fire Control]]s for beam weapons. They cannot detect targets themselves, instead they use data from an [[Active sensor]]s.<br />
<br />
==Overview==<br />
Fire Control system handle weapon targeting and can direct all linked weapons to engage targets. To fire on a target, an [[active sensor]] contact is needed, it does not need to be on the same ship but, it is still a good idea to include some active capability on larger ships as backup. The active sensor you employ should have more range than your fire controls. To fire a weapon, it needs to be assigned to a Fire Control on the same ship and of the right type (missile or beam weapon). Each Fire Control can direct any number of weapons. Having more than one Fire Control on a ship allows you to fire at multiple targets simultaneously by assigning weapons to different Fire Controls.<br />
<br />
==Beam Fire Control==<br />
<br />
[[Beam Fire Control]] should match the tracking speed of the weapon. The minimum of weapon tracking speed, and the rating of the [[Beam Fire Control]] is used, so they should be matched for optimal performance.<br />
<br />
{{expand}}<br />
<br />
==Missile Fire Control==<br />
<br />
[[Missile Fire Control]] should match the range of your missiles, else you either waste fuel or HS for your FCs. Excess MFC range can be useful if you expect enemy [[ECM]] and/or improved, longer ranged missiles. [[Beam Fire Control]]s are more flexible in range, and lasers often cannot be matched by the range of the [[Beam Fire Control]]. However excess range means increased damage over the effective range.<br />
<br />
All missiles that are fired under the control of a single fire control count as one "salvo". Importantly, defensive fire like AMMs or beam PD consider each "salvo" as a separate target. Therefore <br />
* more offensive/ASM Fire Controls allow your broadsides to be divided into more distinct targets, overwhelming enemy PD more easily and <br />
* more defensive/AMM Fire Controls allow to engage more incoming "salvos" simultaneously.<br />
<br />
Example: Lets say you have a broadside of 10 missiles. The enemy has two twin-Gauss-guns turrets that fire a total of 10 shots, which achieve a 90% hit chance against your missiles. Lets assume the enemy uses a single Fire Controls for both Gauss-gun-turrents.<br />
* If you launch your 10 missiles by a single Fire Control, they are all considered to be the same "salvo". When they strike the enemy he will be able to fire all his 10 shots against your 10 missiles, killing all but one.<br />
* However if you would be using two FCs, then you would present 2 salvos of 5 missiles. The single enemy FC could only engage one of the salvos, completely destroying this one. However the second salvo would remain entirely unengaged, so 5 missiles would get trough.<br />
<br />
[[Category:content]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Fire_Control&diff=6858Fire Control2016-03-06T00:27:10Z<p>Mor: lead</p>
<hr />
<div>The '''Fire Control''' (FC for short) is a special type of [[sensor]] [[component]] that direct weapon fire (they do the "aiming" for the weapon). They do not detect targets themselves, instead they use data from an [[Active sensor]]s.<br />
<br />
A weapon needs to be assigned to a Fire Control on the same ship and of the right type (missile or beam weapon). A Fire Control can direct any number of weapons. Having more than one Fire Control on a ship allows you to fire at multiple targets simultaneously by assigning weapons to different Fire Controls.<br />
<br />
All missiles that are fired under the control of a single fire control count as one "salvo". Importantly, defensive fire like AMMs or beam PD consider each "salvo" as a separate target. Therefore <br />
* more offensive/ASM Fire Controls allow your broadsides to be divided into more distinct targets, overwhelming enemy PD more easily and <br />
* more defensive/AMM Fire Controls allow to engage more incoming "salvos" simultaneously.<br />
<br />
Example: Lets say you have a broadside of 10 missiles. The enemy has two twin-Gauss-guns turrets that fire a total of 10 shots, which achieve a 90% hit chance against your missiles. Lets assume the enemy uses a single Fire Controls for both Gauss-gun-turrents.<br />
* If you launch your 10 missiles by a single Fire Control, they are all considered to be the same "salvo". When they strike the enemy he will be able to fire all his 10 shots against your 10 missiles, killing all but one.<br />
* However if you would be using two FCs, then you would present 2 salvos of 5 missiles. The single enemy FC could only engage one of the salvos, completely destroying this one. However the second salvo would remain entirely unengaged, so 5 missiles would get trough.<br />
<br />
[[Category:content]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Planetary_Defence_Centre&diff=6857Planetary Defence Centre2016-03-06T00:18:30Z<p>Mor: replaced: Fire Controls → Fire Control</p>
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<div>'''Planetary Defence Centre''' (abbreviated to PDC) is a ground based [[installations|bunker]] that can perform a variety of military tasks. PDCs are manufactured using industry instead of shipyards. PDCs get a substantive armor level for free and require no upkeep. Certain components cannot be fit on PDCs and certain components can only be fit on PDCs. <br />
<br />
==Overview==<br />
<br />
PDCs get four free layers of armor to represent being dug out of a mountain. They can mount PDC-only [[Fire Control|fire controls]] which get a 1.5x range modifier and PDC-only [[Missile Launcher|missile launchers]] which have half the reload time of ship-based systems. But unable to use certain components such as shields.<br />
<br />
Atmosphere reduces beam damage (except [[mesons]]), so beam weapons will not work on a planet with more than 1 atm, for example Earth. PDCs are typically equipped with long-range sensors and missiles. They can serve as planetary [[fighter]]/FAC bases. Additionally, PDCs require no upkeep and generally used to boost planetary protection value without incurring additional cost.<br />
<br />
PDCs make ideal defensive positions for [[ground forces]], as they are sheltered from orbital bombardment, and receive a combat bonus dependent on the PDCs armor level. If equipped with [[PDC Barracks|barracks]], they can be used to house troops, so that anyone trying to capture the planet would have to capture any PDCs. However, if attacked your population suffers collateral damage and the planetary environment is damaged. One option is to base your PDCs on nearby moons rather than on the populated planet, so you get the armour advantage without endangering the population.<br />
<br />
==Construction==<br />
<br />
PDC's are built using planetary industry in the same way as installations. In some cases, a PDC may be intended for use in a location other than where it is built. In order to transport a PDC to another location it must be prefabricated as opposed to built. Prefabricating a PDC causes it to be built in disassembled sections. The precise amount of sections can be determined from the PDCs design information on the design screen (F6). Once the PDC has been prefabricated it can be transported via ships with large enough cargo bays and then assembled at the destination. The destination of the PDC will require both minerals and the ability to generate construction points to complete the assembly of the PDC.<br />
<br />
===How to===<br />
<br />
To Design a PDC, use the [[Class Design]] window {{key|F5}}. Then use the dropdown at the top and change the type from ship to PDC. This will cause invalid components to become unavailable for inclusion on the design and will remove existing ones. <br />
<br />
Once the design is finished PDC's can be built or prefabricated using planetary industry in the same way as installations, and can be selected from the drop down menu on the Economics window, [[Population and Production#industry|industry tab]] {{key|F2}}. <br />
<br />
* In the "Construction Options" area use the drop down to select "Build PDC" or "Prefab PDC." <br />
* Select which PDC design you would like to build\prefabricate and then input the quantity desired as well as the "percentage of industry devoted to the task and then click "Create." The cost will be minerals equal to the amount as if one were building the PDC normally.<br />
* In case of prefab, after the industry task is complete, the disassembled PDC will be visible in the "stockpiles" window of the planet the industry task was completed on and will be ready for pickup by a ship capable of carrying cargo.<br />
<br />
'''Tip:''' As the PDC is in several sections, the cargo ship need not be able to carry them all in one trip. The cargo ship can take several trips carrying the PDC piece by piece if necessary, however, assembly cannot begin until all pieces have been delivered to the destination. Remember, each section of pre-fabricated PDC takes up 5,000 units of cargo space.<br />
<br />
==Scrapping==<br />
<br />
Since PDC's were not built in shipyards, you cannot scrap a PDC in a shipyard. Instead, you have to destroy them and you can then salvage the minerals from the [[wreck]].<br />
<br />
# On the Individual Unit screen {{key|F6}} select the PDC you want to scrap.<br />
# Either Press the Destroy Ship button at the bottom (if you don't care about the crew) OR select the Damage Control tab & press the big red Abandon Ship button (if you do).<br />
# Either method will create a wreck, which can then be salvaged using a ship equipped with a salvage module (and teamed up with suitable cargo capacity) - If you have used the Abandon ship method then the crew will be in life pods which can also be picked up.<br />
<br />
==Example Designs==<br />
* [[Example PDC - Nautilus]]<br />
* [[Example PDC - Solgae]]<br />
* [[Example PDC - Majestic]]<br />
* [[Example PDC - Sonora]]<br />
<br />
[[Category:Content]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Active_Sensor_Design&diff=6856Active Sensor Design2016-03-06T00:18:04Z<p>Mor: replaced: Fire Controls → Fire Control</p>
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<div>Let's have a look at [[active sensor]]s. Why would you want more than one type? Bigger is better, right? Let's see.<br />
<br />
The rules say that:<br />
<br />
The Range of an active sensor is equal to:<br />
Sensor Strength x Sensor Size x SQRT(Sensor Resolution) x EM Sensitivity x 10,000<br />
<br />
An active sensor is able to detect any ship of a size that is equal to or greater than its resolution at its maximum range.<br />
<br />
Missiles smaller than size 6 are detected as if they were size 6.<br />
<br />
The emissions from an Active Sensor can be detected with passive EM sensors (''details yet unclear'').<br />
<br />
For this example, I'll use a Sensor Strength of 16 and an EM Sens. of 8, i.e. all sensors use the same tech levels.<br />
<br />
Now I've designed four different sensors for different roles (I'm not saying that they are optimal for the job):<br />
* The '''ElCheapo 60''' is a 300-ton (size 6) search apparatus with a resolution of 60, equal to a 3,000-tons ship. I want to stick it onto everything that flies and needs a pair of eyes.<br />
* The '''SuperSearch 150''' weighs the same, but is intended to spot bigger fish at longer range. Therefore, it gets a resolution of 150 (7500 tons).<br />
* The '''Defendor XS''' is going to be my standard short-range sensor. Size 2 means it weighs only 100 tons, so I can <br />
* Finally, the R&D department is trying to sell me the idea of a small (100 tons again) low-res (10, equals 500 tons) sensor - the '''Multiplax V'''. Let's see what it can do.<br />
<br />
ElCheapo 60 SuperSearch 150 Defendor XS Multiplax V<br />
Sensor Strength 16 16 16 16<br />
Resolution 60 150 1 10<br />
Sensor Size 6 6 2 2<br />
EM Sensitivity 8 8 8 8<br />
Max Range in km 59,489,024 94,060,406 2,560,000 8,095,431 <br />
<br />
<br />
OK, now at what range can these apparatuses spot nasty aliens? Let's just mount them all on an obsolete ore freighter and zip over to the Mars Orbital Testing Range!<br />
<br />
<br />
[[file:sensor-long.png]]<br /><br />
<br />
Fine. Three months later the technicians come back with lots of diagrams. What does it all mean? <br />
<br />
At long range, the Defendor and the Multiplax don't even play. No surprise here. And the '''SuperSearch''' clearly out-ranges the '''ElCheapo'''. It can spot a 10,000-ton battleship at almost 100 million km. And that's its maximum range against all targets bigger than that, too. Obviously the best of the lot!<br />
<br />
But wait: the '''SuperSearch''' sees big things at long range, but the smaller the target ship, the more myopic the SuperSearch becomes. To the degree that a lousy 2,500-ton missile frigate could sneak up to us and fire missiles from a mere 10 million km away and all without a single blip on the screen!<br />
<br />
The '''ElCheapo''' with its lower resolution would spot the same attacker at about 45 million km, hopefully giving us more than enough time to react.<br />
<br />
<br />
[[file:sensor-medium.png]]<br /><br />
<br />
Next test: what if our tentacled friends launched a bunch of fast [[Fighters]] or [[Fast Attack Craft]]? Let's say the fighters weigh 450 tons (size 9) and the FAC weigh 950 tons.<br />
<br />
Ouch. The '''SuperSearch''' probably wouldn't notice them before they rammed the main antenna. The '''ElCheapo''' does better, but a whole squadron of really small fighters could still get very close (< 1 million) before being detected. What if the are armed with short-range, high-boom missiles? Too close for comfort.<br />
<br />
We could rely on the '''Defendor''' missile sensor, but it has a max. range of only 2.5m km, and we might want a little more warning time. And suddenly that obscure '''Multiplax''' machine begins to make some sense!<br />
<br />
<br />
[[file:sensor-msl.png]]<br /><br />
<br />
Now for the final test. Things That Go Boom are approaching from all sides and we want to shoot them down before they tear us a new airlock. How do they perform against missiles? Keep in mind that a 20-Missile-point missile (equal to size 1, or 50 tons) is considered ''huge'' by most players. Expect your typical anti-ship-missile to be much smaller. Many will be smaller than 10 MSP.<br />
<br />
No contest here. You go with a '''Defendor'''-type sensor or you are going to Uranus. The other sensors couldn't tell a nuclear missile from a dead frog.<br />
<br />
----<br />
<br />
Finally, remember that sensor strength and therefore range scale with sensor size. Make it twice as big and it sees twice as far. You could build a monstrous size 100, resolution sensor. It would spot ''everything'' bigger than a missile at almost 130m km, and even a size-8 missile at about 20,000,000 km. Great! It's just that carrying a 5,000-ton antenna is considered a bit of a performance spoiler by most spaceship captains. <br />
<br />
If you designed a somewhat mobile super-surveillance ship around it, it would be in the 12,000-ton range and probably take more than three years to build, at the tech levels used here. Is it worth it?<br />
<br />
Endless possibilities...<br />
<br />
==More details you might want to know==<br />
<br />
* Size 1 and below active sensors can be put onto civilian craft without turning them into military, in addition to making a handy <br />
backup for military craft.<br />
* You can either switch on all Active Sensors on a ship or none. A ship with two different-sized actives that wants to scan for missiles might give away its position due to the larger sensor's emissions.<br />
<br />
==Fire Controls==<br />
<br />
[[Fire Control]] are designed in the same window as Actives, but do ''not'' detect targets. They just use data from an Active to direct weapon fire.<br />
<br />
==Editable Version==<br />
<br />
An editable version of the graphs in this tutorial has been created to allow you to modify the values and experiment with different sensor configurations.<br />
<br />
[https://docs.google.com/spreadsheets/d/1AtnO6sCumMRvLG4lUvtaMoh_oYi7SEeRT0VYxERuYpA/edit?usp=sharing Google Sheets Link]<br />
[[Category:Tutorial]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Game_interface&diff=6855Game interface2016-03-06T00:17:47Z<p>Mor: replaced: Fast OOB → Fast OB</p>
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<div>{{stub}}<br />
Top page for in-game interface references. These pages cover most of [[Aurora]]s screens and user interface elements, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various options do. <br />
<br />
See [[tutorial]]s and the many other articles on this wiki to help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game.<br />
<br />
==Initial Screen ==<br />
{| class="wikitable collapsible uncollapsed" width="100%"<br />
!Illustration<br />
|-<br />
|align=center|[[File:game_details.png]]<br />
|}<br />
<br />
When you start up Aurora you will be greeted by a "Game Details" screen. This shows 'Basic Information' and 'Options' for the currently selected game. Usually some game run by Steve Walmsley, the creator of Aurora. You can tell what version you are using by looking at the top right of the screen <br />
<br />
The 'Game name' dropdown at the top, allows you to switch between available games. Across the bottom are four buttons:<br />
<br />
* '''New:''' Opens the [[new game]] creation screen, where you can setup a new procedural generated galaxy.<br />
* '''Save:''' Save saves any changes to the 'options' you may have made to the currently displayed game.<br />
* '''Delete:''' Permanently removes the currently selected game and any associated races and [[system]]s from the DB.<br />
* '''Select:''' Load the currently selected game and continue playing. Takes you to the Game [[#Main Menu Bar|main menu bar]]. If you accidentally press Select and get to this menu bar before setting up a game, you can go back to the Game Details window by pressing {{Key|Ctrl+I}} or choosing ''Game Info'' from that menu.<br />
<br />
==Main Menu Bar==<br />
<br />
{| class="wikitable collapsible uncollapsed" width="100%"<br />
!Illustration<br />
|-<br />
|align=center|[[File:menu.jpg]]<br />
|}<br />
<br />
Upon entering your newly created game, you will see the 'main menu bar' with your game name in the title. It affords access to most of the screens in Aurora, and is the only way to access certain functions. However, most of its function is duplicated by the [[System Map]] {{key|F3}} that is found in the 'Empires' sub-menu.<br />
<br />
===Empire===<br />
<br />
{| class="wikitable"<br />
! Key<br />
! Menu item<br />
! Function<br />
|-<br />
| {{key|F2}} || [[Population and Production|Economics]] <br />
|<br />
|-<br />
| {{key|F3}} || [[System Map]]<br />
|<br />
|-<br />
| {{key|F4}} || [[Leaders|Commanders]]<br />
|<br />
|-<br />
| {{key|F5}} || [[Class Design]]<br />
|<br />
|-<br />
| {{key|F6}} || Ships<br />
|<br />
|-<br />
| {{key|F7}} || Fighter Squadrons<br />
|<br />
|-<br />
| {{key|F9}} || [[System Information]]<br />
| Lists every body in the current system, along with vital statistics.<br />
|-<br />
| {{key|F11}} || [[Galactic Map]]<br />
|<br />
|-<br />
| {{key|F12}} || [[Task Groups]]<br />
|<br />
|-<br />
| {{key|Ctrl+F2}} || View Race Details<br />
| <br />
|-<br />
| {{key|Ctrl+F3}} || [[Event Log]]<br />
| <br />
|-<br />
| {{key|Ctrl+F7}} || Technology Report<br />
| Shows the basic details of all currently available and obsolete [[component]] designs.<br />
|-<br />
|... || ...<br />
|<br />
|-<br />
| {{key|Ctrl+F8}} || [[Production Overview]]<br />
| An overview of all Empires industrial, research and shipbuilding projects from all populations on a single window.<br />
|-<br />
| ... || ...<br />
|<br />
|}<br />
<br />
===SpaceMaster===<br />
Gain access to basic [[SpaceMaster Mode]] functions.<br />
<br />
{| class="wikitable"<br />
! Key<br />
! Menu item<br />
! Function<br />
|-<br />
| {{key|Ctrl+S}}||Spacemaster on<br />
| <br />
|-<br />
| {{key|Ctrl+O}}||Spacemaster off<br />
|<br />
|-<br />
| ||Add Sol system<br />
|<br />
|-<br />
| ||Add Extra NPR<br />
| It will generate one [[NPR]] of TN Tech in a new system just like the NPRs you can generate at the beginning.<br />
|-<br />
| {{key|Ctrl+F3}}||[[Event Log|Events Updates]]<br />
| A listing of events that occurred in your empire during the last [[Time, Turns and Interrupts|turn]].<br />
|-<br />
| {{key|Shift+F9}}||[[Fast OB|Fast OB Creation]]<br />
| Used to create your starting fleet.<br />
|-<br />
| {{key|Ctrl+F9}}||System Summary<br />
|<br />
|-<br />
| ||<br />
|<br />
|-<br />
| ||<br />
|<br />
|}<br />
<br />
===Game parameters, Miscellaneous and Help===<br />
<br />
* Reduced Height Widows - 1280x800 ?<br />
* Reset windows positions <br />
* Music on, Voice and Effects On <br />
<br />
[[Category:Interface| ]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=6854Main Page2016-03-06T00:17:05Z<p>Mor: </p>
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<div>__NOTOC__<br />
<div style="height:80px; padding:18px; background-color: #eee; border-radius:6px; padding: 30px;"><br />
<div style="font-size: 24px; font-family:Ubuntu; text-transform:uppercase; float:center; font-weight:700; text-align:center; line-height: 40px;"><br />
<span style="font-size:48px;display: block;">Aurora Wiki</span></div><br />
</div><br />
{| style="border: solid 1px #EFEFEF;"<br />
|style="background-color:#F8F8F8; padding: 20px;"|<br />
Welcome to the '''Aurora Wiki'''. This is a collection of user-submitted guides, information and advice for "Aurora". The wiki and its {{NUMBEROFPAGES}} pages are managed and maintained by contributors from the Aurora community. Please note that because the game is constantly being refined and expanded, some of the information in this wiki might be outdated. The most up to date information can be found in the '''[http://aurora2.pentarch.org/index.php Aurora forums]'''. Nevertheless, this wiki should get you started.<br />
<br />
|style=" background-color: #dff0d8; padding: 20px;"|<br />
[[Aurora|About]]<br />
<br />
[[Quickstart_for_Beginners|Tutorial]]<br />
<br />
[[Download_%26_Install|Download]]<br />
<br />
|}<br />
{| style="width:100%; background-color:#EEEEEE; border: solid 1px #EFEFEF;"<br />
! colspan=2 style=""|Tutorials<br />
! colspan=2 style="border-left: dotted 1px #B2B2B2;"|Release Information<br />
|- valign="top"<br />
| style="width:25%; padding: 10px;"| <!-- ========================================== --><br />
* [[Quickstart for Beginners]]<br />
* [[Basics of the System Map]]<br />
* [[Colonization for Beginners]]<br />
* [[Basic Ship Creation]]<br />
<br />
| style="width:25%; padding: 10px;"| <!-- ========================================== --><br />
* [[Tips for beginners]]<br />
* [[Glossary]]<br />
* [[FAQ]]<br />
: <span style="float:right;">&#91;[[:Category:Tutorial|more...]]&#93;</span><br />
<br />
| style="width:25%; border-left: dotted 1px #B2B2B2;"| <!-- ========================== --><br />
: latest release v{{Aurora Wiki:Current}}<br />
: {{Start date and age|2015|12|27}}<br />
:* [[Version 7.10|changelog]]<br />
:* [[Release History]]<br />
<br />
| style="width:25%; padding: 10px;"| <!-- ========================================== --><br />
* [[Requirements|System Requirements]]<br />
* [[Troubleshooting]]<br />
* [http://aurora2.pentarch.org/index.php/board,11.0.html Bug Reporting]<br />
* [http://aurora2.pentarch.org/index.php?board=1.0 mechanics discussion]<br />
<br />
|}<br />
{| style="width:100%; background-color:#F8F8F8; border: solid 1px #EFEFEF;"<br />
|- valign="top"<br />
| style="width:25%; padding: 10px; border-right: dotted 1px #B2B2B2;"|<!-- ========== --><br />
;The Universe<br />
* [[Galaxy]]<br />
* [[Interstellar travel]]<br />
* [[Lagrange Point|Intra-system Jumps]]<br />
* [[Survey]]<br />
* [[Races]]<br />
<br />
;[[Planet]]s<br />
* [[Colony|Colonies]]<br />
* [[Installations|Colony Improvements]]<br />
* [[Mining]]<br />
* [[Terraforming]]<br />
<br />
;Empire<br />
* [[Leaders]]<br />
* [[Research]]<br />
* [[Diplomacy]]<br />
* [[Espionage]]<br />
<br />
;Economy <br />
* [[Commercial Shipping]]<br />
* [[Civilian mining complex]]<br />
* [[Civilian contracts]]<br />
* [[Trade System]]<br />
<br />
| style="width:25%; padding: 10px;"| <!-- ========================================== --><br />
;Ship Basics<br />
* [[Ship]]s<br />
* [[Ship Crew]]<br />
* [[Ship Maintenance]]<br />
* [[Ship repair]]<br />
<br />
;Ship Components<br />
* [[Aurora Player Designed Systems|Player Designed Systems]]<br />
* [[Core components|Core Components]]<br />
<br />
;Sensors<br />
* [[Sensors]]<br />
* [[Active Sensor Design]]<br />
* [[Fire Control]]<br />
<br />
;Weapon system<br />
* [[Beam Overview|Beam Weapons and CIWS]]<br />
* [[Beam Weapon Range]]<br />
* [[Missiles|Missiles, Drones and Buoys]]<br />
* [[Point Defense]]<br />
<br />
;Defense system<br />
* [[Armour and Shields]]<br />
* [[Cloaking]]<br />
<br />
| style="width:25%; padding: 10px;"| <!-- ========================================== --><br />
;Ground Operations<br />
* [[ground combat|Ground Combat]]<br />
* [[Planetary Defence Centre]]<br />
* [[ground forces|Ground Forces]]<br />
<br />
;Naval operations<br />
* [[Fleet|Fleet operation]]<br />
* [[Task Group Initiative]]<br />
* [[Ship Combat]]<br />
* [[Combat Overview]]<br />
* [[Salvage]]<br />
* [[Ramming]]<br />
<br />
;Ship Design<br />
* [[Basic Ship Creation]]<br />
* [[Beam Warships]]<br />
* [[Missile Warships]]<br />
* [[Fast Attack Craft]]<br />
* [[Carrier]] and [[Fighters]]<br />
* [[:Category:Ship Examples|Ship Examples]]<br />
<br />
| style="width:25%; padding: 10px; border-left: dotted 1px #B2B2B2;"| <!-- ========== --><br />
;Advanced features<br />
* [[SpaceMaster Mode]]<br />
* [[Create a custom race|Creating custom races]]<br />
* [[Fast OB|Fast OB Creation]]<br />
* [[Hotkeys]]<br />
<br />
;Advanced concepts<br />
* [[Time, Turns and Interrupts]]<br />
* [[Basic Sequence of Play]]<br />
* [[Game Slowdown]]<br />
<br />
;Interfaces<br />
* [[New game|New game creation]]<br />
* [[Population and Production]]<br />
* [[System Map]]<br />
* [[Galactic Map]]<br />
* [[game interface|Other Interfaces]]<br />
<br />
;Other References<br />
* [[Main Empire Theme]]<br />
* [[Government Types]]<br />
* [[Political Status]]<br />
|}<br />
{|<br />
| style="padding:20px; background-color: #eee;"|<br />
Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummelled into the ashes of history by opposing races.<br />
<br />
Some say it has the graphical charm of an income tax assistant software from the late nineties, but a playing depth that more than rivals any commercial 4X game. Aurora is different because it places emphasis on fleet operations and detailed tactical combat.<br />
<br />
The game is under constant development and there is an active and friendly player community in the forum that will help you with any question or problem you might encounter. <span style="float:right;">&#91;[[Aurora|more...]]&#93;</span><br />
<br />
|style=" background-color: #dff0d8; padding: 20px;"|<br />
;Social<br />
<br />
[http://aurora2.pentarch.org/ Forums]<br />
<br />
[https://www.reddit.com/r/aurora/ Reddit]<br />
<br />
[http://aurora2.pentarch.org/index.php?board=2.0 Fiction]<br />
<br />
|}<br />
[[Category:Content]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Fire_Control&diff=6852Fire Control2016-03-05T23:31:02Z<p>Mor: Mor moved page Fire Controls to Fire Control</p>
<hr />
<div>Fire Controls are a special type of [[sensor]] [[component]] that direct weapon fire (they do the "aiming" for the weapon). They do not detect targets themselves, instead they use data from an [[Active sensor]]s.<br />
<br />
A weapon needs to be assigned to a Fire Control on the same ship and of the right type (missile or beam weapon). A Fire Control can direct any number of weapons. Having more than one Fire Control on a ship allows you to fire at multiple targets simultaneously by assigning weapons to different Fire Controls.<br />
<br />
All missiles that are fired under the control of a single fire control count as one "salvo". Importantly, defensive fire like AMMs or beam PD consider each "salvo" as a separate target. Therefore <br />
* more offensive/ASM Fire Controls allow your broadsides to be divided into more distinct targets, overwhelming enemy PD more easily and <br />
* more defensive/AMM Fire Controls allow to engage more incoming "salvos" simultaneously.<br />
<br />
Example: Lets say you have a broadside of 10 missiles. The enemy has two twin-Gauss-guns turrets that fire a total of 10 shots, which achieve a 90% hit chance against your missiles. Lets assume the enemy uses a single Fire Controls for both Gauss-gun-turrents.<br />
* If you launch your 10 missiles by a single Fire Control, they are all considered to be the same "salvo". When they strike the enemy he will be able to fire all his 10 shots against your 10 missiles, killing all but one.<br />
* However if you would be using two FCs, then you would present 2 salvos of 5 missiles. The single enemy FC could only engage one of the salvos, completely destroying this one. However the second salvo would remain entirely unengaged, so 5 missiles would get trough.<br />
<br />
[[Category:content]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Thermal_Sensors&diff=6851Thermal Sensors2016-03-04T09:00:15Z<p>Mor: added example from bgerman lp,</p>
<hr />
<div>Thermal Sensor is a [[Passive sensors|passive sensor]] [[component]] that allows to detect ships, missiles and colonies around you.<br />
<br />
==Overview==<br />
The sensor component works by detecting and tracking objects which give off thermal signature such as [[engine]]s on enemy ships and missiles or population on colonies. A Thermal Sensor is a passive sensor, as such it gives you situational awareness without giving away your position, however, its contacts cannot be used by the Fire Control for targeting, you need an [[Active sensor]] contact for that. <br />
<br />
The range at which a contact can be detected is given by: <code>Detection Range = Thermal Sensor Sensitivity * Target Signature Strength * 1000 km </code> A 10-sensitivity thermal sensor can detect the 300-signature drive plume of an enemy ship at 3,000,000 km. A 300-sensitivity sensor could detect a 10-signature plume at the same range. Sensor sensitivity is given by the product of its Sensor sensitivity background tech selection and its size in hull spaces.<br />
<br />
Like all electronic systems, the sensor is vulnerable to high energy microwave attack.<br />
<br />
==Usage==<br />
Every ship has default thermal ratings of 1, which can be increased by the addition of such dedicated thermal sensor. Thermal sensors are military components, they have limited use in a combat scenario, but their all-round ability to detect almost anything sentient makes them an excellent addition to survey and scout vessels.<br />
<br />
==Background Techs==<br />
Thermal Detection Sensor has three background techs:<br />
<br />
'''Thermal Sensor Sensitivity''' is the sensor detection strength per hull space of the sensor component. This can be improved through research:<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Sensitivity !! 5 !! 6 !! 8 !! 11 !! 14 !! 18 !! 24 !! 32 !! 40 !! 50!! 60 !! 75<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||120,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Total Sensor Size''' can be set to any size between 0.1 hull spaces and 50 hull spaces (a hull space is 50 tonnes). Bigger sensors are more capable but also more massive.<br />
<br />
'''Electronic Hardening''' Protects an electronic system against anti-electronic weapons or effects, such as a [[High-Powered Microwave]].<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Hardening !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 <br />
|-<br />
! Chance of Destruction (%)<br />
| 100 || 70 || 50 || 40 || 30 || 25 || 20 || 15 || 10<br />
|-<br />
! RP cost<br />
|1,000||2,500||5,000||10,000||20,000||40,000||75,000||150,000||300,000<br />
|}<br />
<br />
{{Components}}<br />
[[Category:Components]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Thermal_Sensors&diff=6850Thermal Sensors2016-03-04T08:49:40Z<p>Mor: updated</p>
<hr />
<div>Thermal Sensor is a [[Passive sensors|passive sensor]] [[component]] that allows to detect ships, missiles and colonies around you.<br />
<br />
==Overview==<br />
The sensor component works by detecting and tracking objects which give off thermal signature such as [[engine]]s on enemy ships and missiles or population on colonies. A Thermal Sensor is a passive sensor, as such it gives you situational awareness without giving away your position, however, its contacts cannot be used by the Fire Control for targeting, you need an [[Active sensor]] contact for that. <br />
<br />
Sensor sensitivity is given by the product of its Sensor sensitivity background tech selection and its size in hull spaces. Overall a Thermal Sensor can detect emissions at a range of:<br />
<br />
Detection Range = Thermal Sensor Sensitivity * Target Signature Strength * 1000 km <br />
<br />
Like all electronic systems, the sensor is vulnerable to high energy microwave attack.<br />
<br />
==Usage==<br />
Every ship has default thermal ratings of 1, which can be increased by the addition of such dedicated thermal sensor. Thermal sensors are military components, they have limited use in a combat scenario, but their all-round ability to detect almost anything sentient makes them an excellent addition to survey and scout vessels.<br />
<br />
==Background Techs==<br />
Thermal Detection Sensor has three background techs:<br />
<br />
'''Thermal Sensor Sensitivity''' is the sensor detection strength per hull space of the sensor component. This can be improved through research:<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Sensitivity !! 5 !! 6 !! 8 !! 11 !! 14 !! 18 !! 24 !! 32 !! 40 !! 50!! 60 !! 75<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||120,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Total Sensor Size''' can be set to any size between 0.1 hull spaces and 50 hull spaces (a hull space is 50 tonnes). Bigger sensors are more capable but also more massive.<br />
<br />
'''Electronic Hardening''' Protects an electronic system against anti-electronic weapons or effects, such as a [[High-Powered Microwave]].<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Hardening !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 <br />
|-<br />
! Chance of Destruction (%)<br />
| 100 || 70 || 50 || 40 || 30 || 25 || 20 || 15 || 10<br />
|-<br />
! RP cost<br />
|1,000||2,500||5,000||10,000||20,000||40,000||75,000||150,000||300,000<br />
|}<br />
<br />
{{Components}}<br />
[[Category:Components]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Technology&diff=6849Technology2016-03-04T00:23:54Z<p>Mor: </p>
<hr />
<div>{{stub}}<br />
Also [[List of Research Costs]]<br />
<br />
==Biology / Genetics==<br />
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.<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Genome Sequence Research<br />
|prequel =<br />
|cost = 5000<br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Base Gravity<br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal, +15%;+30%;+45%;+60%;+75%;-15%;-30%;-45%;-60%;-75%<br />
|description= The amount by which the new midpoint of the gravity tolerance differs from that of the base species.<br />
}}<br />
{{Tech table|<br />
|name = Base Oxygen Level<br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal; +15%; +30%; +45%; +60%; +75%; +90%; -15%; -30%; -45%; -60%; -75%<br />
|description= The amount by which the new midpoint of the oxygen tolerance differs from that of the base species<br />
}}<br />
{{Tech table|<br />
|name = Base Temperature<br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal; +15C; +30C; +45C; +60C; +75C; -15C; -30C; -45C; -60C; -75C; -90C<br />
|description= The amount by which the new midpoint of the temperature tolerance differs from that of the base species<br />
}}<br />
{{Tech table|<br />
|name = Temperature Range<br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal; +10 degrees; +15 degrees; +20 degrees; +25 degrees; +3 degrees; +6 degrees<br />
|description= The numbers of degrees by which this new species exceeds the range tolerance of the base species<br />
}}<br />
{{Tech table|<br />
|name = Terraforming Module<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants =<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Terraforming Rate<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|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<br />
|description= The amount of gas (measured in atmospheric pressure) produced in one year by one terraforming installation or terraforming module.<br />
}}<br />
{{Tech table|end}}<br />
<br />
==Construction / Production==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Trans-Newtonian Technology<br />
|prequel =<br />
|cost = 1000<br />
|variants =<br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Asteroid Mining Module<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants =<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Construction Rate<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 36 BP; 42 BP; 50 BP; 60 BP; 70 BP<br />
|description= Annual construction rate for one unit of Industrial Capacity<br />
}}<br />
{{Tech table|<br />
|name = Expand Civilian Economy by<br />
|prequel =<br />
|cost =<br />
|variants = 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%<br />
|description= Expands the civilian economy, increasing the wealth gained from income and corporate taxes and expanding trade<br />
}}<br />
{{Tech table|<br />
|name = Fighter Production Rate<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP<br />
|description= Annual production rate for a Fighter Factory<br />
}}<br />
{{Tech table|<br />
|name = Fuel Production<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|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<br />
|description= Increase the annual fuel production for each Fuel Refinery to specified amount.<br />
}}<br />
{{Tech table|<br />
|name = Jump Gate Construction Module<br />
|prequel = Jump Point Theory<br />
|cost =<br />
|variants = 20; 30; 45; 60; 90; 120; 150; 180<br />
|description= A ship equipped with this module can construct a jump gate in the specified amount of days<br />
}}<br />
{{Tech table|<br />
|name = Small Jump Gate Construction Module<br />
|prequel = Jump Point Theory<br />
|cost =<br />
|variants =<br />
|description= A ship equipped with this module can construct a jump gate in 360 days<br />
}}<br />
{{Tech table|<br />
|name = Mining Production<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 12 tons; 14 tons; 16 tons; 20 tons; 25 tons; 30 tons; 36 tons; 42 tons; 50 tons; 60 tons; 70 tons<br />
