Re: Technology « Reply #1 on May 13, 2008, 6:01pm »
Buildings
NOTICE:ALL buildings, regardless of level, take one hour to complete construction*. So, do not get too far ahead of yourself. Just because you planned and scheduled the construction of something does NOT mean that you wreak the benefits instantly. Only one building may be constructed at a time, but up to three may be scheduled.
Note:At any time (before completion), you may cancel the construction. If it was less than half completed, you regain all spent resources. If it was at least half completed, you receive only 60% of your resources.
Metal Mines: Metal is the most basic and probably most used resource in building your Empire. The deeper the mines become, the more metal a mine can produce for use in constructing buildings, ships, defense systems, and in research. Metal is the least valuable of all resources, as it is the most readily available and quite abundant.
Level
Resources/Week
Cost of Upgrade
1
800
M: 290 C: 75 P: 0
2
1200
M: 330 C: 100 P: 0
3
1600
M: 375 C: 135 P: 0
4
2000
M: 430 C: 185 P: 0
5
2500
M: 490 C: 225 P: 0
6
3200
M: 550 C: 290 P: 0
7
4000
M: 620 C: 360 P: 0
8
5000
M: 700 C: 415 P: 0
All
5000
M: 3785 C: 1785 P: 0
Crystal Mines: These special crystals are used mainly in electronic circuitry of computers and other electrical devices. Crystal is slightly rarer and takes longer to process than metal. Because of this, metal is only about 2/3 the cost of crystal. The development of ships, buildings, and specialized research all require certain quantities of crystals.
Level
Resources/Week
Cost of Upgrade
1
550
M: 275 C: 100 P: 0
2
800
M: 300 C: 125 P: 0
3
1050
M: 330 C: 160 P: 0
4
1300
M: 370 C: 205 P: 0
5
1700
M: 410 C: 250 P: 0
6
2150
M: 460 C: 310 P: 0
7
2700
M: 515 C: 395 P: 0
8
3300
M: 575 C: 480 P: 0
All
3300
M: 3535 C: 2025 P: 0
Pseudonium Synthesizers: Pseudonium, although relatively rare, can usually be found well beneath a planet's surface or in small concentrations in larger bodies of water. This synthesizer, like an oil platform, gathers this precious fuel, which is highly toxic and radioactive. It then stabilizes and purifies it, making it quite safe. Because of this long, drug out process, pseudonium is about 2 times as valuable as crystal (3 x metal) This material is then used as fuel for ships and in certain research and development projects.
Level
Resources/Week
Cost of Upgrade
1
275
M: 480 C: 190 P: 0
2
400
M: 510 C: 210 P: 0
3
550
M: 550 C: 240 P: 0
4
650
M: 600 C: 280 P: 0
5
850
M: 660 C: 330 P: 0
6
1075
M: 730 C: 380 P: 0
7
1350
M: 810 C: 440 P: 0
8
1650
M: 900 C: 500 P: 0
All
1650
M: 5240 C: 2570 P: 0
Research Laboratory: This specific building is necessary for any colony or empire to survive and thrive. It is where new technologies are discovered and old ones are constantly being improved. As the level of the Lab increases, the speed of researching and developing more technologies also increases. Not to mention you come closer to galactic power.
Level
Resources/Week
Cost of Upgrade
1
0
M: 420 C: 180 P: 0
2
0
M: 450 C: 195 P: 0
3
0
M: 500 C: 220 P: 0
4
0
M: 555 C: 250 P: 0
5
0
M: 620 C: 285 P: 0
6
0
M: 700 C: 330 P: 0
7
0
M: 790 C: 375 P: 0
8
0
M: 900 C: 425 P: 0
All
0
M: 4935 C: 2260 P: 0
Shipyard: The shipyard is solely responsible for the construction of all spacecrafts and defense mechanisms. As levels increase, it can turn out a broader range of vehicles, all with different capabilities and strengths.
Level
Resources/Week
Cost of Upgrade
1
0
M: 400 C: 170 P: 0
2
0
M: 470 C: 185 P: 95
3
0
M: 550 C: 200 P: 100
4
0
M: 645 C: 220 P: 110
5
0
M: 760 C: 235 P: 130
6
0
M: 875 C: 255 P: 150
7
0
M: 990 C: 275 P: 175
8
0
M: 1100 C: 300 P: 200
All
0
M: 5790 C: 1840 P: 960
Robotics Factory: To increase the rate of construction and ship building, robots may be used. They're much more efficient than nearly all known organic species in the galaxy and injury is not at all an issue. They're stronger, faster, and cost quite a bit less in the long haul than any other forms of laborers. With each level of the robotics factory, the time of construction of buildings and ships is shortened by increasingly higher rates.
