Difference between revisions of "Sezoia starting guide"

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 +
=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!
 +
 +
{| class="wikitable"
 +
|+ class="nowrap" | Starting Base
 +
|-
 +
!
 +
! Capacity
 +
! In Use
 +
! Free
 +
|-
 +
| Power
 +
| 400
 +
|  20
 +
| 380
 +
|-
 +
| Personnel
 +
| 490
 +
| 180
 +
| 310
 +
|-
 +
| Space
 +
| 4,000
 +
|    150
 +
| 3,850
 +
|}
 +
[[File:Sezoia_Base-Starting.png]]
 +
 +
=Tutorial=
 +
*Tutorial - Split Fleet
 +
Select 'fleet 1' go to 'More Options' ([[File: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.
 +
 +
[[File: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'.
 +
 +
[[File: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.
 +
 +
[[File: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.
 +
 +
[[File: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.
 +
{| class="wikitable"
 +
|+ class="nowrap" | End Tutorial
 +
|-
 +
!
 +
! Capacity
 +
! In use
 +
! Free
 +
|-
 +
| Power
 +
| 600
 +
| 470
 +
| 130
 +
|-
 +
| Personnel
 +
| 620
 +
| 550
 +
|  70
 +
|-
 +
| Space
 +
| 4,000
 +
| 2,500
 +
| 1,500
 +
|}
 +
[[File: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.
 +
 +
{| class="wikitable mw-collapsible mw-collapsed"
 +
|+ class="nowrap" | End Tutorial - Guided
 +
|-
 +
!
 +
! Capacity
 +
! In Use
 +
! Free
 +
|-
 +
| Power
 +
| 800
 +
| 720
 +
|  80
 +
|-
 +
| Personnel
 +
| 880
 +
| 830
 +
|  50
 +
|-
 +
| Space
 +
| 4,000
 +
| 3,475
 +
|    525
 +
|-
 +
|[[File:Sezoia_Base_Turorial_Guided.png]]
 +
|}
 +
 +
 +
The following is an example of what a base should look like, given some defences.
 +
{| class="wikitable mw-collapsible mw-collapsed"
 +
|+ class="nowrap" | End Tutorial - Guided
 +
|-
 +
!
 +
! Capacity
 +
! In Use
 +
! Free
 +
|-
 +
| Power
 +
| 1,000
 +
|  820
 +
|  180
 +
|-
 +
| Personnel
 +
| 1,010
 +
|    910
 +
|    100
 +
|-
 +
| Space
 +
| 4,000
 +
| 3,650
 +
|    350
 +
|-
 +
|[[File:Sezoia_Base_First_Setup.png]]
 +
|}
 +
 
=Starting technologies=
 
=Starting technologies=
[[File:01 Physics.png]]
+
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.
 +
 
 +
[[File: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.
 +
 
 +
[[File: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]]
 +
 
 +
[[File:Sezoia_Research_03_Power.png]]
 +
 
 +
Solar panels produce power based on a [[planemo|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.
 +
 
 +
[[File: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.
 +
 
 +
[[File:Sezoia_Research_05_Industry.png]]
 +
 
 +
[[File:Sezoia_Research_06_Social.png]]
  
[[File:02 Armament.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.
  
[[File:03 Power.png]]
+
[[File:Sezoia_Research_07_Engineering.png]]
  
[[File:04 Habitability.png]]
+
[[File:Sezoia_Research_08_Propulsion.png]]
  
[[File:05_Industry.png]]
+
[[File:Sezoia_Research_09_Systems.png]]
  
[[File:06_Social.png]]
+
[[File:Sezoia_Research_10_Troops.png]]
  
[[File:07_Engineering.png]]
+
Unlocked Modules:
 +
*[[Object:Computador cuántico | Computador cuántico]]
 +
*[[Object:Trinity K1 | Trinity K1]]
 +
*[[Object:Basic warp drive|Basic warp drive]]
 +
*[[Object:Daedalus L0|Daedalus L0]]
 +
*[[Object:Daedalus L1|Daedalus L1]]
 +
*[[Object:Explorer 0|Explorer 0]]
 +
*[[Object:Explorer I|Explorer I]]
 +
*[[Object:AC 800mm|AC 800mm]]
 +
*[[Object:AC 1000mm|AC 1000mm]]
 +
*[[Object:AC 1200mm|AC 1200mm]]
 +
*[[Object:Gatling 1MG|Gatling 1MG]]
 +
*[[Object:AC 200mm|*AC 200mm]]
 +
*[[Object:Laser cannon 100-MK1|Laser cannon 100-MK1]]
 +
*[[Object:Helios I|Helios I]]
 +
*[[Object:Helios II|Helios II]]
 +
*[[Object:Thor I|Thor I]]
 +
*[[Object:Thor I XL|Thor I XL]]
 +
*[[Object:Thor II|Thor II]]
 +
*[[Object:Thor II XL|Thor II XL]]
 +
*[[Object:Microreactor LWD I|*Microreactor LWD I]]
 +
*[[Object:Fusion-in MK1|Fusion-in MK1]]
 +
*[[Object:Fusion-in MK1 XL|Fusion-in MK1 XL]]
 +
*[[Object:Fusion-in MK2|Fusion-in MK2]]
 +
*[[Object:Fusion-in MK2 XL|Fusion-in MK2 XL]]
 +
*[[Object:Cloning center I|Cloning center I]]
 +
*[[Object:Superficial habitat I|Superficial habitat I]]
 +
*[[Object:Superficial habitat II|Superficial habitat II]]
 +
*[[Object:Protected habitat I|Protected habitat I]]
 +
*[[Object:Reinforced habitat I|Reinforced habitat I]]
 +
*[[Object:Subteranean habitat I|Subteranean habitat I]]
 +
*[[Object:Space habitat I|Space habitat I]]
 +
*[[Object:Fresh food|Fresh food]]
 +
*[[Object:Super-food|Super-food]]
 +
*[[Object:Domobots|Domobots]]
 +
*[[Object:Funny pills|Funny pills]]
 +
*[[Object:Nanomedics|Nanomedics]]
 +
*[[Object:Replacement tissues|Replacement tissues]]
 +
*[[Object:Industrial machines|Industrial machines]]
 +
*[[Object:Life 001|Life 001]]
 +
*[[Object:Life 001 XL|Life 001 XL]]
 +
*[[Object:Single-seat cabin II|*Single-seat cabin II]]
 +
*[[Object:Microcargo hold|Microcargo hold]]
 +
*[[Object:Cargo hold class 3|Cargo hold class 3]]
 +
*[[Object:Microassembly M1|Microassembly M1]]
 +
*Recyling (+0.05% / +0.10% / +0.15% / +0.20%)
 +
*[[Object:Basic planetary mine|Basic planetary mine]]
 +
*[[Object:Planetary mine I|Planetary mine I]]
 +
*[[Object:Basic Asteroid Mine|Basic Asteroid Mine]]
 +
*[[Object:Asteroids mine I|Asteroids mine I]]
 +
*[[Object:Gemini processor|Gemini processor]]
 +
*[[Object:Cargo hold 1A|Cargo hold 1A]]
 +
*[[Object:Cargo hold 2A|Cargo hold 2A]]
 +
*[[Object:Cargo hold 3A|Cargo hold 3A]]
 +
*[[Object:Basic space shipyard|Basic space shipyard]]
 +
*[[Object:State center I|State center I]]
 +
*[[Object:State center II|State center II]]
 +
*[[Object:State center III|State center III]]
 +
*Colonial administration +5/+10/+15
 +
*Max. fleets +2/+4
 +
*Max. labratories +1/+2/+3
 +
*[[Object:Basic cryptobank|Basic cryptobank]]
 +
*[[Object:Fighter ministation|*Fighter ministation]]
 +
*[[Object:Fighter station I|*Fighter station I]]
 +
*[[Object:Falcon MKI|*Falcon MKI]]
 +
*[[Object:Single-seat cabin|*Single-seat cabin]]
 +
*[[Object:Microreactor LWA|*Microreactor LWA]]
 +
*[[Object:F90|*F90]]
 +
*[[Object:Gatling cannon|*Gatling cannon]]
 +
*[[Object:Fighter hangar I|*Fighter hangar I]]
 +
*[[Object:Fighter hangar bay I|*Fighter hangar bay I]]
 +
*[[Object:Corvette|Corvette]]
 +
*[[Object:Vanguard station|Vanguard station]]
 +
*[[Object:Outpost|Outpost]]
 +
*[[Object:Base reinforcements|Base reinforcements]]
 +
*[[Object:Auto R93|Auto R93]]
 +
*[[Object:Trade microport|Trade microport]]
 +
*[[Object:Small trading spaceport|Small trading spaceport]]
 +
*[[Object:Basic Space Port|Basic Space Port]]
 +
*[[Object:Space port I|Space port I]]
 +
*[[Object:Ion 1000|Ion 1000]]
 +
*[[Object:Ion 1500|Ion 1500]]
 +
*[[Object:5K auxiliary thruster|5K auxiliary thruster]]
 +
*[[Object:Sensor class 1|Sensor class 1]]
 +
*[[Object:Sensor class 1D|Sensor class 1D]]
 +
*[[Object:Cloacking device|Cloacking device]]
 +
*[[Object:50M Shield|50M Shield]]
 +
*[[Object:25C Shield|*25C Shield]]
 +
*[[Object:Testudo class 1|Testudo class 1]]
 +
*[[Object:Testudo class 1 L|Testudo class 1 L]]
 +
*Ship models +2/+4/+6
 +
*[[Object:Tractor beam S1|Tractor beam S1]]
 +
*[[Object:Tractor beam 1|Tractor beam 1]]
 +
*[[Object:Magnetic device|Magnetic device]]
 +
*[[Object:Jetpack|Jetpack]]
 +
*[[Object:Infantry|Infantry]]
 +
*[[Object:Armored vehicle|Armored vehicle]]
 +
*[[Object:Analyzer|Analyzer]]
 +
*[[Object:Assault ship|Assault ship]]
 +
*[[Object:Troops hangar I|Troops hangar I]]
 +
*[[Object:Assault rifle|Assault rifle]]
 +
*[[Object:C8 explosives|C8 explosives]]
 +
*[[Object:Deflec vest|Deflec vest]]
  
[[File:08 Propulsion.png]]
+
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.
  
[[File:09 Systems.png]]
+
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.
  