|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 accesssibility, one tenth annual rate for 0.1 accessibility, etc.<br />
}}<br />
{{Tech table|<br />
|name = Research Rate<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 1000 RP; 1200 RP; 1500 RP; 240 RP; 280 RP; 320 RP; 400 RP; 500 RP; 600 RP; 720 RP; 840 RP<br />
|description= 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<br />
}}<br />
{{Tech table|<br />
|name = Shipbuilding Rate<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 1000 BP; 1300 BP; 1600 BP; 2100 BP; 2750 BP; 3500 BP; 4600 BP; 560 BP; 6000 BP; 750 BP; 8000 BP<br />
|description= The number of build points produced by each Shipyard per year. This can be increased by the Shipbuilding bonus of the planetary governor<br />
}}<br />
{{Tech table|<br />
|name = Shipyard Operations<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|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<br />
|description= Making changes to shipyards, such as adding slipways and capacity or retooling for different classes requires less % time than normal<br />
}}<br />
{{Tech table|<br />
|name = Sorium Harvester<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants =<br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Underground Excavation<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants =<br />
|description= Allow construction of underground infrastructure<br />
}}<br />
{{Tech table|end}}<br />
<br />
* Ordnance Production<br />
12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP<br />
<br />
==Defensive Systems==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Armour<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = Duranium ;High Density Duranium ;Composite ;Ceramic Composite ;Laminate Composite ;Compressed Carbon ;Biphase Carbide ;Crystalline Composite ;Superdense ;Bonded Superdense ;Coherent Superdense ; Collapsium Armour<br />
|description= Armour is used for the hull of all ships.<br />
}}<br />
{{Tech table|<br />
|name = Shields<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = Alpha ;Beta ;Gamma ;Delta ;Epsilon ;Theta ;Xi ;Omicron ;Sigma ;Tau ;Psi ;Omega Shields<br />
|description= The level of shield technology. Higher level shields provide more protection for the same size shield generator. Shields regenerate over time.<br />
}}<br />
{{Tech table|<br />
|name = Absorption Shield Strength per HS<br />
|prequel =<br />
|cost =<br />
|variants = 3; 4.5; 6; 7.5; 9; 12; 15; 18; 24; 30; 36; 45<br />
|description= The strength per HS of absorption shield technology.<br />
}}<br />
{{Tech table|<br />
|name = AS Radiation Rate per HS per Minute<br />
|prequel =<br />
|cost =<br />
|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<br />
|description= The amount of power that a shield generator with this technology will regenerate over a 300 second period.<br />
}}<br />
{{Tech table|<br />
|name = Cloaking Theory<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants =<br />
|description= Basis of various cloaking technologies. Another remarkable new physics enabled by TNEs is the cloaking effect.<br />
}}<br />
{{Tech table|<br />
|name = Cloak Sensor Reduction<br />
|prequel = Cloaking Theory<br />
|cost =<br />
|variants = 75% 80% 85% 90% 93% 95% 97% 98% 99% 99.5%<br />
|description= The reduction in range of hostile sensors when trying to detect a ship equipped with this type of cloak<br />
}}<br />
{{Tech table|<br />
|name = Cloaking Efficiency<br />
|prequel = Cloaking Theory<br />
|cost =<br />
|variants = 10 12 15 3 4 5 6 8<br />
|description= 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<br />
}}<br />
{{Tech table|<br />
|name = Damage Control<br />
|prequel =<br />
|cost =<br />
|variants = Standard; Improved; Advanced<br />
|description= A system that allows ship to carry out emergency damage repairs without the need for a shipyard.<br />
}}<br />
{{Tech table|<br />
|name = Thermal Reduction: Signature<br />
|prequel =<br />
|cost =<br />
|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;<br />
|description= Reduces the thermal output of engines, making them harder for thermal sensors to detect.<br />
}}<br />
{{Tech table|end}}<br />
<br />
==Energy Weapons==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name =<br />
|prequel =<br />
|cost =<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|<br />
|name =<br />
|prequel =<br />
|cost =<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|end}}<br />
<br />
* Laser Focal Size<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
* Advanced Laser Focal Size<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
<br />
* Particle Beam Range<br />
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<br />
* Particle Beam Strength<br />
12; 16; 2; 20; 25; 3; 36; 4; 50; 6; 9<br />
<br />
* Meson Focusing Technology<br />
1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9<br />
* Meson Focal Size<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
<br />
* Carronade<br />
15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
* Advanced Carronade<br />
15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
<br />
* Microwave Focal Size<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
* Microwave Focusing Technology<br />
1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9<br />
<br />
<br />
* Turret Tracking Speed (10% Gear)<br />
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<br />
<br />
<br />
<br />
==Logistics / Ground Combat==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Additional Maintenance Storage<br />
|prequel =<br />
|cost =<br />
|variants =<br />
|description= Allows a ship to carry additional maintenance supplies<br />
}}<br />
{{Tech table|<br />
|name = Boat Bay<br />
|prequel =<br />
|cost =<br />
|variants = Normal; Small<br />
|description= Allows a fighter or ship of up to 250\125 tons to dock within the mothership.<br />
}}<br />
{{Tech table|<br />
|name = Cargo Handling System<br />
|prequel =<br />
|cost =<br />
|variants = Standard; Improved; Advanced; Grav-Assisted<br />
|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 20 to tractor strength<br />
}}<br />
{{Tech table|<br />
|name = Bridge<br />
|prequel =<br />
|cost =<br />
|variants =<br />
|description= Essential for every ship and the location of the ship commander<br />
}}<br />
{{Tech table|<br />
|name = Cargo Hold<br />
|prequel =<br />
|cost =<br />
|variants = Standard; Small<br />
|description= Allows ship to transport 25000\5000 cargo points.<br />
}}<br />
{{Tech table|<br />
|name = Colonization Cost Reduction<br />
|prequel =<br />
|cost =<br />
|variants = 5% 10% 15% 20% 25% 30% 35% 40% 50%<br />
|description= Reduces the colony cost of planets or moons by the specified amount<br />
}}<br />
{{Tech table|<br />
|name = Fuel Storage<br />
|prequel = <br />
|cost = 3000;1000;1000;1000;2500;5000<br />
|variants = Tiny;Small;Standard;Large;Very Large;Ultra Large<br />
|description= 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.<br />
}}<br />
{{Tech table|<br />
|name = Compressed Fuel Storage System<br />
|prequel = <br />
|cost =<br />
|variants = Tiny;Small;Standard;Large;Very Large<br />
|description= 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.<br />
}}<br />
{{Tech table|<br />
|name = Cryogenic Transport<br />
|prequel = Trans-Newtonian Technology<br />
|cost = 1000; 1000; 2000<br />
|variants = Standard;Small;Emergency<br />
|description= 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.<br />
}}<br />
{{Tech table|<br />
|name = Flag Bridge<br />
|prequel = Bridge<br />
|cost = 1000<br />
|variants = <br />
|description= Houses a Task Force Command Staff<br />
}}<br />
{{Tech table|<br />
|name = Engineering Section<br />
|prequel =<br />
|cost = Default;2000;4000;6000<br />
|variants = Standard;Small;Tiny;Fighter<br />
|description= Engineering Space. Reduces chance of failure and adds maintenance supply capacity.<br />
}}<br />
{{Tech table|<br />
|name =<br />
|prequel =<br />
|cost =<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|<br />
|name =<br />
|prequel =<br />
|cost =<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|<br />
|name = Salvage Module<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 500; 750; 1000; 1350; 1800; 2500<br />
|description= A ship component that allows a ship to salvage wrecks. This module provides for the ability to process XXX tonnes of debris per day.<br />
}}<br />
{{Tech table|<br />
|name = Troop Transport Bay<br />
|prequel = Trans-Newtonian Technology<br />
|cost = 2000;2000<br />
|variants = Standard; Small<br />
|description= Small version provides enough capacity to transport a Marine Company, while the larger provides enough capacity to transport one battalion of ground forces.<br />
}}<br />
{{Tech table|end}}<br />
<br />
<br />
* Crew Quarters<br />
Standard;Small;Tiny;Fighter<br />
<br />
<br />
* Combat Drop Module<br />
Battalion; Company<br />
* Combat Drop Module (Cryo)<br />
Battalion;Company<br />
<br />
* Hangar Deck<br />
* Luxury Passenger Accomodation<br />
* Maintenance Module<br />
* Orbital Habitat Module<br />
<br />
* PDC Barracks<br />
* Small PDC Barracks<br />
<br />
* Recreational Module<br />
<br />
* Ship to Ship Tractor Beam<br />
<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Garrison Battalion<br />
|prequel = Trans-Newtonian Technology<br />
|cost = 1000<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|<br />
|name = Mobile Infantry Battalion<br />
|prequel = Trans-Newtonian Technology<br />
|cost = 2500<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|<br />
|name = Assault Infantry Battalion<br />
|prequel = Mobile Infantry Battalion<br />
|cost = 5000<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|<br />
|name = Heavy Assault Battalion<br />
|prequel = Assault Infantry Battalion<br />
|cost = 10000<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|<br />
|name = Marine <br />
|prequel = Assault Infantry Battalion<br />
|cost = 10000 ; 5000<br />
|variants = Company; Battalion<br />
|description=<br />
}}<br />
{{Tech table|<br />
|name = Combat Engineer Battalion<br />
|prequel = Assault Infantry Battalion<br />
|cost = 10000<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|<br />
|name = Headquarters<br />
|prequel = Mobile Infantry Battalion<br />
|cost = 5000;10000<br />
|variants = Brigade; Divisional<br />
|description=<br />
}}<br />
{{Tech table|<br />
|name = Replacement Battalion<br />
|prequel = Trans-Newtonian Technology<br />
|cost = 500<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|<br />
|name = Construction Brigade<br />
|prequel = Trans-Newtonian Technology<br />
|cost = 5000<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|end}}<br />
<br />
==Missiles / Kinetic Weapons==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name =<br />
|prequel =<br />
|cost =<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|<br />
|name =<br />
|prequel =<br />
|cost =<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|end}}<br />
<br />
* Railgun<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm<br />
* Advanced Railgun<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm<br />
* Railgun Launch Velocity<br />
1; 2; 3; 4; 5; 6; 7; 8; 9<br />
<br />
* Gauss Cannon Launch Velocity<br />
1; 2; 3; 4; 5; 6<br />
* Gauss Cannon Rate of Fire<br />
1; 2; 3; 4; 5; 6; 8<br />
* Gauss Cannon Size vs Accuracy<br />
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%<br />
<br />
==Power and Propulsion==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Capacitor Recharge Rate<br />
|prequel =<br />
|cost =<br />
|variants = 1;2;3;4;5;6;8;10;12;16;20;25<br />
|description= The amount of power which an energy weapon will recharge every 5 seconds<br />
}}<br />
{{Tech table|<br />
|name = Fuel Consumption<br />
|prequel =<br />
|cost =<br />
|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;<br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Jump Drive Efficiency<br />
|prequel =<br />
|cost =<br />
|variants = 10; 12; 15; 18; 21; 25; 4; 5; 6; 8<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Max Jump Squadron Size<br />
|prequel =<br />
|cost =<br />
|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)<br />
|description= A jump engine with this technology will hold open a jump point long enough for ten ships to transit, including the jump ship<br />
}}<br />
{{Tech table|<br />
|name = Max Squadron Jump Radius<br />
|prequel =<br />
|cost =<br />
|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)<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Maximum Engine Power Modifier<br />
|prequel =<br />
|cost =<br />
|variants = x1; x1.25; x1.5; x1.75; x2; x2.5; x3<br />
|description= Engines can be boosted by up to 75%. Fuel efficiency Modifier is (4^Engine Power Modifier)/4<br />
}}<br />
{{Tech table|<br />
|name = Minimum Engine Power Modifier<br />
|prequel =<br />
|cost =<br />
|variants = x0.1; x0.15; x0.2; x0.25; x0.3; x0.4; x0.5<br />
|description= Engines can be reduced in power to 10%. Fuel efficiency Modifier is (10^Engine Power Modifier)/10<br />
}}<br />
{{Tech table|<br />
|name = Minimum Jump Engine Size<br />
|prequel =<br />
|cost =<br />
|variants = 10; 12; 15; 2; 3; 4; 5; 6; 8<br />
|description= The minimum size of a jump engine<br />
}}<br />
{{Tech table|<br />
|name = Reactor Power Boost<br />
|prequel =<br />
|cost = 1000;2000;3000;5000;7500;12500;25000;50000<br />
|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%<br />
|description= Provides a power increase for reactors but also increases the chance of an explosion if the reactor is damaged<br />
}}<br />
{{Tech table|<br />
|name =<br />
|prequel =<br />
|cost =<br />
|variants =<br />
|description=<br />
}}<br />
{{Tech table|end}}<br />
<br />
<br />
<br />
* Conventional Engine Technology 500<br />
* Nuclear Thermal Engine Technology 2500<br />
* Nuclear Pulse Engine Technology 5000<br />
* Ion Drive Technology 10000<br />
* Magneto-plasma Drive Technology 20000<br />
* Internal Confinement Fusion Drive Technology 40000<br />
* Magnetic Confinement Fusion Drive Technology 80000<br />
* Inertial Confinement Fusion Drive Technology 150000<br />
* Solid Core Anti-matter Drive Technology 380000<br />
* Gas Core Anti-matter Drive Technology 600000<br />
* Plasma Core Anti-matter Drive Technology 1250000<br />
* Beam Core Anti-matter Drive Technology 2500000<br />
* Photonic Drive Technology 5000000<br />
<br />
<br />
* Pressurised Water Reactor 1500<br />
* Pebble Bed Reactor Technology 3000<br />
* Gas-Cooled Fast Reactor Technology 6000<br />
* Stellarator Fusion Reactor Technology 12000<br />
* Tokamak Fusion Reactor Technology 24000<br />
* Magnetic Confinement Fusion Reactor Technology 45000<br />
* Inertial Confinement Fusion Reactor Technology 90000<br />
* Solid-core Anti-matter Power Plant Technology 180000<br />
* Gas-core Anti-matter Power Plant Technology 375000<br />
* Plasma-core Anti-matter Power Plant Technology 750000<br />
* Beam Core Anti-matter Power Plant Technology 1500000<br />
* Vacuum Energy Power Plant Technology 3000000<br />
<br />
<br />
==Sensors and Fire Control==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Active Grav Sensor Strength<br />
|prequel =<br />
|cost =<br />
|variants = 10 12 16 21 28 36 48 60 80 100 135 180<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Beam Fire Control Range<br />
|prequel =<br />
|cost =<br />
|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<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Electronic Warfare<br />
|prequel =<br />
|cost =<br />
|variants =<br />
|description= Prerequisite technology for Electronic countermeasures and Electronic counter-countermeasures<br />
}}<br />
{{Tech table|<br />
|name = Electronic Counter-countermeasures<br />
|prequel = Electronic Warfare<br />
|cost =<br />
|variants = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Electronic Countermeasures<br />
|prequel = Electronic Warfare<br />
|cost =<br />
|variants = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Compact Electronic Counter-countermeasures<br />
|prequel =<br />
|cost =<br />
|variants = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Compact Electronic Countermeasures<br />
|prequel =<br />
|cost =<br />
|variants = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Small Craft Electronic Counter-countermeasures<br />
|prequel =<br />
|cost =<br />
|variants = 1; 2; 3; 4; 5<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Small Craft Electronic Countermeasures -<br />
|prequel =<br />
|cost =<br />
|variants = 1; 2; 3; 4; 5<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Electronic Hardening Level<br />
|prequel =<br />
|cost =<br />
|variants = 0; 1; 2; 3; 4; 5; 6; 7; 8<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = EM Sensor Sensitivity<br />
|prequel =<br />
|cost =<br />
|variants = 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Fire Control Speed Rating<br />
|prequel =<br />
|cost =<br />
|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<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Geological Survey Sensors<br />
|prequel =<br />
|cost = 1000 ; 10,000 ; 35,000 ; 100,000<br />
|variants = Standard; Improved; Advanced; Phased<br />
|description= Allows a ship to survey system bodies for mineral deposits or alien ruins. Provides 1/2/3/5 survey point per hour<br />
}}<br />
{{Tech table|<br />
|name = Gravitational Survey Sensors<br />
|prequel =<br />
|cost = 2000 ; 10,000 ; 35,000 ; 100,000<br />
|variants = Standard; Improved; Advanced; Phased<br />
|description= Allows a ship to survey for jump points by visiting survey locations. Provides 1/2/3/5 survey point per hour<br />
}}<br />
{{Tech table|<br />
|name = Max Tracking Time Bonus vs Missiles<br />
|prequel =<br />
|cost = 1000 ; 4000 ; 12,000 ; 40,000 ; 120,000 ; 400,000<br />
|variants = 0% ; 20% ; 40% ; 60% ; 80% ; 100%<br />
|description= This bonus will allow increased tracking speeds against missiles based on the length of time the missiles have been tracked<br />
}}<br />
{{Tech table|<br />
|name = Missile ECM<br />
|prequel =<br />
|cost =<br />
|variants = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10<br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Missile Fire Control<br />
|prequel =<br />
|cost =<br />
|variants =<br />
|description= This active sensor is designed as a fire control system.<br />
}}<br />
{{Tech table|<br />
|name = Planetary Sensor Strength<br />
|prequel =<br />
|cost =<br />
|variants = 250; 300; 400; 550; 700; 900; 1200; 1600; 2000; 2500; 3000; 3750<br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Thermal Sensor Sensitivity<br />
|prequel =<br />
|cost =<br />
|variants = 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75<br />
|description= Thermal sensor strength per hull space of the sensor component. Thermal sensors detect the engine output of alien ships<br />
}}<br />
{{Tech table|end}}<br />
<br />
<br />
<br />
<br />
<br />
* Missile Agility<br />
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<br />
* Missile Launcher Reload Rate<br />
1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9<br />
* Missile Launcher Size<br />
1; 10; 11; 12; 14; 16; 18; 2; 20; 24; 3; 4; 5; 6; 7; 8; 9<br />
<br />
<br />
<br />
* Advanced Particle Beam Warhead<br />
11; 15; 20; 25; 3; 32; 4; 45; 5; 64; 8<br />
<br />
<br />
* Gun-Type Fission Warhead: Strength: 2 x MSP<br />
* Implosion Fission Warhead: Strength: 3 x MSP<br />
* Levitated-Pit Implosion Warhead: Strength: 4 x MSP<br />
* Fusion-boosted Fission Warhead: Strength: 5 x MSP<br />
* Two-stage Thermonuclear Warhead: Strength: 6 x MSP<br />
* Three-stage Thermonuclear Warhead: Strength: 8 x MSP<br />
* Cobalt Warhead: Strength: 10 x MSP<br />
* Tri-Cobalt Warhead: Strength: 12 x MSP<br />
* Antimatter Catalysed Cobalt Warhead: Strength: 16 x MSP<br />
* Antimatter Warhead: Strength: 20 x MSP<br />
* Advanced Antimatter Warhead: Strength: 24 x MSP<br />
* Gravatonic Warhead: Strength: 30 x MSP<br />
<br />
<br />
* Infrared Laser 500<br />
* Visible Light Laser 2000<br />
* Near Ultraviolet Laser 4000<br />
* Ultraviolet Laser 8000<br />
* Far Ultraviolet Laser 16000<br />
* Soft X-ray Laser 30000<br />
* X-Ray Laser 60000<br />
* Far X-Ray Laser 125000<br />
* Extreme X-ray Laser 250000<br />
* Near Gamma Ray Laser 500000<br />
* Gamma Ray Laser 1000000<br />
* Far Gamma Ray Laser 2000000<br />
<br />
* Soft Xray Laser Warhead 15000<br />
* X-Ray Laser Warhead 30000<br />
* Far X-Ray Laser Warhead 50000<br />
* Extreme X-Ray Laser Warhead 120000<br />
<br />
* Enhanced Radiation Warhead<br />
(20% Yield, 5x Rad); (25% Yield, 4x Rad); (33% Yield, 3x Rad); (50% Yield, 2x Rad)<br />
<br />
* Conventional Armour<br />
* Structural Shell<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
* Box Launcher 0.15 Size / 15x (No internal reload)<br />
* Broadband Sensor<br />
<br />
<br />
* Conventional ICBM<br />
<br />
<br />
* Fire Control<br />
50% Size 50% Tracking Speed;<br />
Normal Size Normal Speed;<br />
1.25x Size 1.25x Tracking Speed;<br />
1.5x Size 1.5x Tracking Speed;<br />
1.75x Size 1.75x Tracking Speed;<br />
2x Size 2x Tracking Speed;<br />
3x Size 3x Tracking Speed;<br />
4x Size 4x Tracking Speed;<br />
<br />
25% Size 25% Range;<br />
34% Size 34% Range;<br />
50% Size 50% Range;<br />
Normal Size Normal Range<br />
1.5x Size 1.5x Range;<br />
2x Size 2x Range;<br />
3x Size 3x Range;<br />
4x Size 4x Range;<br />
<br />
<br />
<br />
<br />
<br />
<br />
* Ground Unit Strength<br />
10; 12; 14; 16; 20; 25; 30; 36; 42; 50; 60; 70<br />
<br />
<br />
<br />
* ICBM Launch Control<br />
* ICBM Silo<br />
<br />
* Improved Command and Control<br />
<br />
<br />
<br />
<br />
* Magazine Ejection System<br />
70% Chance; 80% Chance; 85% Chance; 90% Chance; 93% Chance; 95% Chance; 97% Chance; 98% Chance; 99% Chance<br />
* Magazine Feed System Efficiency<br />
75%; 80%; 85%; 90%; 92%; 94%; 96%; 98%; 99%<br />
<br />
<br />
<br />
* Jump Point Theory<br />
* Commercial Jump Drive<br />
* Military Jump Drive<br />
<br />
* Minimum Cloak Size<br />
10; 12; 15; 2; 20; 25; 3; 4; 6; 8<br />
<br />
<br />
* Reduced-size Laser<br />
0.5 Size / 20x Recharge; 0.75 Size / 4x Recharge<br />
<br />
* Reduced-size Launcher<br />
0.25 Size / 100x Reload; 0.33 Size / 20x Reload; 0.5 Size / 5x Reload; 0.75 Size / 2x Reload<br />
<br />
* Shield Regeneration Rate<br />
1; 1.5; 10; 12; 15; 2; 2.5; 3; 4; 5; 6; 8<br />
<br />
<br />
<br />
* Ship-based System<br />
* PDC-based System<br />
* Fighter Only<br />
<br />
* Search Sensor<br />
<br />
* No Hyper Drive Capability<br />
* No Missile ECM<br />
* No Reactor Power Boost<br />
* No Restrictions<br />
<br />
<br />
* Standard Mount<br />
* Spinal Mount<br />
* Advanced Spinal Mount<br />
<br />
* Standard Laser Size and Recharge Rate<br />
* Standard Size and Reload Rate<br />
* Swarm Extraction Module</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Technology&diff=6845Technology2016-03-03T03:40:05Z<p>Mor: </p>
<hr />
<div>{{stub}}<br />
Also [[List of Research Costs]]<br />
<br />
==Biology / Genetics==<br />
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.<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Genome Sequence Research<br />
|prequel = <br />
|cost = 5000<br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Base Gravity <br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal, +15%;+30%;+45%;+60%;+75%;-15%;-30%;-45%;-60%;-75%<br />
|description= The amount by which the new midpoint of the gravity tolerance differs from that of the base species.<br />
}}<br />
{{Tech table|<br />
|name = Base Oxygen Level<br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal; +15%; +30%; +45%; +60%; +75%; +90%; -15%; -30%; -45%; -60%; -75%<br />
|description= The amount by which the new midpoint of the oxygen tolerance differs from that of the base species<br />
}}<br />
{{Tech table|<br />
|name = Base Temperature<br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal; +15C; +30C; +45C; +60C; +75C; -15C; -30C; -45C; -60C; -75C; -90C<br />
|description= The amount by which the new midpoint of the temperature tolerance differs from that of the base species<br />
}}<br />
{{Tech table|<br />
|name = Temperature Range<br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal; +10 degrees; +15 degrees; +20 degrees; +25 degrees; +3 degrees; +6 degrees<br />
|description= The numbers of degrees by which this new species exceeds the range tolerance of the base species<br />
}}<br />
{{Tech table|<br />
|name = Terraforming Module<br />
|prequel = Trans-Newtonian Technology <br />
|cost =<br />
|variants = <br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Terraforming Rate<br />
|prequel = Trans-Newtonian Technology <br />
|cost =<br />
|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<br />
|description= The amount of gas (measured in atmospheric pressure) produced in one year by one terraforming installation or terraforming module.<br />
}}<br />
{{Tech table|end}}<br />
<br />
==Construction / Production==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Trans-Newtonian Technology<br />
|prequel = <br />
|cost = 1000<br />
|variants = <br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Asteroid Mining Module<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = <br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Construction Rate<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 36 BP; 42 BP; 50 BP; 60 BP; 70 BP<br />
|description= Annual construction rate for one unit of Industrial Capacity<br />
}}<br />
{{Tech table|<br />
|name = Expand Civilian Economy by<br />
|prequel = <br />
|cost =<br />
|variants = 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%<br />
|description= Expands the civilian economy, increasing the wealth gained from income and corporate taxes and expanding trade<br />
}}<br />
{{Tech table|<br />
|name = Fighter Production Rate <br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP<br />
|description= Annual production rate for a Fighter Factory<br />
}}<br />
{{Tech table|<br />
|name = Fuel Production<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|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<br />
|description= Increase the annual fuel production for each Fuel Refinery to specified amount.<br />
}}<br />
{{Tech table|<br />
|name = Jump Gate Construction Module<br />
|prequel = Jump Point Theory<br />
|cost =<br />
|variants = 20; 30; 45; 60; 90; 120; 150; 180<br />
|description= A ship equipped with this module can construct a jump gate in the specified amount of days<br />
}}<br />
{{Tech table|<br />
|name = Small Jump Gate Construction Module<br />
|prequel = Jump Point Theory<br />
|cost =<br />
|variants = <br />
|description= A ship equipped with this module can construct a jump gate in 360 days<br />
}}<br />
{{Tech table|<br />
|name = Mining Production<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 12 tons; 14 tons; 16 tons; 20 tons; 25 tons; 30 tons; 36 tons; 42 tons; 50 tons; 60 tons; 70 tons<br />
|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 accesssibility, one tenth annual rate for 0.1 accessibility, etc.<br />
}}<br />
{{Tech table|<br />
|name = Research Rate <br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 1000 RP; 1200 RP; 1500 RP; 240 RP; 280 RP; 320 RP; 400 RP; 500 RP; 600 RP; 720 RP; 840 RP<br />
|description= 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<br />
}}<br />
{{Tech table|<br />
|name = Shipbuilding Rate <br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 1000 BP; 1300 BP; 1600 BP; 2100 BP; 2750 BP; 3500 BP; 4600 BP; 560 BP; 6000 BP; 750 BP; 8000 BP<br />
|description= The number of build points produced by each Shipyard per year. This can be increased by the Shipbuilding bonus of the planetary governor<br />
}}<br />
{{Tech table|<br />
|name = Shipyard Operations<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|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<br />
|description= Making changes to shipyards, such as adding slipways and capacity or retooling for different classes requires less % time than normal<br />
}}<br />
{{Tech table|<br />
|name = Sorium Harvester<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = <br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Underground Excavation<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = <br />
|description= Allow construction of underground infrastructure<br />
}}<br />
{{Tech table|end}}<br />
<br />
* Ordnance Production<br />
12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP<br />
<br />
==Defensive Systems==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Armour<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = Duranium ;High Density Duranium ;Composite ;Ceramic Composite ;Laminate Composite ;Compressed Carbon ;Biphase Carbide ;Crystalline Composite ;Superdense ;Bonded Superdense ;Coherent Superdense ; Collapsium Armour<br />
|description= Armour is used for the hull of all ships. <br />
}}<br />
{{Tech table|<br />
|name = Shields<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = Alpha ;Beta ;Gamma ;Delta ;Epsilon ;Theta ;Xi ;Omicron ;Sigma ;Tau ;Psi ;Omega Shields<br />
|description= The level of shield technology. Higher level shields provide more protection for the same size shield generator. Shields regenerate over time.<br />
}}<br />
{{Tech table|<br />
|name = Absorption Shield Strength per HS<br />
|prequel =<br />
|cost =<br />
|variants = 3; 4.5; 6; 7.5; 9; 12; 15; 18; 24; 30; 36; 45<br />
|description= The strength per HS of absorption shield technology.<br />
}}<br />
{{Tech table|<br />
|name = AS Radiation Rate per HS per Minute<br />
|prequel =<br />
|cost =<br />
|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<br />
|description= The amount of power that a shield generator with this technology will regenerate over a 300 second period.<br />
}}<br />
{{Tech table|<br />
|name = Cloaking Theory<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = <br />
|description= Basis of various cloaking technologies. Another remarkable new physics enabled by TNEs is the cloaking effect.<br />
}}<br />
{{Tech table|<br />
|name = Cloak Sensor Reduction<br />
|prequel = Cloaking Theory<br />
|cost =<br />
|variants = 75% 80% 85% 90% 93% 95% 97% 98% 99% 99.5%<br />
|description= The reduction in range of hostile sensors when trying to detect a ship equipped with this type of cloak<br />
}}<br />
{{Tech table|<br />
|name = Cloaking Efficiency<br />
|prequel = Cloaking Theory<br />
|cost = <br />
|variants = 10 12 15 3 4 5 6 8<br />
|description= 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<br />
}}<br />
{{Tech table|<br />
|name = Damage Control <br />
|prequel =<br />
|cost =<br />
|variants = Standard; Improved; Advanced<br />
|description= A system that allows ship to carry out emergency damage repairs without the need for a shipyard.<br />
}}<br />
{{Tech table|<br />
|name = Thermal Reduction: Signature<br />
|prequel =<br />
|cost =<br />
|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;<br />
|description= Reduces the thermal output of engines, making them harder for thermal sensors to detect.<br />
}}<br />
{{Tech table|end}}<br />
<br />
==Energy Weapons==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|end}}<br />
<br />
==Logistics / Ground Combat==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Additional Maintenance Storage<br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= Allows a ship to carry additional maintenance supplies<br />
}}<br />
{{Tech table|<br />
|name = Boat Bay<br />
|prequel =<br />
|cost =<br />
|variants = Normal; Small<br />
|description= Allows a fighter or ship of up to 250\125 tons to dock within the mothership.<br />
}}<br />
{{Tech table|<br />
|name = Cargo Handling System<br />
|prequel =<br />
|cost =<br />
|variants = Standard; Improved; Advanced; Grav-Assisted<br />
|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 20 to tractor strength<br />
}}<br />
{{Tech table|<br />
|name = Bridge<br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= Essential for every ship and the location of the ship commander<br />
}}<br />
{{Tech table|<br />
|name = Cargo Hold <br />
|prequel =<br />
|cost =<br />
|variants = Standard; Small<br />
|description= Allows ship to transport 25000\5000 cargo points. <br />
}}<br />
{{Tech table|<br />
|name = Colonization Cost Reduction <br />
|prequel =<br />
|cost =<br />
|variants = 5% 10% 15% 20% 25% 30% 35% 40% 50%<br />
|description= Reduces the colony cost of planets or moons by the specified amount<br />
}}<br />
{{Tech table|<br />
|name = Compressed Fuel Storage System<br />
|prequel =<br />
|cost =<br />
|variants = Standard; Large; Very Large<br />
|description= Fuel storage for ships. Each Compressed Fuel Storage System can hold 75,000/ 375,000/ 1.5m litres of fuel.<br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|end}}<br />
<br />
* Compressed Fuel Storage System - Tiny<br />
* Compressed Fuel Storage System - Small<br />
* Crew Quarters<br />
* Crew Quarters - Fighter<br />
* Crew Quarters - Small<br />
* Crew Quarters - Tiny<br />
* Cryogenic Transport<br />
* Cryogenic Transport - Emergency<br />
* Cryogenic Transport - Small<br />
* Engineering Section<br />
* Engineering Section - Fighter<br />
* Engineering Section - Small<br />
* Engineering Section - Tiny<br />
* Flag Bridge<br />
* Fuel Storage<br />
* Fuel Storage - Large<br />
* Fuel Storage - Small<br />
* Fuel Storage - Tiny<br />
* Fuel Storage - Ultra Large<br />
* Fuel Storage - Very Large<br />
<br />
==Missiles / Kinetic Weapons==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|end}}<br />
<br />
==Power and Propulsion==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Capacitor Recharge Rate<br />
|prequel =<br />
|cost =<br />
|variants = 1;2;3;4;5;6;8;10;12;16;20;25<br />
|description= The amount of power which an energy weapon will recharge every 5 seconds<br />
}}<br />
{{Tech table|<br />
|name = Fuel Consumption<br />
|prequel =<br />
|cost =<br />
|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; <br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Jump Drive Efficiency <br />
|prequel =<br />
|cost =<br />
|variants = 10; 12; 15; 18; 21; 25; 4; 5; 6; 8<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Max Jump Squadron Size<br />
|prequel =<br />
|cost =<br />
|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)<br />
|description= A jump engine with this technology will hold open a jump point long enough for ten ships to transit, including the jump ship<br />
}}<br />
{{Tech table|<br />
|name = Max Squadron Jump Radius<br />
|prequel =<br />
|cost =<br />
|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)<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = * Maximum Engine Power Modifier <br />
|prequel =<br />
|cost =<br />
|variants = x1; x1.25; x1.5; x1.75; x2; x2.5; x3<br />
|description= Engines can be boosted by up to 75%. Fuel efficiency Modifier is (4^Engine Power Modifier)/4<br />
}}<br />
{{Tech table|<br />
|name = Minimum Engine Power Modifier<br />
|prequel =<br />
|cost =<br />
|variants = x0.1; x0.15; x0.2; x0.25; x0.3; x0.4; x0.5<br />
|description= Engines can be reduced in power to 10%. Fuel efficiency Modifier is (10^Engine Power Modifier)/10<br />
}}<br />
{{Tech table|<br />
|name = Minimum Jump Engine Size<br />
|prequel =<br />
|cost =<br />
|variants = 10; 12; 15; 2; 3; 4; 5; 6; 8<br />
|description= The minimum size of a jump engine<br />
}}<br />
{{Tech table|<br />
|name = Reactor Power Boost <br />
|prequel =<br />
|cost = 1000;2000;3000;5000;7500;12500;25000;50000<br />
|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%<br />
|description= Provides a power increase for reactors but also increases the chance of an explosion if the reactor is damaged<br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|end}}<br />
<br />
* Conventional Engine Technology 500<br />
<br />
* Nuclear Thermal Engine Technology 2500<br />
* Nuclear Pulse Engine Technology 5000<br />
* Magneto-plasma Drive Technology 20000<br />
* Magnetic Confinement Fusion Drive Technology 80000<br />
* Inertial Confinement Fusion Drive Technology 150000<br />
* Solid Core Anti-matter Drive Technology 380000<br />
* Gas Core Anti-matter Drive Technology 600000<br />
* Plasma Core Anti-matter Drive Technology 1250000<br />
* Beam Core Anti-matter Drive Technology 2500000<br />
* Photonic Drive Technology 5000000<br />
<br />
<br />
* Pressurised Water Reactor 1500<br />
* Pebble Bed Reactor Technology 3000<br />
* Gas-Cooled Fast Reactor Technology 6000<br />
* Stellarator Fusion Reactor Technology 12000<br />
* Tokamak Fusion Reactor Technology 24000<br />
* Magnetic Confinement Fusion Reactor Technology 45000<br />
* Inertial Confinement Fusion Reactor Technology 90000<br />
* Solid-core Anti-matter Power Plant Technology 180000<br />
* Gas-core Anti-matter Power Plant Technology 375000<br />
* Plasma-core Anti-matter Power Plant Technology 750000<br />
* Beam Core Anti-matter Power Plant Technology 1500000<br />
* Vacuum Energy Power Plant Technology 3000000<br />
<br />
<br />
==Sensors and Fire Control==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Active Grav Sensor Strength<br />
|prequel =<br />
|cost =<br />
|variants = 10 12 16 21 28 36 48 60 80 100 135 180<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Beam Fire Control Range<br />
|prequel =<br />
|cost =<br />
|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<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Electronic Warfare<br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= Prerequisite technology for Electronic countermeasures and Electronic counter-countermeasures<br />
}}<br />
{{Tech table|<br />
|name = Electronic Counter-countermeasures<br />
|prequel = Electronic Warfare<br />
|cost =<br />
|variants = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Electronic Countermeasures<br />
|prequel = Electronic Warfare<br />
|cost =<br />
|variants = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10 <br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Compact Electronic Counter-countermeasures<br />
|prequel =<br />
|cost =<br />
|variants = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Compact Electronic Countermeasures<br />
|prequel =<br />
|cost =<br />
|variants = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Small Craft Electronic Counter-countermeasures<br />
|prequel =<br />
|cost =<br />
|variants = 1; 2; 3; 4; 5<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Small Craft Electronic Countermeasures - <br />
|prequel =<br />
|cost =<br />
|variants = 1; 2; 3; 4; 5<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Electronic Hardening Level<br />
|prequel =<br />
|cost =<br />
|variants = 0; 1; 2; 3; 4; 5; 6; 7; 8<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = EM Sensor Sensitivity<br />
