After Ether Rules

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Nation Rules

Infrastructure

Expansion

General

Infrastructure expansion in a single area (trade, industry, logistics, ether) costs more the more you do it. These growth threshold multipliers apply.

  • At 0-5%, there is no cost multiplier.
  • At 5-10%, multiply the total credit cost of expansion in that area by 2.
  • At 10-15%, multiply the total credit cost of expansion in that area by 4.
  • A nation cannot expand more than 15% in a single category per year.

Using a growth token modifies these thresholds for that year only.

  • At 0-10%, there is no cost multiplier.
  • At 10-20%, multiply the total credit cost of expansion in that area by 2.
  • At 20-30%, multiply the total credit cost of expansion in that area by 4.
  • A nation cannot expand more than 30% in a single category per year if a growth token is spent.

Post-Industrial, Poverty Princess, and Ether Dry increase the costs of expanding industry, trade, and ether respectively.

  • Multiply the costs of all expansion in the relevant infrastructure field by 2 if your nation has this flaw.

Population

Population grows naturally at 1% a year. This is doubled by Green Fields.

Economy

Economy grows naturally at a certain amount in a year.

Trade

  • 1 point of Trade costs 5 + (5 * logistics rating) credits base.
  • Alternatively, a nation may spend 100 credits to purchase 10 points of Trade. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Trade expansion.

Industry

  • 1 point of Industry costs 5 + (5 * logistics rating) credits base.
  • Each point of industry costs an additional 1 IP, which must be spent sometime in the year.
  • Alternatively, a nation may spend 25 credits and 25 IP to purchase 5 points of Industry. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Industry expansion.
  • Industry bought via infrastructure expansion can be applied to either conventional industry or fabricators, as desired.

Ether

  • 1 point of Ether costs 10 + (5 * logistics rating) credits base.
  • Alternatively, a nation may spend 50 credits and 25 IP to purchase 5 points of Ether. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Ether expansion.
  • Ether bought via infrastructure expansion can be either conventional Ether or Ether Nodes, as desired.

Logistics

  • 2 points of logistics costs 1 credit base.
  • An off-world logistics base costs 40 credits for 100 points of logistics. However, such a base cannot be placed in your home star. The cost for this is affected by growth threshold multipliers and is limited by normal growth caps.
  • Alternatively, a nation may spend 50 credits to purchase 100 points of Logistics. This cost is not modified by growth threshold multipliers or normal growth caps, but bars any additional Logistics expansion.

Growth Tokens

  • Each point of Growth gives a nation a Growth Token. Growth is gained by either the Green Fields trait, the Bunny! Ascent, or certain history paths.
  • Growth Tokens are not (normally?) renewable.
  • Spending a Growth Token doubles population and economic growth.
  • Spending a Growth Token also allows additional infrastructure expansion. Instead of the growth threshold multipliers applying at 5/10/15%, the thresholds are now 10/20/30%.

Negative Growth

  • A nation with negative growth cannot grow any infrastructure except for logistics and population for 1 year per point of negative growth.

Influence

Manipulating NPCs Disclaimer: These are metagame rules. As such they do not represent any specific in-character action.

In addition to the usual way of engaging NPCs (diplomatic posting, going to war, etc) which is in-character actions, players may also perform Meta-Actions. Meta-actions are essentially the player ordering an NPC to take an action. Obviously, this has some limits and rules.

  • Meta-actions require Influence tokens. If a state has no influence tokens available, it can't perform meta-actions.
  • Meta-actions require a relevant IC post from the perspective of the state being affected. No anonymous actions. This does not mean that there needs to be any IC action or connection between the player's state and the target of the meta-action.
  • Meta-actions should generally make sense - using an influence token to send a pacifist nation into a war of aggression would not be accepted, or using them force a militant cult of victory state to ignore excessive provocations. Influence can also be used to shape the foreign policy and even economic action of allies.
  • While meta-actions are intended to give players an opportunity to shape the events of the galaxy at a distance, if they are used abusively the priviledge of using them will be removed.
  • Some powers are immune to meta-actions. The following are not valid targets for meta-actions:

-- NPC Rivals (the states that have a grudge against another PC)
-- NPC Allies of other players
-- NPCs that you are at war or in reasonably hostile conditions with
-- Other specific NPCs as appropriate

  • The number of influence tokens required to perform a meta-action is variable. See the following table for the price.

-- Small NPCs: 2 Influence
-- Standard NPCs: 4 Influence
-- Large NPCs: 6 Influence
-- NPC ally (distant friendliness): No Influence modifier
-- NPC ally (normal friendliness): -1 Influence required
-- NPC ally (close friendliness): -2 Influence required
-- (N)PC Wayward Military: 1 Influence per ~500 IP (approximately) -- Action takes place over a longer duration (year vs quarter/immediate): +1 Influence required
-- Additional meta-action targeting the same NPC that year: +1 Influence required, stacking for every additional meta-action
-- Particularly minor actions: -1 Influence required
-- Particularly significant action: +1 or more Influence.

Every year a state gets 4 influence points. Up to 4 unspent influence points may be carried over to the next year.
States with Kingmaker get one extra influence points yearly.
Additional influence points may be purchased by the expenditure of 100 Ether or 200 Wealth each.

Trait List

Positive Traits

Infrastructure

Green Fields

  • Doubles baseline population growth (to 2%).
  • Adds an additional growth token.

Technological

Boutique Engineers (25 NCP)

  • A unit has a maximum net upgrade number, rather than a maximum upgrade number.
    • Net upgrades are equal to (upgrades - downgrades).
  • Adds +2 to the maximum number of upgrades a unit can have.
  • Mass production of units is restricted to units with 1 net upgrade or fewer.

