Sezoia starting guide

From Wiki
Revision as of 01:05, 14 February 2018 by Sezoia (talk | contribs) (→‎Fits)
Jump to navigation Jump to search

Starting technologies

01 Physics.png

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

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

03 Power.png

04 Habitability.png

05 Industry.png

06 Social.png

'Labratory Network 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.

07 Engineering.png

08 Propulsion.png

09 Systems.png

10 Troops.png

Tutorial

Tutorial -Life Support Do not use speedups Select 'Fleet 1', go to 'characteristics', select 'Fusion'. Combine all ships under a single fleet.

-Power Do not use speedups

-Module production 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 Do not use speedups

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

-Population Adjust value from '1,000, to '1'.

-Ship production Do not use speed-ups to install the Lance S. Microhauler; Cargo hold class 1; Ion 500 (2); LWR Reactor; Basic Beecell Cargo I Support

Create above design and then select your fleet, press 'ships' (Button Ships.png) and select 'Cargo I'. Modify existing ship with corresponding design.

Bases

Tier I Modules
Item Name Item Class Research Time Description
Basic planetary mine Industry Null
Microassembly M1 Industry Null
M10 Assembly plant Industry Null
Technology centre Social Null Basic research center.
Recruitment center Troops Null Basic training barracks. It allows for the training of troops and also allows for extra capacity for garrison.

Tier II Modules
Item Name Item Class Research Time Description
Outpost Engineering 21h
Vanguard Station Engineering 21h
Helios I Power 6h
Computing centre Physics 21h
Trinity K1 computers Physics 1d9h
Hive habitats Habitability 9h
Xeno hive habitat Habitability 9h
Cloning centers I Habitability 1d3h
Atmospheric Processors Industry 12h
Planetary mines I Industry 4d6h
Basic cryptobank Social 9h
Base reinforcements Engineering 6h
Trade microport Engineering 6h
Basic Space shipyard Engineering 15h
Basic space port Engineering 15h
Small trading space port Engineering 2d9h
Lance S Engineering 4d15h
Space port I Engineering 4d15h

Tier III Modules
Item Name Item Class Research Time Description
Dome base Engineering 8d21h
Exocity Engineering 8d21h
Delta Stations Engineering 8d21h
Hive habitats II Habitability 8d21h
Cloning centers II Habitability 9d3h
M20 Assembly plants Industry 8d9h
Pheonix Atmospheric Processors Industry 8d12h
Advanced Research Centre Social 8d9h
Cryptobank I Social 8d9h
AAA Bunkers Engineering 8d6h
Medium trading space port Engineering 8d9h
Lance M Engineering 8d15h
Repair Bays R01 Engineering 9d21h

Fits

Core
:-Chassis (Engineering) :-Habitability :-Power ::-Fission reactors ::-Fusion reactors :-Thrusters (Propulsion) :-Warp Drives (physics) Offence :-Projectile Turrets (Armament) ::-Auto-Cannons ::-Mini-Cannons :-Laser Turrets (Armament) :-Rail Turrets (Armament) :-Fighter Hangers (Engineering) Defence :-shield (systems) :-Armour (Engineering) Utility :-Sensory ::-sensors (Systems) ::-cloaking devices (Systems) :-Armour Repairiers (Engineering) :-Trooper Hangers (Troops) :-Cargo Hangers (Industry) :-Mining Equipment (Industry)

Some fits have slots left open for support modules. Such modules would be AUX thrusters, Sensors, Shields or Armour.

Tier I - Core
Item Name Item Class Research Time Description
Microhauler Engineering Null Basic transport chassis. Enough for the first adventures in space.
Basic beecell Habitability Null Basic life support system.
LWR Reactor Power Null Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Ion 500 Thrusters 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.
Tier I - Offence
Item Name Item Class Research Time Description
Laser cannon Armament Null Basic space cannon. It does not provide excessive firepower, but it gives a not inconsiderable protection against early hostile actions.
Tier I - Utility
Item Name Item Class Research Time Description
Basic troop hangar Troops Null Troop hangars are housing modules designed for the transport of troops. Each module provides capacity for a given number of troops. Provides habitat for a full battalion.
Microcargo hold Industry Null The most compact storage systems allow to install cargoholds in ships with little capacity.
Cargo hold class 1 Industry Null Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
Cargo hold class 3 Industry Null Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.

Trooper MKI - Combat

Sezoia Trooper mkI.png

A basic transport ship with a trooper bay.