[[File:10 Troops.png]]
+
=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.
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed"
 +
|+ class="nowrap" | First Setup
 +
|-
 +
!
 +
! Capacity
 +
! In Use
 +
! Free
 +
|-
 +
| Power
 +
| 1,000
 +
| 870
 +
| 130
 +
|-
 +
| Personnel
 +
| 1,010
 +
| 1,010
 +
| 0
 +
|-
 +
| Space
 +
| 4,000
 +
| 3,950
 +
| 50
 +
|-
 +
|[[File:Sezoia_Base_First_Setup.png]]
 +
|}
 +
 
 +
Several things I feel you should consider:
 +
*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.
 +
{| class="wikitable mw-collapsible mw-collapsed"
 +
|+ class="nowrap" | Tier I Modules (Null-1d research times)
 +
|-
 +
! Item Name
 +
! Catagory
 +
! Technology
 +
! Research Time
 +
! Description
 +
|-
 +
| [[Object:Computador cuántico|Computador cuántico]]
 +
| [[Computing center]]
 +
| Physics
 +
| 18h
 +
| Basic quantum computer.
 +
|-
 +
| [[Object:Trinity K1|Trinity K1]]
 +
| [[Computing center]]
 +
| Physics
 +
| 21h
 +
| The Trinity series is the first generation of quantum computers produced on an industrial scale.
 +
|-
 +
| [[Object:Laser cannon|Laser cannon]]
 +
| [[Space weapon]]
 +
| Armament
 +
| Null
 +
| Basic space cannon. It does not provide excessive firepower, but it gives protection against early hostile actions and can also can penetrate shields.
 +
|-
 +
| [[Object:AC 800mm|AC 800mm]]
 +
| [[Space weapon]]
 +
| Armament
 +
| 18h
 +
| Autocannons provide greater power as your gauge increases, but cannot penetrate shields. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis.
 +
|-
 +
| [[Object:LWR Reactor|LWR Reactor]]
 +
| [[Fission reactor]]
 +
| Power
 +
| Null
 +
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
 +
|-
 +
| [[Object:Helios I|Helios I]]
 +
| [[Solar plant]]
 +
| Power
 +
| 2h
 +
| 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
 +
|-
 +
| [[Object:Thor I|Thor I]]
 +
| [[Fission reactor]]
 +
| Power
 +
| 10h
 +
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
 +
|-
 +
| [[Object:Thor I XL|Thor I XL]]
 +
| [[Fission reactor]]
 +
| Power
 +
| 10h
 +
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
 +
|-
 +
| [[Object:Fusion-in MK1|Fusion-in MK1]]
 +
| [[Fusion reactor]]
 +
| Power
 +
| 14h
 +
| Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
 +
|-
 +
| [[Object:Fusion-in MK1 XL|Fusion-in MK1 XL]]
 +
| [[Fusion reactor]]
 +
| Power
 +
| 14h
 +
| Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
 +
|-
 +
| [[Object:Basic beecell|Basic beecell]]
 +
| [[Life support]]
 +
| Habitability
 +
| Null
 +
| Basic life support system.
 +
|-
 +
| [[Object:Superficial habitat I|Superficial habitat I]]
 +
| [[Habitat]]
 +
| Habitability
 +
| 5h
 +
| The first habitats greatly improved the living conditions of classical life support systems. The superficial habitats simulated streets flanked by buildings where the first settlers made their daily life. They can only be installed on optimal planets.
 +
|-
 +
| [[Object: Fresh food|Fresh food]]
 +
| [[Consumer good]]
 +
| Habitability
 +
| 9h
 +
| Tired of boring space food? Try to eat fresh vegetables and cereals as was done centuries ago on Earth.
 +
|-
 +
| [[Object: Cloning center I|Cloning center I]]
 +
| [[Cloning center]]
 +
| Habitability
 +
| 17h
 +
| Cloning centers increase the number of births and allow faster population growth.
 +
|-
 +
| [[Object: Life 001|Life 001]]
 +
| [[Life support]]
 +
| Habitability
 +
| 17h
 +
| 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 ...
 +
|-
 +
| [[Object: Life 001 XL|Life 001 XL]]
 +
| [[Life support]]
 +
| Habitability
 +
| 17h
 +
| 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 ...
 +
|-
 +
| [[Object:Protected habitat I|Protected habitat I]]
 +
| [[Habitat]]
 +
| Habitability
 +
| 21
 +
| Once the most basic levels of Habitability were reached, the engineers turned their efforts in trying to create places that even improved the conditions of life that there was in the Earth. Not all planets had their ideal conditions, so they built huge domes to protect the inhabitants of the environment. Only suitable for optimal or benign planets.
 +
|-
 +
| [[Object:Basic planetary mine|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.
 +
|-
 +
| [[Object:M10 Assembly plant|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.
 +
|-
 +
| [[Object:Cargo hold class 1|Cargo hold class 1]]
 +
| [[Cargo hangar]]
 +
| Industry
 +
| Null
 +
| Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
 +
|-
 +
| [[Object:Microcargo hold|Microcargo hold]]
 +
| [[Cargo hangar]]
 +
| Industry
 +
| 1h
 +
| The most compact storage systems allow to install cargoholds in ships with little capacity.
 +
|-
 +
| [[Object:Cargo hold class 3|Cargo hold class 3]]
 +
| [[Cargo hangar]]
 +
| Industry
 +
| 1h
 +
| Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
 +
|-
 +
| [[Object:Microassembly M1|Microassembly M1]]
 +
| [[Assembly plant]]
 +
| Industry
 +
| 1h
 +
| Micro assembly plants are versatile modules allowing rapid deployment on bases and early industrial production.
 +
|-
 +
| [[Object:Basic space shipyard|Basic space shipyard]]
 +
| [[Space shipyard]]
 +
| Industry
 +
| 5h
 +
| Basic space shipyards allow ship construction in the firts stages of the development of a faction.
 +
|-
 +
| Recycling improvements I
 +
| [[Technologies]]
 +
| Industry
 +
| 5h
 +
| Recyling: +0.05% (0.35%)
 +
Recycling enhancements allow you to recover a higher percentage of resources when reprocessing an object.
 +
|-
 +
| [[Object:Gemini processor|Gemini processor]]
 +
| [[Atmospheric processor]]
 +
| Industry
 +
| 6h
 +
| 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.
 +
|-
 +
| [[Object:Cargo hold 1A|Cargo hold 1A]]
 +
| [[Cargo hangar]]
 +
| Industry
 +
| 13
 +
| Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
 +
|-
 +
| Recycling improvements II
 +
| [[Technologies]]
 +
| Industry
 +
| 13
 +
| Recyling: +0.10% (0.40%)
 +
Recycling enhancements allow you to recover a higher percentage of resources when reprocessing an object.
 +
|-
 +
| [[Object:Technology centre|Technology centre]]
 +
| [[Laboratory]]
 +
| Social
 +
| Null
 +
| Basic research center.
 +
|-
 +
| [[Object:State center I|State center I]]
 +
| [[State center]]
 +
| Social
 +
| 5h
 +
| 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.
 +
|-
 +
| Colonial administration I
 +
| [[Technologies]]
 +
| Social
 +
| 5h
 +
| Administration: +5 (10)
 +
Improvements in the techniques and processes of organization allow to reduce costs in an increasingly complete system. Each level of colonial administration allows the maintenance of a greater number of bases without incurring extra costs.
 +
|-
 +
| [[Object:Basic cryptobank|Basic cryptobank]]
 +
| [[Cryptobank]]
 +
| Social
 +
| 5h
 +
| 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.
 +
|-
 +
| Laboratory Networks I
 +
| [[Technologies]]
 +
| Social
 +
| 13h
 +
| Max Laboratories: +1 (3)
 +
Research laboratories generate petabytes of daily information that must be transferred, processed and stored. The new techniques of laboratory networks allow these operations to be performed in a more efficient way, preventing bottlenecks and delays in production.
 +
|-
 +
| [[Object:State center II|State center II]]
 +
| [[State center]]
 +
| Social
 +
| 21h
 +
| 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.
 +
|-
 +
| Colonial administration II
 +
| [[Technologies]]
 +
| Social
 +
| 21h
 +
| Administration: +5 (15)
 +
Improvements in the techniques and processes of organization allow to reduce costs in an increasingly complete system. Each level of colonial administration allows the maintenance of a greater number of bases without incurring extra costs.
 +
|-
 +
| Interdisciplinarity I
 +
| [[Technologies]]
 +
| Social
 +
| 21h
 +
| Max Laboratories: +1
 +
The combination of several scientific disciplines often offers unexpected results through great discoveries.
 +
|-
 +
| [[Object:Base reinforcements|Base reinforcements]]
 +
| [[Fortification]]
 +
| Engineering
 +
| 4h
 +
| Base reinforcements offer basic protection before more advanced fortification systems are available.
 +
|-
 +
| [[Object:Trade microport|Trade microport]]
 +
| [[Trade port]]
 +
| Engineering
 +
| 10h
 +
| Trade micro-ports allow automatic shipments, but with limited capacity.
 +
|-
 +
| [[Object:Basic Space Port|Basic Space Port]]
 +
| [[Space port]]
 +
| Engineering
 +
| 18h
 +
| Space ports provide support in the form of repairs and supplies to nearby friendly fleets.
 +
|-
 +
| [[Object:Sensor class 1|Sensor class 1]]
 +
| [[Sensor]]
 +
| Systems
 +
| 6h
 +
| Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities.
 +
|-
 +
| [[Obejct:Recruitment center|Recruitment center]]
 +
| [[Barracks]]
 +
| Troops
 +
| Null
 +
| Basic training barracks. It allows training troops and provides extra capacity for garrison.
 +
|}
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed"
 +
|+ class="nowrap" | Tier II Modules (1d-3d research times)
 +
|-
 +
! Item Name
 +
! Catagory
 +
! Technology
 +
! Research Time
 +
! Description
 +
|-
 +
| [[Object:Laser cannon 100-MK1|Laser cannon 100-MK1]]
 +
| [[Space weapon]]
 +
| Armament
 +
| 1d5h
 +
| Laser cannons are high-energy weapons that are more accurate than projectile weapons.
 +
|-
 +
| [[Object:AC 1000mm|AC 1000mm]]
 +
| [[Space weapon]]
 +
| Armament
 +
| 1d8h
 +
| Autocannons provide greater power as your gauge increases, but cannot penetrate shields. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis.
 +
|-
 +
| [[Object:Gatling 1MG|Gatling 1MG]]
 +
| [[Space weapon]]
 +
| Armament
 +
| 1d8h
 +
| An autocannon that is designed for fighters and troopers. Each point of anti-assault firepower is capable of causing approximately 10 casualties.
 +
|-
 +
| [[Object:AC 1200mm|AC 1200mm]]
 +
| [[Space weapon]]
 +
| Armament
 +
| 2d21h
 +
| Autocannons provide greater power as your gauge increases, but cannot penetrate shields. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis.
 +
|-
 +
| [[Object:Helios II|Helios II]]
 +
| [[Solar plant]]
 +
| Power
 +
| 2d18h
 +
| 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
 +
|-
 +
| [[Object:Reinforced habitat I|Reinforced habitat I]]
 +
| [[Habitat]]
 +
| Habitability
 +
| 1d13h
 +
| On planets where environmental conditions become more extreme, the domes are reinforced with strong structures to adequately isolate their inhabitants. Suitable for optimal, benign and hostile planets.
 +
|-
 +
| [[Object:Subteranean habitat I|Subteranean habitat I]]
 +
| [[Habitat]]
 +
| Habitability
 +
| 2d5h
 +
| Certain planets have environmental conditions that a simple dome is not able to adequately protect its inhabitants. The subterranean habitats are the solution when adding as protection some tens of meters of planetary crust. Suitable for optimal, benign, hostile and severe planets.
 +
|-
 +
| [[Object:Superficial habitat II|Superficial habitat II]]
 +
| [[Habitat]]
 +
| Habitability
 +
| 2d21h
 +
| The first habitats greatly improved the living conditions of classical life support systems. The superficial habitats simulated streets flanked by buildings where the first settlers made their daily life. They can only be installed on optimal planets.
 +
|-
 +
| Recycling improvements III
 +
| [[Technologies]]
 +
| Industry
 +
| 1d5h
 +
| Recyling: +0.15% (0.45%)
 +
Recycling enhancements allow you to recover a higher percentage of resources when reprocessing an object.
 +
|-
 +
| [[Object:Cargo hold 2A|Cargo hold 2A]]
 +
| [[Cargo hangar]]
 +
| Industry
 +
| 1d5h
 +
| Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
 +
|-
 +
| [[Object:Cargo hold 3A|Cargo hold 3A]]
 +
| [[Cargo hangar]]
 +
| Industry
 +
| 2d13h
 +
| Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
 +
|-
 +
| Recycling improvements IV
 +
| [[Technologies]]
 +
| Industry
 +
| 2d13h
 +
| Recyling: +0.20% (0.50%)
 +
Recycling enhancements allow you to recover a higher percentage of resources when reprocessing an object.
 +
|-
 +
| [[Object:Planetary mine I|Planetary mine I]]
 +
| [[Planetary mine]]
 +
| Industry
 +
| 2d18h
 +
| 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.
 +
|-
 +
| [[Object:State center III|State center III]]
 +
| [[State center]]
 +
| Social
 +
| 2d5h
 +
| 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.
 +
|-
 +
| Colonial administration II
 +
| [[Technologies]]
 +
| Social
 +
| 2d5h
 +
| Administration: +5 (20)
 +
Improvements in the techniques and processes of organization allow to reduce costs in an increasingly complete system. Each level of colonial administration allows the maintenance of a greater number of bases without incurring extra costs.
 +
|-
 +
| [[Object:Vanguard station|Vanguard station]]
 +
| [[Space station core]]
 +
| Engineering
 +
| 1d2h
 +
| Basic space base. Designed to create small pass and supply stations for fleets.
 +
|-
 +
| [[Object:Outpost|Outpost]]
 +
| [[Planetary base core]]
 +
| Engineering
 +
| 1d2h
 +
| Initial planetary base. It has enough capacity to accommodate all the basic services that a colony needs.
 +
|-
 +
| [[Object:Fighter ministation|Fighter ministation]]
 +
| [[Fighter hangar]]
 +
| Engineering
 +
| 1d18h
 +
| The fighter stations are much larger than normal hangars and can hold many more fighter squadrons.
 +
|-
 +
| [[Object:Fighter station I|Fighter station I]]
 +
| [[Fighter hangar]]
 +
| Engineering
 +
| 1d18h
 +
| The fighter stations are much larger than normal hangars and can hold many more fighter squadrons.
 +
|-
 +
| [[Object:Small trading spaceport|Small trading spaceport]]
 +
| [[Trade port]]
 +
| Engineering
 +
| 1d18h
 +
| Trade ports enable commercial capacity on a base. They allow you to create trade orders and send or receive shipments.
 +
|-
 +
| [[Object:Auto R93|Auto R93]]
 +
| [[Repair system]]
 +
| Engineering
 +
| 2d10h
 +
| Basic repair system that can be installed on a ship or base to increase its speed of repair.
 +
|-
 +
| [[Object:Tractor beam 1|Tractor beam 1]]
 +
| [[Tractor beam]]
 +
| Systems
 +
| 1d9h
 +
| Tractor beams make it difficult for fleeing attack ships to attack a base.
 +
|-
 +
| [[Object:Sensor class 1D|Sensor class 1D]]
 +
| [[Sensor]]
 +
| Systems
 +
| 2d22h
 +
| Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities.
 +
|}
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed"
 +
|+ class="nowrap" | Tier III Modules (3d-5d research times)
 +
|-
 +
! Item Name
 +
! Catagory
 +
! Technology
 +
! Research Time
 +
! Description
 +
|-
 +
| [[Object:Thor II|Thor II]]
 +
| [[Fission reactor]]
 +
| Power
 +
| 3d2h
 +
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
 +
|-
 +
| [[Object:Thor II XL|Thor II XL]]
 +
| [[Fission reactor]]
 +
| Power
 +
| 3d2h
 +
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
 +
|-
 +
| [[Object:Fusion-in MK2|Fusion-in MK2]]
 +
| [[Fusion reactor]]
 +
| Power
 +
| 3d6h
 +
| Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
 +
|-
 +
| [[Object:Fusion-in MK2 XL|Fusion-in MK2 XL]]
 +
| [[Fusion reactor]]
 +
| Power
 +
| 3d6h
 +
| Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
 +
|-
 +
| [[Object:Funny pills|Funny pills]]
 +
| [[Consumer good]]
 +
| Habitability
 +
| 3d
 +
| People like to have fun, even those who already live in space.
 +
|-
 +
| [[Object:Nanomedics|Nanomedics]]
 +
| [[Consumer good]]
 +
| Habitability
 +
| 3d
 +
| Nanomedics are microscopic machines that circulate through the body repairing tissues and destroying tumor cells or infectious.
 +
|-
 +
| [[Object:Replacement tissues|Replacement tissues]]
 +
| [[Consumer good]]
 +
| Habitability
 +
| 3d
 +
| The spare tissues allow to repair any type of damage using genetic material of the receiver itself.
 +
|-
 +
| [[Object:Domobots|Domobots]]
 +
| [[Consumer good]]
 +
| Habitability
 +
| 3d5h
 +
| Domestic robots that make our lives easier: cooking, cleaning, etc ...
 +
|-
 +
| [[Object:Domobots|Domobots]]
 +
| [[Consumer good]]
 +
| Habitability
 +
| 3d5h
 +
| Domestic robots that make our lives easier: cooking, cleaning, etc ...
 +
|-
 +
| [[Object:Super-food|Super-food]]
 +
| [[Consumer good]]
 +
| Habitability
 +
| 3d15h
 +
| Superfoods provide health improvements, plus a delicious experience.
 +
|-
 +
| [[Object:Space habitat I|Space habitat I]]
 +
| [[Habitat]]
 +
| Habitability
 +
| 4d11h
 +
| The first orbital stations were placed in Earth orbit throughout the 21st century. Since then, they have grown in size and complexity to reach incredible levels.
 +
|-
 +
| Laboratory Networks II
 +
| [[Technologies]]
 +
| Social
 +
| 3d13h
 +
| Max Laboratories: +1 (4)
 +
Research laboratories generate petabytes of daily information that must be transferred, processed and stored. The new techniques of laboratory networks allow these operations to be performed in a more efficient way, preventing bottlenecks and delays in production.
 +
|-
 +
| [[Object:Space port I|Space port I]]
 +
| [[Space port]]
 +
| Engineering
 +
| 3d10h
 +
| Space ports provide support in the form of repairs and supplies to nearby friendly fleets.
 +
|-
 +
| [[Object:Cloaking device|Cloaking device]]
 +
| [[Cloaking device]]
 +
| Systems
 +
| 3d2h
 +
| Reduces the presence of the unit. Making detection more difficult.
 +
|}
  
