Sezoia starting guide
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.
Lets get started!
Capacity | In Use | Free | |
---|---|---|---|
Power | 400 | 20 | 380 |
Personnel | 490 | 180 | 310 |
Space | 4,000 | 150 | 3,850 |
Tutorial
Tutorial - Fleet Select 'fleet 1' go to 'Characteristics' (), select 'Split'. Divide the Escort into a seperate fleet.
- Tutorial - Life Support
Install Basic Beecell, do not use speedups.
- Tutorial - Power
Install the LWR Reactor, do not use speedups.
- Tutorial - Module Production
Produce a Planetary Mine, do not use speedups.
- Tutorial - Mine Installation
Install the Planetary Mine, do not use speedups.
- Tutorial - Research
Select 'Social I' under the SOCIAL tree, and then queue 'Advanced research'.
- Tutorial - Population
Set reserves from 1,000 to 1.
- Tutorial - Colonies
Intall the Habitat Module.
- 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 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.
If you chose to not follow these step by step instructions, this is what you will see instead.
Capacity | In use | Free | |
---|---|---|---|
Power | 600 | 470 | 130 |
Personnel | 620 | 550 | 70 |
Space | 4,000 | 2,500 | 1,500 |
If you chose to follow these step by step instructions, this is what your base would look like in the end.
Capacity | In Use | Free | |
---|---|---|---|
Power | 800 | 720 | 80 |
Personnel | 880 | 830 | 50 |
Space | 4,000 | 3,475 | 525 |
The following is an example of what a base should look like, given some defences.
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
Below are listed the technologies I suggest a new player should start off with. Taking into account what they later unlock, and the time it takes to research these would be the foundations of creating your new empire.
In some sections, there are multiple items listed. I do not suggest starting off by acquiring all of the items, but to compare them and start with the one you feel would best suit you in the beginning stages of the game. Your first week is the most critical point, its best to hit the ground running.
The 'Explorer' class of warp drives takes less time to research and also has the highest range compared to the 'Daedalus' class of drives.
- Projectile Turrets are a Kinetic type of weapon.
- Auto-Cannons have a high initial damage rating, but their accuracy can be lower than other types of turrets.
- Mini-Guns have a high accuracy and rate of fire, but their damage is minimal. Excellent as Anti-Fighter batteries.
- Laser Cannons are an Energy type of weapon which have a higher accuracy than Auto-Cannons and also ignores a portion of shields, dealing damage to Modules and Hulls before shields are depleted, but also have less initial damage than Auto-Cannons.
See Space weapon
Solar panels produce power based on a planemos radiation - the closer to the sun the higher its radiation. Thor reactors take less time to research and produce more power, fusion reactors produce less power but are less costly on resources.
Colonial consumer goods could aid with the happiness of your colonies, thus resulting in higher income from taxes and stricter recruiting doctrines without too severe of impacts on your people.
'Laboratory Networks I' Allows the use of an additional Research Center, this should be a priority tech to learn as fast as possible as it can aid in the growth rate of your Faction.
Unlocked Modules:
- Computador cuántico
- 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
- Microcargo hold
- Cargo hold class 3
- Microassembly M1
- Recyling (+0.05%)
- Basic Asteroid Mine
- Gemini processor
- Cargo hold 1A
- Basic space shipyard
- State center I
- Colonial administration +5
- Max. fleets +2
- Max. labratories +1
- Basic cryptobank
- Fighter ministation
- Fighter station I
- Falcon MKI
- Single-seat cabin
- Microreactor LWA
- F90
- Gatling cannon
- Fighter hangar I
- Fighter hangar bay I
- Corvette
- Vanguard station
- Outpost
- Base reinforcements
- Auto R93
- Ion 1000
- Sensor class 1
- Ship models +2
- Control system
- Magnetic device
- Infantry
- Assault ship
- Analyzer
- Armored vehicle
- Troops hangar I
- Assault rifle
- C8 explosives
- Deflec 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.
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.) 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.
