Difference between revisions of "Sezoia starting guide"

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=Introduction=
 
=Introduction=
Welcome to ZeroG Commander, and also thank you for reading this guide.
+
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.
 
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.
+
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.
+
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!
 
Lets get started!
  
Line 36: Line 37:
  
 
=Tutorial=
 
=Tutorial=
Tutorial - Fleet
+
*Tutorial - Split Fleet
Select 'fleet 1' go to 'Characteristics' ([[File:Sezoia_Button_Characteristics.png]]), select 'Split'.
+
Select 'fleet 1' go to 'More Options' ([[File:Sezoia_Button_More_Options.png]]), select 'Split'.
Divide the Escort into a seperate fleet.
+
Separate the Combat ship and the Cargo ship from the rest of the fleet.
  
Tutorial - Life Support
 
Install Basic Beecell, do not use speedups.
 
  
Tutorial - Power
+
*Tutorial - Life Support
Install the LWR Reactor, do not use speedups.
 
  
Tutorial - Module Production
+
Access your base, open inventory and install the 'Basic Beecell'.
Produce a Planetary Mine, do not use speedups.
+
Do not use speedups.
 +
 
 +
 
 +
*Tutorial - Power
  
Tutorial - Mine Instalation
+
Access your base, open inventory and install the 'LWR Reactor'.
Instal the Planetary Mine, do not use speedups.
+
Do not use speedups.
  
Tutorial - Research
 
Select 'Social I' under the SOCIAL tree, and then queue 'Advanced research'.
 
  
Tutorial - Population
+
*Tutorial - Module Production
Set reserves from 1,000 to 1.
+
 
 +
Access the industry tab and begin manufacturing the 'Basic planetary mine'.
 +
Do not use speedups.
 +
 
 +
[[File:Sezoia_Tutorial_Module_Production.png]]
  
Tutorial - Colonies
 
Intall the Habitat Module, do not use speedups.
 
  
Tutorial - Ship Design
+
*Tutorial - Mine Installation
Create a design with the following modules:
 
-Microhauler
 
-Cargo Hold Class 1
 
-Ion 500 (2)
 
-LWR Reactor
 
-Basic Beecell
 
  
Tutorial - Ship Construction
+
Access your base, open inventory and install the 'Basic planetary mine'.
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.
 
Do not use speedups.
While the Ion500 is producing begin producing:
 
2 Basic Beecell
 
1 LWR Reactor
 
1 Recruitment Center
 
1 Technology Center
 
2 Basic Planetary Mine
 
  
-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.
+
*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.
  
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.
+
*Tutorial - Loading Troops
  
{| class="wikitable mw-collapsible mw-collapsed"
+
Create an order to transfer troops to move a troop from the base to the fleet.
|+ class="nowrap" | End Tutorial - Guided
+
 
|-
+
 
!
+
*Tutorial - Mission With Troops
! Capacity
+
 
! In Use
+
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.
! Free
+
"Fusion" may also work.
|-
 
| Power
 
| 800
 
| 720
 
|  80
 
|-
 
| Personnel
 
| 880
 
| 830
 
|  50
 
|-
 
| Space
 
| 4,000
 
| 3,475
 
|    525
 
|-
 
|[[File:Sezoia_Base_Turorial_Guided.png]]
 
|}
 
  
 +
[[File:Sezoia_Tutorial_Mission_With_Troops.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_Example.png]]
 
|}
 
  
=Starting technologies=
+
*Tutorial - Cargo Transferring
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.
+
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.
  
[[File:01_Physics_Icon.png]]
 
|-Basic Technology
 
|-Advanced calculus (1)
 
| |-Information processing  (3)
 
| |-Quantum computing (4)
 
|-Microwarp drives (1)
 
|-Deadalus program (5)
 
|-Explorer program (3)
 
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:02_Armament_Icon.png]]
+
*Tutorial - Popular Support
|-Basic technology
 
|-Weaponry improvements (1)
 
|-Autocannons (3)
 
| |-800mm autocannons (4)
 
|-Energy weapons(3)
 
|-Laser weapons (4)
 
|- MK1 100 Laser cannon (5)
 
*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:03_Power_Icon.png]]
+
Reduce the tax level of the colony by selecting the Colony tab and then going to Economy.
|-Basic Technology
 
|- Energy I (1)
 
|-Thor program (1)
 
| |-Thor I reactors (4)
 
|-Industrial fusion (1)
 
|-Internal confinement fusion (3)
 
|-Fusion In MK1 reactors (4)
 
Solar pannels 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.
 
  
[[File:04_Habitability_Icon.png]]
+
[[File:Sezoia_Tutorial_Popular_Support.png]]
|-Basic technology
 
|-Space colonies (1)
 
| |-colonial consumer goods (3)
 
| |-Hydroponic farms (3)
 
|-Improved life support (1)
 
|-Life 001 systems (5)
 
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:05_Industry_Icon.png]]
 
|-Basic technology
 
|- Industry I (1)
 
|-Recycling improvements I (3)
 
|-Exocology I (1)
 
| |-Asteroids mining (3)
 
| |-Atmospheric processors (3)
 
|-Storage optimization I (3)
 
| |-Cargo hold class 1A (4)
 
|-Advanced manufacturing (3)
 
|-Space shipyards (3)
 
|-Ship construction I (3)
 
  
[[File:06_Social_Icon.png]]
+
*Tutorial - Recruitment
|-Basic technology
 
|-Social I (1)
 
|-Colonial administration I (3)
 
|-Fleet logistics I (3)
 
|-Advanced research (3)
 
| |-Labratory networks I (4)
 
|-Bank networks I (3)
 
'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:07_Engineering_Icon.png]]
+
Change the recruitment level of the colony.
|-Basic technology
 
|-Engineering I (1)
 
|-Combat chassis (3)
 
| |-Fighters (5) [1d18h]
 
| |-Light combat chassis (3)
 
| |-Corvettes (5)
 
|-Base design (3)
 
| |-Planetary bases (4)
 
| |-Space stations (4)
 
|-Reinforced bases (1)
 
|-Advanced robotics (3)
 
|-Autorepair syestems (4)
 
|-Autorepair system R93 (5)
 
  
[[File:08_Propulsion_Icon.png]]
 
|-Basic technology
 
|-Advanced ionic propulsion (1)
 
|-Ion 1000 thusters (5)
 
  
[[File:09_Systems_Icon.png]]
+
*Tutorial - Reinforcements
|-Basic technology
 
|-Systems I (1)
 
|-Deep space tracking (1)
 
| |-Class 1 sensors (3)
 
|-Ship deisgn database I (5)
 
|-Control systems (5)
 
  
[[File:10_Troops_Icon.png]]
+
Modify the minimum reserve value of the faction from 950 to 1.
|-Basic technology
 
|-Advaned Training (1)
 
|-Space combat doctrine (3)
 
| |-Space assault (4)
 
| |-Planetary assault (4)
 
| | |-Infantry training (5)
 
| | |-Armored vehicles (6)
 
|-Exploration (3)
 
| |-Exploration kit (5)
 
| |-Analyzers (5)
 
|-Troop transportation (5)
 
| |-Expanded troop hangar (6)
 
|-Assault weaponry (3)
 
| |-Assault rifles (4)
 
| |-Tactical explosives (5)
 
|-Personal armor (3)
 
|-Armor deflector (4)
 
|-Deflect vests I (5)
 
  
Unlocked Modules:
 
*Computador cuantigo
 
*Basic warp drive
 
*Daedalus L0
 
*Explorer 0
 
*AC 800mm
 
*Laser cannon 100-MK1
 
*Thor I
 
*Thor I XL
 
*Fusion-in MK1
 
*Fusion-in MK1 XL
 
*Fresh food
 
*Life 001
 
*Life 001 XL
 
*Microcargohold
 
*Cargo hold class 3
 
*Microassembly M1
 
*Recyling (+0.05%)
 
*Basic Asteroid Mine
 
*Gemeni processor
 
*Cargo hold 1A
 
*Basic space shipyard
 
*State centers I
 
*Colonial administration +5
 
*Max. fleets +2
 
*Max. labratories +1
 
*Basic cryptobank
 
*Single-seat cabin
 
*Fighter ministation
 
*Fighter station I
 
*Falcon MKI
 
*Gatling cannon
 
*Fighter hangar I
 
*Fighter hangar bay I
 
*F90
 
*Microreactor LWA
 
*Single-seat cabin
 
*Corvette
 
*Vangard station
 
*Outpost
 
*Base reinforcements
 
*Auto R93
 
*Ion 1000
 
*Sensor class 1
 
*Ship models +2
 
*Control system
 
*Magnetic Device
 
*Infantry
 
*Armored vehicle
 
*Analyzer
 
*Assault ship
 
*Troop hangars 1
 
*Assault rifle
 
*C8 explosive
 
*Deflect vest
 
  
In later sections, you may see items that arent liste 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 labratories. This extends that 7 day timer to the equivelant 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.
+
*Tutorial - Ship Design
  
Below, modules are listed by a Tier system - this system does not exist in game I found it to be easier to catagorize them this way for more ease of use. Tier I, I feel is mandatory unless otherwise directed above (example, Thor I reactors aposed 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.)
+
Create a design with the following modules:
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.
+
**Microhauler
 +
**Cargo Hold Class 1
 +
**Ion 500 (2)
 +
**LWR Reactor
 +
**Basic Beecell
  
=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.
+
*Tutorial - Ship Construction
  
{| class="wikitable mw-collapsible mw-collapsed"
+
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.
|+ class="nowrap" | First Setup
+
Do not use speedups.
|-
+
While the Ion 500 is producing begin producing:
!  
+
**Basic Beecell (2)
! Capacity
+
**LWR Reactor
! In Use
+
**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
 
! Free
 
|-
 
|-
 
| Power
 
| Power
| 1,000
+
| 600
| 870
+
| 470
 
| 130
 
| 130
 
|-
 
|-
 
| Personnel
 
| Personnel
| 1,010
+
| 620
| 1,010
+
| 550
| 0
+
|   70
 
|-
 
|-
 
| Space
 
| Space
 
| 4,000
 
| 4,000
| 3,950
+
| 2,500
| 50
+
| 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="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | First Setup
+
|+ class="nowrap" | End Tutorial - Guided
 
|-
 
|-
 
!  
 
!  
 +
! Capacity
 +
! In Use
 +
! Free
 
|-
 
|-
|[[File:Sezoia_First_Setup.png]]
+
| Power
|}
+
| 800
 
+
| 720
Several things I feel you should conciser:
+
|   80
*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.
 
*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.
 