|prequel =<br />
|cost =<br />
|variants = 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Fire Control Speed Rating <br />
|prequel =<br />
|cost =<br />
|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<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Geological Survey Sensors<br />
|prequel =<br />
|cost = 1000 ; 10,000 ; 35,000 ; 100,000<br />
|variants = Standard; Improved; Advanced; Phased<br />
|description= Allows a ship to survey system bodies for mineral deposits or alien ruins. Provides 1/2/3/5 survey point per hour<br />
}}<br />
{{Tech table|<br />
|name = Gravitational Survey Sensors<br />
|prequel =<br />
|cost = 2000 ; 10,000 ; 35,000 ; 100,000<br />
|variants = Standard; Improved; Advanced; Phased<br />
|description= Allows a ship to survey for jump points by visiting survey locations. Provides 1/2/3/5 survey point per hour<br />
}}<br />
{{Tech table|<br />
|name = Max Tracking Time Bonus vs Missiles<br />
|prequel =<br />
|cost = 1000 ; 4000 ; 12,000 ; 40,000 ; 120,000 ; 400,000<br />
|variants = 0% ; 20% ; 40% ; 60% ; 80% ; 100%<br />
|description= This bonus will allow increased tracking speeds against missiles based on the length of time the missiles have been tracked<br />
}}<br />
{{Tech table|<br />
|name = Missile ECM<br />
|prequel =<br />
|cost =<br />
|variants = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10<br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Missile Fire Control<br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= This active sensor is designed as a fire control system.<br />
}}<br />
{{Tech table|<br />
|name = Planetary Sensor Strength<br />
|prequel =<br />
|cost =<br />
|variants = 250; 300; 400; 550; 700; 900; 1200; 1600; 2000; 2500; 3000; 3750<br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Thermal Sensor Sensitivity<br />
|prequel =<br />
|cost =<br />
|variants = 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75<br />
|description= Thermal sensor strength per hull space of the sensor component. Thermal sensors detect the engine output of alien ships<br />
}}<br />
{{Tech table|end}}<br />
<br />
<br />
* Laser Focal Size<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
* Advanced Laser Focal Size<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
<br />
* Particle Beam Range<br />
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<br />
* Particle Beam Strength<br />
12; 16; 2; 20; 25; 3; 36; 4; 50; 6; 9<br />
<br />
* Meson Focusing Technology<br />
1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9<br />
* Meson Focal Size<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
<br />
* Carronade<br />
15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
* Advanced Carronade<br />
15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
<br />
* Microwave Focal Size<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
* Microwave Focusing Technology<br />
1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9<br />
<br />
<br />
* Railgun<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm<br />
* Advanced Railgun<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm<br />
* Railgun Launch Velocity<br />
1; 2; 3; 4; 5; 6; 7; 8; 9<br />
<br />
* Gauss Cannon Launch Velocity<br />
1; 2; 3; 4; 5; 6<br />
* Gauss Cannon Rate of Fire <br />
1; 2; 3; 4; 5; 6; 8<br />
* Gauss Cannon Size vs Accuracy<br />
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%<br />
<br />
<br />
* Missile Agility<br />
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<br />
* Missile Launcher Reload Rate<br />
1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9<br />
* Missile Launcher Size<br />
1; 10; 11; 12; 14; 16; 18; 2; 20; 24; 3; 4; 5; 6; 7; 8; 9<br />
<br />
* Advanced Antimatter Warhead: Strength: 24 x MSP<br />
<br />
* Advanced Particle Beam Warhead<br />
11; 15; 20; 25; 3; 32; 4; 45; 5; 64; 8<br />
<br />
* Antimatter Catalysed Cobalt Warhead: Strength: 16 x MSP<br />
* Antimatter Warhead: Strength: 20 x MSP<br />
<br />
* Assault Infantry Battalion<br />
<br />
* Structural Shell<br />
<br />
* Box Launcher 0.15 Size / 15x (No internal reload)<br />
<br />
* Brigade Headquarters<br />
* Broadband Sensor<br />
<br />
* Cobalt Warhead: Strength: 10 x MSP<br />
<br />
* Combat Drop Module - Battalion<br />
* Combat Drop Module - Company<br />
* Combat Drop Module (Cryo) - Battalion<br />
* Combat Drop Module (Cryo) - Company<br />
* Combat Engineer Battalion<br />
* Commercial Jump Drive<br />
<br />
* Construction Brigade<br />
* Conventional Armour<br />
<br />
* Conventional ICBM<br />
<br />
* Divisional Headquarters<br />
<br />
* Enhanced Radiation Warhead<br />
(20% Yield, 5x Rad); (25% Yield, 4x Rad); (33% Yield, 3x Rad); (50% Yield, 2x Rad)<br />
<br />
* Extreme X-ray Laser<br />
* Extreme X-Ray Laser Warhead<br />
* Far Gamma Ray Laser<br />
* Far Ultraviolet Laser<br />
* Far X-Ray Laser<br />
* Far X-Ray Laser Warhead<br />
* Fighter Only<br />
<br />
* Fire Control<br />
<br />
50% Size 50% Tracking Speed<br />
Normal Size Normal Speed<br />
1.25x Size 1.25x Tracking Speed; <br />
1.5x Size 1.5x Tracking Speed;<br />
1.75x Size 1.75x Tracking Speed;<br />
2x Size 2x Tracking Speed; <br />
3x Size 3x Tracking Speed;<br />
4x Size 4x Tracking Speed;<br />
<br />
25% Size 25% Range; <br />
34% Size 34% Range;<br />
50% Size 50% Range;<br />
Normal Size Normal Range<br />
1.5x Size 1.5x Range;<br />
2x Size 2x Range; <br />
3x Size 3x Range;<br />
4x Size 4x Range;<br />
<br />
<br />
* Fusion-boosted Fission Warhead: Strength: 5 x MSP<br />
* Gamma Ray Laser<br />
<br />
* Garrison Battalion<br />
<br />
* Gravatonic Warhead: Strength: 30 x MSP<br />
<br />
* Ground Unit Strength <br />
10; 12; 14; 16; 20; 25; 30; 36; 42; 50; 60; 70<br />
<br />
* Gun-Type Fission Warhead: Strength: 2 x MSP<br />
* Hangar Deck<br />
* Heavy Assault Battalion<br />
* ICBM Launch Control<br />
* ICBM Silo<br />
* Implosion Fission Warhead: Strength: 3 x MSP<br />
<br />
* Improved Command and Control<br />
<br />
<br />
* Infrared Laser<br />
* Internal Confinement Fusion Drive Technology<br />
* Ion Drive Technology<br />
<br />
* Jump Point Theory<br />
* Levitated-Pit Implosion Warhead: Strength: 4 x MSP<br />
* Luxury Passenger Accomodation<br />
<br />
* Magazine Ejection System<br />
70% Chance; 80% Chance; 85% Chance; 90% Chance; 93% Chance; 95% Chance; 97% Chance; 98% Chance; 99% Chance<br />
<br />
* Magazine Feed System Efficiency <br />
75%; 80%; 85%; 90%; 92%; 94%; 96%; 98%; 99%<br />
<br />
<br />
* Maintenance Module<br />
* Marine Battalion<br />
* Marine Company<br />
<br />
* Military Jump Drive<br />
<br />
* Minimum Cloak Size<br />
10; 12; 15; 2; 20; 25; 3; 4; 6; 8<br />
<br />
<br />
* Mobile Infantry Battalion<br />
* Near Gamma Ray Laser<br />
* Near Ultraviolet Laser<br />
* No Hyper Drive Capability<br />
* No Missile ECM<br />
* No Reactor Power Boost<br />
* No Restrictions<br />
<br />
<br />
* Orbital Habitat Module<br />
<br />
<br />
* PDC Barracks<br />
* PDC-based System<br />
<br />
<br />
* Recreational Module<br />
<br />
* Reduced-size Laser<br />
0.5 Size / 20x Recharge; 0.75 Size / 4x Recharge<br />
* Reduced-size Launcher <br />
0.25 Size / 100x Reload; 0.33 Size / 20x Reload; 0.5 Size / 5x Reload; 0.75 Size / 2x Reload<br />
<br />
* Replacement Battalion<br />
<br />
* Salvage Module<br />
1000; 1350; 1800; 2500; 500; 750<br />
* Search Sensor<br />
* Shield Regeneration Rate<br />
1; 1.5; 10; 12; 15; 2; 2.5; 3; 4; 5; 6; 8<br />
<br />
* Ship to Ship Tractor Beam<br />
* Ship-based System<br />
<br />
* Small PDC Barracks<br />
* Small Troop Transport Bay<br />
* Soft X-ray Laser<br />
* Soft Xray Laser Warhead<br />
<br />
<br />
* Standard Mount<br />
* Spinal Mount<br />
* Advanced Spinal Mount<br />
* Standard Laser Size and Recharge Rate<br />
* Standard Size and Reload Rate<br />
* Swarm Extraction Module<br />
* Three-stage Thermonuclear Warhead: Strength: 8 x MSP<br />
<br />
<br />
* Tri-Cobalt Warhead: Strength: 12 x MSP<br />
* Troop Transport Bay<br />
<br />
* Turret Tracking Speed (10% Gear) <br />
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<br />
<br />
* Two-stage Thermonuclear Warhead: Strength: 6 x MSP<br />
* Ultraviolet Laser<br />
<br />
* Visible Light Laser<br />
<br />
* X-Ray Laser<br />
* X-Ray Laser Warhead</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Technology&diff=6844Technology2016-03-03T01:12:16Z<p>Mor: </p>
<hr />
<div>{{stub}}<br />
Also [[List of Research Costs]]<br />
<br />
==Biology / Genetics==<br />
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.<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Genome Sequence Research<br />
|prequel = <br />
|cost = 5000<br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Base Gravity <br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal, +15%;+30%;+45%;+60%;+75%;-15%;-30%;-45%;-60%;-75%<br />
|description= The amount by which the new midpoint of the gravity tolerance differs from that of the base species.<br />
}}<br />
{{Tech table|<br />
|name = Base Oxygen Level<br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal; +15%; +30%; +45%; +60%; +75%; +90%; -15%; -30%; -45%; -60%; -75%<br />
|description= The amount by which the new midpoint of the oxygen tolerance differs from that of the base species<br />
}}<br />
{{Tech table|<br />
|name = Base Temperature<br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal; +15C; +30C; +45C; +60C; +75C; -15C; -30C; -45C; -60C; -75C; -90C<br />
|description= The amount by which the new midpoint of the temperature tolerance differs from that of the base species<br />
}}<br />
{{Tech table|<br />
|name = Temperature Range<br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal; +10 degrees; +15 degrees; +20 degrees; +25 degrees; +3 degrees; +6 degrees<br />
|description= The numbers of degrees by which this new species exceeds the range tolerance of the base species<br />
}}<br />
{{Tech table|<br />
|name = Terraforming Module<br />
|prequel = Trans-Newtonian Technology <br />
|cost =<br />
|variants = <br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Terraforming Rate<br />
|prequel = Trans-Newtonian Technology <br />
|cost =<br />
|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<br />
|description= The amount of gas (measured in atmospheric pressure) produced in one year by one terraforming installation or terraforming module.<br />
}}<br />
{{Tech table|end}}<br />
<br />
==Construction / Production==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Trans-Newtonian Technology<br />
|prequel = <br />
|cost = 1000<br />
|variants = <br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Asteroid Mining Module<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = <br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Construction Rate<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 36 BP; 42 BP; 50 BP; 60 BP; 70 BP<br />
|description= Annual construction rate for one unit of Industrial Capacity<br />
}}<br />
{{Tech table|<br />
|name = Expand Civilian Economy by<br />
|prequel = <br />
|cost =<br />
|variants = 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%<br />
|description= Expands the civilian economy, increasing the wealth gained from income and corporate taxes and expanding trade<br />
}}<br />
{{Tech table|<br />
|name = Fighter Production Rate <br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP<br />
|description= Annual production rate for a Fighter Factory<br />
}}<br />
{{Tech table|<br />
|name = Fuel Production<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|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<br />
|description= Increase the annual fuel production for each Fuel Refinery to specified amount.<br />
}}<br />
{{Tech table|<br />
|name = Jump Gate Construction Module<br />
|prequel = Jump Point Theory<br />
|cost =<br />
|variants = 20; 30; 45; 60; 90; 120; 150; 180<br />
|description= A ship equipped with this module can construct a jump gate in the specified amount of days<br />
}}<br />
{{Tech table|<br />
|name = Small Jump Gate Construction Module<br />
|prequel = Jump Point Theory<br />
|cost =<br />
|variants = <br />
|description= A ship equipped with this module can construct a jump gate in 360 days<br />
}}<br />
{{Tech table|<br />
|name = Mining Production<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 12 tons; 14 tons; 16 tons; 20 tons; 25 tons; 30 tons; 36 tons; 42 tons; 50 tons; 60 tons; 70 tons<br />
|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 accesssibility, one tenth annual rate for 0.1 accessibility, etc.<br />
}}<br />
{{Tech table|<br />
|name = Research Rate <br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 1000 RP; 1200 RP; 1500 RP; 240 RP; 280 RP; 320 RP; 400 RP; 500 RP; 600 RP; 720 RP; 840 RP<br />
|description= 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<br />
}}<br />
{{Tech table|<br />
|name = Shipbuilding Rate <br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 1000 BP; 1300 BP; 1600 BP; 2100 BP; 2750 BP; 3500 BP; 4600 BP; 560 BP; 6000 BP; 750 BP; 8000 BP<br />
|description= The number of build points produced by each Shipyard per year. This can be increased by the Shipbuilding bonus of the planetary governor<br />
}}<br />
{{Tech table|<br />
|name = Shipyard Operations<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|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<br />
|description= Making changes to shipyards, such as adding slipways and capacity or retooling for different classes requires less % time than normal<br />
}}<br />
{{Tech table|<br />
|name = Sorium Harvester<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = <br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Underground Excavation<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = <br />
|description= Allow construction of underground infrastructure<br />
}}<br />
{{Tech table|end}}<br />
<br />
==Defensive Systems==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Armour<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = Duranium ;High Density Duranium ;Composite ;Ceramic Composite ;Laminate Composite ;Compressed Carbon ;Biphase Carbide ;Crystalline Composite ;Superdense ;Bonded Superdense ;Coherent Superdense ; Collapsium Armour<br />
|description= Armour is used for the hull of all ships. <br />
}}<br />
{{Tech table|<br />
|name = Shields<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = Alpha ;Beta ;Gamma ;Delta ;Epsilon ;Theta ;Xi ;Omicron ;Sigma ;Tau ;Psi ;Omega Shields<br />
|description= The level of shield technology. Higher level shields provide more protection for the same size shield generator. Shields regenerate over time.<br />
}}<br />
{{Tech table|<br />
|name = Absorption Shield Strength per HS<br />
|prequel =<br />
|cost =<br />
|variants = 3; 4.5; 6; 7.5; 9; 12; 15; 18; 24; 30; 36; 45<br />
|description= The strength per HS of absorption shield technology.<br />
}}<br />
{{Tech table|<br />
|name = AS Radiation Rate per HS per Minute<br />
|prequel =<br />
|cost =<br />
|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<br />
|description= The amount of power that a shield generator with this technology will regenerate over a 300 second period.<br />
}}<br />
{{Tech table|<br />
|name = Cloaking Theory<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = <br />
|description= Basis of various cloaking technologies. Another remarkable new physics enabled by TNEs is the cloaking effect.<br />
}}<br />
{{Tech table|<br />
|name = Cloak Sensor Reduction<br />
|prequel = Cloaking Theory<br />
|cost =<br />
|variants = 75% 80% 85% 90% 93% 95% 97% 98% 99% 99.5%<br />
|description= The reduction in range of hostile sensors when trying to detect a ship equipped with this type of cloak<br />
}}<br />
{{Tech table|<br />
|name = Cloaking Efficiency<br />
|prequel = Cloaking Theory<br />
|cost = <br />
|variants = 10 12 15 3 4 5 6 8<br />
|description= 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<br />
}}<br />
{{Tech table|<br />
|name = Damage Control <br />
|prequel =<br />
|cost =<br />
|variants = Standard; Improved; Advanced<br />
|description= A system that allows ship to carry out emergency damage repairs without the need for a shipyard.<br />
}}<br />
{{Tech table|<br />
|name = Thermal Reduction: Signature<br />
|prequel =<br />
|cost =<br />
|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;<br />
|description= Reduces the thermal output of engines, making them harder for thermal sensors to detect.<br />
}}<br />
{{Tech table|end}}<br />
<br />
==Energy Weapons==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|end}}<br />
<br />
==Logistics / Ground Combat==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Additional Maintenance Storage<br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= Allows a ship to carry additional maintenance supplies<br />
}}<br />
{{Tech table|<br />
|name = Boat Bay<br />
|prequel =<br />
|cost =<br />
|variants = Normal; Small<br />
|description= Allows a fighter or ship of up to 250\125 tons to dock within the mothership.<br />
}}<br />
{{Tech table|<br />
|name = Cargo Handling System<br />
|prequel =<br />
|cost =<br />
|variants = Standard; Improved; Advanced; Grav-Assisted<br />
|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 20 to tractor strength<br />
}}<br />
{{Tech table|<br />
|name = Bridge<br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= Essential for every ship and the location of the ship commander<br />
}}<br />
{{Tech table|<br />
|name = Cargo Hold <br />
|prequel =<br />
|cost =<br />
|variants = Standard; Small<br />
|description= Allows ship to transport 25000\5000 cargo points. <br />
}}<br />
{{Tech table|<br />
|name = Colonization Cost Reduction <br />
|prequel =<br />
|cost =<br />
|variants = 5% 10% 15% 20% 25% 30% 35% 40% 50%<br />
|description= Reduces the colony cost of planets or moons by the specified amount<br />
}}<br />
{{Tech table|<br />
|name = Compressed Fuel Storage System<br />
|prequel =<br />
|cost =<br />
|variants = Standard; Large; Very Large<br />
|description= Fuel storage for ships. Each Compressed Fuel Storage System can hold 75,000/ 375,000/ 1.5m litres of fuel.<br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|end}}<br />
<br />
* Compressed Fuel Storage System - Tiny<br />
* Compressed Fuel Storage System - Small<br />
* Crew Quarters<br />
* Crew Quarters - Fighter<br />
* Crew Quarters - Small<br />
* Crew Quarters - Tiny<br />
* Cryogenic Transport<br />
* Cryogenic Transport - Emergency<br />
* Cryogenic Transport - Small<br />
* Engineering Section<br />
* Engineering Section - Fighter<br />
* Engineering Section - Small<br />
* Engineering Section - Tiny<br />
* Flag Bridge<br />
* Fuel Storage<br />
* Fuel Storage - Large<br />
* Fuel Storage - Small<br />
* Fuel Storage - Tiny<br />
* Fuel Storage - Ultra Large<br />
* Fuel Storage - Very Large<br />
<br />
==Missiles / Kinetic Weapons==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|end}}<br />
<br />
==Power and Propulsion==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|end}}<br />
<br />
==Rest==<br />
* Capacitor Recharge Rate 1<br />
* Capacitor Recharge Rate 10<br />
* Capacitor Recharge Rate 12<br />
* Capacitor Recharge Rate 16<br />
* Capacitor Recharge Rate 2<br />
* Capacitor Recharge Rate 20<br />
* Capacitor Recharge Rate 25<br />
* Capacitor Recharge Rate 3<br />
* Capacitor Recharge Rate 4<br />
* Capacitor Recharge Rate 5<br />
* Capacitor Recharge Rate 6<br />
* Capacitor Recharge Rate 8<br />
<br />
==Sensors and Fire Control==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Active Grav Sensor Strength<br />
|prequel =<br />
|cost =<br />
|variants = 10 12 16 21 28 36 48 60 80 100 135 180<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Beam Fire Control Range<br />
|prequel =<br />
|cost =<br />
|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<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Electronic Warfare<br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= Prerequisite technology for Electronic countermeasures and Electronic counter-countermeasures<br />
}}<br />
{{Tech table|<br />
|name = Electronic Counter-countermeasures<br />
|prequel = Electronic Warfare<br />
|cost =<br />
|variants = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Electronic Countermeasures<br />
|prequel = Electronic Warfare<br />
|cost =<br />
|variants = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10 <br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Compact Electronic Counter-countermeasures<br />
|prequel =<br />
|cost =<br />
|variants = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Compact Electronic Countermeasures<br />
|prequel =<br />
|cost =<br />
|variants = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Small Craft Electronic Counter-countermeasures<br />
|prequel =<br />
|cost =<br />
|variants = 1; 2; 3; 4; 5<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Small Craft Electronic Countermeasures - <br />
|prequel =<br />
|cost =<br />
|variants = 1; 2; 3; 4; 5<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Electronic Hardening Level<br />
|prequel =<br />
|cost =<br />
|variants = 0; 1; 2; 3; 4; 5; 6; 7; 8<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = EM Sensor Sensitivity<br />
|prequel =<br />
|cost =<br />
|variants = 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Fire Control Speed Rating <br />
|prequel =<br />
|cost =<br />
|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<br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Geological Survey Sensors<br />
|prequel =<br />
|cost = 1000 ; 10,000 ; 35,000 ; 100,000<br />
|variants = Standard; Improved; Advanced; Phased<br />
|description= Allows a ship to survey system bodies for mineral deposits or alien ruins. Provides 1/2/3/5 survey point per hour<br />
}}<br />
{{Tech table|<br />
|name = Gravitational Survey Sensors<br />
|prequel =<br />
|cost = 2000 ; 10,000 ; 35,000 ; 100,000<br />
|variants = Standard; Improved; Advanced; Phased<br />
|description= Allows a ship to survey for jump points by visiting survey locations. Provides 1/2/3/5 survey point per hour<br />
}}<br />
{{Tech table|<br />
|name = Max Tracking Time Bonus vs Missiles<br />
|prequel =<br />
|cost = 1000 ; 4000 ; 12,000 ; 40,000 ; 120,000 ; 400,000<br />
|variants = 0% ; 20% ; 40% ; 60% ; 80% ; 100%<br />
|description= This bonus will allow increased tracking speeds against missiles based on the length of time the missiles have been tracked<br />
}}<br />
{{Tech table|<br />
|name = Missile ECM<br />
|prequel =<br />
|cost =<br />
|variants = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10<br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Missile Fire Control<br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= This active sensor is designed as a fire control system.<br />
}}<br />
{{Tech table|<br />
|name = Planetary Sensor Strength<br />
|prequel =<br />
|cost =<br />
|variants = 250; 300; 400; 550; 700; 900; 1200; 1600; 2000; 2500; 3000; 3750<br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Thermal Sensor Sensitivity<br />
|prequel =<br />
|cost =<br />
|variants = 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75<br />
|description= Thermal sensor strength per hull space of the sensor component. Thermal sensors detect the engine output of alien ships<br />
}}<br />
{{Tech table|end}}<br />
<br />
<br />
<br />
* Advanced Carronade<br />
15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
<br />
* Advanced Laser Focal Size<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
<br />
* Advanced Railgun<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm<br />
<br />
* Carronade<br />
15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
<br />
* Laser Focal Size<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
<br />
* Meson Focal Size<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
<br />
* Microwave Focal Size<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm<br />
<br />
* Railgun<br />
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm<br />
<br />
* Advanced Antimatter Warhead: Strength: 24 x MSP<br />
<br />
* Advanced Particle Beam Warhead<br />
11; 15; 20; 25; 3; 32; 4; 45; 5; 64; 8<br />
<br />
* Advanced Spinal Mount<br />
<br />
* Antimatter Catalysed Cobalt Warhead: Strength: 16 x MSP<br />
* Antimatter Warhead: Strength: 20 x MSP<br />
<br />
* Assault Infantry Battalion<br />
<br />
* Beam Core Anti-matter Drive Technology<br />
* Beam Core Anti-matter Power Plant Technology<br />
<br />
* Structural Shell<br />
<br />
* Box Launcher 0.15 Size / 15x (No internal reload)<br />
<br />
* Brigade Headquarters<br />
* Broadband Sensor<br />
<br />
* Cobalt Warhead: Strength: 10 x MSP<br />
<br />
* Combat Drop Module - Battalion<br />
* Combat Drop Module - Company<br />
* Combat Drop Module (Cryo) - Battalion<br />
* Combat Drop Module (Cryo) - Company<br />
* Combat Engineer Battalion<br />
* Commercial Jump Drive<br />
<br />
* Construction Brigade<br />
* Conventional Armour<br />
* Conventional Engine Technology<br />
* Conventional ICBM<br />
<br />
* Divisional Headquarters<br />
<br />
* Enhanced Radiation Warhead<br />
(20% Yield, 5x Rad); (25% Yield, 4x Rad); (33% Yield, 3x Rad); (50% Yield, 2x Rad)<br />
<br />
* Extreme X-ray Laser<br />
* Extreme X-Ray Laser Warhead<br />
* Far Gamma Ray Laser<br />
* Far Ultraviolet Laser<br />
* Far X-Ray Laser<br />
* Far X-Ray Laser Warhead<br />
* Fighter Only<br />
<br />
* Fire Control<br />
1.25x Size 1.25x Tracking Speed, 1.5x Size 1.5x Range, 1.5x Size 1.5x Tracking Speed, 1.75x Size 1.75x Tracking Speed, 25% Size 25% Range, 2x Size 2x Range, 2x Size 2x Tracking Speed, 34% Size 34% Range, 3x Size 3x Range, 3x Size 3x Tracking Speed, 4x Size 4x Range, 4x Size 4x Tracking Speed, 50% Size 50% Range, 50% Size 50% Tracking Speed<br />
<br />
* Fuel Consumption:<br />
0.1 Litres per Engine Power Hour; 0.125 Litres per Engine Power Hour; 0.16 Litres per Engine Power Hour; 0.2 Litres per Engine Power Hour; 0.25 Litres per Engine Power Hour; 0.3 Litres per Engine Power Hour; 0.4 Litres per Engine Power Hour; 0.5 Litres per Engine Power Hour; 0.6 Litres per Engine Power Hour; 0.7 Litres per Engine Power Hour; 0.8 Litres per Engine Power Hour; 0.9 Litres per Engine Power Hour; 1 Litre per Engine Power Hour<br />
<br />
* Fusion-boosted Fission Warhead: Strength: 5 x MSP<br />
* Gamma Ray Laser<br />
<br />
* Garrison Battalion<br />
* Gas Core Anti-matter Drive Technology<br />
* Gas-Cooled Fast Reactor Technology<br />
* Gas-core Anti-matter Power Plant Technology<br />
<br />
* Gauss Cannon Launch Velocity<br />
1; 2; 3; 4; 5; 6<br />
<br />
* Gauss Cannon Rate of Fire <br />
1; 2; 3; 4; 5; 6; 8<br />
<br />
* Gauss Cannon Size vs Accuracy<br />
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%<br />
<br />
* Gravatonic Warhead: Strength: 30 x MSP<br />
<br />
* Ground Unit Strength <br />
10; 12; 14; 16; 20; 25; 30; 36; 42; 50; 60; 70<br />
<br />
* Gun-Type Fission Warhead: Strength: 2 x MSP<br />
* Hangar Deck<br />
* Heavy Assault Battalion<br />
* ICBM Launch Control<br />
* ICBM Silo<br />
* Implosion Fission Warhead: Strength: 3 x MSP<br />
<br />
* Improved Command and Control<br />
<br />
* Inertial Confinement Fusion Drive Technology<br />
* Inertial Confinement Fusion Reactor Technology<br />
* Infrared Laser<br />
* Internal Confinement Fusion Drive Technology<br />
* Ion Drive Technology<br />
<br />
* Jump Drive Efficiency <br />
10; 12; 15; 18; 21; 25; 4; 5; 6; 8<br />
<br />
* Jump Point Theory<br />
* Levitated-Pit Implosion Warhead: Strength: 4 x MSP<br />
* Luxury Passenger Accomodation<br />
<br />
* Magazine Ejection System<br />
70% Chance; 80% Chance; 85% Chance; 90% Chance; 93% Chance; 95% Chance; 97% Chance; 98% Chance; 99% Chance<br />
<br />
* Magazine Feed System Efficiency <br />
75%; 80%; 85%; 90%; 92%; 94%; 96%; 98%; 99%<br />
<br />
* Magnetic Confinement Fusion Drive Technology<br />
* Magnetic Confinement Fusion Reactor Technology<br />
* Magneto-plasma Drive Technology<br />
* Maintenance Module<br />
* Marine Battalion<br />
* Marine Company<br />
<br />
* Max Jump Squadron Size<br />
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)<br />
<br />
* Max Squadron Jump Radius<br />
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)<br />
<br />
* Maximum Engine Power Modifier <br />
x1; x1.25; x1.5; x1.75; x2; x2.5; x3<br />
<br />
* Meson Focusing Technology<br />
1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9<br />
<br />
* Microwave Focusing Technology<br />
1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9<br />
<br />
* Military Jump Drive<br />
<br />
* Minimum Cloak Size<br />
10; 12; 15; 2; 20; 25; 3; 4; 6; 8<br />
<br />
* Minimum Engine Power Modifier<br />
x0.1; x0.15; x0.2; x0.25; x0.3; x0.4; x0.5<br />
<br />
* Minimum Jump Engine Size<br />
10; 12; 15; 2; 3; 4; 5; 6; 8<br />
<br />
* Missile Agility<br />
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<br />
<br />
<br />
<br />
* Missile Launcher Reload Rate<br />
1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9<br />
<br />
* Missile Launcher Size<br />
1; 10; 11; 12; 14; 16; 18; 2; 20; 24; 3; 4; 5; 6; 7; 8; 9<br />
<br />
* Mobile Infantry Battalion<br />
* Near Gamma Ray Laser<br />
* Near Ultraviolet Laser<br />
* No Hyper Drive Capability<br />
* No Missile ECM<br />
* No Reactor Power Boost<br />
* No Restrictions<br />
<br />
* Normal Size Normal Range<br />
* Normal Size Normal Speed<br />
* Nuclear Pulse Engine Technology<br />
* Nuclear Thermal Engine Technology<br />
<br />
* Orbital Habitat Module<br />
<br />
* Ordnance Production<br />
12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP<br />
<br />
* Particle Beam Range<br />
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<br />
<br />
* Particle Beam Strength<br />
12; 16; 2; 20; 25; 3; 36; 4; 50; 6; 9<br />
<br />
* PDC Barracks<br />
* PDC-based System<br />
* Pebble Bed Reactor Technology<br />
<br />
* Photonic Drive Technology<br />
<br />
* Plasma Core Anti-matter Drive Technology<br />
* Plasma-core Anti-matter Power Plant Technology<br />
* Pressurised Water Reactor<br />
<br />
* Railgun Launch Velocity<br />
1; 2; 3; 4; 5; 6; 7; 8; 9<br />
<br />
* Reactor Power Boost <br />
10%, Explosion 10%; 15%, Explosion 12%; 20%, Explosion 16%; 25%, Explosion 20%; 30%, Explosion 25%; 40%, Explosion 30%; 5%, Explosion 7%; 50%, Explosion 35%<br />
* Recreational Module<br />
<br />
* Reduced-size Laser<br />
0.5 Size / 20x Recharge; 0.75 Size / 4x Recharge<br />
* Reduced-size Launcher <br />
0.25 Size / 100x Reload; 0.33 Size / 20x Reload; 0.5 Size / 5x Reload; 0.75 Size / 2x Reload<br />
<br />
* Replacement Battalion<br />
<br />
* Salvage Module<br />
1000; 1350; 1800; 2500; 500; 750<br />
* Search Sensor<br />
* Shield Regeneration Rate<br />
1; 1.5; 10; 12; 15; 2; 2.5; 3; 4; 5; 6; 8<br />
<br />
* Ship to Ship Tractor Beam<br />
* Ship-based System<br />
<br />
* Small PDC Barracks<br />
* Small Troop Transport Bay<br />
* Soft X-ray Laser<br />
* Soft Xray Laser Warhead<br />
* Solid Core Anti-matter Drive Technology<br />
* Solid-core Anti-matter Power Plant Technology<br />
<br />
* Spinal Mount<br />
* Standard Laser Size and Recharge Rate<br />
* Standard Mount<br />
* Standard Size and Reload Rate<br />
* Stellarator Fusion Reactor Technology<br />
* Swarm Extraction Module<br />
<br />
* Three-stage Thermonuclear Warhead: Strength: 8 x MSP<br />
* Tokamak Fusion Reactor Technology<br />
* Tri-Cobalt Warhead: Strength: 12 x MSP<br />
* Troop Transport Bay<br />
<br />
* Turret Tracking Speed (10% Gear) <br />
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<br />
<br />
* Two-stage Thermonuclear Warhead: Strength: 6 x MSP<br />
* Ultraviolet Laser<br />
* Vacuum Energy Power Plant Technology<br />
* Visible Light Laser<br />
<br />
* X-Ray Laser<br />
* X-Ray Laser Warhead</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Technology&diff=6843Technology2016-03-02T23:43:40Z<p>Mor: </p>
<hr />
<div>{{stub}}<br />
Also [[List of Research Costs]]<br />
<br />
==Biology / Genetics==<br />
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.<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Genome Sequence Research<br />
|prequel = <br />
|cost = 5000<br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Base Gravity <br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal, +15%,+30%,+45%,+60%,+75%,-15%,-30%,-45%,-60%,-75%<br />
|description= The amount by which the new midpoint of the gravity tolerance differs from that of the base species.<br />
}}<br />
{{Tech table|<br />
|name = Base Oxygen Level<br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal, +15%, +30%, +45%, +60%, +75%, +90%, -15%, -30%, -45%, -60%, -75%<br />
|description= The amount by which the new midpoint of the oxygen tolerance differs from that of the base species<br />
}}<br />
{{Tech table|<br />
|name = Base Temperature<br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal, +15C, +30C, +45C, +60C, +75C, -15C, -30C, -45C, -60C, -75C, -90C<br />
|description= The amount by which the new midpoint of the temperature tolerance differs from that of the base species<br />
}}<br />
{{Tech table|<br />
|name = Temperature Range<br />
|prequel = Genome Sequence<br />
|cost =<br />
|variants = Normal, +10 degrees, +15 degrees, +20 degrees, +25 degrees, +3 degrees, +6 degrees<br />
|description= The numbers of degrees by which this new species exceeds the range tolerance of the base species<br />
}}<br />
{{Tech table|<br />
|name = Terraforming Module<br />
|prequel = Trans-Newtonian Technology <br />
|cost =<br />
|variants = <br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Terraforming Rate<br />
|prequel = Trans-Newtonian Technology <br />
|cost =<br />
|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<br />
|description= The amount of gas (measured in atmospheric pressure) produced in one year by one terraforming installation or terraforming module<br />
}}<br />
{{Tech table|end}}<br />
<br />
==Construction / Production==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Trans-Newtonian Technology<br />
|prequel = <br />
|cost = 1000<br />
|variants = <br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Asteroid Mining Module<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = <br />
|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<br />
}}<br />
{{Tech table|<br />
|name = Construction Rate<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 12 BP, 14 BP, 16 BP, 20 BP, 25 BP, 30 BP, 36 BP, 42 BP, 50 BP, 60 BP, 70 BP<br />
|description= Annual construction rate for one unit of Industrial Capacity<br />
}}<br />
{{Tech table|<br />
|name = Expand Civilian Economy by<br />
|prequel = <br />
|cost =<br />
|variants = 20%, 20%, 20%, 20%, 20%, 20%, 20%, 20%, 20%, 20%<br />
|description= Expands the civilian economy, increasing the wealth gained from income and corporate taxes and expanding trade<br />
}}<br />
{{Tech table|<br />
|name = Fighter Production Rate <br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 12 BP, 14 BP, 16 BP, 20 BP, 25 BP, 30 BP, 35 BP, 40 BP, 50 BP, 60 BP, 70 BP<br />
|description= Annual production rate for a Fighter Factory<br />
}}<br />
{{Tech table|<br />
|name = Fuel Production<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|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<br />
|description= Increase the annual fuel production for each Fuel Refinery to specified amount.<br />
}}<br />
{{Tech table|<br />
|name = Jump Gate Construction Module<br />
|prequel = Jump Point Theory<br />
|cost =<br />
|variants = 20, 30, 45, 60, 90, 120, 150, 180<br />
|description= A ship equipped with this module can construct a jump gate in the specified amount of days<br />
}}<br />
{{Tech table|<br />
|name = Small Jump Gate Construction Module<br />
|prequel = Jump Point Theory<br />
|cost =<br />
|variants = <br />
|description= A ship equipped with this module can construct a jump gate in 360 days<br />
}}<br />
{{Tech table|<br />
|name = Mining Production<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 12 tons, 14 tons, 16 tons, 20 tons, 25 tons, 30 tons, 36 tons, 42 tons, 50 tons, 60 tons, 70 tons<br />
|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 accesssibility, one tenth annual rate for 0.1 accessibility, etc.<br />
}}<br />
{{Tech table|<br />
|name = Research Rate <br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 1000 RP, 1200 RP, 1500 RP, 240 RP, 280 RP, 320 RP, 400 RP, 500 RP, 600 RP, 720 RP, 840 RP<br />
|description= 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<br />
}}<br />
{{Tech table|<br />
|name = Shipbuilding Rate <br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = 1000 BP, 1300 BP, 1600 BP, 2100 BP, 2750 BP, 3500 BP, 4600 BP, 560 BP, 6000 BP, 750 BP, 8000 BP<br />
|description= The number of build points produced by each Shipyard per year. This can be increased by the Shipbuilding bonus of the planetary governor<br />
}}<br />
{{Tech table|<br />
|name = Shipyard Operations<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|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<br />
|description= Making changes to shipyards, such as adding slipways and capacity or retooling for different classes requires less % time than normal<br />
}}<br />
{{Tech table|<br />
|name = Sorium Harvester<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = <br />
|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.<br />
}}<br />
{{Tech table|<br />
|name = Underground Excavation<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = <br />
|description= Allow construction of underground infrastructure<br />
}}<br />
{{Tech table|end}}<br />
<br />
==Defensive Systems==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Armour<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = Duranium ,High Density Duranium ,Composite ,Ceramic Composite ,Laminate Composite ,Compressed Carbon ,Biphase Carbide ,Crystalline Composite ,Superdense ,Bonded Superdense ,Coherent Superdense , Collapsium Armour<br />
|description= Armour is used for the hull of all ships. <br />
}}<br />
{{Tech table|<br />
|name = Shields<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = Alpha ,Beta ,Gamma ,Delta ,Epsilon ,Theta ,Xi ,Omicron ,Sigma ,Tau ,Psi ,Omega Shields<br />
|description= The level of shield technology. Higher level shields provide more protection for the same size shield generator. Shields regenerate over time.<br />
}}<br />
{{Tech table|<br />
|name = Absorption Shield Strength per HS<br />
|prequel =<br />
|cost =<br />
|variants = 3, 4.5, 6, 7.5, 9, 12, 15, 18, 24, 30, 36, 45<br />
|description= The strength per HS of absorption shield technology.<br />
}}<br />
{{Tech table|<br />
|name = AS Radiation Rate per HS per Minute<br />
|prequel =<br />
|cost =<br />
|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<br />