 
=Fits=
 
=Fits=
-Ship production
+
==Legend==
Do not use speed-ups to install the Lance S.
 
Microhauler
 
Cargo hold class 1
 
Ion 500 (2)
 
LWR Reactor
 
Basic Beecell
 
  
Cargo I
+
{| class="wikitable mw-collapsible mw-expanded"
Support
+
|+ class="nowrap" | Core
Create above design and then select your fleet, press 'ships' ( /_\) and select 'Cargo I'. Modify existing ship with corresponding design.
+
|-
 +
! 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.
 +
|}
  
 +
{| class="wikitable mw-collapsible mw-expanded"
 +
|+ class="nowrap" | 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.
 +
|}
  
Tier I
+
{| class="wikitable mw-collapsible mw-expanded"
Trooper MKI - Combat
+
|+ class="nowrap" | Defence
Microhauler Basic Troop Hanger
+
|-
155/260 Ion 500 (3)
+
! Catagory
230/400 LWR Reactor (2)
+
! Technology
350/350 Basic Beecell (2)
+
! 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.
 +
|}
  
Cargo Rig MKI - Support
+
{| class="wikitable mw-collapsible mw-expanded"
Microhauler Cargo Hold Class 1
+
|+ class="nowrap" | Utility
155/260 Ion 500 (3)
+
|-
230/400 LWR Reactor (2)
+
! Catagory
350/350 Basic Beecell (2)
+
! 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.
 +
|}
  
Tier II
+
Some fits have slots left open for support modules. Such modules would Include
Trooper MKII - Combat
+
*AUX thrusters
Microhauler Basic Troop Hanger Life 001
+
*Sensors
125/150 Explorer 1
+
*Shields
215/250 Ion 1000
+
*Armour
300/350 Thor I
 
  
Cargo Rig MKII - Support
+
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 for the ship.
Microhauler Cargo Hold 1A Life 001
 
125/150 Explorer 1
 
215/250 Ion 1000
 
300/350 Thor I
 
  
Corvette MK I - Combat (Projectile)
+
== Tier I ==
Corvette AC 800mm Life 001
 
120/150 Explorer I
 
210/250 Ion 1000
 
250/350 Thor I
 
  
Corvette MK I - Combat (Laser)
+
[[File:Sezoia_Fit_Cargo_Rig_mkI.png]]
Corvette Laser Cannon 100-mk1 Life 001
 
120/150 Explorer I
 
230/250 Ion 1000
 
250/350 Thor I
 
  
 +
A basic cargo vessel that can carry an assortment of goods or items across a star system.
  
==NOTE==
+
[[File:Sezoia_Fit_Trooper_mkI.png]]
  
 +
A basic transport ship with a trooper bay.
  
These fits have slots left open for suppor modules.
+
[[File:Sezoia_Fit_Mining_Rig_mkI.png]]
Such modules would be AUX thrusters, Sensors, Shields or Armour.
 