Capacity | In Use | Free | |
---|---|---|---|
Power | 1,000 | 870 | 130 |
Personnel | 1,010 | 1,010 | 0 |
Space | 4,000 | 3,950 | 50 |
Several things I feel you should conciser:
- 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.
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
Computador cuántico | Computing center | Physics | 18h | Basic quantum computer. |
Laser cannon | Space Weapon | Armament | Null | Basic space cannon. It does not provide excessive firepower, but it gives a not inconsiderable protection against early hostile actions. |
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 | 4h | 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 | 20h | Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy. |
Thor I XL | Fission Reactor | Power | 20h | Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy. |
Basic beecell | Life Support | Habitability | Null | Basic life support system. |
Hive habitat | Habitat | Habitability | 10h | Early habitats greatly improved the living conditions of classic life support systems. The Beehive habitat simulated streets flanked by buildings where the first settlers performed their daily lives. |
Xeno hive habitat | Habitat | Habitability | 10h | Early habitats greatly improved the living conditions of classic life support systems. The Beehive habitat simulated streets flanked by buildings where the first settlers performed their daily lives. |
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 | 2h | The most compact storage systems allow to install cargoholds in ships with little capacity. |
Cargo hold class 3 | Cargo Hangar | Industry | 2h | Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed. |
Microassembly M1 | Assembly Plant | Industry | 2h | Micro assembly plants are versatile modules allowing rapid deployment on bases and early industrial production. |
Basic space shipyard | Shipyard | Industry | 10h | Basic space shipyards allow ship construction in the firts stages of the development of a faction. |
Gemini processor | Atmospheric processor | Industry | 12h | 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. |
Technology centre | Laboratory | Social | Null | Basic research center. |
State center I | State center | Social | 10h | 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. |
Basic cryptobank | Cryptobank | Social | 10h | 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. |
Base reinforcements | Fortification | Engineering | 4h | Base reinforcements offer basic protection before more advanced fortification systems are available. |
Trade microport | Trade port | Engineering | 10 | Trade micro-ports allow automatic shipments, but with limited capacity. |
Basic space port | Space port | Engineering | 18 | Space ports provide support in the form of repairs and supplies to nearby friendly fleets. |
Sensor class 1 | Sensor | Systems | 12h | 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. |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
Trinity K1 | Computing center | Physics | 1d9h | The Trinity series is the first generation of quantum computers produced on an industrial scale. |
AC 800mm | Space Weapon | Armament | 1d2h | 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. |
Laser cannon 100-MK1 | Space Weapon | Armament | 2d10h | Laser cannons are high-energy weapons that are more accurate than projectile weapons. |
Fusion-in MK1 | Fusion reactor | Power | 1d4h | It uses inertial confinement. |
Fusion-in MK1 XL | Fusion reactor | Power | 1d4h | It uses inertial confinement. |
Cloning center I | Cloning center | Habitability | 1d10h | Cloning centers increase the number of births and allow faster population growth. |
Life 001 | Life Support | Habitability | 1d12h | 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 | 1d12h | 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 ... |
Cargo hold 1A | Cargo Hangar | Industry | 1d4h | Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed. |
Cargo hold 2A | Cargo Hangar | Industry | 2d12h | Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed. |
State center II | State center | Social | 1d18h | The state centers increase the population reserve capacity. |
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. |
Control system | Advanced component | Systems | 1d10h | The control systems include artificial intelligence for the management of every minimum process. The combination of many produces an integrated and interconnected system of enormous versatility. |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
AC 1000mm | Space Weapon | Armament | 3d2h | 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 | 3d18h | 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. |
State center III | State center | Social | 4d10h | The state centers increase the population reserve capacity. |
Small trading spaceport | Trade port | Engineering | 3d2h | Trade ports enable commercial capacity on a base. They allow you to create trade orders and send or receive shipments. |
Fits
Legend
Catagory | Type | 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 | 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. |
Catagory | Type | Technology | 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. |
Catagory | Technology | Description |
---|---|---|
Shield generator | Systems | Shield generators produce a plasma field that absorbs or deflects shots. The generators increase the shield capacity of the ship. The shield of a base or ship has a total absorption capacity. Once exhausted, the damage begins to penetrate the armor and structure of the object. |
Armor Plates | Engineering | Armor modules cover the chassis of the ships increasing their resistance to the enemy fire. It covers a large area and has many structure points. It must be totally destroyed before the damage reaches the chassis of the ship. |
Repair system | Engineering | Repair systems are responsible for the basic maintenance of the unit repairing the damages in the structure of the modules. Some repair systems offer assistance to other units and will repair other ships if they are equipped in the support ships of a fleet. |
Catagory | Type | Technology | 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.