|description= The amount of power that a shield generator with this technology will regenerate over a 300 second period.<br />
}}<br />
{{Tech table|<br />
|name = Cloaking Theory<br />
|prequel = Trans-Newtonian Technology<br />
|cost =<br />
|variants = <br />
|description= Basis of various cloaking technologies. Another remarkable new physics enabled by TNEs is the cloaking effect.<br />
}}<br />
{{Tech table|<br />
|name = Cloak Sensor Reduction<br />
|prequel = Cloaking Theory<br />
|cost =<br />
|variants = 75% 80% 85% 90% 93% 95% 97% 98% 99% 99.5%<br />
|description= The reduction in range of hostile sensors when trying to detect a ship equipped with this type of cloak<br />
}}<br />
{{Tech table|<br />
|name = Cloaking Efficiency<br />
|prequel = Cloaking Theory<br />
|cost = <br />
|variants = 10 12 15 3 4 5 6 8<br />
|description= 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<br />
}}<br />
{{Tech table|<br />
|name = Damage Control <br />
|prequel =<br />
|cost =<br />
|variants = Standard, Improved, Advanced<br />
|description= A system that allows ship to carry out emergency damage repairs without the need for a shipyard.<br />
}}<br />
{{Tech table|<br />
|name = Thermal Reduction: Signature<br />
|prequel =<br />
|cost =<br />
|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<br />
|description= Reduces the thermal output of engines, making them harder for thermal sensors to detect.<br />
}}<br />
{{Tech table|end}}<br />
<br />
==Energy Weapons==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|end}}<br />
<br />
==Logistics / Ground Combat==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Additional Maintenance Storage<br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= Allows a ship to carry additional maintenance supplies<br />
}}<br />
{{Tech table|<br />
|name = Boat Bay<br />
|prequel =<br />
|cost =<br />
|variants = Normal, Small<br />
|description= Allows a fighter or ship of up to 250\125 tons to dock within the mothership.<br />
}}<br />
{{Tech table|<br />
|name = Cargo Handling System<br />
|prequel =<br />
|cost =<br />
|variants = Standard, Improved, Advanced, Grav-Assisted<br />
|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 20 to tractor strength<br />
}}<br />
{{Tech table|<br />
|name = Bridge<br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= Essential for every ship and the location of the ship commander<br />
}}<br />
{{Tech table|<br />
|name = Cargo Hold <br />
|prequel =<br />
|cost =<br />
|variants = Standard, Small<br />
|description= Allows ship to transport 25000\5000 cargo points. <br />
}}<br />
{{Tech table|<br />
|name = Colonization Cost Reduction <br />
|prequel =<br />
|cost =<br />
|variants = 5% 10% 15% 20% 25% 30% 35% 40% 50%<br />
|description= Reduces the colony cost of planets or moons by the specified amount<br />
}}<br />
{{Tech table|<br />
|name = Compressed Fuel Storage System<br />
|prequel =<br />
|cost =<br />
|variants = Standard, Large, Very Large<br />
|description= Fuel storage for ships. Each Compressed Fuel Storage System can hold 75,000/ 375,000/ 1.5m litres of fuel.<br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|end}}<br />
<br />
<br />
* Compressed Fuel Storage System - Tiny<br />
* Compressed Fuel Storage System - Small<br />
* Crew Quarters<br />
* Crew Quarters - Fighter<br />
* Crew Quarters - Small<br />
* Crew Quarters - Tiny<br />
* Cryogenic Transport<br />
* Cryogenic Transport - Emergency<br />
* Cryogenic Transport - Small<br />
* Engineering Section<br />
* Engineering Section - Fighter<br />
* Engineering Section - Small<br />
* Engineering Section - Tiny<br />
* Flag Bridge<br />
* Fuel Storage<br />
* Fuel Storage - Large<br />
* Fuel Storage - Small<br />
* Fuel Storage - Tiny<br />
* Fuel Storage - Ultra Large<br />
* Fuel Storage - Very Large<br />
<br />
==Missiles / Kinetic Weapons==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|end}}<br />
<br />
==Power and Propulsion==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|end}}<br />
<br />
==Rest==<br />
* Capacitor Recharge Rate 1<br />
* Capacitor Recharge Rate 10<br />
* Capacitor Recharge Rate 12<br />
* Capacitor Recharge Rate 16<br />
* Capacitor Recharge Rate 2<br />
* Capacitor Recharge Rate 20<br />
* Capacitor Recharge Rate 25<br />
* Capacitor Recharge Rate 3<br />
* Capacitor Recharge Rate 4<br />
* Capacitor Recharge Rate 5<br />
* Capacitor Recharge Rate 6<br />
* Capacitor Recharge Rate 8<br />
<br />
==Sensors and Fire Control==<br />
<br />
{{Tech table|start}}<br />
{{Tech table|<br />
|name = Active Grav Sensor Strength<br />
|prequel =<br />
|cost =<br />
|variants = 10 12 16 21 28 36 48 60 80 100 135 180<br />
|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 GPD sensors<br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|<br />
|name = <br />
|prequel =<br />
|cost =<br />
|variants = <br />
|description= <br />
}}<br />
{{Tech table|end}}<br />
<br />
* Beam Fire Control Range<br />
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<br />
<br />
* Electronic Hardening Level<br />
0, 1, 2, 3, 4, 5, 6, 7, 8<br />
* Electronic Warfare<br />
<br />
* Electronic Counter-countermeasures<br />
1, 10, 2, 3, 4, 5, 6, 7, 8, 9<br />
<br />
* Electronic Countermeasures<br />
1, 10, 2, 3, 4, 5, 6, 7, 8, 9<br />
<br />
* EM Sensor Sensitivity<br />
5, 6, 8, 11, 14, 18, 24, 32, 40, 50, 60, 75<br />
<br />
* Fire Control Speed Rating <br />
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<br />
<br />
* Geological Survey Sensors<br />
* Gravitational Survey Sensors<br />
<br />
* Max Tracking Time Bonus vs Missiles<br />
0%, 20%, 40%, 60%, 80%, 100%<br />
<br />
* Planetary Sensor Strength<br />
1200, 1600, 2000, 250, 2500, 300, 3000, 3750, 400, 550, 700, 900<br />
<br />
* Thermal Sensor Sensitivity<br />
5, 6, 8, 11, 14, 18, 24, 32, 40, 50, 60, 75<br />
<br />
* Advanced Carronade<br />
15cm, 20cm, 25cm, 30cm, 35cm, 40cm, 50cm, 60cm, 70cm, 80cm<br />
<br />
* Advanced Laser Focal Size<br />
10cm, 12cm, 15cm, 20cm, 25cm, 30cm, 35cm, 40cm, 50cm, 60cm, 70cm, 80cm<br />
<br />
* Advanced Railgun<br />
10cm, 12cm, 15cm, 20cm, 25cm, 30cm, 35cm, 40cm, 45cm, 50cm<br />
<br />
* Carronade<br />
15cm, 20cm, 25cm, 30cm, 35cm, 40cm, 50cm, 60cm, 70cm, 80cm<br />
<br />
* Laser Focal Size<br />
10cm, 12cm, 15cm, 20cm, 25cm, 30cm, 35cm, 40cm, 50cm, 60cm, 70cm, 80cm<br />
<br />
* Meson Focal Size<br />
10cm, 12cm, 15cm, 20cm, 25cm, 30cm, 35cm, 40cm, 50cm, 60cm, 70cm, 80cm<br />
<br />
* Microwave Focal Size<br />
10cm, 12cm, 15cm, 20cm, 25cm, 30cm, 35cm, 40cm, 50cm, 60cm, 70cm, 80cm<br />
<br />
* Railgun<br />
10cm, 12cm, 15cm, 20cm, 25cm, 30cm, 35cm, 40cm, 45cm, 50cm<br />
<br />
<br />
* Advanced Antimatter Warhead: Strength: 24 x MSP<br />
<br />
<br />
* Advanced Geological Sensors<br />
* Advanced Gravitational Sensors<br />
<br />
* Advanced Particle Beam Warhead<br />
11, 15, 20, 25, 3, 32, 4, 45, 5, 64, 8<br />
<br />
* Advanced Spinal Mount<br />
<br />
* Antimatter Catalysed Cobalt Warhead: Strength: 16 x MSP<br />
* Antimatter Warhead: Strength: 20 x MSP<br />
<br />
* Assault Infantry Battalion<br />
<br />
* Beam Core Anti-matter Drive Technology<br />
* Beam Core Anti-matter Power Plant Technology<br />
<br />
<br />
* Structural Shell<br />
<br />
<br />
* Box Launcher 0.15 Size / 15x (No internal reload)<br />
<br />
* Brigade Headquarters<br />
* Broadband Sensor<br />
<br />
<br />
* Cobalt Warhead: Strength: 10 x MSP<br />
<br />
<br />
* Combat Drop Module - Battalion<br />
* Combat Drop Module - Company<br />
* Combat Drop Module (Cryo) - Battalion<br />
* Combat Drop Module (Cryo) - Company<br />
* Combat Engineer Battalion<br />
* Commercial Jump Drive<br />
<br />
* Compact Electronic Counter-countermeasures<br />
1, 10, 2, 3, 4, 5, 6, 7, 8, 9<br />
* Compact Electronic Countermeasures<br />
1, 10, 2, 3, 4, 5, 6, 7, 8, 9<br />
<br />
<br />
* Construction Brigade<br />
* Conventional Armour<br />
* Conventional Engine Technology<br />
* Conventional ICBM<br />
<br />
* Divisional Headquarters<br />
<br />
<br />
* Enhanced Radiation Warhead<br />
(20% Yield, 5x Rad), (25% Yield, 4x Rad), (33% Yield, 3x Rad), (50% Yield, 2x Rad)<br />
<br />
<br />
* Extreme X-ray Laser<br />
* Extreme X-Ray Laser Warhead<br />
* Far Gamma Ray Laser<br />
* Far Ultraviolet Laser<br />
* Far X-Ray Laser<br />
* Far X-Ray Laser Warhead<br />
* Fighter Only<br />
<br />
* Fire Control<br />
1.25x Size 1.25x Tracking Speed, 1.5x Size 1.5x Range, 1.5x Size 1.5x Tracking Speed, 1.75x Size 1.75x Tracking Speed, 25% Size 25% Range, 2x Size 2x Range, 2x Size 2x Tracking Speed, 34% Size 34% Range, 3x Size 3x Range, 3x Size 3x Tracking Speed, 4x Size 4x Range, 4x Size 4x Tracking Speed, 50% Size 50% Range, 50% Size 50% Tracking Speed<br />
<br />
<br />
* Fuel Consumption:<br />
0.1 Litres per Engine Power Hour, 0.125 Litres per Engine Power Hour, 0.16 Litres per Engine Power Hour, 0.2 Litres per Engine Power Hour, 0.25 Litres per Engine Power Hour, 0.3 Litres per Engine Power Hour, 0.4 Litres per Engine Power Hour, 0.5 Litres per Engine Power Hour, 0.6 Litres per Engine Power Hour, 0.7 Litres per Engine Power Hour, 0.8 Litres per Engine Power Hour, 0.9 Litres per Engine Power Hour, 1 Litre per Engine Power Hour<br />
<br />
<br />
* Fusion-boosted Fission Warhead: Strength: 5 x MSP<br />
* Gamma Ray Laser<br />
<br />
* Garrison Battalion<br />
* Gas Core Anti-matter Drive Technology<br />
* Gas-Cooled Fast Reactor Technology<br />
* Gas-core Anti-matter Power Plant Technology<br />
<br />
* Gauss Cannon Launch Velocity<br />
1, 2, 3, 4, 5, 6<br />
<br />
* Gauss Cannon Rate of Fire <br />
1, 2, 3, 4, 5, 6, 8<br />
<br />
* Gauss Cannon Size vs Accuracy<br />
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%<br />
<br />
<br />
* Gravatonic Warhead: Strength: 30 x MSP<br />
<br />
* Ground Unit Strength <br />
10, 12, 14, 16, 20, 25, 30, 36, 42, 50, 60, 70<br />
<br />
<br />
* Gun-Type Fission Warhead: Strength: 2 x MSP<br />
* Hangar Deck<br />
* Heavy Assault Battalion<br />
* ICBM Launch Control<br />
* ICBM Silo<br />
* Implosion Fission Warhead: Strength: 3 x MSP<br />
<br />
* Improved Command and Control<br />
<br />
* Improved Geological Sensors<br />
* Improved Gravitational Sensors<br />
* Inertial Confinement Fusion Drive Technology<br />
* Inertial Confinement Fusion Reactor Technology<br />
* Infrared Laser<br />
* Internal Confinement Fusion Drive Technology<br />
* Ion Drive Technology<br />
<br />
* Jump Drive Efficiency <br />
10, 12, 15, 18, 21, 25, 4, 5, 6, 8<br />
<br />
* Jump Point Theory<br />
* Levitated-Pit Implosion Warhead: Strength: 4 x MSP<br />
* Luxury Passenger Accomodation<br />
<br />
* Magazine Ejection System<br />
70% Chance, 80% Chance, 85% Chance, 90% Chance, 93% Chance, 95% Chance, 97% Chance, 98% Chance, 99% Chance<br />
<br />
* Magazine Feed System Efficiency <br />
75%, 80%, 85%, 90%, 92%, 94%, 96%, 98%, 99%<br />
<br />
* Magnetic Confinement Fusion Drive Technology<br />
* Magnetic Confinement Fusion Reactor Technology<br />
* Magneto-plasma Drive Technology<br />
* Maintenance Module<br />
* Marine Battalion<br />
* Marine Company<br />
<br />
* Max Jump Squadron Size<br />
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)<br />
<br />
* Max Squadron Jump Radius<br />
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)<br />
<br />
* Maximum Engine Power Modifier <br />
x1, x1.25, x1.5, x1.75, x2, x2.5, x3<br />
<br />
* Meson Focusing Technology<br />
1, 10, 11, 12, 2, 3, 4, 5, 6, 7, 8, 9<br />
<br />
* Microwave Focusing Technology<br />
1, 10, 11, 12, 2, 3, 4, 5, 6, 7, 8, 9<br />
<br />
* Military Jump Drive<br />
<br />
* Minimum Cloak Size<br />
10, 12, 15, 2, 20, 25, 3, 4, 6, 8<br />
<br />
* Minimum Engine Power Modifier<br />
x0.1, x0.15, x0.2, x0.25, x0.3, x0.4, x0.5<br />
<br />
* Minimum Jump Engine Size<br />
10, 12, 15, 2, 3, 4, 5, 6, 8<br />
<br />
* Missile Agility<br />
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<br />
<br />
* Missile ECM<br />
1, 10, 2, 3, 4, 5, 6, 7, 8, 9<br />
<br />
* Missile Fire Control<br />
<br />
* Missile Launcher Reload Rate<br />
1, 10, 11, 12, 2, 3, 4, 5, 6, 7, 8, 9<br />
<br />
* Missile Launcher Size<br />
1, 10, 11, 12, 14, 16, 18, 2, 20, 24, 3, 4, 5, 6, 7, 8, 9<br />
<br />
* Mobile Infantry Battalion<br />
* Near Gamma Ray Laser<br />
* Near Ultraviolet Laser<br />
* No Hyper Drive Capability<br />
* No Missile ECM<br />
* No Reactor Power Boost<br />
* No Restrictions<br />
<br />
* Normal Size Normal Range<br />
* Normal Size Normal Speed<br />
* Nuclear Pulse Engine Technology<br />
* Nuclear Thermal Engine Technology<br />
<br />
* Orbital Habitat Module<br />
<br />
* Ordnance Production<br />
12 BP, 14 BP, 16 BP, 20 BP, 25 BP, 30 BP, 35 BP, 40 BP, 50 BP, 60 BP, 70 BP<br />
<br />
* Particle Beam Range<br />
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<br />
<br />
* Particle Beam Strength<br />
12, 16, 2, 20, 25, 3, 36, 4, 50, 6, 9<br />
<br />
* PDC Barracks<br />
* PDC-based System<br />
* Pebble Bed Reactor Technology<br />
* Phased Geological Sensors<br />
* Phased Gravitational Sensors<br />
* Photonic Drive Technology<br />
<br />
* Plasma Core Anti-matter Drive Technology<br />
* Plasma-core Anti-matter Power Plant Technology<br />
* Pressurised Water Reactor<br />
<br />
* Railgun Launch Velocity<br />
1, 2, 3, 4, 5, 6, 7, 8, 9<br />
<br />
* Reactor Power Boost <br />
10%, Explosion 10%, 15%, Explosion 12%, 20%, Explosion 16%, 25%, Explosion 20%, 30%, Explosion 25%, 40%, Explosion 30%, 5%, Explosion 7%, 50%, Explosion 35%<br />
* Recreational Module<br />
<br />
* Reduced-size Laser<br />
0.5 Size / 20x Recharge, 0.75 Size / 4x Recharge<br />
* Reduced-size Launcher <br />
0.25 Size / 100x Reload, 0.33 Size / 20x Reload, 0.5 Size / 5x Reload, 0.75 Size / 2x Reload<br />
<br />
* Replacement Battalion<br />
<br />
* Salvage Module<br />
1000, 1350, 1800, 2500, 500, 750<br />
* Search Sensor<br />
* Shield Regeneration Rate<br />
1, 1.5, 10, 12, 15, 2, 2.5, 3, 4, 5, 6, 8<br />
<br />
* Ship to Ship Tractor Beam<br />
* Ship-based System<br />
<br />
<br />
* Small Craft Electronic Counter-countermeasures<br />
1, 2, 3, 4, 5<br />
* Small Craft Electronic Countermeasures - <br />
1, 2, 3, 4, 5<br />
<br />
* Small PDC Barracks<br />
* Small Troop Transport Bay<br />
* Soft X-ray Laser<br />
* Soft Xray Laser Warhead<br />
* Solid Core Anti-matter Drive Technology<br />
* Solid-core Anti-matter Power Plant Technology<br />
<br />
* Spinal Mount<br />
* Standard Laser Size and Recharge Rate<br />
* Standard Mount<br />
* Standard Size and Reload Rate<br />
* Stellarator Fusion Reactor Technology<br />
* Swarm Extraction Module<br />
<br />
<br />
<br />
<br />
* Three-stage Thermonuclear Warhead: Strength: 8 x MSP<br />
* Tokamak Fusion Reactor Technology<br />
* Tri-Cobalt Warhead: Strength: 12 x MSP<br />
* Troop Transport Bay<br />
<br />
* Turret Tracking Speed (10% Gear) <br />
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<br />
<br />
* Two-stage Thermonuclear Warhead: Strength: 6 x MSP<br />
* Ultraviolet Laser<br />
* Vacuum Energy Power Plant Technology<br />
* Visible Light Laser<br />
<br />
* X-Ray Laser<br />
* X-Ray Laser Warhead</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Summary_of_Beam_Weapons_and_CIWS&diff=6842Summary of Beam Weapons and CIWS2016-03-02T05:45:20Z<p>Mor: added about template.</p>
<hr />
<div>{{about|tutorial|an overview|Beam weapon}}<br />
This is a short [[tutorial]] that provides a brief overview and examples of beam weapons. Any general comparisons of weapons at a given technology level, such as "railguns out-damage lasers" may not reflect the exact designs shown below as the comparison will vary with the exact background technologies used. In effect, the balance between different weapons will vary as they all advance. In any event, Aurora is very situational and often you need the right weapon for the situation. There isn't a 'best' weapon for all circumstances.<br />
<br />
==Lasers==<br />
Lasers are long range beam weapons and their damage drops off with range. They can be mounted in turrets for point defence use. Here are example of long range and point defence lasers<br />
<br />
20cm C5 Ultraviolet Laser<br />
Damage Output 10 Rate of Fire: 10 seconds Range Modifier: 4<br />
Max Range 400,000 km Laser Size: 6 HS Laser HTK: 3<br />
Power Requirement: 10 Power Recharge per 5 Secs: 5<br />
Cost: 63 Crew: 60<br />
Materials Required: 12.6x Duranium 12.6x Boronide 37.8x Corundium<br />
Development Cost for Project: 630RP<br />
<br />
10cm C3 Ultraviolet Laser<br />
Damage Output 3 Rate of Fire: 5 seconds Range Modifier: 4<br />
Max Range 120,000 km Laser Size: 3 HS Laser HTK: 1<br />
Power Requirement: 3 Power Recharge per 5 Secs: 3<br />
Cost: 20 Crew: 30<br />
Materials Required: 4x Duranium 4x Boronide 12x Corundium<br />
Development Cost for Project: 200RP<br />
<br />
==Railguns==<br />
Railguns shoot four projectiles at once and their total damage is approximately one third higher than a laser of similar technology. The damage falls off in the same way as lasers and their range can be extended by researching Railgun Launch Velocity. Because each shot does less damage than the total damage of an equivalent laser, the range is shorter and the damage is spread across the armour rather than penetrating in a single area. The range differential may not be an issue though if you don't have the fire control technology to take advantage of the laser's greater range. Although railguns cannot be mounted in turrets, they are still often used for point defence at lower tech levels because their high rate of fire compensates for their inaccuracy against fast moving targets.<br />
<br />
20cm Railgun V4/C4<br />
Damage Per Shot (4): 4 Rate of Fire: 15 seconds Range Modifier: 4<br />
Max Range 160,000 km Railgun Size: 7 HS Railgun HTK: 3<br />
Power Requirement: 12 Power Recharge per 5 Secs: 4<br />
Cost: 55 Crew: 70<br />
Materials Required: 11x Duranium 11x Boronide 33x Neutronium<br />
Development Cost for Project: 1175RP<br />
<br />
10cm Railgun V4/C3<br />
Damage Per Shot (4): 1 Rate of Fire: 5 seconds Range Modifier: 4<br />
Max Range 40,000 km Railgun Size: 3 HS Railgun HTK: 1<br />
Power Requirement: 3 Power Recharge per 5 Secs: 3<br />
Cost: 20 Crew: 30<br />
Materials Required: 4x Duranium 4x Boronide 12x Neutronium<br />
Development Cost for Project: 650RP<br />
<br />
==Particle Beams==<br />
Particle beams are a fixed damage weapon and therefore cause the same damage across their entire range. The technologies researched for particle beams are Particle Beam Strength, Particle Beam Range and Capacitor Recharge Rate. This is a fairly long range weapon, although not quite a long-ranged as lasers, and will out-damage lasers at its maximum range. A ship armed with particle beams should attempt to engage at longer ranges against other beam armed ships to take advantage of its fixed damage, while enemy damage decreases with range. This is a pure anti-ship weapon and would perform badly if used as a point defence weapon. It cannot be mounted in turrets.<br />
<br />
Particle Beam-4<br />
Beam Strenght 4 Rate of Fire: 10 seconds Maximum Range: 200,000 km<br />
Launcher Size: 7 HS Launcher HTK: 3<br />
Power Requirement: 10 Power Recharge per 5 Secs: 5<br />
Cost: 70 Crew: 70<br />
Materials Required: 14x Duranium 14x Boronide 42x Corundium<br />
Development Cost for Project: 1550RP<br />
<br />
==Meson Cannon==<br />
Meson Cannon inflict only one point of damage over their range, which is approximately half that of an equivalent laser, but that damage ignores shields and armor. Like lasers, the range can be extended, in this case using Meson Focusing Technology. Meson cannon can be mounted in turrets for point defence use and are quite a popular choice, partly because they are ideal against an opponent who uses armoured missiles and partly because they are a very good anti-ship weapon at point blank range.<br />
<br />
R20/C5 Meson Cannon<br />
Max Range 200,000 km Rate of Fire: 10 seconds Focus Modifier: 4<br />
Meson Cannon Size: 6 HS Meson Cannon HTK: 3<br />
Power Requirement: 10 Power Recharge per 5 Secs: 5<br />
Cost: 20 Crew: 60<br />
Materials Required: 4x Duranium 4x Boronide 12x Corundium<br />
Development Cost for Project: 3100RP<br />
<br />
R4.5/C3 Meson Cannon<br />
Max Range 45,000 km Rate of Fire: 5 seconds Focus Modifier: 3<br />
Meson Cannon Size: 3 HS Meson Cannon HTK: 1<br />
Power Requirement: 3 Power Recharge per 5 Secs: 3<br />
Cost: 5 Crew: 30<br />
Materials Required: 1x Duranium 1x Boronide 3x Corundium<br />
Development Cost for Project: 900RP<br />
<br />
==Gauss Cannon==<br />
Gauss Cannon are primarily a point defence weapon and in that role their performance is superior to the other weapons under most circumstances. They inflict only one point of damage but fire several shots per volley. They can be mounted in turrets and on a full size ship it is unusual to see a gauss cannon that isn’t turret mounted. Their background technologies are Gauss Cannon Rate of Fire, Gauss Cannon Launch Velocity and Gauss Cannon Size vs Accuracy. Unlike other beam weapons, there is no 'larger' version with a greater focal size. The max gauss cannon size remains 6 HS. However, you can reduce the size of the gauss cannon, while retaining its rate of fire, at the cost of reduced accuracy. This makes it useful as a weapon for very small spacecraft such as fighters. In a fighter vs fighter engagement the low damage output of the gauss cannon is offset by the fragility of the target. Another advantage of the gauss cannon is that it does not require reactor power in order to fire. It will always fire every 5 seconds.<br />
<br />
Gauss Cannon R3-100<br />
Damage Output 1 Rate of Fire: 3 shots every 5 seconds Range Modifier: 3<br />
Max Range 30,000 km Size: 6 HTK: 2<br />
Cost: 36 Crew: 24<br />
Materials Required: 36x Vendarite<br />
Development Cost for Project: 360RP<br />
<br />
==Plasma Carronade==<br />
The Plasma Carronade is a high damage, point blank range weapon. It has only two background technologies, Carronade Calibre and Capacitor Recharge Rate, and there is no way to enhance range beyond increasing the damage output. The calibers available are larger than those other beam weapons at a similar tech level so this is usually the weapon with the highest damage at close range. If you are outclassed technologically then build a ship with a few of these and wait for your opponent beyond a jump point. It cannot be turret mounted and is far from ideal as a point defence weapon.<br />
<br />
30cm C5 Plasma Carronade<br />
Damage Output 24 Rate of Fire: 25 seconds<br />
Max Range 240,000 km Carronade Size: 9 HS Carronade HTK: 4<br />
Power Requirement: 24 Power Recharge per 5 Secs: 5<br />
Cost: 48 Crew: 90<br />
Materials Required: 9.6x Duranium 9.6x Boronide 28.8x Corundium<br />
Development Cost for Project: 2300RP<br />
<br />
==High Power Microwave (HPM)==<br />
In terms of design the HPM is similar to the meson cannon, in that it causes only a single point of damage and uses components such as HPM focal size, HPM focusing and capacitor recharge rate. The range of the HPM will be the same as a meson cannon with the same level of technology. However there are two important differences: <br />
<br />
#) The High Power Microwave is not affected by armour but it is affected by shields. However, because of the HPMs effectiveness against shields and electronic systems, the single point of damage from the HPM causes three points of damage to shields. <br />
#) Once the shields are down, the High Power Microwave only damages systems classed as "Electronic". This currently includes sensors, fire control systems, ECM and ECCM. The HPM is designed to blind an enemy rather than destroy him. Each class has a separate "Electronic Only" Damage Allocation Chart (shown below the normal DAC), which is used by the HPM <br />
<br />
The HPM can be a powerful weapon. Although it causes no damage to the majority of a ship's systems, it can damage shields and then blind the enemy, either forcing him to retreat or rendering him vulnerable to more destructive weapons. It is also quite expensive, costing twice as much as a similar size Meson Cannon, and difficult to employ effectively because of its relatively short range.<br />
<br />
R20/C5 High Power Microwave<br />
Max Range 200,000 km Rate of Fire: 10 seconds Focus Modifier: 4<br />
HPM Size: 6 HS HTK: 3<br />
Power Requirement: 10 Power Recharge per 5 Secs: 5<br />
Cost: 126 Crew: 60<br />
Materials Required: 25.2x Duranium 25.2x Boronide 75.6x Corundium<br />
Development Cost for Project: 3100RP<br />
<br />
You may find advanced versions of beam weapon technology when you gain technology from ruins. They as similar to the standard technology but with enhanced capability. For example, Advanced Lasers do more damage for the same size and power requirements. This also translates to better range as the base damage is higher. Advanced Torpedoes inflict also do more damage for a given size and power system. Advanced Railguns get one additional shot (5 shots instead of 4) per cycle time and Advanced Mesons have greater range.<br />
<br />
==Close in Weapons System (CIWS)==<br />
Although it is not strictly a beam weapon in the general sense, this is a good place to introduce the CIWS, or Close-in Weapons System. This is the Aurora equivalent of the Phalanx or Goalkeeper systems that protect modern warships. It's a little complicated as it uses several different existing systems to create a single installation. The restrictions on its use are that it can only protect the mounting ship (other point defence weapons can protect other ships within their range) and it can only be used to engage missiles. The components of the CIWS are calculated as follows:<br />
<br />
#) The basic system is a dual half size gauss cannon. As the range is limited to 10,000 km, I have reduced the size slightly from 6HS to 5HS. As it is a dual mount, the rate of fire for the system with therefore be double the racial gauss cannon rate of fire<br />
#) The integral fire control system is assumed to be a 4x speed installation. The normal 4HS size is then divided by (maximum racial fire control range / 10,000) as the CIWS requires a max 10,000 km range. Finally the resulting size is halved to account for the fact this system can only defend the mounting ship, which makes things a lot simpler.<br />
#) Turret gears are added using the normal rules for turrets with a tracking speed equal to that of the above fire control<br />
#) The integral active sensor uses the size that would be required for a resolution-zero installation with a range of 30,000 km. This is longer than the max range of the system but it needs a little tracking time. Note that this is not an active sensor that will detect anything else. It is purely a point blank range missile tracker.<br />
#) If ECCM is available, it can be added to the CIWS and will use 0.5HS. As this is a reduced-sized system, it will have half the capability of the regular system<br />
#) As the gauss cannon are half size, the base chance to hit for the CIWS is 50% (modified by missile speed, crew grade and electronic warfare). This is actually slightly higher than it would be for a half-size gauss cannon with a short-range fire control but I am assuming it fires at even shorter range than other anti-missile systems.<br />
#) The cost of the system is based on the cost of all the individual components<br />
<br />
You don't need to allocate point defence modes to the CIWS, allocate ECCM or allocate weapons to fire control systems. It is a fully integrated, fully automatic system. If a missile is about to hit the ship, it will open fire. Here is an example CIWS using components up to 8000 research points. I'll work through the steps and then show the completed system<br />
<br />
#) Dual half-size gauss cannon with a ROF of 3, which equals 6 shots in total. Size: 5 HS.<br />
#) Fire control system (tech 4000 km/s). This 4HS system has a tracking speed of 16,000 km/s. As the racial fire control range is 32,000 km/s, the fire control size is divided by (32,000 / 10,000), which is 1.25 HS and then halved to 0.625 HS<br />
#) Turret gears (tech 5000 km/s). As per the normal rules, the gear modifier = (FC Tracking Speed /Turret Tracking Speed)/10 = 0.32. Multiplying this by the weapon size of 5HS, gives a turret gear size of 1.6 HS.<br />
#) Active sensor (tech strength 21). A 1 HS active sensor with resolution zero would have a range of 210,000 km/s. Therefore a range of 30,000 km/s requires a sensor size of 0.1429 HS.<br />
#) Below are examples with and without ECCM. For the second example, I will use ECCM-2<br />
<br />
CIWS-160<br />
Rate of Fire: 6 shots every 5 seconds<br />
Dual GC: 5HS Turret: 1.6 HS Fire Control: 0.625 HS Sensor 0.1429 HS ECCM: 0<br />
Overall Size: 7.4 HTK: 2<br />
Tracking Speed: 16000 km/s ECCM Level: 0<br />
Cost: 34 Crew: 8<br />
Materials Required: 8x Duranium 0x Corbomite 15x Vendarite 11x Uridium<br />
Base Chance to Hit: 50%<br />
Development Cost for Project: 340RP<br />
<br />
CIWS-160E<br />
Rate of Fire: 6 shots every 5 seconds<br />
Dual GC: 5HS Turret: 1.6 HS Fire Control: 0.625 HS Sensor 0.1429 HS ECCM: 0.5<br />
Overall Size: 7.9 HTK: 2<br />
Tracking Speed: 16000 km/s ECCM Level: 1<br />
Cost: 39 Crew: 8<br />
Materials Required: 8x Duranium 5x Corbomite 15x Vendarite 11x Uridium<br />
Base Chance to Hit: 50%<br />
Development Cost for Project: 390RP<br />
<br />
The size of the CIWS is rounded to the nearest 0.1 HS, rather than a full HS, so the technology of the smaller components can make a difference. The CIWS is intended to be added to non-escort warships as a last-ditch defensive system. It allows the designer to add a self-contained anti-missile system without having to worry about anti-missile-oriented sensors and fire control systems and the player doesn't have to be concerned with allocating weapons or fire control systems. They are of little use for escorts though as they can only protect the ship that mounts them. CIWS are classed as non-military as they have no offensive capability and therefore you can mount them on commercial vessels.<br />
<br />
==Notes==<br />
* This tutorial is based on [http://aurora2.pentarch.org/index.php?topic=1860.msg18308#msg18308 Part 11: Summary of Beam Weapons and CIWS] by Steve Walmsley.<br />
[[Category:Tutorial]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Tutorials&diff=6841Tutorials2016-03-02T05:39:48Z<p>Mor: /* Ship and System Design */</p>
<hr />
<div>This article is a list of tutorials.<br />
<br />
===Basics===<br />
* [[Tips for beginners]]<br />
* [[Quickstart for Beginners]]<br />
* [[One Newbie's Guide to a Conventional Start]]<br />
* [[Strategy Guides]]<br />
<br />
===Colonization and Empire===<br />
* [[Colonization for Beginners]]<br />
* [[Combat Overview]]<br />
* [[Create a custom race]]<br />
* [[Shipyards and Shipbuilding]]<br />
* [[Terraforming]]<br />
<br />
===Interface===<br />
* [[Basics of the System Map]]<br />
* [[Fast OB Creation window and Basic Fleet Orders]]<br />
* [[Population and Production]]<br />
<br />
===Ship and System Design===<br />
* [[Active Sensor Design]]<br />
* [[Advanced Warship Tutorial]]<br />
* [[Armour and Shields]]<br />
* [[Basic Beam Warship Tutorial]]<br />
* [[Basic Ship Creation]]<br />
* [[Summary of Beam Weapons and CIWS]]<br />
<br />
===Reference===<br />
* [[Glossary]]<br />
* [[FAQ]]<br />
<br />
[[Category:Tutorial| ]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Tutorials&diff=6840Tutorials2016-03-02T05:37:52Z<p>Mor: + category</p>
<hr />
<div>This article is a list of tutorials.<br />
<br />
===Basics===<br />
* [[Tips for beginners]]<br />
* [[Quickstart for Beginners]]<br />
* [[One Newbie's Guide to a Conventional Start]]<br />
* [[Strategy Guides]]<br />
<br />
===Colonization and Empire===<br />
* [[Colonization for Beginners]]<br />
* [[Combat Overview]]<br />
* [[Create a custom race]]<br />
* [[Shipyards and Shipbuilding]]<br />
* [[Terraforming]]<br />
<br />
===Interface===<br />
* [[Basics of the System Map]]<br />
* [[Fast OB Creation window and Basic Fleet Orders]]<br />
* [[Population and Production]]<br />
<br />
===Ship and System Design===<br />
* [[Active Sensor Design]]<br />
* [[Advanced Warship Tutorial]]<br />
* [[Armour and Shields]]<br />
* [[Basic Beam Warship Tutorial]]<br />
* [[Basic Ship Creation]]<br />
* [[Beam Overview]]<br />
<br />
===Reference===<br />
* [[Glossary]]<br />
* [[FAQ]]<br />
<br />
[[Category:Tutorial| ]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Beam_Overview&diff=6839Beam Overview2016-03-02T03:13:22Z<p>Mor: /* Kinetic Weapon Types */ replaced tutorial specifics with a summary.</p>
<hr />
<div>This page provides a brief overview and comparison of Beam Weapons and CIWS. Beam weapon in Aurora refers to every weapon that isn't a Missile weapon or CIWS, and are operated by a beam fire control sensor.<br />
<br />
==Overview==<br />
Beam weapons are very short-ranged compared to missile weapons but they can do a lot of damage in a short space of time and they don't need ammunition. Beam-armed ships can be deadly when waiting in ambush at a [[jump point]]. Every ship suffers [[jump shock]] after a jump and a beam ship can do a lot of damage in that time, if it is experienced enough to respond to orders quickly. <br />
<br />
All beam weapons work in a vacuum. Only Mesons will work through any thickness of atmosphere. All other beam weapons lose power as the atmosphere gets denser on a linear scale with 1 atmosphere pressure being the point where beam weapons lose 100% power. Similarly, Beam weapon effective range will be reduced in [[Nebulae]] systems.<br />
<br />
Beam Weapons are designed [[component]]s. Each component has several background technologies that can be set independently to configure a weapon for the desired cost-benefit balance. The balance between different weapons will vary as they all advance. In any event, Aurora is very situational and often you need the right weapon for the situation. There isn't a 'best' weapon for all circumstances.<br />
<br />
==Energy Weapon Types==<br />
Energy weapons usually has two paired techs: one that determines the weapon damage, and one that determines the weapon range, often with some interplay between the two. Additionally, all energy weapons are powered by a capacitor which draws energy from a ship-based [[Power Plants]]. Therefore, all energy weapons depend on the capacitor recharge rate technology. There are several types of Energy Weapons:<br />
<br />
* '''[[Lasers]]''' are the staple energy weapon. They have the longest ranges of any energy weapon at a comparable tech level, but they also have a steep damage drop-off with range. Lasers can be mounted in turrets. Focal size determines damage and wavelength determines damage fall-off. Both interplay to determine range.<br />
: Lasers are the yardstick for other beam weapons and are reasonably good at everything. Larger lasers can be used as offensive weapons and have a good damage output. Small lasers can be used as dedicated point defence weapons, or slightly larger ones can be used in a dual point defence / anti-ship role.<br />
<br />
* '''[[Particle Beams]]''' have no range drop-off, causing the same damage across their entire range. Their range is slightly worse than lasers, and at equal tech levels, a particle beam will out-damage lasers at its maximum range who will do only a portion of its damage. Particle beams cannot be turret-mounted. Particle Beam Range determines range and Particle Beam Strength determines damage.<br />
: A ship armed with particle beams should attempt to engage at longer ranges against other beam armed ships to take advantage of its fixed damage, while enemy damage decreases with range. This is a pure anti-ship weapon and would perform badly if used as a point defence weapon. <br />
<br />
* '''[[Mesons]]''' are short-ranged weapon, effective at bypassing defences. They do very little damage per shot (they are fixed at 1), but they ignore [[Armour and Shields|shields and armour]] causing [[Internal Damage]]. They can be turret-mounted. Focal size and focusing technology interplay to determine range.<br />
: Mesons turrets are quite a popular choice for point defence, partly because they are ideal against an opponent who uses armoured missiles and partly because they are a very good anti-ship weapon at point blank range.<br />
<br />
* '''[[High-Powered Microwave]]''' (HPM) are short-ranged like a meson cannon but effective against shields and electronic systems. HPMs also do little damage per shot (fixed at 1) and ignore armour. But, they do bonus damage (x3) to shields, and once shields are down, microwaves only affect electronic components. They cannot be turret-mounted. Focal size and focusing technology interplay to determine range.<br />
: HPM can be a powerful weapon, if used properly. Although it causes no damage to the majority of a ship's systems, it can blind the enemy, either forcing him to retreat or rendering him vulnerable to more destructive weapons. However, it is also quite expensive, costing twice as much as a similar size Meson Cannon, and difficult to employ effectively because of its relatively short range.<br />
<br />
* '''[[Plasma Carronade]]''' have the highest damage of any energy weapon, but are extremely short-ranged. They have only one background tech besides capacitor recharge rate: Plasma Carronade calibre, and there is no way to enhance range beyond increasing the damage output. They are generally larger than other energy weapons of equivalent tech level and thus more damaging, but their extemely short range renders them with limited use. They cannot be mounted on turret.<br />
: If you are outclassed technologically then build a ship with a few of these and wait for your opponent beyond a jump point. It cannot be turret mounted and is far from ideal as a point defence weapon.<br />
<br />
==Kinetic Weapon Types==<br />
<br />
* '''[[Railguns]]''' shoot four projectiles at once and their total damage is approximately one third higher than a laser of similar technology. The damage falls off in the same way as lasers and their range can be extended by researching Railgun Launch Velocity. Because each shot does less damage than the total damage of an equivalent laser, the range is shorter and the damage is spread across the armour rather than penetrating in a single area. The range differential may not be an issue though if you don't have the fire control technology to take advantage of the laser's greater range. Although railguns cannot be mounted in turrets, they are still often used for point defence at lower tech levels because their high rate of fire compensates for their inaccuracy against fast moving targets.<br />
<br />