  
Note - Laser cannons use more power than auto-cannons do, so
+
A basic mining vessel to harvest ores from off-world sources.
using them in unison with modules that require a lot of power
+
{| class="wikitable mw-collapsible mw-collapsed"
may no end very well with he ship.
+
|+ class="nowrap" | Tier I - Core
 +
! Item Name
 +
! Catagory
 +
! Technology
 +
! Research Time
 +
! Description
 +
|-
 +
| [[Object:Microhauler|Microhauler]]
 +
| [[Chassis]]
 +
| Engineering
 +
| Null
 +
| Basic transport chassis. Enough for the first adventures in space.
 +
|-
 +
| [[Object:Basic beecell|Basic beecell]]
 +
| [[Life support]]
 +
| Habitability
 +
| Null
 +
| Basic life support system.
 +
|-
 +
| [[Object:Life 001|Life 001]]
 +
| [[Life support]]
 +
| Habitability
 +
| 17h
 +
| Basic life support system.
 +
|-
 +
| [[Object:LWR Reactor|LWR Reactor]]
 +
| [[Fission reactor]]
 +
| Power
 +
| Null
 +
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
 +
|-
 +
| [[Object:Thor I|Thor I]]
 +
| [[Fission reactor]]
 +
| Power
 +
| 10h
 +
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
 +
|-
 +
| [[Object:Fusion-in MK1|Fusion-in MK1]]
 +
| [[Fusion reactor]]
 +
| Power
 +
| 14h
 +
| Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
 +
|-
 +
| [[Object:Ion 500|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.
 +
|-
 +
| [[Object:Ion 1000|Ion 1000]]
 +
| Primary [[Thruster]]
 +
| Propulsion
 +
| 17h
 +
| 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.
 +
|-
 +
| [[Object:Basic warp drive|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.
 +
|-
 +
| [[Object:Explorer 0|Explorer 0]]
 +
| [[Warp drive]]
 +
| Physics
 +
| 10h
 +
| Basic Explorer warp drive.
 +
|-
 +
| [[Object:Explorer I|Explorer I]]
 +
| [[Warp drive]]
 +
| Physics
 +
| 13h
 +
| Basic Explorer warp drive.
 +
|-
 +
| [[Object:Daedalus L0|Daedalus L0]]
 +
| [[Warp drive]]
 +
| Physics
 +
| 17h
 +
| Basic Daedalus warp drive.
 +
|}
  
Goal:
+
{| class="wikitable mw-collapsible mw-collapsed"
Keep speed above 9.5 (95 for Atlas)
+
|+ class="nowrap" | Tier I - Offence
Keep warp speeds above 0.9 (90 for Atlas)
+
! Item Name
 +
! Catagory
 +
! Technology
 +
! Research Time
 +
! Description
 +
|-
 +
| [[Object:Laser cannon|Laser cannon]]
 +
| [[Space weapon]]
 +
| Armament
 +
| Null
 +
| Basic space cannon. It does not provide excessive firepower, but it gives considerable protection against early hostile actions.
 +
|-
 +
| [[Object:AC 800mm|AC 800mm]]
 +
| [[Space weapon]]
 +
| Armament
 +
| 13h
 +
| Autocannons provide greater power as your gauge increases, but cannot penetrate shields. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis.
 +
|}
  
 +
{| class="wikitable mw-collapsible mw-collapsed"
 +
|+ class="nowrap" | Tier I - Utility
 +
! Item Name
 +
! Catagory
 +
! Technology
 +
! Research Time
 +
! Description
 +
|-
 +
| [[Object:Cargo hold class 1|Cargo hold class 1]]
 +
| [[Cargo hangar]]
 +
| Industry
 +
| Null
 +
| Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
 +
|-
 +
| [[Object:Microcargo hold|Microcargo hold]]
 +
| [[Cargo hangar]]
 +
| Industry
 +
| 1h
 +
| The most compact storage systems allow to install cargoholds in ships with little capacity.
 +
|-
 +
| [[Object:Cargo hold class 3|Cargo hold class 3]]
 +
| [[Cargo hangar]]
 +
| Industry
 +
| 1h
 +
| Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
 +
|-
 +
| [[Object:Basic Asteroid Mine|Basic Asteroid Mine]]
 +
| [[Asteroid mine]]
 +
| Industry
 +
| 6h
 +
| 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.
 +
|-
 +
| [[Object:Cargo hold 1A|Cargo hold 1A]]
 +
| [[Cargo hangar]]
 +
| Industry
 +
| 13h
 +
| Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
 +
|-
 +
| [[Object:Sensor class 1|Sensor class 1]]
 +
| [[Sensor]]
 +
| Systems
 +
| 6h
 +
| Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities.
 +
|-
 +
| [[Object:Basic troop hangar|Basic troop hangar]]
 +
| [[Troop hangar]]
 +
| Troops
 +
| Null
 +
| Provides habitat for a full battalion.
 +
|}
  
==Troops==
+
== Tier II ==
Role SA PA SD PD EX SV
 
Unit Type
 
Weapons
 
Armour
 
Equipment
 
Vehicle
 
  
 +
[[File:Sezoia_Fit_Cargo_Rig_MKII.png]]
  
Roles:
 
Police - Police are the main body that maintains law and order
 
amongst your faction. Having decent PLANETARY stats are nice,
 
however you should focus your stats into SURVAILLENCE.
 
  
Infantry - The senturies that protect your cities from
+
[[File:Sezoia_Fit_Trooper_MKII.png]]
foreign invars or units that are being calle to action if the
+
 
existing Police foces cannot handle the situation.
+
 
Focus on having High PLANETARY stats.
+
[[File:Sezoia_Fit_Mining_Rig_MKII.png]]
 +
 
 +
 
 +
[[File:Sezoia_Fit_Corvette_MKI_Explorer.png]]
 +
 
 +
 
 +
[[File:Sezoia_Fit_Corvette_MKI_AC.png]]
 +
 
 +
 
 +
[[File:Sezoia_Fit_Corvette_MKI_Heavy_AC.png]]
 +
 
 +
 
 +
[[File:Sezoia_Fit_Corvette_MKI_Laser.png]]
 +
 
  
Marines - Rock-Hopping since the dawn of FTL travel, the
+
[[File:Sezoia_Fit_Corvette_MKI_Escort.png]]
Marines are the troopers responsable for maintaining a
 
safe an secure zone across space here traders can roam free
 
without fearo of being intercepted by pirates. Mainres should
 
have high SPACE stats.
 
  
Explorers - From walking into abandone complexes, drifting
+
{| class="wikitable mw-collapsible mw-collapsed"
wreckage, or into an unstable cave network inside an
+
|+ class="nowrap" | Tier II - Core
astroid, these troopers are dedicate to recording the
+
! Item Name
unknown, as well as observe the present. These troops
+
! Catagory
should have a balance between SPACE an PLANEARY stats, while
+
! Technology
you focused on EXPLORATION stats.
+
! Research Time
 +
! Description
 +
|-
 +
| [[Object:Corvette|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.
 +
|-
 +
| [[Object:Ion 1500|Ion 1500]]
 +
| Primary [[Thruster]]
 +
| Propulsion
 +
| 1d9h
 +
| 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.
 +
|-
 +
| [[Object:5K auxiliary thruster|5K auxiliary thruster]]
 +
| Auxiliary [[Thruster]]
 +
| Propulsion
 +
| 2d1h
 +
| 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.
 +
|}
  
=Database=
+
{| class="wikitable mw-collapsible mw-collapsed"
 +
|+ class="nowrap" | Tier II - Offence
 +
! Item Name
 +
! Catagory
 +
! Technology
 +
! Research Time
 +
! Description
 +
|-
 +
| [[Object:Laser cannon 100-MK1|Laser cannon 100-MK1]]
 +
| [[Space weapon]]
 +
| Armament
 +
| 1d5h
 +
| Laser cannons are high-energy weapons that are more accurate than projectile weapons.
 +
|-
 +
| [[Object:AC 1000mm|AC 1000mm]]
 +
| [[Space weapon]]
 +
| Armament
 +
| 1d8h
 +
| 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.
 +
|-
 +
| [[Object:Gatling 1MG|Gatling 1MG]]
 +
| [[Space weapon]]
 +
| Armament
 +
| 1d8h
 +
| An autocannon that is designed for fighters and troopers. Each point of anti-assault firepower is capable of causing approximately 10 casualties.
 +
|-
 +
| [[Object:AC 1200mm|AC 1200mm]]
 +
| [[Space weapon]]
 +
| Armament
 +
| 2d21h
 +
| 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.
 +
|-
 +
| [[Object:Fighter hangar bay I|Fighter hangar bay I]]
 +
| [[Fighter storage]]
 +
| Engineering
 +
| 1d18h
 +
| Allow the transport of fighters but without the ability to deploy in combat. Especially useful for transport between bases or for a fleet to have fighters for several battles.
 +
|}
  
==Engineering==
+
{| class="wikitable mw-collapsible mw-collapsed"
-chassis
+
|+ class="nowrap" | Tier II - Defence
Name Power/Personnel/Space Wepons Research Time
+
! Item Name
Corvette 100/ 50/  +350 2(s)  2-3-3-5   1d15h
+
! Catagory
Frigate 100/ 60/  +400 3(s)  2-3-3-5-8   9d15h
+
! Technology
Destroyer 100/ 70/  +500 3(s) 1(m) 2-3-3-8-6 10d15h
+
! Research Time
Light cruiser 100/100/  +625 3(s) 2(m) 2-3-3-8-6-7 14d15h
+
! Description
Heavy cruiser 100/150/  +800 3(s) 2(m) 1(L) 2-3-3-8-9-7 28d15h
+
|-
Light carrier 150/300/+1,200 2(s) 2(h) 2-3-3-8-9-9-9 56d15h
+
| [[Object:Auto R93|Auto R93]]
Battleship 100/200/  +950 3(s) 2(m) 2(L) 2-3-3-8-9-7-10 64d15h
+
| [[Repair system]]
Dreadnaught 200/400/+1,200 3(s) 3(m) 3(L) 2-3-3-8-9-10-10 88d15h
+
| Engineering
Heavy carrier 300/500/+1,500 2(s) 2(m) 3(h) 2-3-3-8-9-9-9-11 120d15h
+
| 2d10h
Titan 400/700/+1,500 2(s) 2(m) 2(L) 2(xL) 2-3-3-8-9-10-10-11 152d15h
+
| Basic repair system that can be installed on a ship or base to increase its speed of repair.
Light freighter 100/100/ +550 1(s) 2-3-7-6   6d9h
+
|-
Heavy freighter 100/150/ +800 1(s) 2-3-7-8-6   24d9h
+
| [[Object:50M Shield|50M Shield]]
Super heavy freighter 100/200/1,500 1(s) 1(m) 2-3-7-8-9-7   32d9h
+
| [[Shield generator]]
 +
| Systems
 +
| 1d17h
 +
| Shield generators produce a plasma field that absorbs or deflects the shots. The generators increase the total shield capacity of the ship or base. The shield has a total absorption capacity, once exhausted, the damage begins to transfer to the structure of the object.
 +
|-
 +
| [[Object:Testudo class 1|Testudo class 1]]
 +
| [[Armor]] Plates
 +
| Systems
 +
| 2d17h
 +
| Armor modules cover the chassis of the ships increasing their resistance to the shots. Armor covers a large area and has many points of structure. It must be totally destroyed before the damage reaches the chassis of the ship.
 +
|}
  
-Planetary base core
+
{| class="wikitable mw-collapsible mw-collapsed"
Name Power/Personnel/Space C.A. Troops/Wepons/Forifications Research Time
+
|+ class="nowrap" | Tier II - Utility
Outpost 0/100/ +4,000 2 15(t)  5(w) 2(f) 2-3-4   21h
+
! Item Name
Dome base 0/300/ +8,000 2 20(t) 15(w) 2(f) 2-3-4-8 8d21h
+
! Catagory
Exocity 0/400/+12,000 3 15(t)  8(w) 2(f) 2-3-4-8 8d21h
+
! Technology
Core Base 0/150/ +6,000 2 20(t) 15(w) 4(f) 2-3-4-8-8 16d21h
+
! Research Time
Hidra base 0/150/ +6,000 2 25(t) 25(w) 6(f) 2-3-4-8-8-10-8  56d21h
+
! Description
Dome base II 0/300/+10,000 3 20(t) 15(w) 2(f) 2-3-4-8-8-10-8  56d21h
+
|-
Exocity II 0/400/+13,000 3 15(t)  8(w) 2(f) 2-3-4-8-8-10-9  64d21h
+
| [[Object:Cargo hold 2A|Cargo hold 2A]]
 +
| [[Cargo hangar]]
 +
| Industry
 +
| 1d5h
 +
| Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
 +
|-
 +
| [[Object:Cargo hold 3A|Cargo hold 3A]]
 +
| [[Cargo hangar]]
 +
| Industry
 +
| 2d13h
 +
| Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
 +
|-
 +
| [[Object:Asteroids mine I|Asteroids mine I]]
 +
| [[Asteroid mine]]
 +
| Industry
 +
| 2d22h
 +
| 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.
 +
|-
 +
| [[Object:Tractor beam S1|Tractor beam S1]]
 +
| [[Tractor beam]]
 +
| Systems
 +
| 1d9h
 +
| Miniaturized tractor beam so that it can be equipped on a ship.
 +
|-
 +
| [[Object:Sensor class 1D|Sensor class 1D]]
 +
| [[Sensor]]
 +
| Systems
 +
| 2d22h
 +
| Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities.
 +
|-
 +
| [[Object:Troops hangar I|Troops hangar I]]
 +
| [[Troop hangar]]
 +
| Troops
 +
| 1d13h
 +
| Troop hangars are housing modules designed for the transport of troops. Each module provides capacity for a given number of troops.
 +
|}
  