*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
+
| Personnel
! Catagory
+
| 880
! Technology
+
| 830
! Research Time
+
|  50
! Description
 
 
|-
 
|-
| Computador cuantigo
+
| Space
|
+
| 4,000
| Physics
+
| 3,475
| 18h
+
|   525
|  
 
 
|-
 
|-
| Laser cannon
+
|[[File:Sezoia_Base_Turorial_Guided.png]]
| Space Weapon
+
|}
| Armament
+
 
| Null
+
 
|  
+
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
 
|-
 
|-
| LWR Reactor
+
!
| Fission Reactor
+
! Capacity
| Power
+
! In Use
| Null
+
! Free
|
 
 
|-
 
|-
| Helios I
 
|
 
 
| Power
 
| Power
| 4h
+
| 1,000
|  
+
|   820
 +
|  180
 
|-
 
|-
| Thor I
+
| Personnel
| Fission Reactor
+
| 1,010
| Power
+
|   910
| 20h
+
|   100
|  
 
 
|-
 
|-
| Thor I XL
+
| Space
| Fission Reactor
+
| 4,000
| Power
+
| 3,650
| 20h
+
|   350
|  
 
 
|-
 
|-
| Basic beecell
+
|[[File:Sezoia_Base_First_Setup.png]]
| Life Support
+
|}
| Habitability
+
 
| Null
+
=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.
|-
+
 
| Hive habitat
+
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.
|
+
 
| Habitability
+
[[File:Sezoia_Research_01_Physics.png]]
| 10h
+
 
|  
+
The 'Explorer' class of warp drives takes less time to research and also has the highest range compared to the 'Daedalus' class of drives.
|-
+
 
| Xeno hive habitat
+
[[File:Sezoia_Research_02_Armament.png]]
|
+
*Projectile Turrets are a Kinetic type of weapon.
| Habitability
+
**Auto-Cannons have a high initial damage rating, but their accuracy can be lower than other types of turrets.
| 10h
+
**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]]
| [[Basic planetary mine]]
+
 
| Planetary Mine
+
[[File:Sezoia_Research_03_Power.png]]
| Industry
+
 
| Null
+
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.
|-
+
 
| [[M10 assembly plant]]
+
[[File:Sezoia_Research_04_Habitability.png]]
| Assembly Plant
+
 
| Industry
+
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.
| Null
+
 
|  
+
[[File:Sezoia_Research_05_Industry.png]]
|-
+
 
| Cargo hold class 1
+
[[File:Sezoia_Research_06_Social.png]]
| Cargo Hangar
+
 
| Industry
+
'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.
| Null
+
 
|  
+
[[File:Sezoia_Research_07_Engineering.png]]
 +
 
 +
[[File:Sezoia_Research_08_Propulsion.png]]
 +
 
 +
[[File:Sezoia_Research_09_Systems.png]]
 +
 
 +
[[File:Sezoia_Research_10_Troops.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]]
 +
 
 +
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.
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed"
 +
|+ class="nowrap" | First Setup
 
|-
 
|-
| Microcargohold
+
!
| Cargo Hangar
+
! Capacity
| Industry
+
! In Use
| 2h
+
! Free
|
 
 
|-
 
|-
| Cargo hold class 3
+
| Power
| Cargo Hangar
+
| 1,000
| Industry
+
| 870
| 2h
+
| 130
|  
 
 
|-
 
|-
| Microassembly M1
+
| Personnel
| Assembly Plant
+
| 1,010
| Industry
+
| 1,010
| 2h
+
| 0
|  
 
 
|-
 
|-
| Basic space shipyard
+
| Space
| Shipyard
+
| 4,000
| Industry
+
| 3,950
| 10h
+
| 50
|  
 
 
|-
 
|-
| Gemeni processor
+
|[[File:Sezoia_Base_First_Setup.png]]
|
+
|}
| Industry
+
 
| 12h
+
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)
 
|-
 
|-
| [[Technology centre]]
+
! Item Name
| Labratory
+
! Catagory
| Social
+
! Technology
| Null
+
! Research Time
|
+
! Description
 
|-
 
|-
| State centers I
+
| [[Object:Computador cuántico|Computador cuántico]]
|
+
| [[Computing center]]
| Social
+
| Physics
| 10h
+
| 18h
|  
+
| Basic quantum computer.
 
|-
 
|-
| Basic cryptobank
+
| [[Object:Trinity K1|Trinity K1]]
|
+
| [[Computing center]]
| Social
+
| Physics
| 10h
+
| 21h
|  
+
| The Trinity series is the first generation of quantum computers produced on an industrial scale.
 
|-
 
|-
| Base reinforcements
+
| [[Object:Laser cannon|Laser cannon]]
| Fortification
+
| [[Space weapon]]
| Engineering
+
| Armament
| 4h
+
| Null
|  
+
| Basic space cannon. It does not provide excessive firepower, but it gives protection against early hostile actions and can also can penetrate shields.
 
|-
 
|-
| Trade microport
+
| [[Object:AC 800mm|AC 800mm]]
|
+
| [[Space weapon]]
| Engineering
+
| Armament
| 10
+
| 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.
 
|-
 
|-
| Basic space port
+
| [[Object:LWR Reactor|LWR Reactor]]
|
+
| [[Fission reactor]]
| Engineering
+
| Power
| 18
+
| Null
|  
+
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
 
|-
 
|-
| Sensor class 1
+
| [[Object:Helios I|Helios I]]
| Systems
+
| [[Solar plant]]
| Systems
+
| Power
| 12h
+
| 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
 
|-
 
|-
| [[Recruitment centre]]
+
| [[Object:Thor I|Thor I]]
| Barracks
+
| [[Fission reactor]]
| Troops
+
| Power
| Null
+
| 10h
|  
+
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
|}
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier II Modules (1d-3d research times)
 
 
|-
 
|-
! Item Name
+
| [[Object:Thor I XL|Thor I XL]]
! Catagory
+
| [[Fission reactor]]
! Technology
+
| Power
! Research Time
+
| 10h
! Description
+
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
 
|-
 
|-
| [[Trinity K1]]
+
| [[Object:Fusion-in MK1|Fusion-in MK1]]
|
+
| [[Fusion reactor]]
| Physics
 
| 1d9h
 
|
 
|-
 
| AC 800mm
 
| Space Weapon
 
| Armament
 
| 1d2h
 
|
 
|-
 
| Laser cannon 100-MK1
 
| Space Weapon
 
| Armament
 
| 2d10h
 
|
 
|-
 
| Fusion-in MK1
 
|
 
 
| Power
 
| Power
| 1d4h
+
| 14h
|  
+
| Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
 
|-
 
|-
| Fusion-in MK1 XL
+
| [[Object:Fusion-in MK1 XL|Fusion-in MK1 XL]]
|
+
| [[Fusion reactor]]
 
| Power
 
| Power
| 1d4h
+
| 14h
|  
+
| Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
 
|-
 
|-
| [[Cloning center I]]
+
| [[Object:Basic beecell|Basic beecell]]
|
+
| [[Life support]]
 
| Habitability
 
| Habitability
| 1d10h
+
| Null
|  
+
| Basic life support system.
 
|-
 
|-
| Life 001
+
| [[Object:Superficial habitat I|Superficial habitat I]]
| Life Support
+
| [[Habitat]]
 
| Habitability
 
| Habitability
| 1d12h
+
| 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.
 
|-
 
|-
| Life 001 XL
+
| [[Object: Fresh food|Fresh food]]
| Life Support
+
| [[Consumer good]]
 
| Habitability
 
| Habitability
| 1d12h
+
| 9h
|  
+
| Tired of boring space food? Try to eat fresh vegetables and cereals as was done centuries ago on Earth.
 
|-
 
|-
| Cargo hold 1A
+
| [[Object: Cloning center I|Cloning center I]]
| Cargo Hangar
+
| [[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
 
| Industry
| 1d4h
+
| 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.
 
|-
 
|-
| Cargo hold 2A
+
| [[Object:M10 Assembly plant|M10 Assembly plant]]
| Cargo Hangar
+
| [[Assembly plant]]
 
| Industry
 
| Industry
| 2d12h
+
| 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.
 
|-
 
|-
| [[State center II]]
+
| [[Object:Cargo hold class 1|Cargo hold class 1]]
|
+
| [[Cargo hangar]]
| Social
+
| Industry
| 1d18h
+
| Null
|  
+
| Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
 
|-
 
|-
| [[Vanguard station]]
+
| [[Object:Microcargo hold|Microcargo hold]]
| Planetary Base Core
+
| [[Cargo hangar]]
| Engineering
+
| Industry
| 1d2h
+
| 1h
|  
+
| The most compact storage systems allow to install cargoholds in ships with little capacity.
 
|-
 
|-
| [[Outpost]]
+
| [[Object:Cargo hold class 3|Cargo hold class 3]]
| Station Base Core
+
| [[Cargo hangar]]
| Engineering
+
| Industry
| 1d2h
+
| 1h
|  
+
| Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
 
|-
 
|-
| Control system
+
| [[Object:Microassembly M1|Microassembly M1]]
|
+
| [[Assembly plant]]
| Systems
+
| Industry
| 1d10h
+
| 1h
|  
+
| Micro assembly plants are versatile modules allowing rapid deployment on bases and early industrial production.
|}
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier III Modules (3d-5d research times)
 
 
|-
 
|-
! Item Name
+
| [[Object:Basic space shipyard|Basic space shipyard]]
! Catagory
+
| [[Space shipyard]]
! Technology
+
| Industry
! Research Time
+
| 5h
! Description
+
| Basic space shipyards allow ship construction in the firts stages of the development of a faction.
 
|-
 
|-
| AC 1000mm
+
| Recycling improvements I
| Space Weapon
+
| [[Technologies]]
| Armament
+
| Industry
| 3d2h
+
| 5h
|  
+
| Recyling: +0.05% (0.35%)
 +
Recycling enhancements allow you to recover a higher percentage of resources when reprocessing an object.
 
|-
 
|-
| Gatling 1MG
+
| [[Object:Gemini processor|Gemini processor]]
| Space Weapon
+
| [[Atmospheric processor]]
| Armament
+
| Industry
| 3d18h
+
| 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.
 
|-
 
|-
| State centers III
+
| [[Object:Cargo hold 1A|Cargo hold 1A]]
|
+
| [[Cargo hangar]]
| Social
+
| Industry
| 4d10h
+
| 13
|  
+
| Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
 
|-
 
|-
| Small trading spaceport
+
| Recycling improvements II
|
+
| [[Technologies]]
| Engineering
+
| Industry
| 3d2h
+
| 13
|  
+
| Recyling: +0.10% (0.40%)
|}
+
Recycling enhancements allow you to recover a higher percentage of resources when reprocessing an object.
 
 
=Fits=
 
==Legend==
 
 
 
{| class="wikitable mw-collapsible mw-expanded"
 
|+ class="nowrap" | Core
 
 
|-
 
|-
! Catagory
+
| [[Object:Technology centre|Technology centre]]
! Type
+
| [[Laboratory]]
! Technology
+
| Social
! Description
+
| Null
 +
| Basic research center.
 
|-
 
|-
| [[Chassis]]
+
| [[Object:State center I|State center I]]
|  
+
| [[State center]]
| Engineering
+
| Social
| 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.
+
| 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.
 
|-
 
|-
| [[Life support]]
+
| Colonial administration I
|  
+
| [[Technologies]]
| Habitability
+
| Social
| A life support module increases the maximum staff of the unit. More advanced life support modules increase capacity and consume less manufacturing resources.
+
| 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.
 
|-
 
|-
| [[Power plants]]
+
| [[Object:Basic cryptobank|Basic cryptobank]]
|  
+
| [[Cryptobank]]
| Power
+
| Social
| Power plants are modules that provide the ships and bases with the energy needed for their operation
+
| 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
| [[Fission reactor]]
+
| [[Technologies]]
|  
+
| Social
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
+
| 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]]
| [[Fusion reactor]]
+
| [[State center]]
|  
+
| Social
| 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.
+
| 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.
 
|-
 
|-
| [[Thruster]]
+
| Colonial administration II
|  
+
| [[Technologies]]
| Propulsion
+
| 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
| Primary
+
| [[Technologies]]
|  
+
| Social
| 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.
+
| 21h
 +
| Max Laboratories: +1
 +
The combination of several scientific disciplines often offers unexpected results through great discoveries.
 
|-
 
|-
|  
+
| [[Object:Base reinforcements|Base reinforcements]]
| [[Auxiliary thruster]]
+
| [[Fortification]]
|  
+
| Engineering
| 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.
+
| 4h
 +
| Base reinforcements offer basic protection before more advanced fortification systems are available.
 
|-
 
|-
| [[Warp drive]]
+
| [[Object:Trade microport|Trade microport]]
|  
+
| [[Trade port]]
| Physics
+
| Engineering
| 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.
+
| 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-expanded"
+
{| class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | Offence
+
|+ class="nowrap" | Tier II Modules (1d-3d research times)
 
|-
 
|-
 +
! Item Name
 
! Catagory
 
! Catagory
! Type
 
 
! Technology
 
! Technology
 +
! Research Time
 
! Description
 
! Description
 
|-
 
|-
| Projectile Turrets
+
| [[Object:Laser cannon 100-MK1|Laser cannon 100-MK1]]
 
| [[Space weapon]]
 
| [[Space weapon]]
 
| Armament
 
| Armament
| Large-caliber projectiles
+
| 1d5h
 +
| Laser cannons are high-energy weapons that are more accurate than projectile weapons.
 
|-
 
|-
|  
+
| [[Object:AC 1000mm|AC 1000mm]]
| 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.
+
| 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.
|
 
| Miniguns
 
|
 
| Thousands of projectiles per second of low caliber. Ideal against small and fast objects
 
 
|-
 
|-
|  
+
| [[Object:Gatling 1MG|Gatling 1MG]]
| Mega-Cannons
 
|
 
| 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]]
 
| [[Space weapon]]
 
| Armament
 
| Armament
| Particle jets with very high temperature
+
| 1d8h
 +
| An autocannon that is designed for fighters and troopers. Each point of anti-assault firepower is capable of causing approximately 10 casualties.
 
|-
 
|-
| Plasma Turrets
+
| [[Object:AC 1200mm|AC 1200mm]]
 
| [[Space weapon]]
 
| [[Space weapon]]
 
| Armament
 
| Armament
| Beams of concentrated photons
+
| 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.
 
|-
 
|-
| Rail Turrets
+
| [[Object:Helios II|Helios II]]
| [[Space weapon]]
+
| [[Solar plant]]
| Armament
+
| Power
| Projectiles accelerated by a magnetic barrel at very high speeds
+
| 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
 
|-
 
|-
| [[Fighter hangar]]
+
| [[Object:Reinforced habitat I|Reinforced habitat I]]
|  
+
| [[Habitat]]
| Engineering
+
| Habitability
| 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.
+
| 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.
 
