- 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




- 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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# Ship Design Checklist:

- 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?
