Notes on Some of the Concepts as of 10/20/09
I. Mercenary System > Tech := Mercenary Systems Level := 1
A. Allow for mercenary ship types to come in play in the game
B. Advantage of Mercenary ships 1. Cheaper building cost, but same maintenance cost 2. Increase damage amount to weapon 3. Increase Structure amount to ship comp. 4. Increase combat To Hit Offense bonus 5. All Comps count as cargo comps C. Disadvantage of Mercenary ships 1. Lower exp sector and system wide 2. Chance of the ship leaving your empire at important time 3. Chance of the ship taking over a system D. Comps Info 1. Mercenary Bridge Lvl 1 > Tech := Mercenary Systems Level := 1 a. Allow for functions of the Mercenary type b. Allow Mercenary mount to be added to comps 2. Mercenary Bridge Lvl 2 > Tech := Mercenary Systems Level := 2 a. Allow for functions of the Mercenary type, but decrease exp penalty. b. Allow Mercenary mount to be added to comps. c. Decrease standard chance of system take over. E. Mount Info 1. Mercenary Mounts > Tech := Mercenary Systems Level := 1 a. Used on all comps of any type or size b. Increase weapon damage c. Decrease cost of comp d. Increase structure amount of comp 2. Large Mercenary Ship Mount a. Same as normal mount of it's size with the Mercenary mount bonus 3. Heavy Mercenary Ship Mount a. Same as normal mount of it's size with the Mercenary mount bonus 4. Massive Mercenary Ship Mount a. Same as normal mount of it's size with the Mercenary mount bonus F. Effects 1. Ship Rebel a. If your empire ships are out # by enemy ships in a sys then there is a chance that the Mercenary Ship in that sys will leave your empire b. Chance of rebelling if a 4 to 1 ratio against the total number of your ships in the system happens c. Rebelling will happen if 6 to 1 ratio against the total number of your ships in the system happens 2. System take over a. Requires the following to happen with a random value used to make the final decision 1. Total number of all your ships to to the number of mercenary ships only in your empire is above 35% 2. Total # of all your ships to to the number of mercenary ships only in the system in question is above 70% 3. Final chance is 30% with decrease to 15% you your ships are using Mercenary Bridge Lvl 2 b. If successful, all planets and ship of your empire in the system will leave your empire. G. Concept is supported by the AI.
A. Creates two product lines for players to used. 1. One is the standard, Military, line that is the latest generation, more expensive, and high quality product. 2. The other is the commercial line that is more about quantity then quality. Not cutting edge, but is smaller and cheaper. B. This concept uses mounts to be achieved. C. Commercial Mount > Tech := Weapon Mounts Level := 1 1. Types of Mounts a. Point Defense b. Direct Fire c. Normal Commercial 2. Advantage a. Cost is decrease by 40% b. Space used is decrease 50% 3. Disadvantage a. Damage decrease by 35% b. Structural amount is decrease by 50% c. To hit -5 D. Concept is supported by the AI. III. Cultural Victory A. Way of taking a colony from another empire by non-combat means. B. This concept uses facilities to try and change owner of planet from one empire to another. C. Effects 1. If cultural attacker is successful then planet's owner changes to the attack. 2. When owner is changed then planet's happiness is changed to 100 - 99. C. Facilities 1. Point of interest > Tech := Social Cultural Level := 1 a. Good for defend b. Attack value := .25 c. Defend value := 1 2. Planetary Treasure > Tech := Social Cultural Level := 2 a. Good for attack b. Attack value := 1 c. Defend value := 1 3. College > Tech := Social Cultural Level := 3 a. Good for attack b. Add research points c. Attack value := 1 d. Defend value := 1 D. Variables 1. Attacking Empire a. Per Facility scope 1. System := 6 2. Nearby system := 2 a. connected by warp points b. Relation to defending empire 1. Unknown := (n * 0.75) a. n is the value of that scope 2. Known := (n * 0.50) a. n is the value of that scope 3. War := (n * 0.25) a. n is the value of that scope 4. Treaty (any type) := (n * 1.0) a. n is the value of that scope c. Number of ships in system 1. n * (100 - (Attacking Number of ships in system - Defending Number of ships in system) squared) a. n is the value of that scope 2. Defending Empire a. Per Facility scope 1. System := 5 2. Nearby system := 3 a. connected by warp points 3. Planet := 10 b. Happiness scope 1. System := n * (0.0 - 1.0) a. n is