Sphere Technology Rules: Difference between revisions
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:Requirements: Hull Construction II | :Requirements: Hull Construction II | ||
==Vehicle Technologies== | |||
===Body Technologies=== | |||
====Aircraft Construction==== | |||
:'''Aircraft Construction (level)''' | |||
::Allows for the construction of larger, more powerful aircraft | |||
====Mecha Construction==== | |||
:'''Mecha Construction (level)''' | |||
::Allows for the construction of larger, more powerful mecha | |||
====AFV Construction==== | |||
:'''AFV Construction (level)''' | |||
::Allows for the construction of larger, more powerful AFV | |||
==Weapon Technologies== | ==Weapon Technologies== | ||
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:Development Time: 1 Year | :Development Time: 1 Year | ||
:Requirements: Standard Railguns | :Requirements: Standard Railguns | ||
====Rhenium Integration==== | ====Rhenium Integration==== | ||
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:Development Time: 1 Year | :Development Time: 1 Year | ||
:Requirements: Standard Railguns | :Requirements: Standard Railguns | ||
===Pulse Technologies=== | |||
====Standard Pulse Weapons==== | |||
:'''Standard Naval Pulse Cannons''' | |||
:'''Standard Naval Beam Cannons''' | |||
:'''Standard Vehicular Pulse Guns''' | |||
:'''Preliminary Infantry Pulse Guns''' | |||
====Supercollider Augmentation==== | |||
:'''Supercollider Naval Pulse Cannons''' | |||
:'''Supercollider Naval Beam Cannons''' | |||
:'''Supercollider Vehicular Pulse Cannons''' | |||
:'''Supercollider Infantry Pulse Guns''' | |||
====Adapative Focus==== | |||
:'''Adaptive Naval Pulse Cannons''' | |||
:'''Adaptive Naval Beam Cannons''' | |||
:'''Adaptive Vehicular Pulse Cannons''' | |||
:'''Adaptive Infantry Pulse Guns''' | |||
===Mega Particle Technologies=== | |||
====Standard Mega Particle Weapons==== | |||
:'''Standard Naval Mega Particle Cannons''' | |||
:'''Standard Vehicular Mega Particle Guns''' | |||
:'''Preliminary Infantry Mega Particle Guns''' | |||
====Mega Particle Collimation==== | |||
:'''Collimated Naval Mega Particle Cannons''' | |||
:'''Collimated Vehicular Mega Particle Cannons''' | |||
:'''Collimated Infantry Mega Particle Guns''' | |||
====Mega Particle Compression==== | |||
:'''Compressed Naval Pulse Cannons''' | |||
:'''Compressed Vehicular Mega Particle Cannons''' | |||
:'''Compressed Infantry Mega Particle Guns''' | |||
====Variable Acceleration Control==== | |||
:'''Variable Naval Mega Particle Cannons''' | |||
:'''Variable Vehicular Mega Particle Cannons''' | |||
:'''Variable Infantry Mega Particle Guns''' | |||
===Missile Technologies=== | |||
====Standard Missiles==== | |||
:'''Standard Antiship Missiles''' | |||
:'''Standard Anti-Air Missiles''' | |||
:'''Standard Tactical Missiles''' | |||
:'''Standard Strategic Missiles''' | |||
====Missile Upgrades==== | |||
:'''Feral Acquisition Targeting System''' | |||
:'''Exotic Propellants''' | |||
:'''Advanced Design Concepts''' | |||
:'''Polystage Warheads''' |
Revision as of 14:40, 27 July 2009
Fundamental Technologies
Shipbuilding Technologies
Entropy Sinks
Entropy Sinks are a critical part of any modern warship’s heat-control system, replacing clumsy radiators and radiants with sublimely efficient heat-dissipation circuitry. Derived from posthuman technology, entropy sinks directly dissipate thermal energy into the vaccum energy. In essence, they eliminate local entropy at the cost of increasing universal entropy. A relatively old technology, the techniques to build entropy sinks is uncommon in the Rim and most ships there are stuck using older methods of thermal control. The internalization of heat control means that warships are both no longer vulnerable to strikes on unarmored cooling elements and that stealth in space becomes more than a theory.
- Wealth Cost: 750
- PIP Cost: 0
- CIP Cost: 250
- Dust Cost: 500
- Starting Tech Cost: 100
- Development Time: 1 Year
- Requirements: None
- Effects: Base stealth rating doubles, critical rate halves
Hull Construction
Improved techniques and designs can improve the effectiveness of a ship, allowing for more component space.
