Cloaking reduces the ability for other empires to detect your ships at a strategic range, at the cost of ~33% less space available for other subsystems. True invisibility is impossible in the nothingness of space, but advanced technology can reduce the 'engine footprint' until the ship is virtually indistinguishable from background radiation without advanced scanner technology.
Cloaking compares with the other empire's scanner technology to determine the range at which ships are noticed from colonies of at least five million people, or ships with scanners. Cloak I, Scanner II has the same effect as Cloak V, Scanner VI. If both techs are equal, the standard detection range of ship size is one square per used engine speed. At half that, the ship classifaction is given. Unreliable readouts MIGHT be available for up to twice the standard range. This is calculated on a per-ship basis. Note that any ship may move at one square per turn to reduce engine signature.
Rounding is to the closest square. The Pythagorean Theorem will likely be used until I get tired of all the stealthed fleets.
Stealthed fleets generally go over poorly with civilians. As such, if a cloaked ship is detected, I'm posting it in the thread. If you don't want an ally to give away the position of a cloaked fleet that passes near them, tell them where it's heading via PM, and make sure I know about it, so their leader(s) can hush up any civilians who spot the fleet.
Scanner -2: Standard range = 1/4* engine speed.
Scanner -1: Standard range = 1/2* engine speed.
Equal techs: Standard range = engine speed.
Scanner +1: Standard range = 2* engine speed.
Scanner +2: Standard range = 3* engine speed.
Strike Craft swarms may be launched strategically after you research engine tech for them. They may only be launched at the beginning of a turn, where they have one turn to reach a target, and then another turn to fly to an awaiting carrier or be lost (They may go on a suicide run at targets two turns away). Research may increase their strategic range, at the cost of reduced space for other things. Cloaking is now available for strike craft, despite what I said otherwise to those who asked. Sorry for any inconvenience caused.
Evilcherry:Research I researched. Research modifier from science set to 1.1.
Production I researched. Production modifier from science set to 1.1.
Strategic Anti-Planetary Missiles I researched. These missiles are built and move much like standard ships, but cannot be retargetted after launch. They may only hit their target, be destroyed by defenders, or self-destruct harmlessly in space. Due to their size and using all fuel after launch for more speed, stealth, and impact strength, they cannot hit ships. May be launched from planets or ships designed to carry them. As they use all their fuel before approaching their target, they are far more difficult to detect then ships moving at the same speed.
New design: MM Retribution - 2000p - 3 engines / 1 HP / Stealth I / Strategic Anti-Planetary Missile - Deals 25 points of environmental damage in a random direction (12.5 against a size 5, 2.5 against a size 10. Rounds down.) Kills 0.5% of population for each point of environmental damage. Destroys 0.5 manufactories per million population killed. Reduces loyalty by 5% per 1% of population killed. Required tech: Strategic Anti-Planetary Missiles I.
New subsystem available: Strategic Missile Launch Tubes. (Think subs armed with nuclear missiles. These are the only way to transport strategic missiles.)
Vanigo:DD Trader constructed.
All three counts and the freighter are at the homeworld.
Meteor sighted!
It had elements long-thought lost! The research potential for them occurring naturally was grand!
It flew into a star before its course could be altered, completely destroying it!
Clearly, The Divine is upset to flaunt potential knowledge, only to obliterate it!
Loyalty reduced by 30!Neyvn:Production II researched. Production modifier from science set to 1.21.
Criptfeind:Production I researched. Production modifier from science set to 1.1.
Research I researched. Production modifier from science set to 1.1.
Ggamer:Ground Attack I researched. Marine attack increased from 5 to 6.
Production I will be assimilated after next turn.
Rounding error detected in population report. It's 5609.7 million.
Production boom!
Production points for next turn increased by 5%, to 5985.Battle results: Criptfeind
Planet 24
Planet successfully captured!
90,000 troops successfully killed all 62,000 enemy troops while losing 39994 troops.
10.1 million civilians killed.
20 manufactories destroyed.
Environment changed by -2, to 286.
Loyalty changed to 36%.
**Corvette Construction
Frigate Construction (evilcherry, Neyvn)
**Engine II
Engines III (Vanigo)
**Basic Troop Transports - Standard capacity, 0.8 loyalty, 5 turn lander.
Expanded Marine Transports - Increased capacity, 0.7 loyalty, 6 turn lander. (evilcherry)
Strike Craft I (Neyvn)
Ground Attack I (Ggamer)
**Trade Routes II
Colonization I (Criptfeind)
**Production I
Production II (Neyvn)
Research I (Criptfeind, Evilcherry, Vanigo)
Pop Growth I (Criptfeind)
Strategic Anti-Planetary Missiles I (Evilcherry)
** Indicates technology known to all players.
===Alternative Sorting===
Evilcherry: Expanded Marine Transports, Frigates, Strategic Anti-Planetary Missiles I, Research I, Production I
Neyvn: Frigates, Strike Craft, Production II
Criptfeind: Colonization I, Pop Growth I, Research I
Vanigo: Engines III, Research I, Production I
MM Retribution - 2000p - 3 engines / 1 HP / Stealth I / Strategic Anti-Planetary Missile - Deals 25 points of environmental damage (12.5 against a size 5, 2.5 against a size 10. Rounds down.) Kills 0.5% of population for each point of environmental damage. Destroys 0.5 manufactories per million population killed. Reduces loyalty by 5% per 1% of population killed. Required tech: Strategic Anti-Planetary Missiles I.
CO Transport - 5,000p - 2 Engines / 3 HP / 30,000 Troop Capacity at 80% loyalty, standard landing / This is a basic warp-capable ship, filled with marines at the cost of troop comfort and defenses. Required tech: None
FF Count - 15,000p - 10 Beam Atk / 10 Beam Def / 10 Missile Defense / 10 Kinetic Defense / 2 Engines / 15 HP / An old favorite due to their high reliability, and a remnant from a forgotten age. Many still exist, but the technology to build more has been lost to the sector. Required Tech: Frigate Construction, Beam II, Beam Defense II, Missile Defense II, Kinetic Defense II, Miniaturization II.
DD Trader - 30,000p - 2 Engines / 5HP / Trader - This is technically a destroyer sized vessel, able to be built even by colonial industry due to modular construction techniques not suitable for military use. The technology to build them has only barely been preserved. Required Tech: None.