Difference between revisions of "Sezoia starting guide"

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Revision as of 11:08, 19 April 2021

Introduction

Welcome to ZeroG Commander and also thank you for reading this guide.

The purpose of this literature is to help you gain a solid footing in the beginning stages of the game as well as helping you decide your next paths in the future by granting some foresight into factors you normally may not consider.

When starting the game, you have 7 days of protection and that clock starts ticking away once you create your faction.

While this guide is intended for Cassiopeia it can also be useful in Atlas as well, though some factors may change; such as time and tech multipliers.

For further explination, please check out Petera1289 concept guide , as Petera expands on these topics with theory craft. Lets get started!

Starting Base
Capacity In Use Free
Power 400 20 380
Personnel 490 180 310
Space 4,000 150 3,850

Sezoia Base-Starting.png

Tutorial

  • Tutorial - Split Fleet

Select 'fleet 1' go to 'More Options' (Sezoia Button More Options.png), select 'Split'. Separate the Combat ship and the Cargo ship from the rest of the fleet.


  • Tutorial - Life Support

Access your base, open inventory and install the 'Basic Beecell'. Do not use speedups.


  • Tutorial - Power

Access your base, open inventory and install the 'LWR Reactor'. Do not use speedups.


  • Tutorial - Module Production

Access the industry tab and begin manufacturing the 'Basic planetary mine'. Do not use speedups.

Sezoia Tutorial Module Production.png


  • Tutorial - Mine Installation

Access your base, open inventory and install the 'Basic planetary mine'. Do not use speedups.


  • Tutorial - Mining

Change the resource that the mines extract from the planets surface.


  • Tutorial - Research

Select 'Social I' under the SOCIAL tree, and then queue 'Advanced research'.

Sezoia Tutorial Research.png


  • Tutorial - Mission With a Fleet

Send the fleet with the combat ship (corvette) to the mission.


  • Tutorial - Loading Troops

Create an order to transfer troops to move a troop from the base to the fleet.


  • Tutorial - Mission With Troops

You'll have to "combine" the fleet you had split with the fleet with troops, transferring the Cargo ship back over to the fleet with Troops. "Fusion" may also work.

Sezoia Tutorial Mission With Troops.png


  • Tutorial - Cargo Transferring

Order the fleet to transfer cargo to the base.


  • Tutorial - Colonies

Create a new colony by activating the habitat in the base storage.


  • Tutorial - Colonists

Activate the hibernating colonists from base storage.


  • Tutorial - Popular Support

Reduce the tax level of the colony by selecting the Colony tab and then going to Economy.

Sezoia Tutorial Popular Support.png


  • Tutorial - Recruitment

Change the recruitment level of the colony.


  • Tutorial - Reinforcements

Modify the minimum reserve value of the faction from 950 to 1.


  • Tutorial - Ship Design

Create a design with the following modules:

    • Microhauler
    • Cargo Hold Class 1
    • Ion 500 (2)
    • LWR Reactor
    • Basic Beecell


  • Tutorial - Ship Construction

Produce an Ion 500 from your factories. Once module is completed, go into your fleet window and find the Cargo I, modify the ship to the design you had just created. Do not use speedups. While the Ion 500 is producing begin producing:

    • Basic Beecell (2)
    • LWR Reactor
    • Recruitment Center
    • Technology Center
    • Basic Planetary Mine (2)

-note- Technocrat, skip the Technology center, one will become available as a mission reward later.

Total time of the tutorial using this step-by-step guide would be about 3 hours from the time you create your account.

If you chose to not follow these step by step instructions, this is what you will see instead.

End Tutorial
Capacity In use Free
Power 600 470 130
Personnel 620 550 70
Space 4,000 2,500 1,500

Sezoia Base Turorial.png

If you chose to follow these step by step instructions, this is what your base would look like in the end.

End Tutorial - Guided
Capacity In Use Free
Power 800 720 80
Personnel 880 830 50
Space 4,000 3,475 525
Sezoia Base Turorial Guided.png


The following is an example of what a base should look like, given some defences.

