Difference between revisions of "Sezoia starting guide"
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| Power | | Power | ||
| 400 | | 400 | ||
− | | | + | | 20 |
| 380 | | 380 | ||
|- | |- | ||
Line 31: | Line 31: | ||
| Space | | Space | ||
| 4,000 | | 4,000 | ||
− | | | + | | 150 |
| 3,850 | | 3,850 | ||
|} | |} | ||
Line 1,083: | Line 1,083: | ||
== Tier I == | == Tier I == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
[[File:Sezoia_Fit_Cargo_Rig_mkI.png]] | [[File:Sezoia_Fit_Cargo_Rig_mkI.png]] | ||
Line 1,093: | Line 1,088: | ||
A basic cargo vessel that can carry an assortment of goods or items across a star system. | A basic cargo vessel that can carry an assortment of goods or items across a star system. | ||
+ | [[File:Sezoia_Fit_Trooper_mkI.png]] | ||
+ | |||
+ | A basic transport ship with a trooper bay. | ||
[[File:Sezoia_Fit_Mining_Rig_mkI.png]] | [[File:Sezoia_Fit_Mining_Rig_mkI.png]] | ||
Line 1,251: | Line 1,249: | ||
== Tier II == | == Tier II == | ||
+ | |||
+ | [[File:Sezoia_Fit_Cargo_Rig_MKII.png]] | ||
Line 1,256: | Line 1,256: | ||
− | [[File: | + | [[File:Sezoia_Fit_Mining_Rig_MKII.png]] |
− | [[File: | + | [[File:Sezoia_Fit_Corvette_MKI_Explorer.png]] |
Line 1,265: | Line 1,265: | ||
− | [[File: | + | [[File:Sezoia_Fit_Corvette_MKI_Heavy_AC.png]] |
[[File:Sezoia_Fit_Corvette_MKI_Laser.png]] | [[File:Sezoia_Fit_Corvette_MKI_Laser.png]] | ||
+ | |||
+ | [[File:Sezoia_Fit_Corvette_MKI_Escort.png]] | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
Line 1,285: | Line 1,287: | ||
| Light combat chassis. The corvette is the first warship design. It can be equipped with a flexible configuration of combat and recognition. | | 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 | + | | [[Object:Ion 1500|Ion 1500]] |
| Primary [[Thruster]] | | Primary [[Thruster]] | ||
| Propulsion | | Propulsion | ||
Line 1,402: | Line 1,404: | ||
| Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities. | | 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: | + | | [[Object:Troops hangar I|Troops hangar I]] |
| [[Troop hangar]] | | [[Troop hangar]] | ||
| Troops | | Troops | ||
Line 1,411: | Line 1,413: | ||
== Tier III == | == Tier III == | ||
− | [[File: | + | [[File:Sezoia_Fit_Mining_Rig_MKIII.png]] |
+ | |||
+ | |||
+ | [[File:Sezoia_Fit_Corvette_MKII_Explorer.png]] | ||
[[File:Sezoia_Fit_Corvette_MKII_AC.png]] | [[File:Sezoia_Fit_Corvette_MKII_AC.png]] | ||
+ | |||
+ | |||
+ | [[File:Sezoia_Fit_Corvette_MKII_Heavy_AC.png]] | ||
+ | |||
+ | |||
+ | [[File:Sezoia_Fit_Corvette_MKII_Laser.png]] | ||
[[File:Sezoia_Fit_Corvette_MKII_Escort.png]] | [[File:Sezoia_Fit_Corvette_MKII_Escort.png]] | ||
− | + | ||
Line 1,490: | Line 1,501: | ||
| 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. | | 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 | + | | [[Object:Microreactor LWA|Microreactor LWA]] |
| [[Fission reactor]] | | [[Fission reactor]] | ||
| Engineering | | Engineering | ||
Line 1,496: | Line 1,507: | ||
| The microreactors are a powerful source of energy that occupies a very small space. Especially useful for small ships like a fighter. | | 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]] | + | | [[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]] | | [[Thruster]] | ||
| Engineering | | Engineering | ||
Line 1,526: | Line 1,543: | ||
| [[Space weapon]] | | [[Space weapon]] | ||
| Armament | | 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. | | 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. | ||
|- | |- | ||
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| [[Shield generator]] | | [[Shield generator]] | ||
| Systems | | 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. | | 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. | ||
|} | |} | ||
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| 15 | | 15 | ||
| 15 | | 15 | ||
− | | | + | | 20 |
− | | | + | | 20 |
