Status
Shipstier one: generally small craft with single or double pilots
The Scout M1 is a fragile, lightly armed ship, prized for its cheapness rather than its performance.
HP: 4/4
Engines: 2x Ion Pulse Drives
Armor: 0
Speed: 0.5
Shields: 0
Point Defense: 0
Armament 1: x2 Pinion Weapons "Super Laser"
Armament 2: none
Cost: 10c
A Scout M1a equipped with shields.
HP: 4/4
Engines: 2x Ion Pulse Drives
Armor: 0
Speed: 0.5
Shields: +1.2 Force Fields
Point Defense: 0
Armament 1: x2 Pinion Weapons "Super Laser"
Armament 2: none
Cost: 15c
A fragile, slightly less lightly armed ship.
HP: 3/3
Engines: 2x Ion Pulse Drives
Speed: 0.66
Armor: +1 Titanium Plating
Shields: 0
Point Defense: 0
Armament 1: x2 Pinion Weapons "Super Laser"
Armament 2: none
Cost: 15c
Better ion engines enabled Earth's armorers to equip this fighter with more hull. It can take twice the beating of the Impasser without sacrificing any maneuverability.
HP: 6/6
Engines: 2x Linear Ion Engines
Speed: 0.66
Armor: +1 Titanium Plating
A Shields: +1.4 Force Field
B Point Defense: +1 Pinion Weapons "Super Laser"
Armament 1: x2 Triple Capacitor Railguns
Armament 2: none
Cost: 25c
To better exploit the resources of the universe! Consists entirely of robots.
HP: 6/6
Engines: x4 Solid Rockets
Speed: 1.0
Armor: +1 Titanium Plating
Shields: 0
Point Defense: 0
Armament 1: none
Armament 2: none
Cost: 50c
A tiny, fragile probe intended for information gathering and space surveillence. It is the size of a small car, with a radioactive isotrope source for passive power generation.
HP: 1/1
Engines: 1x Ion Pulse Drives
Speed: 1.0
Armor: 0
Shields: 0
Point Defense: 0
Armament 1: none
Armament 2: none
Cost: 15c
tier two: slightly larger craft, generally with two to four crew.
The first true scout of humankind. It has a fair amount of hull integrity along with the option of a shield. Four laser weapon systems are attached, selected because of those systems' small volume.
HP: 6/6
Engines: x3 Linear Ion Engine
Speed: 1.0
Armor: +1.1 Titanium Plating
(a)Shields: +2.2 Force Field
(b)Point Defense: +4.0 Quad Superlaser Point Defense
Armament 1: x4 Pinion Weapons "Super Laser"
Armament 2: none
Cost: 20c
A light gunship, proposed as a platform to deliver serious hurt to alien scouts. Ironically, the currently available weapons aren't powerful enough to punch through alien defenses. The Erinyes sports both railguns and missile bays, along with thick hull and high integrity.
HP: 8/8
Engines: x2 Linear Ion Engine
Speed: 0.5
Armor: +1.1 Titanium Plating
Shields: 0
Point Defense: 0
Armament 1: x4 Triple Capacitor Railguns
Armament 2: x1 Chemical Missile (3 volleys)
Cost: 40c
Eschewing hull strength for faster speed along with tougher armor, better weapons are still needed to justify its fragility compared to its older brother, the Phoenix. Along with the railgun, Ruhks have the capacity for one (1) volley of missiles.
HP: 4/4
Engines: x3 Linear Ion Engine
Speed: 1.5
Armor: +1.1 Titanium Plating
1 Shields: +2.2 Force Fields
2 Point Defense: +4.0 Quad Superlaser Point Defense
Armament 1: x2 Triple Capacitor Railguns
Armament 2: x1 Chemical Missile (1 volley)
Cost: 40c
tier three: ships with as few as five to as many as 24 crew. These are generally as large as four Erinyes or more put together.
Orbital defense platform consisting of a small crew and eight laser emplacements. It can sustain a lot of damage but cannot leave a star system. Its size allows for all three defense systems to be mounted.