-orbital base core
+
== Tier III ==
Name Power/Personnel/Space C.A. Troops/Wepons/Forifications Research Time
 
Vanguard station 0/100/ +4,000 1 10(t)  5(w) 2(f) 2-3-4   21h
 
Delta station 0/300/ +8,000 3 10(w) 12(w) 2(f) 2-3-4-8 16d21h
 
Echo station 0/150/ +4,000 2 10(t)  8(w) 2(f) 2-3-4-8-8 16d21h
 
Astroid station 0/150/ +4,000 3 10(t)  8(w) 2(f) 2-3-4-8-8-10-9 56d21h
 
Ring station 0/300/+10,000 2 10(t) 15(w) 2(f) 2-3-4-8-8-10-9 56d21h
 
Octogon station 0/500/+15,000 3 20(t) 30(w) 5(f) 2-3-4-8-8-10-9 56d21h
 
  
 +
[[File:Sezoia_Fit_Mining_Rig_MKIII.png]]
  
==Habitability==
 
-Life support
 
Name Power/Personnel/Space Research Time
 
Life 001 0/  +140/ 25 2-5   1d3h
 
Life 002 0/  +170/ 25 2-5-8   9d3h
 
Life 003 0/  +200/ 25 2-5-8-8 17d3h
 
Life 004 0/  +230/ 25 2-5-8-8-8 25d3h
 
Life 004xL 0/  +960/100 2-5-8-8-8 25d3h
 
Microhab 1 0/  +190/ 25 2-9-7 20d3h
 
Microhab 2 0/  +220/ 25 2-9-7-8 28d3h
 
Microhab 3 0/  +250/ 25 2-9-7-8-8 36d3h
 
Microhab 4 0/  +280/ 25 2-9-7-8-8-8 44d3h
 
Microhab 4xL 0/+1,960/100 2-9-7-8-8-8 44d3h
 
T-hive A 0/  +490/ 50 2-9-9-7 36d3h
 
T-hive B 0/  +550/ 50 2-9-9-7-8 44d3h
 
T-hive C 0/  +610/ 50 2-9-9-7-8-8 52d3h
 
T-hive D 0/  +670/ 50 2-9-9-7-8-8-8 60d3h
 
T-hive A2 0/  +590/ 50 2-9-9-7-9-7 56d3h
 
T-hive B2 0/  +650/ 50 2-9-9-7-8-9-7-8 72d3h
 
T-hive C2 0/  +710/ 50 2-9-9-7-8-8-9-7-8-8 88d3h
 
T-hive D2 0/  +770/ 50 2-9-9-7-8-8-8-9-7-8-8-8 104d3h
 
T-hive D2xL 0/+3,260/200 2-9-9-7-8-8-8-9-7-8-8-8 104d3h
 
  
==Power==
+
[[File:Sezoia_Fit_Corvette_MKII_Explorer.png]]
-Solar power
 
Name Radiation-Effeciency/Personnel/Space Research Time
 
Helios I +1,000-0.25/30/50
 
Helios II +1,000-0.30/30/50 2-7 4d3g
 
Helios III +1,000-0.35/30/50 2-7-9 20d3h
 
Nova Class A +2,000-0.25/30/50 2-8-7 12d3h
 
Nova class A2 +2,000-0.30/30/50 2-8-7-9 28d3h
 
Nova class A3 +2,000-0.35/30/50 2-8-7-9-9 44d3h
 
Nova Class B +3,000-0.25/30/50 2-8-10-7 44d3h
 
Nova class B2 +3,000-0.30/30/50 2-8-10-7-9 60d3h
 
Nova class B3 +3,000-0.35/30/50 2-8-10-7-9-9 76d3h
 
  
-Fission
 
Name Power/Personnel/Space Research Time
 
Thor I   +250/20/ 25 2-4   15h
 
Thor II   +300/20/ 25 2-4-7 4d15h
 
Thor III   +350/20/ 25 2-4-7-8 12d15h
 
Thor IIIxL +1,500/80/100 2-4-7-8 12d15h
 
Loki I   +300/20/ 25 2-8-4 8d15h
 
Loki II   +350/20/ 25 2-8-4-7 12d15h
 
Loki III   +400/20/ 25 2-8-4-7-8 20d15h
 
Loki IIIxL +1,700/80/100 2-8-4-7-8 20d15h
 
Odin I   +350/20/ 25 2-8-8-5 17d3h
 
Odin II   +400/20/ 25 2-8-8-5-7 21d3h
 
Odin III   +450/20/ 25 2-8-8-5-7-8 21d3h
 
Odin III xL +1,900/80/100 2-8-8-5-7-8 21d3h
 
  
-Fusion reactor
+
[[File:Sezoia_Fit_Corvette_MKII_AC.png]]
Name   Power/Personnel/Space Research Time
 
Fusion-in mk1   +220/20/ 25 2-3-4   21h
 
Fusion-in mk2   +300/20/ 25 2-2-3-5-7 5d21h
 
Fusion-in mk3   +380/20/ 25 2-2-3-5-7-6-7 9d21h
 
Fusion-in mk3 xL +1,600/80/100 2-2-3-5-7-6-7 9d21h
 
Fusion-mag mk1   +250/20/ 25 2-8-4 8d15h
 
Fusion-mag mk2   +350/20/ 25 2-8-4-5-7 13d15h
 
Fusion-mag mk3   +450/20/ 25 2-8-4-5-7-6-7 19d15h
 
Fusion-mag mk3 xL +1,900/80/100 2-8-4-5-7-6-7 19d15h
 
Fusion-grav mk1   +400/20/ 25 2-9-4 16d15h
 
Fusion-grav mk2   +500/20/ 25 2-9-4-5-7 21d15h
 
Fusion-grav mk3   +600/20/ 25 2-9-5-5-7-6-7 27d15h
 
Fusion-grav mk3 xL +2,500/80/100 2-9-5-5-7-6-7 27d15h
 
  
-Anti-matter rectors
 
Name Power/Personnel/Space Research Time
 
Lambda reactor I   +600/20/ 25 8-9 24d
 
Lambda reactor II   +650/20/ 25 8-9-9 40d
 
Lambda reactor III   +700/20/ 25 8-9-9-9 56d
 
Lambda reactor III xL +3,000/80/100 8-9-9-9 56d
 
  
==Thrusters==
+
[[File:Sezoia_Fit_Corvette_MKII_Heavy_AC.png]]
-Ion
 
Name Power/Personnel/Space Thrust Research Time
 
Ion 1000 50/10/100 1,000 2-5 1d3h
 
Ion 1500 75/10/125 1,250 2-6 2d3h
 
Ion 2000 100/10/150 1,575 2-7 4d3h
 
Ion 3000 150/10/200 2,200 2-8 8d3h
 
Ion 1000B 50/10/100 1,100 2-5-7-5 6d3h
 
Ion 1500B 75/10/125 1,375 2-6-7-6 8d3h
 
Ion 2000B 100/10/150 1,725 2-7-7-7 12d3h
 
Ion 3000B 150/10/200 2,400 2-8-7-8 20d3h
 
Ion 5000B 200/10/300 3,750 2-8-7-8-9 36s3h
 
  
-Maneuvering
 
Name Power/Personnel/Space Thrust Research Time
 
5K auxillary thrusters 50/10/25 5,000 2-5 1d3h
 
7k auxillary thrusters 65/10/25 6,000 2-5-8 9d3h
 
10k auxillary thrusters 90/10/25 7,000 2-5-8-8 17d3h
 
  
-Orion
+
[[File:Sezoia_Fit_Corvette_MKII_Laser.png]]
Name Power/Personnel/Space Thrust Research Time
 
Orion 2000 90/10/100 1,100 2-8-8 16d3h
 
Orion 3000 180/10/150 1,725 2-8-8 16d3h
 
Orion 5000 270/10/200 2,400 2-8-8 16d3h
 
Orion 2000A 90/10/100 1,200 2-8-8-9-8 40d3h
 
Orion 3000A 180/10/150 1,825 2-8-8-9-8 40d3h
 
Orion 5000A 270/10/200 2,600 2-8-8-9-8 40d3h
 
Orion 7000A 360/10/300 4,050 2-8-8-9-8-8 48d3h
 
  
-Fusion
 
Name Power/Personnel/Space Thrust Research Time
 
Fusion 5000 120/10/100 1,200 2-8-8-10-8 48d3h
 
Fusion 7000 240/10/150 1,875 2-8-8-10-8 48d3h
 
Fusion 10000 360/10/200 2,000 2-8-8-10-8 48d3h
 
Fusion 5000A 120/10/100 1,300 2-8-8-10-8-10-8 88d3h
 
Fusion 7000A 240/10/150 2,050 2-8-8-10-8-10-8 88d3h
 
Fusion 10000A 360/10/200 2,800 2-8-8-10-8-10-8 88d3h
 
Fusion 15000A 480/10/300 4,350 2-8-8-10-8-10-8-8 96d3h
 
  
-Neutron
+
[[File:Sezoia_Fit_Corvette_MKII_Escort.png]]
Name Power/Personnel/Space Thrust Research Time
 
Neutron 5000 150/10/100 1,350 2-8-10-10-9-8 93d3h
 
Neutron 10000 300/10/150 2,100 2-8-10-10-9-8 93d3h
 
Neutron 15000 450/10/200 2,900 2-8-10-10-9-8 93d3h
 
Neutron 20000 600/10/300 4,700 2-8-10-10-9-8 93d3h
 
  
==Warp Drives (physics)==
 
  
-Basic Technology
 
Name Power/Personnel/Space Range Mass Research Time
 
Basic warp drive 40/20/50 8.0 1,000 2 3h
 
  
-explorer program
 
Name Power/Personnel/Space Range Mass Research Time
 
Explorer O 40/20/50 15.0 1,350 2-3     9h
 
Explorer I 40/20/50 15.0 1,500 2-3-4   21h
 
Explorer II 40/20/50 15.0 1,650 2-3-4-8 8d21h
 
Explorer III 40/20/50 15.0 1,800 2-3-4-8-8 16d21h
 
  
-deadalus program
+
{| class="wikitable mw-collapsible mw-collapsed"
Name Power/Personnel/Space Range Mass Research Time
+
|+ class="nowrap" | Tier III - Core
Deadalus L1 50/25/100 8.0 2,000 2-5-7 5d3h
+
! Item Name
Deadalus L2 50/25/100 8.0 2,200 2-5-7-7 9d3h
+
! Catagory
Deadalus L3 50/25/100 8.0 2,400 2-5-7-7-7 13d3h
+
! Technology
 +
! Research Time
 +
! Description
 +
|-
 +
| [[Object:Thor II|Thor II]]
 +
| [[Fission reactor]]
 +
| Power
 +
| 3d2h
 +
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
 +
|-
 +
| [[Object:Fusion-in MK2|Fusion-in MK2]]
 +
| [[Fusion reactor]]
 +
| Power
 +
| 3d6h
 +
| Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
 +
|-
 +
| [[Object:Daedalus L1|Daedalus L1]]
 +
| [[Warp drive]]
 +
| Physics
 +
| 3d9h
 +
| Basic Daedalus warp drive.
 +
|}
  