End Tutorial - Guided
Capacity In Use Free
Power 1,000 820 180
Personnel 1,010 910 100
Space 4,000 3,650 350
Sezoia Base First Setup.png

Starting technologies

Below are listed the technologies I suggest a new player should start off with. Taking into account what they later unlock, and the time it takes to research these would be the foundations of creating your new empire.

In some sections, there are multiple items listed. I do not suggest starting off by acquiring all of the items, but to compare them and start with the one you feel would best suit you in the beginning stages of the game. Your first week is the most critical point, its best to hit the ground running.

Sezoia Research 01 Physics.png

The 'Explorer' class of warp drives takes less time to research and also has the highest range compared to the 'Daedalus' class of drives.

Sezoia Research 02 Armament.png

  • Projectile Turrets are a Kinetic type of weapon.
    • Auto-Cannons have a high initial damage rating, but their accuracy can be lower than other types of turrets.
    • Mini-Guns have a high accuracy and rate of fire, but their damage is minimal. Excellent as Anti-Fighter batteries.
  • Laser Cannons are an Energy type of weapon which have a higher accuracy than Auto-Cannons and also ignores a portion of shields, dealing damage to Modules and Hulls before shields are depleted, but also have less initial damage than Auto-Cannons.

See Space weapon

Sezoia Research 03 Power.png

Solar panels produce power based on a planemos radiation - the closer to the sun the higher its radiation. Thor reactors take less time to research and produce more power, fusion reactors produce less power but are less costly on resources.

Sezoia Research 04 Habitability.png

Colonial consumer goods could aid with the happiness of your colonies, thus resulting in higher income from taxes and stricter recruiting doctrines without too severe of impacts on your people.

Sezoia Research 05 Industry.png

Sezoia Research 06 Social.png

'Laboratory Networks I' Allows the use of an additional Research Center, this should be a priority tech to learn as fast as possible as it can aid in the growth rate of your Faction.

Sezoia Research 07 Engineering.png

Sezoia Research 08 Propulsion.png

Sezoia Research 09 Systems.png

Sezoia Research 10 Troops.png

Unlocked Modules:

In later sections, you may see items that arent listed above here. It is intended this way so you have a better focus on what you need and then look at what you want. When choosing technologies, I suggest you put yourself on a 14 day timer. You may have a shield for 7 days preventing you from being attacked but if you follow this guide to near perfect instructions you may have 2 laboratories. This extends that 7 day timer to the equivalent to 14 days. I recommend you do start off with at least most of the items above before looking at some of the other modules that may appear later.

Below, modules are listed by a Tier system - this system does not exist in game I found it to be easier to categorize them this way for more ease of use. Tier I, I feel is mandatory unless otherwise directed above (example, Thor I reactors apposed to Fusion-in reactors - Thor I is a tier I module while Fusion-in is a tier II. Here you can ignore Thor I if you chose to go with fusion-in.) Tier II is intended to be your backbone, now you have some general idea on what you want to do and where to go with your research trees. Tier III, I only suggest grabbing 2-3 of these techs due to their time to research.

Bases

Once youre done with the tutorial, you begin your struggles as a young empire in a vast galaxy that may already be conquered by many other empires. There are many ways to go about building or setting up a base, below I show one example of what a 'finished' base could look like.

First Setup
Capacity In Use Free
Power 1,000 870 130
Personnel 1,010 1,010 0
Space 4,000 3,950 50
Sezoia Base First Setup.png

Several things I feel you should conciser:

  • Purpose - One size does NOT fit all. I suggest having a production base, or a factory, whose soul focus is on module production/mining. Having another base for ship construction, and another for your colonials, taxes. You can work out ways to make a base have 2 of these 3 aspects, but early on this will prove rather difficult.

See Colony for more information on Colonies.

  • Location - Not only where in the solar system you are, but where in the Galaxy. When you begin to produce your second base, or even 3rd and 4th, pay careful attention to all the planets resources in your star system. Focus on the ones that will offer the most 'general' production. Metals, Silicates, Water and carbon compounds appear to be the most used while the others are rarely required, and when they are theyre not in much quantity. Also, in this take note of where you are in space to other players. I strongly suggest moving around as much as you can, to prevent yourself from being picked off too fast if you have it all cluttered together.

