Homeworld 2 Complex

General - Complex Empire

Jelrak - Sun Jan 14, 2018 8:38 pm
Post subject: Complex Empire
In my other thread I will continue to detail the progress of this mod, but here I will devote primarily to the essential overview and user-guide:


Complex Empire

Overview:
This mod seeks to combine the talents of all contributing members of the community in an effort to leave no stone unturned. Every available HW2 Classic mod has been combined in order to bring you this expansion of the Complex concept. This is for the long-player; the empire builder. This is not a game that will end within a few hours.


Key Concepts:

ALC - Mon Jan 15, 2018 6:53 pm
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Complex Empire is also a merger of Complex and Warlords, right?
Jelrak - Mon Jan 15, 2018 7:01 pm
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Yes it is one and the same Smile
Jelrak - Sat Jan 20, 2018 10:09 pm
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10) List And Description Of Sub-Stations

a. Diplomacy And Fleet Control Sub-Station
i. The only means of contacting any of the 27 different potential allied fleets

ii. Allows the establishing of Embassies in neighbouring empires
1. Embassies increase honour points. Higher honour points will allow access to more potential allies.

2. Embassies allow the forging of alliances

3. Alliances enable the ability to encourage allies to spawn ships from any of the available Allied Bases or Flagships based on the Ally Command Panel settings
a. Allied fleets have no up-front costs, but high maintenance costs

iii. Allows access to the Ally Control Panel, with three chief settings:
1. Summon Assistance: Allied nations will consider the player’s goodwill standing and supply fleets accordingly at no up-front costs based on honour points, the length of their relationship with the player, and the player’s overall fleet strength* [*pending]. Prolonged summons will have a negative impact on goodwill over time.

2. Increase Goodwill: A percentage of income will be diverted towards the spread of goodwill in the allied nation

3. Maintain Ties: A neutral setting that neither increases, nor decreases goodwill

iv. Provides access to the Allied Station and Gate Construction ship

v. Provides access to the Station Tug, a ship capable of greatly enhancing the speed of the player’s stations as they are placed in position

vi. Provides access to Navigation Buoys to control fleet traffic
1. Increase ship overall speed and acceleration, at the expense of accuracy
a. Fleet Command overrides some of the ship’s manual controls to achieve improved accelerations and speeds
b. Useful in laying out short navigation waypoint systems or for creating set areas of fleet superiority (eg designing runways from production stations to muster points or hyperspace gates; or for establishing defensive spheres where combat is likely to occur)
c. Decreased accuracy is the inevitable result of this enhancement technology

2. Increase ship main maximum attainable speed only, at the expense of potential damage
a. Fleet Command overrides some of the ship’s manual controls to achieve prolonged, increased speed
b. Useful in laying out extended navigation waypoint systems (eg. for long-distance commercial operations) or for placing between Carriers and an anticipated area of engagement in order to boost entry into battle or retreat
c. Decreased damage is the direct result of transferring more power to the engine and thereby away from weapons systems
Jelrak - Sat Jan 20, 2018 10:18 pm
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b. Underground Beacon Sub-Station
i. The main means of accessing any of the 86 Mercenary fleets on their secret underground frequencies

ii. Allows access to the Mercenary Control Panel, with six chief settings:
1. Hire Dark Mercenaries: Allows the player to spend a higher combination of honour points and R.U.s to hire Mercenaries with some of the worst reputations possible. This option will be available if the player’s honour level is below a certain threshold (must have either Offensive Mercenary Gate)

2. Hire Neutral Mercenaries: Allows the player to spend a moderate combination of Honour and R.U.s to hire Moderate Mercenaries. This option will be available if the player’s honour level is above a certain threshold (must have either Mercenary Gate)

3. Hire Light Mercenaries: Allows the player to spend a lower combination of Honour and R.U.s to hire from among some of the more reputable mercenary groups. This option will be available if the player’s honour level is above a certain threshold (must have either Defensive Mercenary Gate)

4. Supply Arms: Allows the player to supply arms to known mercenary groups, decreasing honour points, but increasing R.U.s (must have Industrial Station and either Mercenary Gate)

5. Usurp Leadership (available if playing with the Advanced Infiltration Focus only): Infiltrate a given Mercenary Group in order to take control of its fleet without R.U. cost. Expect a large honour penalty proportional to the size of the fleet

6. Keep Options Open: A neutral setting that allows the player to bide his time

iii. Provides access to the Hyperspace Gate Construction ship

iv. The Advanced Infiltration Focus is available through this station

v. Provides access to Distortion Probes:
1. Decrease Allied hyperspace recovery time
a. Electronic synchronizer that greatly increases individual ship’s computers capacity to re-calculate hyperspace coordinates
b. Useful near muster areas which ferrying Carriers might frequent in order to immediately return them to active service

2. Enhance Enemy hyperspace recovery time
a. Electronic scrambler that targets enemy hyperspace drive, infecting it with a virus that delays re-use of the system
b. Useful near strategic points where the player wishes to encourage enemy Carriers or Flagships to enter, but not to easily escape (eg. a region in which the player has a strong, but concealed presence in order to launch an ambush)

3. Enhance Enemy hyperspace transit time
a. Pulse scrambler that fragments the enemy hyperspace signal, creating uncertainty and thereby delaying the sequence necessary to exit hyperspace
b. Useful near strategic points where the player wishes to delay enemy incursions rather than outright halting them with a more costly inhibitor, or to place near locations where an inhibitor would be impossible (such as right next to enemy hyperspace gates—where it functions particularly well if utilized along with a cloaking beacon) to cost effectively slow an inevitable invasion

4. Reduce Enemy primary sensors range
a. Energy refractor that diminishes a ship’s capacity to properly read its nearby environs
b. Useful in advance of vanguard positions, surrounding distant outposts, or near long-range weapons in order to effectively slow the response time of enemy ships from attacking by narrowing the range in which they might detect nearby targets. Can serve to camouflage the extent of a player’s true fleet strength

5. Reduce Enemy secondary sensors range
a. Lensing technology that helps to create feedback loops to successfully blank out nearby space from long-range sensors
b. Useful as a means of hiding activity from long-range enemy interest (such as muster points or distant bases)

6. Enhance Enemy sensors distortion
a. An Electronics Counter-Counter Measure device that uses the enemy’s own coding system to confuse its signals
b. Useful in regions in which it is suspected that the enemy is also using distortion probes, this will greatly assist to mitigate their effectiveness

7. Reduce Enemy visual range
a. Using a combination of light scattering technology and frequency jammers this probe is able to greatly reduce nearby visibility
b. Useful as a means of clouding enemy sights, especially against the prying distance afforded by Probes. Also helpful in the later game as larger ships will come onto the field of play with considerably wider visual range

8. Reduce Enemy weapon accuracy
a. Sends a constantly changing signal that interferes with Enemy friend-or-foe recognition systems
b. Useful as a cost-effective means of swinging an otherwise evenly matched battle into the player’s favor. Deploy these into typically contested regions or along a defensive perimeter
Jelrak - Sat Jan 20, 2018 10:20 pm
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c. Commercial Sub-Station
i. This small resource storage station is the focus for much of the player’s commercial operations

ii. Provides access to Commercial Stations, the principle selling platforms for the player’s manufactured goods

iii. Provides access to Resource Stations, the heart of the player’s operations

iv. Provides storage for up to 100 tons of each resource type
1. This station arrives complete with:
a. 100 tons of Gillium, the primary construction alloy for most ships
b. 50 tons of Thorium, utilized for energy production
c. 25 tons of Basium, utilized for shields
d. 25 tons of Fusorium, utilized in most weapons systems
e. 10 tons of Codrah, utilized in hyperspace cores, and thereby required in order to deploy hyperspace gates or construct hyperspace drives

v. Provides storage for Codrah, the rarest mineral type. This station arrives complete with 10 tons of this precious material

vi. Allows access to the Commercial Orders Panel with three main options:
1. Gather: Places resource operations on accrual mode, storing up all product for future needs

2. Sell: Begin shipping extra resources either to the Commercial market (with Advanced Finances Focus) or to the Export Gate (requires Commercial Stations/Export Gate). Resources will be sold at the current market rate until it changes. Resources will be sold in proportion to current supply.

3. Increase Operations: Increase the size of the resourcing operations by purchasing additional collectors and transports

v. Provides access to Electronic Override Probes:
1. Increase resource capacity, at the expense of ship health
a. Overrides ship’s safety shut-off in order to enable over-loading
b. Useful to encourage R.U. resource units to carry more in areas when harvesting in required above all other considerations
c. Causes additional wear-and-tear on the vessel

2. Increase resource collection rate, at the expense of ship health
a. Overrides ship’s actuators in order to push the limits of gathering speed
b. Useful to encourage R.U. resource units to collect at a faster rate than usual when harvesting is required above all other considerations
c. Causes additional wear-and-tear on the vessel

3. Increase resource drop-off rate, at the expense of ship health
a. Overrides ship’s typical unloading buffers in order to enable swift unloading
b. Useful to encourage R.U. resource units to collect at a faster rate than usual when harvesting is required above all other considerations
c. Causes additional wear-and-tear on the vessel as well as some damage to the controller
Jelrak - Sun Jan 21, 2018 12:47 am
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d. Financial Sub-Station
i. Provides a 10,000 R.U. storage facility as well as additional buildable 1500 R.U. storage banks* [*pending]

ii. The Advanced Finances Focus is available through this station

iii. Provides access to Market Manipulation Probes
1. Decrease hyperspace cost
a. Allows marketplace manipulations in certain target areas that decrease the cost of hyperspace components, fuels, and systems
b. Useful near hyperspace staging areas such as Carrier/Flagship rendezvous points or possibly near hyperspace gates* (*s/b verified)

2. Enhance Enemy hyperspace cost
a. Allows marketplace manipulations in certain target areas that increase the cost of hyperspace components, fuels, and systems
b. Useful near enemy hyperspace staging areas such as Carrier/Flagship rendezvous points or possibly near hyperspace gates* (*s/b verified). Consider coupling this with a cloaking probe to help avoid discovery
Jelrak - Mon Jan 22, 2018 4:32 pm
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e. Engineering Sub-Station
i. The only way to build larger stations is to first engineer their design through the options provided at this station

ii. Provides access to the Engineering Shipyard and Flagship Stations

iii. The Advanced Armour Focus is available through this station

iv. The Advanced Engine Focus is available through this station

v. Provides access to the Engineering Command Shuttle
1. The Command Shuttle provides a site overseer to construction projects
a. Using the site overseer reduces the build time of projects by 10%
b. Useful near manufacturing stations or production ships
c. The overseer commands a high wage, however, so anticipate a hefty annual cost for his services

2. The Command Shuttle is over-engineered and so is not only hyperspace capable, but also naturally immune to hyperspace abort damage

3. The site overseer also scans passing ships for any flaws in their external armour, bestowing a small boost to their maximum health

4. The player is allowed only one overseer
Jelrak - Mon Jan 22, 2018 5:22 pm
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f. Power Sub-Station
i. This station still provides all of the player’s energy needs just as in previous versions, with the slight difference that the player is no longer restricted to only a single station at a time

ii. The Advanced Shield Focus is available through this station

iii. Provides access to Energy Field Emitters:
1. Increase defense field time
a. A secondary power source that recharges when not in use, this emitter will lengthen the duration of this very power-intensive energy field in nearby ships
b. Useful near stations that produce defense-fields or as part of a defensive perimeter near which defense-field producing ships might be stationed

2. Decrease dust cloud sensitivity
a. A small field generator that filters the harmful effects of ionized dust-clouds, this simple device can greatly reduce electrical damage produced in these areas
b. Useful near engagement fields where ionized weapons might be conceivably deployed within or near dust-clouds

3. Increase maximum shields
a. A secondary power source that recharges when not in use, this emitter will provide additional power to shields in order to enhance their effectiveness
b. Useful in areas where EMP blasts are most often encountered such as along a defensive perimeter or near ship staging areas

4. Decrease nebula sensitivity
a. A small field generator that filters the harmful effects of radiation caused by nebulas
b. Useful near bases or resource areas located within or near radiated areas

5. Increase shield regeneration rate
a. A secondary power source that recharges when not in use, this emitter will assist in regenerating defense shields
b. Useful near stations that produce defense-fields or as part of a defensive perimeter near which defense-field producing ships might be stationed

6. Reduce Enemy defense field time
a. A reverse polarity generator that effectively absorbs nearby Enemy energy sources and disperses it to the cosmos
b. Useful in areas where incursions of Enemy ships might be expected, or deployed in advance of an invasion

7. Reduce Enemy weapon damage
a. A dampener field producing generator that is capable of absorbing some of the energy from Enemy weapons
b. Useful in areas of common engagement, by resource areas, or temporarily deployed in the midst of a nearby battle

8. Gravity well
a. A reverse-field generator capable of establishing a localized gravitational anomaly that slows all ships in the vicinity
b. Useful in areas where Enemy ships are operating or near the far edges of a defensive perimeter where Enemies might be prone to enter. Can also be helpful near isolated stations to reduce the velocity of missiles and Enemy bombers in order to improve point defense systems, or as a perimeter around resourcing areas
c. Slows both Enemy and player’s ships
Jelrak - Mon Jan 22, 2018 6:06 pm
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g. Industrial Sub-Station
i. The Hydraxium Fuel Station is the principle storage facility for the propellant used throughout the player’s empire. Though smaller vessels are typically capable of managing off of the reserve supplied by the Mothership’s internal reactors, larger vessels will require a more dedicated supply

ii. Provides storage for Hydraxium fuel

iii. Provides access to ships larger than Frigates.

iv. Provides access to Industrial Stations such as:
1. The Industrial Complex, the heart of the player’s manufacturing empire. It provides the means to manufacture:
a. Sub-Capital ships (Heavy Frigates, Destroyers, Light Cruisers)
b. Capital ships (Cruisers, Heavy Cruisers, Heavy Platforms, and Carriers)