* '''[[Gauss Cannons]]''' are primarily a point defence weapon and in that role their performance is superior to the other weapons under most circumstances. They inflict only one point of damage but fire several shots per volley. They can be mounted in turrets and on a full size ship it is unusual to see a gauss cannon that isn’t turret mounted. Their background technologies are Gauss Cannon Rate of Fire, Gauss Cannon Launch Velocity and Gauss Cannon Size vs Accuracy. Unlike other beam weapons, there is no 'larger' version with a greater focal size. The max gauss cannon size remains 6 HS. However, you can reduce the size of the gauss cannon, while retaining its rate of fire, at the cost of reduced accuracy. This makes it useful as a weapon for very small spacecraft such as fighters. In a fighter vs fighter engagement the low damage output of the gauss cannon is offset by the fragility of the target. Another advantage of the gauss cannon is that it does not require reactor power in order to fire. It will always fire every 5 seconds.<br />
<br />
* '''[[CIWS|Close in Weapons System]]''' (CIWS) is a fully automatic, self-contained, non-military defensive system. It offers lighter and cheaper solution compared to a dedicated gauss turret in the same role, however, it has a set tracking speed and can only protect the mounting ship. CIWS allows the designer to add a self-contained anti-missile system without having to worry about anti-missile-oriented sensors and fire control systems and the player doesn't have to be concerned with allocating weapons or fire control systems. Meaning, if a missile is about to hit the ship, it will open fire.<br />
<br />
:It is intended to be added to non-escort warships as a last-ditch defensive system. However, they are of limited use in large fleets. Since CIWS can only protect the mounting ship. Which means that for the mass of 5 CIWS systems, each ship only gets 1 CIWS worth of protection. By using equivalent turrets, for a small amount of extra mass, you can give 5 CIWS worth of protection to EVERY ship in the fleet at once, because turrets are able to protect not just themselves, but their fleet-mates as well.<br />
<br />
==Comparison of Beam Weapons==<br />
<br />
The following is an analysis of the beam weapons which have typical damage profiles, ie everything other than Mesons, which bypass shields and armor, Microwaves, which deal electrical damage, and CIWS, which are not offensive.<br />
<br />
Also see [[Beam Weapon Range]].<br />
<br />
These are the relevant stats of each weapon system examined:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Weapon !! Laser !! Railgun !! Plasma || Particle !! Gauss <br />
|-<br />
| Base Damage || 16 || 5 || 6 || 40 || 1<br />
|-<br />
| ROF (increments) || 4 || 3 || 3 || 8 || 1 <br />
|-<br />
| Size || 8 || 8 || 8 || 12 || 6<br />
|-<br />
| Range Modifier || 5 || 5 || 24* || 1 || 1<br />
|-<br />
| Num Shots || 1 || 4 || 1 || 1 || 4<br />
|-<br />
| Cost || 100 || 96 || 94 || 63 || 48<br />
|-<br />
| Crew || 80 || 80 || 80 || 120 || 24<br />
|-<br />
|colspan="6" |* At 240km the damage of this Particle beam drops to zero. <br />
|}<br />
<br />
These weapons were created with reasonably early technology, but there has been some research along each line to give them a chance to grow into their strengths a bit. A more thorough examination would also look at a set of weapons later on in the game to make sure their balance is similar then as well. This is the amount of technical research used to attain each set of weapons. Each system got as close to the same amount of research as was possible.<br />
<br />
[[File:ResearchInfo.jpg]]<br />
<br />
Now lets start getting to the meat of the matter.<br />
<br />
[[File:DamagePerShot.jpg]]<br />
<br />
The first step is to look at pure damage per shot of a single weapon. This gives you a really good picture of the dynamics of the different weapons. First you have the Plasma Carronade, putting out an immense amount of damage with each shot that dissipates very quickly. The next highest damage level is the Railgun, which overpowers the laser with its four projectiles. As each of the projectiles’ damage dissipates with time, however, the damage level drops below that of the laser at longer ranges.<br />
<br />
Next you have the laser, which does medium damage that slowly degrades over time, then the Particle Beam, which does constant damage which starts to surpass all other weapons at the mid-long range. Lastly comes the Gauss Cannon, which at this tech level fires four shots of damage one (constant for all tech).<br />
<br />
<br />
So that’s all well and good, but that’s only part of the picture. Since armor and the penetration thereof is such a big part of the battles in Aurora let’s look at that next:<br />
<br />
[[File:ArmorPenetration.jpg]]<br />
<br />
Since the Plasma Carronade has the least penetrating damage template and the laser has the most penetrating one, they are actually penetrating the same amount right from the start, even though the plasma gun does way more damage! Then, as range increases the penetration of the Plasma gun drops far faster than that of the laser. Next you have the Railgun and Particle Beam. While they each share the same damage template the fact that the Railgun’s damage is spread out amongst four shots means that they penetrate the same amount of armor regardless of their increased damage.<br />
<br />
The big takeaway of this graph is to note that the advantage of the Plasma Carronade that seemed so enormous in the last graph isn’t as large as it appears, even at the smallest range.<br />
<br />
<br />
The next step is to stop looking at individual guns and individual shots, but instead look at how many of these guns we can put on a ship, and how often they will fire. To do this I ignored Beam Fire Controls, since you can use many weapons on one Fire Control. But I did add the mass of the gun to the mass of the crew quarters needed to house the gunners, and the mass of the reactor of this tech level that would be required to power it (no power/stability boosts or penalties), I divided the damage by that hull size, and by the number of time increments it would take to fire for the Capacitor Recharge Rate of this tech level.<br />
<br />
[[File:DamagePerIncrementAndSize.jpg]]<br />
<br />
Now things start to look different indeed. The immense first blast of the Plasma Carronade is not followed by another shot for quite some time, and the weapon is larger than any of the others. The laser has a much higher DPS than the Plasma Carronade, and the same or better penetration. These adjustments have also made a big difference to the Railgun, further increasing its lead over the laser in close quarters. If you look closely you’ll see that the Coil Gun has done tremendous as well, helped along by its quick fire rate and lack of a reactor. Even with terrible armor penetration you could do worse.<br />
<br />
<br />
For some background for the mechanics of that last slide: as the focal size of the various weapons increases, their total size increases roughly linearly as well. However their damage increases (even more) roughly by the square of the size, so you start getting a lot more damage per hullsize. At the same time though the power requirement is directly tied to damage dealt, so your fire rate is falling at the same time your damage rate is rising. When you add in a larger gun your DPS actually drops over time. The changes buy you two big things though. First of all, with higher damage comes higher penetration, this is the main benefit. It also entails higher resistance to range degradation, so though your Point Blank DPS drops significantly, your DPS at higher ranges isn't affected as much. At the higher range the larger guns have almost caught up from a DPS standpoint, so they are equal except with regards to their better penetration. As an example of this mechanic, take a look at the DP(I+S) of all of the sizes of lasers unlocked at this tech level:<br />
<br />
[[File:LaserDamagePerIncrementAndSize.jpg]]<br />
<br />
<br />
We are definitely closing up on the end here, but for thoroughness let’s take a look at another mechanic. As range increases not only does the damage of most of your weapons directly degrade, but you also get a penalty of all beam weapons to your accuracy. What do these graphs look like if you take that into account?<br />
<br />
[[File:ModifiedDPIS.jpg]]<br />
<br />
Once you start taking account of those misses at longer distances you get a steep damage drop off. This is a useful chart to see because you can look at this and decide whether having longer-ranged beam weapons is that appealing to you. You may decide that you’re ok with doing less damage at 200k km because you are going to want to do all of your fighting at 50k km where all beam weapons do more damage, and the Rail Gun really shines. (Keep in mind the Rail Gun’s lower penetration though)<br />
<br />
With the bonus to damage by being in close you may wonder why you’d ever fight at range, and it really just depends on who you were fighting. If they have no beam weapons then you can close as you wish, but if they have Plasma, or Railguns, or especially Mesons it becomes much more dangerous to close, and having the longer range weapon may help you completely avoid damage from those weapons.<br />
<br />
<br />
The above graph doesn’t tell the whole story of the accuracy penalties, because the skill of your crew—called the Crew Grade—provides bonuses to the accuracy of your beam weapons. For example, a 20% crew grade bonus would turn an 80% chance to hit into a 88% chance to hit. If you have a relatively skilled crew with a Grade of 20% then the above graph is changed to look like this:<br />
<br />
[[File:ModifiedDPIS20Bonus.jpg]]<br />
<br />
So with a skilled crew you aren’t going to have as much of a penalty at range, and that penalty will start later. Skilled crews also have other benefits: faster missile launches, quicker response to orders, faster recovery from jump blindness, lower chance of components breaking during maintenance checks, and more.<br />
<br />
==Notes==<br />
* See also [[Summary of Beam Weapons and CIWS]] tutorial.<br />
[[Category:Content]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=CIWS&diff=6838CIWS2016-03-02T03:03:15Z<p>Mor: /* Usage */ quick edit, i am sure others has better idea on how to improve this section.</p>
<hr />
<div>Close in Weapons System (CIWS) is a close-in weapon system for defense against missiles. CIWS is a commercial, fully autonomous system, that will automatically engage threats to the ship its mounted on at any time, including during [[jump shock]] blindness.<br />
<br />
==Overview==<br />
CIWS is an entirely self-contained unit, mounting a turreted dual gauss cannon, an automated fire-control system, integrated active sensor and ECCM, and requires very little power to operate removing any reliance on separate power reactors. This enables it to automatically search for, detect, track and engage, targets. Meaning, that if a missile is about to hit the ship, it will open fire.<br />
<br />
The CIWS is intended to be added to non-escort warships as a last-ditch defensive system. It allows the designer to add a self-contained anti-missile system without having to worry about anti-missile-oriented sensors and fire control systems and the player doesn't have to be concerned with allocating weapons or fire control systems. They are of little use for escorts though as they can only protect the ship that mounts them. CIWS are classed as non-military as they have no offensive capability and therefore you can mount them on commercial vessels.<br />
<br />
==Usage==<br />
Due to CIWS self-contained nature, they are lighter and cheaper than a dedicated gauss turret sensor/fire control in the same role, and require no setup or orders to defend the ship, and are thus well suited to be mounted on non-combat ships like tankers/ colliers/ supply ships/ jump ships/ constructors that do not warrant a full defensive armament.<br />
<br />
However. for combat ships usually a manual setup is preferable. Each CIWS includes space for its own sensor and fire control. As a proper layered PD defense setup requires missile detection sensors, turreted [[Gauss Cannons]] with their own [[Beam Fire Control]]s require less space, and can also protect other ships in the fleet.<br />
<br />
==Components==<br />
<br />
'''Gauss Cannon Rate of Fire''' is the CIWS rate of fire per 5 seconds. As it is a dual mount, the rate of fire for the system with therefore be double the racial rate <code>Rate of Fire = 2 x Gauss Cannon Rate of Fire</code><br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Gauss Cannon Rate of Fire<br />
! Rate of Fire !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 8<br />
|-<br />
! RP cost<br />
|1,000||3,000||8,000||25,000||75,000||250,000 || 750,000<br />
|}<br />
<br />
'''Beam Fire Control Distance Rating''' is maximum range in which the FC is capable of target tracking. The CIWS is a point-defense weapon with engagement range of 10,000 km against incoming missiles, thus higher precision technology allow smaller FC components. The Fire Control size is given by <code>4HS / (Beam Fire Control Range / 10,000)</code>et <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Beam Fire Control Range<br />
! Range (kkm) !! 10 !! 16 !! 24 !! 32 !! 40 !! 48 !! 60 !! 75 !! 100 !! 125 !! 150 !! 175<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||16,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Fire Control Speed Rating''' is the maximum target speed that the a fire control can engage without a penalty to accuracy. The CIWS integral fire control system is assumed to be a 4x speed installation, thus <code>Tracking Speed = 4 * Fire Control Speed Rating</code>.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Fire Control Speed Rating<br />
! Rating (km/s) !! 1,250 !! 2,000 !! 3,000 !! 4,000 !! 5,000 !! 6,250 !! 8,000 !! 10,000 !! 12,500 !! 15,000!! 20,000 !! 25,000<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||16,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Active Sensor Strength''' is the strength of the output pulse for the resolution-zero integral active sensor, which is used by the Beam Fire Control to acquire and track potential targets at range of 30,000 km. This determines the hull space of the sensor component, the higher the Strength the smaller it is. Note this is not an active sensor that will detect anything else. It is purely a point blank range missile tracker.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Active Sensor Strength<br />
! Strength !! 10 !! 12 !! 16 !! 21 !! 28 !! 36 !! 48 !! 60 !! 80 !! 100!! 135 !! 180<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||120,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Turret Rotation gear''' is the speed of target that the CIWS can track using rotational gear equal to 10% of the turret mass. With higher gear size tech less space need to be devoted to machinery, reducing the turret size.<br />
<br />
'''ECCM''' or Electronic Counter-countermeasure component can be added to the CIWS and will use 0.5HS. As this is a reduced-sized system, it will have half the capability of the regular system.<br />
<br />
==Notes==<br />
* CIWS is the Aurora equivalent of the Phalanx or Goalkeeper systems used by modern-day naval vessels.<br />
<br />
{{Components}}<br />
[[Category:Components]]<br />
[[Category:Designed Systems]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Beam_Overview&diff=6837Beam Overview2016-03-02T02:52:23Z<p>Mor: /* Overview */ expanded</p>
<hr />
<div>This page provides a brief overview and comparison of Beam Weapons and CIWS. Beam weapon in Aurora refers to every weapon that isn't a Missile weapon or CIWS, and are operated by a beam fire control sensor.<br />
<br />
==Overview==<br />
Beam weapons are very short-ranged compared to missile weapons but they can do a lot of damage in a short space of time and they don't need ammunition. Beam-armed ships can be deadly when waiting in ambush at a [[jump point]]. Every ship suffers [[jump shock]] after a jump and a beam ship can do a lot of damage in that time, if it is experienced enough to respond to orders quickly. <br />
<br />
All beam weapons work in a vacuum. Only Mesons will work through any thickness of atmosphere. All other beam weapons lose power as the atmosphere gets denser on a linear scale with 1 atmosphere pressure being the point where beam weapons lose 100% power. Similarly, Beam weapon effective range will be reduced in [[Nebulae]] systems.<br />
<br />
Beam Weapons are designed [[component]]s. Each component has several background technologies that can be set independently to configure a weapon for the desired cost-benefit balance. The balance between different weapons will vary as they all advance. In any event, Aurora is very situational and often you need the right weapon for the situation. There isn't a 'best' weapon for all circumstances.<br />
<br />
==Energy Weapon Types==<br />
Energy weapons usually has two paired techs: one that determines the weapon damage, and one that determines the weapon range, often with some interplay between the two. Additionally, all energy weapons are powered by a capacitor which draws energy from a ship-based [[Power Plants]]. Therefore, all energy weapons depend on the capacitor recharge rate technology. There are several types of Energy Weapons:<br />
<br />
* '''[[Lasers]]''' are the staple energy weapon. They have the longest ranges of any energy weapon at a comparable tech level, but they also have a steep damage drop-off with range. Lasers can be mounted in turrets. Focal size determines damage and wavelength determines damage fall-off. Both interplay to determine range.<br />
: Lasers are the yardstick for other beam weapons and are reasonably good at everything. Larger lasers can be used as offensive weapons and have a good damage output. Small lasers can be used as dedicated point defence weapons, or slightly larger ones can be used in a dual point defence / anti-ship role.<br />
<br />
* '''[[Particle Beams]]''' have no range drop-off, causing the same damage across their entire range. Their range is slightly worse than lasers, and at equal tech levels, a particle beam will out-damage lasers at its maximum range who will do only a portion of its damage. Particle beams cannot be turret-mounted. Particle Beam Range determines range and Particle Beam Strength determines damage.<br />
: A ship armed with particle beams should attempt to engage at longer ranges against other beam armed ships to take advantage of its fixed damage, while enemy damage decreases with range. This is a pure anti-ship weapon and would perform badly if used as a point defence weapon. <br />
<br />
* '''[[Mesons]]''' are short-ranged weapon, effective at bypassing defences. They do very little damage per shot (they are fixed at 1), but they ignore [[Armour and Shields|shields and armour]] causing [[Internal Damage]]. They can be turret-mounted. Focal size and focusing technology interplay to determine range.<br />
: Mesons turrets are quite a popular choice for point defence, partly because they are ideal against an opponent who uses armoured missiles and partly because they are a very good anti-ship weapon at point blank range.<br />
<br />
* '''[[High-Powered Microwave]]''' (HPM) are short-ranged like a meson cannon but effective against shields and electronic systems. HPMs also do little damage per shot (fixed at 1) and ignore armour. But, they do bonus damage (x3) to shields, and once shields are down, microwaves only affect electronic components. They cannot be turret-mounted. Focal size and focusing technology interplay to determine range.<br />
: HPM can be a powerful weapon, if used properly. Although it causes no damage to the majority of a ship's systems, it can blind the enemy, either forcing him to retreat or rendering him vulnerable to more destructive weapons. However, it is also quite expensive, costing twice as much as a similar size Meson Cannon, and difficult to employ effectively because of its relatively short range.<br />
<br />
* '''[[Plasma Carronade]]''' have the highest damage of any energy weapon, but are extremely short-ranged. They have only one background tech besides capacitor recharge rate: Plasma Carronade calibre, and there is no way to enhance range beyond increasing the damage output. They are generally larger than other energy weapons of equivalent tech level and thus more damaging, but their extemely short range renders them with limited use. They cannot be mounted on turret.<br />
: If you are outclassed technologically then build a ship with a few of these and wait for your opponent beyond a jump point. It cannot be turret mounted and is far from ideal as a point defence weapon.<br />
<br />
==Kinetic Weapon Types==<br />
<br />
* '''[[Railguns]]''' shoot four projectiles at once and their total damage is approximately one third higher than a laser of similar technology. The damage falls off in the same way as lasers and their range can be extended by researching Railgun Launch Velocity. Because each shot does less damage than the total damage of an equivalent laser, the range is shorter and the damage is spread across the armour rather than penetrating in a single area. The range differential may not be an issue though if you don't have the fire control technology to take advantage of the laser's greater range. Although railguns cannot be mounted in turrets, they are still often used for point defence at lower tech levels because their high rate of fire compensates for their inaccuracy against fast moving targets.<br />
<br />
* '''[[Gauss Cannons]]''' are primarily a point defence weapon and in that role their performance is superior to the other weapons under most circumstances. They inflict only one point of damage but fire several shots per volley. They can be mounted in turrets and on a full size ship it is unusual to see a gauss cannon that isn’t turret mounted. Their background technologies are Gauss Cannon Rate of Fire, Gauss Cannon Launch Velocity and Gauss Cannon Size vs Accuracy. Unlike other beam weapons, there is no 'larger' version with a greater focal size. The max gauss cannon size remains 6 HS. However, you can reduce the size of the gauss cannon, while retaining its rate of fire, at the cost of reduced accuracy. This makes it useful as a weapon for very small spacecraft such as fighters. In a fighter vs fighter engagement the low damage output of the gauss cannon is offset by the fragility of the target. Another advantage of the gauss cannon is that it does not require reactor power in order to fire. It will always fire every 5 seconds.<br />
<br />
* '''[[CIWS|Close in Weapons System]]''' (CIWS), although it is not strictly a beam weapon in the general sense, this is a good place to introduce the CIWS, or Close-in Weapons System. This is the Aurora equivalent of the Phalanx or Goalkeeper systems that protect modern warships. It's a little complicated as it uses several different existing systems to create a single installation. The restrictions on its use are that it can only protect the mounting ship (other point defence weapons can protect other ships within their range) and it can only be used to engage missiles. The components of the CIWS are calculated as follows:<br />
<br />
#) The basic system is a dual half size gauss cannon. As the range is limited to 10,000 km, I have reduced the size slightly from 6HS to 5HS. As it is a dual mount, the rate of fire for the system with therefore be double the racial gauss cannon rate of fire<br />
#) The integral fire control system is assumed to be a 4x speed installation. The normal 4HS size is then divided by (maximum racial fire control range / 10,000) as the CIWS requires a max 10,000 km range. Finally the resulting size is halved to account for the fact this system can only defend the mounting ship, which makes things a lot simpler.<br />
#) Turret gears are added using the normal rules for turrets with a tracking speed equal to that of the above fire control<br />
#) The integral active sensor uses the size that would be required for a resolution-zero installation with a range of 30,000 km. This is longer than the max range of the system but it needs a little tracking time. Note that this is not an active sensor that will detect anything else. It is purely a point blank range missile tracker.<br />
#) If ECCM is available, it can be added to the CIWS and will use 0.5HS. As this is a reduced-sized system, it will have half the capability of the regular system<br />
#) As the gauss cannon are half size, the base chance to hit for the CIWS is 50% (modified by missile speed, crew grade and electronic warfare). This is actually slightly higher than it would be for a half-size gauss cannon with a short-range fire control but I am assuming it fires at even shorter range than other anti-missile systems.<br />
#) The cost of the system is based on the cost of all the individual components<br />
<br />
You don't need to allocate point defence modes to the CIWS, allocate ECCM or allocate weapons to fire control systems. It is a fully integrated, fully automatic system. If a missile is about to hit the ship, it will open fire. Here is an example CIWS using components up to 8000 research points. I'll work through the steps and then show the completed system<br />
<br />
#) Dual half-size gauss cannon with a ROF of 3, which equals 6 shots in total. Size: 5 HS.<br />
#) Fire control system (tech 4000 km/s). This 4HS system has a tracking speed of 16,000 km/s. As the racial fire control range is 32,000 km/s, the fire control size is divided by (32,000 / 10,000), which is 1.25 HS and then halved to 0.625 HS<br />
#) Turret gears (tech 5000 km/s). As per the normal rules, the gear modifier = (FC Tracking Speed /Turret Tracking Speed)/10 = 0.32. Multiplying this by the weapon size of 5HS, gives a turret gear size of 1.6 HS.<br />
#) Active sensor (tech strength 21). A 1 HS active sensor with resolution zero would have a range of 210,000 km/s. Therefore a range of 30,000 km/s requires a sensor size of 0.1429 HS.<br />
<br />
The CIWS is intended to be added to non-escort warships as a last-ditch defensive system. It allows the designer to add a self-contained anti-missile system without having to worry about anti-missile-oriented sensors and fire control systems and the player doesn't have to be concerned with allocating weapons or fire control systems. They are of little use for escorts though as they can only protect the ship that mounts them. CIWS are classed as non-military as they have no offensive capability and therefore you can mount them on commercial vessels.<br />
<br />
==Comparison of Beam Weapons==<br />
<br />
The following is an analysis of the beam weapons which have typical damage profiles, ie everything other than Mesons, which bypass shields and armor, Microwaves, which deal electrical damage, and CIWS, which are not offensive.<br />
<br />
Also see [[Beam Weapon Range]].<br />
<br />
These are the relevant stats of each weapon system examined:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Weapon !! Laser !! Railgun !! Plasma || Particle !! Gauss <br />
|-<br />
| Base Damage || 16 || 5 || 6 || 40 || 1<br />
|-<br />
| ROF (increments) || 4 || 3 || 3 || 8 || 1 <br />
|-<br />
| Size || 8 || 8 || 8 || 12 || 6<br />
|-<br />
| Range Modifier || 5 || 5 || 24* || 1 || 1<br />
|-<br />
| Num Shots || 1 || 4 || 1 || 1 || 4<br />
|-<br />
| Cost || 100 || 96 || 94 || 63 || 48<br />
|-<br />
| Crew || 80 || 80 || 80 || 120 || 24<br />
|-<br />
|colspan="6" |* At 240km the damage of this Particle beam drops to zero. <br />
|}<br />
<br />
These weapons were created with reasonably early technology, but there has been some research along each line to give them a chance to grow into their strengths a bit. A more thorough examination would also look at a set of weapons later on in the game to make sure their balance is similar then as well. This is the amount of technical research used to attain each set of weapons. Each system got as close to the same amount of research as was possible.<br />
<br />
[[File:ResearchInfo.jpg]]<br />
<br />
Now lets start getting to the meat of the matter.<br />
<br />
[[File:DamagePerShot.jpg]]<br />
<br />
The first step is to look at pure damage per shot of a single weapon. This gives you a really good picture of the dynamics of the different weapons. First you have the Plasma Carronade, putting out an immense amount of damage with each shot that dissipates very quickly. The next highest damage level is the Railgun, which overpowers the laser with its four projectiles. As each of the projectiles’ damage dissipates with time, however, the damage level drops below that of the laser at longer ranges.<br />
<br />
Next you have the laser, which does medium damage that slowly degrades over time, then the Particle Beam, which does constant damage which starts to surpass all other weapons at the mid-long range. Lastly comes the Gauss Cannon, which at this tech level fires four shots of damage one (constant for all tech).<br />
<br />
<br />
So that’s all well and good, but that’s only part of the picture. Since armor and the penetration thereof is such a big part of the battles in Aurora let’s look at that next:<br />
<br />
[[File:ArmorPenetration.jpg]]<br />
<br />
Since the Plasma Carronade has the least penetrating damage template and the laser has the most penetrating one, they are actually penetrating the same amount right from the start, even though the plasma gun does way more damage! Then, as range increases the penetration of the Plasma gun drops far faster than that of the laser. Next you have the Railgun and Particle Beam. While they each share the same damage template the fact that the Railgun’s damage is spread out amongst four shots means that they penetrate the same amount of armor regardless of their increased damage.<br />
<br />
The big takeaway of this graph is to note that the advantage of the Plasma Carronade that seemed so enormous in the last graph isn’t as large as it appears, even at the smallest range.<br />
<br />
<br />
The next step is to stop looking at individual guns and individual shots, but instead look at how many of these guns we can put on a ship, and how often they will fire. To do this I ignored Beam Fire Controls, since you can use many weapons on one Fire Control. But I did add the mass of the gun to the mass of the crew quarters needed to house the gunners, and the mass of the reactor of this tech level that would be required to power it (no power/stability boosts or penalties), I divided the damage by that hull size, and by the number of time increments it would take to fire for the Capacitor Recharge Rate of this tech level.<br />
<br />
[[File:DamagePerIncrementAndSize.jpg]]<br />
<br />
Now things start to look different indeed. The immense first blast of the Plasma Carronade is not followed by another shot for quite some time, and the weapon is larger than any of the others. The laser has a much higher DPS than the Plasma Carronade, and the same or better penetration. These adjustments have also made a big difference to the Railgun, further increasing its lead over the laser in close quarters. If you look closely you’ll see that the Coil Gun has done tremendous as well, helped along by its quick fire rate and lack of a reactor. Even with terrible armor penetration you could do worse.<br />
<br />
<br />
For some background for the mechanics of that last slide: as the focal size of the various weapons increases, their total size increases roughly linearly as well. However their damage increases (even more) roughly by the square of the size, so you start getting a lot more damage per hullsize. At the same time though the power requirement is directly tied to damage dealt, so your fire rate is falling at the same time your damage rate is rising. When you add in a larger gun your DPS actually drops over time. The changes buy you two big things though. First of all, with higher damage comes higher penetration, this is the main benefit. It also entails higher resistance to range degradation, so though your Point Blank DPS drops significantly, your DPS at higher ranges isn't affected as much. At the higher range the larger guns have almost caught up from a DPS standpoint, so they are equal except with regards to their better penetration. As an example of this mechanic, take a look at the DP(I+S) of all of the sizes of lasers unlocked at this tech level:<br />
<br />
[[File:LaserDamagePerIncrementAndSize.jpg]]<br />
<br />
<br />
We are definitely closing up on the end here, but for thoroughness let’s take a look at another mechanic. As range increases not only does the damage of most of your weapons directly degrade, but you also get a penalty of all beam weapons to your accuracy. What do these graphs look like if you take that into account?<br />
<br />
[[File:ModifiedDPIS.jpg]]<br />
<br />
Once you start taking account of those misses at longer distances you get a steep damage drop off. This is a useful chart to see because you can look at this and decide whether having longer-ranged beam weapons is that appealing to you. You may decide that you’re ok with doing less damage at 200k km because you are going to want to do all of your fighting at 50k km where all beam weapons do more damage, and the Rail Gun really shines. (Keep in mind the Rail Gun’s lower penetration though)<br />
<br />
With the bonus to damage by being in close you may wonder why you’d ever fight at range, and it really just depends on who you were fighting. If they have no beam weapons then you can close as you wish, but if they have Plasma, or Railguns, or especially Mesons it becomes much more dangerous to close, and having the longer range weapon may help you completely avoid damage from those weapons.<br />
<br />
<br />
The above graph doesn’t tell the whole story of the accuracy penalties, because the skill of your crew—called the Crew Grade—provides bonuses to the accuracy of your beam weapons. For example, a 20% crew grade bonus would turn an 80% chance to hit into a 88% chance to hit. If you have a relatively skilled crew with a Grade of 20% then the above graph is changed to look like this:<br />
<br />
[[File:ModifiedDPIS20Bonus.jpg]]<br />
<br />
So with a skilled crew you aren’t going to have as much of a penalty at range, and that penalty will start later. Skilled crews also have other benefits: faster missile launches, quicker response to orders, faster recovery from jump blindness, lower chance of components breaking during maintenance checks, and more.<br />
<br />
==Notes==<br />
* See also [[Summary of Beam Weapons and CIWS]] tutorial.<br />
[[Category:Content]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=CIWS&diff=6836CIWS2016-03-02T02:33:53Z<p>Mor: </p>
<hr />
<div>Close in Weapons System (CIWS) is a close-in weapon system for defense against missiles. CIWS is a commercial, fully autonomous system, that will automatically engage threats to the ship its mounted on at any time, including during [[jump shock]] blindness.<br />
<br />
==Overview==<br />
CIWS is an entirely self-contained unit, mounting a turreted dual gauss cannon, an automated fire-control system, integrated active sensor and ECCM, and requires very little power to operate removing any reliance on separate power reactors. This enables it to automatically search for, detect, track and engage, targets. Meaning, that if a missile is about to hit the ship, it will open fire.<br />
<br />
The CIWS is intended to be added to non-escort warships as a last-ditch defensive system. It allows the designer to add a self-contained anti-missile system without having to worry about anti-missile-oriented sensors and fire control systems and the player doesn't have to be concerned with allocating weapons or fire control systems. They are of little use for escorts though as they can only protect the ship that mounts them. CIWS are classed as non-military as they have no offensive capability and therefore you can mount them on commercial vessels.<br />
<br />
==Usage==<br />
Due to this self-contained nature, CIWS don't require any setup or orders to defend the ship, and are thus well suited to be mounted on non-combat ships like tankers/ colliers/ supply ships/ jump ships/ constructors that do not warrant a full defensive armament.<br />
<br />
For combat ships usually a manual setup is preferable. Each CIWS includes space for its own sensor and fire control. As a proper layered PD defense setup requires missile detection sensors, turreted [[Gauss Cannons]] with their own [[Beam Fire Control]]s require less space, and can also protect other ships in the fleet.<br />
<br />
==Components==<br />
<br />
'''Gauss Cannon Rate of Fire''' is the CIWS rate of fire per 5 seconds. As it is a dual mount, the rate of fire for the system with therefore be double the racial rate <code>Rate of Fire = 2 x Gauss Cannon Rate of Fire</code><br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Gauss Cannon Rate of Fire<br />
! Rate of Fire !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 8<br />
|-<br />
! RP cost<br />
|1,000||3,000||8,000||25,000||75,000||250,000 || 750,000<br />
|}<br />
<br />
'''Beam Fire Control Distance Rating''' is maximum range in which the FC is capable of target tracking. The CIWS is a point-defense weapon with engagement range of 10,000 km against incoming missiles, thus higher precision technology allow smaller FC components. The Fire Control size is given by <code>4HS / (Beam Fire Control Range / 10,000)</code>et <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Beam Fire Control Range<br />
! Range (kkm) !! 10 !! 16 !! 24 !! 32 !! 40 !! 48 !! 60 !! 75 !! 100 !! 125 !! 150 !! 175<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||16,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Fire Control Speed Rating''' is the maximum target speed that the a fire control can engage without a penalty to accuracy. The CIWS integral fire control system is assumed to be a 4x speed installation, thus <code>Tracking Speed = 4 * Fire Control Speed Rating</code>.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Fire Control Speed Rating<br />
! Rating (km/s) !! 1,250 !! 2,000 !! 3,000 !! 4,000 !! 5,000 !! 6,250 !! 8,000 !! 10,000 !! 12,500 !! 15,000!! 20,000 !! 25,000<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||16,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Active Sensor Strength''' is the strength of the output pulse for the resolution-zero integral active sensor, which is used by the Beam Fire Control to acquire and track potential targets at range of 30,000 km. This determines the hull space of the sensor component, the higher the Strength the smaller it is. Note this is not an active sensor that will detect anything else. It is purely a point blank range missile tracker.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Active Sensor Strength<br />