HP: 40/40
Engines: x2 Ion Pulse Drives
Speed: 0.05
Armor: +3 Composite Armor
Shields: +3.6 Force Fields
Point Defense: +8.0 2x Quad Laser Point Defense System
Armament 1: x8 Pinion Weapons "Superlaser"
Cost: 100c
A large, lumbering shuttle that can load other ships into it, or salvage wrecks. It requires escort as there is no space for defensive weapons.
HP: 10/10
Engines: x6 Ion Pulse Drives
Speed: 0.6
Armor: +2 Composite Armor
Shields: 0
Point Defense: 0
Cost: 50c
To better exploit the resources of the universe! Larger than the Alpha, it sports eight unstable rocket engines to go faster, and with its extra cargo space can create a +22 colony.
HP: 40/40
Engines: x8 Solid Rockets
Speed: 01.5
Armor: +1 Titanium Plating
Shields: 0
Point Defense: 0
Cost: 100c
A slow, large ship that can swat fighters out of the sky and take some punishment itself.
HP: 40/40
Engines: x6 Blueshift Engines
Speed: 0.75
Armor: +2 Composite Armor
S Shields: +2.4 Force Fields
P Point Defense: +4.0 Quad Superlaser Point Defense
Armament 1: x4 Tricap Railguns
Armament 2: x2 Pinion Weapons Superlaser
Cost: 300c
The Turul is a Fast Attack Ship, emphasizing speed and damage over staying alive in a fight.
HP: 10/10
Engines: x4 Blueshift Engines
Speed: 2.0
Armor: +2 Composite Armor
S Shields: +2.4 Force Fields
P Point Defense: +4.0 Quad Superlaser Point Defense
Armament 1: x4 Tricap Railguns
Armament 2: x1 Korosev Kinetic Missile (1 volley)
Cost: 150c
A next-generation scout, with enough hull integrity and point defense to withstand two antimatter missiles. Its great speed makes it perfectly suited for scouting.
HP: 10/10
Engines: x4 Blueshift Engines
Speed: 2
Armor: +2 Composite Armor
Shields: 0
Point Defense: +4.0 Quad Superlaser Point Defense
Armament 1: x4 Pinion Weapons Superlasers
Cost: 120c
tier four
This giant colony ship has humans aboard. It is the first manned colony ship of humankind. 40 credits per turn are provided when a planet is colonized.
HP: 10/10
Engines: x6 Linear Ion Engines
Speed: 1.2
Armor: +1 Titanium Plating
Shields: 0
Point Defense: 0
Cost: 350c
The Gunther is the paragon of a corvette--move fast, hit hard, and be very affordable.
HP: 60/60
Engines: x9 Blueshift Engines
Speed: 0.9
Armor: +2 Composite Armor
S Shields: +2.4 Force Fields
P Point Defense: +4.0 Quad Superlaser Point Defense
Armament 1: x6 Tricap Railguns
Armament 2: x2 Korosev Kinetic Missiles (4 volleys total)
Cost: 400c
The Eriophora is a mobile shipyard, a frigate that is designed to deploy other ships far from the supply lines. However, it lacks solid defense and offense because space for armament is taken up by construction material.
HP: 70/70
Engines: x8 Blueshift Engines
Speed: 0.66
Armor: +2 Composite Armor
Shields: 0
Point Defense: +3 Quad Superlaser Point Defense
Armament 1: x4 Tricap Railguns
Special: Field Construction: Can construct either 1 Tier 3 ship, 2 Tier 2 ships, 3 Tier 1 ships, or 4 Tier 0 ships total. Only one ship can be produced a turn. After its supplies are exhausted, this ship must return to an Orbital Docks to resupply. Ships produced in the field cost 20% more than normal. Also, repairs may be conducted using this ship, costing 20% more than usual.
Cost: 500c
Alien ShipsAn alien ship of gold and silver metal. It seems to be a scout. Unlike the terrestrial M1, it is both well armed and well defended.
HP: 6/6
Engines: x2 Phase Ion Drive
Armor: +1 Starmetal Hull
Speed: 1
Shields: +1 Force Field
Point Defense: 0
Armament 1: x2 Photon Drivers, 2 damage each
Armament 2: x1 Antimatter Missiles, 10 damage, 1 volley
An alien ship of gold and silver metal. This one is large and sports a single, wicked-looking weapons system along with better engines. The only specimen encountered so far was heavily damaged.
HP: ?