the value of that scope 2. Nearby system := n * (0.0 - 1.0) a. connected by warp points b. n is the value of that scope 3. Planet := 0 - 100 4. Planet := n * (0.0 - 1.0) a. n is the value of that scope E. Formulas 1. These formula are used, with a random value, to figure out if a planet changes owner or not. 2. Random value a. The random number has a max total of the Defend Equation and Attack Equation b. If the random value is below the Attack Equation then the planet changes owner 1. Defend Base a. (Total Cultural Facilities / Total number of Planets) 2. Attack Base a. (Total Cultural Facilities / Total number of Planets) * .25 3. Defend Equation a. Defend Base + (Cultural Facility in nearby system * Happiness in nearby system) + (Cultural Facility in system * Happiness in system) + (Cultural Facility on planet + Happiness in planet) + Happiness in planet 4. Attack Equation a. {Relation with Defending empire Percent * (Attack Base + Cultural Facility in nearby system + Cultural Facility in system)} * Number of Ships in system Percent F. Range 1. Effected planet a. All planet with and without facilities 2. Facility locations a. Core 1. Better at defending b. Border 1. Better at attacking G. AI 1. Concept is supported by the AI. 2. Personality a. Peaceful 1. Used a lot b. Neutral 1. Used some c. Aggressive 1. Used little d. Xenophobic 1. Used none IV. Diminish Returns A. Design to help equal out large empires power base vs small empire efficiency. B. This concept uses facilities to create the red tape of a large government. C. Facilities 1. Budget Bureau > Tech := Economic Analysis Level := 1 a. Limited to 1 per planet D. Formulas 1. Square[ ({(# of Colonies - # of Budget Bureau) + (# of Budget Bureau * 0.5) } * (Square Root(300) / Total # of planets in the Game)] E. Does not effect the AI. V. Research Setup A. Random Research Formula 1. Allows techs to have a random research points system between 0.8 and 1.3 of the original base value. 2. Amount will change every time it is view in the research screen, but only when the tech is check in the game does it count. 3. "Formula Studies" is used to achieve this effect. a. All players, including AI, will automatically get this tech by turn 3. B. BM Research Event V1.02 1. An event script that introduces a small chance of research breakthroughs and setbacks for a currently researching tech. C. Research to Resource 1. Turns unused research points to resource points. 2. This is to account for research skills turn in applied skills in the work force. 3. Resource conversion value a. Normal Race 1. All resources, 3 research points to 1 resource point of each type. b. Crystalline Race 1. Mineral, 4 research points to 1 resource point of Mineral. 2. Organic, 4 research points to 1 resource point of Organic. 3. Radioactives, 2 research points to 1 resource point of Radioactives. c. Organic Race 1. Mineral, 4 research points to 1 resource point of Mineral. 2. Organic, 2 research points to 1 resource point of Organic. 3. Radioactives, 4 research points to 1 resource point of Radioactives. D. Both concepts are supported by the AI. VI. Ship Yard Limits A. Planetary Size Limits 1. No ship larger than a 600 points in tonnage can to be on planets. 2. Base are not limited. B. Number of Ship Yards limits 1. Planetary Ship Yards a. Limits to 3 Ship Yard facilities 2. Ship / Base a. Limits to 10 Ship Yard comps C. Both concepts are supported by the AI. VII. Armor Adjustments A. Damage Resistance 1. All ships, Bases, and Drones armors have a build in damage resistance base on that armor's level. B. Armor Outside of ship 1. Concept is that armor is outside of that ship and there for take up zero ship space. 2. Advantage a. "Tonnage Space Taken" := 0 3. Disadvantage a. Has a "Movement Standard" penalty of -12 b. Decrease "Combat To Hit Defense" by -1 4. Only ships, drones, and bases use this concepts 5. Weapon Platform, Satellite uses a new armor comp, Standard WP E-Armor a. Standard WP E-Armor combine normal armor and Emissive armor. 6. All other units use the standard setup. VIII. Ship Diversity A. Size 1. All ships are were changed 2. Here's the list of ship sizes changes. a. Frigate 1. 250 + 40 per level ( Max 330) b. Destroyer 1. 400 + 75 per level ( Max 550) c. Light Cruiser 1. 750 + 100 per level ( Max 950) d. Cruiser 1. 1000 + 100 per level ( Max 1500) e. Battleship 1. 1500 + 125 per level ( Max 2125) f. Dreadnought 1. 2000 + 125 per level ( Max 2625) g. Baseship 1. 