- Wealth Cost: 750
- PIP Cost: 500
- CIP Cost: 250
- Dust Cost: 0
- Starting Tech Cost: 75
- Development Time: 1 Year
- Requirements: None
- Effects: Adds 1 maximum hull expansion per level of Hull Expansion
Hull Expansion II
- Wealth Cost: 1000
- PIP Cost: 700
- CIP Cost: 300
- Starting Tech Cost: 100
- Development Time: 1 Year
- Requirements: Hull Construction
Hull Expansion III
- Wealth Cost: 1250
- PIP Cost: 900
- CIP Cost: 350
- Starting Tech Cost: 125
- Development Time: 1 Year
- Requirements: Hull Construction II
Vehicle Technologies
Body Technologies
Aircraft Construction
- Aircraft Construction (level)
- Allows for the construction of larger, more powerful aircraft
Mecha Construction
- Mecha Construction (level)
- Allows for the construction of larger, more powerful mecha
AFV Construction
- AFV Construction (level)
- Allows for the construction of larger, more powerful AFV
Weapon Technologies
Railgun Technologies
Standard Railguns
Conventional electromotive weapons are the bread and butter of 22nd century militaries.
- Wealth Cost: 600
- PIP Cost: 400
- CIP Cost: 200
- Dust Cost: 0
- Starting Tech Cost: 25
- Development Time: 1 Year
- Requirements: None
- Effects: Unlocks the Railgun tech tree
- Wealth Cost: 500
- PIP Cost: 300
- CIP Cost: 200
- Starting Tech Cost: 25
- Development Time: 1 Year
- Requirements: Standard Railguns
Standard Vehicular Railguns
- Wealth Cost: 400
- PIP Cost: 200
- CIP Cost: 200
- Starting Tech Cost: 20
- Development Time: 1 Year
- Requirements: Standard Railguns
Standard Personal Railguns
- Wealth Cost: 200
- PIP Cost: 100
- CIP Cost: 100
- Starting Tech Cost: 10
- Development Time: 1 Year
- Requirements: Standard Railguns
Rhenium Integration
Advanced-materiel electromagnets can significantly improve the performance of electromotive weapons
- Wealth Cost: 1000
- PIP Cost: 700
- CIP Cost: 300
- Dust Cost: 0
- Starting Tech Cost: 100
- Development Time: 1 Year
- Requirements: Standard Railguns
- Wealth Cost: 800
- PIP Cost: 550
- CIP Cost: 250
- Starting Tech Cost: 75
- Development Time: 1 Year
- Requirements: Standard Railguns
Rhenium Vehicular Railguns
- Wealth Cost: 600
- PIP Cost: 400
- CIP Cost: 200
- Starting Tech Cost: 60
- Development Time: 1 Year
- Requirements: Standard Railguns
Rhenium Personal Railguns
- Wealth Cost: 300
- PIP Cost: 150
- CIP Cost: 150
- Starting Tech Cost: 30
- Development Time: 1 Year
- Requirements: Standard Railguns
Pulse Technologies
Standard Pulse Weapons
- Standard Naval Pulse Cannons
- Standard Naval Beam Cannons
- Standard Vehicular Pulse Guns
- Preliminary Infantry Pulse Guns
Supercollider Augmentation
- Supercollider Naval Pulse Cannons
- Supercollider Naval Beam Cannons
- Supercollider Vehicular Pulse Cannons
- Supercollider Infantry Pulse Guns
Adapative Focus
- Adaptive Naval Pulse Cannons
- Adaptive Naval Beam Cannons
- Adaptive Vehicular Pulse Cannons
- Adaptive Infantry Pulse Guns
Mega Particle Technologies
Standard Mega Particle Weapons
- Standard Naval Mega Particle Cannons
- Standard Vehicular Mega Particle Guns
- Preliminary Infantry Mega Particle Guns
Mega Particle Collimation
- Collimated Naval Mega Particle Cannons
- Collimated Vehicular Mega Particle Cannons
- Collimated Infantry Mega Particle Guns
Mega Particle Compression
- Compressed Naval Pulse Cannons
- Compressed Vehicular Mega Particle Cannons
- Compressed Infantry Mega Particle Guns
Variable Acceleration Control
- Variable Naval Mega Particle Cannons
- Variable Vehicular Mega Particle Cannons
- Variable Infantry Mega Particle Guns
Missile Technologies
Standard Missiles
- Standard Antiship Missiles
- Standard Anti-Air Missiles
- Standard Tactical Missiles
- Standard Strategic Missiles
Missile Upgrades
- Feral Acquisition Targeting System
- Exotic Propellants
- Advanced Design Concepts
- Polystage Warheads