2. The Refinery, a facility for transforming gas-based Hydraxium into a solid state

3. The Alloy Smelter, a facility for processing various alloys

4. The Heavy Fusion Reactor, a facility for transforming various alloys and resources into enhanced materials

5. The Heavy Industrial Complex, a manufacturing facility of vast proportions

v. Provides access to Industrial Standards Probes:
1. Decrease hyperspace time
a. Improved component sets allow hyperspace gates to function more efficiently
b. Useful if deployed near the entrances to hyperspace gates to reduce transit time

2. Enhance Enemy hyperspace abort damage
a. An experimental probe that vibrates at just the right frequency to potentially enhance damage taken by ships in transit using hyperspace gates
b. Best deployed by rival hyperspace gates prior to destruction
c. Is experimental and may not produce the intended results

3. Reduce Enemy main engine maximum speed
a. A probe that emits a high frequency vibration specially attuned to the engine signatures of Enemy vessels in order to desynchronize their settings and thereby slow the vessel’s main speed, with the potential consequence of enhancing weapon damage
b. Useful in areas where enemy ships rely on speed such as at resourcing operations, along known ship pathways, near defensive perimeters, or at the edges of engagement areas to slow incoming and retreating ships
c. One potential side-effect of this manipulation, however, is the allowance of enemy vessels to do more damage as less energy is devoted to engines and therefor available for weapons systems

4. Reduce Enemy resource capacity
a. A probe that sends out false-full signals to encourage Enemy resource collectors to return with partial loads
b. Useful near enemy resourcing areas

5. Reduce Enemy resource collection rate
a. A probe that sends out false signals to encourage Enemy resource collectors to gather at a reduced speed
b. Useful near enemy resourcing areas

6. Reduce Enemy resource drop off rate
a. A probe that sends out misalignment signals to increase the time necessary for Enemy resource collectors to unload product
b. Best deployed near Enemy resource controllers

7. Reduce Enemy thrusters and acceleration speed, with the side effect of enhancing accuracy
a. A probe that emits a high frequency vibration specially attuned to the engine signatures of Enemy vessels in order to desynchronize their settings and thereby slow the vessel’s thruster and acceleration speeds
b. Useful near engagement areas or near stations to reduce Enemy maneuverability
c. Beware as this effect can also cause an increase in Enemy accuracy

8. Reduce Enemy shield regeneration rate
a. This probe takes advantage of a known frequency flaw in most shield generators, effectively pulsing this signal in order to reduce proper recharging
b. Useful where enemies may deploy any form of defensive shields

9. Reduce Enemy ship hold repair speed
a. Having access to a full database of flawed enemy componentry, this devise resonates along the fracture frequency of the most vulnerable equipment, delaying repairs and inducing new breakages
b. Best used along with a cloaking device in order to be able to deploy near enemy ship repair ships and stations
Jelrak - Mon Jan 22, 2018 6:26 pm
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h. Crew Sub-Station
i. This is still the player’s main barracks with the main difference being the player is no longer restricted to a single station

ii. Each increase in rank affords the player additional crew
1. Ensign
a. Crew gained with barracks built: 80 - 150

2. Lieutenant
a. Crew gained with barracks built: 160 - 300
b. Officers gained with barracks built: 3 - 10

3. Commander
a. Crew gained with barracks built: 320 - 600
b. Officers gained with barracks built: 6 - 20

4. Captain
a. Crew gained with barracks built: 640 - 1200
b. Officers gained with barracks built: 12 - 40

5. Commodore
a. Crew gained with barracks built: 1280 - 2400
b. Officers gained with barracks built: 24 - 80

6. Rear Admiral
a. Crew gained with barracks built: 2560 - 4800
b. Officers gained with barracks built: 48 - 160

7. Vice Admiral
a. Crew gained with barracks built: 5120 - 9600
b. Officers gained with barracks built: 96 - 320

iii. Provides access to other Crew Stations such as:
1. The Academy, for increased crew levels
a. Admiral
i. Crew gained with barracks built: 10,240 - 19,200
ii. Officers gained with barracks built: 192 - 640

b. Fleet Admiral
i. Crew gained with barracks built: 20,480 - 38,400
ii. Officers gained with barracks built: 384 - 1280

c. Galactic Admiral
i. Crew gained with barracks built: 40,960 - 76,800
ii. Officers gained with barracks built: 768 - 2560

d. Supreme Commander
i. Crew gained with barracks built: 81,920 - 153,600
ii. Officers gained with barracks built: 1536 - 5120

e. Supreme Sovereign
i. Crew gained with barracks built: 163,840 – 307,200

f. Emperor
i. Crew gained with barracks built: 327,680 - 614,400

2. The Marine Barracks, for infiltration forces
3. Fleet Headquarters, a means of reducing maintenance costs

iv. The Advanced Infiltration Focus is available at this station

v. Provides access to Vulnerability Probes
1. Increase capture speed
a. Maps nearby ships and stations for life signs in order to provide invading marines with the most effective targets in order to swiftly eliminate resistance
b. Useful if deployed in advance of intended marine attacks

2. Reduce Enemy build speed
a. Transmits instructions to agents within the Enemy empire to cause acts of sabotage at key times and locations
b. Useful if deployed near enemy construction bases and carriers

3. Reduce Enemy capture rate
a. Provides defending marines with precise details of invading ships while also masking true numbers and locations of allied defenders
b. Very helpful near targets vulnerable to invasion such as isolated stations and carrier muster points

4. Reduce Enemy ship health regeneration rate
a. Transmits instructions to agents within the Enemy empire to cause acts of sabotage at key times and locations
b. Useful if deployed near enemy battle groups and capital vessels
Jelrak - Mon Jan 22, 2018 6:45 pm
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i. Research Sub-Station
i. This is still the player’s primary research base

ii. Provides access to the Advanced Science and Applied Research Base

iii. The Advanced Targeting Focus is available through this station

iv. Provides access to Advanced Physics Probes
1. Increase cloaking strength
a. An amplifier for nearby cloaking generators to boost the effectiveness of their light-bending signals
b. Useful near stations that use cloaking devices

2. Increase cloaking time
a. Emits an advanced energy field that is capable of resonating in sequence with a nearby cloaking generator in order to reduce the energy necessary in order to function
b. Useful near stations that use cloaking devices

3. Increase weapon accuracy
a. Sophisticated computers that assist onboard ship systems to better triangulate and lock on nearby enemies
b. Useful near capital ship mustering areas, defensive Emplacements, Platforms, or Stations

4. Reduce Enemy cloak detection
a. Transmits code that derails Enemy cloaking detectors by providing sufficient false positives to render the search for real targets much more difficult
b. Useful near the edges of stations or staging areas under the protection of cloaking devices

5. Reduce Enemy cloaking time
a. A probe that uses Alpha particles to weaken nearby cloaking modulators
b. Useful in areas where cloaked ships are suspected to frequent
Jelrak - Mon Jan 22, 2018 8:41 pm
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j. Information Bureau Sub-Station
i. The Information Bureau serves as the heart of the player’s bureaucracy. It provides a source of direction and advice to the military branch

ii. Allows access to the Advanced Focuses options
1. Advanced Armour provides facilities that can create units with up to 8 different armour types

2. Advanced Damage provides facilities that can create units with a 25% bonus to all damage dealt as well as ships that do increased focused damage to a given ship class

3. Advanced Defenses provides facilities that can create units with defensive shield capabilities as well as Enhanced Defensive Platforms, Large Platforms, Emplacements, and Battlestations

4. Advanced Efficiency provides facilities that can create units much more swiftly than regular shipyards as well as the ability for fleet batch production commands

5. Advanced Engines provides facilities that can create units with up to 12 different engine upgrades

6. Advanced Finances provides access to a variety of wealth enhancing ships and facilities and is required for use of the advanced economy

7. Advanced Infiltration provides access to improved capturing abilities as well as the usurping of mercenary fleets

8. Advanced Missiles provides facilities that can create units with much more powerful missiles than would otherwise be possible, including the ability to launch heavy nukes, planet killer large missiles, and Juggernauts

9. Advanced Repair provides facilities that can create the only units with self-regeneration capabilities

10. Advanced Shields provides facilities that can create units with up to 11 different shield types, each of which is capable of almost completely blocking all damage from beam weapons of that level or lower

11. Advanced Stealth provides facilities that can create units with enhanced stealth capabilities

12. Advanced Targeting provides facilities that can create units with 200% increased accuracy as well as ships that are able to focus target a single ship class

13. Advanced Weapons provides facilities that can create units with truly powerful weapons typically outside of normal research paths

iii. Provides access to Civilian Stations such as:
1. The Population Station, where civilians can multiply to fill the player’s tax coffers
2. Capital Station, a metropolis with its own economy

iv. Provides access to Spy Probes
1. Increase cloak detection
a. A probe with a strong sensor array especially attuned to cloak-wave signatures
b. Useful at the edge of a player’s visual range, but not much further as it is most important that rival ships be tracked within operating areas

2. Increase primary sensors range
a. A probe that scans the infrared spectrum to provide an improved awareness of approaching enemies
b. Useful anywhere where the enemies might be lurking

3. Increase secondary sensors range
a. A probe that scans the x-ray spectrum to provide an improved awareness of distant enemies
b. Useful to provide an overall awareness of distant enemy operations

4. Decrease sensor distortion
a. A probe that scans all spectrums to better differentiate between real signals and distortions
b. Useful in ranges where enemy distortion probes are extant

5. Increase visual range
a. A probe that scans the visual spectrum to provide an improved line of sight of approaching enemies
b. Useful anywhere where the enemies might be lurking

6. Reduce Enemy cloaking strength
a. A probe that scans in the all non-visual spectrums to provide an improved awareness of absence
b. Useful in areas where cloaked ships are suspected to frequent
Jelrak - Mon Jan 22, 2018 8:54 pm
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k. Weapon Sub-Station
i. This is still the great defensive weapons platform it has always been

ii. The Advanced Defenses Focus is available through this station

iii. The Advanced Weapons Focus is available through this station

iv. The Advanced Missiles Focus is available through this station

v. The Advanced Damage Focus is available through this station

vi. Provides access to Energy Enhancement Probes:
1. Increase weapon damage
a. Provides a field that lenses energy in order to enhance impact damage
b. Useful in engagement areas

2. Enhance Enemy dust cloud sensitivity
a. Provides a field that focuses ionized energy directly to delicate ship systems
b. Useful near dust clouds that might be expected to become engagement or defensive areas. It is considered good policy to include a probe capable of protecting this device itself from localized radiation

3. Reduce Enemy max health
a. Focuses the cosmic radiation of nearby stars in order to wear down Enemy armour
b. Useful near engagement areas or defensive perimeters

4. Reduce Enemy max shield
a. Uses energetic lensing to leach power from nearby shields
b. Useful near engagement areas or defensive perimeters where ships with heavy shields might be expected to operate

5. Enhance Enemy nebula sensitivity
a. Creates a field that effectively punches holes in standard shielding, increasing the ability for damaging radiation from nebulas to destroy onboard systems
b. Deploy near nebulas, especially along the edges of resource operations or transit lanes. It is considered good policy to include a probe capable of protecting this device itself from localized radiation
Jelrak - Mon Jan 22, 2018 9:16 pm
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l. Recycling Sub-Station
i. A means of automatically converting a portion of the player’s maintenance expenses back into Gillium. Replaces the Recycling Research option if not already built

ii. The Advanced Efficiency Focus is available through this station

iii. The Advanced Repair Focus is available through this station

iv. Nano Assembly Fields are available through this station
1. Increase health regeneration rate
a. Microscopic robots permeating a localized field will bring about improved repair rates to ships capable of this function (requires Advanced Repair Focus)
b. Deploy in regions where recovery from combat is likely to occur

2. Increase ship hold repair speed
a. Microscopic robots permeating a localized field will bring about improved repair rates to ships docked within repair bays
b. Deploy near safe harbours where recovery from combat is likely to occur
Jelrak - Mon Jan 22, 2018 9:23 pm
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m. Espionage Sub-Station
i. A facility that serves as the heart of the player’s intelligence gathering network. It provides access to Espionage Points, which can be used either offensively or defensively

ii. Allows access to the Espionage Control Panel with seven main options:
1. Train Defensive Agents: add additional spies to the player’s roster for a given number of R.U.s per turn. Defensive agents aid in the accruing of Defensive Espionage Points, useable to counter those of offensive agents

2. Deploy Offensive Agents: add available spies to the player’s network. Spies will be sent off at a given rate each turn in order to allow the player to perform overt actions. The greater number of offensive agents installed, the better chance of a successful mission being carried out in the future

3. Hiijack Ship (requires Advanced Infiltration Focus): take possession of a random enemy ship and attempt to pilot it to safety. Ship size is based on the amount of Offensive Espionage Points accrued

4. Scuttle Ship (requires Advanced Stealth Focus): sabotage an Enemy ship by causing its core to explode. Ship size is based on the amount of Offensive Espionage Points accrued

5. Steal Technology: take hold of a rival technology otherwise unknown. Rate of success is based on the amount of Offensive Espionage Points accrued

6. Steal Rival Ship Plans: attempt to construct a ship belonging to a rival empire. Requires the Alien Framework Station (buildable from the Science Construction Ship)

7. Place Bureau On Standby: a neutral setting best selected during times of austerity

iii. The Advanced Stealth Focus is available through this station

iv. Provides access to Spy Probes
1. Increase cloak detection
a. A probe with a strong sensor array especially attuned to cloak-wave signatures
b. Useful at the edge of a player’s visual range, but not much further as it is most important that rival ships be tracked within operating areas