-Icarus Program
+
{| class="wikitable mw-collapsible mw-collapsed"
Name Power/Personnel/Space Range Mass Research Time
+
|+ class="nowrap" | Tier III - Utility
Icarus Class I 160/40/150 10.0 3,100 2-8-6 10d3h
+
! Item Name
Icarus Class 2 160/40/150 10.0 3,400 2-8-6-7 14d3h
+
! Catagory
Icarus Class 3 160/40/150 10.0 3,700 2-8-6-7-8 22d3h
+
! Technology
Icarus Class 4 160/40/150 10.0 4,000 2-8-6-7-8-9 38d3h
+
! Research Time
 +
! Description
 +
|-
 +
| [[Object:Cloaking device|Cloaking device]]
 +
| [[Cloaking device]]
 +
| Systems
 +
| 3d2h
 +
| 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.
 +
|}
  
-Hiperdementional Drives
+
=Fighters=
Name Power/Personnel/Space Range Mass Research Time
 
Plank SX 100/50/200 8.0 4,200 2-8-10-9 56d3h
 
Plank SX Grav 100/50/200 12.0 4,200 2-8-10-9 56d3h
 
Plank SX2 100/50/200 8.0 4,600 2-8-10-9-9 72d3h
 
Plank SX2 Grav 100/50/200 12.0 4,600 2-8-10-9-9 72d3h
 
Plank SV 120/50/200 8.0 4,500 2-8-10-9-9-9 88d3h
 
Plank SV Grav 120/50/200 12.0 4,500 2-8-10-9-9-9 88d3h
 
Plank SV2 120/50/200 8.0 4,900 2-8-10-9-9-9-9 104d3h
 
Plank SV2 Grav 120/50/200 12.0 4,900 2-8-10-9-9-9-9 104d3h
 
  
==Armament==
+
[[file:Sezoia_Fits_FighterI.png]]
-projectile turrets
 
- - Autoguns
 
Name Power/Personnel/Space Size Firepower Research Time
 
AC 800 10/ 5/ 25 s   170 2-3-4   21h
 
AC 1000 10/ 5/ 50 s   190 2-3-4   21h
 
AC 1200 10/10/ 50 s   210 2-3-5 1d9h
 
AC 1500 10/20/ 75 m   230 2-3-6 2d9h
 
AC 2000 10/20/100 L   250 2-3-7 4d9h
 
AC 800II 10/ 5/ 25 s   180 2-3-4-10-4 33d9h
 
AC 1000II 10/ 5/ 50 s   200 2-3-4-10-4 33d9h
 
AC 1200II 10/10/ 50 m   220 2-3-5-10-5 34d9h
 
AC 1500II 10/20/ 75 m   240 2-3-6-10-6 36d9h
 
AC 2000II 10/20/100 L   260 2-3-7-10-7 40d9h
 
AC 6000 20/40/200 xL 1,500 2-3-8 16d9h
 
AC 8000 20/40/200 xL 1,600 2-3-8-8 32d9h
 
- - miniguns
 
Name Power/Personnel/Space Size Firepower Research Time
 
Gatling 1MG 10/ 5/25 xs 25 2-3-4-5 1d21h
 
Gatling 2MG 10/ 5/25 xs 25 2-3-4-6 2d21h
 
Gatling 3MG 10/10/25 s 25 2-3-4-7 4d21h
 
Gatling 4MG 10/10/25 s 25 2-3-4-8 8d21h
 
Gatling 4MG Grav 10/10/25 s 25 2-3-4-8 8d21h
 
Gatling 1AMG 10/ 5/25 xs 30 2-3-4-5-10-5 34d21h
 
Gatling 2AMG 10/ 5/25 xs 30 2-3-4-6-10-6 36d21h
 
Gatling 3AMG 10/10/25 s 30 2-3-4-7-10-7 40d21h
 
Gatling 4AMG 10/10/25 s 30 2-3-4-8-10-8 48d21h
 
Gatling 4AMG Grav 10/10/25 s 30 2-3-4-8-10-8 48d21h
 
  
-lasor cannons
+
[[file:Sezoia_Fits_FighterII.png]]
Name Power/Personnel/Space Size Firepower Research Time
 
Lasor cannon 100 mk1 20/ 5/ 25 s 120 2-3-4-5 1d21h
 
Lasor cannon 200 mk1 20/10/ 50 m 130 2-3-4-5 1d21h
 
Lasor cannon 300 mk1 20/20/100 L 140 2-3-4-5 1d21h
 
Lasor cannon 100 mk2 20/ 5/ 25 s 140 2-3-4-5-9-6 19d21h
 
Lasor cannon 200 mk2 20/10/ 50 m 150 2-3-4-5-9-6 19d21h
 
Lasor cannon 300 mk2 20/20/100 L 160 2-3-4-5-9-6 19d21h
 
Lasor cannon 100 mk3 20/ 5/ 25 s 160 2-3-4-5-9-6-10-7 55d21h
 
Lasor cannon 200 mk3 20/10/ 50 m 170 2-3-4-5-9-6-10-7 55d21h
 
Lasor cannon 300 mk3 20/20/100 L 180 2-3-4-5-9-6-10-7 55d21h
 
  
-rail cannons
+
{| class="wikitable mw-collapsible mw-collapsed"
Name Power/Personnel/Space Size Firepower Research Time
+
|+ class="nowrap" | Tier II
Rail 700 20/20/50 s 200 2-9-4 16d15h
+
! Item Name
Rail 800 20/20/75 m 250 2-9-4-8 24d15h
+
! Catagory
Rail 1000 20/20/125 L 300 2-9-4-8-8 32d15h
+
! Technology
 +
! Research Time
 +
! Description
 +
|-
 +
| [[Object:Falcon MKI|Falcon MKI]]
 +
| [[Fighter chassis]]
 +
| Engineering
 +
| 1d18h
 +
| Falcon fighters are multipurpose, combining excellent firepower with a good aerial defense capability.
 +
|-
 +
| [[Object:Single-seat cabin|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.
 +
|-
 +
| [[Object:Microreactor LWA|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.
 +
|-
 +
| [[Object:Microreactor LWD I|Microreactor LWD I]]
 +
| Fission Reactor
 +
| Power
 +
| 2d12h
 +
| The microreactors are a powerful source of energy that occupies a very small space. Especially useful for small ships like a fighter.
 +
|-
 +
| [[Object:F90|F90]]
 +
| [[Thruster]]
 +
| Engineering
 +
| 1d18h
 +
| High power thruster adapted for the size of a fighter.
 +
|-
 +
| [[Object:Gatling cannon|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.
 +
|-
 +
| [[Object:Microreactor LWD I|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.
 +
|}
  
-Plasma Cannons
+
{| class="wikitable mw-collapsible mw-collapsed"
Name Power/Personnel/Space Size Firepower Research Time
+
|+ class="nowrap" | Tier III
Plasma Cannon MK1 50/40/200 xL 1,200 2-3-8-5 9d9h
+
! Item Name
Plasma Cannon MK2 50/40/200 xL 1,300 2-3-8-8-9 32d9h
+
! Catagory
Plasma Cannon MK3 50/40/200 xL 1,400 2-3-8-8-10-9 64d9h
+
! Technology
 +
! Research Time
 +
! Description
 +
|-
 +
| [[Object:AC 200mm|AC 200mm]]
 +
| [[Space weapon]]
 +
| Armament
 +
| 3d15h
 +
| 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.
 +
|-
 +
| [[Object:25C Shield|25C Shield]]
 +
| [[Shield generator]]
 +
| Systems
 +
| 3d18h
 +
| 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.
 +
|}
  
- Fighter Hangers (Engineering)
+
=Troops=
Name Power/Personnel/Space Firepower Research Time
+
Roles:
Eagle mk1 150/250/250   400 2-3-3-9-8 24d15h
+
*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.
Havok mk1 150/350/250 2,000 2-3-3-9-9 32d15h
 
Eagle mk2 150/250/250   400 2-3-3-9-8-10 56d15h
 
Havok mk2 150/350/250 2,200 2-3-3-9-9-10 64d15h
 
  
==Defence==
+
*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.
-Shields - systems
 
Name Power/Personnel/Space Shield Research Time
 
50M Shields 50/10/50   300 4-4 1d
 
75M Shields 75/10/50   400 4-4-6 3d
 
100M Shields 100/10/50   600 4-4-6-7 7d
 
GravM Shields 100/10/50   700 4-4-6-7 7d
 
50P Sheilds 50/10/50   350 4-9-4 17d
 
75P Shields 75/10/50   450 4-9-4-6 19d
 
100P Shields 100/10/50   700 4-9-4-6-7 23d
 
GravP Shields 100/10/50   800 4-9-4-6-7 23d
 
200N Shields 200/10/50 1,200 4-9-9-6 34d
 
500N Shields 500/10/50 2,800 4-9-9-6-8 42d
 
GravN Shields 500/10/50 3,000 4-9-9-6-8 42d
 
  
-armour plating - engineering
+
*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.
- - Testudo
 
Name Power/Personnel/Space Armour Research Time
 
Testudo class 1 10/10/ 50 1,500 2-6-7 6d3h
 
Testudo Class 2 10/10/ 50 3,200 2-6-7-9 23d3h
 
Enriched testudo 10/10/ 50 3,500 2-6-7-9 23d3h
 
Testudo Class 1L 20/20/100 3,200 2-6-7 6d3h
 
Testudo Class 2L 20/20/100 6,600 2-6-7-9 23d3h
 
Enriched TestudoL 20/20/100 7,200 2-6-7-9 23d3h
 
Testudo class 1xL 40/40/200 6,400 2-6-7 6d3h
 
Testudo Class 2xL 40/40/200 13,200 2-6-7-9 23d3h
 
Enriched Testudo xL 40/40/200 14,400 2-6-7-9 23d3h
 
- - Poly A
 
Name Power/Personnel/Space Armour Research Time
 
Poly A Class 1 10/10/50 2,200 2-6-9-5 19d3h
 
Poly A Class 2 10/10/50 2,500 2-6-9-5-9 35d3h
 
Poly A Class 3 10/10/50 2,800 2-6-9-5-9-9 51d3h
 
Enriched Poly A 10/10/50 3,200 2-6-9-5-9-9 51d3h
 
Poly A class 1L 20/20/100 5,000 2-6-9-5 19d3h
 
Poly A Class 2L 20/20/100 5,200 2-6-9-5-9 35d3h
 
Poly A Class 3L 20/20/100 5,800 2-6-9-5-9-9 51d3h
 
Enriched Poly A L 20/20/100 6,600 2-6-9-5-9-9 51d3h
 
Poly A Class 1xL 40/40/200 10,000 2-6-9-5 19d3h
 
Poly A Class 2xL 40/40/200 10,400 2-6-9-5-9 35d3h
 
Poly A Class 3xL 40/40/200 11,600 2-6-9-5-9-9 51d3h
 
Enriched poly A xL 40/40/200 13,200 2-6-9-5-9-9 51d3h
 
  
==Utility==
+
*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.
-Armour Repariers - engineering
 