2500 + 150 per level ( Max 3250) h. Light Carrier 1. 1000 + 100 per level ( Max 1200) i. Carrier 1. 1700 + 125 per level ( Max 1950) j. Heavy Carrier 1. 2200 + 150 per level ( Max 2500) k. Space Station 1. 500 + 200 per level ( Max 1500) l. Starbase 1. 2500 + 200 per level ( Max 3500) m. Small Freighter 1. 350 + 100 per level ( Max 550) n. Medium Freighter 1. 1000 + 120 per level ( Max 1240) o. Large Freighter 1. 1700 + 130 per level ( Max 1960) B. Equal out Large vs Small Ship 1. Concept of off setting the swarm effect of smaller ships. 2. Effect done by decreasing the maintenance cost of all ships classes larger than a cruiser class ship. IX. Plague Spreader A. Allow Plagues to spread from planet to planet. B. Successful spread 1. Creates only plagues between level 1-3, randomly 2. Random value must equal to or least than the base value. C. Variables 1. Random value a. 1-100 2. High base value below a. Planet with plague of the same empire in the same system. := 8 b. Planet with plague of the same empire in a connected system. := 6 c. Ally with one of the following treaties in the same system or connected system. 1. Migration := 4 2. Trade := 2 d. Planet with plague of the same empire somewhere in the empire. := 1 3. Med Center of the empire in the system divides the base value by 2. D. Concept is supported by the AI. X. Slave Facilities A. Creates slave facilities in the game, which are small than normal but have bad side effects. B. Facilities > Tech := Same as normal facilities Level := Same as normal facilities 1. Slave Yard Facility a. Kill 1-2 Pop per facility b. 2% of Rioting per facility c. 2% of Rebel per facility d. Size of facility is decrease compare to normal SY e. Normal build rate compare to normal SY 2. Whore House a. 1% of creating a Plague per facility b. 1% of Rioting per facility c. 1% of Rebel per facility d. +4 to planet happiness d. Size of facility is decrease compare to normal SY e. Normal build rate compare to normal SY 3. Slave Arena a. +4 to ground combat b. 3% of Rioting per facility c. 3% of Rebel per facility d. +4 to planet happiness 4. Slave Pit a. 1% of Rioting per facility b. 1% of Rebel per facility c. -2 to planet happiness d. Size of facility is decrease compare to normal Radioactives Extraction Facility e. Normal resource rate compare to normal Radioactives Extraction Facility 5. Slave Mine a. 1% of Rioting per facility b. 1% of Rebel per facility c. -2 to planet happiness d. Size of facility is decrease compare to normal Mineral Miner Facility e. Normal resource rate compare to normal Mineral Miner Facility 6. Slave Farm a. 1% of Rioting per facility b. 1% of Rebel per facility c. -2 to planet happiness d. Size of facility is decrease compare to normal Organics Farm Facility e. Normal resource rate compare to normal Organics Farm Facility C. Counter 1. Troop on the planet a. 6 ships reduce any chance by 1% 2. Ship in system a. 2 ships reduce any chance by 1% 3. Non slave facilities a. reduce any chance by " chance of event x (slave/total # of facilities on planet)" D. AI 1. AI supported for this concept 2. To get the AI to use slave facilities in other empire file add the value "bool_Race_Uses_Slave" and set it to TRUE. 3. Peaceful race AI do not used slave facilities. XI. Soylent Modular A. Creates the ability to turn Population in to resources B. Comp 1. Soylent Modular > Tech := Soylent Tech Level := 1 a. Convert 1 million of pop into listed amounts 1. Mineral > 150 + 20 per level per comp on ship. 2. Organic > 300 + 50 per level per comp on ship. 3. Radioactives > 200 + 30 per level per comp on ship. b. Side Effects 1. -10 + -1 per level of comp to planet happiness 2. -1 to system loyalty C. No AI supported XII. Loan System A. Allow for a empire to borrow resource from the game with interest. B. Concept uses facilities and Tech to get this concept to work. 1. Facilities a. Institute of Galactic Finance > Tech := Loan Economic Level := 1 1. Required to be build before a empire can access the loan system b. IGF Credit Union > Tech := Loan Economic Level := 1 1. Add extra resource storage of all types. 2. Produces a random amount of resource per turn to show saving interest. 