2. Reduce Enemy cloaking strength
a. A probe that scans in the all non-visual spectrums to provide an improved awareness of absence
b. Useful in areas where cloaked ships are suspected to frequent

n. Fighter Production Sub-Station
i. A facility that builds a wider range of Fighters than are available from the Mothership, and at a faster rate

ii. Comes complete with a pre-built fighter facility

o. Corvette Production Sub-Station
i. A facility that builds a wider range of Corvettes than are available from the Mothership, and at a faster rate
1. Requires the Fighter Production Sub-Station

ii. Comes complete with a pre-built corvette facility

p. Frigate Production Sub-Station
i. A facility that builds a wider range of Heavy Corvettes and Frigates than are available from the Mothership, and at a faster rate
1. Requires the Corvette Production Sub-Station

ii. Comes complete with a pre-built corvette facility
Jelrak - Tue Jan 23, 2018 1:52 am
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11) Resources
a. In addition to traditional R.U.s, there are also 13 other mineable resources necessary for the function of the player’s empire
b. Hydraxium is the chief propellant used by all ships
i. It is manufactured by gathering, condensing, and then refining Hydraxium Gas
1. Hydraxium Gas mining ships gather the gas from frozen deposits on asteroids and in dust clouds

2. The gas is transferred to a Gas Condensing Station

3. The condensed gas is delivered to the Refinery Station to remove impurities and further stabilize the Hydraxium into its solid state

4. Hydraxium is then shipped to both the Heavy Fusion Station to act as a base material in the fusing process along with other elements, as well as to the Hydraxium Storage Facility from which it is distributed to the ships in the fleet

5. Hydraxium is very versatile and can be fired at differing degrees in order to provide the fuel requirements for a variety of different engines

ii. A quantity of Hydraxium is deducted from the player’s stores after each turn corresponding to the number of Sub-Capital and larger vessels deployed by the player
1. Heavy Frigates consume 1 unit/turn

2. Destroyers consume 3 units/turn

3. Light Cruisers consume 5 units/turn

4. Cruisers consume 7 units/turn

5. Heavy Cruisers consume 12 units/turn

6. Heavy Platforms consume 0 units/turn

7. Carriers predominantly use Codrah and so only consume 5 units/turn

8. Battleships consume 15 units/turn

9. Flagships are capable of self-generation and so consume 0 units/turn

10. Warships consume 20 units/turn

11. Dreadnaughts consume 25 units/turn

12. Heavy Dreadnaughts consume 30 units/turn

13. Battle Dreadnaughts consume 40 units/turn

14. War Dreadnaughts consume 50 units/turn

15. Super Dreadnaughts consume 75 units/turn

16. Emplacements, Stations, Battlestations all consume 0 units/turn

iii. Failure to provide sufficient Hydraxium means a corresponding increase in power costs as generators strain to provide an alternative ion-stream for forward thrust

c. Gillium is the primary alloy used in the construction of most ships. It can also be enhanced with Tritanium coating to make Light Armour

i. It is manufactured by gathering, extracting, smelting, and fusing Gillium ore in order to prepare it for its manufacturing ready state
1. Gillium Ore harvesting utilities gather this versatile and relatively plentiful ore from asteroids and gas clouds

2. The Ore Processing Station separates the mined ore into concentrations sufficient for shipping to the smelter

3. The Smelting Station processes the raw ore into ingots ready for fusing with other materials

4. The Heavy Fusion Station processes the ingots into alloys enhanced by a mixture of Hydraxium and other trace elements

d. Admantium is the primary alloy utilized in the manufacture of Medium Armour
i. It is manufactured in a method similar to that of Gillium

e. Blintium is the primary alloy utilized in the manufacture of Heavy Armour
i. It is manufactured in a method similar to that of Gillium

f. Neutronium is the primary alloy utilized in the manufacture of Superior Armour
i. It is manufactured in a method similar to that of Gillium

g. Trillium is the primary alloy utilized in the manufacture of Ultra Armour
i. It is manufactured in a method similar to that of Gillium

h. Vibronium is the primary alloy utilized in the manufacture of Mega Armour
i. It is manufactured in a method similar to that of Gillium

i. Torrium is the primary alloy utilized in the manufacture of Major Armour
i. It is manufactured in a method similar to that of Gillium

j. Glazzium is the primary alloy utilized in the manufacture of Massive Armour
i. It is manufactured in a method similar to that of Gillium

k. Codrah is the primary material utilized in the manufacture of Hyperspace Cores
i. It is highly unstable and requires repeated processing through the Heavy Fusion Reactor to arrive at a stable state

ii. It is among the rarest of all resources

l. Thorium is utilized as the primary energy source for all ships and stations in the player’s empire

i. It is manufactured in a method similar to that of Gillium

m. Basium is the primary material necessary for the manufacture of enhanced shields
i. It is readily combinable and has been found to have different properties depending on the material it is mixed with in the Heavy Fusion Reactor
1. When it is combined with Gillium it is capable of making Fusion Shields, a defensive material able to nearly completely block all Fusion Energy Weapons

2. When it is combined with Admantium it is capable of making Antimatter Shields, a defensive material able to nearly completely block all Antimatter Based Energy Weapons

3. When it is combined with both Gillium and Admantium it is capable of making Disruptor Shields, a defensive material able to nearly completely block all Disruptor Type Energy Weapons

4. When it is combined with Blintium it is capable of making Plasma Shields, a defensive material able to nearly completely block all Plasma Style Energy Weapons

5. When it is combined with Neutronium it is capable of making Neutron Shields, a defensive material able to nearly completely block all Neutron Energy Weapons

6. When it is combined with Trillium it is capable of making Phase Shields, a defensive material able to nearly completely block all Phase Energy Weapons

7. When it is combined with both Neutronium and Trillium it is capable of making Pulsar Shields, a defensive material able to nearly completely block all Pulsar Energy Weapons

8. When it is combined with Vibronium it is capable of making Radiation Shields, a defensive material able to nearly completely block all Radiation Energy Weapons

9. When it is combined with Torrium it is capable of making Particle Shields, a defensive material able to nearly completely block all Particle Energy Weapons

10. When it is combined with both Vibronium and Torrium it is capable of making Photon Shields, a defensive material able to nearly completely block all Photon Energy Weapons

11. When it is combined with Glazzium it is capable of making Ion Shields, a defensive material able to nearly completely block all Ion Energy Weapons

n. Fusorium is the primary material utilized in providing the damaging effects of most beam weapons
i. It requires multiple passes through the Heavy Fusion Reactor to arrive at a stable state for each level of weapon
1. The first iteration yields its namesake, a material useable for Fusion Weapons

2. The second iteration yields Antimatter, useable in Antimatter weapon systems

3. The third iteration yields the highly fluid Disruptor energy for Disruptor style weapons

4. The fourth iteration yields pure Plasma, useable in Plasma energy weapons

5. The fifth iteration yields sufficient Neutrons to be useable in Neutron-based weapons

6. The sixth iteration yields a type of Multi-Phased particle that can be harvested in sufficient quantity for Phase Weapons

7. The seventh iteration places the material in a field state that fuels the energy behind Pulsar Weapons

8. The eighth iteration leaves the material in a highly radioactive state, yielding the isotopes necessary for Radioactive Rays

9. The ninth iteration yields particles capable of being assembled in different chains for the various Particle weapons systems

10. The tenth iteration yields a type of crystal from which high energy photons can be harvested through a Photon Blast style lasers

11. The eleventh iteration yields pure, Ionized gas, useable in powerful Ion Cannons

o. Excess resources accumulated by the player can be sold through a variety of commercial avenues or else traded directly with Trade Groups for pre-manufactured ships
Jelrak - Tue Jan 23, 2018 1:53 am
Post subject:
12) Focuses: there are 13 mutually exclusive focuses that a player can choose to pursue. The concept behind focuses is to provide not only varied game play, but also potential counters to known strategies—eg. if one’s opponent is a dogged expansionist then it might be best to counter with a strong defensive focus—thus when considering focuses it may not always be best to be the first to reach certain milestones as this potentially affords one’s opponents the means of choosing an alternative capable of thwarting the advertised aims
a. Advanced Armour
i. Provides facilities that can create units with up to 8 different armour types
1. Light: requires Gillium with Tritanium Coating research
a. 25% increase to base health
b. 6% decrease to ship base speed
c. 25% increase to ship base cost
d. 15% increase to base production time

2. Medium: requires Admantium resource
a. 50% increase to base health
b. 12% decrease to ship base speed
c. 50% increase to ship base cost
d. 30% increase to base production time

3. Heavy: requires Blintium resource
a. 100% increase to base health
b. 19% decrease to ship base speed
c. 75% increase to ship base cost
d. 45% increase to base production time

4. Super: requires Neutronium resource
a. 300% increase to base health
b. 25% decrease to ship base speed
c. 100% increase to ship base cost
d. 60% increase to base production time

5. Ultra: requires Trillium resource
a. 450% increase to base health
b. 31% decrease to ship base speed
c. 125% increase to ship base cost
d. 75% increase to base production time

6. Mega: requires Vibronium resource
a. 600% increase to base health
b. 37% decrease to ship base speed
c. 150% increase to ship base cost
d. 90% increase to base production time

7. Major: requires Torrium resource
a. 750% increase to base health
b. 44% decrease to ship base speed
c. 175% increase to ship base cost
d. 105% increase to base production time

8. Massive: requires Glazzium resource
a. 900% increase to base health
b. 50% decrease to ship base speed
c. 200% increase to ship base cost
d. 120% increase to base production time

9. The smallest ship class affected by this focus is: Fighter

10. The largest ship class affected by this focus is: Flagship

ii. Players who prefer a combination of offensive and defensive tactics might wish to select this focus
1. Early Game Tactics:

a. Provides weak defensive capabilities

b. Provides above average offensive capabilities

c. Key advantages:
i. The Defensive Focus Facility reduces enemy damage by 15% within 20,000
ii. Heavier ships with staying power can outlast most others in open engagement

d. Main disadvantages:
i. Higher than average costs can delay the fleet’s overall size
ii. Slower speed can make the fleet at risk of being outflanked
iii. Resource operations must be more intensive to retrieve sufficient quantities of rarer alloys for stronger armour

e. Strategy:
i. It is important to guard against ship losses by strong use of repair drones
ii. Proper use of the Fleet Command navigation buoys can make a pronounced difference
iii. Careful deployment of hyperspace gates is critical
iv. Do not allow fleets to stray far from support and transport
v. Consider using main fleet ships as the vanguard of most interactions with the heavier plated ships occupying rear-guard positions

2. Mid Game Tactics:
a. Provides strong defensive capabilities

b. Provides average offensive capabilities

c. Key advantages:
i. resource collectors with heavy armour are capable of resisting attack in order to continue sustained operations
ii. The Armour Emplacement is an incredible barrier to most attacks

d. Main disadvantages:
i. Generally slower ships might comprise a majority of the fleet relative to that of other adversaries

e. Strategy:
i. It can be assumed at this point that the enhanced resourcing operations have generated sufficient income to offset the higher costs of ships
ii. Several moderately sized fleets controlled by the player should be able to harass nearby rivals without deep incursions with relative impunity; rivals might have at this point given up attempting a strong offensive thrust against the player

3. Late Game Tactics:
a. Provides nearly impenetrable defensive capabilities

b. Provides weak offensive capabilities

c. Key advantages:
i. The Heavy Armoured Battlestation can tip the scales in terms of ultimately defending the player’s home station cluster, thereby freeing the main fleet to go on a longer-range offensive
1. A Strong Fortress Capable Of Reducing Enemy Damage By 50% Within 100,000

d. Main disadvantages:
i. Beware of relying too much on the heaviest possible armour as it might greatly impede late fleet mobility

e. Strategy:
i. Consider reserving the heaviest armour for ships that will truly benefit from the additional health without suffering unduly from the corresponding loss of mobility, such as Carriers, Flagships, and Bombers

ii. Place the most armoured ships at the forefront of invasions so they may absorb much of the damage while more maneuverable fleets might then move to flank the engaged enemy

iii. Comparable Focuses: Advanced Shields, Advanced Defenses, Advanced Repair

iv. Wildcard Focuses: Advanced Efficiency, Advanced Finances, Advanced Stealth

v. Might be best countered by Advanced Infiltration, Advanced Engines, Advanced Weapons Focuses

vi. Potentially the best counter for Advanced Missiles, Advanced Damage, Advanced Targeting Focuses
Jelrak - Tue Jan 23, 2018 2:00 am
Post subject:
b. Advanced Damage
i. Provides facilities that can create units with a 25% bonus to all damage dealt as well as ships that do increased focused damage to a given ship class
1. The smallest ship class affected by this focus is: Scout

2. The largest ship class affected by this focus is: Flagship

ii. Players who prefer a strong offensive showing with minimal complexity might prefer this focus
1. Early Game Tactics:
a. Provides weak defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. The Advanced Damage Focus Facility provides an additional 15% damage to ships within 20,000
ii. Weaponized resource collectors can defend themselves from light attacks

d. Main disadvantages:
i. Slightly above-average ship costs may delay the building-up of fleets

e. Strategy:
i. Small ships sent in waves against neighbouring resourcing operations can have a strong impact against nearby rivals, as long as a strong effort is made to keep them well away from station defenses until large ships join the player’s fleet
ii. Keep an eye on rival hyperspace gates and ensure to harry them accordingly

2. Mid Game Tactics:
a. Provides weak defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. It should be possible to maintain a few strong fleets that rivals may by this time be weary of engaging

d. Main disadvantages:
i. Ships remain comparably expensive

e. Strategy:
i. If the suppression of neighbouring resource operations has been consistently successful it is now time to impact some perimeter stations with a larger fleet
ii. Also ensure no rival hyperspace gates are able to remain in place for long

3. Late Game Tactics:
a. Provides weak defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. The Disruptor Heavy Platform should finally provide the defensive clout necessary to allow full focus to shift to the offensive