Engines: x4 ?
Armor: +1 Starmetal Hull
Speed: 1.42
Shields: ?
Point Defense: 0
Armament 1: ?
Armament 2: ?
Large as four Erinyes, has no weapons at all, and was spotted being escorted.
HP: ?
Engines: x3 ?
Armor: ?
Speed: 1.07
Shields: ?
Point Defense: 0
Armament 1: ?
Armament 2: ?
Similar to Alien Scouts, except more heavily armed, slightly larger, and have two volleys of antimatter missiles. The weapon barrels of this ship look different compared to the Photon Drivers.
HP: 8/8
Engines: x3 Phase Ion Drive
Armor: +1 Starmetal Hull
Speed: 1.12
Shields: +2 Force Field
Point Defense: 0
Armament 1: x2 Photon Blasters
Armament 2: ?
EquipmentDrivesThis engine drives ions through a charged field to provide … passable acceleration. It cannot reverse.
These rockets use solid fuel to provide great acceleration and lifting power, but cannot be reused. It cannot reverse.
This engine drives ions through a rail-gun sort of setup to provide fairly good acceleration. It is bulkier than the Ion Pulse Drive, though. It cannot reverse.
An engine design stolen from the aliens. Radically faster than any previous designs, its bulky size prohibits installation in ships smaller than Tier Three.
WeaponsOne of the first space weapons developed by Pinion Weapon Systems. Focuses a 770nm invisible laser beam on the target, heating it up and damaging the surface. Unfortunately, it is also extremely weak, and deals no damage to shields.
A slightly better laser weapon, utilizing green-yellow light. It still deals no damage to shields.
A set of rails that propels a small kinetic slug using magnetic forces.
These railguns apply breakthroughs in temperature-resistant, highly-conductive weapons to greatly increase the penetration of the slightly larger slug.
Crude, simple, effective.
Better reflective and semi-reflective surfaces allow laser weapon systems to pack more energy into the same-sized package.
Kinetic slugs with warp drives attached, dealing Kinetic damage but otherwise acting as missiles. Named after the military scientist that first thought of this idea. However, each missile costs 10 credits to produce.
TechnologyCurrentBasic Shipbuilding | Can construct small ships. |
Laser Weapons | Can use laser weapons. |
Improved Lasers | Stronger laser weapons! |
Hulls | Can have armored ships. |
Improved Armor | Composite armor! |
Ion Drives | Ion drives are available. |
Improved Ion Drives | Linear Ion Engine is available. |
Improved Ion Drives II | Blueshift Engine is available. |
Shields | Shields are available. |
Improved Shields | Force Fields are available. |
Point Defense | Point Defense is available. |
Improved Point Defense | Better point defense is available. |
Missiles | Missiles are available. |
Kinetic Missiles | Kinetic slugs with warp drives attached, dealing Kinetic damage but otherwise acting as missiles. |
Railguns | Railguns are available. |
Improved Railguns | Better railguns! |
Larger Ships | Can produce Tier 2 ships. |
Larger Ships II | Can produce Tier 3 ships. |
Capital Ships I | Can produce Tier 4 ships. |
Production Efficiency | 50% production bonus to manned colonies |
Production Efficiency II | An additional 50% production bonus to manned colonies |
Enhanced Unmanned Mining | +5 production in unmanned colonies |
Extra Trait | All factions gain a secondary trait. |
Alien Transmissions | Can decipher alien transmissions. However, this tech is useless without knowing their language. |
Enhanced Repairs | Repair costs are now maximum 33% of purchase, down from 50%. |
Double-Colonizing | Colonize a planet twice |
Alien Language | Communicate with aliens. |
Sensor Suite Satellite | Advanced sensors. |
PotentialCoilgun | 60 * 4 |
Superconductors | 40 * 8 |
Proton Beam | 60 * 4 |
Larger Orbital Defense | 100 * 4 |
Improved Missiles | 40 * 6 |
Korosev Kinetic Missile Production | 40 * 2 |
Orbital Drydocks | 100*6 | Can construct a Size 4 drydocks in orbit over a manned colony, which reduce the cost to build all (non-colonizer, non-missile, non-probe) ships tier 4 or smaller by 50% or 100 credits, whichever is smaller. |
Capital Ships II | 200*6 | Can construct Tier 5 ships, including the Frigate and Destroyer. |
Province name: Cruaraea
Leader name: Commander Pelsk
Motivation: Money? Power? Secondary motivations, naturally. No, to be the forefront in the world is my natural motivation. Everyone remembers discoverers. Sure, there's money to be made in space as well as at home, but no one will forget my legacy as the Star Explorer!