 
{| class="wikitable mw-collapsible mw-expanded"
 
|+ class="nowrap" | Defence
 
 
|-
 
|-
! Catagory
+
| [[Object:Subteranean habitat I|Subteranean habitat I]]
! Technology
+
| [[Habitat]]
! Description
+
| 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.
 
|-
 
|-
| [[Shield generator]]
+
| [[Object:Superficial habitat II|Superficial habitat II]]
| Systems
+
| [[Habitat]]
| 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.
+
| 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.
 
|-
 
|-
| [[Armor]] Plates
+
| Recycling improvements III
| Engineering
+
| [[Technologies]]
| 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.
+
| Industry
 +
| 1d5h
 +
| Recyling: +0.15% (0.45%)
 +
Recycling enhancements allow you to recover a higher percentage of resources when reprocessing an object.
 
|-
 
|-
| [[Repair system]]
+
| [[Object:Cargo hold 2A|Cargo hold 2A]]
| Engineering
+
| [[Cargo hangar]]
| 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.
+
| Industry
|}
+
| 1d5h
 
+
| Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
{| class="wikitable mw-collapsible mw-expanded"
 
|+ class="nowrap" | Utility
 
 
|-
 
|-
! Catagory
+
| [[Object:Cargo hold 3A|Cargo hold 3A]]
! Type
+
| [[Cargo hangar]]
! Technology
+
| Industry
! Description
+
| 2d13h
 +
| Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
 
|-
 
|-
| Sensory
+
| Recycling improvements IV
|  
+
| [[Technologies]]
| Systems
+
| 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]]
| [[Sensor]]
+
| [[Planetary mine]]
|  
+
| Industry
| Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities.
+
| 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
| [[Cloaking device]]
+
| [[Technologies]]
|  
+
| Social
| 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).
+
| 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.
 
|-
 
|-
| [[Troop hangar]]
+
| [[Object:Vanguard station|Vanguard station]]
|  
+
| [[Space station core]]
| Troops
+
| Engineering
| Troop hangars are housing modules designed for the transport of troops. Each module provides capacity for a given number of troops.
+
| 1d2h
 +
| Basic space base. Designed to create small pass and supply stations for fleets.
 
|-
 
|-
| [[Cargo hangar]]
+
| [[Object:Outpost|Outpost]]
|  
+
| [[Planetary base core]]
| Industry
+
| Engineering
| The cargo hangars are modules that once installed in bases or ships increase the capacity of the cargohold.
+
| 1d2h
 +
| Initial planetary base. It has enough capacity to accommodate all the basic services that a colony needs.
 
|-
 
|-
| [[Asteroid mine]]
+
| [[Object:Fighter ministation|Fighter ministation]]
| Mining Equipment
+
| [[Fighter hangar]]
| Industry
+
| Engineering
| 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.
+
| 1d18h
|}
+
| The fighter stations are much larger than normal hangars and can hold many more fighter squadrons.
 
 
Some fits have slots left open for support modules. Such modules would Include
 
*AUX thrusters
 
*Sensors
 
*Shields
 
*Armour
 
 
 
Laser cannons use more power than auto-cannons do, so using them in unison with modules that require a lot of power may not end very well with he ship.
 
 
 
== ==
 
 
 
Trooper MKI - Combat
 
 
 
[[File:Sezoia_Trooper_mkI.png]]
 
 
 
A basic transport ship with a trooper bay.
 
 
 
Cargo Rig MKI - Support
 
 
 
[[File:Sezoia_Cargo_Rig_mkI.png]]
 
 
 
A basic cargo vessel that can carry an assortment of goods or items across a star system.
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier I - Core
 
! Item Name
 
! Catagory
 
! Technology
 
! Research Time
 
! Description
 
 
|-
 
|-
| [[Microhauler]]
+
| [[Object:Fighter station I|Fighter station I]]
| Chassis
+
| [[Fighter hangar]]
 
| Engineering
 
| Engineering
| Null
+
| 1d18h
|  
+
| The fighter stations are much larger than normal hangars and can hold many more fighter squadrons.
 
|-
 
|-
| [[Basic beecell]]
+
| [[Object:Small trading spaceport|Small trading spaceport]]
| Life support
+
| [[Trade port]]
| Habitability
+
| Engineering
| Null
+
| 1d18h
|  
+
| Trade ports enable commercial capacity on a base. They allow you to create trade orders and send or receive shipments.
 
|-
 
|-
| [[LWR Reactor]]
+
| [[Object:Auto R93|Auto R93]]
| Fission reactor
+
| [[Repair system]]
| Power
+
| Engineering
| Null
+
| 2d10h
|  
+
| Basic repair system that can be installed on a ship or base to increase its speed of repair.
 
|-
 
|-
| Thor I
+
| [[Object:Tractor beam 1|Tractor beam 1]]
| Fission reactor
+
| [[Tractor beam]]
| Power
+
| Systems
| 20h
+
| 1d9h
|  
+
| Tractor beams make it difficult for fleeing attack ships to attack a base.
 
|-
 
|-
| [[Ion 500]]
+
| [[Object:Sensor class 1D|Sensor class 1D]]
| Primary
+
| [[Sensor]]
| Propulsion
+
| Systems
| Null
+
| 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.
|
 
|-
 
| Basic warp drive
 
| Warp Drive
 
| Physics
 
| 2h
 
|
 
|
 
|-
 
| Explorer 0
 
| Warp Drive
 
| Physics
 
| 10h
 
|  
 
 
|}
 
|}
  
 
{| class="wikitable mw-collapsible mw-collapsed"
 
{| class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | Tier I - Offence
+
|+ class="nowrap" | Tier III Modules (3d-5d research times)
! Item Name
 
! Catagory
 
! Technology
 
! Research Time
 
! Description
 
 
|-
 
|-
| [[Laser cannon]]
 
| Space Weapon
 
| Armament
 
| Null
 
|
 
|}
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier I - Utility
 
 
! Item Name
 
! Item Name
 
! Catagory
 
! Catagory
Line 940: Line 848:
 
! Description
 
! Description
 
|-
 
|-
| [[Cargo hold class 1]]
+
| [[Object:Thor II|Thor II]]
| Cargo hangar
+
| [[Fission reactor]]
| Industry
+
| Power
| Null
+
| 3d2h
|  
+
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
|  
 
 
|-
 
|-
| Microcargohold
+
| [[Object:Thor II XL|Thor II XL]]
| Cargo hangar
+
| [[Fission reactor]]
| Industry
+
| Power
| 2h
+
| 3d2h
|  
+
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
|  
 
 
|-
 
|-
| Basic Asteroid Mine
+
| [[Object:Fusion-in MK2|Fusion-in MK2]]
| Cargo hangar
+
| [[Fusion reactor]]
| Industry
+
| Power
| 12h
+
| 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.
 
|-
 
|-
| Sensor class 1
+
| [[Object:Domobots|Domobots]]
|  
+
| [[Consumer good]]
| Systems
+
| Habitability
| 12h
+
| 3d5h
|  
+
| Domestic robots that make our lives easier: cooking, cleaning, etc ...
|  
 
 
|-
 
|-
| [[Basic troop hangar]]
+
| [[Object:Domobots|Domobots]]
| Troop hangar
+
| [[Consumer good]]
| Troops
+
| Habitability
| Null
+
| 3d5h
|
+
| Domestic robots that make our lives easier: cooking, cleaning, etc ...
|}
 
 
 
== ==
 
 
 
Trooper MKII - Combat
 
 
 
[[File:Sezoia_Trooper_mkII.png]]
 
 
 
Cargo Rig MKII - Support
 
 
 
[[File:Sezoia_Cargo_Rig_mkII.png]]
 
 
 
Miner MKI - Support
 
 
 
[[File:Sezoia_Miner_mkI.png]]
 
 
 
Corvette MK I - Combat (Projectile)
 
 
 
[[File:Sezoia_Corvette_mkI(P).png]]
 
 
 
Corvette MK I - Combat (Laser)
 
 
 
[[File:Sezoia_Corvette_mkI(L).png]]
 
 
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier II - Core
 
! Item Name
 
! Catagory
 
! Technology
 
! Research Time
 
! Description
 
 
|-
 
|-
| [[Corvette]]
+
| [[Object:Super-food|Super-food]]
| Chassis
+
| [[Consumer good]]
| Engineering
+
| Habitability
| 2d2h
+
| 3d15h
|  
+
| Superfoods provide health improvements, plus a delicious experience.
 
|-
 
|-
| [[Life 001]]
+
| [[Object:Space habitat I|Space habitat I]]
| Life support
+
| [[Habitat]]
 
| Habitability
 
| Habitability
| 1d12h
+
| 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.
 
|-
 
|-
| [[Fusion-in MK1]]
+
| Laboratory Networks II
| Fusion reactor
+
| [[Technologies]]
| Power
+
| Social
| 1d4h
+
| 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.
 
|-
 
|-
| [[Ion 1000]]
+
| [[Object:Space port I|Space port I]]
| Primary
+
| [[Space port]]
| Propulsion
+
| Engineering
| 1d10h
+
| 3d10h
|  
+
| Space ports provide support in the form of repairs and supplies to nearby friendly fleets.
 
|-
 
|-
| [[Ion 1500]]
+
| [[Object:Cloaking device|Cloaking device]]
| Primary
+
| [[Cloaking device]]
| Propulsion
+
| Systems
| 2d18h
+
| 3d2h
|
+
| Reduces the presence of the unit. Making detection more difficult.
|-
 
| [[Explorer I]]
 
| Warp drive
 
| Physics
 
| 1d2h
 
|
 
|-
 
| [[Daedalus L0]]
 
| Warp drive
 
| Physics
 
| 1d10h
 
|  
 
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed"
+
=Fits=
|+ class="nowrap" | Tier II - Offence
+
==Legend==
! Item Name
+
 
 +
{| class="wikitable mw-collapsible mw-expanded"
 +
|+ class="nowrap" | Core
 +
|-
 
! Catagory
 
! Catagory
 
! Technology
 
! Technology
! Research Time
 
 
! Description
 
! Description
 
|-
 
|-
| [[AC 800mm]]
+
| [[Chassis]]
| Space Weapon
+
| Engineering
| Armament
+
| 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.
| 1d2h
 
|  
 
 
|-
 
|-
| [[Laser cannon 100-MK1]]
+
| [[Life support]]
| Space Weapon
+
| Habitability
| Armament
+
| A life support module increases the maximum staff of the unit. More advanced life support modules increase capacity and consume less manufacturing resources.
| 2d10h
+
|-
|  
+
| [[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.
 