1. Comes with four very potent disruptor cannons that can fire every 8 seconds, due to the nature of its energy fields, it increases the damage of allied ships by 25% within 100,000

d. Main disadvantages:
i. A potentially weak defensive perimeter

e. Strategy:
i. It should now be possible to deploy strong attack fleets to finish off the player’s by-now-crippled neighbours

iii. Comparable Focuses: Advanced Weapons, Advanced Missiles, Advanced Targeting

iv. Wildcard Focuses: Advanced Stealth, Advanced Efficiency, Advanced Finances

v. Might be best countered by Advanced Armour, Advanced Shields, Advanced Defenses Focuses

vi. Potentially the best counter for Advanced Repair, Advanced Infiltration, Advanced Engines Focuses
Jelrak - Tue Jan 23, 2018 3:04 am
Post subject:
c. Advanced Defenses
i. Provides facilities that can create units with defensive shield capabilities as well as Enhanced Defensive Platforms, Large Platforms, Emplacements, and Battlestations
1. The defensive shield option is capable of blocking most kinetic weapons

2. The smallest ship class affected by this focus is: Fighter

3. The largest ship class affected by this focus is: Flagship

ii. Players who prefer strong defensive play with minimal incursion into rival space might prefer this option
1. Early Game Tactics:
a. Provides extremely strong defensive capabilities

b. Provides average offensive capabilities

c. Key advantages:
i. The Advanced Defensive Focus provides a boost to the maximum shield strength of nearby ships while also projecting a steady Defense Field that is proof against most kinetic weapons over a range of 20,000
ii. Resource collectors with built-in defensive fields and nebula and ionized dust-cloud protection
iii. Many platforms are available for the player’s early selection

d. Main disadvantages:
i. Immunity to kinetic weapons does not extend to energy weapons or missiles so caution must be taken

e. Strategy:
i. It might be considered best to utilize the strengths provided by the many platforms to perform strong defensive perimeters
ii. Deploy and protect resource operations with near impenetrable redoubts

2. Mid Game Tactics:
a. Provides very strong defensive capabilities

b. Provides average offensive capabilities

c. Key advantages:
i. The Command Fortress Battlestation that has very impressive defensive capabilities

d. Main disadvantages:
i. The player remains vulnerable to energy weapons

e. Strategy:
i. Heavy Platforms can be very potent to reduce the strength of rival fleets. Utilize these liberally to soften offensive positions while gathering together a strong fleet under their protective cover

3. Late Game Tactics:
a. Provides impenetrable defensive capabilities

b. Provides weak offensive capabilities

c. Key advantages:
i. The Heavy Battlestation is the size of a small moon
1. It provides a long impact beam capable of eliminating most ships with a single blast that can fire every 5 minutes
2. It can dock most ships, including the mothership inside its safe harbour

d. Main disadvantages:
i. If the player has expended the almost 24 million R.U.s necessary to construct the Heavy Battlestation it is unlikely much of an offensive fleet might equally exist

e. Strategy:
i. The combined might of several fleets will be necessary to destroy the Heavy Battlestation, which they will find imperative to commit towards least they continue to fall victim to its far-reaching rays. Whatever might remain of the player’s opponents after such a difficult battle is fought should be relatively easy to eliminate with the proper reserve force

iii. Comparable Focuses: Advanced Armour, Advanced Repair, Advanced Shields

iv. Wildcard Focuses: Advanced Finances, Advanced Stealth, Advanced Infiltration, Advanced Engines

v. Might be best countered by Advanced Missiles, Advanced Weapons Focuses

vi. Potentially the best counter for Advanced Efficiency, Advanced Targeting, Advanced Damage Focuses
Jelrak - Tue Jan 23, 2018 3:37 am
Post subject:
d. Advanced Efficiency
i. Provides facilities that can create units much more swiftly than regular shipyards as well as the ability for fleet batch production commands

ii. Provides access to Trade Groups
1. The smallest ship class affected by this focus is: Drone

2. The largest ship class affected by this focus is: Flagship

iii. Players who enjoy mass production and who may wish to rapidly deploy offensive fleets may prefer this focus
1. Early Game Tactics:
a. Provides weak defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. The Advanced Efficiency Focus Facility doubles the power output of all other combined power generators
ii. Mass production of low-costing fighters and bombers should allow the player to dominate the early game

d. Main disadvantages:
i. These rapidly produced ships are typically of lower quality than that of most rivals and so will typically lose against even numbers of opponents
ii. The large building capacity of the player is often restricted by a lack of available crew

e. Strategy:
i. Numbers are where this player will hold the advantage for the early game. Using this superiority to produce multiple fleets capable of harrying all neighbouring resourcing operations will ensure rival empires will not easily outpace the player’s overall strength

2. Mid Game Tactics:
a. Provides low defensive capabilities

b. Provides moderate offensive capabilities

c. Key advantages:
i. The player is able to utilize Advanced Robotics in order to rapidly grow a mechanized fleet
ii. High efficiency mining operations are able to strip asteroids of resources in a fraction of the normal time

d. Main disadvantages:
i. The strength of the player's ships is in the aggregate: the player’s fleet should not allow itself to be too greatly divided or it will fall prey to stronger vessels

e. Strategy:
i. Sentinels should be utilized as much as possible to circumvent the need for crew

3. Late Game Tactics:
a. Provides weak defensive capabilities

b. Provides very strong offensive capabilities

c. Key advantages:
i. Batch and Fleet production stations have now become capable of supplying entire fleets in a very short order

d. Main disadvantages:
i. Crew may still be a limiting factor to reign in this unrelenting output
ii. The individual ships might still be poor individual matches against rivals, particularly if earlier harrying operations were unsuccessful in slowing the progress of rival research

e. Strategy:
i. Maximize fleets and decimate opponents by sheer force of numbers, counting each enemy capital ship destroyed as well worth the sacrifice of three of the player’s own

iv. Comparable Focuses: Advanced Finances, Advanced Infiltration

v. Wildcard Focuses: None

vi. Might be best countered by Advanced Armour, Advanced Targeting, Advanced Damage, Advanced Missiles, Advanced Weapons Focuses

vii. Potentially the best counter for Advanced Stealth, Advanced Defenses, Advanced Shields, Advanced Repair Focuses
Jelrak - Tue Jan 23, 2018 6:15 am
Post subject:
e. Advanced Engines
i. Provides facilities that can create units with up to 12 different engine upgrades:
1. Nuclear
a. Increases base speed by 15%
b. Increases base cost by 25%
c. Increases base build time by 10%

2. Fusion
a. Increases base speed by 30%
b. Increases base cost by 50%
c. Increases base build time by 20%

3. Ion
a. Increases base speed by 45%
b. Increases base cost by 75%
c. Increases base build time by 30%

4. Antimatter
a. Increases base speed by 60%
b. Increases base cost by 100%
c. Increases base build time by 40%

5. Sublight
a. Increases base speed by 75%
b. Increases base cost by 125%
c. Increases base build time by 50%

6. Warp
a. Increases base speed by 90%
b. Increases base cost by 150%
c. Increases base build time by 60%

7. Impulse
a. Increases base speed by 105%
b. Increases base cost by 175%
c. Increases base build time by 70%

8. Interphase
a. Increases base speed by 120%
b. Increases base cost by 200%
c. Increases base build time by 80%

9. Hyper
a. Increases base speed by 135%
b. Increases base cost by 225%
c. Increases base build time by 90%

10. Kerning
a. Increases base speed by 150%
b. Increases base cost by 250%
c. Increases base build time by 100%

11. Black
a. Increases base speed by 165%
b. Increases base cost by 275%
c. Increases base build time by 110%

12. Omega
a. Increases base speed by 180%
b. Increases base cost by 300%
c. Increases base build time by 120%

13. The smallest ship class affected by this focus is: Fighter

14. The largest ship class affected by this focus is: Battle Dreadnaught

ii. Players who enjoy fast-paced maneuverings around their rivals and who prefer to lead swift charges and use flanking tactics may prefer this focus
1. Early Game Tactics:
a. Provides weak defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. The Advanced Engines Focus Facility provides a 15% boost in speed to all Allied ships within 20,000
ii. High speed resource controllers
iii. Faster than average fighters should be capable of outmaneuvering their rivals in combat

d. Main disadvantages:
i. Fleets will consume a larger amount of Hydraxium per turn
ii. Fleet remains vulnerable to gravity wells as a means of evening the odds in battle

e. Strategy:
i. Fleets should be capable of faster and earlier strikes against neighbouring resource operations than can be retaliated by rivals. Full advantage should be taken of this early game opportunity to upset the fortunes of all neighbouring empires

2. Mid Game Tactics:
a. Provides weak defensive capabilities

b. Provides very strong offensive capabilities

c. Key advantages:
i. The differences in relative speeds between fleets should now be very apparent in most engagements

d. Main disadvantages:
i. Without strong defensive measures the player’s empire is open to attack if it leaves off pressuring its rivals too often

e. Strategy:
i. Utilize the widening gap in sped to raid rival operations and fleets at every opportunity. Resist the temptation to confront enemy fleets head on, it should be frequently possible to flank and attack from the rear where ships are most vulnerable

3. Late Game Tactics:
a. Provides very strong defensive capabilities
b. Provides very strong offensive capabilities

c. Key advantages:
i. The concentric effect of the Advanced Engines Wormhole Station is fantastic to behold:
1. Within a range of 1,000,000 it slows Enemy ships by 25% while boosting Allies by the same amount
2. Within a range of 100,000 Enemies are slowed by 50% while Allies are boosted by the same amount
3. Within a range of 10,000 Enemies are slowed by 75% while Allies are boosted by the same amount
ii. Fleets at this point should be almost untouchable as their engines outperform vessels several class levels beneath them.

d. Main disadvantages:
i. Beware well placed gravity well generators as they might easily rob the player of his principle advantage at the precise moment that other fleets have built up impressive weapons or defensive systems

e. Strategy:
i. The advantage of having Destroyers capable of attaining speeds greater than that of rival Frigates cannot be understated. Keeping the fleet in motion is the top priority, strike swiftly and often to wear down the enemy’s defenses. High-speed bombers can cause potential havoc among rival capital ships

iii. Comparable Focuses: Advanced Stealth

iv. Wildcard Focuses: Advanced Finances, Advanced Repair, Advanced Shields

v. Might be best countered by Advanced Targeting, Advanced Damage, Advanced Weapons, Advanced Defenses Focuses

vi. Potentially the best counter for Advanced Infiltration, Advanced Missiles, Advanced Efficiency, Advanced Armour Focuses
Jelrak - Tue Jan 23, 2018 7:00 am
Post subject:
f. Advanced Finances
i. Provides access to a variety of wealth enhancing ships and facilities and is required for use of the advanced economy
1. Provides access to the Galactic Bank
a. R.U.s may be invested for various durations and correspondingly increasing rates of return

2. Provides access to the Commodities Market
a. Resources may be purchased and sold according to the prevailing market rate

3. Provides access to the Galactic Stock Exchange
a. Shares may be purchased in rival empires that will pay out dividends according to their net capital

4. Provides access to the Advanced Commercial Stations that provide the player successive layers of profitability as products are moved through the marketplace

5. Provides access to any of 6 Trade Groups
a. Trade Groups allow raw resources to be traded for finished ship production

6. The smallest ship class affected by this focus is: Drone

7. The largest ship class affected by this focus is: Flagship

ii. Players who might be impatient for financial growth or who might truly enjoy empire building should enjoy this focus as it will provide a tangent along which such a player should be able to observe the growth of entire lanes of commercial traffic set about its tasks of delivering product to various stations
1. Early Game Tactics:
a. Provides weak defensive capabilities

b. Provides weak offensive capabilities

c. Key advantages:
i. The player has a greater opportunity to seed his future resource growth than any of his rivals

d. Main disadvantages:
i. Most expenses will be related to building up a commercial hub so the player will be vulnerable to all rival fleets

e. Strategy:
i. Focus on the certainty that the Mothership is largely impervious to attack in the early game in order to place it as the principle protector to the player’s nascent resourcing operations. Deploy probes liberally as cost-effective defences against incursions by rivals, by all means build the Mothership’s rapid sweepers as soon as possible, and then concentrate on building up the resourcing fleet above all else.