Level
Building Rate
Cost of Upgrade
1
+4%
M: 280 C: 90 P: 30
2
+8%
M: 310 C: 120 P: 50
3
+13%
M: 350 C: 160 P: 75
4
+19%
M: 400 C: 210 P: 110
5
+26%
M: 460 C: 270 P: 150
6
+34%
M: 530 C: 340 P: 200
7
+43%
M: 610 C: 420 P: 260
8
+53%
M: 700 C: 510 P: 340
All
+53%
M: 3640 C: 2120 P: 1215
*Unless you currently possess a Robotics Factory, which shortens construction time. Other random planetary events may slow or speed up the process as well.
Re: Technology « Reply #2 on May 17, 2008, 7:45am »
Research Projects:
NOTICE:ALL technologies and research projects take 3 hours to complete (unless you have built a Robotics Factory). Until then, you may NOT begin another research project. Only one may be underway at any given time.
Note: At any time (before completion), you may cancel the research. If it was less than half completed, you regain all spent resources. If it was more than half completed, you receive only 60% of your resources.
Espionage Technology: Espionage is the empire's tool of information and intelligence gathering. At a specific level, you will be able to build probes, which may be sent to spy on other fleets or planets. However, according to Intergalactic Law of the Scilians, this activity is illegal to all except the Empire. If one is caught or turned in for such an activity, serious trouble may soon follow. Prerequisites:Research Laboratory (lvl 3)
Level
Cost of Upgrade
1
M: 140 C: 130 P: 0
2
M: 150 C: 135 P: 0
3
M: 160 C: 140 P: 0
4
M: 175 C: 150 P: 0
5
M: 190 C: 160 P: 0
6
M: 215 C: 170 P: 0
7
M: 245 C: 185 P: 0
8
M: 280 C: 200 P: 0
All
M: 1555 C: 1270 P: 0
Computer Technology: Once they're sent out on a mission, spacecrafts are mostly controlled by the troops onboard. However, as research progresses, more and more ships are upgrading to technological control. That is, a computer calculates approximate arrival time to a destination, regulates flight speeds, calculates trajectories, and makes course corrections as needed. Besides that, the need for troops is reduced by up to or even more than 80% when it comes to operating the ships. An empire cannot advance without skills in this technology. Prerequisites:Research Laboratory (lvl 1)
Level
Cost of Upgrade
1
M: 200 C: 200 P: 50
2
M: 220 C: 215 P: 70
3
M: 245 C: 230 P: 90
4
M: 270 C: 250 P: 115
5
M: 300 C: 280 P: 145
6
M: 335 C: 310 P: 180
7
M: 375 C: 340 P: 215
8
M: 420 C: 375 P: 250
All
M: 2365 C: 4565 P: 1115
Weapons Technology: Research into this field is critical for any planet or empire in surviving other empires. With each level of weapons technology that is researched, ships' weapons systems become more and more powerful and accurate. Prerequisites:Research Laboratory (lvl 4)
Level
Cost of Upgrade
1
M: 160 C: 210 P: 50
2
M: 170 C: 220 P: 65
3
M: 185 C: 240 P: 85
4
M: 200 C: 260 P: 110
5
M: 220 C: 290 P: 240
6
M: 250 C: 320 P: 270
7
M: 290 C: 360 P: 300
8
M: 350 C: 400 P: 340
All
M: 1825 C: 2300 P: 1460
Shielding Technology: Upon researching this technology, magnetosphere generators may be manufactured, which are automatically equipped to any and all ships. As the name suggests, they produce a powerful electro-magnetic barrier, which protects the ship from solar radiation and enemy fire. Also, it disrupts computers and other various electronics when they come too near. Prerequisites:Energy Technology (lvl 3), Research Laboratory (lvl 5)
Level
Cost of Upgrade
1
M: 190 C: 210 P: 140
2
M: 200 C: 220 P: 150
3
M: 210 C: 240 P: 170
4
M: 230 C: 260 P: 190
5
M: 260 C: 290 P: 215
6
M: 290 C: 320 P: 240
7
M: 330 C: 360 P: 270
8
M: 380 C: 400 P: 300
All
M: 2090 C: 2300 P: 1675