2. Techs a. Loan Economic > Tech := No require techs 1. Allow access of whole loan system. b. Radioactives Loan > Tech := Loan Economic Level := 1 1. Used to apply for Radioactives Loans 2. Set tech percent to amount empire want time 10,000 a. 5% := 50,000 of one type of resource. c. Organics Loan > Tech := Loan Economic Tech Level := 1 1. Used to apply for Organics Loans 2. Set tech percent to amount empire want time 10,000 a. 3% := 30,000 of one type of resource. d. Minerals Loan > Tech := Loan Economic Level := 1 1. Used to apply for Minerals Loans 2. Set tech percent to amount empire want time 10,000 a. 7% := 70,000 of one type of resource. C. Loan Info 1. Interest rate a. Setup Variables that make the interest rate 1. Society (1 - 5) Highest for war like ones 2. Total number of Loan an empire has Divide by 2 3. 5 - Total number of Planet(max 50) / 10 4. Random 1 - 5 2. Terms a. Loan is for a 30 yr fixed rate compound interest loan b. Payments are automatically taken from a empire if possible 3. Max loan amounts a. (Total amount of that resource an empire can produce * 3) - Total Current loan amounts of the resource type D. The game collects payments the empire is supposes to pay from the storage resource amount. 1. If payment is not pay the game add payment into the rest of the payments. 2. If no payments are made for while, side effects will kick in. 3. No payment trigger Side Effects a. At 10,000 > -1 in happiness on all planets and -2 for planet for Loan Facilities on them per turn. b. At 40,000 > Clear 1 trade treaty for every 10,000 resource points of debt above 40,000 c. At 75,000 > Repo ships, A random ship is destroy. d. At 175,000 > Repo planet, All things on a planet is destroy and planet lose some resource values. 1. The tiny planet are chosen first randomly and Loan is cleared mostly E. Limits 1. Does not work in a Max Tech game. F. AI 1. AI support this concept 2. Loan side effects trigger value are time 5 for the AI. G. Help on how to apply for a loan can be found at the following link := http://sites.google.com/site/crimsonconceptmod/note/loan-help XIII. Pod Missiles A. Allow for missiles to be tolled outside an ship B. Advantage 1. Space take up on a ship is zero. 2. No limit on the number of pod weapons on a ship. C. Disadvantage 1. Slow downs a ship due to drag on ship. 2. Slow reload compare to normal version of comp. D. Tech 1. Pod Weapon tech > Tech := Missile weapons Level := 3 E. Comp 1. Pod Capital Missiles > Tech := Pod Weapon Tech Level := 1 2. Pod Bomblet Missile > Tech := Pod Weapon Tech Level := 1 & Tech := Point - Defense Weapons Level := 6 F. AI 1. This concept is supported by the AI. 2. AI will try to counter the use of pod tech by an enemy empire. a. Increase Armor amount on a ship design. b. Mix Pod Bomblet with Pod Missiles loads if the empire has access to the comps. XIV. Terrorism and Insurgency > Tech := Intelligence Services Level := 1 A. Adds the concept of Terrorism and Insurgency into the game B. Terrorist were add by adding some new intel projects 1. Intel Projects a. > Suicide Attacks Tech := Terrorist and Insurgency Level := 1 1. Decrease planet happiness by 5 -15 2. Does planet damage by 60 - 210 b. > Secret cells Tech := Terrorist and Insurgency Level := 1 1. Does planet damage by 1000 - 10000 C. Insurgency was added by creating a event with the help of a facility that allows attacks on a planet that was captured by another empire. 1. Event a. Info 1. Happen with a Terrorist Camp is on a planet with pop the round after the planet was capture by another empire. 2. Insurgency last > between 2 and the number of camp * 10 a. Rebel effect 1. Cause a planet to rebel to form it's own empire 2. Only a 1% chance of happening. b. Damage planet 1. Does between 500 and 5000 point of normal damage to a planet. 2. Only happen if the planet does not rebel and even then only a 50% chance at that . c. Counter 1. Destroy all pop on the planet for at least 1 turn and remove the facility too that turn. 2. Facility a. Terrorist Camp > Tech := Terrorist and Insurgency Level := 1 1. Same size as the normal intel facility. 2. Produce half as much intel points. 3. Is the set up facility up the Insurgency event. 4. Minor decrease in planet happiness per facility D. AI does support the use of this concept. XV. Thanato Technology A. A new Technology that increase normal weapon, shield, armor, and engine amounts, but at cost. B. This following comps are effected by this concept. 