2. Mid Game Tactics:
a. Provides moderate defensive capabilities

b. Provides very weak offensive capabilities

c. Key advantages:
i. The player’s economy should be well on its way to being far more robust than that of any of its rivals
ii. The player should have his first beginnings of access to some of the available Trade Groups
iii. The player should have sufficient R.U.s to provide a reasonable number of units for defensive purposes

d. Main disadvantages:
i. The player will require most of his fleet to be localized in order to defend his increasingly complex commercial empire from harm. It is unlikely he will have the capacity to pressure any of his rivals in a meaningful way

e. Strategy:
i. Continue to focus on growing the economy by taking advantage of some of the stronger upper-level opportunities for wealth generation. Raw purchasing power is to be the player’s main path to victory so ensure the groundwork is firmly in place

3. Late Game Tactics:
a. Provides extensive defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. The Mega Population Station will double all income the player receives, catapulting him into an enviable position of being fully flush at all times
ii. Trade Groups, once fully exploited, should be providing the player with a large, and swiftly growing, percentage of his fleet
iii. Trade Group ships are operated primarily by drone, android, or straight computer and so will not take up crew

d. Main disadvantages:
i. The player is still potentially vulnerable to far more areas of attack than his rivals as some swift raids could interrupt vital trading channels

e. Strategy:
i. Utilize the Trade Group ships as cannon fodder and drive back any encroaching rivals. It is time to pull out all stops and pour all R.U.s into production. The player might consider building multiple shipyards in order to fully leverage his resource advantage by running maximum production queues

iii. Comparable Focuses: Advanced Efficiency

iv. Wildcard Focuses: Advanced Shields, Advanced Engines

v. Might be best countered by Advanced Missiles, Advanced Infiltration, Advanced Stealth, Advanced Weapons, Advanced Targeting, Advanced Damage Focuses

vi. Potentially the best counter for Advanced Defenses, Advanced Armour, Advanced Repair Focuses
Jelrak - Tue Jan 23, 2018 7:42 am
Post subject:
g. Advanced Infiltration
i. Provides access to improved capturing abilities as well as the usurping of mercenary fleets
1. When mercenaries are successfully overthrown the player inherits the given fleet without upfront cost

2. The smallest ship class affected by this focus is: Drone

3. The largest ship class affected by this focus is: Flagship

ii. Players who truly wish to play the pirate or those whose passion has always been to capture every ship might appreciate this focus
1. Early Game Tactics:
a. Provides very low defensive capabilities

b. Provides very low offensive capabilities

c. Key advantages:
i. The Advanced Infiltration Focus Facility provides a 25% boost to the capture speed of ships while simultaneously reducing the enemy’s capture rate by the same amount within a range of 20,000
ii. Any fleets with ships larger than Corvettes should be wary

d. Main disadvantages:
i. The player does not yet feel very much like a true pirate as most assaults involve non-capturable Fighters and Corvettes

e. Strategy:
i. The player should invest in his fleet of Capturers by keeping them heavily guarded and safely hidden among distortion probes. Keep a steady eye out for rival carriers.
ii. Focus resources on unlocking Mercenary Fleets

2. Mid Game Tactics:
a. Provides low defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. A few captured Mercenary Fleets should have by now radically changed the playing field for the player as these ready-made fleets may be orders of magnitude more advanced than any of those possessed by rivals
ii. The player should by now have accessed all of his different Advanced Infiltration units (high-speed, heavy-plated, shielded, stealth)
iii. The player should be acquiring a motley fleet of captured vessels to supplement his own ships

d. Main disadvantages:
i. A low honour rating caused by usurping mercenary groups might not have allowed the player to attain the same rank of rivals

e. Strategy:
i. This is when fleets of capturers should be deployed to the battlefield. It is recommended that a mix of types by employed in order to best weather the likely barrage of retaliatory fire. Use mercenary fleets to draw what fire they are able away from the Capturers and to try to sweep the area clean of non-capturable Fighters, Bombers, and Corvettes as well as Frigates, which by now should be largely ignored as providing too low a value relative to the risk involved in their capture

3. Late Game Tactics:
a. Provides moderate defensive capabilities

b. Provides very strong offensive capabilities

c. Key advantages:
i. The construction of the Elite Marine Training Facility should help turn the tide with its 300% delay in Enemy infiltration and 75% boost to Ally capture rates within its operating range of 100,000
ii. The Infiltration Destroyer should be a strong asset for the player

d. Main disadvantages:
i. The player will likely lose a fair number of capture attempts especially as the late game progresses and the ships being targeted are more powerful

e. Strategy:
i. Probes that rob Enemies of maneuverability, visibility, and resistance are all very important to the player in order to exercise the best possible chances of success. Keep costs low by stealing as many rival capital ships as possible, even if the cost is multiple Marine Frigates the player will still steadily gain the advantage so long as the player resists the urge to trade Frigates for Frigates.

iii. Comparable Focuses: Advanced Stealth

iv. Wildcard Focuses: Advanced Finances, Advanced Efficiency

v. Might be best countered by Advanced Defenses, Advanced Engines, Advanced Damage, Advanced Weapons, Advanced Targeting, Advanced Missiles Focuses

vi. Potentially the best counter for Advanced Armour, Advanced Repair, Advanced Shields Focuses
Jelrak - Tue Jan 23, 2018 8:11 am
Post subject:
h. Advanced Missiles
i. Provides facilities that can create units with much more powerful missiles than would otherwise be possible, including the ability to launch heavy nukes, planet killer large missiles, and Juggernauts
1. The smallest ship class affected by this focus is: Fighter
2. The largest ship lass affected by this focus is: Flagship

ii. Players who enjoy spectacular feats of mass destruction might wish to play this focus
1. Early Game Tactics:
a. Provides strong defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. The Advanced Missile Focus Facility is able to launch a variety of powerful missiles
ii. Unlike Kinetic or Beam weapons, Missiles are able to pierce all types of shields to varying degrees
iii. Missiles provide high impact damage as well as area-effecting burst damage
iv. Missile launching resource collectors are self-defending

d. Main disadvantages:
i. Missiles are a targetable munition and so can be partially countered by strong point-defense systems

e. Strategy:
i. Pay attention to missile ranges in order to make the best use of long-range barrages. Keep rivals away from your expensive fleet and wary of approaching closer

2. Mid Game Tactics:
a. Provides strong defensive capabilities

b. Provides very strong offensive capabilities

c. Key advantages:
i. The launching of heavy nuclear bombs and the deployment of Juggernauts should by now have rivals in constant fear of the player’s approaching armada

d. Main disadvantages:
i. Missiles generally travel at a slower speed than Kinetic or Beam weapons
ii. The player’s own Juggernauts can be detonated by far-range weapons if they are not carefully deployed

e. Strategy:
i. Lay waste to rival factions by constant and consistent use of the heaviest weapons available. Destroy rival fleets with strong use of carriers capable of deploying Juggernauts and heavy nukes from behind whenever possible

3. Late Game Tactics:
a. Provides very strong defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. The Large Torpedo Sphere is an indomitable offensive weapon while the Missile Emplacement will give a solid defense

d. Main disadvantages:
i. Beware gravity wells as they may be capable of slowing projectiles and thereby reducing many of the player’s long-range offensive capabilities

e. Strategy:
i. The player should by now be able to outstrip most rivals with his powerful destructive capabilities, the key at this point is mainly to keep up the pressure without too many mistakes

iii. Comparable Focuses: Advanced Weapons

iv. Wildcard Focuses: Advanced Defenses

v. Might be best countered by Advanced Engines, Advanced Armour, Advanced Targeting, Advanced Stealth Focuses, Advanced Damage

vi. Potentially the best counter for Advanced Repair, Advanced Shields, Advanced Efficiency, Advanced Finances Focuses, Advanced Infiltration
Jelrak - Tue Jan 23, 2018 8:37 am
Post subject:
i. Advanced Repair
i. Provides facilities that can create the only units with self-regeneration capabilities
1. The smallest ship affected by this focus is: Fighter

2. The largest ship affected by this focus is: Flagship

ii. Players who enjoy playing offensively with larger capital ships might prefer this focus
1. Early Game Tactics:
a. Provides strong defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. The Advanced Repair Focus Facility increases the health of Allied ships by 50% and triples regeneration rates within a range of 20,000
ii. Ships capable of self-repair have less need to remain close to repair bays and so can be relatively far-ranging and autonomous. This might allow the player to push on multiple fronts at once

d. Main disadvantages:
i. Ships are generally vulnerable to high impact burst damage

e. Strategy:
i. Small wolf-packs unleashed on nearby rivals can be very effective in the early game

2. Mid Game Tactics:
a. Provides average defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. With ever larger ships joining the fleets, the true advantages of self-repair can but fully felt

d. Main disadvantages:
i. The potential to spread fleets too far and wide might leave the player’s sub-stations vulnerable to attack

e. Strategy:
i. Dominate resource areas, but do not stray too far from hyperspace gates connecting fleets back to their home base

3. Late Game Tactics:
a. Provides very strong defensive capabilities

b. Provides strong capabilities

c. Key advantages:
i. The Lazarus Station doubles the health of Allied ships within a range of 500,000 and increases their rate of self-repair five-fold within a range of 1,000,000
ii. Relatively small fleets should be able to hold off much larger rivals

d. Main disadvantages:
i. The player may gain the temptation to have his ships outstay their welcome, relying on their self-repair to overcome all obstacles rather than routinely retreating to safety as might be typical of his rivals. This can lead to unexpected losses at critical points

e. Strategy:
i. Deploying repair drones to assist along with the repair of ships will give them even greater staying power

iii. Comparable Focuses: Advanced Armour, Advanced Shields

iv. Wildcard Focuses: Advanced Engines, Advanced Stealth, Advanced Finances

v. Might be best countered by Advanced Missiles, Advanced Damage, Advanced Weapons, Advanced Infiltration Focuses

vi. Potentially the best counter for Advanced Defenses, Advanced Targeting, Advanced Efficiency Focuses
Jelrak - Tue Jan 23, 2018 9:14 am
Post subject:
j. Advanced Shields
i. Provides facilities that can create units with up to 11 different shield types, each of which is capable of almost completely blocking all damage from beam weapons of that level or lower.

ii. The higher level shields typically consume more power and space and so generally lower ship speed and weaponry as a result
1. Fusion
a. Blocks all Fusion Energy Weapons
b. The base cost is increased by 100%
c. The base construction time is increased by 20%
d. The base ship speed is reduced by 10%

2. Antimatter
a. Blocks all Antimatter Energy Weapons and below
b. The base cost is increased by 150%
c. The base construction time is increased by 30%
d. The base ship speed is reduced by 15%

3. Disruptor
a. Blocks all Disruptor Energy Weapons and below
b. The base cost is increased by 200%
c. The base construction time is increased by 40%
d. The base ship speed is reduced by 20%

4. Plasma
a. Blocks all Plasma Energy Weapons and below
b. The base cost is increased by 250%
c. The base construction time is increased by 50%
d. The base ship speed is reduced by 25%

5. Neutron
a. Blocks all Neutron Energy Weapons and below
b. The base cost is increased by 300%
c. The base construction time is increased by 60%
d. The base ship speed is reduced by 30%

6. Phase
a. Blocks all Phase Energy Weapons and below
b. The base cost is increased by 350%
c. The base construction time is increased by 70%
d. The base ship speed is reduced by 35%

7. Pulsar
a. Blocks all Pulsar Energy Weapons and below
b. The base cost is increased by 400%
c. The base construction time is increased by 80%
d. The base ship speed is reduced by 40%

8. Radiation
a. Blocks all Radiation Energy Weapons and below
b. The base cost is increased by 450%
c. The base construction time is increased by 90%
d. The base ship speed is reduced by 45%

9. Particle
a. Blocks all Particle Energy Weapons and below
b. The base cost is increased by 500%
c. The base construction time is increased by 100%
d. The base ship speed is reduced by 50%

10. Photon
a. Blocks all Photon Energy Weapons and below
b. The base cost is increased by 550%
c. The base construction time is increased by 110%
d. The base ship speed is reduced by 55%

11. Ion
a. Blocks all Ion Energy Weapons and below
b. The base cost is increased by 600%
c. The base construction time is increased by 120%
d. The base ship speed is reduced by 60%

12. The smallest ship class affected by this focus: Fighter

13. The largest ship class affected by this focus: Flagship

iii. Players who tend to enjoy a mix of offensive and defensive tactics while also enjoying a more complex array of options might prefer this focus
1. Early Game Tactics:
a. Provides average defensive capabilities

b. Provides average offensive capabilities

c. Key advantages
i. Immunity to low-level energy weapons is a valuable asset

d. Main disadvantages:
i. No protection from alternate kinetic, missiles, mines, bombs, or alternate energy weapons

e. Strategy:
i. Identify the weapons utilized by rivals early on in order to best determine which level of shield might be best suited for confrontations. Generally it might be best to use a mix of shield types in the early game in order to have some swifter moving vessels for flanking maneuvers

2. Mid Game Tactics:
a. Provides strong defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. As more types become available the level of potential immunity increases dramatically

d. Main disadvantages:
i. If rival empires realize the type of shield being utilized against them it might be possible for them to largely convert to alternative weapons, eliminating the player’s advantage

e. Strategy:
i. It is recommended that the player press any discovered advantages in combat so as to be able to make enemy mistakes as costly as possible, but be careful not to over-extend

3. Late Game Tactics:
a. Provides very strong defensive capabilities
b. Provides very strong offensive capabilities

c. Key advantages:
i. The Heavy Sapper Platform leeches damage and shielding from rival ships within a range of 100,000 by 25% and 75% respectively
ii. Ships should by this point be largely immune to at least half of all weapons deployed in the battlefield

d. Main disadvantages:
i. Savvy opponents can still use the player’s habituated sense of overconfidence against him by unleashing surprise assaults consisting of largely Kinetic or Missile based weapons. The player is also still very vulnerable to Bombs

e. Strategy:
i. Given that most Kinetic weapons are low damage, the main concern is to stay out of range of heavy missile barrages and bombers. Push all advantages, but proceed with caution

iv. Comparable Focuses: Advanced Defenses, Advanced Armour

v. Wildcard Focuses: Advanced Stealth, Advanced Finances

vi. Might be best countered by Advanced Missiles, Advanced Infiltration, Advanced Engines, Advanced Repair, Advanced Efficiency Focuses

vii. Potentially the best counter for Advanced Weapons, Advanced Damage,
Jelrak - Tue Jan 23, 2018 9:19 am
Post subject:
k. Advanced Stealth
i. Provides facilities that can create units with enhanced stealth capabilities
1. The smallest ship class affected by this focus is: Fighter

2. The largest ship class affected by this focus is: Flagship

iii. Players who might enjoy utilizing the element of surprise to play offensively might enjoy this focus
1. Early Game Tactics:
a. Provides strong defensive capabilities

b. Provides moderate offensive capabilities

c. Key advantages:
i. The Advanced Stealth Focus Facility allows the mapping of allied, mercenary, or enemy ships, can ping the map to see approaching enemies within 50,000, doubles cloaking detection within 20,000, and can cloak allied ships within 10,000
ii. Ships that cannot be seen by most opponents provide fairly versatile fleet positioning options
iii. Cloaked resourcing operations

d. Main disadvantages:
i. Without some planning cloaking devices can be on low power when needed most

e. Strategy:
i. The player should be encouraged to be bold and to strike near the heart of his opponent’s operations whenever the opportunity should arise. Monitor rival fleet movements and strike their hyperspace gates just as they are mid-jump for the best effect.
ii. Do not forget to keep resourcing operations and home stations hidden. A liberal use of distortion probes can truly enhance all abilities