See Planemo for more information on Astronomical Objects.

  • Consortium - You cant make it alone in this galaxy. Either join a large consortium, or at the very least try to establish diplomatic relations between yourself and your neighbors.

Below, are several charts that detail a few of the modules that can be made available to you within the first few weeks of game play. depending what your struggles are - whether it be income, production, or just needing better facilities in general, these can help you quickly pick out what youre missing.

Tier I Modules (Null-1d research times)
Item Name Catagory Technology Research Time Description
Computador cuántico Computing center Physics 18h Basic quantum computer.
Laser cannon Space weapon Armament Null Basic space cannon. It does not provide excessive firepower, but it gives a not inconsiderable protection against early hostile actions.
LWR Reactor Fission reactor Power Null Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Helios I Solar plant Power 4h Solar plants use solar radiation to generate energy. Because solar radiation is greatly reduced when you move away from a star, solar plants are not suitable for ships
Thor I Fission reactor Power 20h Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Thor I XL Fission reactor Power 20h Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Basic beecell Life support Habitability Null Basic life support system.
Hive habitat Habitat Habitability 10h Early habitats greatly improved the living conditions of classic life support systems. The Beehive habitat simulated streets flanked by buildings where the first settlers performed their daily lives.
Xeno Hive habitat Habitat Habitability 10h Early habitats greatly improved the living conditions of classic life support systems. The Beehive habitat simulated streets flanked by buildings where the first settlers performed their daily lives.
Basic planetary mine Planetary mine Industry Null Planetary mines are huge installations that dig the floor of the planes in search of valuable planetary resources. They can only be installed on planetary bases on the surface of planets or telluric moons.
M10 Assembly plant Assembly plant Industry Null Assembly plants are factories where modules and other objects are produced as consumer goods from planetary resources. They can be installed only in bases. The plant uses the cargo hold to collect the resources it needs during manufacturing and to deposit the objects produced.
Cargo hold class 1 Cargo hangar Industry Null Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
Microcargo hold Cargo hangar Industry 2h The most compact storage systems allow to install cargoholds in ships with little capacity.
Cargo hold class 3 Cargo hangar Industry 2h Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
Microassembly M1 Assembly plant Industry 2h Micro assembly plants are versatile modules allowing rapid deployment on bases and early industrial production.
Basic space shipyard Space shipyard Industry 10h Basic space shipyards allow ship construction in the firts stages of the development of a faction.
Gemini processor Atmospheric processor Industry 12h Atmospheric processors are huge machines that filter thousands of tons of gases from a planet's atmosphere to get its valuable resources. They can only be installed on space stations orbiting a Jovian planet.
Technology centre Laboratory Social Null Basic research center.
State center I State center Social 10h State centers are facilities where the people that make up the population reserve expect to be sent to their final destination in the colonies, bases or fleets. The state centers increase the population reserve capacity.
Basic cryptobank Cryptobank Social 10h Cryptobanks are computer centers that are connected to the global banking network and store money in the form of crypto-currencies. Each bank increases the capacity of the reserve of money. It is important to have a reserve capacity large enough to store the faction's money. Each credit that exceeds the capacity of the reserve runs the risk of being stolen by agents who have internal access.
Base reinforcements Fortification Engineering 4h Base reinforcements offer basic protection before more advanced fortification systems are available.
Trade microport Trade port Engineering 10 Trade micro-ports allow automatic shipments, but with limited capacity.
Basic Space Port Space port Engineering 18 Space ports provide support in the form of repairs and supplies to nearby friendly fleets.
Sensor class 1 Sensor Systems 12h Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities.
Recruitment center Barracks Troops Null Basic training barracks. It allows training troops and provides extra capacity for garrison.
Tier II Modules (1d-3d research times)
Item Name Catagory Technology Research Time Description
Trinity K1 Computing center Physics 1d9h The Trinity series is the first generation of quantum computers produced on an industrial scale.
AC 800mm Space weapon Armament 1d2h Autocannons provide greater power as your gauge increases. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis.
Laser cannon 100-MK1 Space weapon Armament 2d10h Laser cannons are high-energy weapons that are more accurate than projectile weapons.
Fusion-in MK1 Fusion reactor Power 1d4h It uses inertial confinement.
Fusion-in MK1 XL Fusion reactor Power 1d4h It uses inertial confinement.
Cloning center I Cloning center Habitability 1d10h Cloning centers increase the number of births and allow faster population growth.
Life 001 Life support Habitability 1d12h Life support systems are modules that provide the unit that installs everything necessary for the survival of the staff or the crew: an optimal atmosphere, living areas, basic food, etc ...
Life 001 XL Life support Habitability 1d12h Life support systems are modules that provide the unit that installs everything necessary for the survival of the staff or the crew: an optimal atmosphere, living areas, basic food, etc ...
Cargo hold 1A Cargo hangar Industry 1d4h Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
Cargo hold 2A Cargo hangar Industry 2d12h Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
State center II State center Social 1d18h The state centers increase the population reserve capacity.
Fighter ministation Fighter hangar Engineering 1d18h The fighter stations are much larger than normal hangars and can hold many more fighter squadrons
Fighter station I Fighter hangar Engineering 1d18h The fighter stations are much larger than normal hangars and can hold many more fighter squadrons
Vanguard station Space station core Engineering 1d2h Basic space base. Designed to create small pass and supply stations for fleets.
Outpost Planetary base core Engineering 1d2h Initial planetary base. It has enough capacity to accommodate all the basic services that a colony needs.
Control system Advanced component Systems 1d10h The control systems include artificial intelligence for the management of every minimum process. The combination of many produces an integrated and interconnected system of enormous versatility.
Tier III Modules (3d-5d research times)
Item Name Catagory Technology Research Time Description
AC 1000mm Space weapon Armament 3d2h Autocannons provide greater power as your gauge increases. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis.
Gatling 1MG Space weapon Armament 3d18h Space weapons are the modules that are used to provide firepower to a base or ship. During a space combat, the units use these weapons to cause damage to the enemy.
State center III State center Social 4d10h The state centers increase the population reserve capacity.
Small trading spaceport Trade port Engineering 3d2h Trade ports enable commercial capacity on a base. They allow you to create trade orders and send or receive shipments.