Cargo Rig MKI - Support

Sezoia Cargo Rig mkI.png

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

Tier II - Core
Item Name Item Class Research Time Description
Corvettes Engineering 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 Habitability 1d3h 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 ...
Thor I Power 15h Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy.
Fusion-in mk1 Power 21h Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy. It uses inertial confinement.
Thor II Power 4d18h
Ion 1000 Thrusters 1d3h 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 auxilliary thrusters Thrusters 1d3h Auxiliary thruster provide an extra push that increases the agility of the ship to perform evasive maneuvers. Ships with higher agility levels are harder to reach when shot.
Ion 1500 Thrusters 2d3h
Ion 2000 Thrusters 4d3h
Basic warp drive Physics 3h 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.
Eplorer 0 drive Physics 9h Basic Explorer warp drive.
Eplorer 1 drive Physics 21h 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.
Deadalus L1 Physics 5d3h
Tier II - Offence
Item Name Item Class Research Time Description
800mm AC Armament 21h 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.
1000mm AC Armament 21h 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.
AC 1500 Armament 2d9h
Gatling 1MG Armament 1d21h 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.
Gatling 2MG Armament 2d21h
Gatling 3MG Armament 4d21h
Laser Cannon 100 mk1 Armament 1d21h Laser cannons are high-energy weapons that are more accurate than projectile weapons.
Lasor cannon 200 mk1 Armament 1d21h
Tier II - Defence
Item Name Item Class Research Time Description
Shields 50M Systems 1d 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.
75M Shields Systems 3d
Auto R93 Engineering 1d12h Basic repair system that can be installed on a ship or base to increase its speed of repair.
Autp R94 Engineering 3d21h
Tier II - Utility
Item Name Item Class Research Time Description
Sensor class 1 Systems 9h Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities.
Sensor Class 1D Systems 4d9h
Cloaking device Systems 4d15h
Troop hanger I Troops 3d21h
Cargo hold Class 1A Industry 21h Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
Cargo hold Class 2A Industry 1d21h Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed.
Cargo hold class 3A Industry 3d21h
Basic Astroid Mine Industry 1d12h 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.
Astroid mine I Industry 4d12h

Trooper MKII - Combat Microhauler Basic Troop Hanger Life 001 125/150 Explorer 1 215/250 Ion 1000 300/350 Thor I

Cargo Rig MKII - Support Microhauler Cargo Hold 1A Life 001 125/150 Explorer 1 215/250 Ion 1000 300/350 Thor I

Corvette MK I - Combat (Projectile) Corvette AC 800mm Life 001 120/150 Explorer I 210/250 Ion 1000 250/350 Thor I

Corvette MK I - Combat (Laser) Corvette Laser Cannon 100-mk1 Life 001 120/150 Explorer I 230/250 Ion 1000 250/350 Thor I

Tier III - Core
Item Name Item Class Research Time Description
Light freighter Engineering 6d9h
Frigate Engineering 9d15h
Life 002 Habitability 9d3h Life support systems are modules that provide the unit that installs everything necessary for the survival of the staff or the crew: an optimal atmosphere, living areas, basic food, etc ...
Fusion-in mk2 Power 6d
Loki I Power 8d21h
Ion 1000b Thrusters 6d3h 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 3000 Thrusters 8d3h
Ion 1500b Thrusters 8d3h
7k auxiliary thrusters Thrusters 9d3h
Explorer II Physics 8d21h
Deadalus L2 Physics 9d3h
Tier III - Offence
Item Name Item Class Research Time Description
Gatling 4MG Armament 8d21h 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 4MG GRAV Armament 8d21h
Tier III - Defence
Item Name Item Class Research Time Description
100M Shields Systems 7d 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.
GravM Shields Systems 7d 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.
Testudo class 1 Engineering 6d3h
Testudo class 1L Engineering 6d3h
Tier III - Utility
Item Name Item Class Research Time Description
Sensor Class 1E Systems 8d9h Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities.
Sensor Class 2 Systems 8d15h
Troop hanger 2x Troops 7d21h

Notes

Laser cannons use more power than auto-cannons do, so using them in unison with modules that require a lot of power may no end very well with he ship.

Goal: Keep speed above 9.5 (95 for Atlas) Keep warp speeds above 0.9 (90 for Atlas)

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

Sezoia Basic Trooper.png

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.
Tier II Troopers
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 Rifles 8 9 8 9 0 0 21h Troops equip a type of armament that modifies its force of combat. There are types that give a greater bonus to space combat and better ones for planetary combat. The type of armament of a troop can be replaced by a more advanced one at any time, if the troop is in a base and it has available that new type in the cargo hold.
Non-lethal weaponry 5 5 5 5 0 10 21h Armament for troops that does not produce civilian casualties.
Deflect Vest 8 8 8 8 0 0 1d21h Deflector protection against ballistic projectiles and energy weapons.
Anti Riot Protection 7 7 7 7 0 10 21h The armour of troops is part of the equipment of a troop. Award a bonus to space and planetary combat by providing soldiers with a resistance to damage. Like any troop team, the armour can be replaced by another type available at the base in which the troop is located.
Magnetic Devices 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.
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.
Tier III
Item SA PA SD PD EXP SUR Research Time Description
Marines 8d21h
Advanced Assault Rifle 8d21h
Deflect Vests II 9d21h
Xenogrenades 7d9h
C9 explosives 9d3h
Combat Drone 8d21h