Tier I
A basic transport ship with a trooper bay.
A basic cargo vessel that can carry an assortment of goods or items across a star system.
A basic mining vessel to harvest ores from off-world sources.
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. |
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 | 20h | Fission reactors use radioisotopes whose atomic core collide with one another 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. |
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. |
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 a not inconsiderable protection against early hostile actions. |
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 are installed. | Microcargo hold | Cargo Hangar | Industry | 2h | The most compact storage systems allow to install cargoholds in ships with little capacity. |
Basic Asteroid Mine | Asteroid mine | Industry | 12h | 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. | |||||
Sensor class 1 | Sensor | Systems | 12h | 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
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. |
Life 001 | Life Support | Habitability | 1d12h | 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 MK1 | Fusion reactor | Power | 1d4h | It uses inertial confinement. |
Ion 1000 | Primary Thruster | Propulsion | 1d10h | 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 1500 | Primary Thruster | Propulsion | 2d18h | 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. |
Explorer I | Warp drive | Physics | 1d2h | 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. |
Daedalus L0 | Warp drive | Physics | 1d10h | Basic Daedalus warp drive. |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
AC 800mm | Space Weapon | Armament | 1d2h | 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. |
Laser cannon 100-MK1 | Space Weapon | Armament | 2d10h | Laser cannons are high-energy weapons that are more accurate than projectile weapons. |
Fighter hangar I | Fighter hangar | Engineering | 1d18h | The fighter hangars allow squadrons of fighters to be stored in order to be used in comb |
Fighter station I | Fighter hangar | Engineering | 1d18h | The fighter stations are much larger than normal hangars and can hold many more fighter squadrons |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
Auto R93 | Repair system | Systems | 2d10h | Basic repair system that can be installed on a ship or base to increase its speed of repair. |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
Cargo hold 1A | Cargo Hangar | Industry | 1d4h | Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed. |
Cargo hold 2A | Cargo Hangar | Industry | 2d12h | Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed. |
Tier III
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
AC 1000mm | Space Weapon | Armament | 3d2h | 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 | 3d18h | 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. |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
5k auxiliary thruster | Auxiliary Thruster | Propulsion | 4d2h | 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. |
50M shield | Shield generator | Systems | 3d10h | 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. |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
Troops hangar I | Troop hangar | Troops | 4d2h | Provides habitat for a full battalion. |
Fighters
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. |
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. |
Item Name | Catagory | Technology | Research Time | Description |
---|---|---|---|---|
AC 200mm | Space weapon | Armament | 3d18h | 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 | 3d10h | 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
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 | 2d10h | |
Assault rifle | 8 | 9 | 8 | 9 | 0 | 0 | 1d2h | |
Deflec vest | 8 | 8 | 8 | 8 | 0 | 0 | 2d10h | |
Magnetic device | 10 | 0 | 10 | 0 | 0 | 0 | 1d2h | |
C8 explosives | 10 | 10 | 5 | 5 | 5 | 0 | 2d10h | |
Analyzer | 0 | 0 | 0 | 0 | 2 | 0 | 2d16h | |
Assault ship | 15 | 0 | 0 | 0 | 0 | 0 | 1d10h | |
Armored vehicle | 0 | 20 | 0 | 20 | 0 | 0 | 2d10h |
Item | SA | PA | SD | PD | EXP | SUR | Research Time | Description |
---|---|---|---|---|---|---|---|---|
Jetpack | 10 | 10 | 10 | 10 | 0 | 0 | 3d18h |
Change Log
Last Updated: 05, April 2019 01:05