Name Power/Personnel/Space Repair-Assistance Research Time
 
Auto R93   30/  20/ 25 200 2-3-4-5 1d12h
 
Autp R94   30/  20/ 25 250 2-3-4-5-6 3d21h
 
Repair Hanger R01   250/  250/200 250-25 2-3-4-5-8 9d21h
 
Repair Hanger R02   500/  500/400 500-100 2-3-4-5-8-8 17d21h
 
Repair Hanger R03 1,000/1,000/800 1,000-400 2-3-4-5-8-8-8 25d21h
 
  
-Sensory
+
See [[Troop]]
- - Sensors - systems
 
Name Power/Personnel/Space Strengh Research Time
 
Sensor Class 1 20/10/25 1.0 2-3   9h
 
Sensor Class 1D 20/10/25 1.2 2-3-7 4d9h
 
Sensor Class 1E 20/10/25 1.4 2-3-7-7 8d9h
 
Sensor Class 1R 20/10/25 1.6 2-3-7-7-7 12d9h
 
Sensor Class 2 20/10/25 1.5 2-8-4 8d15h
 
Sensor Class 2D 20/10/25 1.7 2-8-4-8 16d15h
 
Sensor Class 3 20/10/25 1.6 2-8-10-5 41d3h
 
Sensor Class 3D 20/10/25 1.8 2-8-10-5-8 41d3h
 
- -cloaking devices
 
Name Power/Personnel/Space Strengh Research Time
 
Cloaking device 50/10/25 x0.5 2-7-4 4d15h
 
Advanced Cloaking Device 50/10/25 x0.4 2-7-4-9 20d15h
 
Mimitizor 100/10/25 x0.2 2-7-4-9-9 32d15h
 
  
-troop hangers - troops
+
[[File:Sezoia_Basic_Trooper.png]]
Name Power/Personnel/Space Capacity Research Time
 
Troop hanger I 25/15/100 1 2-3-4-5-6 3d21h
 
Troop hanger II 25/15/100 1 2-3-4-5-6-7-8 15d21h
 
Troop hanger 2x 50/30/200 3 2-3-4-5-6-7 7d21h
 
Troop hanger 2y 50/30/200 3 2-3-4-5-6-7-7-8 19d21h
 
Troop hanger 3x 100/60/400 8 2-3-4-5-6-8-7  15d21h
 
Troop hanger 3y 100/60/400 8 2-3-4-5-6-8-7-8 23d21h
 
  
- Cargo Hangers - Industry
+
{| class="wikitable mw-collapsible mw-collapsed"
Name Power/Personnel/Space Capacity Research Time
+
|+ class="nowrap" | Tier I Troopers
Cargo hold class 1A 25/ 15/  100 10,000 2-3-4   21h
+
! Item
Cargo hold class 2A 100/ 60/  400 80,000 2-3-4-5 1d21h
+
! SA
Cargo hold class 3A 400/240/1,600 360,000 2-3-4-5-6 3d21h
+
! PA
Cargo hold class 1B 25/ 15/  100 12,000 2-3-9-8 24d9h
+
! SD
Cargo hold class 2B 100/ 60/  400 96,000 2-3-9-8-8 32d9h
+
! PD
Cargo hold class 3B 400/240/1,600 432,000 2-3-9-8-8-8 40d9h
+
! EXP
 +
! SUR
 +
! Category
 +
! Research Time
 +
! Description
 +
|-
 +
| [[Object:Militia|Militia]]
 +
| 15
 +
| 15
 +
| 20
 +
| 20
 +
| 1
 +
| 5
 +
| [[Troop]]
 +
| Null
 +
| Militia is a unit of combat with little training but a time of very reduced deployment.
 +
|-
 +
| [[Object:Handguns|Handguns]]
 +
| 5
 +
| 5
 +
| 5
 +
| 5
 +
| 0
 +
| 0
 +
| [[Troop weapon]]
 +
| Null
 +
| Basic infantry armament: handguns and melee weapons.
 +
|-
 +
| [[Object:Assault rifle|Assault rifle]]
 +
| 8
 +
| 10
 +
| 8
 +
| 10
 +
| 0
 +
| 0
 +
| [[Troop weapon]]
 +
| 13h
 +
| Standard infantry armament.
 +
|-
 +
| [[Object:Tactical vest|Tactical vest]]
 +
| 5
 +
| 5
 +
| 5
 +
| 5
 +
| 0
 +
| 0
 +
| [[Troop armor]]
 +
| Null
 +
| Basic infantry protection.
 +
|-
 +
| [[Object:Basic equipment|Basic equipment]]
 +
| 5
 +
| 5
 +
| 5
 +
| 5
 +
| 0
 +
| 0
 +
| [[Troop accessory]]
 +
| Null
 +
| Basic survival kit for the hard life of space.
 +
|-
 +
| [[Object:Magnetic device|Magnetic device]]
 +
| 10
 +
| 0
 +
| 10
 +
| 0
 +
| 0
 +
| 0
 +
| [[Troop accessory]]
 +
| 13h
 +
| Magnetic devices provide support points on metal surfaces that allow soldiers a tactical advantage in zero gravity combat situations.
 +
|-
 +
| [[Object:Support robot|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.
 +
|-
 +
| [[Object:Assault ship|Assault ship]]
 +
| 15
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| [[Troop vehicle]]
 +
| 17h
 +
| Assault ships offer a quick access to the troops to the vital positions of the enemy.
 +
|}
  
-Mining equipment - industry
+
{| class="wikitable mw-collapsible mw-collapsed"
Name Power/Personnel/Space Rate Research Time
+
|+ class="nowrap" | Tier II
Basic astroid mine 100/20/100 60 2-2-3 1d12h
+
! Item
Astroid mine I 100/20/100 80 2-2-3-7 4d12h
+
! SA
Astroid mine II 100/20/100 100 2-2-3-7-9 22d12h
+
! PA
Astroid mine III 100/20/100 120 2-2-3-7-9-9 36d12h
+
! SD
Astroid grav mine 100/20/100 140 2-2-3-7-9-9 36d12h
+
! PD
 +
! EXP
 +
! SUR
 +
! Category
 +
! Research Time
 +
! Description
 +
|-
 +
| [[Object:Infantry|Infantry]]
 +
| 30
 +
| 30
 +
| 30
 +
| 30
 +
| 1
 +
| 5
 +
| [[Troop]]
 +
| 1d5h
 +
| Infantry is the basic unit of combat. It is composed of half a battalion of soldiers with a complete military instruction.
 +
|-
 +
| [[Object:Deflec vest|Deflec vest]]
 +
| 8
 +
| 8
 +
| 8
 +
| 8
 +
| 0
 +
| 0
 +
| [[Troop armor]]
 +
| 1d5h
 +
| Deflector protection against ballistic projectiles and energy weapons.
 +
|-
 +
| [[Object:C8 explosives|C8 explosives]]
 +
| 10
 +
| 10
 +
| 5
 +
| 5
 +
| 1
 +
| 0
 +
| [[Troop accessory]]
 +
| 1d5h
 +
| Are they not letting you in? Try this.
 +
|-
 +
| [[Object:Analyzer|Analyzer]]
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 2
 +
| 0
 +
| [[Troop accessory]]
 +
| 1d13h
 +
| The analyzers are devices that have a wide range of instruments and allow the retrieval of information from a sample in situ.
 +
|-
 +
| [[Object:Armored vehicle|Armored vehicle]]
 +
| 0
 +
| 20
 +
| 0
 +
| 20
 +
| 0
 +
| 0
 +
| [[Troop vehicle]]
 +
| 1d21h
 +
| Armored all-terrain vehicle with capacity for 8 soldiers.
 +
|-
 +
| [[Object:Jetpack|Jetpack]]
 +
| 10
 +
| 10
 +
| 10
 +
| 10
 +
| 1
 +
| 0
 +
| [[Troop vehicle]]
 +
| 2d14h
 +
| Jetpacks allow troops to access to critical points of the enemy's defense.
 +
|}
  
 +
=Change Log=
 +
Last Updated:
 +
21 April, 2021
 +
01:32
  
 +
Updated tech timers, list of techs, fitting exmaples.
 
[[Category:Game guides]]
 
[[Category:Game guides]]
 +
 +
{| class="wikitable
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|+ class="nowrap" | First Setup
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|-
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! Object
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! Power
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! Personnel
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! Space
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! 5
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Latest revision as of 01:13, 17 July 2022

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 consider:

  • 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.
Trinity K1 Computing center Physics 21h The Trinity series is the first generation of quantum computers produced on an industrial scale.
Laser cannon Space weapon Armament Null Basic space cannon. It does not provide excessive firepower, but it gives protection against early hostile actions and can also can penetrate shields.
AC 800mm Space weapon Armament 18h Autocannons provide greater power as your gauge increases, but cannot penetrate shields. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis.
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 2h 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 10h Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Thor I XL Fission reactor Power 10h Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Fusion-in MK1 Fusion reactor Power 14h Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
Fusion-in MK1 XL Fusion reactor Power 14h Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
Basic beecell Life support Habitability Null Basic life support system.
Superficial habitat I Habitat Habitability 5h The first habitats greatly improved the living conditions of classical life support systems. The superficial habitats simulated streets flanked by buildings where the first settlers made their daily life. They can only be installed on optimal planets.
Fresh food Consumer good Habitability 9h Tired of boring space food? Try to eat fresh vegetables and cereals as was done centuries ago on Earth.
Cloning center I Cloning center Habitability 17h Cloning centers increase the number of births and allow faster population growth.
Life 001 Life support Habitability 17h 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 17h 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 ...
Protected habitat I Habitat Habitability 21 Once the most basic levels of Habitability were reached, the engineers turned their efforts in trying to create places that even improved the conditions of life that there was in the Earth. Not all planets had their ideal conditions, so they built huge domes to protect the inhabitants of the environment. Only suitable for optimal or benign planets.
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 1h The most compact storage systems allow to install cargoholds in ships with little capacity.
Cargo hold class 3 Cargo hangar Industry 1h Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
Microassembly M1 Assembly plant Industry 1h Micro assembly plants are versatile modules allowing rapid deployment on bases and early industrial production.
Basic space shipyard Space shipyard Industry 5h Basic space shipyards allow ship construction in the firts stages of the development of a faction.
Recycling improvements I Technologies Industry 5h Recyling: +0.05% (0.35%)

Recycling enhancements allow you to recover a higher percentage of resources when reprocessing an object.

Gemini processor Atmospheric processor Industry 6h 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.
Cargo hold 1A Cargo hangar Industry 13 Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
Recycling improvements II Technologies Industry 13 Recyling: +0.10% (0.40%)

Recycling enhancements allow you to recover a higher percentage of resources when reprocessing an object.