Fits

Legend

Core
Catagory Technology Description
Chassis Engineering The chassis is the most important module of a ship. It conforms all the basic structure and the most elementary systems like the bridge of command. The chassis determines some maximum characteristics of the ship as the maximum volume for modules and weapon systems that can be installed. Every chassis requires a basic crew and an amount of energy, which will be greater the larger the chassis.
Life support Habitability A life support module increases the maximum staff of the unit. More advanced life support modules increase capacity and consume less manufacturing resources.
Power plants Power Power plants are modules that provide the ships and bases with the energy needed for their operation
Fission reactor Power Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Fusion reactor Power Fusion reactors occupy a larger volume, but consume huge amounts of water. The fuel is deducted during the construction of the module, so it is not necessary to provide fuel to the rectors later.
Primary Thruster Propulsion Propellers allow ships to move through a system. The greater the relationship between its thrust and the mass of the ship, the greater the speed of the ship.
Auxiliary Thruster Propulsion Auxiliary thrusters provide an extra thrust that increases the agility of the ship to perform evasive maneuvers. Ships with higher agility levels are harder to reach with one shot.
Warp drive Physics Curvature engines provide hyperspace jump capability to a craft. Each motor has a maximum range and a quantum mass, which determines the amount of mass it can move per unit time, and therefore its hopping speed.
Offence
Type Catagory Technology Description
Projectile Turrets Space weapon Armament Large-caliber projectiles
Auto-Cannons Space weapon Armament Autocannons provide greater power as your gauge increases. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis.
Gatling weapons Space weapon Armament Gatling weapons fire a shower of projectiles on the target, greatly increasing the chances of success. However, because these projectiles are of a lower caliber, less damage occurs.
Mega-Cannons Space weapon Armament Mega-cannons must be anchored to a large structure. It is said that their shots sometimes produce tremors several kilometers away. A direct impact of one of these guns can easily split a small type ship into two.
Laser Turrets Space weapon Armament Laser cannons are high-energy weapons that are more accurate than projectile weapons.
Plasma Turrets Space weapon Armament Plasma cannons provide a firepower of not insignificant energy that can be used as a complement to projectile cannons.
Rail Turrets Space weapon Armament The railguns shoot small projectiles at very high speeds, so they have a large drilling capacity.
Fighter hangar Fighter hangar Engineering The fighter hangars provide a squadron of single-seater or two-seater ships capable of causing massive damage on bases or capital ships. Their mechanics of combat vary with respect to that of a space weapon.
Defence
Catagory Technology Description
Shield generator Systems Shield generators produce a plasma field that absorbs or deflects shots. The generators increase the shield capacity of the ship. The shield of a base or ship has a total absorption capacity. Once exhausted, the damage begins to penetrate the armor and structure of the object.
Armor Plates Engineering Armor modules cover the chassis of the ships increasing their resistance to the enemy fire. It covers a large area and has many structure points. It must be totally destroyed before the damage reaches the chassis of the ship.
Repair system Engineering Repair systems are responsible for the basic maintenance of the unit repairing the damages in the structure of the modules. Some repair systems offer assistance to other units and will repair other ships if they are equipped in the support ships of a fleet.
Utility
Catagory Technology Description
Sensor Systems Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities.
Cloaking device Systems Camouflage generators generate a field that dampens and distorts the electromagnetic emissions of an object, reducing the chances that it will be detected. Each installed device reduces the presence of the unit (base or ship).
Troop hangar Troops Troop hangars are housing modules designed for the transport of troops. Each module provides capacity for a given number of troops.
Cargo hangar Industry The cargo hangars are modules that once installed in bases or ships increase the capacity of the cargohold.
Asteroid mine Industry Asteroid mines are modules that can be installed as industrial buildings and that allow the spraying and processing of asteroids in order to extract planetary resources.

