Sezoia starting guide

From Wiki
Revision as of 10:50, 12 February 2018 by Sezoia (talk | contribs) (→‎Tier II)
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

Fits

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


Tier I

Tier I Modules
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.
Laser cannon Armament Null Basic space cannon. It does not provide excessive firepower, but it gives a not inconsiderable protection against early hostile actions.
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

Tier II Modules
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.
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.
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.
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.
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.
Laser Cannon 100 mk1 Armament 1d21h Laser cannons are high-energy weapons that are more accurate than projectile weapons.
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.
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.
Auto R93 Engineering 1d12h Basic repair system that can be installed on a ship or base to increase its speed of repair.
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.
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.

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

NOTE

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

Tier I

Tier I
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.

Sezoia Basic Trooper.png

Tier II

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.

TEST PLEASE IGNORE

Tier I
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.