Technology centre Laboratory Social Null Basic research center.
State center I State center Social 5h 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.
Colonial administration I Technologies Social 5h Administration: +5 (10)

Improvements in the techniques and processes of organization allow to reduce costs in an increasingly complete system. Each level of colonial administration allows the maintenance of a greater number of bases without incurring extra costs.

Basic cryptobank Cryptobank Social 5h 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.
Laboratory Networks I Technologies Social 13h Max Laboratories: +1 (3)

Research laboratories generate petabytes of daily information that must be transferred, processed and stored. The new techniques of laboratory networks allow these operations to be performed in a more efficient way, preventing bottlenecks and delays in production.

State center II State center Social 21h 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.
Colonial administration II Technologies Social 21h Administration: +5 (15)

Improvements in the techniques and processes of organization allow to reduce costs in an increasingly complete system. Each level of colonial administration allows the maintenance of a greater number of bases without incurring extra costs.

Interdisciplinarity I Technologies Social 21h Max Laboratories: +1

The combination of several scientific disciplines often offers unexpected results through great discoveries.

Base reinforcements Fortification Engineering 4h Base reinforcements offer basic protection before more advanced fortification systems are available.
Trade microport Trade port Engineering 10h Trade micro-ports allow automatic shipments, but with limited capacity.
Basic Space Port Space port Engineering 18h Space ports provide support in the form of repairs and supplies to nearby friendly fleets.
Sensor class 1 Sensor Systems 6h 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
Laser cannon 100-MK1 Space weapon Armament 1d5h Laser cannons are high-energy weapons that are more accurate than projectile weapons.
AC 1000mm Space weapon Armament 1d8h Autocannons provide greater power as your gauge increases, but cannot penetrate shields. 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 1d8h An autocannon that is designed for fighters and troopers. Each point of anti-assault firepower is capable of causing approximately 10 casualties.
AC 1200mm Space weapon Armament 2d21h Autocannons provide greater power as your gauge increases, but cannot penetrate shields. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis.
Helios II Solar plant Power 2d18h 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
Reinforced habitat I Habitat Habitability 1d13h On planets where environmental conditions become more extreme, the domes are reinforced with strong structures to adequately isolate their inhabitants. Suitable for optimal, benign and hostile planets.
Subteranean habitat I Habitat Habitability 2d5h Certain planets have environmental conditions that a simple dome is not able to adequately protect its inhabitants. The subterranean habitats are the solution when adding as protection some tens of meters of planetary crust. Suitable for optimal, benign, hostile and severe planets.
Superficial habitat II Habitat Habitability 2d21h The first habitats greatly improved the living conditions of classical life support systems. The superficial habitats simulated streets flanked by buildings where the first settlers made their daily life. They can only be installed on optimal planets.
Recycling improvements III Technologies Industry 1d5h Recyling: +0.15% (0.45%)

Recycling enhancements allow you to recover a higher percentage of resources when reprocessing an object.

Cargo hold 2A Cargo hangar Industry 1d5h Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
Cargo hold 3A Cargo hangar Industry 2d13h Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
Recycling improvements IV Technologies Industry 2d13h Recyling: +0.20% (0.50%)

Recycling enhancements allow you to recover a higher percentage of resources when reprocessing an object.

Planetary mine I Planetary mine Industry 2d18h 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.
State center III State center Social 2d5h 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.
Colonial administration II Technologies Social 2d5h Administration: +5 (20)

Improvements in the techniques and processes of organization allow to reduce costs in an increasingly complete system. Each level of colonial administration allows the maintenance of a greater number of bases without incurring extra costs.

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.
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.
Small trading spaceport Trade port Engineering 1d18h Trade ports enable commercial capacity on a base. They allow you to create trade orders and send or receive shipments.
Auto R93 Repair system Engineering 2d10h Basic repair system that can be installed on a ship or base to increase its speed of repair.
Tractor beam 1 Tractor beam Systems 1d9h Tractor beams make it difficult for fleeing attack ships to attack a base.
Sensor class 1D Sensor Systems 2d22h Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities.
Tier III Modules (3d-5d research times)
Item Name Catagory Technology Research Time Description
Thor II Fission reactor Power 3d2h Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Thor II XL Fission reactor Power 3d2h Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Fusion-in MK2 Fusion reactor Power 3d6h Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
Fusion-in MK2 XL Fusion reactor Power 3d6h Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
Funny pills Consumer good Habitability 3d People like to have fun, even those who already live in space.
Nanomedics Consumer good Habitability 3d Nanomedics are microscopic machines that circulate through the body repairing tissues and destroying tumor cells or infectious.
Replacement tissues Consumer good Habitability 3d The spare tissues allow to repair any type of damage using genetic material of the receiver itself.
Domobots Consumer good Habitability 3d5h Domestic robots that make our lives easier: cooking, cleaning, etc ...
Domobots Consumer good Habitability 3d5h Domestic robots that make our lives easier: cooking, cleaning, etc ...
Super-food Consumer good Habitability 3d15h Superfoods provide health improvements, plus a delicious experience.
Space habitat I Habitat Habitability 4d11h The first orbital stations were placed in Earth orbit throughout the 21st century. Since then, they have grown in size and complexity to reach incredible levels.
Laboratory Networks II Technologies Social 3d13h Max Laboratories: +1 (4)

Research laboratories generate petabytes of daily information that must be transferred, processed and stored. The new techniques of laboratory networks allow these operations to be performed in a more efficient way, preventing bottlenecks and delays in production.

Space port I Space port Engineering 3d10h Space ports provide support in the form of repairs and supplies to nearby friendly fleets.
Cloaking device Cloaking device Systems 3d2h Reduces the presence of the unit. Making detection more difficult.

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 for the ship.

Tier I

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 Trooper mkI.png

A basic transport ship with a trooper bay.

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.
Life 001 Life support Habitability 17h 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 10h Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Fusion-in MK1 Fusion reactor Power 14h Fusion reactors join atomic cores of light element isotopes 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.
Ion 1000 Primary Thruster Propulsion 17h 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.
Explorer I Warp drive Physics 13h Basic Explorer warp drive.
Daedalus L0 Warp drive Physics 17h Basic Daedalus 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 considerable protection against early hostile actions.
AC 800mm Space weapon Armament 13h Autocannons provide greater power as your gauge increases, but cannot penetrate shields. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis.
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 installed.
Microcargo hold Cargo hangar Industry 1h The most compact storage systems allow to install cargoholds in ships with little capacity.
Cargo hold class 3 Cargo hangar Industry 1h Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
Basic Asteroid Mine Asteroid mine Industry 6h 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.
Cargo hold 1A Cargo hangar Industry 13h Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
Sensor class 1 Sensor Systems 6h 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 Cargo Rig MKII.png


Sezoia Fit Trooper MKII.png


Sezoia Fit Mining Rig MKII.png


Sezoia Fit Corvette MKI Explorer.png


Sezoia Fit Corvette MKI AC.png


Sezoia Fit Corvette MKI Heavy AC.png


Sezoia Fit Corvette MKI Laser.png


Sezoia Fit Corvette MKI Escort.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.
Ion 1500 Primary Thruster Propulsion 1d9h 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.
5K auxiliary thruster Auxiliary Thruster Propulsion 2d1h 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.
Tier II - Offence
Item Name Catagory Technology Research Time Description
Laser cannon 100-MK1 Space weapon Armament 1d5h Laser cannons are high-energy weapons that are more accurate than projectile weapons.
AC 1000mm Space weapon Armament 1d8h 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 1d8h An autocannon that is designed for fighters and troopers. Each point of anti-assault firepower is capable of causing approximately 10 casualties.
AC 1200mm Space weapon Armament 2d21h 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.
Fighter hangar bay I Fighter storage Engineering 1d18h Allow the transport of fighters but without the ability to deploy in combat. Especially useful for transport between bases or for a fleet to have fighters for several battles.
Tier II - Defence
Item Name Catagory Technology Research Time Description
Auto R93 Repair system Engineering 2d10h Basic repair system that can be installed on a ship or base to increase its speed of repair.
50M Shield Shield generator Systems 1d17h Shield generators produce a plasma field that absorbs or deflects the shots. The generators increase the total shield capacity of the ship or base. The shield has a total absorption capacity, once exhausted, the damage begins to transfer to the structure of the object.
Testudo class 1 Armor Plates Systems 2d17h Armor modules cover the chassis of the ships increasing their resistance to the shots. Armor covers a large area and has many points of structure. It must be totally destroyed before the damage reaches the chassis of the ship.
Tier II - Utility
Item Name Catagory Technology Research Time Description
Cargo hold 2A Cargo hangar Industry 1d5h Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
Cargo hold 3A Cargo hangar Industry 2d13h Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
Asteroids mine I Asteroid mine Industry 2d22h 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.
Tractor beam S1 Tractor beam Systems 1d9h Miniaturized tractor beam so that it can be equipped on a ship.
Sensor class 1D Sensor Systems 2d22h Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities.
Troops hangar I Troop hangar Troops 1d13h Troop hangars are housing modules designed for the transport of troops. Each module provides capacity for a given number of troops.

Tier III

Sezoia Fit Mining Rig MKIII.png


Sezoia Fit Corvette MKII Explorer.png


Sezoia Fit Corvette MKII AC.png


Sezoia Fit Corvette MKII Heavy AC.png


Sezoia Fit Corvette MKII Laser.png


Sezoia Fit Corvette MKII Escort.png



Tier III - Core
Item Name Catagory Technology Research Time Description
Thor II Fission reactor Power 3d2h Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Fusion-in MK2 Fusion reactor Power 3d6h Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
Daedalus L1 Warp drive Physics 3d9h Basic Daedalus warp drive.
Tier III - Utility
Item Name Catagory Technology Research Time Description
Cloaking device Cloaking device Systems 3d2h 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.

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.
Microreactor LWD I Fission Reactor Power 2d12h 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 3d15h 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 3d18h 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 20 20 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.
Assault rifle 8 10 8 10 0 0 Troop weapon 13h Standard infantry armament.
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.
Magnetic device 10 0 10 0 0 0 Troop accessory 13h Magnetic devices provide support points on metal surfaces that allow soldiers a tactical advantage in zero gravity combat situations.
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.
Assault ship 15 0 0 0 0 0 Troop vehicle 17h Assault ships offer a quick access to the troops to the vital positions of the enemy.
Tier II
Item SA PA SD PD EXP SUR Category Research Time Description
Infantry 30 30 30 30 1 5 Troop 1d5h Infantry is the basic unit of combat. It is composed of half a battalion of soldiers with a complete military instruction.
Deflec vest 8 8 8 8 0 0 Troop armor 1d5h Deflector protection against ballistic projectiles and energy weapons.
C8 explosives 10 10 5 5 1 0 Troop accessory 1d5h Are they not letting you in? Try this.
Analyzer 0 0 0 0 2 0 Troop accessory 1d13h The analyzers are devices that have a wide range of instruments and allow the retrieval of information from a sample in situ.
Armored vehicle 0 20 0 20 0 0 Troop vehicle 1d21h Armored all-terrain vehicle with capacity for 8 soldiers.
Jetpack 10 10 10 10 1 0 Troop vehicle 2d14h Jetpacks allow troops to access to critical points of the enemy's defense.

Change Log

Last Updated: 21 April, 2021 01:32

Updated tech timers, list of techs, fitting exmaples.

First Setup
Object Power Personnel Space 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20