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- - systems
- - stars, planets, nebulae, black holes, moons, asteroids, comets
- - habitability
- - multistar systems, binary systems
- - ruins
- - conquest tech
- - task group / fleet design
- - take into account presence of tankers for extended range
- - colliers -> extended capacity to fire
- - module design
- - structure design
- - event log
- - jumping
- - gate
- - module
- - tender
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- - research
- - biology
- - terraforming
- - terraforming rate
- - construction/production
- - tn technology (required for all)
- - orbital mining
- - construction rate ++
- - expand civilian economy ++
- - fuel production rate ++
- - small jump gate constructor
- - jump gate constructor
- - mining production ++
- - research rate ++
- - shipbuilding rate ++
- - shipyard operations faster
- - maintenance efficiency ?
- - gas harvester tech
- - underground excavation? infrastructure efficiency?
- - should allow development on planets without sufficient gravity -> underground
- - defensive
- - armor: ..whole bunch of levels
- - damage control ++
- - thermal signature reduction ++
- - logisitics / ground combat
- - hanger
- - cargo handling system
- - colonization cost reduction?
- - fuel storage techs
- - cryo transport: three levels
- - engineering section
- - combat drop modules
- - orbital hab
- - tractor beam
- - recreational module
- - salvage module
- - troop bay
- - several ground units
- - kinetic weapons
- - railgun caliber ++
- - railgun launch velocity ++
- - gauss cannon launch velocity ++
- - gauss cannon rate of fire ++
- - gauss cannon accuracy ++
- - power / propulsion
- - capacitor recharge rate
- - fuel consumption
- - jump drive efficiency
- - max jump squadron size
- - max jump squadron radius
- - max engine power modifier
- - min engine power modifier
- - min jump engine size
- - reactor power boost
- - engine techs
- - reactor techs
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- ----
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- # Ship Design Checklist:
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- - Does the game show any design errors in the box on the lower right?
- - Do you have an engine? You need to design one first.
- - 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.
- - 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.
- - Do you know the difference between military and commercial jump drives?
- - For military ships: Do you have at least enough MSPs to repair the worst malfunction (Max Repair)?
- - 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?
- - For missile warships: do you have a magazine? Each launcher adds some magazine capacity, but you might want reloads.
- - 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.
- - Do you have a shipyard large enough to build it?
- - If this is meant to be a refit of an existing class: is this refit cheaper than scrapping and building a new ship?
- - 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.
- - If you want to shoot down enemy missiles - do you have a resolution-1 sensor in your task group?
- - Do you have enough power plants to power your beam weapons? Note the box on the lower left.
- - For carriers: did you reserve Flight Crew berths (check the "Keep Excess Q" box on the upper right)?
- - For tankers/colliers: did you check the appropriate box on the upper right?
- - For freighters/colony ships: did you include a Cargo Handling System?
- - For salvage ships: did you include a cargo hold?
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