! Strength !! 10 !! 12 !! 16 !! 21 !! 28 !! 36 !! 48 !! 60 !! 80 !! 100!! 135 !! 180<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||120,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Turret Rotation gear''' is the speed of target that the CIWS can track using rotational gear equal to 10% of the turret mass. With higher gear size tech less space need to be devoted to machinery, reducing the turret size.<br />
<br />
'''ECCM''' or Electronic Counter-countermeasure component can be added to the CIWS and will use 0.5HS. As this is a reduced-sized system, it will have half the capability of the regular system.<br />
<br />
==Notes==<br />
* CIWS is the Aurora equivalent of the Phalanx or Goalkeeper systems used by modern-day naval vessels.<br />
<br />
{{Components}}<br />
[[Category:Components]]<br />
[[Category:Designed Systems]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Turret&diff=6835Turret2016-03-01T19:27:55Z<p>Mor: </p>
<hr />
<div>[[File:Turret design.png|thumb|New Turret project]]<br />
A Turret is a weapon mount that houses the mechanism of a [[Beam weapon]] and allows to increases target tracking speed. Turrets may be armed with one or more [[Lasers]], [[Mesons]], or [[Gauss Cannons]]. Its controlled by Beam Fire Control and may be armored.<br />
<br />
== Usage ==<br />
Turreted weapons use the tracking speed of the turrets, whereas non-turreted weapons have tracking speed equal to the speed of the ship. This allows turreted weapons to get a faster tracking speed without needing to go fast itself. Thus allowing relatively slow ships and [[PDC]]s to effectively engage fast targets such as missiles and fighters.<br />
<br />
== Design ==<br />
Turrets are designed from a button in the row along the bottom of the [[Population and Production]] window {{key|F2}}. <br />
<br />
When designing a turret, a beam weapon caliber and type is first selected:<br />
* '''Beam Type''' determines what weapon is actually mounted in the turret. You must have already researched a weapon to be able to use it in a turret design, and you choose it using the Beam Type combobox, which lists all turretable, non-obsolete beam weapons you have researched. This can be installed on the turret in a '''Single''', '''Twin''', '''Triple''', or '''Quad''' configuration. <br />
* '''Beam Size and Cost''' lists the size in HS and cost in wealth (millions of Euro in our game) of each weapon in the mount. Total Size and Cost list the total size in HS and cost in wealth of all the weapons in the mount. A twin mount will have twice the amount of space devoted to weaponry as a single mount, etc, and will cost twice as much.<br />
<br />
Next, Turret Components allow configuring the non-weapon components of the turret:<br />
<br />
* '''Desired Tracking Speed''' allows you to specify how fast the turret can rotate to track targets. Your empire's best technology for this attribute is listed at top right box, '''Turret Tracking Speed (10% Gear)'''. The speed given is the tracking speed for your turret when 10% of its assembly's weight devoted to rotation mechanism. Faster tracking speeds require more of the turret's space to be devoted to machinery. The '''Rotation Gear %''' value (in %) is determined by: <code>Desired Tracking Speed / Turret Tracking Speed 10% Gear * 10</code><br />
<br />
: For example, if the empire's best Turret Tracking Speed 10% Gear is 5000 km/s, and we desire a 10,000 km/s tracking speed for the turret, the Rotation Gear % would be 10,000 / 5000 * 10 = 20%. This means 20% of the turret's non-armor size is devoted to machinery to rotate the turret. The Gear Size is then calculated as <code>Gear Size = Total Size (Beam) * Rotation Gear %.</code><br />
<br />
:Using multiple mounts gives a discount on the amount of rotational machinery required. There is no discount for a single mount. A double mount reduces the rotational gear by 5%, a triple mount by 7.5%, and a quad mount by 10%. When analyzing a turret, an important aspect is the Size-per-weapon, which is the total turret size divided by the number of weapon mounts in it. This is indicated by SPW in the turret's system parameters. More mounts decreases the size per weapon due to the rotation gear discount. This becomes even more pronounced when armor is added to the turret.<br />
<br />
:Your Empire best '''Fire Control Speed Rating''' is listed at top right as well, which should guide your eventual tracking speed target for the turret. Fire controls may be modified to track at 50%, 100%, 125%, 150%, 175%, 200%, 300% or 400% of your base speed, so those increments are desirable targets for a turret as well. There is no point in exceeding the fire control tracking speed, as the lower of the two values is used in calculations. <br />
<br />
*'''Turret Armor Thickness''' allows turrets to be [[armor]]ed and works exactly like armoring ships (or magazines). It is based on the total size of the turret, the empire's best researched armor type, and the armor thickness. Armor thickness is rounded to the nearest integer, with halves rounding up for odd integers and down for even ones. The effect of turret armor is to increase the HTK of the turret. The HTK is increased by <code>(Armor Thickness * Number of Weapons in Turret)</code>. A triple-mount turret with armor thickness of 2 would have its HTK increased by 8.<br />
<br />
[[Category:Components]]<br />
[[Category:Designed Systems]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Talk:Turret&diff=6834Talk:Turret2016-03-01T19:04:16Z<p>Mor: Mor moved page Talk:Turrets to Talk:Turret without leaving a redirect</p>
<hr />
<div>Should be information about turrets. How do I make this page?</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Turret&diff=6833Turret2016-03-01T19:04:16Z<p>Mor: Mor moved page Turrets to Turret over a redirect without leaving a redirect</p>
<hr />
<div>[[File:Turret design.png|thumb|New Turret project]]<br />
A Turret is a weapon mount that houses the mechanism of a [[Beam weapon]] and allows to increases target tracking speed. Turrets may be armed with one or more [[Lasers]], [[Mesons]], or [[Gauss Cannons]]. Its controlled by Beam Fire Control and may be armored.<br />
<br />
== Usage ==<br />
Turreted weapons use the tracking speed of the turrets, whereas non-turreted weapons have tracking speed equal to the speed of the ship. This allows turred weapons to get a faster tracking speed without needing to go fast itself. Thus allowing relatively slow ships and PDC to effectively engage fast targets such as missiles and fighters.<br />
<br />
== Design ==<br />
Turrets are designed from a button in the row along the bottom of the [[Population and Production]] window {{key|F2}}. <br />
<br />
When designing a turret, a beam weapon caliber and type is first selected:<br />
* '''Beam Type''' determines what weapon is actually mounted in the turret. You must have already researched a weapon to be able to use it in a turret design, and you choose it using the Beam Type combobox, which lists all turretable, non-obsolete beam weapons you have researched. This can be installed on the turret in a '''Single''', '''Twin''', '''Triple''', or '''Quad''' configuration. <br />
* '''Beam Size and Cost''' lists the size in HS and cost in wealth (millions of Euro in our game) of each weapon in the mount. Total Size and Cost list the total size in HS and cost in wealth of all the weapons in the mount. A twin mount will have twice the amount of space devoted to weaponry as a single mount, etc, and will cost twice as much.<br />
<br />
Next, Turret Components allow configuring the non-weapon components of the turret:<br />
<br />
* '''Desired Tracking Speed''' allows you to specify how fast the turret can rotate to track targets. Your empire's best technology for this attribute is listed at top right box, '''Turret Tracking Speed (10% Gear)'''. The speed given is the tracking speed for your turret when 10% of its assembly's weight devoted to rotation mechanism. Faster tracking speeds require more of the turret's space to be devoted to machinery. The '''Rotation Gear %''' value (in %) is determined by: <code>Desired Tracking Speed / Turret Tracking Speed 10% Gear * 10</code><br />
<br />
: For example, if the empire's best Turret Tracking Speed 10% Gear is 5000 km/s, and we desire a 10,000 km/s tracking speed for the turret, the Rotation Gear % would be 10,000 / 5000 * 10 = 20%. This means 20% of the turret's non-armor size is devoted to machinery to rotate the turret. The Gear Size is then calculated as <code>Gear Size = Total Size (Beam) * Rotation Gear %.</code><br />
<br />
:Using multiple mounts gives a discount on the amount of rotational machinery required. There is no discount for a single mount. A double mount reduces the rotational gear by 5%, a triple mount by 7.5%, and a quad mount by 10%. When analyzing a turret, an important aspect is the Size-per-weapon, which is the total turret size divided by the number of weapon mounts in it. This is indicated by SPW in the turret's system parameters. More mounts decreases the size per weapon due to the rotation gear discount. This becomes even more pronounced when armor is added to the turret.<br />
<br />
:Your Empire best '''Fire Control Speed Rating''' is listed at top right as well, which should guide your eventual tracking speed target for the turret. Fire controls may be modified to track at 50%, 100%, 125%, 150%, 175%, 200%, 300% or 400% of your base speed, so those increments are desirable targets for a turret as well. There is no point in exceeding the fire control tracking speed, as the lower of the two values is used in calculations. <br />
<br />
*'''Turret Armor Thickness''' allows turrets to be [[armor]]ed and works exactly like armoring ships (or magazines). It is based on the total size of the turret, the empire's best researched armor type, and the armor thickness. Armor thickness is rounded to the nearest integer, with halves rounding up for odd integers and down for even ones. The effect of turret armor is to increase the HTK of the turret. The HTK is increased by <code>(Armor Thickness * Number of Weapons in Turret)</code>. A triple-mount turret with armor thickness of 2 would have its HTK increased by 8.<br />
<br />
[[Category:Components]]<br />
[[Category:Designed Systems]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Turret&diff=6832Turret2016-03-01T18:59:37Z<p>Mor: </p>
<hr />
<div>[[File:Turret design.png|thumb|New Turret project]]<br />
A Turret is a weapon mount that houses the mechanism of a [[Beam weapon]] and allows to increases target tracking speed. Turrets may be armed with one or more [[Lasers]], [[Mesons]], or [[Gauss Cannons]]. Its controlled by Beam Fire Control and may be armored.<br />
<br />
== Usage ==<br />
Turreted weapons use the tracking speed of the turrets, whereas non-turreted weapons have tracking speed equal to the speed of the ship. This allows turred weapons to get a faster tracking speed without needing to go fast itself. Thus allowing relatively slow ships and PDC to effectively engage fast targets such as missiles and fighters.<br />
<br />
== Design ==<br />
Turrets are designed from a button in the row along the bottom of the [[Population and Production]] window {{key|F2}}. <br />
<br />
When designing a turret, a beam weapon caliber and type is first selected:<br />
* '''Beam Type''' determines what weapon is actually mounted in the turret. You must have already researched a weapon to be able to use it in a turret design, and you choose it using the Beam Type combobox, which lists all turretable, non-obsolete beam weapons you have researched. This can be installed on the turret in a '''Single''', '''Twin''', '''Triple''', or '''Quad''' configuration. <br />
* '''Beam Size and Cost''' lists the size in HS and cost in wealth (millions of Euro in our game) of each weapon in the mount. Total Size and Cost list the total size in HS and cost in wealth of all the weapons in the mount. A twin mount will have twice the amount of space devoted to weaponry as a single mount, etc, and will cost twice as much.<br />
<br />
Next, Turret Components allow configuring the non-weapon components of the turret:<br />
<br />
* '''Desired Tracking Speed''' allows you to specify how fast the turret can rotate to track targets. Your empire's best technology for this attribute is listed at top right box, '''Turret Tracking Speed (10% Gear)'''. The speed given is the tracking speed for your turret when 10% of its assembly's weight devoted to rotation mechanism. Faster tracking speeds require more of the turret's space to be devoted to machinery. The '''Rotation Gear %''' value (in %) is determined by: <code>Desired Tracking Speed / Turret Tracking Speed 10% Gear * 10</code><br />
<br />
: For example, if the empire's best Turret Tracking Speed 10% Gear is 5000 km/s, and we desire a 10,000 km/s tracking speed for the turret, the Rotation Gear % would be 10,000 / 5000 * 10 = 20%. This means 20% of the turret's non-armor size is devoted to machinery to rotate the turret. The Gear Size is then calculated as <code>Gear Size = Total Size (Beam) * Rotation Gear %.</code><br />
<br />
:Using multiple mounts gives a discount on the amount of rotational machinery required. There is no discount for a single mount. A double mount reduces the rotational gear by 5%, a triple mount by 7.5%, and a quad mount by 10%. When analyzing a turret, an important aspect is the Size-per-weapon, which is the total turret size divided by the number of weapon mounts in it. This is indicated by SPW in the turret's system parameters. More mounts decreases the size per weapon due to the rotation gear discount. This becomes even more pronounced when armor is added to the turret.<br />
<br />
:Your Empire best '''Fire Control Speed Rating''' is listed at top right as well, which should guide your eventual tracking speed target for the turret. Fire controls may be modified to track at 50%, 100%, 125%, 150%, 175%, 200%, 300% or 400% of your base speed, so those increments are desirable targets for a turret as well. There is no point in exceeding the fire control tracking speed, as the lower of the two values is used in calculations. <br />
<br />
*'''Turret Armor Thickness''' allows turrets to be [[armor]]ed and works exactly like armoring ships (or magazines). It is based on the total size of the turret, the empire's best researched armor type, and the armor thickness. Armor thickness is rounded to the nearest integer, with halves rounding up for odd integers and down for even ones. The effect of turret armor is to increase the HTK of the turret. The HTK is increased by <code>(Armor Thickness * Number of Weapons in Turret)</code>. A triple-mount turret with armor thickness of 2 would have its HTK increased by 8.<br />
<br />
[[Category:Components]]<br />
[[Category:Designed Systems]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Turret&diff=6831Turret2016-03-01T18:58:13Z<p>Mor: expanded</p>
<hr />
<div>[[File:Turret design.png|thumb|New Turret project]]<br />
A Turret is a weapon mount that houses the mechanism of a [[Beam weapon]] and allows to increases target tracking speed. Turrets may be armed with one or more [[Lasers]], [[Mesons]], or [[Gauss Cannons]]. Its controlled by Beam Fire Control and may be armored.<br />
<br />
== Usage ==<br />
Turreted weapons use the tracking speed of the turrets, whereas non-turreted weapons have tracking speed equal to the speed of the ship. This allows turred weapons to get a faster tracking speed without needing to go fast itself. Thus allowing relatively slow ships and PDC to effectively engage fast targets such as missiles and fighters.<br />
<br />
== Design ==<br />
Turrets are designed from a button in the row along the bottom of the [[Population and Production]] window {{key|F2}}. <br />
<br />
When designing a turret, a beam weapon caliber and type is first selected:<br />
* '''Beam Type''' determines what weapon is actually mounted in the turret. You must have already researched a weapon to be able to use it in a turret design, and you choose it using the Beam Type combobox, which lists all turretable, non-obsolete beam weapons you have researched. This can be installed on the turret in a '''Single''', '''Twin''', '''Triple''', or '''Quad''' configuration. <br />
* '''Beam Size and Cost''' lists the size in HS and cost in wealth (millions of Euro in our game) of each weapon in the mount. Total Size and Cost list the total size in HS and cost in wealth of all the weapons in the mount. A twin mount will have twice the amount of space devoted to weaponry as a single mount, etc, and will cost twice as much.<br />
<br />
Next, Turret Components allow configuring the non-weapon components of the turret:<br />
<br />
* '''Desired Tracking Speed''' allows you to specify how fast the turret can rotate to track targets. Your empire's best technology for this attribute is listed at top right box, '''Turret Tracking Speed (10% Gear)'''. The speed given is the tracking speed for your turret when 10% of its assembly's weight devoted to rotation mechanism. Faster tracking speeds require more of the turret's space to be devoted to machinery. The '''Rotation Gear %''' value (in %) is determined by: <code>Desired Tracking Speed / Turret Tracking Speed 10% Gear * 10</code><br />
<br />
: For example, if the empire's best Turret Tracking Speed 10% Gear is 5000 km/s, and we desire a 10,000 km/s tracking speed for the turret, the Rotation Gear % would be 10,000 / 5000 * 10 = 20%. This means 20% of the turret's non-armor size is devoted to machinery to rotate the turret. The Gear Size is then calculated as <code>Gear Size = Total Size (Beam) * Rotation Gear %.</code><br />
<br />
:Using multiple mounts gives a discount on the amount of rotational machinery required. There is no discount for a single mount. A double mount reduces the rotational gear by 5%, a triple mount by 7.5%, and a quad mount by 10%. When analyzing a turret, an important aspect is the Size-per-weapon, which is the total turret size divided by the number of weapon mounts in it. This is indicated by SPW in the turret's system parameters. More mounts decreases the size per weapon due to the rotation gear discount. This becomes even more pronounced when armor is added to the turret.<br />
<br />
:Your Empire best '''Fire Control Speed Rating''' is listed at top right as well, which should guide your eventual tracking speed target for the turret. Fire controls may be modified to track at 50%, 100%, 125%, 150%, 175%, 200%, 300% or 400% of your base speed, so those increments are desirable targets for a turret as well. There is no point in exceeding the fire control tracking speed, as the lower of the two values is used in calculations. <br />
<br />
*'''Turret Armor Thickness''' allows turrets to be [[armor]]ed and works exactly like armoring ships (or magazines). It is based on the total size of the turret, the empire's best researched armor type, and the armor thickness. Armor thickness is rounded to the nearest integer, with halves rounding up for odd integers and down for even ones. The effect of turret armor is to increase the HTK of the turret. The HTK is increased by (Armor Thickness * Number of Weapons in Turret). A triple-mount turret with armor thickness of 2 would have its HTK increased by 8.<br />
<br />
[[Category:Components]]<br />
[[Category:Designed Systems]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Turret&diff=6830Turret2016-03-01T18:55:12Z<p>Mor: added image</p>
<hr />
<div>[[File:Turret design.png|thumb|New Turret project]]<br />
<br />
== Usage ==<br />
Guns may be mounted in turrets to increase the tracking speed of a ship's weapons. A weapon mounted in a turret has a tracking speed equal to the tracking speed of the turret rather than the speed of the ship. This allows relatively slow ships to effectively engage fast targets such as missiles and fighters.<br />
<br />
== Design ==<br />
Turrets are designed from a button in the row along the bottom of the [[Population and Production]] window (F2).<br />
<br />
When designing a turret, a beam weapon caliber and type is first selected from your list of non-obsolete researched beam weapons. This means it is necessary to first design and research a beam weapon as a basis for the turret. This can be installed on the turret in a single, double, triple or quadruple configuration. Each installed beam has a separate capacitor for charging purposes.<br />
<br />
Next, the amount of machinery needed to rotate the turret at high speed is determined. Your base technology for this attribute is listed at top right and starts at Turret Tracking Speed (10% Gear) 1250km/s. The speed given is the tracking speed for your turret achievable by building a rotation mechanism equal to 10% of your beam assembly's weight. For each additional speed increment a proportional increase in the rotation mechanism weight is incurred. At the starting tech, for example, increasing the tracking speed to 2500km/s would raise the gear percentage to 20% of the base beam assembly weight.<br />
<br />
Your [[Beam Fire Control]] tracking speed is listed at top right as well, which should guide your eventual tracking speed target for the turret. Fire controls may be modified to track at 50%, 100%, 125%, 150%, 175%, 200%, 300% or 400% of your base speed, so those increments are desirable targets for a turret as well. There is no point in exceeding the fire control tracking speed, as the lower of the two values is used in calculations. <br />
<br />
Finally, armor plating may be added to a turret to increase its HTK rating and grant it additional survivability in combat.<br />
<br />
[[Category:Components]]<br />
[[Category:Designed Systems]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=File:Turret_design.png&diff=6829File:Turret design.png2016-03-01T18:46:08Z<p>Mor: v7.0
Category:Interface images</p>
<hr />
<div>== Summary ==<br />
v7.0<br />
[[Category:Interface images]]<br />
== Licensing ==<br />
{{PD}}</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Beam_weapon&diff=6828Beam weapon2016-03-01T17:48:35Z<p>Mor: Redirected page to Beam Overview</p>
<hr />
<div>#REDIRECT [[Beam Overview]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Template:Components&diff=6827Template:Components2016-03-01T02:56:18Z<p>Mor: rm deprecated</p>
<hr />
<div>{{Navbox<br />
|name = Components<br />
|title = Components<br />
|state = autocollapse<br />
|group1 = [[Core_components#Basic Systems|Basic Systems]]<br />
|list1 = [[Bridge]] {{·}} [[Crew Quarters]] {{·}} [[Engineering Sections]] {{·}} [[Fuel Storage]] {{·}} [[Maintenance Storage Bay]]<br />
|group2 = Power and Propulsion<br />
|list2 = [[Engine]] {{·}} [[Jump drive]] {{·}} [[Power Plants]]<br />
|group3 = [[Sensors]]<br />
|list3 = [[Active_Sensors/Fire_Control|Active Sensors]] {{·}} [[Geological Survey Sensors]] {{·}} [[Gravitational Survey Sensors]] {{·}} [[EM Sensor]] {{·}} [[Thermal Sensor]]<br />
|group4 = Energy Weapons<br />
|list4 = [[Lasers]] {{·}} [[Mesons]] {{·}} [[High-Powered Microwave]]s {{·}} [[Plasma Carronade]] {{·}} [[Particle Beams]]<br />
|group5 = Missiles/Kinetic Weapons<br />
|list5 = [[Missile Launcher]]{{·}} [[Magazine]] {{·}} [[Railguns]] {{·}} [[Gauss Cannons]] {{·}} [[CIWS]] <br />
|group6 = Fire Control<br />
|list6 = [[Beam Fire Control]] {{·}} [[Active_Sensors/Fire_Control|Missile Fire Control]] {{·}} [[ECCM]]<br />
|group7 = Defensive Systems<br />
|list7 = [[Armor]] {{·}} [[Shields]] {{·}} [[Cloaking Device]] {{·}} [[ECM]] {{·}} [[Damage Control]]<br />
|group8 = Ground Combat<br />
|list8 = [[Combat Drop Module]] {{·}} [[Troop Transport Bay]] {{·}} [[PDC Barracks]]<br />
|group9 = [[Core_components#Transport and Industry|Transport and Industry]]<br />
|list9 = [[Cargo Handling System]] {{·}} [[Cargo Hold]] {{·}} [[Cryogenic Transport]] {{·}} [[Luxury Passenger Accommodation]] {{·}} [[Asteroid_mining_module|Asteroid Mining Module]] {{·}} [[Sorium Harvester]] {{·}} [[Salvage Module]] {{·}} [[Terraforming module]] {{·}} [[Maintenance module]] {{·}} [[Construction module]]<br />
|group10 = Other Components<br />
|list10 = [[Flag bridge|Flag Bridge]] {{·}} [[Orbital Habitat Module]] {{·}} [[Recreational Module]] {{·}} [[Hangar deck|Hangar Deck]] {{·}} [[Ship to Ship Tractor|Ship-to-Ship Tractor]]<br />
}}<!--<br />
--><includeonly>[[Category:Components]]</includeonly><!--<br />
--><noinclude>[[Category:Navigation templates]]</noinclude></div>Morhttp://aurorawiki.pentarch.org/index.php?title=Event_Updates&diff=6826Event Updates2016-02-29T03:39:10Z<p>Mor: /* Footer Controls */</p>
<hr />
<div>[[File:Eventlog.png|thumb|Event Updates window controls]]<br />
The '''Event Updates''', also known as the '''Event Log''', [[interface]] tells you everything that happened in your empire during the last [[Time, Turns and Interrupts|time increment]]. It can be accessed through the main Menu bar by clicking on SpaceMaster and then on Event Updates {{Key|Ctrl+F3}}. It may also be accessed through via the Events Button on the [[System Map]] icon bar. <br />
<br />
==Overview==<br />
On the first turn, nothing has happened, so this will be empty. On later turns, the Event Log will inform you about everything from research projects completing to one of your officers dying of old age. Event reports from ground combat results to new thermal contacts being registered, new leaders being recruited, allow the player to easily manage every aspect of the empire each turn. <br />
<br />
* Many players with the ability elect to leave this window open in a separate area of their displays in order to view events as they occur during even automated turns.<br />
* It will also tell you how long that time increment was, in case breaking events caused the game to advance less time than you'd ordered. You can open this window at any time via {{key|Ctrl+F3}} or by using the Events button on the System Map Icon Bar.<br />
* The events listed in this window often require player action. Certain types of events facilitate that by centering the system map focus when clicked upon while other events will open the colony window when clicked on.<br />
* Note: using any of the filters will NOT impact the game's logic as to creating [[interrupt]]s.<br />
<br />
==Message List==<br />
{{screenshot|[[File:Eventlog_middle.png]]|state=frameless}}<br />
Each row describes one event within your universe. Each event message description is split into 4 columns: Race, Type, Location, and Event description. For many event types, if one selects a row in the list, one is taken to whatever window has been deemed best based on the message context.<br />
<br />
* '''Race''' Since your Empire may grow to span many races, the first thing shown for every message is the race. If [[#Use Race Colors|Use Race Colors]] has been enabled, this field will be color coded with the color designated for that race.<br />
<br />
* '''Event Type''' Event types are broad general categories for the events happening within your empire. Some typical event include: Team Skill, Mineral Exhausted, New Officer, Officer Update, Orders Completed etc,.<br />
<br />
* '''System''' When the scope of an event relates to a particular system within your empire, this field indicates which system it affects. Of course events that directly affect one of your systems may well have a trickle down effect in other systems as well.<br />
<br />
* '''Event''' is the full text describing the event being reported. <br />
<br />
There is a "Show Events" option in the Options section of the display tab in the [[System Map]] sidebar that causes most of the event text to appear on the main system map screen. It may be necessary to review event messages in the log even when the option for displaying them on the System Map is selected because all System Map messages may be truncated.<br />
<br />
==Header Controls==<br />
{{screenshot|[[File:Eventlog_top.png]]|state=frameless}}<br />
<br />
* '''Empire Selection''' pull-down selects which empire you're viewing the events for. Those in [[SpaceMaster Mode]] are able to review the events of any Player Empire in the game, while those mere mortals not using Space Master mode will be restricted to seeing only those events within their own Empire.<br />
<br />
* '''Number of Messages'''' lets you set the number of rows displayed in the Message list when you press {{key|Update}}. By default, the 200 most recent messages are shown in the event log but users may elect to see as many as 2000 {{verify}} by changing this limit.<br />
<br />
* '''View''' buttons allows filtering the events by: "Normal" - all messages are shown, '''Combat''' - only those flagged as combat messages (No Promotions or Shipyard Expansion Completions, etc. are shown), '''Firing/Damage Only''' - most restrictive view for use in the heat of combat, showing only those that involve weapons fire or damage allocation.<br />
<br />
* '''Default Colors'''' The Event Log starts in monochrome mode. Clicking {{key|Default Colors}} once will establish some basic background and text colors that make locating things in the log easier. <br />
** Of course, if the default color scheme doesn't appeal, one may elect to change the way various classes of messages are displayed<br />
*** simply click on a message of the type that you'd like to change <br />
*** use the {{key|BG Color}} (background color) and {{key|Text Color}} buttons at the bottom of the screen.<br />
** The color scheme that you establish will remain from session to session but may be reset to the default at any time via the {{key|Default Colors}} button.<br />
<br />
* {{anchor|Research Only}}'''Research Only'''' filters the events to only show those related to [[research]] projects. Such as Research Completed and Research Begun Messages. Ticking this box does not effect what's actually kept in the events log. It only effects what is displayed.<br />
<br />
* '''Show Errors'''' unhides game error messages from the event log. This will generally only be of interest to the developer, and are not displayed by default.<br />
<br />
==Footer Controls==<br />
{{screenshot|[[File:Eventlog bottom.png]]|state=frameless}}<br />
<br />
* '''Delete Old''' deletes all events from the log older than one year, which cuts down on the size of the database.<br />
<br />
* '''Text File'''' exports the full event log to a text file. The text file will be named <code>YourEmpireName + EventLog.txt</code>. The file will be created in the same directory that holds Aurora.exe. If a previous text file exists, it will be overwritten. Note: The [[#Research Only|Research Only]] filter does NOT affect what is included in this export file.<br />
<br />
* {{anchor|Use Race Colors}}'''Use Race Colours''' sets the the background color for the "Race" column entries to the race in question. The color associated with a given race may be set in the Races window. Very useful in multi race games. <br />
<br />
* '''Disable Jump to event''' When turned on, keeps the System Window from centering on the location of the selected event.<br />
<br />
* '''Filter Events''' brings up a screen that allows turning on or off of individual type of message filtering. Double clicking on any of the event types listed will toggle the settings between showing and hiding events of that type. <br />
<br />
* '''BG Colour''' and '''Text Colour''' buttons allows the user to configure the background color for events of the type last selected. <br />
<br />
[[Category:Tutorial]]<br />
[[Category:Interface]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Event_Updates&diff=6825Event Updates2016-02-29T03:37:55Z<p>Mor: /* Message List */ ??</p>
<hr />
<div>[[File:Eventlog.png|thumb|Event Updates window controls]]<br />
The '''Event Updates''', also known as the '''Event Log''', [[interface]] tells you everything that happened in your empire during the last [[Time, Turns and Interrupts|time increment]]. It can be accessed through the main Menu bar by clicking on SpaceMaster and then on Event Updates {{Key|Ctrl+F3}}. It may also be accessed through via the Events Button on the [[System Map]] icon bar. <br />
<br />
==Overview==<br />
On the first turn, nothing has happened, so this will be empty. On later turns, the Event Log will inform you about everything from research projects completing to one of your officers dying of old age. Event reports from ground combat results to new thermal contacts being registered, new leaders being recruited, allow the player to easily manage every aspect of the empire each turn. <br />
<br />
* Many players with the ability elect to leave this window open in a separate area of their displays in order to view events as they occur during even automated turns.<br />
* It will also tell you how long that time increment was, in case breaking events caused the game to advance less time than you'd ordered. You can open this window at any time via {{key|Ctrl+F3}} or by using the Events button on the System Map Icon Bar.<br />
* The events listed in this window often require player action. Certain types of events facilitate that by centering the system map focus when clicked upon while other events will open the colony window when clicked on.<br />
* Note: using any of the filters will NOT impact the game's logic as to creating [[interrupt]]s.<br />
<br />
==Message List==<br />
{{screenshot|[[File:Eventlog_middle.png]]|state=frameless}}<br />
Each row describes one event within your universe. Each event message description is split into 4 columns: Race, Type, Location, and Event description. For many event types, if one selects a row in the list, one is taken to whatever window has been deemed best based on the message context.<br />
<br />
* '''Race''' Since your Empire may grow to span many races, the first thing shown for every message is the race. If [[#Use Race Colors|Use Race Colors]] has been enabled, this field will be color coded with the color designated for that race.<br />
<br />
* '''Event Type''' Event types are broad general categories for the events happening within your empire. Some typical event include: Team Skill, Mineral Exhausted, New Officer, Officer Update, Orders Completed etc,.<br />
<br />
* '''System''' When the scope of an event relates to a particular system within your empire, this field indicates which system it affects. Of course events that directly affect one of your systems may well have a trickle down effect in other systems as well.<br />
<br />
* '''Event''' is the full text describing the event being reported. <br />
<br />
There is a "Show Events" option in the Options section of the display tab in the [[System Map]] sidebar that causes most of the event text to appear on the main system map screen. It may be necessary to review event messages in the log even when the option for displaying them on the System Map is selected because all System Map messages may be truncated.<br />
<br />
==Header Controls==<br />
{{screenshot|[[File:Eventlog_top.png]]|state=frameless}}<br />
<br />
* '''Empire Selection''' pull-down selects which empire you're viewing the events for. Those in [[SpaceMaster Mode]] are able to review the events of any Player Empire in the game, while those mere mortals not using Space Master mode will be restricted to seeing only those events within their own Empire.<br />
<br />
* '''Number of Messages'''' lets you set the number of rows displayed in the Message list when you press {{key|Update}}. By default, the 200 most recent messages are shown in the event log but users may elect to see as many as 2000 {{verify}} by changing this limit.<br />
<br />
* '''View''' buttons allows filtering the events by: "Normal" - all messages are shown, '''Combat''' - only those flagged as combat messages (No Promotions or Shipyard Expansion Completions, etc. are shown), '''Firing/Damage Only''' - most restrictive view for use in the heat of combat, showing only those that involve weapons fire or damage allocation.<br />
<br />
* '''Default Colors'''' The Event Log starts in monochrome mode. Clicking {{key|Default Colors}} once will establish some basic background and text colors that make locating things in the log easier. <br />
** Of course, if the default color scheme doesn't appeal, one may elect to change the way various classes of messages are displayed<br />
*** simply click on a message of the type that you'd like to change <br />
*** use the {{key|BG Color}} (background color) and {{key|Text Color}} buttons at the bottom of the screen.<br />
** The color scheme that you establish will remain from session to session but may be reset to the default at any time via the {{key|Default Colors}} button.<br />
<br />
* {{anchor|Research Only}}'''Research Only'''' filters the events to only show those related to [[research]] projects. Such as Research Completed and Research Begun Messages. Ticking this box does not effect what's actually kept in the events log. It only effects what is displayed.<br />
<br />
* '''Show Errors'''' unhides game error messages from the event log. This will generally only be of interest to the developer, and are not displayed by default.<br />
<br />
==Footer Controls==<br />
{{screenshot|[[File:Eventlog bottom.png]]|state=frameless}}<br />
<br />
* '''Delete Old''' deletes all events from the log older than one year, which cuts down on the size of the database.<br />
<br />
* '''Text File'''' exports the full event log to a text file. The text file will be named <code>YourEmpireName + EventLog.txt</code>. The file will be created in the same directory that holds Aurora.exe. If a previous text file exists, it will be overwritten. Note: The [[#Research Only|Research Only]] filter does NOT affect what is included in this export file.<br />
<br />
* '''Use Race Colours''' sets the the background color for the "Race" column entries to the race in question. The color associated with a given race may be set in the Races window. Very useful in multi race games. <br />
<br />
* '''Disable Jump to event''' When turned on, keeps the System Window from centering on the location of the selected event.<br />
<br />
* '''Filter Events''' brings up a screen that allows turning on or off of individual type of message filtering. Double clicking on any of the event types listed will toggle the settings between showing and hiding events of that type. <br />
<br />
* '''BG Colour''' and '''Text Colour''' buttons allows the user to configure the background color for events of the type last selected. <br />
<br />
[[Category:Tutorial]]<br />
[[Category:Interface]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Event_Updates&diff=6824Event Updates2016-02-29T03:23:35Z<p>Mor: /* Header Controls */</p>
<hr />
<div>[[File:Eventlog.png|thumb|Event Updates window controls]]<br />