Some fits have slots left open for support modules. Such modules would Include

  • AUX thrusters
  • Sensors
  • Shields
  • Armour

Laser cannons use more power than auto-cannons do, so using them in unison with modules that require a lot of power may not end very well with he ship.

Tier I

Sezoia Fit Trooper mkI.png

A basic transport ship with a trooper bay.


Sezoia Fit Cargo Rig mkI.png

A basic cargo vessel that can carry an assortment of goods or items across a star system.


Sezoia Fit Mining Rig mkI.png

A basic mining vessel to harvest ores from off-world sources.

Tier I - Core
Item Name Catagory Technology Research Time Description
Microhauler Chassis Engineering Null Basic transport chassis. Enough for the first adventures in space.
Basic beecell Life support Habitability Null Basic life support system.
LWR Reactor Fission reactor Power Null Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Thor I Fission reactor Power 20h Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Ion 500 Primary Thruster Propulsion Null Thrusters allow ships to move through a system. The greater the relationship between its thrust and the mass of the ship, the greater the speed of the ship.
Basic warp drive Warp drive Physics 2h Warp drives provide hyperspatial jump capability to a ship. Each drive has a maximum range and a quantum mass, which determines the amount of mass that can move per unit of time, and therefore its jumping speed.
Explorer 0 Warp drive Physics 10h Basic Explorer warp drive.
Tier I - Offence
Item Name Catagory Technology Research Time Description
Laser cannon Space weapon Armament Null Basic space cannon. It does not provide excessive firepower, but it gives a not inconsiderable protection against early hostile actions.
Tier I - Utility
Item Name Catagory Technology Research Time Description
Cargo hold class 1 Cargo hangar Industry Null Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
Microcargo hold Cargo hangar Industry 2h The most compact storage systems allow to install cargoholds in ships with little capacity.
Basic Asteroid Mine Asteroid mine Industry 12h Asteroid mines are modules that can be installed as industrial buildings and that allow the spraying and processing of asteroids in order to extract planetary resources.
Sensor class 1 Sensor Systems 12h Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities.
Basic troop hangar Troop hangar Troops Null Provides habitat for a full battalion.

