- 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 ---- # 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?