2. Mid Game Tactics:
a. Provides average defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. Larger, ships that cannot be easily traced coupled with the ability of ready escape from battles should allow the player consistent success in choosing his target at will

d. Main disadvantages:
i. Beware to guard against the temptation of ranging too far and wide as in spite of being cloaked much of the time the player’s home base is still largely stationary and open to occasional invasion

e. Strategy:
i. It can be vital to deploy decoy fleets whose cloak fields are not in use to draw the enemy into making disastrous choices. Alternate cloak generation among capital ships in order to provide near continuous invisibility

3. Late Game Tactics:
a. Provides strong defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. The Crucible Station can tip the scales of most battles by providing superior visibility, visual distortion, and cloaking abilities with its map-wide ping, 50% decrease to Enemy primary sensors, 25% reduction in rival cloaking strength, and 15% cloaking strength boost to Allies within 100,000
ii. With a reasonably strong cloaked fleet supported by sufficient enhancement probes, the player should be in a good position to dominate the field of battle

d. Main disadvantages:
i. Rivals should by now have firmly pin-pointed the player’s main station cluster so now a percentage of his fleet will be required to remain within range to defend against incursion

e. Strategy:
i. Stealth bombers relentlessly deployed against rival stations and capital ships coupled with simultaneous raids on resourcing operations should allow the player a ready path to victory

iv. Comparable Focuses: Advanced Infiltration

v. Wildcard Focuses: None

vi. Might be best countered by Advanced Defenses, Advanced Armour, Advanced Efficiency, Advanced Engines, Advanced Repair, Advanced Finances Focuses

vii. Potentially the best counter for Advanced Missiles, Advanced Weapons, Advanced Targeting, Advanced Damage, Advanced Shields Focuses
Jelrak - Tue Jan 23, 2018 9:20 am
Post subject:
l. Advanced Targeting
i. Provides facilities that can create units with 200% increased accuracy as well as ships that are able to focus target a single ship class
1. The smallest ship class affected by this focus is: Fighter

2. The largest ship class affected by this focus is: Flagship

ii. Players who might enjoy long-range tactics, the thrill of the hunt, and the satisfaction of having nearly every hit strike home might enjoy this focus
1. Early Game Tactics:
a. Provides low defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. The Advanced Targeting Focus Facility provides a 25% boost to the accuracy of Allied ships within 20,000
ii. The heightened accuracy of the player’s Fighters and Corvettes in the early game should allow easy domination of most battles utilizing a parity of units

d. Main disadvantages:
i. The player’s accuracy advantage can be thwarted by a variety of means so be on the lookout for suspicious probes, stealth, or ships

e. Strategy:
i. Fast, organized, overwhelming strikes should provide the player with a firm advantage in the early game

2. Mid Game Tactics:
a. Provides low defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. Overcoming the typically lower accuracy of larger weapons should provide the player with a firm advantage in most capital conflicts

d. Main disadvantages:
i. The player’s defenses fairly mediocre so any loss of forward momentum might swiftly see the player in serious straights

e. Strategy:
i. Keep pressing forward in order to prevent sizeable enemy build-up, but be sure to sufficiently guard vulnerable resourcing operations and stations

3. Late Game Tactics:
a. Provides very strong defensive capabilities

b. Provides very strong offensive capabilities

c. Key advantages:
i. The advent of the Large Targeting Platform increases the accuracy of allied ships by 300% within 500,000 and lowers the accuracy of enemies by 25% within 100,000
ii. If the player has a sizeable fleet and can take advantage of this strong accuracy boost there may be few adversaries capable of slowing his advance

d. Main disadvantages:
i. Distant rivals will possibly be out of range of the player’s primary boosting station, leaving the player to potentially confront their own enhanced defenses without this powerful advantage.

e. Strategy:
i. It is important that the player remain aware of the ranges covered by this boosting area and to adjust tactics accordingly. Within it the player should press the Enemy hard, using a variety of ranges to reduce rivals to ruins. Outside of it the player should favour long-range tactics in order to wear down defenses and potentially draw rival fleets into the area of effect of its powerful boost

iii. Comparable Focuses: Advanced Damage

iv. Wildcard Focuses: Advanced Infiltration, Advanced Finances, Advanced Missiles, Advanced Weapons

v. Might be best countered by Advanced Repair, Advanced Armour, Advanced Stealth Focuses

vi. Potentially the best counter for Advanced Shields, Advanced Engines, Advanced Efficiency, Advanced Defenses Focuses
Jelrak - Tue Jan 23, 2018 9:20 am
Post subject:
m. Advanced Weapons
i. Provides facilities that can create units with truly powerful weapons typically outside of normal research paths

ii. Utilizes the Advanced Weapons gameplay mode
1. Kinetic Weapons
a. Damage: Very Low
b. Range: Low
c. Frequency: High
d. Velocity: High
e. Duration: Very Low

2. Fusion Weapons
a. Damage: High
b. Range: Average
c. Frequency: Very Low
d. Velocity: Low
e. Duration: High

3. Antimatter Weapons
a. Damage: High
b. Range: Low
c. Frequency: Average
d. Velocity: High
e. Duration: Average

4. Disruptor Weapons
a. Damage: High
b. Range: High
c. Frequency: Very Low
d. Velocity: Very High
e. Duration: Low

5. Plasma Weapons
a. Damage: Very High
b. Range: Very Low
c. Frequency: Average
d. Velocity: Very Low
e. Duration: Very High

6. Neutron Weapons
a. Damage: Low
b. Range: Very High
c. Frequency: Average
d. Velocity: Average
e. Duration: Average

7. Phase Weapons
a. Damage: Average
b. Range: Low
c. Frequency: Very High
d. Velocity: High
e. Duration: Average

8. Pulsar Weapons
a. Damage: Average
b. Range: High
c. Frequency: Average
d. Velocity: Low
e. Duration: Very High

9. Radiation Weapons
a. Damage: Low
b. Range: High
c. Frequency: High
d. Velocity: Average
e. Duration: High

10. Particle Weapons
a. Damage: Average
b. Range: Very High
c. Frequency: Low
d. Velocity: High
e. Duration: Average

11. Photon Weapons
a. Damage: Very Low
b. Range: Very High
c. Frequency: High
d. Velocity: Very Low
e. Duration: Very High

12. Ion Weapons
a. Damage: Very High
b. Range: Average
c. Frequency: Low
d. Velocity: Very Low
e. Duration: Very High

13. The smallest ship class affected by this focus is: Fighter

14. The largest ship class affected by this focus is: Flagship

iii. Players who enjoy complexity, micro-managing weapons systems to correspond with specific strike targets, large selections of specific-role vessels and an overall desire to function either offensively or defensively might enjoy this focus
1. Early Game Tactics:
a. Provides variable defensive capabilities

b. Provides variable offensive capabilities

c. Key advantages:
i. A variety of options should allow the player to counter most enemies according to type
ii. Armed resource collectors should help to reduce the effectiveness of Enemy raids

d. Main disadvantages:
i. The large array of ships available from which to choose may cause some initial confusion and delay the forming of a properly balanced fleet

e. Strategy:
i. Consider the strengths and weaknesses of each ship choice carefully and attempt to construct several different, smaller fleets with defined roles

2. Mid Game Tactics:
a. Provides variable defensive capabilities

b. Provides strong offensive capabilities

c. Key advantages:
i. Versatility remains a strong point for the player

d. Main disadvantages:
i. Choosing the wrong fleet make-up can leave the player at a disadvantage as larger battles begin to take place

e. Strategy:
i. Again the strength of this player’s fleet is in its potential for focused diversity. Resisting the urge to specialize, but instead assembling a wide-ranging fleet capable of countering most threats, should provide a strong path to victory

3. Late Game Tactics:
a. Provides very strong defensive capabilities
b. Provides very strong capabilities

c. Key advantages:
i. The Heavy Weapons Emplacements available in late game should provide ample protection of the player’s primary structures

d. Main disadvantages:
i. The player’s advanced ships might prove to be fairly costly in relation to those of some of its neighbours, leaving a tendency to trail the competition in chassis size

e. Strategy:
i. With strong defenses in place it is time to bring the battle firmly to the Enemy

iv. Comparable Focuses: Advanced Missiles, Advanced Damage

v. Wildcard Focuses: Advanced Stealth, Advanced Engines, Advanced Repair, Advanced Targeting

vi. Might be best countered by Advanced Shields, Advanced Defenses, Advanced Armour Focuses

vii. Potentially the best counter for Advanced Efficiency, Advanced Finances, Advanced Infiltration Focuses
Jelrak - Tue Jan 23, 2018 6:20 pm
Post subject:
13) Unit Types
a. Home Fleet:
i. Ships that can be built from generic ships and stations that will require crew in order to be accessible
Jelrak - Tue Jan 23, 2018 6:29 pm
Post subject:
b. Mercenary:
i. Roving whole fleets available for hire on a one-time only basis, typically more expensive than home-fleet ships

ii. Mercenaries typically do not trust one another and so will only sign on if they are the exclusive fleet from their sector

iii. Each mercenary group has slightly different enhancements or skills that make them unique

iv. Dark Mercenaries are among the most nefarious
1. A player with a low honour rating will be restricted to these types
2. Hiring these mercenaries will cost a higher percentage of honour and R.U.s than other types

v. Neutral Mercenaries have average reputations
1. A player with an average honour rating will have access to these types
2. Hiring these mercenaries will cost an average amount of honour and R.U.s as compared to other types

vi. Light Mercenaries are among those with the best reputation
1. A player with a higher honour rating will have access to these types
2. Hiring these mercenaries will cost less honour and R.U.s than other types

vii. Available Dark Mercenaries and their skills include:
1. Faagan Sector:
a. Codox
i. A Mercenary Army Whose Ships Make Up In Speed What They Lack In Aesthetics

b. Devarni
i. A Strange And Twisted Race Of Beings Whose Health Enhancing Technology Is Truly Impressive

c. Tevetika
i. Masters Of Enhanced Targeting Technology

d. Kilrathi
i. A Fragmentary Army Comprising All That Remains Of The Former Imperialists, Their Overcharged Weaponry Is Capable Of Delivering Greater Damage Than Its Rating Would Normally Allow

e. Goauld
i. Quasi Energy Beings Whose Essences Extend Into Multiple Dimensions, Their Ships Are Highly Regenerative

f. Tobanar
i. A Secretive Race Whose Ships Rely On Enhanced Stealth For Success

2. Davine Sector:
a. Draconian
i. A Group Of Ravaging Marauders Whose Skills In Field Technology Have Led To Their Creation Of Shields Immune To Fusion Energy Weapons

b. Minbari
i. An Obscure Alien Race With Murky Technologies That Make Their Ships Stealthy And Fast

c. Dominion
i. All That Remains Of A Once Powerful House In The Ulmani Empire, Their Ships Are Known To Be Both Swift And Accurate

3. Dolicette Sector:
a. Frerrn
i. Owners Of Antimatter Shield Technology

b. United Front
i. Known For Increased Durability And Accuracy

c. Cabal
i. Improved Damage And Stealth

d. Division
i. Increased Ship Healing And Stealth

e. Zeon
i. A Combination Of Speed And Accuracy

f. Confederate
i. Highly Accurate And Stealthy

4. Megon Sector:
a. Borg
i. An Assimilation Cyborg Race With An Innate Ability Towards Self-Repair And A Higher Than Average Defense Strength

b. Wraith
i. A Mysterious Race Who Have Developed A Type Of Shielding Capable Of Deflecting Up To Level 3 Energy Weapons

c. Cylon
i. A Quasi-Robotic Race With Ships Capable Of Self-Regeneration And Afflicting Advanced Damage

5. Veiled Sector:
a. Nores
i. A Highly Technical Race With Technology Borrowed From The Kadeshi, Their Ships Are Capable Of Additional Accuracy And Damage

b. Buskamin
i. A Reclusive Race With Unclear Ties To The Vaygr Empire, Their Ships Are Capable Of Higher Damage And Improved Regeneration

c. Breen
i. A Mercenary Group Whose Science Team Has Developed A Plasma Shield That Renders All Ships Immune To Class Four And Lower Energy Weapons

6. Primobus Sector:
a. Rastan
i. A Highly Aggressive Nomadic Clan Who Have Refit Ships From A Variety Of Different Factions. Though Slightly Less Accurate, Their Ships Dole Out Truly Brutal Damage

b. Cerberus
i. A Very Shrewd Organization Whose Engineers Have Developed A Fusion Drive

c. Tiamite
i. A Relatively Slow-Moving Sentient Mineral-Based Lifeform Whose Ships Are Capable Of Accelerated Damage Control

7. Bask Sector:
a. Covenant
i. A Secretive Organization With A Reputation For Speed, They Have Ion Drive Technology

b. B.E.M.
i. A Half-Animal Race Whose Moderate Innate Targeting Skills Are Enhanced By Their Ability To Inflict Slightly More Damage

c. Vong
i. A Truly Alien Race Whose Ships Are Half-Organic And Naturally Self-Healing

d. Beast
i. A Dangerous Group Whose Virulent Ships Allow The Swift Capture Of Enemy Vessels

e. Shinra
i. Well Trained Mercenary Pilots With Greatly Advanced Flying Skills Who Have Successfully Stolen Ships Formerly Belonging To The Shinra Empire That Are Equipped With Antimatter Drives!

