ignore lua files, add notes
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.gitignore
vendored
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2
.gitignore
vendored
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!src/tiny.lua
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*.lua
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18
atmosphere notes.txt
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18
atmosphere notes.txt
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pressure = g * ?
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9300000 = 8.87 * ?
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1,048,478 (or 1x10^6) (Earth 1x10^4)
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1.7x10^2 -> 0.0063atm, 120km | 3.72 m/s^2
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1x10^4 -> 1atm, 120km | 9.8 m/s^2
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1x10^6 -> 91.7atm, 250km | 8.87 m/s^2
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x = cos(t / radius) -> T = 2pi * radius
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star variables -> light output
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energy received (light based on distance)
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+ terrestrial values (magnetosphere, composition) -> atmospheric composition
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atmospheric composition -> habitability (plus mineral availability)
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636 = 3.72 m/s^2 * ?
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151
ecs notes 1.txt
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151
ecs notes 1.txt
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Systems: routine that needs to be regularly called
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Collections: lists of components that go together to make an entity
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Components: data pieces
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Entities: objects (label for a specific group of components)
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Systems
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- orbit: update positions? no because we aren't storing positions
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these only need to be checked for individual calculations or display
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- render: what are we focused on right now, data can be cached here
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- 'structure view': looks at factory, mine, etc; multiple components
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Components
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- orbit: parent_id, radius, offset
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- L4/L5 will just be their own entities with orbit data matching
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- position: system, x, y (ships not in orbit)
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- body: mass, radius
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- factory: capacity, pollution?
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- mine: capacity, pollution?
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-
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body = {
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hydrosphere: {} -- pollutants, volume % (relative to planet surface)
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atmosphere: {} -- volume, pressure, contents
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-- manufactoring, refining, etc -> introduces pollutants into hydrosphere and atmosphere
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populations: {
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{
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resources: {
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fuel: #
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reactives: # -- jump drives, engines, research, life support
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radioactives: # -- fuel, heavy armor, kinetic weapons, sensors
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alloys: # -- structure
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crystals: # -- shields, stealth, ecm/eccm, energy weapons
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silicates: # -- electronics, capacitors, energy weapons
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-- halogens: #
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}
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structures: {
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'fuel refinery': #
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-- 'type-strength OR type-value': #
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-- {type: 'name', value: #, cost: #, etc} ? -- actual list
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}
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}
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}
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minerals: ?
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}
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modules = {
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factory: {
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surface: true
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capacity: 10 -- research ++
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pollution: {} -- research --
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cost: { -- research --
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alloys: 20
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silicates: 2
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}
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}
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mine: {
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surface: true
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capacity: 10 -- research ++
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pollution: {} -- research --
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cost: { -- research ==
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alloys: 40
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silicates: 6
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reactives: 2
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}
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}
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'fuel refinery': {
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surface: true
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-- orbit: true -- research
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capacity: 100 -- research ++
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pollution: {} -- research --
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cost: { -- research --
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alloys: 120
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reactives: 20
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crystals: 10
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}
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}
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'mass driver': {
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surface: true
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capacity: 2000 -- research ++
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pollution: {} -- research --
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cost: { -- research --
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alloys: 250
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reactives: 120
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radioactives: 20
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silicates: 10
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}
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}
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shipyard: {
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orbit: true
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capacity: 1000
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cost: { -- research --
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alloys: 2200
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reactives: 180
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radioactives: 80
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silicates: 200
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}
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}
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-- research tech: shuttle range
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-- - salvage facility
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-- - orbital hab
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-- - hanger
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-- - maintenance facility
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-- - gas harvester
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-- - geo
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-- - terraforming
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-- - geo survey sensors
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-- - infrastructure
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-- - sensors
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-- - grav survey sensors
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-- - em sensors
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-- - thermal sensors
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-- - active sensors vs passive sensors
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-- - all sensors can provide tracking and targeting
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-- - bridge
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-- - research
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-- - chemical/physics/genetic/biology/xenology lab
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-- - university
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-- - ship
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-- - design considerations
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-- - deployment time adjusts how much mass is needed per crew
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-- - components designate required crew
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-- - armor area / structural hull requirements
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-- - speed, power use/requirement
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-- - build time, load time, mineral requirement
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-- - signature (th by engines, em by shielding/equipment)
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-- - maintenance life, estimated failure rate
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-- - damage allocation
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-- - em damage, shock damage
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-- - idea: based on volume, min distance before ships collide?