Tier II

Sezoia Fit Trooper MKII.png


Sezoia Fit Cargo Rig MKII.png


Sezoia Fit Mining Rig MKII.png


Sezoia Fit Corvette MKI AC.png


Sezoia Fit Corvette MKI Explorer.png


Sezoia Fit Corvette MKI Laser.png


Tier II - Core
Item Name Catagory Technology Research Time Description
Corvette Chassis Engineering 2d2h Light combat chassis. The corvette is the first warship design. It can be equipped with a flexible configuration of combat and recognition.
Life 001 Life support Habitability 1d12h Life support systems are modules that provide the unit that installs everything necessary for the survival of the staff or the crew: an optimal atmosphere, living areas, basic food, etc ...
Fusion-in MK1 Fusion reactor Power 1d4h It uses inertial confinement.
Ion 1000 Primary Thruster Propulsion 1d10h Thrusters allow ships to move through a system. The greater the relationship between its thrust and the mass of the ship, the greater the speed of the ship.
Ion 1500 Primary Thruster Propulsion 2d18h Thrusters allow ships to move through a system. The greater the relationship between its thrust and the mass of the ship, the greater the speed of the ship.
Explorer I Warp drive Physics 1d2h Warp drives provide hyperspatial jump capability to a ship. Each drive has a maximum range and a quantum mass, which determines the amount of mass that can move per unit of time, and therefore its jumping speed.
Daedalus L0 Warp drive Physics 1d10h Basic Daedalus warp drive.
Tier II - Offence
Item Name Catagory Technology Research Time Description
AC 800mm Space weapon Armament 1d2h Autocannons provide greater power as your gauge increases. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis.
Laser cannon 100-MK1 Space weapon Armament 2d10h Laser cannons are high-energy weapons that are more accurate than projectile weapons.
Fighter hangar I Fighter hangar Engineering 1d18h The fighter hangars allow squadrons of fighters to be stored in order to be used in comb
Fighter hangar bay I Fighter hangar Engineering 1d18h The fighter hangars allow squadrons of fighters to be stored in order to be used in comb
Tier II - Defence
Item Name Catagory Technology Research Time Description
Auto R93 Repair system Systems 2d10h Basic repair system that can be installed on a ship or base to increase its speed of repair.
Tier II - Utility
Item Name Catagory Technology Research Time Description
Cargo hold 1A Cargo hangar Industry 1d4h Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
Cargo hold 2A Cargo hangar Industry 2d12h Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.

Tier III

Sezoia Fit Trooper MKIII.png


Sezoia Fit Corvette MKII AC.png


Sezoia Fit Corvette MKII Escort.png

Sezoia Fit Corvette MKII Laser.png


Tier III - Offence
Item Name Catagory Technology Research Time Description
AC 1000mm Space weapon Armament 3d2h Autocannons provide greater power as your gauge increases. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis.
Gatling 1MG Space weapon Armament 3d18h Space weapons are the modules that are used to provide firepower to a base or ship. During a space combat, the units use these weapons to cause damage to the enemy.
Tier III - Defence
Item Name Catagory Technology Research Time Description
5K auxiliary thruster Auxiliary Thruster Propulsion 4d2h Auxiliary thrusters provide an extra thrust that increases the agility of the ship to perform evasive maneuvers. Ships with higher agility levels are harder to reach with one shot.
50M Shield Shield generator Systems 3d10h Shield generators produce a plasma field that absorbs or deflects shots. Generators increase the shield capacity of the ship. The shield of a base or ship has a total absorption capacity. Once exhausted, the damage begins to penetrate the armor and structure of the object.
Tier III - Utility
Item Name Catagory Technology Research Time Description
Troops hangar I Troop hangar Troops 4d2h Provides habitat for a full battalion.

