Sphere Technology Rules: Difference between revisions

From Sphere
Jump to navigation Jump to search
Shrike (talk | contribs)
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…'
 
Shrike (talk | contribs)
No edit summary
Line 5: Line 5:
====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:  500
:Wealth Cost:  750
:PIP Cost:  0
:PIP Cost:  0
:CIP Cost:  250
:CIP Cost:  250
:Dust Cost:  250
:Dust Cost:  500
:Starting Tech Cost:  100
:Development Time:  1 Year
:Development Time:  1 Year
:Requirements:  None
:Requirements:  None
Line 20: Line 21:
: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
Line 28: Line 30:
: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
Line 35: Line 38:
: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
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