1. Acid Globle 2. Anti-Matter Torp 3. Anti-Proton Bean 4. Bomblet Missile 5. Cap ship Missile 6. Depleted Uranium Cannon 7. Enveloping Acid Globle 8. Flak Cannon 9. Graviton Hellbore 10. High Energy Magnifier 11. Mental Singularity Generator 12. Meson Blaster 13. Planetary Napalm 14. Plasma Charge 15. Plasma Missile 16. POD Missile 17. POD Bomblet 18. PD Beam 19. PD Blaster 20. PD Cannon 21. Quantum Torp 22. Subspace Rupture Beam 23. Temporal Tachyon Cannon 24. Ripper Beam 25. Wave-Motion Gun 26. Seeking Parasite 27. Telekinetic Projector 28. Incinerator Beam 29. All Shield Types for ship/base/drone 30. All Engines Types for ship/base/drone 31. All Armor Types for ship/base/drone C. Bonus 1. Increase in damage in weapon. 2. Increase structure amount of armor. 3. Increase movement points. 4. Increase shield points. 5. Solid comps in a linear rate. 6. Energy comps increase at a exponent rate. D. Cost 1. Cost in rad increase. 2. Chance of any planet with supply or ord depots facilities will have it colony destroy and values lowers. a. The number of supply and ord depots facilities * Max((level / 2), 2) 3. If star to close to the planet then a chance of the star being destroyed. a. The number of supply and ord depots facilities * (Max((level / 2), 1) 4. Decrease the empire's birth rate a. 1% per level after 4 E. Counter 1. Regulation Tech a. Controls the effect on the planet. b. Increase cost of comps with the bonus c. Decrease race happiness when the comp with the tech is used 2. Banning Tech a. Remove bonus and most effects b. Birth Rate effect is not changed. F. AI currently supports this concept. XVI. Not Support Concepts A. Diminish Returns 1. AI not effected B. Pirate Event 1. AI not effected C. Soylent Modular D. Fighter Basic Sensor E. Rock / Ice Colony, Rock / Gas Colony, Gas / Ice Colony, Rock / Ice/ Gas Colony F. Shipping Route G. Tax Policy H. Police 1. Add event so AI gets the equal amount of happiness bonus on standard troop units J. Force Freeedom 1. AI not effected XVII. Closed Warp Point XVIII. Force Freedom XIX. Policies A. Power Emission Policy > Tech := Cloaking Level := 2 1. Cause a sector to be cloaked at the cost of resources and research productions in that sector. 2. Policy is done by the usage of a comp on a sat that is in space over that planet. 3. If a sat with a PEP is not in a sector with a planet when in space that player will lose half of their current resource for each time it happens. 4. Has AI support, but AI is not effected. B. Tax policy > Tech := Tax Regulation Level := 1 1. Increase of resource production on a planet that causes the pop to be unhappy due to higher taxs. 2. Facility based effect with the facility able to have a stack effect on resource increase and pop decrease happiness. 3. Has No AI support. XX. Police > Tech := Troops Level := 1 A. Creates the concepts of a peace keeper unit. B. A new unit that has very little tonnage inside and can use the 'Police Cockpit' . C. This unit is good for riot control and making pop is happy, but stands little chance against a standard troop unit. D. Police Cockpit > Tech := Troops Level := 1 1. Has a weak build-in weapon 2. The Police Cockpit can not be place on any of the standard troops. E. To offset the happiness value increase, which is based on the number of unit on planet not their size, a effect was created for the AI only to increase the happiness of any planet with standard troop on it. F. Police unit has no AI support. G. Now increase happiness of the planet it on by 1 pt XXI. Dome facility A. All Planet facilities space, POP amount, and cargo space was change to a much smaller amount on domed planets. B. The use of domed facility is required to increase the lowered values. C. Sky Dome > Tech := Sky Domes Level := 1 1. Design to show to different in building requirement on domed planets. 2. The Sky dome facility increase to pop amount, cargo space, and facility space to what dome colony would be in a normal BM game. 3. Sky dome facility also increase maintenance to all facility on colony. 4. Sky dome can not be on non domed planet or with asteroid domes. 5. Has AI support. D. Asteroid Dome > Tech := Asteroid Planet Colonization Level := 1 1. Decrease maintenance of all things in that sector instead of increasing it. 2. Same abilities as the Sky Dome except used on asteroid planets 3. Has AI support. XXII. Asteroid Planets > Tech := Salvage Tech Level := 1 A. Allows an asteroid to have a space colony and use space infrastructure vehicles. B. An event allows asteroid colonies to have remote comp still be used on them. C. Asteroid planets are created by the usage of an asteroid colony comp after 1 turn in sector that has a asteroid field. D. Has AI support for the usage comp and planet type E. Integrated a modified Colonizable Asteroids Mod XXIII. Debris Fields A. Created when a battle happens in a sector with ship loses. B. Event is use to create a planet with 0 size and 0 value that is suppose to be the field. C. As time goes by the field will get smaller and smaller until it vanish. D. The use of a 'Savage Team' comp on any ship type will allow for the collecting of resources from the wrecked ships based on tonnage lost, as well as a chance fo collecting research points by inspecting the field. E. Salvage Team > Tech := Salvage Tech Level := 1 1. The number of 'Salvage Team' comp and their level increase the amount of resource gained and adds a chance of getting research points. 