Faction trait: Expeditious Fleet - I MUST be first!
Secondary trait: Friends In Low Places
Credits - 124
Research credits 0.8
Income 263/turn
Sol/Earth -- +90
Friends In Low Places -- +45
Pelsk Bravo/Vili -- +18
Pelsk Charlie/Ve -- +0 (was +7, blockaded)
Sol/Jupiter -- +5
Pelsk Alpha/Freyr -- +18
Pelsk Alpha/Freyja -- +18
Cognitari/Memoria -- +18
Pelsk Echo/Alpha -- +7
Pelsk Golf/Odin -- +44
Control - 10/12
Production per turn: 4
Current fleet:
#3 - Rukh 2 - HP 4/4 (Earth orbit)
[A] -- pelsk alpha to SpaceBendSign in 1 turns
#5 - Erinyes - HP 8/8 [A]
#7 - Erinyes - HP 8/8 [A]
#8 - Erinyes - HP 8/8 [A]
#10 - Scout M2b - HP 6/6 [A]
#11 - Hercules - HP 10/10 (Sol)
#12 - Hercules - HP 10/10 (Sol)
#13 - Scout M2b - HP 6/6 (Sol)
#14 - Scout M2b - HP 6/6 (SummerSentDried)
#16 - Erinyes - HP 8/8 (Earth docks)
Province name: Euro-Slavic Federation
Leader name: Provost Zakharov
Motivation: To explore space to solve the question of the universe.
Faction trait: One Minute Into The Future
Secondary trait: Patents -- 5% of money spent on research rounded up is permanently gained as income.
Credits - 173
Income 167/turn
Sol/Earth -- +90
Sol/asteroids -- +5
Patents -- +50
Vanguard/Prime -- +22 (+22 lost from blockade at Vanguard)
Control - 4/5
Production per turn: 3 ships
Current fleet:
#1 - Scout M3a - HP 10/10 (to RushManagedSatellites in 1 turn)
#4 - Colonizer Beta - HP 10/10 (to SpaceBendSign in 1 turn)
#6 - Scout M3a - HP 10/10 (SpaceBendSign)
#7 - Colonizer Beta - HP 10/10 (to SpaceBendSign in 1 turn)
Province name: Kasselyn
Leader name: Amelia Tenrin
Motivation: Philosophical Unity and pursuit of truth.
Faction trait:
Totalitarian +10% passive income from colonies and Earth
Secondary trait:
Friends In Low Places
Credits - 33
0.5 research credits
Income 265/turn
Sol/Earth -- +90
Friends In Low Places -- +45
Pelsk Bravo/Vili -- +18
Pelsk Charlie/Ve -- +0 (was +7, blockaded)
Cognitari/Memoria -- +18
Pelsk Alpha/Freyr -- +18
Pelsk Alpha/Freyja -- +18
Pelsk Echo/Alpha -- +7
Pelsk Echo/Beta -- +0
Nihil/Scintilla -- +22
Pelsk Delta/asteroids -- +5
Totalitarian -- +24
Control - 6/8
Production per turn: 3
Current fleet:
#3 - Impasser - HP 3/3 (Nihil)
#11 - Hercules - HP 10/10 (Pelsk Delta)
#16 - Turul - HP 10/10 (PercentOffAcres)
#17 - Scout M3a - HP 10/10 (Pelsk Bravo)
#19 - Turul - HP 10/10 (KnifeMenGently)
#20 - Colonizer Beta - HP 10/10 (Earth docks)
Province name: Titanian Republic
Leader name: Peter Fletcher
Motivation: To claim the riches of space for the good of humanity (but prioritising the people of the Republic)
Faction trait: First Rate Industry
Credits - 4
Income 164/turn
Sol/Earth -- +90
Olympus/Nox -- +37
Olympus/Beta -- +37
Control - 6/8
Production per turn: 3
Current fleet:
#0 - Scout M2b - HP 9/9 (Lethe)
#1 - Scout M2b - HP 9/9 (Olympus)
#3 - Erinyes - HP 12/12 (Sol)
#5 - Erinyes - HP 8/8 (Crowbar to Sol, 1 turn)
#6 - Scout M2b - HP 9/9 (SuddenlySetsBrown)
#7 - Turul S - HP 10/10 (Earth docks)
Policies:
FOR all combat ships IF a Kaa Scout is encountered THEN disable engines & prevent self destruct.
