Another attempt at a clone based on Aurora

modified_idea_list.txt 3.8KB

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  1. - systems
  2. - stars, planets, nebulae, black holes, moons, asteroids, comets
  3. - habitability
  4. - multistar systems, binary systems
  5. - ruins
  6. - conquest tech
  7. - task group / fleet design
  8. - take into account presence of tankers for extended range
  9. - colliers -> extended capacity to fire
  10. - module design
  11. - structure design
  12. - event log
  13. - jumping
  14. - gate
  15. - module
  16. - tender
  17. - research
  18. - biology
  19. - terraforming
  20. - terraforming rate
  21. - construction/production
  22. - tn technology (required for all)
  23. - orbital mining
  24. - construction rate ++
  25. - expand civilian economy ++
  26. - fuel production rate ++
  27. - small jump gate constructor
  28. - jump gate constructor
  29. - mining production ++
  30. - research rate ++
  31. - shipbuilding rate ++
  32. - shipyard operations faster
  33. - maintenance efficiency ?
  34. - gas harvester tech
  35. - underground excavation? infrastructure efficiency?
  36. - should allow development on planets without sufficient gravity -> underground
  37. - defensive
  38. - armor: ..whole bunch of levels
  39. - damage control ++
  40. - thermal signature reduction ++
  41. - logisitics / ground combat
  42. - hanger
  43. - cargo handling system
  44. - colonization cost reduction?
  45. - fuel storage techs
  46. - cryo transport: three levels
  47. - engineering section
  48. - combat drop modules
  49. - orbital hab
  50. - tractor beam
  51. - recreational module
  52. - salvage module
  53. - troop bay
  54. - several ground units
  55. - kinetic weapons
  56. - railgun caliber ++
  57. - railgun launch velocity ++
  58. - gauss cannon launch velocity ++
  59. - gauss cannon rate of fire ++
  60. - gauss cannon accuracy ++
  61. - power / propulsion
  62. - capacitor recharge rate
  63. - fuel consumption
  64. - jump drive efficiency
  65. - max jump squadron size
  66. - max jump squadron radius
  67. - max engine power modifier
  68. - min engine power modifier
  69. - min jump engine size
  70. - reactor power boost
  71. - engine techs
  72. - reactor techs
  73. ----
  74. # Ship Design Checklist:
  75. - Does the game show any design errors in the box on the lower right?
  76. - Do you have an engine? You need to design one first.
  77. - Do you have enough fuel? The typical distance between two systems is somewhere between one and five billion km, with the average being about 3 billion km.
  78. - Is your jump engine capable of jumping every ship that you want it to? A jump engine with a capacity of 10,000 tons mounted on a 7,000-ton ship can jump only ships up to 7,000 tons, not 10,000.
  79. - Do you know the difference between military and commercial jump drives?
  80. - For military ships: Do you have at least enough MSPs to repair the worst malfunction (Max Repair)?
  81. - If you intend your ship to be able to repair battle damage: Do you have at least twice the MSPs of your Max Repair value?
  82. - For missile warships: do you have a magazine? Each launcher adds some magazine capacity, but you might want reloads.
  83. - Do you have the maintenance facilities to support a ship of this size? If not, your ship will use up all its MSPs and then slowly disintegrate.
  84. - Do you have a shipyard large enough to build it?
  85. - If this is meant to be a refit of an existing class: is this refit cheaper than scrapping and building a new ship?
  86. - If you copied an existing design: did you develop better armor tech since designing the old class? The copied design still uses the old armor.
  87. - If you want to shoot down enemy missiles - do you have a resolution-1 sensor in your task group?
  88. - Do you have enough power plants to power your beam weapons? Note the box on the lower left.
  89. - For carriers: did you reserve Flight Crew berths (check the "Keep Excess Q" box on the upper right)?
  90. - For tankers/colliers: did you check the appropriate box on the upper right?
  91. - For freighters/colony ships: did you include a Cargo Handling System?
  92. - For salvage ships: did you include a cargo hold?