8. Evia Sector:
a. Yao
i. An Entire Nomadic Empire Available To Assist If The Price Is Right, Their Ships Make Up For The Slight Underperformance In Net Damage With Their Well Above Average Accuracy

b. Reaper
i. A Fearsome Group Who Have Stolen Antimatter Shielding, Rendering Their Ships Immune To Class 5 And Under Energy Weapons

c. Thadian
i. Specializing In Taiidan Knock-Offs, Their Ships Are Heavily Reinforced At The Expense Of Some Motive Power

9. Vayjon Sector:
a. Pirates
i. Thieving Scoundrels Who Can Easily Board Enemy Ships, But Whose Weapons Are Slightly Less Powerful

b. Lizaanj
i. A Very Effective Group Of Pilots Whose Mechanical Skills Are Somewhat Lacking, They Are Able To Dole Out Additional Damage With High Accuracy, But Their Ships Are More Vulnerable To Attack

c. Ram
i. A Group Of Bandits Largely At Odds With The Pirates, They Also Have Superior Capturing Skills, But Their Targeting Computers Lack Accuracy

10. Jask Sector:
a. Porate
i. A Loose Band Of Quasi Criminals Who Have Superior Weapons And Armour, But Weaker Targeting Systems

b. Turanic
i. Notorious Raiders Whose Capturing Skills Are Unrivaled, But Whose Weapons And Accuracy Underperform

c. Radison
i. Bandits Whose Ships Can Capture At A Faster Rate, But Whose Engines Are Somewhat Antiquated

11. Croytum Sector:
a. Vaynor
i. A Vaygr Splinter Faction With Highly Advanced Sublight Engine Technology

b. Dactain
i. A Cybernetic Group Whose Weapons Are Highly Accurate, But Whose Damage Is Somewhat Reduced

c. Aisn
i. A Group With A Great Number Of Drone Ships Whose Weapons Are Fearsomely Overloaded, Even Though Somewhat Less Accurate

viii. Available Neutral Mercenaries And Their Skills Include:
1. Kile Sector:
a. Kapaduci
i. A Former Trade Group Who Has Taken Their Ships Into The Mercenary Realm, They Are Known To Have Above Average Durability, Speed, And Accuracy

b. Kushan
i. A Splinter Group Related To The Hiigaran, Their Ships Are Slightly More Durable, A Bit Faster, And Have Above Average Accuracy In Battle

c. Keprasori
i. A Drone Producing Group With Ships Capable Of Improved Accuracy And Damage, But With Slightly Reduced Durability

ix. Available Light Mercenaries And Their Skills Include:
1. Rajaga Sector:
a. Relic
i. An Ancient Race With Phase Drive Capabilities

b. Modu
i. A Highly Advanced Space-Faring Race With A Vast Number Of Ships

c. Czalkir
i. An Ethereal Race With Warp Drive Technology

2. Narn Sector:
a. Tobari
i. Once A Strong Fleet, They Now Drift Through Space Looking For Opportunities To Return To Glory. They Have Pulsar Shield Technology That Renders Them Immune To Up To Class 8 Energy Weapons

b. Usn
i. A Highly Technical Race Whose Collective Data Analysis Provide Them With Improved Targeting Information

c. Beta
i. An Almost Eradicated Space-Faring Creature That Is Naturally Immune To Up To Level 9 Energy Weapons

3. Joss Sector:
a. Sematrik
i. A Group Of Mercenaries With Improved Weaponry

b. Vorlon
i. An Overseer Group That Has Managed An Uneasy Alliance With An Alien Beast That Can Exist Directly In Space. They Have Co-Developed An Impulse Engine Capable Of High Speed

c. Shadow
i. A Mysterious Race Who Are Capable Of Interphase Speeds

4. Rabia Sector:
a. Sotoron
i. A Sophisticated Race With Strong Defense Field Capabilities

b. Unsc
i. A Highly Technical Group Capable Of Good Accuracy And Stronger Than Average Ships

c. Grendel
i. A Group Whose Speed And Accuracy Are Legendary

5. Quince Sector:
a. Ferral
i. An Exclusive Group Who Come Equipped With Particle Shields

b. Separatists
i. A Loose Aggregate Who Can Claim To Improved Damage And Increased Endurance

c. Rebel
i. A Group Whose Great Passion Make Them Faster And Stronger Than Their Rivals

d. Freedom Fighter
i. A Congregation Of Ships Capable Of High Speeds And Above Average Health

e. Carron
i. A Generally Aloof Race Whose Discovery Of The Hyper Drive Has Propelled Them Into A Streak Of Winning Engagements

6. Triuniva Sector:
a. Ultra Night Heroes
i. A Group So Named Because Of Their Strong Code Of Ethics, The UNH Are Known For Faster Speed And Greater Damage

b. Alos
i. A Nomadic Empire Whose Entire Fleet Lends Itself Out For Assistance

c. Holoit
i. A Small Group Who Has Coveted Their Discovery Of The Kerning Drive

7. Haamol Sector:
a. Preramnd
i. A Loose Association Of Disaffected Fighters From A Variety Of Neighboring Empires, United In Common Defense. They Have Exceptional Damage And Accuracy, But At The Expense Of Some Hull Integrity.

b. Galactica
i. Warriors From Deep Space In Search Of A New Home

c. Earth Alliance
i. A Grassroots Defense Armada That No Longer Serves A Purpose On Its Home Planet

8. Bashizi Sector:
a. Tauri
i. An International Group Of Fighters With A Gifted Set Of Engineers

b. EFSF
i. A Splinter Group That Has Mastered Fusion Technology. Their Main Goal Is To Defend All Free Space-Faring Races From Destruction

c. Earth Force
i. A Fanatical Group That Has Come Into Conflict With Other Earth-Based Militias. They Have Stronger Than Typical Armour

9. Ivian Sector:
a. Terran
i. A Strictly Disciplined Government Sponsored Force

b. Andoran
i. A Small Fleet With A Big Impact Owing To Their Photon Shield Technology

c. Combine
i. A Romulan Faction That Operates As A Quasi Religious Sect, Rendering Their Fighters Quite Fearless

d. Romulan
i. A Group Of Advanced Fighters Made Obsolete By Their Empire's Close Association With The Federation, They Operate As Soldiers Of Fortune

e. Tellarite
i. A Strange Race With Ion Shield Technology

f. Vulcan
i. Inventors Of The Black Engine, They Hire Out Their Fleet To Raise Funds For Further Development

10. Zadzak Sector:
a. Zaft
i. A Group Whose Omega Drive Technology Helps Offset Their Small Fleet Size

b. Omni
i. A Small Remnant Of What Was Once A Larger Group, They Have Survived With The Help Of Their Development Of Antimatter Shields And Drives

c. Orb
i. A Slow But Durable Race Whose Main Desire Is To Help The Peace

11. Miune Sector:
a. Nassar
i. An Oblique And Fiercely Independent Group, They Are Relatively New To This Sector

b. Geth
i. A Highly Advanced Civilization With Self-Healing Ships

c. Vant
i. A Somewhat Antiquated Race With Fortified Units

d. United Elite Fighters
i. A Multi-Galactic Specialist Force With Deadly Accuracy

e. Slipstream
i. A Break-Away Sub-Vaygr Group Whose Beliefs Run Contrary To Those Of That Empire

f. Amarr
i. A Group Whose Overpowered Weapons Have Been Known To Turn The Tide In Many Skirmishes
Jelrak - Tue Jan 23, 2018 6:39 pm
Post subject:
c. Ally:
i. Available in limited numbers, based on honor ranking, from select allied bases, they less up-front cost than home fleet ships, but may have elevated maintenance costs

ii. Ally stations can only be built once so if they are destroyed they will not return and that ally will no longer be available

iii. Allies are choosy about who they work with and so will only join the player if the player’s honour is compatible with their minimum requirements

iv. Available Dark Allies include the:
1. Shivan

2. Clan
a. A Faction Of The Klingon Empire That Believes In Speed. Their Ships Will Be Faster On Average

3. Junta
a. A Faction Of The Klingon Empire That Emphasizes Power. Their Ships Will Have Greater Firepower

4. Klingon
a. The Core Klingon Is A Faction That Believes In Defense. Their Ships Will Have Greater Staying Power

5. Block
a. A Faction Of The Klingon Empire That Believes In Efficiency. Their Ships Will Take Less Time To Build

6. Vasudan

7. Black Hand
a. The Black Hand Will Provide Faster Ships. Rumor Has It They Have The Means Of Building The Eclipse Super Dreadnaught!

8. Dark Fleet
a. The Dark Fleet Put Their Focus On The Raw Power Of Their Ships. They Also Fully Intend To Build The Vengeance Super Dreadnaught!

9. Empire
a. The Core Empire Is At The Heart Of The Empire.

10. Fire Branch
a. The Fire Branch Is Known To Build At A Frenetic Pace. Ships Are Produced Much More Quickly. They Bring Access To The Sovereign Super Dreadnaught!

11. Overlord
a. Prominent Technicians, The Overlords Have Perfected Automated Ship Repair. Ships Larger Than Fighters Will Self-Heal. It Has Also Been Noted They Have Plans For The Executor Super Dreadnaught!

12. Taiidan

13. Vaygr
a. The Core Faction Of The Vaygr Empire

14. Outlaw
a. A Faction Of The Vaygr Empire

15. Root
a. A Faction Of The Vaygr Empire

16. Seventh Fleet
a. A Faction Of The Vaygr Empire

v. Available Light Allies include the:
1. Bentusi

2. Progenitor

3. Fifth Order
a. A Faction Of The Republic That Believes In Efficiency. Their Ships Will Take Less Time To Build And Will Be Faster On Average

4. Old Republic
a. The Old Republic Values Power. Choose This Faction For Higher Firepower And Possible Access To The Mandator Super Dreadnaught!

5. Golden Pillar
a. The Golden Pillar Believe In War As A Last Resort. Look To Them For Stronger Defense And Lower Costing Ships

6. Council

7. Union
a. A Faction Of The Federation That Believes In Speed. Their Ships Will Be Faster On Average

8. Entente
a. A Faction Of The Federation That Focuses On Power. Their Ships Will Take Less Time To Build And Will Have Stronger Weapons Than Average

9. Federation
a. The Core Federation Is A Faction That Focuses On Defense. Their Ships Will Have Stronger Hull Integrity

10. Coalition
a. A Faction Of The Federation That Believes In Efficiency. Their Ships Will Take Less Time To Build

11. Outer League
Jelrak - Tue Jan 23, 2018 6:42 pm
Post subject:
d. Trade Group:
i. Available in 6 flavors, these ships are typically drones that are produced automatically according to resources and instructions provided in the fleet command orders. They require less time and cost less to build than home-fleet ships, but are generally less powerful

ii. Trade Groups require contracted periods during which they will be the player’s exclusive source of ships

iii. Each trade group has slightly different strengths and weaknesses

iv. The Dark Trade Groups are the:
1. C.I.S.

2. Kadaha

v. The Neutral Trade Groups are the:
1. Gundam

2. Kadeshi

vi. The Light Trade Groups are the:
1. Keepers

2. Kadahrs
Jelrak - Tue Jan 23, 2018 8:28 pm
Post subject:
14) Unit Classes
a. Probe:
i. Sensory Class With A Basic Single Purpose Function
ii. Base Health: 5
iii. Base Unit Cost: 25
iv. Base Speed: 1200
v. Base Build Time: 1
vi. Base Officers: N/A
vii. Base Crew: N/A

b. Munition:
i. Ordinance Class With The Ability Of Causing Contact Damage At Short Range

c. Small Missile:
i. Ordinance Class With The Ability Of Causing Contact Damage At Long Range

d. Large Missile:
i. Ordinance Class With The Ability Of Causing Devastating Damage At Medium Range

e. Drone:
i. Crewless High Speed, Low Health Strike Class Fighter Released In Large Squadrons ( 7 – 24)
ii. Base Health: 22
iii. Base Unit Cost: 15
iv. Base Speed: 400
v. Base Build Time: 3
vi. Base Officers: 0
vii. Base Crew: 0

f. Scout/Recon/Light Fighter:
i. Light, High Speed Strike Class Fighter Typically Built In Single Squadrons
ii. Base Health: 44
iii. Base Unit Cost: 21
iv. Base Speed: 360
v. Base Build Time: 4
vi. Base Officers: 0
vii. Base Crew: 1

g. Fighter:
i. Strike Class Fighter Typically Built In Squadrons Of Medium Size (5 – 7)
ii. Base Health: 110
iii. Base Unit Cost: 39
iv. Base Speed: 310
v. Base Build Time: 6
vi. Base Officers: 0
vii. Base Crew: 1

h. Elite/Heavy Fighter:
i. Strike Class Fighter With More Mobility And Better Armour Than An Average Fighter Typically Built On Specialty Carriers
ii. Base Health: 143
iii. Base Unit Cost: 40
iv. Base Speed: 330
v. Base Build Time: 7
vi. Base Officers: 1
vii. Base Crew: 0

i. Bomber:
i. Anti-Capital Strike Class Fighter Capable Of Crippling Large Ships And Stations, Built In Medium Sized Squadrons (5 – 6)
ii. Base Health: 186
iii. Base Unit Cost: 41
iv. Base Speed: 290
v. Base Build Time: 9
vi. Base Officers: 0
vii. Base Crew: 1

j. Utility:
i. Support Class Units Necessary For Maintaining The Fleet And The Economy
ii. Base Health: 549
iii. Base Unit Cost: 100
iv. Base Speed: 270
v. Base Build Time: 11
vi. Base Officers: 0
vii. Base Crew:1

k. Sentinel:
i. Crewless Single Squadron Invasionary Class Automated Robots Which Are Typically More Powerful Than Fighters With Half The Armour Of Corvettes
ii. Base Health: 857
iii. Base Unit Cost: 119
iv. Base Speed: 260
v. Base Build Time: 14
vi. Base Officers: 0
vii. Base Crew: 0

