Sphere Technology Rules: Difference between revisions
Created page with '==Fundamental Technologies== ===Shipbuilding Technologies=== ====Entropy Sinks==== Entropy Sinks are a critical part of any modern warship’s heat-control system, replacing cl…' |
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====Entropy Sinks==== | ====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. | 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: | :Wealth Cost: 750 | ||
:PIP Cost: 0 | :PIP Cost: 0 | ||
:CIP Cost: 250 | :CIP Cost: 250 | ||
:Dust Cost: | :Dust Cost: 500 | ||
:Starting Tech Cost: 100 | |||
:Development Time: 1 Year | :Development Time: 1 Year | ||
:Requirements: None | :Requirements: None | ||
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:CIP Cost: 250 | :CIP Cost: 250 | ||
:Dust Cost: 0 | :Dust Cost: 0 | ||
:Starting Tech Cost: 75 | |||
:Development Time: 1 Year | :Development Time: 1 Year | ||
:Requirements: None | :Requirements: None | ||
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:PIP Cost: 700 | :PIP Cost: 700 | ||
:CIP Cost: 300 | :CIP Cost: 300 | ||
:Starting Tech Cost: 100 | |||
:Development Time: 1 Year | :Development Time: 1 Year | ||
:Requirements: Hull Construction | :Requirements: Hull Construction | ||
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:PIP Cost: 900 | :PIP Cost: 900 | ||
:CIP Cost: 350 | :CIP Cost: 350 | ||
:Starting Tech Cost: 125 | |||
:Development Time: 1 Year | :Development Time: 1 Year | ||
:Requirements: Hull Construction II | :Requirements: Hull Construction II | ||
==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 | |||
=====Standard Naval Railguns===== | |||
: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 | |||
=====Rhenium Naval 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 |
Revision as of 15:43, 24 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
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