Fighters

Sezoia Fits FighterI.png

Sezoia Fits FighterII.png

Tier II
Item Name Catagory Technology Research Time Description
Falcon MKI Fighter chassis Engineering 1d18h Falcon fighters are multipurpose, combining excellent firepower with a good aerial defense capability.
Single-seat cabin Life support Engineering 1d18h The cabin offers vital support for a crew member to withstand the harsh conditions of space. Its small size was intended to be installed on a fighter.
Microreactor LWA Fission reactor Engineering 1d18h The microreactors are a powerful source of energy that occupies a very small space. Especially useful for small ships like a fighter.
F90 Thruster Engineering 1d18h High power thruster adapted for the size of a fighter.
Gatling cannon Space weapon Engineering 1d18h Space weapons are the modules that are used to provide firepower to a base or ship. During a space combat, the units use these weapons to cause damage to the enemy.
Microreactor LWD I Fission reactor Engineering 1d18h The microreactors are a powerful source of energy that occupies a very small space. Especially useful for small ships like a fighter.
Tier III
Item Name Catagory Technology Research Time Description
AC 200mm Space weapon Armament 3d18h The light cannons are designed for small ships such as fighters and can cause enormous damage when fired at close range as it allows attacking more vulnerable points of the target.
25C Shield Shield generator Systems 3d10h Shield generators produce a plasma field that absorbs or deflects shots. Generators increase the shield capacity of the ship. The shield of a base or ship has a total absorption capacity. Once exhausted, the damage begins to penetrate the armor and structure of the object.

Troops

Roles:

  • Police - Police are the main body that maintains law and order among your faction. Having decent PLANETARY stats are nice, however you should focus your stats into SURVEILLANCE.
  • Infantry - The sentries that protect your cities from foreign invaders or units that are being called to action if the existing Police forces cannot handle the situation. Focus on having High PLANETARY stats.
  • Marines - Rock-Hopping since the dawn of FTL travel, the Marines are the troopers responsible for maintaining a safe an secure zone across space here traders can roam free without fear of being intercepted by pirates. Marines should have high SPACE stats.
  • Explorers - From walking into abandoned complexes, drifting wreckage, or into an unstable cave network inside an asteroid, these troopers are dedicate to recording the unknown, as well as observe the present. These troops should have a balance between SPACE an PLANETARY stats, while you focused on EXPLORATION stats.

See Troop

Sezoia Basic Trooper.png

Tier I Troopers
Item SA PA SD PD EXP SUR Category Research Time Description
Militia 15 15 25 25 1 5 Troop Null Militia is a unit of combat with little training but a time of very reduced deployment.
Handguns 5 5 5 5 0 0 Troop weapon Null Basic infantry armament: handguns and melee weapons.
Tactical vest 5 5 5 5 0 0 Troop armor Null Basic infantry protection.
Basic equipment 5 5 5 5 0 0 Troop accessory Null Basic survival kit for the hard life of space.
Support robot 0 5 0 5 0 0 Troop vehicle Null The support robot is a quadruped that is capable of carrying a huge load, freeing the soldiers from having to load it themselves.
Tier II
Item SA PA SD PD EXP SUR Category Research Time Description
Infantry 30 30 30 30 1 5 Troop 2d10h Infantry is the basic unit of combat. It is composed of half a battalion of soldiers with a complete military instruction.
Assault rifle 8 9 8 9 0 0 Troop weapon 1d2h Troops equip this type of armament that modifies its force of combat, better ones for planetary combat.
Deflec vest 8 8 8 8 0 0 Troop armor 2d10h Deflector protection against ballistic projectiles and energy weapons.
Magnetic device 10 0 10 0 0 0 Troop accessory 1d2h Magnetic devices provide support points on metal surfaces that allow soldiers a tactical advantage in zero gravity combat situations.
C8 explosives 10 10 5 5 1 0 Troop accessory 2d10h Do not they let you in? Try this.
Analyzer 0 0 0 0 2 0 Troop accessory 2d16h The analyzers are devices that have a wide range of instruments and allow the retrieval of information from a sample in situ.
Assault ship 15 0 0 0 0 0 Troop vehicle 1d10h Assault ships offer a quick access to the troops to the vital positions of the enemy.
Armored vehicle 0 20 0 20 0 0 Troop vehicle 2d10h Armored all-terrain vehicle with capacity for 8 soldiers.
Tier III
Item SA PA SD PD EXP SUR Category Research Time Description
Jetpack 10 10 10 10 1 0 Troop vehicle 3d18h Jetpacks allow troops to access to critical points of the enemy's defense.

Change Log

Last Updated:

06 April, 2021

03:09