|-
 
|-
| Fighter hangar I []
+
| Auxiliary [[Thruster]]
| Fighter storage
+
| Propulsion
| Engineering
+
| 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.
| 1d18h
 
|  
 
 
|-
 
|-
| Fighter hangar bay I
+
| [[Warp drive]]
| Fighter storage
+
| Physics
| Engineering
+
| 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.
| 1d18h
 
|  
 
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed"
+
{| class="wikitable mw-collapsible mw-expanded"
|+ class="nowrap" | Tier II - Defence
+
|+ class="nowrap" | Offence
! Item Name
 
! Catagory
 
! Technology
 
! Research Time
 
! Description
 
 
|-
 
|-
| [[Auto R93]]
+
! Type
| Repair system
 
| Systems
 
| 2d10h
 
|
 
|}
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier II - Utility
 
! Item Name
 
 
! Catagory
 
! Catagory
 
! Technology
 
! Technology
! Research Time
 
 
! Description
 
! Description
 
|-
 
|-
| [[Cargo hold 1A]]
+
| Projectile Turrets
| Cargo hangar
+
| [[Space weapon]]
| Industry
+
| Armament
| 1d4h
+
| Large-caliber projectiles
|  
 
 
|-
 
|-
| [[Cargo hold 2A]]
+
| Auto-Cannons
| Cargo hangar
+
| [[Space weapon]]
| Industry
+
| Armament
| 2d12h
+
| 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.
|
 
|}
 
 
 
== ==
 
Miner MKII - Support
 
 
 
[[File:Sezoia_Miner_mkII.png]]
 
 
 
Cargo Rig MKIII - Support
 
 
 
[[File:Sezoia_Cargo_Rig_mkIII.png]]
 
 
 
Trooper MKIII - Combat
 
 
 
[[File:Sezoia_Trooper_mkIII.png]]
 
 
 
Frigate MK I - Combat (Projectile)
 
 
 
[[File:Sezoia_Frigate_mkI(P).png]]
 
 
 
Frigate MK I - Combat (Laser)
 
 
 
[[File:Sezoia_Frigate_mkI(L).png]]
 
 
 
*I didnt include updated fits for the 'Corvette' class hulls or the Microhauler because I feel by this time you should already have some idea on what you want to decide to do with your ships.
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier III - Offence
 
! Item Name
 
! Catagory
 
! Technology
 
! Research Time
 
! Description
 
 
|-
 
|-
| AC 1000mm
+
| Gatling weapons
| Space Weapon
+
| [[Space weapon]]
 
| Armament
 
| Armament
| 3d2h
+
| 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.
|
 
 
|-
 
|-
| Gatling 1MG
+
| Mega-Cannons
| Space Weapon
+
| [[Space weapon]]
 
| Armament
 
| Armament
| 3d18h
+
| 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.
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed"
+
{| class="wikitable mw-collapsible mw-expanded"
|+ class="nowrap" | Tier III - Defence
+
|+ class="nowrap" | Defence
! Item Name
+
|-
 
! Catagory
 
! Catagory
 
! Technology
 
! Technology
! Research Time
 
 
! Description
 
! Description
 
|-
 
|-
| 5k auxiliary thruster
+
| [[Shield generator]]
|  
+
| Systems
| Propulsion
+
| 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.
| 4d2h
 
|
 
 
|-
 
|-
| 50M shield
+
| [[Armor]] Plates
|  
+
| Engineering
| Systems
+
| 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.
| 3d10h
+
|-
|  
+
| [[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.
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed"
+
{| class="wikitable mw-collapsible mw-expanded"
|+ class="nowrap" | Tier III - Utility
+
|+ class="nowrap" | Utility
! Item Name
+
|-
 
! Catagory
 
! Catagory
 
! Technology
 
! Technology
! Research Time
 
 
! Description
 
! Description
 
|-
 
|-
| Troop hangars 1
+
| [[Sensor]]
| Troop hangar
+
| Systems
| Troops
+
| Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities.
| 4d2h
+
|-
|  
+
| [[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).
=Fighters=
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier II
 
! Item Name
 
! Catagory
 
! Technology
 
! Research Time
 
! Description
 
 
|-
 
|-
| Falcon MKI
+
| [[Troop hangar]]
| Chassis
+
| Troops
| Engineering
+
| Troop hangars are housing modules designed for the transport of troops. Each module provides capacity for a given number of troops.
| 1d18h
 
|  
 
 
|-
 
|-
| Single-seat cabin
+
| [[Cargo hangar]]
| Life support
+
| Industry
| Engineering
+
| The cargo hangars are modules that once installed in bases or ships increase the capacity of the cargohold.
| 1d18h
 
|  
 
 
|-
 
|-
| Microreactor LWA
+
| [[Asteroid mine]]
| Fission Reactor
+
| Industry
| Engineering
+
| 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.
| 1d18h
 
|
 
|-
 
| F90
 
| Propulsion
 
| Engineering
 
| 1d18h
 
|
 
|-
 
| Gatling cannon
 
| Fighter weapon
 
| Engineering
 
| 1d18h
 
|
 
|-
 
| LWD I
 
| Fission Reactor
 
| Power
 
| 1d18h
 
|  
 
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed"
+
Some fits have slots left open for support modules. Such modules would Include
|+ class="nowrap" | Tier III
+
*AUX thrusters
! Item Name
+
*Sensors
! Catagory
+
*Shields
! Technology
+
*Armour
! Research Time
+
 
! Description
+
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.
|-
+
 
| AC 200mm
+
== Tier I ==
| Fighter weapon
 
| Armament
 
| 3d18h
 
|
 
|-
 
| 25C Shield
 
|
 
| Systems
 
| 3d10h
 
|
 
|}
 
=Troops=
 
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_Cargo_Rig_mkI.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.
 
  
Marines - Rock-Hopping since the dawn of FTL travel, the
+
A basic cargo vessel that can carry an assortment of goods or items across a star system.
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
+
[[File:Sezoia_Fit_Trooper_mkI.png]]
wreckage, or into an unstable cave network inside an
 
astroid, these troopers are dedicate to recording the
 
unknown, as well as observe the present. These troops
 
should have a balance between SPACE an PLANEARY stats, while
 
you focused on EXPLORATION stats.
 
  
See [[Troop]]
+
A basic transport ship with a trooper bay.
  
[[File:Sezoia_Basic_Trooper.png]]
+
[[File:Sezoia_Fit_Mining_Rig_mkI.png]]
  
 +
A basic mining vessel to harvest ores from off-world sources.
 
{| class="wikitable mw-collapsible mw-collapsed"
 
{| class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | Tier I Troopers
+
|+ class="nowrap" | Tier I - Core
! Item
+
! Item Name
! SA
+
! Catagory
! PA
+
! Technology
! SD
 
! PD
 
! EXP
 
! SUR
 
 
! Research Time
 
! Research Time
 
! Description
 
! Description
 
|-
 
|-
| [[Militia]]
+
| [[Object:Microhauler|Microhauler]]
| 15
+
| [[Chassis]]
| 15
+
| Engineering
| 25
 
| 25
 
| 10
 
| 10
 
 
| Null
 
| Null
| Militia is a unit of combat with little training but a time of very reduced deployment.
+
| Basic transport chassis. Enough for the first adventures in space.
 
|-
 
|-
| [[Handguns]]
+
| [[Object:Basic beecell|Basic beecell]]
| 5
+
| [[Life support]]
| 5
+
| Habitability
| 5
 
| 5
 
| 0
 
| 0
 
 
| Null
 
| Null
| Basic infantry armament: handguns and melee weapons.
+
| Basic life support system.
 +
|-
 +
| [[Object:Life 001|Life 001]]
 +
| [[Life support]]
 +
| Habitability
 +
| 17h
 +
| Basic life support system.
 
|-
 
|-
| [[Tactical vest]]
+
| [[Object:LWR Reactor|LWR Reactor]]
| 5
+
| [[Fission reactor]]
| 5
+
| Power
| 5
 
| 5
 
| 0
 
| 0
 
 
| Null
 
| Null
| Basic infantry protection.
+
| 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.
 
|-
 
|-
| [[Basic equipment]]
+
| [[Object:Ion 500|Ion 500]]
| 5
+
| Primary [[Thruster]]
| 5
+
| Propulsion
| 5
 
| 5
 
| 0
 
| 0
 
 
| Null
 
| Null
| Basic survival kit for the hard life of space.
+
| 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.
 
|-
 
|-
| [[Support robot]]
+
| [[Object:Basic warp drive|Basic warp drive]]
| 0
+
| [[Warp drive]]
| 5
+
| Physics
| 0
+
| 2h
| 5
+
| 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.
| 0
+
|-
| 0
+
| [[Object:Explorer 0|Explorer 0]]
| Null
+
| [[Warp drive]]
| The support robot is a quadruped that is capable of carrying a huge load, freeing the  soldiers from having to load it themselves.
+
| 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.
 
|}
 
|}
  
 
{| class="wikitable mw-collapsible mw-collapsed"
 
{| class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | Tier II
+
|+ class="nowrap" | Tier I - Offence
! Item
+
! Item Name
! SA
+
! Catagory
! PA
+
! Technology
! SD
 
! PD
 
! EXP
 
! SUR
 
 
! Research Time
 
! Research Time
 
! Description
 
! Description
 
|-
 
|-
| [[Infantry]]
+
| [[Object:Laser cannon|Laser cannon]]
| 30
+
| [[Space weapon]]
| 30
+
| Armament
| 30
+
| Null
| 30
+
| Basic space cannon. It does not provide excessive firepower, but it gives considerable protection against early hostile actions.
| 5
 
| 10
 
| 2d10h
 
|  
 
 
|-
 
|-
| [[Assault rifle]]
+
| [[Object:AC 800mm|AC 800mm]]
| 8
+
| [[Space weapon]]
| 9
+
| Armament
| 8
+
| 13h
| 9
+
| 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.
| 0
+
|}
| 0
+
 
| 1d2h
+
{| class="wikitable mw-collapsible mw-collapsed"
|  
+
|+ class="nowrap" | Tier I - Utility
|-
+
! Item Name
| [[Deflec vest]]
+
! Catagory
| 8
+
! Technology
| 8
+
! Research Time
| 8
+
! Description
| 8
 
| 0
 
| 0
 
| 2d10h
 
|
 
 
|-
 
|-
| [[Magnetic device]]
+
| [[Object:Cargo hold class 1|Cargo hold class 1]]
| 10
+
| [[Cargo hangar]]
| 0
+
| Industry
| 10
+
| Null
| 0
+
| Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
| 0
 
| 0
 
| 1d2h
 
|  
 
 
|-
 
|-
| [[C8 explosives]]
+
| [[Object:Microcargo hold|Microcargo hold]]
| 10
+
| [[Cargo hangar]]
| 10
+
| Industry
| 5
+
| 1h
| 5
+
| The most compact storage systems allow to install cargoholds in ships with little capacity.
| 5
 
| 0
 
| 2d10h
 
|  
 
 
|-
 
|-
| Analyzer
+
| [[Object:Cargo hold class 3|Cargo hold class 3]]
| 0
+
| [[Cargo hangar]]
| 0
+
| Industry
| 0
+
| 1h
| 0
+
| Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
| 2
 
| 0
 
| 2d16h
 
|  
 
 
|-
 
|-
| [[Assault ship]]
+
| [[Object:Basic Asteroid Mine|Basic Asteroid Mine]]
| 15
+
| [[Asteroid mine]]
| 0
+
| Industry
| 0
+
| 6h
| 0
+
| 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.
| 0
 
| 0
 
| 1d10h
 
|  
 
 
|-
 
|-
| [[Armored vehicle]]
+
| [[Object:Cargo hold 1A|Cargo hold 1A]]
| 0
+
| [[Cargo hangar]]
| 20
+
| Industry
| 0
+
| 13h
| 20
+
| Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
| 0
+
|-
| 0
+
| [[Object:Sensor class 1|Sensor class 1]]
| 2d10h
+
| [[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.
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed"
+
== Tier II ==
|+ class="nowrap" | Tier III
+
 
! Item
+
[[File:Sezoia_Fit_Cargo_Rig_MKII.png]]
! SA
+
 
! PA
+
 
! SD
+
[[File:Sezoia_Fit_Trooper_MKII.png]]
! PD
+
 
! EXP
+
 
! SUR
+
[[File:Sezoia_Fit_Mining_Rig_MKII.png]]
! Research Time
 
! Description
 
|-
 
| [[Jetpack]]
 
| 10
 
| 10
 
| 10
 
| 10
 
| 0
 
| 0
 
| 3d18h
 
|
 
|}
 
  
=Change Log=
 
Last Updated:
 
18, Feb 2018
 
[[Category:Game guides]]
 
  
=Tutorial=
+
[[File:Sezoia_Fit_Corvette_MKI_Explorer.png]]
*Life Support
 
Do not use speedups
 
Select 'fleet 1' go to 'Characteristics' ([[File:Button_Characteristics.png]]), select 'Fusion'. Combine all ships under a single fleet.
 