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-- - crew quarters
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-- - engineering section
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-- - main engineering
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-- - engines
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-- - jump drive
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-- - combat drop pods
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-- - tractor
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-- - cargo
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-- - fuel storage
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-- - supplies bay
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-- - shuttle bay (actually just hangers)
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-- - cargo hold
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-- - cryogenic transport
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-- - power plants
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-- - kinetic weapons
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-- - launcher
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-- - magazine
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-- - defense
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-- - armor
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-- - damage control
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}
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15
ecs notes 2.txt
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15
ecs notes 2.txt
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# MapDisplay
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NO Grabs all position and orbit components with a specific system.
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# Systems
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* GodMapDisplay: for all system components == this system:
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for all position and orbit components, display
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# Components
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* orbit: parent_id, radius, offset, hierarchy, speed_parameter
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- note: L4/L5 positions are stored as their own orbits
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* id:
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* x,y,system_id: position in a system
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99
modified_idea_list.txt
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99
modified_idea_list.txt
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- systems
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- stars, planets, nebulae, black holes, moons, asteroids, comets
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- habitability
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- multistar systems, binary systems
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- ruins
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- conquest tech
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- task group / fleet design
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- take into account presence of tankers for extended range
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- colliers -> extended capacity to fire
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- module design
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- structure design
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- event log
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- jumping
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- gate
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- module
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- tender
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- research
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- biology
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- terraforming
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- terraforming rate
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- construction/production
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- tn technology (required for all)
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- orbital mining
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- construction rate ++
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- expand civilian economy ++
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- fuel production rate ++
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- small jump gate constructor
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- jump gate constructor
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- mining production ++
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- research rate ++
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- shipbuilding rate ++
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- shipyard operations faster
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- maintenance efficiency ?
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- gas harvester tech
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- underground excavation? infrastructure efficiency?
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- should allow development on planets without sufficient gravity -> underground
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- defensive
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- armor: ..whole bunch of levels
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- damage control ++
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- thermal signature reduction ++
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- logisitics / ground combat
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- hanger
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- cargo handling system
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- colonization cost reduction?
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- fuel storage techs
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- cryo transport: three levels
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- engineering section
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- combat drop modules
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- orbital hab
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- tractor beam
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- recreational module
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- salvage module
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- troop bay
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- several ground units
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- kinetic weapons
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- railgun caliber ++
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- railgun launch velocity ++
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- gauss cannon launch velocity ++
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- gauss cannon rate of fire ++
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- gauss cannon accuracy ++
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- power / propulsion
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- capacitor recharge rate
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- fuel consumption
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- jump drive efficiency
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- max jump squadron size
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- max jump squadron radius
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- max engine power modifier
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- min engine power modifier
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- min jump engine size
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- reactor power boost
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- engine techs
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- 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?
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- Do you have an engine? You need to design one first.
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- 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.
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- 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.
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- Do you know the difference between military and commercial jump drives?
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- For military ships: Do you have at least enough MSPs to repair the worst malfunction (Max Repair)?
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- 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?
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- For missile warships: do you have a magazine? Each launcher adds some magazine capacity, but you might want reloads.
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- 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.
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- Do you have a shipyard large enough to build it?
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- If this is meant to be a refit of an existing class: is this refit cheaper than scrapping and building a new ship?
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- 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.
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- If you want to shoot down enemy missiles - do you have a resolution-1 sensor in your task group?
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- Do you have enough power plants to power your beam weapons? Note the box on the lower left.
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- For carriers: did you reserve Flight Crew berths (check the "Keep Excess Q" box on the upper right)?
