- 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?