  
  
*Power
+
[[File:Sezoia_Fit_Corvette_MKI_AC.png]]
Do not use speedups
 
  
  
*Module production
+
[[File:Sezoia_Fit_Corvette_MKI_Heavy_AC.png]]
Do not use speedups
 
Once production is complete, begin producing another research center, reactors, life support and more planetary mines. Speedup the research center.
 
  
  
*Mine instalation
+
[[File:Sezoia_Fit_Corvette_MKI_Laser.png]]
Do not use speedups
 
  
  
*Research
+
[[File:Sezoia_Fit_Corvette_MKI_Escort.png]]
Select 'Social I' under the SOCIAL tree, and then queue 'Advanced research'.
 
  
 
+
{| class="wikitable mw-collapsible mw-collapsed"
*Population
+
|+ class="nowrap" | Tier II - Core
Adjust value from '1,000, to '1'.
+
! Item Name
 
+
! Catagory
 
+
! Technology
*Ship production
+
! Research Time
Begin producing 'Ion 500' thruster. Once production is starting, begin producing:
+
! Description
*Ion 500
 
*research center
 
*Basic beecell (2)
 
*LWR Reactor
 
*planetary mine (3) - do not queue all 3 at once
 
Speedup the research center.
 
 
 
Once 'Ion 500' is completed being produced, Create below design and then select your fleet, press 'ships' ([[File:Button_Ships.png]]) and select 'Cargo I'. Modify existing ship with corresponding design.
 
*Microhauler
 
*Cargo hold class 1
 
*Ion 500 (2)
 
*LWR Reactor
 
*Basic Beecell
 
*Cargo I - Support
 
 
 
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, and the second result has been hidden.
 
{| class="wikitable"
 
|+ class="nowrap" | End Tutorial
 
 
|-
 
|-
!
+
| [[Object:Corvette|Corvette]]
! Capacity
+
| [[Chassis]]
! In use
+
| Engineering
! Free
+
| 2d2h
 +
| Light combat chassis. The corvette is the first warship design. It can be equipped with a flexible configuration of combat and recognition.
 
|-
 
|-
| Power
+
| [[Object:Ion 1500|Ion 1500]]
| 600
+
| Primary [[Thruster]]
| 570
+
| Propulsion
| 30
+
| 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.
 
|-
 
|-
| Personnel
+
| [[Object:5K auxiliary thruster|5K auxiliary thruster]]
| 620
+
| Auxiliary [[Thruster]]
| 450
+
| Propulsion
| 170
+
| 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.
| Space
 
| 4,000
 
| 2,600
 
| 1,400
 
 
|}
 
|}
[[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="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | End Tutorial - Guided
+
|+ class="nowrap" | Tier II - Offence
 +
! Item Name
 +
! Catagory
 +
! Technology
 +
! Research Time
 +
! Description
 
|-
 
|-
!
+
| [[Object:Laser cannon 100-MK1|Laser cannon 100-MK1]]
! Capacity
+
| [[Space weapon]]
! In Use
+
| Armament
! Free
+
| 1d5h
 +
| Laser cannons are high-energy weapons that are more accurate than projectile weapons.
 
|-
 
|-
| Power
+
| [[Object:AC 1000mm|AC 1000mm]]
| 800
+
| [[Space weapon]]
| 720
+
| Armament
| 80
+
| 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.
 
|-
 
|-
| Personnel
+
| [[Object:Gatling 1MG|Gatling 1MG]]
| 880
+
| [[Space weapon]]
| 790
+
| Armament
| 90
+
| 1d8h
 +
| An autocannon that is designed for fighters and troopers. Each point of anti-assault firepower is capable of causing approximately 10 casualties.
 
|-
 
|-
| Space
+
| [[Object:AC 1200mm|AC 1200mm]]
| 4,000
+
| [[Space weapon]]
| 3,575
+
| Armament
| 425
+
| 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.
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Turorial_Guided
 
!
 
 
|-
 
|-
|[[File:Sezoia_Base-Turorial_Guided.png]]
+
| [[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.
 
|}
 
|}
  
=Starting technologies=
+
{| class="wikitable mw-collapsible mw-collapsed"
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.
+
|+ class="nowrap" | Tier II - Defence
 
+
! Item Name
In some sections, there are multiple items listed, I do not suggest starting off by acquiring all of the items listed, 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.
+
! Catagory
 
+
! Technology
[[File:01_Physics_Icon.png]]
+
! Research Time
:[[Microwarp drives]] (2)
+
! Description
::[[Explorer program]] (3)
+
|-
:::[[Explorer I drives]] (4)
+
| [[Object:Auto R93|Auto R93]]
The 'Explorer' class of warp drives takes less time to research and also has the highest range compared to the 'Daedalus' class of drives.
+
| [[Repair system]]
 +
| Engineering
 +
| 2d10h
 +
| Basic repair system that can be installed on a ship or base to increase its speed of repair.
 +
|-
 +
| [[Object:50M Shield|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.
 +
|-
 +
| [[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.
 +
|}
  
[[File:02_Armament_Icon.png]]
+
{| class="wikitable mw-collapsible mw-collapsed"
:[[Weaponry improvements]] (2)
+
|+ class="nowrap" | Tier II - Utility
::[[Autocannons]] (3)
+
! Item Name
:::[[800mm autocannons]] (4)
+
! Catagory
:::[[1000mm autocannons]] (4)
+
! Technology
::[[Energy weapons]] (3)
+
! Research Time
:::[[Laser weapons]] (4)
+
! Description
::::[[MK1 100 Laser Cannon]] (5)
+
|-
*Projectile Turrets are a Kinetic type of weapon.
+
| [[Object:Cargo hold 2A|Cargo hold 2A]]
**Auto-Cannons have a high initial damage rating, but their accuracy can be lower than other types of turrets.
+
| [[Cargo hangar]]
**Mini-Guns have a high accuracy and rate of fire, but their damage is minimal. Excellent as Anti-Fighter batteries.
+
| Industry
*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.
+
| 1d5h
See [[Space weapon]]
+
| Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
 
+
|-
[[File:03_Power_Icon.png]]
+
| [[Object:Cargo hold 3A|Cargo hold 3A]]
:[[Energy I]]
+
| [[Cargo hangar]]
::[[Thor program]] (2)
+
| Industry
:::[[Thor I reactors]] (4)
+
| 2d13h
 
+
| Cargo hangar modules expand the the cargo capacity of the ships or bases where installed.
[[File:04_Habitability_Icon.png]]
+
|-
:[[Improved life support]] (2)
+
| [[Object:Asteroids mine I|Asteroids mine I]]
::[[Life 001 systems]] (5)
+
| [[Asteroid mine]]
 
+
| Industry
[[File:05_Industry_Icon.png]]
+
| 2d22h
:[[Industry I]] (2)
+
| 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.
::[[Recycling improvements I]] (3)
+
|-
::[[Exogeology]] (2)
+
| [[Object:Tractor beam S1|Tractor beam S1]]
:::[[Asteroides mining]] (3)
+
| [[Tractor beam]]
:::[[Atmospheric processors]] (3)
+
| Systems
::[[Space Shipyrds]] (3)
+
| 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.
 +
|}
  
[[File:06_Social_Icon.png]]
+
== Tier III ==
:[[Social I]] (2)
 
::[[Advances research]] (3)
 
:::[[Laboratory Networks I]] (4)
 
'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:07_Engineering_Icon.png]]
+
[[File:Sezoia_Fit_Mining_Rig_MKIII.png]]
:[[Engineering I]] (2)
 
::[[Combat chassis]] (3)
 
:::[[Light combat chassis]] (3)
 
::::[[Corvettes]] (5)
 
::[[Base design]] (3)
 
:::[[Planetary bases]] (4)
 
:::[[Space stations]] (4)
 
::[[Advanced robotics]] (3)
 
:::[[Autorepair systems]] (4)
 
::::[[Autorepair systems R93]] (5)
 
  
[[File:08_Propulsion_Icon.png]]
 
:[[Advanced ionic propulsion]] (2)
 
::[[Ion 1000 thusters]] (5)
 
::[[5K auxiliary thrusters]] (5)
 
  
[[File:09_Systems_Icon.png]]
+
[[File:Sezoia_Fit_Corvette_MKII_Explorer.png]]
:[[Deep space tracking]] (2)
 
::[[Class 1 sensors]] (3)
 
:[[Shields]] (4)
 
::[[Shields 50M]] (4)
 
:[[Ship design databases I]] (5)
 
  
[[File:10_Troops_Icon.png]]
 
:[[Advanced training]] (2)
 
::[[Space combat doctrine]] (3)
 
:::[[Space assault]] (4)
 
::::[[Troop transportation]] (5)
 
::[[Planetary combat doctrine]] (3)
 
:::[[Planetary assault]] (5)
 
::::[[Infantry training]] (5)
 
::[[Assault weaponry]] (3)
 
:::[[Assault rifles]] (4)
 
::[[Personal armor]] (3)
 
:::[[Armor deflector]] (4)
 
::::[[Deflect vests I]] (5)
 
::[[Tactical explosives]] (5)
 
::[[Surveillance systems]] (3)
 
:::[[Non-lethal weaponry]] (4)
 
:::[[Anti riot protection]] (4)
 
::[[Command centers]] (3)
 
  
Unlocked Modules:
+
[[File:Sezoia_Fit_Corvette_MKII_AC.png]]
*Basic warp drive
+
 
*Explorer 0
+
 
*Explorer 1
+
[[File:Sezoia_Fit_Corvette_MKII_Heavy_AC.png]]
*AC 800mm
+
 
*AC 1000mm
+
 
*Laser cannon 100-MK1
+
[[File:Sezoia_Fit_Corvette_MKII_Laser.png]]
*Thor I
+
 
*Life 001
+
 
*Basic Asteroid Mine
+
[[File:Sezoia_Fit_Corvette_MKII_Escort.png]]
*Astreroid mine I
+
 
*Basic space shipyard
 
*Corvette
 
*Outpost
 
*vanguard station
 
*Auto R93
 
*Ion 1000
 
*5K auxiliary thruster
 
*Sensor class 1
 
*50M shield
 
*Magnetic device
 
*Assault ship
 
*Infantry
 
*Assault rifle
 
*Deflec vest
 
*Non lethal weapons
 
*Anti-riot equipment
 
  
=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="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | First Setup
+
|+ class="nowrap" | Tier III - Core
 +
! Item Name
 +
! Catagory
 +
! Technology
 +
! Research Time
 +
! Description
 
|-
 
|-
!
+
| [[Object:Thor II|Thor II]]
! Capacity
+
| [[Fission reactor]]
! In Use
+
| Power
! Free
+
| 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
 
| Power
| 1,000
+
| 3d6h
| 870
+
| Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy.
| 130
+
|-
|-
+
| [[Object:Daedalus L1|Daedalus L1]]
| Personnel
+
| [[Warp drive]]
| 1,010
+
| Physics
| 1,010
+
| 3d9h
| 0
+
| Basic Daedalus warp drive.
|-
 
| Space
 
| 4,000
 
| 3,950
 
| 50
 
 
|}
 
|}
  
 
{| class="wikitable mw-collapsible mw-collapsed"
 