l. Corvettes:
i. Invasionary Class Ships With Multiple Crew To Manage The Increased Weaponry, Typically Released In Small Squadrons (3 – 5)
ii. Base Health: 1,715
iii. Base Unit Cost: 203
iv. Base Speed: 220
v. Base Build Time: 17
vi. Base Officers: 0
vii. Base Crew: 3

m. Elite Corvettes/Gunship:
i. A Special Invasionary Class Ship With Improved Armour And Manoeuverability Than A Standard Corvette That Is Available Only On Select Carriers
ii. Base Health: 3,430
iii. Base Unit Cost: 350
iv. Base Speed: 240
v. Base Build Time: 20
vi. Base Officers: 1
vii. Base Crew: 2

n. Heavy Corvette:
i. The Weakest Member Of The Escort Class, These Ships Are Typically Released In Small Squadrons (3 – 4)
ii. Base Health: 6,859
iii. Base Unit Cost: 610
iv. Base Speed: 200
v. Base Build Time: 23
vi. Base Officers: 0
vii. Base Crew: 6

o. Platform:
i. A Strong Defensive Class Gun Capable Of A Single Movement To Reach Its Stationary Position
ii. Base Health: 13,718
iii. Base Unit Cost: 1,072
iv. Base Speed: 150
v. Base Build Time: 26
vi. Base Officers: 0
vii. Base Crew: 6

p. Capturer:
i. An Escort Class Vessel With The Ability To Capture Rival Ships And Stations
ii. Base Health: 20,577
iii. Base Unit Cost: 1,424
iv. Base Speed: 190
v. Base Build Time: 29
vi. Base Officers: 0
vii. Base Crew: 25

q. Heavy Utility:
i. Escort Class Transports And Controllers Necessary For Maintaining The Economy
ii. Base Health: 24,693
iii. Base Unit Cost: 1,524
iv. Base Speed: 180
v. Base Build Time: 32
vi. Base Officers: 0
vii. Base Crew: 4

r. Subsystem:
i. A Facility Class Addition To Many Capital Ships To Provide Enhanced Functionality Or Production Capabilities

s. Frigate:
i. The Strongest Member Of The Escort Class, Typically The Backbone Of The Early To Mid-Game Fleet
ii. Base Health: 29,631
iii. Base Unit Cost: 1,560
iv. Base Speed: 170
v. Base Build Time: 38
vi. Base Officers: 0
vii. Base Crew: 12

t. Heavy Frigate:
i. With Half The Health Of Destroyers And More Than Twice That Of Regular Frigates, This Sub-Capital Class Ship Is Often An Overlooked Asset Available Only Through Special Production Facilities
ii. Base Health: 59,762
iii. Base Unit Cost: 2,822
iv. Base Speed: 160
v. Base Build Time: 42
vi. Base Officers: 1
vii. Base Crew: 24

u. Destroyer:
i. The Backbone Of The Sub-Capital Class Ships, The Destroyer Is Capable Of Strong Zone Control
ii. Base Health: 118,524
iii. Base Unit Cost: 5,131
iv. Base Speed: 150
v. Base Build Time: 46
vi. Base Officers: 2
vii. Base Crew: 48

v. Light Cruiser:
i. The Strongest Member Of The Sub-Capital Class, Light Cruisers Provide Improvements In Everything Except Speed Over Their Much Lighter Cousins
ii. Base Health: 237,048
iii. Base Unit Cost: 9,369
iv. Base Speed: 140
v. Base Build Time: 51
vi. Base Officers: 3
vii. Base Crew: 96

w. Cruiser/Battlecruiser:
i. The Mid-Range Cruiser Is Actually The First Entry In The Capital Class Of Ships
ii. Base Health: 308,163
iii. Base Unit Cost: 11,165
iv. Base Speed: 130
v. Base Build Time: 55
vi. Base Officers: 4
vii. Base Crew: 192

x. Heavy Cruiser:
i. Heavy Cruisers Are The Most Dangerous Members Of The Capital Class In Terms Of Firepower And Health, With Many Capable Of Carrying Small Squadrons Of Fighters Within Them
ii. Base Health: 400,611
iii. Base Unit Cost: 13,354
iv. Base Speed: 120
v. Base Build Time: 60
vi. Base Officers: 5
vii. Base Crew: 384

y. Heavy Platform:
i. Ranked As A Member Of The Capital Class Due To Its Strong Attack And Defensive Capabilities, The Heavy Platform Is A Manned, Stationary Sub-Base Useful For Defending Strategic Points
ii. Base Health: 520,795
iii. Base Unit Cost: 16,024
iv. Base Speed: 50
v. Base Build Time: 65
vi. Base Officers: 1
vii. Base Crew: 125

z. Carrier:
i. The Only Ship Aside From Flagships Capable Of Hyperspace, This Is Perhaps Not Always Necessarily The Largest Member Of The Capital Class, But Is Most Certainly The Most Heavily Plated
ii. Base Health: 781,192
iii. Base Unit Cost: 22,256
iv. Base Speed: 100
v. Base Build Time: 70
vi. Base Officers: 6
vii. Base Crew: 768

aa. Battleship:
i. The Main Fighting Ship Of The Ultra-Capital Ships, It Is Large And Heavily Defended
ii. Base Health: 1,015,550
iii. Base Unit Cost: 26,866
iv. Base Speed: 90
v. Base Build Time: 76
vi. Base Officers: 8
vii. Base Crew: 1,536

bb. Flagship/Mothership:
i. The Only Other Ultra-Capital Class Vessel, These Ships Are Typically Mobile Ship Production Vessels With Optional Hyperspace Capabilities
ii. Base Health: 1,320,215
iii. Base Unit Cost: 32,518
iv. Base Speed: 80
v. Base Build Time 81:
vi. Base Officers: 16
vii. Base Crew: 3,072

cc. Warship:
i. A Member Of The Warlord Class, This Ship Is Capable Of Truly Brutal Damage
ii. Base Health: 1,716,280
iii. Base Unit Cost: 39,455
iv. Base Speed: 70
v. Base Build Time: 87
vi. Base Officers: 32
vii. Base Crew: 6,144

dd. Dreadnaught/Dreadnought:
i. Dwarfing Its Slightly Smaller Warlord Class Cousin, These Ships Are Typically Constructed Near The End-Game
ii. Base Health: 2,231,164
iii. Base Unit Cost: 47,982
iv. Base Speed: 60
v. Base Build Time: 93
vi. Base Officers: 64
vii. Base Crew: 12,288

ee. Heavy Dreadnaught:
i. If Absolute Dominion Of Space Is What One Craves, This Titan Class Ship Will Hand Out Ready Victories
ii. Base Health: 2,900,513
iii. Base Unit Cost: 58,478
iv. Base Speed: 50
v. Base Build Time: 99
vi. Base Officers: 128
vii. Base Crew: 24,576

ff. Battle Dreadnaught:
i. Larger In Every Way, These Titan Class Ships Will Truly Dominate A Very Late-Game Encounter
ii. Base Health: 3,770,666
iii. Base Unit Cost: 71,414
iv. Base Speed: 40
v. Base Build Time: 106
vi. Base Officers: 256
vii. Base Crew: 49,152
gg. War Dreadnaught:
i. Unbelievably Massive, These Triton Class Ships Will Be Almost Impossible To Destroy Without A Focused Assault
ii. Base Health: 4,901,866
iii. Base Unit Cost: 87,377
iv. Base Speed: 30
v. Base Build Time: 112
vi. Base Officers: 512
vii. Base Crew: 98,304

hh. Super Dreadnaught:
i. The Most Monumental Ship Available, These Triton Class Vessels Will Almost Certainly Assure Victory Unless Countered By A Well-Coordinated Offensive Between Bursts Of Its Powerful Weapons
ii. Base Health: 6,372,426
iii. Base Unit Cost: 107,100
iv. Base Speed: 20
v. Base Build Time: 119
vi. Base Officers: 1,024
vii. Base Crew: 196,608

ii. Emplacement:
i. A Truly Massive Stationary Cosmic Class Structure Capable Of Withstanding Waves Of Attacks
ii. Base Health: 8,284,154
iii. Base Unit Cost: 131,495
iv. Base Speed: 20
v. Base Build Time: 126
vi. Base Officers: 12
vii. Base Crew: 2,304

jj. Station:
i. A Rarely Armed Member Of The Cosmic Class, These Typically Stationary Bases Are Built To Withstand Attacks While Performing Their Production Or Commercial Purposes
ii. Base Health: 10,769,401
iii. Base Unit Cost: 80,851
iv. Base Speed: 20
v. Base Build Time: 133
vi. Base Officers: 8
vii. Base Crew: 1,200

kk. Battlestation:
i. The Armed Version Of The Cosmic Class Station With Warfront Defenses In Mind
ii. Base Health: 14,000,221
iii. Base Unit Cost: 199,150
iv. Base Speed: 10
v. Base Build Time: 141
vi. Base Officers: 48
vii. Base Crew: 9,216

ll. Heavy Battlestation:
i. Though Rarely Deployed Due To Their Impressive Costs, These Cosmic Class Superstructures Do Still Have Their Uses
ii. Base Health: 17,000,000
iii. Base Unit Cost: 250,000
iv. Base Speed: 5
v. Base Build Time: 158
vi. Base Officers: 96
vii. Base Crew: 18,450

mm. Debris/Mining Bases:
i. Heavenly Class Objects Typically Used For Wealth Enhancement
ii. Base Health: 18,200,287
iii. Base Unit Cost: 245,618
iv. Base Speed: 5
v. Base Build Time: 148
vi. Base Officers: 0
vii. Base Crew: 0

nn. Planet/Moon:
i. Objects Typically So Large That They Can Only Be Listed Among The Heavenly Class Ships
ii. Base Health: 23,660,373
iii. Base Unit Cost: 303,338
iv. Base Speed: 5
v. Base Build Time: 156
vi. Base Officers: 1,536
vii. Base Crew: 393,216
Jelrak - Tue Jan 23, 2018 8:39 pm
Post subject:
15) Weapons: There are 6 main weapon types
a. Kinetic
i. These weapons are typically comprised of physical material accelerated at a deadly rate
1. Damage: very low
2. Range: low
3. Frequency: high
4. Velocity: high
5. Duration: very low

ii. They can be countered by defensive shields

b. Beam/energy
i. These weapons are typically comprised of one of 11 different types of energy and can fire either as continuous beams or pulses

ii. They can be countered by one of the 11 specific shield types designed to negate their frequency. Each level of shield is capable of negating the lower intensity energy below it

iii. They are listed as follows, in order of increasing intensity (countering shields are of the same name):
1. Fusion Weapons
a. Damage: High
b. Range: Average
c. Frequency: Very Low
d. Velocity: Low
e. Duration: High

2. Antimatter Weapons
a. Damage: High
b. Range: Low
c. Frequency: Average
d. Velocity: High
e. Duration: Average

3. Disruptor Weapons
a. Damage: High
b. Range: High
c. Frequency: Very Low
d. Velocity: Very High
e. Duration: Low

4. Plasma Weapons
a. Damage: Very High
b. Range: Very Low
c. Frequency: Average
d. Velocity: Very Low
e. Duration: Very High

5. Neutron Weapons
a. Damage: Low
b. Range: Very High
c. Frequency: Average
d. Velocity: Average
e. Duration: Average

6. Phase Weapons
a. Damage: Average
b. Range: Low
c. Frequency: Very High
d. Velocity: High
e. Duration: Average

7. Pulsar Weapons
a. Damage: Average
b. Range: High
c. Frequency: Average
d. Velocity: Low
e. Duration: Very High

8. Radiation Weapons
a. Damage: Low
b. Range: High
c. Frequency: High
d. Velocity: Average
e. Duration: High

9. Particle Weapons
a. Damage: Average
b. Range: Very High
c. Frequency: Low
d. Velocity: High
e. Duration: Average

10. Photon Weapons
a. Damage: Very Low
b. Range: Very High
c. Frequency: High
d. Velocity: Very Low
e. Duration: Very High

11. Ion Weapons
a. Damage: Very High
b. Range: Average
c. Frequency: Low
d. Velocity: Very Low
e. Duration: Very High

c. Missile
i. These weapons are typically comprised of ordinances that follow targets and detonate on impact

ii. Many cause sphere burst damage

iii. They can be countered by drones and point-defense weapons

d. Munition
i. These weapons are typically comprised of ordinances that either slowly home in on targets or remain in place such as in a mine field

ii. They are countered by some drones and point-defense weapons, but are particularly effective at piercing shields

e. Bomb
i. These weapons are particularly devastating against larger craft

ii. They cannot be countered
ALC - Tue Jan 30, 2018 9:02 pm
Post subject:
Nice work there. This guide will be a very useful facility.

Jelrak wrote:


v. Available Light Allies include the:

2. Progenitor

The Progenitor are reduced to being Light Allies!

You have introduced a lot of firepower there amongst the race options.
I seek several factions of Klingons, will they be equipped with authentic Klingon vessels?
Jelrak - Wed Jan 31, 2018 1:48 am
Post subject:
ALC wrote:
Nice work there. This guide will be a very useful facility.

Jelrak wrote:


v. Available Light Allies include the:

2. Progenitor

The Progenitor are reduced to being Light Allies!

You have introduced a lot of firepower there amongst the race options.
I seek several factions of Klingons, will they be equipped with authentic Klingon vessels?


Yes, the Klingon factions have been created from among the available Klingon ships "borrowed" from the Star Trek mod

*cough*

As for the Progenitors, yes there is something odd about this arrangement...but I made it anyway Wink
ALC - Thu Feb 01, 2018 9:39 pm
Post subject:
Jelrak wrote:
*cough*

...whistles as a tumbleweed innocently blows by...

Jelrak wrote:
As for the Progenitors, yes there is something odd about this arrangement...but I made it anyway Wink
Well, when the force is in town who knows what might transpire.
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