diff --git a/aurora/feature_list_1.txt b/aurora/feature_list_1.txt new file mode 100644 index 0000000..96e5b8e --- /dev/null +++ b/aurora/feature_list_1.txt @@ -0,0 +1,233 @@ +- systems + - stars, planets, nebulae, black holes, moons, asteroids, comets + - lagrange points + - habitability + - populations + - minerals + - multistar systems, binary systems + - ruins + - conquest tech +- galaxy map + - auto-gen ? +- task group / fleet design + - take into account presence of tankers for extended range + - colliers -> extended capacity to fire +- module design +- transponder codes +- structure design +- event log +- government types +- wealth +- political unrest +- leaders, administrators, commanders +- radiation effects +- commercial shipping + - civilian contracts + - trade system +- aliens + - intelligence + - diplomacy + - espionage +- jumping + - gate + - module + - tender +- resources + - aluminium, steel, titanium; construction components + - helium3, noble gases(?); engine fuel (not reactor fuel?) + - neutronium; heavy equipment / armoring + - boronide, silicon; power systems, capacitors + - radioactives; reactor fuel, sensors +- modules + - construction + - goods factory + - ordnance factory + - craft factory + - fuel refinery + - salvage facility + - jump gate constructor + - orbital hab + - recreational module + - hanger + - maintenance facility + - shipyard + - commercial shipyard + - naval shipyard + - mine + - civilian mine + - automatic mine + - mass driver + - orbital mine + - fuel harvester + - geo + - financial center + - terraforming + - geo survey sensors + - infrastructure + - barracks + - sensors + - deep space tracking station + - grav survey sensors + - em sensors + - thermal sensors + - active sensors vs passive sensors + - all sensors can provide tracking and targeting + - eccm + - command + - sector command + - bridge + - flag bridge + - cic + - auxiliary command + - training + - military academy + - training facility + - research + - chemical/physics/genetic/biology/xenology lab + - university + - ship + - design considerations + - deployment time adjusts how much mass is needed per crew + - components designate required crew + - armor area / structural hull requirements + - speed, power use/requirement + - build time, load time, mineral requirement + - signature (th by engines, em by shielding/equipment) + - maintenance life, estimated failure rate + - damage allocation + - em damage, shock damage + - idea: based on volume, min distance before ships collide? + - crew quarters + - engineering section + - main engineering + - engines + - jump drive + - combat drop pods + - tractor + - cargo + - fuel storage + - supplies bay + - shuttle bay (actually just hangers) + - cargo hold + - cryogenic transport + - luxury passenger accommodations (civilian) + - power plants + - energy weapons + - laser + - meson + - microwave + - plasma carronade + - particle beam + - kinetic weapons + - launcher + - magazine + - railgun + - gauss cannon + - ciws + - defense + - armor + - shields + - cloaking device + - ecm + - damage control +- research + - biology + - genome sequencing + - base gravity: up/down + - base oxygen: up/down + - base temperature: up/down + - temperature range: up + - terraforming + - terraforming rate + - construction/production + - tn technology (required for all) + - orbital mining + - construction rate ++ + - expand civilian economy ++ + - fighter production rate ++ + - fuel production rate ++ + - small jump gate constructor + - jump gate constructor + - mining production ++ + - research rate ++ + - shipbuilding rate ++ + - maintenance efficiency ? + - shipyard operations faster + - gas harvester tech + - underground excavation? infrastructure efficiency? + - should allow development on planets without sufficient gravity -> underground + - defensive + - armor: ..whole bunch of levels + - shields: several levels + - shield absorption strength ++ + - shield regeneration rate ++ + - cloaking theory + - cloak sensor reduction ++ + - cloak efficiency ++ + - damage control ++ + - thermal signature reduction ++ + - energy weapons + - laser focal size ++ + - particle beam range ++ + - particle beam strength ++ + - meson focusing tech + - meson focal size ++ + - carronade focal ++ + - microwave focal ++ + - turret tracking speed ++ (10% gear??) + - logisitics / ground combat + - hanger + - cargo handling system + - colonization cost reduction? + - fuel storage techs + - cryo transport: three levels + - flag bridge + - 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?