{| class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | First Setup
+
|+ class="nowrap" | Tier III - Utility
 +
! Item Name
 +
! Catagory
 +
! Technology
 +
! Research Time
 +
! Description
 
|-
 
|-
!
+
| [[Object:Cloaking device|Cloaking device]]
|-
+
| [[Cloaking device]]
|[[File:Sezoia_First_Setup.png]]
+
| 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.
 
|}
 
|}
  
Several things I feel you should conciser:
+
=Fighters=
*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.
+
 
*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.
+
[[file:Sezoia_Fits_FighterI.png]]
*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.
+
 
 +
[[file:Sezoia_Fits_FighterII.png]]
  
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="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | Tier I Modules
+
|+ class="nowrap" | Tier II
|-
 
 
! Item Name
 
! Item Name
! Item Class
+
! Catagory
 +
! Technology
 
! Research Time
 
! Research Time
 
! Description
 
! Description
 
|-
 
|-
| [[Basic planetary mine]]
+
| [[Object:Falcon MKI|Falcon MKI]]
| Industry
+
| [[Fighter chassis]]
| Null
+
| Engineering
| Planetary mines are huge installations that dig the floor of the planes in search of valuable planetary resources.
+
| 1d18h
 +
| Falcon fighters are multipurpose, combining excellent firepower with a good aerial defense capability.
 
|-
 
|-
| [[M10 Assembly plant]]
+
| [[Object:Single-seat cabin|Single-seat cabin]]
| Industry
+
| [[Life support]]
| Null
+
| Engineering
| Assembly plants are factories where modules and other objects are produced as consumer goods from planetary resources.
+
| 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.
 
|-
 
|-
| [[Technology centre]]
+
| [[Object:Microreactor LWA|Microreactor LWA]]
| Social
+
| [[Fission reactor]]
| Null
+
| Engineering
| Basic research center.
+
| 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.
 
|-
 
|-
| [[Recruitment center]]
+
| [[Object:Microreactor LWD I|Microreactor LWD I]]
| Troops
+
| [[Fission reactor]]
| Null
+
| Engineering
| Basic training barracks. It allows for the training of troops and also allows for extra capacity for garrison.
+
| 1d18h
 +
| The microreactors are a powerful source of energy that occupies a very small space. Especially useful for small ships like a fighter.
 
|}
 
|}
  
 
{| class="wikitable mw-collapsible mw-collapsed"
 
{| class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | Tier II Modules
+
|+ class="nowrap" | Tier III
|-
 
 
! Item Name
 
! Item Name
! Item Class
+
! Catagory
 +
! Technology
 
! Research Time
 
! Research Time
 
! Description
 
! Description
 
|-
 
|-
| [[Outpost]]
+
| [[Object:AC 200mm|AC 200mm]]
| Engineering
+
| [[Space weapon]]
| 21h
+
| Armament
| Initial planetary base. It has enough capacity to accommodate all the basic services that a colony needs.
+
| 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.
 
|-
 
|-
| [[Vanguard station]]
+
| [[Object:25C Shield|25C Shield]]
| Engineering
+
| [[Shield generator]]
| 21h
+
| Systems
| Basic space base. Designed to create small pass and supply stations for fleets.
+
| 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.
| [[Helios I]]
+
|}
| Power
+
 
| 4d6h
+
=Troops=
| Solar plants are using solar radiation to generate energy.
+
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.
| [[Helios II]]
+
 
| Power
+
*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.
| 6h
+
 
| Solar plants are using solar radiation to generate energy.
+
*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.
|-
+
 
| [[Computing centre]]
+
*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.
| Physics
+
 
| 21h
+
See [[Troop]]
| Basic quantum computer
+
 
|-
+
[[File:Sezoia_Basic_Trooper.png]]
| [[Trinity K1]]
+
 
| Physics
+
{| class="wikitable mw-collapsible mw-collapsed"
| 1d9h
+
|+ class="nowrap" | Tier I Troopers
| The Trinity series is the first generation of quantum computers produced on an industrial scale.
+
! Item
 +
! SA
 +
! PA
 +
! SD
 +
! PD
 +
! EXP
 +
! SUR
 +
! Category
 +
! Research Time
 +
! Description
 
|-
 
|-
| [[Hive habitat]]
+
| [[Object:Militia|Militia]]
| Habitability
+
| 15
| 9h
+
| 15
| Habitats are huge structures the size of small towns where citizens live their lives independently.
+
| 20
 +
| 20
 +
| 1
 +
| 5
 +
| [[Troop]]
 +
| Null
 +
| Militia is a unit of combat with little training but a time of very reduced deployment.
 
|-
 
|-
| [[Xeno hive habitat]]
+
| [[Object:Handguns|Handguns]]
| Habitability
+
| 5
| 9h
+
| 5
| Xeno class habitats add alien biological systems that improve the living conditions of its inhabitants.
+
| 5
 +
| 5
 +
| 0
 +
| 0
 +
| [[Troop weapon]]
 +
| Null
 +
| Basic infantry armament: handguns and melee weapons.
 
|-
 
|-
| [[Cloning center I]]
+
| [[Object:Assault rifle|Assault rifle]]
| Habitability
+
| 8
| 1d3h
+
| 10
| Cloning centers increase the number of births and allow faster population growth.
+
| 8
 +
| 10
 +
| 0
 +
| 0
 +
| [[Troop weapon]]
 +
| 13h
 +
| Standard infantry armament.
 
|-
 
|-
| [[Microassembly M1]]
+
| [[Object:Tactical vest|Tactical vest]]
| Industry
+
| 5
| 3h
+
| 5
| Micro assembly plants are versatile modules allowing rapid deployment on bases and early industrial production.
+
| 5
|-
+
| 5
| [[Gemini processor]]
+
| 0
| Industry
+
| 0
| 12h
+
| [[Troop armor]]
| Atmospheric processors are huge machines that filter thousands of tons of gases from a planet's atmosphere to get their valuable resources.
+
| Null
 +
| Basic infantry protection.
 
|-
 
|-
| [[Planetary mine I]]
+
| [[Object:Basic equipment|Basic equipment]]
| Industry
+
| 5
| 4d6h
+
| 5
| Planetary mines are huge installations that dig the floor of the planes in search of valuable planetary resources.
+
| 5
 +
| 5
 +
| 0
 +
| 0
 +
| [[Troop accessory]]
 +
| Null
 +
| Basic survival kit for the hard life of space.
 
|-
 
|-
| [[State center I]]
+
| [[Object:Magnetic device|Magnetic device]]
| Social
+
| 10
| 9h
+
| 0
| The state centers increase the population reserve capacity and offer a bonus to immigration.
+
| 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.
 
|-
 
|-
| [[Basic cryptobank]]
+
| [[Object:Support robot|Support robot]]
| Social
+
| 0
| 9h
+
| 5
| Cryptobanks are computer centers that are connected to the global banking network and store money in the form of crypto-currencies.
+
| 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.
 
|-
 
|-
| [[State center II]]
+
| [[Object:Assault ship|Assault ship]]
| Social
+
| 15
| 1d9h
+
| 0
| The state centers increase the population reserve capacity and offer a bonus to immigration.
+
| 0
|-
+
| 0
| [[State center III]]
+
| 0
| Social
+
| 0
| 3d9h
+
| [[Troop vehicle]]
| The state centers increase the population reserve capacity and offer a bonus to immigration.
+
| 17h
|-
+
| Assault ships offer a quick access to the troops to the vital positions of the enemy.
| [[Base reinforcements]]
+
|}
| Engineering
+
 
| 6h
+
{| class="wikitable mw-collapsible mw-collapsed"
| Base reinforcements offer basic protection before more advanced fortification systems are available.
+
|+ class="nowrap" | Tier II
|-
+
! Item
| [[Trade microport]]
+
! SA
| Engineering
+
! PA
| 6h
+
! SD
| Trade micro-ports allow automatic shipments, but with limited capacity.
+
! PD
 +
! EXP
 +
! SUR
 +
! Category
 +
! Research Time
 +
! Description
 
|-
 
|-
| [[Basic Space shipyard]]
+
| [[Object:Infantry|Infantry]]
| Engineering
+
| 30
| 15h
+
| 30
| Space shipyards are gigantic structures where components are built and assembled to build ships.
+
| 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.
 
|-
 
|-
| [[Basic space port]]
+
| [[Object:Deflec vest|Deflec vest]]
| Engineering
+
| 8
| 15h
+
| 8
| Space ports are huge structures that allow the anchoring of fleets and provide them with supplies.
+
| 8
|-
+
| 8
| [[Small trading spaceport]]
+
| 0
| Engineering
+
| 0
| 2d9h
+
| [[Troop armor]]
| Trade ports enable commercial capacity on a base.
+
| 1d5h
 +
| Deflector protection against ballistic projectiles and energy weapons.
 
|-
 
|-
| [[Lance S]]
+
| [[Object:C8 explosives|C8 explosives]]
| Engineering
+
| 10
| 4d15h
+
| 10
| Allow to construct light chassis ships.
+
| 5
 +
| 5
 +
| 1
 +
| 0
 +
| [[Troop accessory]]
 +
| 1d5h
 +
| Are they not letting you in? Try this.
 
|-
 
|-
| [[Space port I]]
+
| [[Object:Analyzer|Analyzer]]
| Engineering
+
| 0
| 4d15h
+
| 0
| Space ports provide support in the form of repairs and supplies to nearby friendly fleets.
+
| 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.
 
|-
 
|-
| [[Command centre I]]
+
| [[Object:Armored vehicle|Armored vehicle]]
| Troops
+
| 0
| 9h
+
| 20
| Command centers coordinate the military operations carried out by the base's defensive forces.
+
| 0
|}
+
| 20
 
+
| 0
{| class="wikitable mw-collapsible mw-collapsed"
+
| 0
|+ class="nowrap" | Tier III Modules
+
| [[Troop vehicle]]
 +
| 1d21h
 +
| Armored all-terrain vehicle with capacity for 8 soldiers.
 
|-
 
|-
! Item Name
+
| [[Object:Jetpack|Jetpack]]
! Item Class
+
| 10
! Research Time
+
| 10
! Description
+
| 10
|-
+
| 10
| [[Dome base]]
+
| 1
| Engineering
+
| 0
| 8d21h
+
| [[Troop vehicle]]
| Second level civil / industrial base. It has an increased capacity. Ideal for colonizing new planets.
+
| 2d14h
|-
+
| Jetpacks allow troops to access to critical points of the enemy's defense.
| [[Exocity]]
+
|}
| Engineering
+
 
| 8d21h
+
=Change Log=
| Exocities are similar to those of the Earth.
+
Last Updated:
|-
+
21 April, 2021
| [[Delta station]]
+
01:32
| Engineering
 
| 8d21h
 
| Civil / industrial space base. Ideal for creating commercial hubs and cities in the middle of space.
 
|-
 
| [[Hive II habitat]]
 
| Habitability
 
| 8d21h
 
| The Beehive habitat simulated streets flanked by buildings where the first settlers performed their daily lives.
 
|-
 
| [[Cloning center II]]
 
| Habitability
 
| 9d3h
 
| Cloning centers increase the number of births and allow faster population growth.
 
|-
 
| [[M20 Assembly plant]]
 
| Industry
 
| 8d9h
 
| Assembly plants are factories where modules and other objects are produced as consumer goods from planetary resources.
 
|-
 
| [[Phoenix processor]]
 
| Industry
 
| 8d12h
 
| Atmospheric processors are huge machines that filter thousands of tons of gases from a planet's atmosphere to get its valuable resources.
 
|-
 
| [[Advanced technology center]]
 
| Social
 
| 8d9h
 
| Advanced research center. It provides an additional bonus to the research of all the technological branches.
 
|-
 
| [[Cryptobank I]]
 
| Social
 
| 8d9h
 
| Cryptobanks are computer centers that are connected to the global banking network and store money in the form of crypto-currencies.
 