Starmap(red is alien presence, blue alien traces)
Explored
Star System Sol
Earth -- 90 resources per turn -- all factions
Asteroids -- 5 resources per turn -- Zakharov
Jupiter -- 5 resources per turn -- Pelsk
Star System Cognitari (discovered by multiple factions)
Memoria -- (unmanned) 15 resources per turn / (unmanned) 22 resources per turn -- Amelia
(one Amelia M1a wreckage)
Star System Crowbar (Discovered by Zakharov of ESFed): Two suns
(no planets)
Star System Pelsk Alpha (discovered by Pelsk of Cruarea)
Freyr -- (unmanned) 15 resources per turn / (unmanned) 22 resources per turn -- Pelsk
Freyja -- (unmanned) 15 resources per turn / (unmanned) 22 resources per turn -- Pelsk
(Amelia Erinyes wreck)
Star System Pelsk Bravo (discovered by Pelsk of Cruarea): Two suns
Vili -- (unmanned) 15 resources per turn / (unmanned) 22 resources per turn -- Pelsk
Star System Pelsk Charlie (discovered by Pelsk of Cruarea): Two suns
Ve -- (unmanned) 15 resources per turn -- Amelia
Star System Pelsk Delta (discovered by Pelsk of Cruarea): No sun
asteroids -- 5 resources per turn -- Amelia
(one Pelsk M1a wreckage)
Star System Olympus (first colonized by Fletcher)
Nox -- (unmanned) 15 resources per turn / (unmanned) 22 resources per turn -- Fletcher
Beta -- (unmanned) 15 resources per turn / (unmanned) 22 resources per turn -- Fletcher
Star System Pelsk Echo (discovered by Pelsk):
Lux -- (unmanned) 15 resources per turn -- Amelia
Umbra -- something strange? -- (unmanned) 15 resources per turn -- Amelia
Star System Vanguard (discovered by Zakharov)
Prime -- (unmanned) 22 resources per turn / (unmanned) 22 resources per turn -- Zakharov
(alien fleet: 4 interceptor, 1 claw, construction)
Star System Pelsk Foxtrot (discovered by Pelsk)
Prime
Star System Pelsk Golf (discovered by Pelsk)
Odin -- (unmanned) 22 resources per turn x2 -- Pelsk
Star System KeepAccurateDisease (discovered by Zakharov)
Alpha
Beta
Gamma
(Zakharov m1a & Rukh-bits)
(Last seen: 8 interceptors, 2 clawships, orbital construction)
Star System Lethe (discovered by Fletcher)
Prime
(Empire of Iron fleet, with construction frigate and 5 corvettes and other smaller craft)
Star System Nihil (discovered by Amelia)
Scintilla -- (unmanned) 22 resources per turn -- Amelia
Star System PercentOffAcres (discovered by Amelia)
Prime
(2 Alien Scouts, 1 Alien Interceptor, 1 Alien Wormhole)
(1 alien interceptor wreck, 1 Turul wreck)
(alien fleet of 1 clawship, 3 interceptors, 1 capital transport in Pelsk Charlie)
Star System CloseDoorInstead (discovered by Zakharov)
Alpha
Beta
(Alien Light Corvette)
Star System SpaceBendSign (discovered by Zakharov)
Prime
Asteroids
Star System SummerSentDried (discovered by Pelsk)
Prime
(2 interceptors, 1 Alien Scout, no move)
Star System ForceFoundAway (discovered by Zakharov)
Gas Planet Alpha <1 unmanned only>
Star System KnifeMenGently (discovered by Amelia)
Prime
Star System SuddenlySetsBrown (discovered by Fletcher)
outer asteroids
inner asteroids