The '''Event Updates''', also known as the '''Event Log''', [[interface]] tells you everything that happened in your empire during the last [[Time, Turns and Interrupts|time increment]]. It can be accessed through the main Menu bar by clicking on SpaceMaster and then on Event Updates {{Key|Ctrl+F3}}. It may also be accessed through via the Events Button on the [[System Map]] icon bar. <br />
<br />
==Overview==<br />
On the first turn, nothing has happened, so this will be empty. On later turns, the Event Log will inform you about everything from research projects completing to one of your officers dying of old age. Event reports from ground combat results to new thermal contacts being registered, new leaders being recruited, allow the player to easily manage every aspect of the empire each turn. <br />
<br />
* Many players with the ability elect to leave this window open in a separate area of their displays in order to view events as they occur during even automated turns.<br />
* It will also tell you how long that time increment was, in case breaking events caused the game to advance less time than you'd ordered. You can open this window at any time via {{key|Ctrl+F3}} or by using the Events button on the System Map Icon Bar.<br />
* The events listed in this window often require player action. Certain types of events facilitate that by centering the system map focus when clicked upon while other events will open the colony window when clicked on.<br />
* Note: using any of the filters will NOT impact the game's logic as to creating [[interrupt]]s.<br />
<br />
==Message List==<br />
{{screenshot|[[File:Eventlog_middle.png]]|state=frameless}}<br />
Each Event Message describes one event within your universe.<br />
For many event types, if one clicks on an entry in the events log, one is taken to whatever window has been deemed best based on the message context.<br />
<br />
===Race===<br />
Since your Empire may grow to span many races, the first thing shown for every message is the race.<br />
* If [[Event Log#Use Race Colors|Use Race Colors]] has been enabled, this field will be color coded with the color designated for that race.<br />
<br />
===Event Type===<br />
Event types are broad general categories for the events happening within your empire. <br />
* some typical event types are<br />
** Team Skill<br />
** Mineral Exhausted<br />
** New Officer<br />
** Officer Update<br />
** Orders Completed<br />
<br />
===System===<br />
When the scope of an event relates to a particular system within your empire, this field indicates which system it affects. Of course events that directly affect one of your systems may well have a trickle down effect in other systems as well. <br />
<br />
===Event===<br />
This is the full text describing the event being reported. <br />
* There is a "Show Events" option in the Options section of the display tab in the system map sidebar that causes most of the event text to appear on the main system map screen. It may be necessary to review event messages in the log even when the option for displaying them on the System Map is selected because all System Map messages may be truncated.<br />
<br />
==Header Controls==<br />
{{screenshot|[[File:Eventlog_top.png]]|state=frameless}}<br />
<br />
* '''Empire Selection''' pull-down selects which empire you're viewing the events for. Those in [[SpaceMaster Mode]] are able to review the events of any Player Empire in the game, while those mere mortals not using Space Master mode will be restricted to seeing only those events within their own Empire.<br />
<br />
* '''Number of Messages'''' lets you set the number of rows displayed in the Message list when you press {{key|Update}}. By default, the 200 most recent messages are shown in the event log but users may elect to see as many as 2000 {{verify}} by changing this limit.<br />
<br />
* '''View''' buttons allows filtering the events by: "Normal" - all messages are shown, '''Combat''' - only those flagged as combat messages (No Promotions or Shipyard Expansion Completions, etc. are shown), '''Firing/Damage Only''' - most restrictive view for use in the heat of combat, showing only those that involve weapons fire or damage allocation.<br />
<br />
* '''Default Colors'''' The Event Log starts in monochrome mode. Clicking {{key|Default Colors}} once will establish some basic background and text colors that make locating things in the log easier. <br />
** Of course, if the default color scheme doesn't appeal, one may elect to change the way various classes of messages are displayed<br />
*** simply click on a message of the type that you'd like to change <br />
*** use the {{key|BG Color}} (background color) and {{key|Text Color}} buttons at the bottom of the screen.<br />
** The color scheme that you establish will remain from session to session but may be reset to the default at any time via the {{key|Default Colors}} button.<br />
<br />
* {{anchor|Research Only}}'''Research Only'''' filters the events to only show those related to [[research]] projects. Such as Research Completed and Research Begun Messages. Ticking this box does not effect what's actually kept in the events log. It only effects what is displayed.<br />
<br />
* '''Show Errors'''' unhides game error messages from the event log. This will generally only be of interest to the developer, and are not displayed by default.<br />
<br />
==Footer Controls==<br />
{{screenshot|[[File:Eventlog bottom.png]]|state=frameless}}<br />
<br />
* '''Delete Old''' deletes all events from the log older than one year, which cuts down on the size of the database.<br />
<br />
* '''Text File'''' exports the full event log to a text file. The text file will be named <code>YourEmpireName + EventLog.txt</code>. The file will be created in the same directory that holds Aurora.exe. If a previous text file exists, it will be overwritten. Note: The [[#Research Only|Research Only]] filter does NOT affect what is included in this export file.<br />
<br />
* '''Use Race Colours''' sets the the background color for the "Race" column entries to the race in question. The color associated with a given race may be set in the Races window. Very useful in multi race games. <br />
<br />
* '''Disable Jump to event''' When turned on, keeps the System Window from centering on the location of the selected event.<br />
<br />
* '''Filter Events''' brings up a screen that allows turning on or off of individual type of message filtering. Double clicking on any of the event types listed will toggle the settings between showing and hiding events of that type. <br />
<br />
* '''BG Colour''' and '''Text Colour''' buttons allows the user to configure the background color for events of the type last selected. <br />
<br />
[[Category:Tutorial]]<br />
[[Category:Interface]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Event_Updates&diff=6823Event Updates2016-02-29T03:06:56Z<p>Mor: /* Header Controls */ templates.</p>
<hr />
<div>[[File:Eventlog.png|thumb|Event Updates window controls]]<br />
The '''Event Updates''', also known as the '''Event Log''', [[interface]] tells you everything that happened in your empire during the last [[Time, Turns and Interrupts|time increment]]. It can be accessed through the main Menu bar by clicking on SpaceMaster and then on Event Updates {{Key|Ctrl+F3}}. It may also be accessed through via the Events Button on the [[System Map]] icon bar. <br />
<br />
==Overview==<br />
On the first turn, nothing has happened, so this will be empty. On later turns, the Event Log will inform you about everything from research projects completing to one of your officers dying of old age. Event reports from ground combat results to new thermal contacts being registered, new leaders being recruited, allow the player to easily manage every aspect of the empire each turn. <br />
<br />
* Many players with the ability elect to leave this window open in a separate area of their displays in order to view events as they occur during even automated turns.<br />
* It will also tell you how long that time increment was, in case breaking events caused the game to advance less time than you'd ordered. You can open this window at any time via {{key|Ctrl+F3}} or by using the Events button on the System Map Icon Bar.<br />
* The events listed in this window often require player action. Certain types of events facilitate that by centering the system map focus when clicked upon while other events will open the colony window when clicked on.<br />
* Note: using any of the filters will NOT impact the game's logic as to creating [[interrupt]]s.<br />
<br />
==Message List==<br />
{{screenshot|[[File:Eventlog_middle.png]]|state=frameless}}<br />
Each Event Message describes one event within your universe.<br />
For many event types, if one clicks on an entry in the events log, one is taken to whatever window has been deemed best based on the message context.<br />
<br />
===Race===<br />
Since your Empire may grow to span many races, the first thing shown for every message is the race.<br />
* If [[Event Log#Use Race Colors|Use Race Colors]] has been enabled, this field will be color coded with the color designated for that race.<br />
<br />
===Event Type===<br />
Event types are broad general categories for the events happening within your empire. <br />
* some typical event types are<br />
** Team Skill<br />
** Mineral Exhausted<br />
** New Officer<br />
** Officer Update<br />
** Orders Completed<br />
<br />
===System===<br />
When the scope of an event relates to a particular system within your empire, this field indicates which system it affects. Of course events that directly affect one of your systems may well have a trickle down effect in other systems as well. <br />
<br />
===Event===<br />
This is the full text describing the event being reported. <br />
* There is a "Show Events" option in the Options section of the display tab in the system map sidebar that causes most of the event text to appear on the main system map screen. It may be necessary to review event messages in the log even when the option for displaying them on the System Map is selected because all System Map messages may be truncated.<br />
<br />
==Header Controls==<br />
{{screenshot|[[File:Eventlog_top.png]]|state=frameless}}<br />
<br />
===Empire Selection===<br />
This pull down selector allows those in Space Master mode to review the events of any Empire in the game. Those mere mortals not using Space Master mode will be restricted to seeing only those events within their own empires.<br />
<br />
===Number of Messages to Display===<br />
The 200 most recent messages are shown in the event log by default but users may elect to see as many as 2000 {{verify}} by changing this limit.<br />
<br />
===View===<br />
This section allows you temporarily limit the messages shown to:<br />
* Normal - All messages are shown<br />
* Combat - Messages are limited to only those flagged as combat messages. (No Promotions or Shipyard Expansion Completions, etc. are shown) <br />
* Firing/Damage Only - an even more restrictive view for use in the heat of combat<br />
<br />
===Default Colors===<br />
The Event Log starts in monochrome mode. Clicking {{key|Default Colors}} once will establish some basic background and text colors that make locating things in the log easier. <br />
* Of course, if the default color scheme doesn't appeal, one may elect to change the way various classes of messages are displayed<br />
** simply click on a message of the type that you'd like to change <br />
** use the {{key|BG Color}} (background color) and {{key|Text Color}} buttons at the bottom of the screen.<br />
* The color scheme that you establish will remain from session to session but may be reset to the default at any time via the {{key|Default Colors}} button.<br />
<br />
==={{anchor|Research Only}}Research Only===<br />
Ticking this box will limit the events shown to Research Completed and Research Begun Messages.<br />
* Ticking this box does not effect what's actually kept in the events log. It only effects what is displayed.<br />
<br />
===Show Errors===<br />
Error Messages are not displayed by default. This will generally only be of interest to the developer.<br />
<br />
==Footer Controls==<br />
{{screenshot|[[File:Eventlog bottom.png]]|state=frameless}}<br />
<br />
* '''Delete Old''' deletes all events from the log older than one year, which cuts down on the size of the database.<br />
<br />
* '''Text File'''' exports the full event log to a text file. The text file will be named <code>YourEmpireName + EventLog.txt</code>. The file will be created in the same directory that holds Aurora.exe. If a previous text file exists, it will be overwritten. Note: The [[#Research Only|Research Only]] filter does NOT affect what is included in this export file.<br />
<br />
* '''Use Race Colours''' sets the the background color for the "Race" column entries to the race in question. The color associated with a given race may be set in the Races window. Very useful in multi race games. <br />
<br />
* '''Disable Jump to event''' When turned on, keeps the System Window from centering on the location of the selected event.<br />
<br />
* '''Filter Events''' brings up a screen that allows turning on or off of individual type of message filtering. Double clicking on any of the event types listed will toggle the settings between showing and hiding events of that type. <br />
<br />
* '''BG Colour''' and '''Text Colour''' buttons allows the user to configure the background color for events of the type last selected. <br />
<br />
[[Category:Tutorial]]<br />
[[Category:Interface]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Event_Updates&diff=6822Event Updates2016-02-29T03:05:25Z<p>Mor: /* Footer Controls */</p>
<hr />
<div>[[File:Eventlog.png|thumb|Event Updates window controls]]<br />
The '''Event Updates''', also known as the '''Event Log''', [[interface]] tells you everything that happened in your empire during the last [[Time, Turns and Interrupts|time increment]]. It can be accessed through the main Menu bar by clicking on SpaceMaster and then on Event Updates {{Key|Ctrl+F3}}. It may also be accessed through via the Events Button on the [[System Map]] icon bar. <br />
<br />
==Overview==<br />
On the first turn, nothing has happened, so this will be empty. On later turns, the Event Log will inform you about everything from research projects completing to one of your officers dying of old age. Event reports from ground combat results to new thermal contacts being registered, new leaders being recruited, allow the player to easily manage every aspect of the empire each turn. <br />
<br />
* Many players with the ability elect to leave this window open in a separate area of their displays in order to view events as they occur during even automated turns.<br />
* It will also tell you how long that time increment was, in case breaking events caused the game to advance less time than you'd ordered. You can open this window at any time via {{key|Ctrl+F3}} or by using the Events button on the System Map Icon Bar.<br />
* The events listed in this window often require player action. Certain types of events facilitate that by centering the system map focus when clicked upon while other events will open the colony window when clicked on.<br />
* Note: using any of the filters will NOT impact the game's logic as to creating [[interrupt]]s.<br />
<br />
==Message List==<br />
{{screenshot|[[File:Eventlog_middle.png]]|state=frameless}}<br />
Each Event Message describes one event within your universe.<br />
For many event types, if one clicks on an entry in the events log, one is taken to whatever window has been deemed best based on the message context.<br />
<br />
===Race===<br />
Since your Empire may grow to span many races, the first thing shown for every message is the race.<br />
* If [[Event Log#Use Race Colors|Use Race Colors]] has been enabled, this field will be color coded with the color designated for that race.<br />
<br />
===Event Type===<br />
Event types are broad general categories for the events happening within your empire. <br />
* some typical event types are<br />
** Team Skill<br />
** Mineral Exhausted<br />
** New Officer<br />
** Officer Update<br />
** Orders Completed<br />
<br />
===System===<br />
When the scope of an event relates to a particular system within your empire, this field indicates which system it affects. Of course events that directly affect one of your systems may well have a trickle down effect in other systems as well. <br />
<br />
===Event===<br />
This is the full text describing the event being reported. <br />
* There is a "Show Events" option in the Options section of the display tab in the system map sidebar that causes most of the event text to appear on the main system map screen. It may be necessary to review event messages in the log even when the option for displaying them on the System Map is selected because all System Map messages may be truncated.<br />
<br />
==Header Controls==<br />
{{screenshot|[[File:Eventlog_top.png]]|state=frameless}}<br />
<br />
===Empire Selection===<br />
This pull down selector allows those in Space Master mode to review the events of any Empire in the game. Those mere mortals not using Space Master mode will be restricted to seeing only those events within their own empires.<br />
<br />
===Number of Messages to Display===<br />
The 200 most recent messages are shown in the event log by default but users may elect to see as many as 2000 <span style="color: red ">(Need verification)</span> by changing this limit.<br />
<br />
===View===<br />
This section allows you temporarily limit the messages shown to:<br />
* Normal - All messages are shown<br />
* Combat - Messages are limited to only those flagged as combat messages. (No Promotions or Shipyard Expansion Completions, etc. are shown) <br />
* Firing/Damage Only - an even more restrictive view for use in the heat of combat<br />
<br />
===Default Colors===<br />
The Event Log starts in monochrome mode. Clicking {{key|Default Colors}} once will establish some basic background and text colors that make locating things in the log easier. <br />
* Of course, if the default color scheme doesn't appeal, one may elect to change the way various classes of messages are displayed<br />
** simply click on a message of the type that you'd like to change <br />
** use the {{key|BG Color}} (background color) and {{key|Text Color}} buttons at the bottom of the screen.<br />
* The color scheme that you establish will remain from session to session but may be reset to the default at any time via the {{key|Default Colors}} button.<br />
<br />
===Research Only===<br />
Ticking this box will limit the events shown to Research Completed and Research Begun Messages.<br />
* Ticking this box does not effect what's actually kept in the events log. It only effects what is displayed.<br />
<br />
===Show Errors===<br />
Error Messages are not displayed by default. This will generally only be of interest to the developer.<br />
<br />
==Footer Controls==<br />
{{screenshot|[[File:Eventlog bottom.png]]|state=frameless}}<br />
<br />
* '''Delete Old''' deletes all events from the log older than one year, which cuts down on the size of the database.<br />
<br />
* '''Text File'''' exports the full event log to a text file. The text file will be named <code>YourEmpireName + EventLog.txt</code>. The file will be created in the same directory that holds Aurora.exe. If a previous text file exists, it will be overwritten. Note: The [[#Research Only|Research Only]] filter does NOT affect what is included in this export file.<br />
<br />
* '''Use Race Colours''' sets the the background color for the "Race" column entries to the race in question. The color associated with a given race may be set in the Races window. Very useful in multi race games. <br />
<br />
* '''Disable Jump to event''' When turned on, keeps the System Window from centering on the location of the selected event.<br />
<br />
* '''Filter Events''' brings up a screen that allows turning on or off of individual type of message filtering. Double clicking on any of the event types listed will toggle the settings between showing and hiding events of that type. <br />
<br />
* '''BG Colour''' and '''Text Colour''' buttons allows the user to configure the background color for events of the type last selected. <br />
<br />
[[Category:Tutorial]]<br />
[[Category:Interface]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Event_Updates&diff=6821Event Updates2016-02-29T02:46:22Z<p>Mor: renamed headers, and moved some global stuff up.</p>
<hr />
<div>[[File:Eventlog.png|thumb|Event Updates window controls]]<br />
The '''Event Updates''', also known as the '''Event Log''', [[interface]] tells you everything that happened in your empire during the last [[Time, Turns and Interrupts|time increment]]. It can be accessed through the main Menu bar by clicking on SpaceMaster and then on Event Updates {{Key|Ctrl+F3}}. It may also be accessed through via the Events Button on the [[System Map]] icon bar. <br />
<br />
==Overview==<br />
On the first turn, nothing has happened, so this will be empty. On later turns, the Event Log will inform you about everything from research projects completing to one of your officers dying of old age. Event reports from ground combat results to new thermal contacts being registered, new leaders being recruited, allow the player to easily manage every aspect of the empire each turn. <br />
<br />
* Many players with the ability elect to leave this window open in a separate area of their displays in order to view events as they occur during even automated turns.<br />
* It will also tell you how long that time increment was, in case breaking events caused the game to advance less time than you'd ordered. You can open this window at any time via {{key|Ctrl+F3}} or by using the Events button on the System Map Icon Bar.<br />
* The events listed in this window often require player action. Certain types of events facilitate that by centering the system map focus when clicked upon while other events will open the colony window when clicked on.<br />
* Note: using any of the filters will NOT impact the game's logic as to creating [[interrupt]]s.<br />
<br />
==Message List==<br />
{{screenshot|[[File:Eventlog_middle.png]]|state=frameless}}<br />
Each Event Message describes one event within your universe.<br />
For many event types, if one clicks on an entry in the events log, one is taken to whatever window has been deemed best based on the message context.<br />
<br />
===Race===<br />
Since your Empire may grow to span many races, the first thing shown for every message is the race.<br />
* If [[Event Log#Use Race Colors|Use Race Colors]] has been enabled, this field will be color coded with the color designated for that race.<br />
<br />
===Event Type===<br />
Event types are broad general categories for the events happening within your empire. <br />
* some typical event types are<br />
** Team Skill<br />
** Mineral Exhausted<br />
** New Officer<br />
** Officer Update<br />
** Orders Completed<br />
<br />
===System===<br />
When the scope of an event relates to a particular system within your empire, this field indicates which system it affects. Of course events that directly affect one of your systems may well have a trickle down effect in other systems as well. <br />
<br />
===Event===<br />
This is the full text describing the event being reported. <br />
* There is a "Show Events" option in the Options section of the display tab in the system map sidebar that causes most of the event text to appear on the main system map screen. It may be necessary to review event messages in the log even when the option for displaying them on the System Map is selected because all System Map messages may be truncated.<br />
<br />
==Header Controls==<br />
{{screenshot|[[File:Eventlog_top.png]]|state=frameless}}<br />
<br />
===Empire Selection===<br />
This pull down selector allows those in Space Master mode to review the events of any Empire in the game. Those mere mortals not using Space Master mode will be restricted to seeing only those events within their own empires.<br />
<br />
===Number of Messages to Display===<br />
The 200 most recent messages are shown in the event log by default but users may elect to see as many as 2000 <span style="color: red ">(Need verification)</span> by changing this limit.<br />
<br />
===View===<br />
This section allows you temporarily limit the messages shown to:<br />
* Normal - All messages are shown<br />
* Combat - Messages are limited to only those flagged as combat messages. (No Promotions or Shipyard Expansion Completions, etc. are shown) <br />
* Firing/Damage Only - an even more restrictive view for use in the heat of combat<br />
<br />
===Default Colors===<br />
The Event Log starts in monochrome mode. Clicking {{key|Default Colors}} once will establish some basic background and text colors that make locating things in the log easier. <br />
* Of course, if the default color scheme doesn't appeal, one may elect to change the way various classes of messages are displayed<br />
** simply click on a message of the type that you'd like to change <br />
** use the {{key|BG Color}} (background color) and {{key|Text Color}} buttons at the bottom of the screen.<br />
* The color scheme that you establish will remain from session to session but may be reset to the default at any time via the {{key|Default Colors}} button.<br />
<br />
===Research Only===<br />
Ticking this box will limit the events shown to Research Completed and Research Begun Messages.<br />
* Ticking this box does not effect what's actually kept in the events log. It only effects what is displayed.<br />
<br />
===Show Errors===<br />
Error Messages are not displayed by default. This will generally only be of interest to the developer.<br />
<br />
==Footer Controls==<br />
{{screenshot|[[File:Eventlog bottom.png]]|state=frameless}}<br />
<br />
===Delete Old===<br />
It's possible to remove old messages from the event log using {{key|Delete Old}}<br />
<br />
===Text File===<br />
It's possible to export all messages that appear in the Event Log to a text file. <br />
* The text file will be named ''FederationEventLog.txt'' <br />
** It will be placed in the same directory that holds Aurora.exe <br />
** If a previous FederationEventLog.txt exists, it will be overwritten.<br />
** If a FederationEventLog.txt file does not exist, one will be created. <br />
* The [[Event Log#Research Only|Research Only]] filter does NOT affect what is included in this export file.<br />
<br />
===Use Race Colours===<br />
The Use Race Colours box indicates whether you want the background color for the Race column entries to be used. The color associated with a given race may be set in the Races window.<br />
<br />
===Disable Jump to event===<br />
When turned on, keeps the System Window from centering on the location of the selected event.<br />
<br />
===Filter Events===<br />
This button allows the player to configure which messages are seen in the event log. <br />
* Double clicking on any of the event types listed will toggle the settings between showing and hiding events of that type. <br />
<br />
===BG Colour===<br />
The {{key|BG Colour}} button allows the user to configure the background color for events of the type last selected.<br />
<br />
===Text Colour===<br />
The {{key|Text Colour}} button allows the user to configure the text color for events of the type last selected.<br />
<br />
[[Category:Tutorial]]<br />
[[Category:Interface]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Event_Updates&diff=6820Event Updates2016-02-29T02:38:55Z<p>Mor: re-ordered .the header and footer has some overlap, and best covered together after the Main list.IMO</p>
<hr />
<div>[[File:Eventlog.png|thumb|Event Updates window controls]]<br />
The '''Event Updates''', also known as the '''Event Log''', [[interface]] tells you everything that happened in your empire during the last [[Time, Turns and Interrupts|time increment]]. It can be accessed through the main Menu bar by clicking on SpaceMaster and then on Event Updates {{Key|Ctrl+F3}}. It may also be accessed through via the Events Button on the [[System Map]] icon bar. <br />
<br />
==Overview==<br />
On the first turn, nothing has happened, so this will be empty. On later turns, the Event Log will inform you about everything from research projects completing to one of your officers dying of old age. Event reports from ground combat results to new thermal contacts being registered, new leaders being recruited, allow the player to easily manage every aspect of the empire each turn. <br />
<br />
* Many players with the ability elect to leave this window open in a separate area of their displays in order to view events as they occur during even automated turns.<br />
* It will also tell you how long that time increment was, in case breaking events caused the game to advance less time than you'd ordered. You can open this window at any time via {{key|Ctrl+F3}} or by using the Events button on the System Map Icon Bar.<br />
* The events listed in this window often require player action. Certain types of events facilitate that by centering the system map focus when clicked upon while other events will open the colony window when clicked on.<br />
<br />
==Event Messages==<br />
{{screenshot|[[File:Eventlog_middle.png]]|state=frameless}}<br />
Each Event Message describes one event within your universe<br />
<br />
===Race===<br />
Since your Empire may grow to span many races, the first thing shown for every message is the race.<br />
* If [[Event Log#Use Race Colors|Use Race Colors]] has been enabled, this field will be color coded with the color designated for that race.<br />
<br />
===Event Type===<br />
Event types are broad general categories for the events happening within your empire. <br />
* some typical event types are<br />
** Team Skill<br />
** Mineral Exhausted<br />
** New Officer<br />
** Officer Update<br />
** Orders Completed<br />
<br />
===System===<br />
When the scope of an event relates to a particular system within your empire, this field indicates which system it affects. Of course events that directly affect one of your systems may well have a trickle down effect in other systems as well. <br />
<br />
===Event===<br />
This is the full text describing the event being reported. <br />
* There is a "Show Events" option in the Options section of the display tab in the system map sidebar that causes most of the event text to appear on the main system map screen. It may be necessary to review event messages in the log even when the option for displaying them on the System Map is selected because all System Map messages may be truncated.<br />
<br />
==Event Log Header Controls==<br />
{{screenshot|[[File:Eventlog_top.png]]|state=frameless}}<br />
<br />
===Empire Selection===<br />
This pull down selector allows those in Space Master mode to review the events of any Empire in the game. Those mere mortals not using Space Master mode will be restricted to seeing only those events within their own empires.<br />
<br />
===Number of Messages to Display===<br />
The 200 most recent messages are shown in the event log by default but users may elect to see as many as 2000 <span style="color: red ">(Need verification)</span> by changing this limit.<br />
<br />
===View===<br />
This section allows you temporarily limit the messages shown to:<br />
* Normal - All messages are shown<br />
* Combat - Messages are limited to only those flagged as combat messages. (No Promotions or Shipyard Expansion Completions, etc. are shown) <br />
* Firing/Damage Only - an even more restrictive view for use in the heat of combat<br />
<br />
===Default Colors===<br />
The Event Log starts in monochrome mode. Clicking {{key|Default Colors}} once will establish some basic background and text colors that make locating things in the log easier. <br />
* Of course, if the default color scheme doesn't appeal, one may elect to change the way various classes of messages are displayed<br />
** simply click on a message of the type that you'd like to change <br />
** use the {{key|BG Color}} (background color) and {{key|Text Color}} buttons at the bottom of the screen.<br />
* The color scheme that you establish will remain from session to session but may be reset to the default at any time via the {{key|Default Colors}} button.<br />
<br />
===Research Only===<br />
Ticking this box will limit the events shown to Research Completed and Research Begun Messages.<br />
* Ticking this box does not effect what's actually kept in the events log. It only effects what is displayed.<br />
<br />
===Show Errors===<br />
Error Messages are not displayed by default. This will generally only be of interest to the developer.<br />
<br />
==Event Log Footer Controls==<br />
{{screenshot|[[File:Eventlog bottom.png]]|state=frameless}}<br />
<br />
===Delete Old===<br />
It's possible to remove old messages from the event log using {{key|Delete Old}}<br />
<br />
===Text File===<br />
It's possible to export all messages that appear in the Event Log to a text file. <br />
* The text file will be named ''FederationEventLog.txt'' <br />
** It will be placed in the same directory that holds Aurora.exe <br />
** If a previous FederationEventLog.txt exists, it will be overwritten.<br />
** If a FederationEventLog.txt file does not exist, one will be created. <br />
* The [[Event Log#Research Only|Research Only]] filter does NOT affect what is included in this export file.<br />
<br />
===Use Race Colours===<br />
The Use Race Colours box indicates whether you want the background color for the Race column entries to be used. The color associated with a given race may be set in the Races window.<br />
<br />
===Disable Jump to event===<br />
For many event types, if one clicks on an entry in the events log, one is taken to whatever window has been deemed best based on the message context. If you wish to turn that feature off, select this option.<br />
<br />
===Filter Events===<br />
This button allows the player to configure which messages are seen in the event log. <br />
* Double clicking on any of the event types listed will toggle the settings between showing and hiding events of that type. <br />
* Hiding events will NOT impact the game's logic as to creating interrupts.<br />
<br />
===BG Colour===<br />
The {{key|BG Colour}} button allows the user to configure the background color for events of the type last selected.<br />
<br />
===Text Colour===<br />
The {{key|Text Colour}} button allows the user to configure the text color for events of the type last selected.<br />
<br />
[[Category:Tutorial]]<br />
[[Category:Interface]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Template:Verify&diff=6819Template:Verify2016-02-29T01:45:41Z<p>Mor: </p>
<hr />
<div><span class="plainlinks" style="color: red ">(Need verification)</span><!--<br />
<br />
--><includeonly>[[Category:Attention required]]</includeonly><!--<br />
--><noinclude>[[Category:Page management templates]]</noinclude></div>Morhttp://aurorawiki.pentarch.org/index.php?title=Event_Updates&diff=6818Event Updates2016-02-29T01:33:06Z<p>Mor: added images</p>
<hr />
<div>[[File:Eventlog.png|thumb|Event Updates window controls]]<br />
The '''Event Updates''', also known as the '''Event Log''', [[interface]] tells you everything that happened in your empire during the last [[Time, Turns and Interrupts|time increment]]. It can be accessed through the main Menu bar by clicking on SpaceMaster and then on Event Updates {{Key|Ctrl+F3}}. It may also be accessed through via the Events Button on the [[System Map]] icon bar. <br />
<br />
==Overview==<br />
On the first turn, nothing has happened, so this will be empty. On later turns, the Event Log will inform you about everything from research projects completing to one of your officers dying of old age. Event reports from ground combat results to new thermal contacts being registered, new leaders being recruited, allow the player to easily manage every aspect of the empire each turn. <br />
<br />
* Many players with the ability elect to leave this window open in a separate area of their displays in order to view events as they occur during even automated turns.<br />
* It will also tell you how long that time increment was, in case breaking events caused the game to advance less time than you'd ordered. You can open this window at any time via {{key|Ctrl+F3}} or by using the Events button on the System Map Icon Bar.<br />
* The events listed in this window often require player action. Certain types of events facilitate that by centering the system map focus when clicked upon while other events will open the colony window when clicked on.<br />
<br />
==Event Log Header Controls==<br />
{{screenshot|[[File:Eventlog_top.png]]|state=frameless}}<br />
<br />
===Empire Selection===<br />
This pull down selector allows those in Space Master mode to review the events of any Empire in the game. Those mere mortals not using Space Master mode will be restricted to seeing only those events within their own empires.<br />
<br />
===Number of Messages to Display===<br />
The 200 most recent messages are shown in the event log by default but users may elect to see as many as 2000 <span style="color: red ">(Need verification)</span> by changing this limit.<br />
<br />
===View===<br />
This section allows you temporarily limit the messages shown to:<br />
* Normal - All messages are shown<br />
* Combat - Messages are limited to only those flagged as combat messages. (No Promotions or Shipyard Expansion Completions, etc. are shown) <br />
* Firing/Damage Only - an even more restrictive view for use in the heat of combat<br />
<br />
===Default Colors===<br />
The Event Log starts in monochrome mode. Clicking {{key|Default Colors}} once will establish some basic background and text colors that make locating things in the log easier. <br />
* Of course, if the default color scheme doesn't appeal, one may elect to change the way various classes of messages are displayed<br />
** simply click on a message of the type that you'd like to change <br />
** use the {{key|BG Color}} (background color) and {{key|Text Color}} buttons at the bottom of the screen.<br />
* The color scheme that you establish will remain from session to session but may be reset to the default at any time via the {{key|Default Colors}} button.<br />
<br />
===Research Only===<br />
Ticking this box will limit the events shown to Research Completed and Research Begun Messages.<br />
* Ticking this box does not effect what's actually kept in the events log. It only effects what is displayed.<br />
<br />
===Show Errors===<br />
Error Messages are not displayed by default. This will generally only be of interest to the developer.<br />
<br />
==Event Messages==<br />
{{screenshot|[[File:Eventlog_middle.png]]|state=frameless}}<br />