|-
 
| [[Bunker AAA]]
 
| Engineering
 
| 8d6h
 
| Fortifications are huge structures that considerably increase the protection of the base against bombings and assaults. In addition, it has extra capacity for the troops.
 
|-
 
| [[Medium trading spaceport]]
 
| Engineering
 
| 8d9h
 
| Trade ports enable commercial capacity on a base.
 
|-
 
| [[Lance M]]
 
| Engineering
 
| 8d15h
 
| Allow to construct medium chassis ships.
 
|-
 
| [[Repair hangar R01]]
 
| Engineering
 
| 9d21h
 
| Provides repair to the unit itself and to all units of the fleet if equipped on a ship, or on a logistical basis.
 
|-
 
| [[Military barracks]]
 
| Troops
 
| 8d3h
 
| Barracks are military installations where troops are trained.
 
|-
 
| [[Command centre II]]
 
| Troops
 
| 8d9h
 
| Command centers coordinate the military operations carried out by the base's defensive forces.
 
|}
 
  
=Fits=
+
Updated tech timers, list of techs, fitting exmaples.
==Legend==
+
[[Category:Game guides]]
  
{| class="wikitable mw-collapsible mw-expanded"
+
{| class="wikitable
|+ class="nowrap" | Core
+
|+ class="nowrap" | First Setup
|-
 
! Class
 
! Type
 
! Tech
 
! 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]]
 
|
 
| Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
 
|-
 
|
 
| [[Fusion reactor]]
 
|
 
| 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.
 
|-
 
| [[Thruster]]
 
|
 
| Propulsion
 
|
 
|-
 
|
 
| Primary
 
|
 
| 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]]
 
|
 
| 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
 
|-
 
! Class
 
! Type
 
! Tech
 
! Description
 
|-
 
| Projectile Turrets
 
| [[Space weapon]]
 
| Armament
 
| Large-caliber projectiles
 
|-
 
|
 
| Auto-Cannons
 
|
 
| 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.
 
|-
 
|
 
| Miniguns
 
|
 
| Thousands of projectiles per second of low caliber. Ideal against small and fast objects
 
|-
 
|
 
| Mega-Cannons
 
|
 
| 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
 
| Particle jets with very high temperature
 
|-
 
| Plasma Turrets
 
| [[Space weapon]]
 
| Armament
 
| Beams of concentrated photons
 
|-
 
| Rail Turrets
 
| [[Space weapon]]
 
| Armament
 
| Projectiles accelerated by a magnetic barrel at very high speeds
 
|-
 
| [[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.
 
|}
 
 
 
{| class="wikitable mw-collapsible mw-expanded"
 
|+ class="nowrap" | Defence
 
|-
 
! Class
 
! Tech
 
! 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.
 
|}
 
 
 
{| class="wikitable mw-collapsible mw-expanded"
 
|+ class="nowrap" | Utility
 
|-
 
! Class
 
! Type
 
! Tech
 
! Description
 
|-
 
| Sensory
 
|
 
| Systems
 
|
 
|-
 
|
 
| [[Sensor]]
 
|
 
| 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]]
 
|
 
| 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]]
 
| Mining Equipment
 
| Industry
 
| Asteroid mines are modules that can be installed as industrial buildings and that allow the spraying and processing of asteroids in order to extract planetary resources.
 
|}
 
 
 
Some fits have slots left open for support modules. Such modules would Include
 
*AUX thrusters
 
*Sensors
 
*Shields
 
*Armour
 
 
 
Laser cannons use more power than auto-cannons do, so using them in unison with modules that require a lot of power may not end very well with he ship.
 
 
 
== ==
 
 
 
Trooper MKI - Combat
 
 
 
[[File:Sezoia_Trooper_mkI.png]]
 
 
 
A basic transport ship with a trooper bay.
 
 
 
Cargo Rig MKI - Support
 
 
 
[[File:Sezoia_Cargo_Rig_mkI.png]]
 
 
 
A basic cargo vessel that can carry an assortment of goods or items across a star system.
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier I - Core
 
! Item Name
 
! Item Type
 
! Research Time
 
! Description
 
|-
 
| [[Microhauler]]
 
| Chassis
 
| Null
 
| Basic transport chassis. Enough for the first adventures in space.
 
|-
 
| [[Basic beecell]]
 
| Life support
 
| Null
 
| Basic life support system.
 
|-
 
| [[LWR Reactor]]
 
| Fission reactor
 
| Null
 
| Basic Fission Reactor.
 
|-
 
| [[Ion 500]]
 
| Primary
 
| Null
 
| Basic Ionic drive thruster.
 
|}
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier I - Offence
 
! Item Name
 
! Item Type
 
! Research Time
 
! Description
 
|-
 
| [[Laser cannon]]
 
| Laser Turrets
 
| Null
 
| Basic space cannon. It does not provide excessive firepower, but it gives a not inconsiderable protection against early hostile actions.
 
|}
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier I - Utility
 
! Item Name
 
! Item Type
 
! Research Time
 
! Description
 
|-
 
| [[Basic troop hangar]]
 
| Troop hangar
 
| Null
 
| Provides habitat for a full battalion
 
|-
 
| [[Cargo hold class 1]]
 
| Cargo hangar
 
| Null
 
| Cargo hangars expand the storage capacity of the bases and the ships where they are installed.
 
|}
 
 
 
== ==
 
 
 
Trooper MKII - Combat
 
 
 
[[File:Sezoia_Trooper_mkII.png]]
 
 
 
Cargo Rig MKII - Support
 
 
 
[[File:Sezoia_Cargo_Rig_mkII.png]]
 
 
 
Miner MKI - Support
 
 
 
[[File:Sezoia_Miner_mkI.png]]
 
 
 
Corvette MK I - Combat (Projectile)
 
 
 
[[File:Sezoia_Corvette_mkI(P).png]]
 
 
 
Corvette MK I - Combat (Laser)
 
 
 
[[File:Sezoia_Corvette_mkI(L).png]]
 
 
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier II - Core
 
! Item Name
 
! Item Type
 
! Research Time
 
! Description
 
|-
 
| [[Corvette]]
 
| Chassis
 
| 1d15h
 
| Light combat chassis. The corvette is the first warship design. It can be equipped with a flexible configuration of combat and recognition.
 
|-
 
| [[Life 001]]
 
| Life support
 
| 1d3h
 
| A better engineered habitation module, allowing for the housing of more crewmen.
 
|-
 
| [[Thor I]]
 
| Fission reactor
 
| 15h
 
| The first-generation 'Thor' fission reactor
 
|-
 
| [[Fusion-in MK1]]
 
| Fusion reactor
 
| 21h
 
| First-generation reactor that uses inertial confinement
 
|-
 
| [[Thor II]]
 
| Fission reactor
 
| 4d18h
 
| Second-generation 'Thor' fission reactor
 
|-
 
| [[Ion 1000]]
 
| Primary
 
| 1d3h
 
| A more advanced Ionic Drive thruster
 
|-
 
| [[Ion 1500]]
 
| Primary
 
| 2d3h
 
| A more advanced Ionic Drive thruster
 
|-
 
| [[Ion 2000]]
 
| Primary
 
| 4d3h
 
| A more advanced Ionic Drive thruster
 
|-
 
| [[5K auxiliary thruster]]
 
| Auxiliary
 
| 1d3h
 
| A simple RCS thruster
 
|-
 
| [[Basic warp drive]]
 
| Warp drive
 
| 3h
 
| Experimental Curvature engine
 
|-
 
| [[Explorer 0]]
 
| Warp drive
 
| 9h
 
| The explorer program opens a new branch of warp drives with a large range but lower performance.
 
|-
 
| [[Explorer I]]
 
| Warp drive
 
| 21h
 
| The explorer program opens a new branch of warp drives with a large range but lower performance.
 
|-
 
| [[Daedalus L0]]
 
| Warp drive
 
| 1d3h
 
| The daedalus program opens a new branch of warp drives with a smaller range but higher performance.
 
|-
 
| [[Daedalus L1]]
 
| Warp drive
 
| 5d3h
 
| The daedalus program opens a new branch of warp drives with a smaller range but higher performance.
 
|}
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier II - Offence
 
! Item Name
 
! Item Type
 
! Research Time
 
! Description
 
|-
 
| [[AC 800mm]]
 
| Auto-Cannon
 
| 21h
 
| Small caliber Projectile turret
 
|-
 
| [[AC 1000mm]]
 
| Auto-Cannon
 
| 21h
 
| Small caliber Projectile turret
 
|-
 
| [[AC 1500mm]]
 
| Auto-Cannon
 
| 2d9h
 
| Medium caliber Projectile turret
 
|-
 
| [[Gatling 1MG]]
 
| Minigun
 
| 1d21h
 
| A small gatling gun
 
|-
 
| [[Gatling 2MG]]
 
| Minigun
 
| 2d21h
 
| A small gatling gun
 
|-
 
| [[Gatling 3MG]]
 
| Minigun
 
| 4d21h
 
| A medium gatling gun
 
|-
 
| [[Laser cannon 100-MK1]]
 
| Laser Turrets
 
| 1d21h
 
| small particle jets with very high temperature
 
|-
 
| [[Laser cannon 100-MK2]]
 
| Laser Turrets
 
| 1d21h
 
| Medium particle jets with very high temperature
 
|}
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier II - Defence
 
! Item Name
 
! Item Type
 
! Research Time
 
! Description
 
|-
 
| [[50M Shield]]
 
| Shield generator
 
| 1d
 
| Force field deflects external aggressions, including insults.
 
|-
 
| [[75M Shield]]
 
| Shield generator
 
| 3d
 
| Force field deflects external aggressions, including insults.
 
|-
 
| [[Auto R93]]
 
| Repair system
 
| 1d12h
 
| Basic repair system that can be installed on a ship or base to increase its speed of repair.
 
|-
 
| [[Auto R94]]
 
| Repair system
 
| 3d21h
 
| Improved repair system that can be installed on a ship or base to increase its speed of repair.
 
|}
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier II - Utility
 
! Item Name
 
! Item Type
 
! Research Time
 
! Description
 
|-
 
| [[Sensor class 1]]
 
| Sensor
 
| 9h
 
| Sensors are modules that allow the tracking of objects in space
 
|-
 
| [[Sensor class 1D]]
 
| Sensor
 
| 4d9h
 
| Sensors are modules that allow the tracking of objects in space
 
|-
 
| [[Cloacking device]]
 
| Cloaking device
 
| 4d15h
 
| Reduces the presence of the unit. Making detection more difficult.
 
|-
 
| [[Troops hangar I]]
 
| Troop hangar
 
| 3d21h
 
| Provides habitat for a full battalion
 
|-
 
| [[Microcargo hold]]
 
| Cargo hangar
 
| 3h
 
| The most compact storage systems allow to install cargoholds in ships with little capacity.
 
|-
 
| [[Cargo hold class 3]]
 
| Cargo hangar
 
| 3h
 
| Cargo hangars expand the storage capacity of the bases and the ships where they are installed.
 
|-
 
| [[Cargo hold 1A]]
 
| Cargo hangar
 
| 21h
 
| Cargo hangars expand the storage capacity of the bases and the ships where they are installed.
 
|-
 
| [[Cargo hold 2A]]
 
| Cargo hangar
 
| 1d21h
 
| Cargo hangars expand the storage capacity of the bases and the ships where they are installed.
 
|-
 
| [[Cargo hold 3A]]
 
| Cargo hangar
 
| 3d21h
 
| Cargo hangars expand the storage capacity of the bases and the ships where they are installed.
 
|-
 
| [[Basic Asteroids Mine]]
 
| Mining Equipment
 
| 1d12h
 
| Asteroid mines are modules that that allow the spraying and processing of asteroids.
 
|-
 
| [[Asteroids mine I]]
 
| Mining Equipment
 
| 4d12h
 
| Asteroid mines are modules that that allow the spraying and processing of asteroids.
 
|}
 
 
 
== ==
 
Miner MKII - Support
 
 
 
