Sezoia starting guide

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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!

Starting Base
Capacity In Use Free
Power 600 120 480
Personnel 620 150 370
Space 4,000 600 3,400

Sezoia Base-Starting.png

Tutorial

  • Life Support

Do not use speedups Select 'fleet 1' go to 'Characteristics' (Button Characteristics.png), 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

Begin producing 'Ion 500' thruster. Once production is starting, begin producing:

  • research center
  • Ion 500
  • 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' (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.

End Tutorial
Capacity In use Free
Power 600 570 30
Personnel 620 450 170
Space 4,000 2,600 1,400

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 880 790 90
Space 4,000 3,575 425
Turorial_Guided
Sezoia Base-Turorial Guided.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 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.

01 Physics Icon.png

Microwarp drives (2)
Explorer program (3)
Explorer I drives (4)

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

02 Armament Icon.png

Weaponry improvements (2)
Autocannons (3)
800mm autocannons (4)
1000mm 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

03 Power Icon.png

Energy I
Thor program (2)
Thor I reactors (4)

04 Habitability Icon.png

Improved life support (2)
Life 001 systems (5)

05 Industry Icon.png

Industry I (2)
Recycling improvements I (3)
Exogeology (2)
Asteroides mining (3)
Atmospheric processors (3)
Space Shipyrds (3)

06 Social Icon.png

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.

07 Engineering Icon.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)

08 Propulsion Icon.png

Advanced ionic propulsion (2)
Ion 1000 thusters (5)
5K auxiliary thrusters (5)

09 Systems Icon.png

Deep space tracking (2)
Class 1 sensors (3)
Shields (4)
Shields 50M (4)
Ship design databases I (5)

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:

  • Basic warp drive
  • Explorer 0
  • Explorer 1
  • AC 800mm
  • AC 1000mm
  • Laser cannon 100-MK1
  • Thor I
  • Life 001
  • Basic Asteroid Mine
  • 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.

First Setup
Capacity In Use Free
Power 1,000 870 130
Personnel 1,010 1,010 0
Space 4,000 3,950 50
First Setup
Sezoia First Setup.png

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.

Tier I Modules
Item Name Item Class Research Time Description
Basic planetary mine Industry Null Planetary mines are huge installations that dig the floor of the planes in search of valuable planetary resources.
M10 Assembly plant Industry Null Assembly plants are factories where modules and other objects are produced as consumer goods from planetary resources.
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 Initial planetary base. It has enough capacity to accommodate all the basic services that a colony needs.
Vanguard station Engineering 21h Basic space base. Designed to create small pass and supply stations for fleets.
Helios I Power 4d6h Solar plants are using solar radiation to generate energy.
Helios II Power 6h Solar plants are using solar radiation to generate energy.
Computing centre Physics 21h Basic quantum computer
Trinity K1 Physics 1d9h The Trinity series is the first generation of quantum computers produced on an industrial scale.
Hive habitat Habitability 9h Habitats are huge structures the size of small towns where citizens live their lives independently.
Xeno hive habitat Habitability 9h Xeno class habitats add alien biological systems that improve the living conditions of its inhabitants.
Cloning center I Habitability 1d3h Cloning centers increase the number of births and allow faster population growth.
Microassembly M1 Industry 3h Micro assembly plants are versatile modules allowing rapid deployment on bases and early industrial production.
Gemini processor Industry 12h Atmospheric processors are huge machines that filter thousands of tons of gases from a planet's atmosphere to get their valuable resources.
Planetary mine I Industry 4d6h Planetary mines are huge installations that dig the floor of the planes in search of valuable planetary resources.
State center I Social 9h The state centers increase the population reserve capacity and offer a bonus to immigration.
Basic cryptobank Social 9h Cryptobanks are computer centers that are connected to the global banking network and store money in the form of crypto-currencies.
State center II Social 1d9h The state centers increase the population reserve capacity and offer a bonus to immigration.
State center III Social 3d9h The state centers increase the population reserve capacity and offer a bonus to immigration.
Base reinforcements Engineering 6h Base reinforcements offer basic protection before more advanced fortification systems are available.
Trade microport Engineering 6h Trade micro-ports allow automatic shipments, but with limited capacity.
Basic Space shipyard Engineering 15h Space shipyards are gigantic structures where components are built and assembled to build ships.
Basic space port Engineering 15h Space ports are huge structures that allow the anchoring of fleets and provide them with supplies.
Small trading spaceport Engineering 2d9h Trade ports enable commercial capacity on a base.
Lance S Engineering 4d15h Allow to construct light chassis ships.
Space port I Engineering 4d15h Space ports provide support in the form of repairs and supplies to nearby friendly fleets.
Command centre I Troops 9h Command centers coordinate the military operations carried out by the base's defensive forces.
Tier III Modules
Item Name Item Class Research Time Description
Dome base Engineering 8d21h Second level civil / industrial base. It has an increased capacity. Ideal for colonizing new planets.
Exocity Engineering 8d21h Exocities are similar to those of the Earth.
Delta station 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

Legend

Core
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.
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.
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.
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

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 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.
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.
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

Sezoia Trooper mkII.png

Cargo Rig MKII - Support

Sezoia Cargo Rig mkII.png

Miner MKI - Support

Sezoia Miner mkI.png

Corvette MK I - Combat (Projectile)

Sezoia Corvette mkI(P).png

Corvette MK I - Combat (Laser)

Sezoia Corvette mkI(L).png


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.
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
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.
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.
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.
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.
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.
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

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
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.
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 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.
Armored vehicle 0 20 0 20 0 0 7d15h Armored all-terrain vehicle with the capacity for 8 soldiers,
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