Sezoia starting guide
Starting technologies
The 'Explorer' class of warp drives takes less time to research and also has the highest range compared to the 'Deadalus' class of drives.
Projectile Turrets are a Kinetic type of weapon.
Auto-Cannons have a high initial damage rating, but their accuracy can be lower than other types of turrets.
Mini-Guns have a high accuracy and rate of fire, but their damage is minimal. Excellent as Anti-Fighter batteries.
Laser Cannons are an Energy type of weapon which have a higher accuracy than Auto-Cannons and also ignores a portion of Shields dealing damage to Modules and Hulls before shields are depleted, but also have less initial damage than Auto-Cannons.
See Space weapon
'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.
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' () and select 'Cargo I'. Modify existing ship with corresponding design.
Bases
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. |
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 |
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
Armament
- Projectile Turrets
- Auto-Cannons
- Mini-Cannons
- Laser Turrets
- Rail Turrets
- 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.
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. |
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. |
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
A basic transport ship with a trooper bay.
Cargo Rig MKI - Support
A basic cargo vessel that can carry an assortment of goods or items across a star system.
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 |
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 |
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 |
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
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 |
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 |
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 |
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
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. |
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. |
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 |