2. The amount of resource and research points collected depends on the fields size at the time. a. Salvage Team 1000 + (([%Level%] - 1) * 100) each type, 5% of research with time 2 with research Lab b. Salvage based on tonnage lost at battle , Random (Lost tonnage to (Lost tonnage * 25/5/10)) 3. This effect lowers the debris fields size every time a collection is done. 4. The ship must be in the sector with a field in the event turn. 5. The ship can try to Salvage a debris field as long as the field is there. F. Has AI support for the usage of the comp and fields. G. Integrated a modified Debris and Salvage script and graphics from the BSG Mod. H. Damage possible for ship who stay in the sector. 1. Chance base on field time left or max 50% 2. Damage is based on (random 100-200) + (time left of field times 5) XXIV. Trade Debt A. Creates the economics of import and export trade imbalances. B. The trade bonus amount is base on the base trade amount total * total trade debt percent values. c. Facilities and a comp are used to increase the trade resource amount 1. Major Factory > Tech := Trade Economic Level := 1 a. Adds 2% - 3% to current trade amounts. 2. Sweat Shop > Tech := Trade Economic Level := 1 a. 1% - 2% to current trade amounts. b. Causes an increase in trade debt above normal. 3. Shipping Route > Tech := Trade Economic Level := 1 a. 2% - 3% to current trade amounts. b. Ship must be on sentry duty. D. A trade debt percent values in given for every one facility and one ship with a Shipping Route in an empire of 6% E. Imbalance 1. An imbalance in trade starts to hurt the other empire with a imbalance debt value of 5-10%. 2. The imbalance debt value of 10-20% is used against the AI empires. 3. The empire with the imbalance loses 1% of resource production for every by (trade debt value / imbalance debt value) a. trade bonus of 20 / imbalance value of 10 = 2% of trade partner's resource production lost. F. Has AI support. 1. Peaceful empire with use to many then aggressive ones. XXV. Pirate Event A. Chance of an empire of losing resources due to pirate activates per every system an empire controls. B. The chance is based on the number of colonies in the game , the number of armed ships in the system of that empire and a few other values. 1. Armed ships are any ships with weapons that do more that 50 points of total damage. 2. / (# of unhappy colonies) * (# of Weak Empires) * 10 \ | ------------------------------------------------------------- * # of years | \ Total # of colonies in game / * (# of colonies in the sys of an empire) * (# of enemy empire with 'Privateer Policy') ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- # of Ships of an empire 3. Weak Empires a. An empire currently with no resources. b. Number of ship to colonies below 1 for 1 C. The 'Privateer Policy' tech increases the chance of an pirate on another empire which this empire is at war with. D. AI not effected by event. E. Commerce Raider > Tech := Privateer Policy Level := 1 1. A comp that decrease system wide resources production amount of a non allied empire. 2. Has AI support for the usage of the comp and ship type. F. Example 1. If you have a colony in 10 systems then it's possible for you to have up to 10 attacks. 2. If you have 2 ships in system A with 2 colonies and no ships in System B with 1 colony. Then System A will have a lower chance than system B, but they both will be tested because you control them. XXVI. FTL A. Allows the movement between systems and great distances without the use of warp points. B. Jump Drive > Tech := Physics Level := 4, Tech := Quantum Engines Level := 3 1. Does not work in same system movements. 