Armor Technology: As any interstellar ruler should know, deep space is a very dangerous place. There's the ever-looming threat of solar radiation, space debris, and enemy attack. So, a simple solution came about, making travel just that much more comforting. A light-weight and incredibly durable armor shell protects ships from all of the above dangers. The higher armor technology's level, the stronger these shells may be. Prerequisites:Research Laboratory (lvl 2)
Level
Cost of Upgrade
1
M: 250 C: 140 P: 0
2
M: 270 C: 150 P: 0
3
M: 300 C: 165 P: 0
4
M: 340 C: 180 P: 0
5
M: 390 C: 200 P: 0
6
M: 450 C: 225 P: 0
7
M: 520 C: 250 P: 0
8
M: 600 C: 280 P: 0
All
M: 3125 C: 1590 P: 0
Energy Technology: By researching new energy technologies, more efficient products can more easily come about. Ships, drives, defense mechanisms, and research projects, to name a few, can only be completed when this project is more highly researched. Prerequisites:Research Laboratory (lvl 1)
Level
Cost of Upgrade
1
M: 200 C: 200 P: 50
2
M: 205 C: 225 P: 75
3
M: 215 C: 250 P: 100
4
M: 225 C: 275 P: 125
5
M: 240 C: 300 P: 155
6
M: 255 C: 325 P: 190
7
M: 270 C: 360 P: 330
8
M: 290 C: 390 P: 375
All
M: 1900 C: 2325 P: 1350
Combustion Drive: Although a very old technology, this is still used today. The principle is simple: propellents (fuel) are burned in a small chamber and, when an opening becomes available, they are forced outwards in the form of exhaust. This pushes the ship along at a fair pace, but produces harmful by-products. This technology is used in cargo ships, light fighters, and espionage probes. When the level of the drive increases, the speed of the above ships slightly increases. Prerequisites:Energy Technology (lvl 1)
Level
Cost of Upgrade
1
M: 200 C: 190 P: 50
2
M: 220 C: 210 P: 75
3
M: 250 C: 230 P: 100
4
M: 290 C: 250 P: 145
5
M: 340 C: 280 P: 190
6
M: 425 C: 310 P: 235
7
M: 500 C: 350 P: 280
8
M: 575 C: 400 P: 320
All
M: 2800 C: 2220 P: 1395
Impulse Drive: Unlike the combustion drive, this technology is based entirely on the reaction principle. Inside this type of drive is a fusion reactor, which supplies the power necessary to create electro-plasma. This material is much more efficient and "cheaper" (to produce and use in the long term) than combustion engines. This technology is used in bombers, cruisers, heavy fighters, and colonization ships. Prerequisites:Energy Technology (lvl 1), Research Laboratory (lvl 2)
Level
Cost of Upgrade
1
M: 190 C: 180 P: 25
2
M: 210 C: 190 P: 30
3
M: 230 C: 200 P: 50
4
M: 250 C: 215 P: 75
5
M: 280 C: 230 P: 95
6
M: 310 C: 250 P: 115
7
M: 350 C: 275 P: 140
8
M: 400 C: 300 P: 160
All
M: 2220 C: 1840 P: 690
Laser Technology: LASER is an acronym of "Light Amplification by Stimulated Emmission of Radiation." Through research, this will become available to use it as a powerful weapon or for repairing and building more advanced computers. Prerequisites:Energy Technology (lvl 2)
Re: Buildings, Projects, and Ships « Reply #3 on Jun 11, 2008, 9:28pm »
Ships and Defense Mechanisms:
Small Cargo: This ship is able to hold quite a load; in fact, up to 5,000 units of resources may easily be squeezed into it. This ship not only transports materials, but it also accompanies fleets and performs raids while they attack other planets. PrerequisitesShipyard (lvl 2), Combustion Drive (lvl 2) Cost (ea.):M: 450 C: 100 P: 0 TTB*: 12 Min.
Large Cargo: As time moves on, more resources accumulate in any given colony or planet. Because of this, one may find themselves sending several, sometimes over a dozen, small cargo ships to take back as much as possible. Instead of this hassle, larger ships may be developed. The large cargo ship has a holding capacity of 20,000 units, the equivilent of 4 small cargo ships. Prerequisites: Shipyard (lvl 4), Combustion Drive (lvl 5) Cost (ea.):M: 1500 C: 350 P: 0 TTB: 32 Min.