| 1 | | 1 | ||
| 5 | | 5 | ||
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| Null | | Null | ||
| Basic infantry armament: handguns and melee weapons. | | 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]] | | [[Object:Tactical vest|Tactical vest]] | ||
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| Basic survival kit for the hard life of space. | | Basic survival kit for the hard life of space. | ||
|- | |- | ||
− | | [[Object: | + | | [[Object:Magnetic device|Magnetic device]] |
+ | | 10 | ||
| 0 | | 0 | ||
− | | | + | | 10 |
| 0 | | 0 | ||
− | |||
| 0 | | 0 | ||
| 0 | | 0 | ||
− | | [[Troop vehicle]] | + | | [[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 | | Null | ||
| The support robot is a quadruped that is capable of carrying a huge load, freeing the soldiers from having to load it themselves. | | 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. | ||
|} | |} | ||
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| 5 | | 5 | ||
| [[Troop]] | | [[Troop]] | ||
− | | | + | | 1d5h |
| Infantry is the basic unit of combat. It is composed of half a battalion of soldiers with a complete military instruction. | | Infantry is the basic unit of combat. It is composed of half a battalion of soldiers with a complete military instruction. | ||
|- | |- | ||
− | | [[Object: | + | | [[Object:Deflec vest|Deflec vest]] |
+ | | 8 | ||
+ | | 8 | ||
| 8 | | 8 | ||
− | |||
| 8 | | 8 | ||
− | |||
| 0 | | 0 | ||
| 0 | | 0 | ||
− | + | | [[Troop armor]] | |
− | + | | 1d5h | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | [[Troop armor]] | ||
− | | | ||
| Deflector protection against ballistic projectiles and energy weapons. | | Deflector protection against ballistic projectiles and energy weapons. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| [[Object:C8 explosives|C8 explosives]] | | [[Object:C8 explosives|C8 explosives]] | ||
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| 0 | | 0 | ||
| [[Troop accessory]] | | [[Troop accessory]] | ||
− | | | + | | 1d5h |
− | | | + | | Are they not letting you in? Try this. |
|- | |- | ||
| [[Object:Analyzer|Analyzer]] | | [[Object:Analyzer|Analyzer]] | ||
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| 0 | | 0 | ||
| [[Troop accessory]] | | [[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. | | 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]] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | [[Object:Armored vehicle|Armored vehicle]] | ||
| 0 | | 0 | ||
| 20 | | 20 | ||
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| 0 | | 0 | ||
| [[Troop vehicle]] | | [[Troop vehicle]] | ||
− | | | + | | 1d21h |
| Armored all-terrain vehicle with capacity for 8 soldiers. | | Armored all-terrain vehicle with capacity for 8 soldiers. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| [[Object:Jetpack|Jetpack]] | | [[Object:Jetpack|Jetpack]] | ||
Line 1,742: | Line 1,745: | ||
| 0 | | 0 | ||
| [[Troop vehicle]] | | [[Troop vehicle]] | ||
− | | | + | | 2d14h |
| Jetpacks allow troops to access to critical points of the enemy's defense. | | Jetpacks allow troops to access to critical points of the enemy's defense. | ||
|} | |} | ||
Line 1,748: | Line 1,751: | ||
=Change Log= | =Change Log= | ||
Last Updated: | Last Updated: | ||
+ | 21 April, 2021 | ||
+ | 01:32 | ||
− | + | Updated tech timers, list of techs, fitting exmaples. | |
+ | [[Category:Game guides]] | ||
− | + | {| class="wikitable | |
− | + | |+ class="nowrap" | First Setup | |
+ | |- | ||
+ | ! Object | ||
+ | ! Power | ||
+ | ! Personnel | ||
+ | ! Space | ||
+ | ! 5 | ||
+ | ! 6 | ||
+ | ! 7 | ||
+ | ! 8 | ||
+ | ! 9 | ||
+ | ! 10 | ||
+ | ! 11 | ||
+ | ! 12 | ||
+ | ! 13 | ||
+ | ! 14 | ||
+ | ! 15 | ||
+ | ! 16 | ||
+ | ! 17 | ||
+ | ! 18 | ||
+ | ! 19 | ||
+ | ! 20 | ||
+ | |- | ||
+ | |} |
Latest revision as of 07:23, 26 December 2024
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!