Each Event Message describes one event within your universe<br />
<br />
===Race===<br />
Since your Empire may grow to span many races, the first thing shown for every message is the race.<br />
* If [[Event Log#Use Race Colors|Use Race Colors]] has been enabled, this field will be color coded with the color designated for that race.<br />
<br />
===Event Type===<br />
Event types are broad general categories for the events happening within your empire. <br />
* some typical event types are<br />
** Team Skill<br />
** Mineral Exhausted<br />
** New Officer<br />
** Officer Update<br />
** Orders Completed<br />
<br />
===System===<br />
When the scope of an event relates to a particular system within your empire, this field indicates which system it affects. Of course events that directly affect one of your systems may well have a trickle down effect in other systems as well. <br />
<br />
===Event===<br />
This is the full text describing the event being reported. <br />
* There is a "Show Events" option in the Options section of the display tab in the system map sidebar that causes most of the event text to appear on the main system map screen. It may be necessary to review event messages in the log even when the option for displaying them on the System Map is selected because all System Map messages may be truncated.<br />
<br />
==Event Log Footer Controls==<br />
{{screenshot|[[File:Eventlog bottom.png]]|state=frameless}}<br />
<br />
===Delete Old===<br />
It's possible to remove old messages from the event log using {{key|Delete Old}}<br />
<br />
===Text File===<br />
It's possible to export all messages that appear in the Event Log to a text file. <br />
* The text file will be named ''FederationEventLog.txt'' <br />
** It will be placed in the same directory that holds Aurora.exe <br />
** If a previous FederationEventLog.txt exists, it will be overwritten.<br />
** If a FederationEventLog.txt file does not exist, one will be created. <br />
* The [[Event Log#Research Only|Research Only]] filter does NOT affect what is included in this export file.<br />
<br />
===Use Race Colours===<br />
The Use Race Colours box indicates whether you want the background color for the Race column entries to be used. The color associated with a given race may be set in the Races window.<br />
<br />
===Disable Jump to event===<br />
For many event types, if one clicks on an entry in the events log, one is taken to whatever window has been deemed best based on the message context. If you wish to turn that feature off, select this option.<br />
<br />
===Filter Events===<br />
This button allows the player to configure which messages are seen in the event log. <br />
* Double clicking on any of the event types listed will toggle the settings between showing and hiding events of that type. <br />
* Hiding events will NOT impact the game's logic as to creating interrupts.<br />
<br />
===BG Colour===<br />
The {{key|BG Colour}} button allows the user to configure the background color for events of the type last selected.<br />
<br />
===Text Colour===<br />
The {{key|Text Colour}} button allows the user to configure the text color for events of the type last selected.<br />
<br />
[[Category:Tutorial]]<br />
[[Category:Interface]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=File:Eventlog_bottom.png&diff=6817File:Eventlog bottom.png2016-02-29T01:29:27Z<p>Mor: Category:Interface images</p>
<hr />
<div>== Summary ==<br />
[[Category:Interface images]]<br />
== Licensing ==<br />
{{PD}}</div>Morhttp://aurorawiki.pentarch.org/index.php?title=File:Eventlog_middle.png&diff=6816File:Eventlog middle.png2016-02-29T01:29:21Z<p>Mor: Category:Interface images</p>
<hr />
<div>== Summary ==<br />
[[Category:Interface images]]<br />
== Licensing ==<br />
{{PD}}</div>Morhttp://aurorawiki.pentarch.org/index.php?title=File:Eventlog_top.png&diff=6815File:Eventlog top.png2016-02-29T01:29:16Z<p>Mor: Category:Interface images</p>
<hr />
<div>== Summary ==<br />
[[Category:Interface images]]<br />
== Licensing ==<br />
{{PD}}</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Leaders_window&diff=6814Leaders window2016-02-29T01:10:52Z<p>Mor: Created page with "{{stub}} Leaders"</p>
<hr />
<div>{{stub}}<br />
<br />
<br />
[[Leaders]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Components&diff=6813Components2016-02-29T00:54:50Z<p>Mor: info dump</p>
<hr />
<div>[[File:components_panel.png|thumb|[[Class Design]] window]]<br />
<br />
'''Components''' are the basic assembly parts and systems used to construct [[ship]]s, [[PDC]]s and [[missile]]s, that the players are able to utilize in [[Class Design]] {{key|F}}. The list of available components will expand and improve as the empire technology progresses. Each components type provides specialized abilities, which can be used in many possible combinations. The component chosen will add further functionality and have an effect on how the design will perform. The correct choice of components could be the difference between success and failure.<br />
<br />
In a standard Trans-Newtonian campaign, some components are already available at the beginning of the game : these are the [[core components]]. Other components have to be acquired through [[research]], exploration, [[trade system|trade]] or espionage. <br />
You may also find these items in space wrecks as [[salvage]].<br />
<br />
Ship components can be pre-fabricated using industrial capacity, which will speed up ship-building times since the components do not need to be assembled at the [[shipyard]] itself.<br />
<br />
==Types==<br />
There are two categories of components. '''Core components''' become available as you research and progress through the Technology tree. Some core components such as [[asteroid mining]] and [[terraforming]] modules are automatically upgraded as the linked technology improves, preventing you from having to constantly [[refit]] and upgrade their parent ships to keep up with the tech level.<br />
<br />
'''Designed components''' have to be designed by the player first. Each design has several research-able technologies that can be set independently for the desired cost-benefit balance. Once a design system spec are finalized, then the design has to be [[Research Project|prototyped]] by scientists to make it manufacture-able. Designed components will not upgrade by themselves. If you want to upgrade a ship with newer versions of such components, you will have to build an updated design and to refit your ship in some available shipyard.<br />
<br />
The Technology Report window {{Key|CTRL+F7}} gives the player information about currently available designed components, sorted by type, and obsolete systems are available with a checkbox in the corner.<br />
<br />
==Damage==<br />
Components can be damaged due to [[Ship Maintenance|maintenance]] failure, if insufficient MSP available the affected Component will be destroyed and cease operation. Components can also be destroyed [[Internal Damage|during combat]]. Internal armor can be added to some critical components, increasing its HTK, to reduce the chance of damage. Any system below 1 HS has a HTK of 0 so if it takes damage the system is destroyed and the damage is also applied against another component. <br />
<br />
[[Category:Components| ]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=CIWS&diff=6812CIWS2016-02-28T09:43:47Z<p>Mor: </p>
<hr />
<div>Close in Weapons System (CIWS) is a fully autonomous missile defense system. CIWS can only protect the ship it is mounted on. As it is unable to fire on other ships, it counts as civilian component<br />
<br />
==Usage==<br />
CIWS don't require any setup or orders to defend the ship, and are thus well suited to be mounted on non-combat ships like tankers/ colliers/ supply ships/ jump ships/ constructors that do not warrant a full defensive armament.<br />
For combat ships usually a manual setup is preferable. Each CIWS includes space for its own sensor and fire control. As a proper layered PD defense setup requires missile detection sensors, turreted [[Gauss Cannons]] with their own [[Beam Fire Control]]s require less space, and can also protect other ships in the fleet.<br />
<br />
==Components==<br />
===Gauss Cannon Rate of Fire===<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Gauss Cannon Rate of Fire<br />
! Rate of Fire !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 8<br />
|-<br />
! RP cost<br />
|1,000||3,000||8,000||25,000||75,000||250,000 || 750,000<br />
|}<br />
<br />
===Beam Fire Control Range===<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Beam Fire Control Range<br />
! Range (kkm) !! 10 !! 16 !! 24 !! 32 !! 40 !! 48 !! 60 !! 75 !! 100 !! 125 !! 150 !! 175<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||16,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
===Beam Fire Control Tracking Speed===<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Tracking Speed Rating<br />
! Rating (km/s) !! 1,250 !! 2,000 !! 3,000 !! 4,000 !! 5,000 !! 6,250 !! 8,000 !! 10,000 !! 12,500 !! 15,000!! 20,000 !! 25,000<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||16,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
===Active Grav Sensor Strength===<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Active Sensor Strength<br />
! Strength !! 10 !! 12 !! 16 !! 21 !! 28 !! 36 !! 48 !! 60 !! 80 !! 100!! 135 !! 180<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||120,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
===Turret Tracking Speed===<br />
===Electronic Counter-countermeasurements===<br />
{{Components}}<br />
[[Category:Components]]<br />
[[Category:Designed Systems]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Template:Love&diff=6811Template:Love2016-02-28T09:18:14Z<p>Mor: updated style. I don't think we need it to be SOOO red and bold.</p>
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<div>{| style="width:100%; background-color:#eeeeee; border-spacing: 0; border: 1px solid #999; font-size: 95%;"<br />
| [[File:Icon_Events.png|30px]] <br />
| style="padding:5px;" |This article could use a little love. You could help by expanding or correcting it, or just by cleaning up some clutter.<br />
|}<!--<br />
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--><includeonly>[[Category:Attention required]]</includeonly><!--<br />
--><noinclude>[[Category:Page_management_templates]]</noinclude></div>Morhttp://aurorawiki.pentarch.org/index.php?title=File:Economy-WealthTrade.png&diff=6810File:Economy-WealthTrade.png2016-02-28T09:03:26Z<p>Mor: Mor uploaded a new version of File:Economy-WealthTrade.png</p>
<hr />
<div>== Summary ==<br />
[[Category:population and production images]]<br />
== Licensing ==<br />
{{PD}}</div>Morhttp://aurorawiki.pentarch.org/index.php?title=File:Economy-ManageShipyards.png&diff=6809File:Economy-ManageShipyards.png2016-02-28T09:03:25Z<p>Mor: Mor uploaded a new version of File:Economy-ManageShipyards.png</p>
<hr />
<div>== Summary ==<br />
[[Category:population and production images]]<br />
== Licensing ==<br />
{{PD}}</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Lasers&diff=6808Lasers2016-02-28T08:58:21Z<p>Mor: </p>
<hr />
<div>{{love}}<br />
<br />
Lasers are a type of [[Beam Overview|beam weapon]].<br />
<br />
==Description==<br />
Lasers are a type of beam weapon. <br />
<br />
Maximum Range = ( Base Damage * 10000km ) * Range Modifier<br />
Rate of Fire = ( Base Damage * 5s ) / Capacitor Recharge Rate <br />
<br />
While the theoretical maximum range far exceeds 1.5m km, no [[Beam Fire Control]] is able to handle ranges beyond this limit. Longer laser ranges still lead to increased damage across their effective range.<br />
Lasers can be mounted in turrets<br />
<br />
==Usage==<br />
<br />
Lasers have good damage and good range. While they don't have any specialty like other beam weapons, they have no weakness and can be used for every purpose. Small turreted lasers provide good long range beam point defense, while large lasers excel at penetrating armor, and inflicting [[Shock Damage]]. <br />
<br />
Weapon mount allow the construction of even larger weapons. Spinal and advanced spinal mount give you a laser one and two, respectively, levels above what you currently have researched, although restricted to one per ship and they cannot be mounted in turrets.<br />
<br />
==Damage Profile==<br />
<br />
{| class="wikitable" style="width: 200px; text-align: center;"<br />
|+ Example Strength-3 hit<br />
<br />
| - || - || x || - || - || - || - || - || -<br />
|-<br />
| - || - || x || - || - || - || - || - || -<br />
|-<br />
| - || - || x || - || - || - || - || - || - <br />
|-<br />
| - || - || - || - || - || - || - || - || - <br />
<br />
|}<br />
<br />
==Components==<br />
<br />
'''Laser Focal Size''' determines how large the laser focal size (or calibre). Larger laser cause more damage, has higher base range, but requires more power, which means it'll fire slower unless your charge tech keeps up.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Focal Size !! 10cm !! 12cm !! 15cm !! 20cm !! 25cm !! 30cm !! 35cm !! 40cm !! 50cm !! 60cm !! 70cm !! 80cm<br />
|-<br />
! Size (HS)<br />
| 3 || 4|| 4 || 6 || 8 || 9 || 11 || 12 || 16 || 19 || 22 || 25<br />
|-<br />
! Base Damage<br />
| 3 || 4|| 6 || 10 || 16 || 24 || 32 || 42 || 65 || 94 || 128 || 168<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Laser Wavelength''' modifies the range, with longer wavelength lasers having greater range.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Wavelength !! Infrared !! Visible Light !! Near Ultraviolet !! Ultraviolet !! Far Ultraviolet !! Soft X-Ray !! X-Ray !! Far X-Ray !! Extreme X-Ray Laser !! Near Gamma Ray !! Gamma Ray !! Far Gamma Ray<br />
|-<br />
! Range Modifier<br />
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Capacitor Recharge Rate''' determines how fast the laser's power can be recharged and therefore determines its rate of fire.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Recharge Rate !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 8 !! 10 !! 12 !! 16 !! 20 !! 25<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Reduced Size Lasers''' creates more compact lasers that have slower rates of fire.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Reduction !! 1 !! 0.75 !! 0.5 <br />
|-<br />
! Recharge Multiplier<br />
| 1 || 4 || 20 <br />
|-<br />
! RP cost<br />
| - || 5000 || 15,000<br />
|}<br />
<br />
'''Energy Weapon Mount''' allow to design a larger weapons than could normally be constructed using available technology. A ship can only mount one spinal weapon and they cannot be mounted in turrets. The possibilities are Standard Mount, Spinal Mount and Advanced Spinal Mount. The latter two uses a focal size 25% larger and 50% larger than the maximum possible for a normal laser. Which increase all bases stats as specified above.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Reduction !! Standard !! Spinal Mount !! Advanced Spinal<br />
|-<br />
! Focal Size<br />
| 1 || 1.25 || 1.5<br />
|-<br />
! RP cost<br />
| - || 5,000 || 20,000<br />
|}<br />
<br />
==Notes==<br />
* Spinal Mount were introduced in [[Version 6.30]]<br />
<br />
{{Components}}<br />
[[Category:Components]]<br />
[[Category:Designed Systems]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Lasers&diff=6807Lasers2016-02-28T08:54:33Z<p>Mor: </p>
<hr />
<div>{{love}}<br />
<br />
Lasers are a type of [[Beam Overview|beam weapon]].<br />
<br />
==Description==<br />
Lasers are a type of beam weapon. <br />
<br />
Maximum Range = ( Base Damage * 10000km ) * Range Modifier<br />
Rate of Fire = ( Base Damage * 5s ) / Capacitor Recharge Rate <br />
<br />
While the theoretical maximum range far exceeds 1.5m km, no [[Beam Fire Control]] is able to handle ranges beyond this limit. Longer laser ranges still lead to increased damage across their effective range.<br />
Lasers can be mounted in turrets<br />
<br />
==Usage==<br />
Lasers have good damage and good range. While they don't have any specialty like other beam weapons, they have no weakness and can be used for every purpose. Small turreted lasers provide good long range beam point defense, while large lasers excel at penetrating armor, and inflicting [[Shock Damage]]. Spinal lasers allow the construction of even larger weapons, although restricted to one per ship. <br />
<br />
==Damage Profile==<br />
<br />
{| class="wikitable" style="width: 200px; text-align: center;"<br />
|+ Example Strength-3 hit<br />
<br />
| - || - || x || - || - || - || - || - || -<br />
|-<br />
| - || - || x || - || - || - || - || - || -<br />
|-<br />
| - || - || x || - || - || - || - || - || - <br />
|-<br />
| - || - || - || - || - || - || - || - || - <br />
<br />
|}<br />
<br />
==Components==<br />
<br />
'''Laser Focal Size''' determines how large the laser focal size (or calibre). Larger laser cause more damage, has higher base range, but requires more power, which means it'll fire slower unless your charge tech keeps up.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Focal Size !! 10cm !! 12cm !! 15cm !! 20cm !! 25cm !! 30cm !! 35cm !! 40cm !! 50cm !! 60cm !! 70cm !! 80cm<br />
|-<br />
! Size (HS)<br />
| 3 || 4|| 4 || 6 || 8 || 9 || 11 || 12 || 16 || 19 || 22 || 25<br />
|-<br />
! Base Damage<br />
| 3 || 4|| 6 || 10 || 16 || 24 || 32 || 42 || 65 || 94 || 128 || 168<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Laser Wavelength''' modifies the range, with longer wavelength lasers having greater range.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Wavelength !! Infrared !! Visible Light !! Near Ultraviolet !! Ultraviolet !! Far Ultraviolet !! Soft X-Ray !! X-Ray !! Far X-Ray !! Extreme X-Ray Laser !! Near Gamma Ray !! Gamma Ray !! Far Gamma Ray<br />
|-<br />
! Range Modifier<br />
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Capacitor Recharge Rate''' determines how fast the laser's power can be recharged and therefore determines its rate of fire.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Recharge Rate !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 8 !! 10 !! 12 !! 16 !! 20 !! 25<br />
|-<br />
! RP cost<br />
|1,000||2,000||4,000||8,000||15,000||30,000||60,000||125,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
'''Reduced Size Lasers''' creates more compact lasers that have slower rates of fire.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Reduction !! 1 !! 0.75 !! 0.5 <br />
|-<br />
! Recharge Multiplier<br />
| 1 || 4 || 20 <br />
|-<br />
! RP cost<br />
| - || 5000 || 15,000<br />
|}<br />
<br />
'''Energy Weapon Mount''' allow to design a larger weapons than could normally be constructed using available technology. A ship can only mount one spinal weapon and they cannot be mounted in turrets. The possibilities are Standard Mount, Spinal Mount and Advanced Spinal Mount. The latter two uses a focal size 25% larger and 50% larger than the maximum possible for a normal laser. Which increase all bases stats as specified above.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Reduction !! Standard !! Spinal Mount !! Advanced Spinal<br />
|-<br />
! Focal Size<br />
| 1 || 1.25 || 1.5<br />
|-<br />
! RP cost<br />
| - || 5,000 || 20,000<br />
|}<br />
<br />
==Notes==<br />
* Spinal Mount were introduced in [[Version 6.30]]<br />
<br />
{{Components}}<br />
[[Category:Components]]<br />
[[Category:Designed Systems]]</div>Morhttp://aurorawiki.pentarch.org/index.php?title=Beam_Overview&diff=6806Beam Overview2016-02-28T08:31:17Z<p>Mor: /* Spinal Mount */ its laser only. moving info to laser entry.</p>
<hr />
<div>This page provides a brief overview and comparison of Beam Weapons and CIWS. Beam weapon in Aurora refers to every weapon that isn't a Missile weapon or CIWS, and are operated by a beam fire control sensor.<br />
<br />
==Overview==<br />
Beam weapons are very short-ranged compared to missile weapons but they can do a lot of damage in a short space of time and they don't need ammunition. Beam-armed ships can be deadly when waiting in ambush at a [[jump point]]. Every ship suffers [[jump shock]] after a jump and a beam ship can do a lot of damage in that time, if it is experienced enough to respond to orders quickly. Additionally, Atmosphere reduces beam weapons damage (except mesons), so beam weapons will not work on or against bodies with more than 1 atm, for example Earth.<br />
<br />
Beam Weapons are designed [[component]]s. Each component has several background technologies that can be set independently to configure a weapon for the desired cost-benefit balance. The balance between different weapons will vary as they all advance. In any event, Aurora is very situational and often you need the right weapon for the situation. There isn't a 'best' weapon for all circumstances. <br />
<br />
==Energy Weapon Types==<br />
Energy weapons usually has two paired techs: one that determines the weapon damage, and one that determines the weapon range, often with some interplay between the two. Additionally, all energy weapons are powered by a capacitor which draws energy from a ship-based [[Power Plants]]. Therefore, all energy weapons depend on the capacitor recharge rate technology. There are several types of Energy Weapons:<br />
<br />
* '''[[Lasers]]''' are the staple energy weapon. They have the longest ranges of any energy weapon at a comparable tech level, but they also have a steep damage drop-off with range. Lasers can be mounted in turrets. Focal size determines damage and wavelength determines damage fall-off. Both interplay to determine range.<br />
: Lasers are the yardstick for other beam weapons and are reasonably good at everything. Larger lasers can be used as offensive weapons and have a good damage output. Small lasers can be used as dedicated point defence weapons, or slightly larger ones can be used in a dual point defence / anti-ship role.<br />
<br />
* '''[[Particle Beams]]''' have no range drop-off, causing the same damage across their entire range. Their range is slightly worse than lasers, and at equal tech levels, a particle beam will out-damage lasers at its maximum range who will do only a portion of its damage. Particle beams cannot be turret-mounted. Particle Beam Range determines range and Particle Beam Strength determines damage.<br />
: A ship armed with particle beams should attempt to engage at longer ranges against other beam armed ships to take advantage of its fixed damage, while enemy damage decreases with range. This is a pure anti-ship weapon and would perform badly if used as a point defence weapon. <br />
<br />
* '''[[Mesons]]''' are short-ranged weapon, effective at bypassing defences. They do very little damage per shot (they are fixed at 1), but they ignore [[Armour and Shields|shields and armour]] causing [[Internal Damage]]. They can be turret-mounted. Focal size and focusing technology interplay to determine range.<br />
: Mesons turrets are quite a popular choice for point defence, partly because they are ideal against an opponent who uses armoured missiles and partly because they are a very good anti-ship weapon at point blank range.<br />
<br />
* '''[[High-Powered Microwave]]''' (HPM) are short-ranged like a meson cannon but effective against shields and electronic systems. HPMs also do little damage per shot (fixed at 1) and ignore armour. But, they do bonus damage (x3) to shields, and once shields are down, microwaves only affect electronic components. They cannot be turret-mounted. Focal size and focusing technology interplay to determine range.<br />
: HPM can be a powerful weapon, if used properly. Although it causes no damage to the majority of a ship's systems, it can blind the enemy, either forcing him to retreat or rendering him vulnerable to more destructive weapons. However, it is also quite expensive, costing twice as much as a similar size Meson Cannon, and difficult to employ effectively because of its relatively short range.<br />
<br />
* '''[[Plasma Carronade]]''' have the highest damage of any energy weapon, but are extremely short-ranged. They have only one background tech besides capacitor recharge rate: Plasma Carronade calibre, and there is no way to enhance range beyond increasing the damage output. They are generally larger than other energy weapons of equivalent tech level and thus more damaging, but their extemely short range renders them with limited use. They cannot be mounted on turret.<br />
: If you are outclassed technologically then build a ship with a few of these and wait for your opponent beyond a jump point. It cannot be turret mounted and is far from ideal as a point defence weapon.<br />
<br />
==Kinetic Weapon Types==<br />
<br />
* '''[[Railguns]]''' shoot four projectiles at once and their total damage is approximately one third higher than a laser of similar technology. The damage falls off in the same way as lasers and their range can be extended by researching Railgun Launch Velocity. Because each shot does less damage than the total damage of an equivalent laser, the range is shorter and the damage is spread across the armour rather than penetrating in a single area. The range differential may not be an issue though if you don't have the fire control technology to take advantage of the laser's greater range. Although railguns cannot be mounted in turrets, they are still often used for point defence at lower tech levels because their high rate of fire compensates for their inaccuracy against fast moving targets.<br />
<br />
* '''[[Gauss Cannons]]''' are primarily a point defence weapon and in that role their performance is superior to the other weapons under most circumstances. They inflict only one point of damage but fire several shots per volley. They can be mounted in turrets and on a full size ship it is unusual to see a gauss cannon that isn’t turret mounted. Their background technologies are Gauss Cannon Rate of Fire, Gauss Cannon Launch Velocity and Gauss Cannon Size vs Accuracy. Unlike other beam weapons, there is no 'larger' version with a greater focal size. The max gauss cannon size remains 6 HS. However, you can reduce the size of the gauss cannon, while retaining its rate of fire, at the cost of reduced accuracy. This makes it useful as a weapon for very small spacecraft such as fighters. In a fighter vs fighter engagement the low damage output of the gauss cannon is offset by the fragility of the target. Another advantage of the gauss cannon is that it does not require reactor power in order to fire. It will always fire every 5 seconds.<br />
<br />
* '''[[CIWS|Close in Weapons System]]''' (CIWS), although it is not strictly a beam weapon in the general sense, this is a good place to introduce the CIWS, or Close-in Weapons System. This is the Aurora equivalent of the Phalanx or Goalkeeper systems that protect modern warships. It's a little complicated as it uses several different existing systems to create a single installation. The restrictions on its use are that it can only protect the mounting ship (other point defence weapons can protect other ships within their range) and it can only be used to engage missiles. The components of the CIWS are calculated as follows:<br />
<br />
#) The basic system is a dual half size gauss cannon. As the range is limited to 10,000 km, I have reduced the size slightly from 6HS to 5HS. As it is a dual mount, the rate of fire for the system with therefore be double the racial gauss cannon rate of fire<br />
#) The integral fire control system is assumed to be a 4x speed installation. The normal 4HS size is then divided by (maximum racial fire control range / 10,000) as the CIWS requires a max 10,000 km range. Finally the resulting size is halved to account for the fact this system can only defend the mounting ship, which makes things a lot simpler.<br />
#) Turret gears are added using the normal rules for turrets with a tracking speed equal to that of the above fire control<br />
#) The integral active sensor uses the size that would be required for a resolution-zero installation with a range of 30,000 km. This is longer than the max range of the system but it needs a little tracking time. Note that this is not an active sensor that will detect anything else. It is purely a point blank range missile tracker.<br />
#) If ECCM is available, it can be added to the CIWS and will use 0.5HS. As this is a reduced-sized system, it will have half the capability of the regular system<br />
#) As the gauss cannon are half size, the base chance to hit for the CIWS is 50% (modified by missile speed, crew grade and electronic warfare). This is actually slightly higher than it would be for a half-size gauss cannon with a short-range fire control but I am assuming it fires at even shorter range than other anti-missile systems.<br />
#) The cost of the system is based on the cost of all the individual components<br />
<br />
You don't need to allocate point defence modes to the CIWS, allocate ECCM or allocate weapons to fire control systems. It is a fully integrated, fully automatic system. If a missile is about to hit the ship, it will open fire. Here is an example CIWS using components up to 8000 research points. I'll work through the steps and then show the completed system<br />
<br />
#) Dual half-size gauss cannon with a ROF of 3, which equals 6 shots in total. Size: 5 HS.<br />
#) Fire control system (tech 4000 km/s). This 4HS system has a tracking speed of 16,000 km/s. As the racial fire control range is 32,000 km/s, the fire control size is divided by (32,000 / 10,000), which is 1.25 HS and then halved to 0.625 HS<br />
#) Turret gears (tech 5000 km/s). As per the normal rules, the gear modifier = (FC Tracking Speed /Turret Tracking Speed)/10 = 0.32. Multiplying this by the weapon size of 5HS, gives a turret gear size of 1.6 HS.<br />
#) Active sensor (tech strength 21). A 1 HS active sensor with resolution zero would have a range of 210,000 km/s. Therefore a range of 30,000 km/s requires a sensor size of 0.1429 HS.<br />
<br />
The CIWS is intended to be added to non-escort warships as a last-ditch defensive system. It allows the designer to add a self-contained anti-missile system without having to worry about anti-missile-oriented sensors and fire control systems and the player doesn't have to be concerned with allocating weapons or fire control systems. They are of little use for escorts though as they can only protect the ship that mounts them. CIWS are classed as non-military as they have no offensive capability and therefore you can mount them on commercial vessels.<br />
<br />
==Comparison of Beam Weapons==<br />
<br />
The following is an analysis of the beam weapons which have typical damage profiles, ie everything other than Mesons, which bypass shields and armor, Microwaves, which deal electrical damage, and CIWS, which are not offensive.<br />
<br />
Also see [[Beam Weapon Range]].<br />
<br />
These are the relevant stats of each weapon system examined:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Weapon !! Laser !! Railgun !! Plasma || Particle !! Gauss <br />
|-<br />
| Base Damage || 16 || 5 || 6 || 40 || 1<br />
|-<br />
| ROF (increments) || 4 || 3 || 3 || 8 || 1 <br />
|-<br />
| Size || 8 || 8 || 8 || 12 || 6<br />
|-<br />
| Range Modifier || 5 || 5 || 24* || 1 || 1<br />
|-<br />
| Num Shots || 1 || 4 || 1 || 1 || 4<br />
|-<br />
| Cost || 100 || 96 || 94 || 63 || 48<br />
|-<br />
| Crew || 80 || 80 || 80 || 120 || 24<br />
|-<br />
|colspan="6" |* At 240km the damage of this Particle beam drops to zero. <br />
|}<br />
<br />
These weapons were created with reasonably early technology, but there has been some research along each line to give them a chance to grow into their strengths a bit. A more thorough examination would also look at a set of weapons later on in the game to make sure their balance is similar then as well. This is the amount of technical research used to attain each set of weapons. Each system got as close to the same amount of research as was possible.<br />
<br />
[[File:ResearchInfo.jpg]]<br />
<br />
Now lets start getting to the meat of the matter.<br />
<br />
[[File:DamagePerShot.jpg]]<br />
<br />
The first step is to look at pure damage per shot of a single weapon. This gives you a really good picture of the dynamics of the different weapons. First you have the Plasma Carronade, putting out an immense amount of damage with each shot that dissipates very quickly. The next highest damage level is the Railgun, which overpowers the laser with its four projectiles. As each of the projectiles’ damage dissipates with time, however, the damage level drops below that of the laser at longer ranges.<br />
<br />
Next you have the laser, which does medium damage that slowly degrades over time, then the Particle Beam, which does constant damage which starts to surpass all other weapons at the mid-long range. Lastly comes the Gauss Cannon, which at this tech level fires four shots of damage one (constant for all tech).<br />
<br />
<br />
So that’s all well and good, but that’s only part of the picture. Since armor and the penetration thereof is such a big part of the battles in Aurora let’s look at that next:<br />
<br />
[[File:ArmorPenetration.jpg]]<br />
<br />
Since the Plasma Carronade has the least penetrating damage template and the laser has the most penetrating one, they are actually penetrating the same amount right from the start, even though the plasma gun does way more damage! Then, as range increases the penetration of the Plasma gun drops far faster than that of the laser. Next you have the Railgun and Particle Beam. While they each share the same damage template the fact that the Railgun’s damage is spread out amongst four shots means that they penetrate the same amount of armor regardless of their increased damage.<br />
<br />
The big takeaway of this graph is to note that the advantage of the Plasma Carronade that seemed so enormous in the last graph isn’t as large as it appears, even at the smallest range.<br />
<br />
<br />
The next step is to stop looking at individual guns and individual shots, but instead look at how many of these guns we can put on a ship, and how often they will fire. To do this I ignored Beam Fire Controls, since you can use many weapons on one Fire Control. But I did add the mass of the gun to the mass of the crew quarters needed to house the gunners, and the mass of the reactor of this tech level that would be required to power it (no power/stability boosts or penalties), I divided the damage by that hull size, and by the number of time increments it would take to fire for the Capacitor Recharge Rate of this tech level.<br />
<br />
[[File:DamagePerIncrementAndSize.jpg]]<br />
<br />
Now things start to look different indeed. The immense first blast of the Plasma Carronade is not followed by another shot for quite some time, and the weapon is larger than any of the others. The laser has a much higher DPS than the Plasma Carronade, and the same or better penetration. These adjustments have also made a big difference to the Railgun, further increasing its lead over the laser in close quarters. If you look closely you’ll see that the Coil Gun has done tremendous as well, helped along by its quick fire rate and lack of a reactor. Even with terrible armor penetration you could do worse.<br />
<br />
<br />
For some background for the mechanics of that last slide: as the focal size of the various weapons increases, their total size increases roughly linearly as well. However their damage increases (even more) roughly by the square of the size, so you start getting a lot more damage per hullsize. At the same time though the power requirement is directly tied to damage dealt, so your fire rate is falling at the same time your damage rate is rising. When you add in a larger gun your DPS actually drops over time. The changes buy you two big things though. First of all, with higher damage comes higher penetration, this is the main benefit. It also entails higher resistance to range degradation, so though your Point Blank DPS drops significantly, your DPS at higher ranges isn't affected as much. At the higher range the larger guns have almost caught up from a DPS standpoint, so they are equal except with regards to their better penetration. As an example of this mechanic, take a look at the DP(I+S) of all of the sizes of lasers unlocked at this tech level:<br />
<br />
[[File:LaserDamagePerIncrementAndSize.jpg]]<br />
<br />
<br />
We are definitely closing up on the end here, but for thoroughness let’s take a look at another mechanic. As range increases not only does the damage of most of your weapons directly degrade, but you also get a penalty of all beam weapons to your accuracy. What do these graphs look like if you take that into account?<br />
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[[File:ModifiedDPIS.jpg]]<br />
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Once you start taking account of those misses at longer distances you get a steep damage drop off. This is a useful chart to see because you can look at this and decide whether having longer-ranged beam weapons is that appealing to you. You may decide that you’re ok with doing less damage at 200k km because you are going to want to do all of your fighting at 50k km where all beam weapons do more damage, and the Rail Gun really shines. (Keep in mind the Rail Gun’s lower penetration though)<br />
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With the bonus to damage by being in close you may wonder why you’d ever fight at range, and it really just depends on who you were fighting. If they have no beam weapons then you can close as you wish, but if they have Plasma, or Railguns, or especially Mesons it becomes much more dangerous to close, and having the longer range weapon may help you completely avoid damage from those weapons.<br />
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The above graph doesn’t tell the whole story of the accuracy penalties, because the skill of your crew—called the Crew Grade—provides bonuses to the accuracy of your beam weapons. For example, a 20% crew grade bonus would turn an 80% chance to hit into a 88% chance to hit. If you have a relatively skilled crew with a Grade of 20% then the above graph is changed to look like this:<br />
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[[File:ModifiedDPIS20Bonus.jpg]]<br />
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So with a skilled crew you aren’t going to have as much of a penalty at range, and that penalty will start later. Skilled crews also have other benefits: faster missile launches, quicker response to orders, faster recovery from jump blindness, lower chance of components breaking during maintenance checks, and more.<br />
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==Notes==<br />
* See also [[Summary of Beam Weapons and CIWS]] tutorial.<br />
[[Category:Content]]</div>Mor