[[File:Sezoia_Miner_mkII.png]]
 
 
 
Cargo Rig MKIII - Support
 
 
 
[[File:Sezoia_Cargo_Rig_mkIII.png]]
 
 
 
Trooper MKIII - Combat
 
 
 
[[File:Sezoia_Trooper_mkIII.png]]
 
 
 
Frigate MK I - Combat (Projectile)
 
 
 
[[File:Sezoia_Frigate_mkI(P).png]]
 
 
 
Frigate MK I - Combat (Laser)
 
 
 
[[File:Sezoia_Frigate_mkI(L).png]]
 
 
 
*I didnt include updated fits for the 'Corvette' class hulls or the Microhauler because I feel by this time you should already have some idea on what you want to decide to do with your ships.
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier III - Core
 
! Item Name
 
! Item Type
 
! Research Time
 
! Description
 
|-
 
| [[Light freighter]]
 
| Chassis
 
| 6d9h
 
| Light transport chassis. Allows a collection of higher load configurations and some firepower.
 
|-
 
| [[Frigate]]
 
| Chassis
 
| 9d15h
 
| Light combat chassis. The frigate is the next step in the design of combat ships. Structural improvements, elimination of unnecessary equipment and the optimization of its components allow a higher module capacity in exchange for little extra mass.
 
|-
 
| [[Life 002]]
 
| Life support
 
| 9d3h
 
| A better engineered habitation module, allowing for the housing of more crewmen.
 
|-
 
| [[Fusion-in MK2]]
 
| Fusion reactor
 
| 6d
 
| Second-generation reactor that uses inertial confinement
 
|-
 
| [[Loki I]]
 
| Fission reactor
 
| 8d21h
 
| The first-generation 'Loki' fission reactor
 
|-
 
| [[Fusion-mag MK1]]
 
| Fusion reactor
 
| 8d21h
 
| First-generation reactor that uses magnetic confinement.
 
|-
 
| [[Ion 1000B]]
 
| Primary
 
| 6d3h
 
| A more advanced Ionic Drive thruster
 
|-
 
| [[Ion 3000]]
 
| Primary
 
| 8d3h
 
| An improved Ionic Drive thruster
 
|-
 
| [[Ion 1500B]]
 
| Primary
 
| 8d3h
 
| A more advanced Ionic Drive thruster
 
|-
 
| [[7K auxiliary thruster]]
 
| Auxiliary
 
| 9d3h
 
| An improved RCS thruster
 
|-
 
| [[Explorer II]]
 
| Warp drive
 
| 8d21h
 
| The explorer program opens a new branch of warp drives with a large range but lower performance.
 
|-
 
| [[Daedalus L2]]
 
| Warp drive
 
| 9d3h
 
| The daedalus program opens a new branch of warp drives with a smaller range but higher performance.
 
|}
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier III - Offence
 
! Item Name
 
! Item Type
 
! Research Time
 
! Description
 
|-
 
| [[Gatling 4MG]]
 
| Miniguns
 
| 8d21h
 
| A medium gatling gun
 
|-
 
| [[Gatling 4MG-GRAV]]
 
| Miniguns
 
| 8d21h
 
| A medium gatling gun with modified structure to use gravitonium ammunition.
 
|}
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier III - Defence
 
! Item Name
 
! Item Type
 
! Research Time
 
! Description
 
|-
 
| [[100M Shield]]
 
| Shield generator
 
| 7d
 
| Force field deflects external aggressions, including insults.
 
|-
 
| [[GRAV M Shield]]
 
| Shield generator
 
| 7d
 
| Force field deflects external aggressions, including insults.
 
|-
 
| [[Testudo class 1]]
 
| Armor
 
| 6d3h
 
| The combination of different materials sometimes offers characteristics superior to those of the individual components.
 
|-
 
| [[Testudo class 1 L]]
 
| Armor
 
| 6d3h
 
| The combination of different materials sometimes offers characteristics superior to those of the individual components.
 
|-
 
| [[Testudo class 1 XL]]
 
| Armor
 
| 6d3h
 
| The combination of different materials sometimes offers characteristics superior to those of the individual components.
 
|}
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier III - Utility
 
! Item Name
 
! Item Type
 
! Research Time
 
! Description
 
|-
 
| [[Sensor class 1E]]
 
| Sensor
 
| 8d9h
 
| Sensors are modules that allow the tracking of objects in space
 
|-
 
| [[Sensor class 2]]
 
| Sensor
 
| 8d15h
 
| Sensors are modules that allow the tracking of objects in space
 
|-
 
| [[Troops hangar 2X]]
 
| Troop hangar
 
| 7d21h
 
| Provides habitat for two full battalions.
 
|}
 
 
 
=Troops=
 
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
 
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.
 
 
 
Marines - Rock-Hopping since the dawn of FTL travel, the
 
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
 
wreckage, or into an unstable cave network inside an
 
astroid, these troopers are dedicate to recording the
 
unknown, as well as observe the present. These troops
 
should have a balance between SPACE an PLANEARY stats, while
 
you focused on EXPLORATION stats.
 
 
 
See [[Troop]]
 
 
 
[[File:Sezoia_Basic_Trooper.png]]
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier I Troopers
 
! Item
 
! SA
 
! PA
 
! SD
 
! PD
 
! EXP
 
! SUR
 
! Research Time
 
! Description
 
|-
 
| [[Militia]]
 
| 15
 
| 15
 
| 25
 
| 25
 
| 10
 
| 10
 
| Null
 
| Militia is a unit of combat with little training but a time of very reduced deployment.
 
|-
 
| [[Handguns]]
 
| 5
 
| 5
 
| 5
 
| 5
 
| 0
 
| 0
 
| Null
 
| Basic infantry armament: handguns and melee weapons.
 
|-
 
| [[Tactical vest]]
 
| 5
 
| 5
 
| 5
 
| 5
 
| 0
 
| 0
 
| Null
 
| Basic infantry protection.
 
|-
 
| [[Basic equipment]]
 
| 5
 
| 5
 
| 5
 
| 5
 
| 0
 
| 0
 
| Null
 
| Basic survival kit for the hard life of space.
 
|-
 
| [[Support robot]]
 
| 0
 
| 5
 
| 0
 
| 5
 
| 0
 
| 0
 
| Null
 
| The support robot is a quadruped that is capable of carrying a huge load, freeing the soldiers from having to load it themselves.
 
|}
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier II
 
! Item
 
! SA
 
! PA
 
! SD
 
! PD
 
! EXP
 
! SUR
 
! Research Time
 
! Description
 
|-
 
| [[Infantry]]
 
| 30
 
| 30
 
| 30
 
| 30
 
| 5
 
| 10
 
| 1d21h
 
| Infantry is the basic unit of combat. It is composed of half a battalion of soldiers with a complete military instruction.
 
|-
 
| [[Assault rifle]]
 
| 8
 
| 9
 
| 8
 
| 9
 
| 0
 
| 0
 
| 21h
 
| Basic infantry rifles.
 
|-
 
| [[Non lethal weapons]]
 
| 5
 
| 5
 
| 5
 
| 5
 
| 0
 
| 10
 
| 21h
 
| Armament for troops that does not produce civilian casualties.
 
|-
 
| [[Laser rifle]]
 
| 10
 
| 8
 
| 10
 
| 8
 
| 0
 
| 0
 
| 5d6h
 
| Energy weapons based on the concentration of photons at a small point.
 
|-
 
| [[Anti-riot equipment]]
 
| 7
 
| 7
 
| 7
 
| 7
 
| 0
 
| 10
 
| 21h
 
| Riot protection protects troops without increasing their threat level.
 
|-
 
| [[Deflec vest]]
 
| 8
 
| 8
 
| 8
 
| 8
 
| 0
 
| 0
 
| 1d21h
 
| Deflector protection against ballistic projectiles and energy weapons.
 
|-
 
| [[Magnetic device]]
 
| 10
 
| 0
 
| 10
 
| 0
 
| 0
 
| 0
 
| 21h
 
| Magnetic devices provide support points on metal surfaces that allow soldiers a tactical advantage in zero gravity combat situations.
 
|-
 
| [[C8 explosives]]
 
| 10
 
| 10
 
| 5
 
| 5
 
| 5
 
| 0
 
| 1d3h
 
| Excellent element of support for the assault of the infantry. They provide additional firepower.
 
|-
 
| [[Neuromodulator]]
 
| 0
 
| 0
 
| 0
 
| 0
 
| 0
 
| 20
 
| 2d9h
 
| Neuromodulators allow to send signals to the brain in order to make the subject more inclined to perform certain actions.
 
|-
 
| [[NG grenades]]
 
| 8
 
| 8
 
| 8
 
| 8
 
| 0
 
| 0
 
| 5d3h
 
| Excellent element of support for the assault of the infantry. They provide additional firepower.
 
|-
 
| [[Assault ship]]
 
| 15
 
| 0
 
| 0
 
| 0
 
| 0
 
| 0
 
| 1d21h
 
| Assault ships offer a quick access to the troops to the vital positions of the enemy.
 
|-
 
| [[Patrol speeder]]
 
| 0
 
| 0
 
| 0
 
| 0
 
| 5
 
| 20
 
| 4d9h
 
| Patrol speeder is a vehicle that allows quick access to the point of the colony where there are problems.
 
|}
 
 
 
{| class="wikitable mw-collapsible mw-collapsed"
 
|+ class="nowrap" | Tier III
 
! Item
 
! SA
 
! PA
 
! SD
 
! PD
 
! EXP
 
! SUR
 
! Research Time
 
! Description
 
|-
 
| [[Marines]]
 
| 50
 
| 50
 
| 50
 
| 50
 
| 0
 
| 5
 
| 8d21h
 
| Marines are a combat unit specializing in space combat.
 
|-
 
| [[Advanced assault rifle]]
 
| 8
 
| 10
 
| 8
 
| 10
 
| 0
 
| 0
 
| 8d21h
 
| Advanced infantry rifles.
 
|-
 
| [[Deflec-2 vest]]
 
| 9
 
| 9
 
| 9
 
| 9
 
| 0
 
| 0
 
| 9d21h
 
| Deflector protection against ballistic projectiles and energy weapons.
 
|-
 
| [[Xeno grenades]]
 
| 12
 
| 12
 
| 12
 
| 12
 
| 0
 
| 0
 
| 7d9h
 
| Xenogrenades combine the explosive ability of the normal grenade with alien spores to increase their lethality.
 
|-
 
| [[Combat drone]]
 
| 15
 
| 0
 
| 15
 
| 0
 
| 0
 
| 0
 
| 8d21h
 
| Combat drones can move in zero gravity very easily by increasing the unit's firepower in assaults and space defenses.
 
|-
 
| [[C9 explosives]]
 
| 13
 
| 13
 
| 5
 
| 5
 
| 5
 
| 0
 
| 9d3h
 
| Excellent element of support for the assault of the infantry. They provide additional firepower.
 
 
|-
 
|-
| [[Combat drone]]
+
! Object
| 15
+
! Power
| 0
+
! Personnel
| 15
+
! Space
| 0
+
! 5
| 0
+
! 6
| 0
+
! 7
| 8d21h
+
! 8
| Combat drones can move in zero gravity very easily by increasing the unit's firepower in assaults and space defenses.
+
! 9
|-
+
! 10
| [[Armored vehicle]]
+
! 11
| 0
+
! 12
| 20
+
! 13
| 0
+
! 14
| 20
+
! 15
| 0
+
! 16
| 0
+
! 17
| 7d15h
+
! 18
| Armored all-terrain vehicle with the capacity for 8 soldiers,
+
! 19
 +
! 20
 
|-
 
|-
| [[Jetpack]]
 
| 10
 
| 10
 
| 10
 
| 10
 
| 0
 
| 0
 
| 8d15h
 
| Jetpacks allow troops to access to critical points of the enemy's defense.
 
 
|}
 
|}
 
=Change Log=
 
Last Updated:
 
18, Feb 2018
 
[[Category:Game guides]]
 

Latest revision as of 00:13, 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