100 lines
3.8 KiB
Plaintext
100 lines
3.8 KiB
Plaintext
- 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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