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- For tankers/colliers: did you check the appropriate box on the upper right?
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- For freighters/colony ships: did you include a Cargo Handling System?
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- For salvage ships: did you include a cargo hold?
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153
structure-thoughts.moon
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153
structure-thoughts.moon
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body = {
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orbit: {
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parent: Body
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radius: #
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offset: #
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l4: {
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offset: #
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destination: ?
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}
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l5: {
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offset: #
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}
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}
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mass: #
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radius: #
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hydrosphere: {} -- pollutants, volume % (relative to planet surface)
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atmosphere: {} -- volume, pressure, contents
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-- manufactoring, refining, etc -> introduces pollutants into hydrosphere and atmosphere
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populations: {
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{
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resources: {
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fuel: #
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reactives: # -- jump drives, engines, research, life support
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radioactives: # -- fuel, heavy armor, kinetic weapons, sensors
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alloys: # -- structure
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crystals: # -- shields, stealth, ecm/eccm, energy weapons
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silicates: # -- electronics, capacitors, energy weapons
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-- halogens: #
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}
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structures: {
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factory: {
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capacity: #
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pollution: {}
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}
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mine: {
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capacity: #
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pollution: {}
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}
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'fuel refinery': #
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-- 'type-strength OR type-value': #
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-- {type: 'name', value: #, cost: #, etc} ? -- actual list
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}
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}
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}
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minerals: ?
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}
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modules = {
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factory: {
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surface: true
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capacity: 10 -- research ++
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pollution: {} -- research --
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cost: { -- research --
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alloys: 20
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silicates: 2
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}
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}
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mine: {
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surface: true
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capacity: 10 -- research ++
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pollution: {} -- research --
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cost: { -- research ==
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alloys: 40
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silicates: 6
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reactives: 2
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}
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}
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'fuel refinery': {
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surface: true
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-- orbit: true -- research
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capacity: 100 -- research ++
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pollution: {} -- research --
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cost: { -- research --
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alloys: 120
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reactives: 20
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crystals: 10
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}
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}
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'mass driver': {
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surface: true
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capacity: 2000 -- research ++
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pollution: {} -- research --
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cost: { -- research --
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alloys: 250
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reactives: 120
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radioactives: 20
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silicates: 10
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}
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}
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shipyard: {
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orbit: true
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capacity: 1000
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cost: { -- research --
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alloys: 2200
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reactives: 180
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radioactives: 80
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silicates: 200
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}
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}
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-- research tech: shuttle range
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-- - salvage facility
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-- - orbital hab
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-- - hanger
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-- - maintenance facility
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-- - gas harvester
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-- - geo
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-- - terraforming
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-- - geo survey sensors
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-- - infrastructure
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-- - sensors
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-- - grav survey sensors
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-- - em sensors
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-- - thermal sensors
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-- - active sensors vs passive sensors
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-- - all sensors can provide tracking and targeting
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-- - bridge
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-- - research
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-- - chemical/physics/genetic/biology/xenology lab
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-- - university
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-- - ship
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-- - design considerations
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-- - deployment time adjusts how much mass is needed per crew
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-- - components designate required crew
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-- - armor area / structural hull requirements
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-- - speed, power use/requirement
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-- - build time, load time, mineral requirement
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-- - signature (th by engines, em by shielding/equipment)
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-- - maintenance life, estimated failure rate
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-- - damage allocation
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-- - em damage, shock damage
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-- - idea: based on volume, min distance before ships collide?
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-- - crew quarters
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-- - engineering section
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-- - main engineering
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-- - engines
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-- - jump drive
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-- - combat drop pods
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-- - tractor
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-- - cargo
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-- - fuel storage
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-- - supplies bay
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-- - shuttle bay (actually just hangers)
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-- - cargo hold
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-- - cryogenic transport
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-- - power plants
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-- - kinetic weapons
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-- - launcher
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-- - magazine
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-- - defense
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-- - armor
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-- - damage control
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}
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