Light Fighter: This is the first type of fighting ship any civilization is able to build. Although it takes damage fairly easily and doesn't sustain it very well, they're very usefull in large numbers. In fact, they are usually seen escorting cargo ships or performing some smaller raids. This ship is only able to carry 50 units of resources with it, so cargo ships (small or large) must be sent with it if one wishes to make a "profit" from an attack. Prerequisites: Shipyard (lvl 1), Combustion Drive (lvl 1) Cost (ea.):M: 300 C: 50 P: 0 TTB: 14 Min.
Heavy Fighter: This ship is not much larger than the light fighter, but is of greater efficiency. The hulls are thicker, the weapons are stronger, and the shields are much more efficient. It is also slightly more spacious (100 units) and is much wiser when it comes to its pseudonium usage. Prerequisites: Shipyard (lvl 3), Armor Technology (lvl 2), Impulse Drive (lvl 2) Cost (ea.):M: 300 C: 50 P: 0 TTB: 38 Min.
Bomber: This ship, although slower and less accurate than the heavy fighter, may come in handy. It's defense is lower and its shields slightly weaker than previous ships; however, the bombs it releases have devestating effects and are able to break through some of the toughest armor. The bomber has a storage capacity of 200 units. Prerequisites: Shipyard (lvl 4), Armor Technology (lvl 2), Impulse Drive (lvl 2), Weapons Technology (lvl 2) Cost (ea.):M: 560 C: 85 P: 25 TTB: 45 Min.
Cruiser: This ship is much more sleek and smoothly crafted than any other available. When combined with the more efficient drives, it makes for a very large, agile ship. Storage capacity of a cruiser is 400 units. Prerequisites: Shipyard (lvl 4), Armor Technology (lvl 3), Impulse Drive (lvl 3), Weapons Technology (lvl 3) Cost (ea.):M: 840 C: 220 P: 80 TTB: 48 Min.
Colonization Ship: This particular ship is immense; even with a few thousand people, it still has a storage capacity as high as 12,000 units of resources. However, it cannot be used to transport resources in raids, only to colonize unclaimed or abandoned planets or moons. Prerequisites: Shipyard (lvl 5), Armor Technology (lvl 4), Impulse Drive (lvl 4), Computer Technology (lvl 3), Energy Technology (lvl 2) Cost (ea.):M: 2,860 C: 920 P: 475 TTB: 1 hr., 12 min.
Espionage Probe: These small and quite agile drones travel to planets, near and far, to record information. This, obviously, can be a huge advantage. Instead of attacking a planet and losing in a battle because of their tremendous number of ships and defense systems, one is able to predict the outcome based on what this simple probe discovers. The probes' stealth and report detail depend entirely upon the level of espionage technology currently attained. If the target planet's espionage technology is higher, it will take several probes to get the same information AND there's a chance of counter espionage. PrerequisitesShipyard (lvl 3), Combustion Drive (lvl 3), Espionage Technology (lvl 2) Cost (ea.):M: 100 C: 50 P: 0 TTB: 4 Min.
Rocket Launchers: Although relatively basic, these defense systems are reliable and fairly effective in preventing or stopping raids. However, the more you have, the higher the chance of destroying the attacking fleet, obviously. Even after being raided, there is a good chance they can be repaired. PrerequisitesShipyard (lvl 1) Cost (ea.):M: 150 C: 0 P: 0 TTB: 4 Min.
Light Lasers: These shoot much faster than conventional rocket launchers, but take damage easier and are less often able to be repaired. However, they're quick to be built and cheap to manufacture, just like a rocket launcher. PrerequisitesEnergy Technology (lvl 1), Shipyard (lvl 2), Laser Technology (lvl 2) Cost (ea.):M: 100 C: 50 P: 0 TTB: 4 Min.
Heavy Lasers: Basically these machines are the improved and incredibly upgraded version of the Light Lasers. They're much more accurate, deal a bit more damage, and have a higher defense rate. They are also more likely to be repaired after a raid or attack from a foreign fleet. PrerequisitesEnergy Technology (lvl 2), Shipyard (lvl 4), Laser Technology (lvl 4) Cost (ea.):M: 200 C: 80 P: 0 TTB: 6 Min.
*TTB is an acronym for "Time To Build" one of the ships at normal speed. That is, without a robotics factory to shorten this time.