2. Jump Drive has a limited range based on level of the comp. 3. System shield types do not work on stopping a ship from jumping in to a system with them. 4. Has AI support for the usage of the comp and ships with them a. AI will only add the comp if the empire has more then 6 colonies C. Gravimetric Observation Center > Tech := Gravimetric Sensing Level := 1 1. A facility that allows an empire to see a far away system at level 1 sensors. 2. Range increase with level. 3. Has AI Support. D. Integrated a modified Jump Drive and SETI Evt Type 1 mini-mod by Edge1218 XXVII. Tug > Tech := Contra-Terrene Engines Level := 1 A. Allows a ship with Gravitational Engines to pull another ship or base to another location by an event effect. B. Tugs ship can pull a ship or base the meet the listed requirements. 1. Lost of a Critical Component 2. Current supply amount is below 50 3. Damage with tonnage structure less than half left on the ship. 4. Tonnage Structure equal to total pull strength of the ship C. To stop a base or ship from being pull any more all the above requirement must be fix with the except of number 4 D. Has AI Support. XXVIII. Stellar Gravity > Tech := Stellar Manipulation Level := 11 A. The use of strong gravity forces to produce powerful, ancient like, facilities and comps. B. This tech breakdown into 3 basic level 1. Planet > Effect sector wide 2. System > Effect system wide 3. Empire > Effect empire wide C. Notes on facilities and comps 1. Planetary Tractor Facility with Solar Gravitational Engine > Tech := Stellar Gravity Level := 1 a. Allows the movement of a planet when a ship with Solar Gravitational Engine and a planet with enough Planetary Tractor Facility get close together. b. Only one Solar Gravitational Engine needed to move the planet c. The following number of Planetary Tractor Facility are needed to be on planet for it to can moved 1. Tiny > 2 2. Small > 4 3. Medium > 6 4. Large > 8 5. Huge > 10 d. To stop a planet from following the stellar tug ship simply remove one of the Planetary Tractor facilities from it. e. No AI support f. Usage 1. To move a planet simple build the required number of facilities on the planet you want to move. 2.Next move a space with the right comp on it near the planet. 3. From then on where every the ship goes the planet will follow after the event turn. 4. To stop the planet from moving, remove the facilities. 2. Planetary Gravity Mount Analogue Well > Tech := Stellar Gravity Level := 2 a. Requires comp to be in a sector with a planet else player will lose half of their current resource for each time it happens. 3. Gravity Network of Defense > Tech := Stellar Gravity Level := 3 4. Gravity Network of Transport > Tech := Stellar Gravity Level := 3 5. Gravity Solar Mount > Tech := Stellar Gravity Level := 4 a. Effect happens every turn in the system with the facility due to a event script b. Chance of dodging a hit in any sector other than the sector with the facility in it. 1. Dodge value based on a. Max movement / 3 b. Any sensor on the ship > time chance by 3 6. Black Hole Remote Resource and Supply Center > Tech := Stellar Gravity Level := 5 a. Level 6 Resource Manipulation required for remote resource ability to work. b. Requires comp to be in a system with a black hole system else player will lose half of their current resource for each time it happens. c. For every ship with a Black Hole Remote Resource and Supply Center on it adds a 1% chance of destroying the black hole. 7. Black Hole Cannon > Tech := Stellar Gravity Level := 6 a. Destroys a system b. Requires the list below to fire 1. A total focus value of 100 in system. 2. The "Fire Black Hole Cannon" tech to have at least 1% of research. a. AI auto fire at no cost of research points 3. A black hole system c. Range of 7 light years d. Targeting 1. The strongest enemy present > below 75% 2. Other minor enemy present > 75% - 90% 3. Friend system > above 90% 4. Targeting present values a. enemy ship > 1 b. enemy planet > 10 c. friend ship > -2 d. friend planet > -50 e. Every 25 points of total focus value over 100 increase chance of hit by 1% f. Reload time of 10 turns. 1. If max tech to fire automatically every 10 turns g. 2000 point of Supplies required to fire cannon | Table of Content Mercenary System Commercial Mount Cultural Victory Diminish Returns Research Setup Ship Yard Limits Armor Adjustments Ship Diversity Plague Spreader Slave Facilities Soylent Modular Loan System Pod Missiles Terrorism and Insurgency Thanato Technology Not Support Concepts Closed Warp Point Force Freedom Policies Police Dome facility Asteroid Planets Debris Fields Trade Debt Pirate Event FTL Tug Stellar Gravity |