Capacity | In Use | Free | |
---|---|---|---|
Power | 400 | 20 | 380 |
Personnel | 490 | 180 | 310 |
Space | 4,000 | 150 | 3,850 |
Tutorial
- Tutorial - Split Fleet
Select 'fleet 1' go to 'More Options' (), 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.
- 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'.
- 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.
- 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.
- 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.
Capacity | In use | Free | |
---|---|---|---|
Power | 600 | 470 | 130 |
Personnel | 620 | 550 | 70 |
Space | 4,000 | 2,500 | 1,500 |
If you chose to follow these step by step instructions, this is what your base would look like in the end.
The following is an example of what a base should look like, given some defences.
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.
The 'Explorer' class of warp drives takes less time to research and also has the highest range compared to the 'Daedalus' class of drives.
- 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
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.
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.
'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.
Unlocked Modules:
- Computador cuántico
- Trinity K1
- Basic warp drive
- Daedalus L0
- Daedalus L1
- Explorer 0
- Explorer I
- AC 800mm
- AC 1000mm
- AC 1200mm
- Gatling 1MG
- *AC 200mm
- Laser cannon 100-MK1
- Helios I
- Helios II
- Thor I
- Thor I XL
- Thor II
- Thor II XL
- *Microreactor LWD I
- Fusion-in MK1
- Fusion-in MK1 XL
- Fusion-in MK2
- Fusion-in MK2 XL
- Cloning center I
- Superficial habitat I
- Superficial habitat II
- Protected habitat I
- Reinforced habitat I
- Subteranean habitat I
- Space habitat I
- Fresh food
- Super-food
- Domobots
- Funny pills
- Nanomedics
- Replacement tissues
- Industrial machines
- Life 001
- Life 001 XL
- *Single-seat cabin II
- Microcargo hold
- Cargo hold class 3
- Microassembly M1
- Recyling (+0.05% / +0.10% / +0.15% / +0.20%)
- Basic planetary mine
- Planetary mine I
- Basic Asteroid Mine
- Asteroids mine I
- Gemini processor
- Cargo hold 1A
- Cargo hold 2A
- Cargo hold 3A
- Basic space shipyard
- State center I
- State center II
- State center III
- Colonial administration +5/+10/+15
- Max. fleets +2/+4
- Max. labratories +1/+2/+3
- Basic cryptobank
- *Fighter ministation
- *Fighter station I
- *Falcon MKI
- *Single-seat cabin
- *Microreactor LWA
- *F90
- *Gatling cannon
- *Fighter hangar I
- *Fighter hangar bay I
- Corvette
- Vanguard station
- Outpost
- Base reinforcements
- Auto R93
- Trade microport
- Small trading spaceport
- Basic Space Port
- Space port I
- Ion 1000
- Ion 1500
- 5K auxiliary thruster
- Sensor class 1
- Sensor class 1D
- Cloacking device
- 50M Shield
- *25C Shield
- Testudo class 1
- Testudo class 1 L
- Ship models +2/+4/+6
- Tractor beam S1
- Tractor beam 1
- Magnetic device
- Jetpack
- Infantry
- Armored vehicle
- Analyzer
- Assault ship
- Troops hangar I
- Assault rifle
- C8 explosives
- Deflec vest
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.
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.
Fits
Legend
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. |
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. |
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. |
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
A basic cargo vessel that can carry an assortment of goods or items across a star system.
A basic transport ship with a trooper bay.
A basic mining vessel to harvest ores from off-world sources.
Tier II
Tier III
Fighters
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
Change Log
Last Updated: 21 April, 2021 01:32
Updated tech timers, list of techs, fitting exmaples.
Object | Power | Personnel | Space | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
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