Bleeding Edge (75 NCP/50 NCP for Zaibatsus)

  • Adds +1 to the maximum number of upgrades a unit can have.

Negative Traits

Technological

Reduced Technology (50 NCP)

  • Reduces a nation's overall technology level.
  • For a power with a technological aesthetic, approximate technological level is 'late 20th century.'
  • All units are built with a -1 Reduced Technology downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 1. This downgrade does reduce the cost of the units in question.
  • Units take 1 additional quarter to build.
  • Base strategic cruising speeds reduced by 2 GL/week.

Nothing But Magic (100 NCP)

  • Drastically reduces a nation's overall technology level.
  • For a power with a technological aesthetic, approximate technological level is '1940s-1950s.'
  • All units are built with a -2 Nothing But Magic downgrade, effectively reducing all non-Carrying non-Magic aptitudes by 2. This downgrade does reduce the cost of the units in question.
  • Units take 2 additional quarters to build.
  • Base strategic cruising speeds reduced by 4 GL/week.

Military

Nuke Free Zone (25 NCP)

  • Prohibits the construction of nukes, advanced gas, or basic or advanced bioweapons.
  • Prohibits the use of Doomsday magic.
  • Basic Gas is limited to a Lethality of ???

Inept Military (50 NCP)

  • General reduction in all military capability.
  • Reduces construction time for all units by 1 quarter.

Legacy List

Unit Rules

Basic Rules

Unit Construction

  • A batch of units costs a base 15 IP.
    • Every upgrade applied to a batch adds +5 IP to the cost. Every downgrade applied to a batch subtracts 5 IP from the cost.
    • Every aptitude applied to a batch adds +1 IP to the cost.
    • Every level of the Production aptitude subtracts 2 IP from the cost.
    • If a unit has a cost multiplier per batch (e.g. a Large Warship, with a x3 cost multiplier), the total cost is multiplied by that number.
    • A unit which is 'Expensive' doubles the cost after all cost multipliers, aptitudes, and upgrades are applied.
  • A batch of units takes a base of 1 quarter per 5 IP to build.
    • Expensive does not apply.
    • A unit with a cost multiplier per batch does not multiply the build time by the cost multiplier, but still takes longer to build. Add +1 quarter to build time, then 1 quarter to the build time per every 400% cost increase or fraction thereof.
    • An Elite unit adds 1 quarter to the build time.
    • A power with Inept Military subtracts 1 quarter from the build time.
    • A power with Reduced Technology adds 1 quarter to the build time.
    • A power with Nothing But Magic adds 2 quarters to the build time.

Unit Refits

  • Each modification to an upgrade or downgrade (adding an upgrade, removing a downgrade, changing an upgrade/downgrade to another upgrade/downgrade) costs 10 IP for vehicles and 5 IP for infantry.
  • Refits take 1 quarter per refit, plus any time multiplier from a unit's cost multiplier.

Unit Upgrades

  • A unit can generally support up to 3 upgrades.
  • An upgrade is equivalent to 2-3 aptitudes.
  • Certain powers can support more upgrades on a unit.
    • Powers with Bleeding Edge can add one more upgrade to a unit.
    • Powers with Boutique can add two more upgrades to a unit.

Unit Upkeep

  • A single batch of units takes up a base 15 logistics.
    • Every upgrade applied to a batch adds 5 to the unit's logistics footprint.
    • Every aptitude applied to a batch adds 1 to the unit's logistics footprint.
    • If the unit has a cost multiplier per batch, multiply the unit's logistics footprint by the cost multiplier.
    • Non-Mechanized units halve their logistics footprint after all modifiers.
  • When taking action outside of training and maintenance, a unit costs Ether to field.
    • Every 100 logistics of active units costs 1 Ether per quarter.
    • Double the effective logistics footprint of a Non-Mechanized unit for these purposes (i.e. non-Mechanized does not halve infantry ether consumption).
    • Combat operations in secondary theaters or high intensity patrols cost 2 Ether per quarter per 100 logistics.
    • Significant battles or important operations cost 3-5 Ether per quarter per 100 logistics.
    • Priority operations such as massive offenses may cost up to 10 Ether per quarter per 100 logistics.
    • All costs are rounded up to the nearest whole number.

Unit Aptitudes, Upgrades, and Downgrades

Key

  • (U): This is available as an upgrade.
  • (D): This is available only as a downgrade.
  • (U/D): This is available as an upgrade or downgrade.
  • (A): This is an aptitude. It is available as an aptitude, an upgrade, or a downgrade.

A positive aptitude, or an upgrade, increases the unit's capability in the modified categories, while a negative aptitude, or a downgrade, reduces it.

General

  • General Combat Improvement (U/D)
    • General modification to combat-related attributes.
    • Changes to each category are not as significant as an upgrade to that category.
    • Does not stack with the specific improvements.
    • Modifies Melee or Weapons, Shields, and Armor on Ground Units
    • Modifies Weapons, Shields, and Armor on Naval Units
    • Modifies Melee, Weapons, and Armor on Air Units
  • General Electronics Improvement (U/D)
    • General improvement to electronics-related attributes.
    • Changes to each category are not as significant as an upgrade to that category.
    • Does not stack with the specific improvements.
    • Modifies Sensors, Command, and ECM.
  • General Performance Improvement (U)
    • General improvement to movement-related attributes.
    • Changes to each category are not as significant as an upgrade to that category.
    • Does not stack with the specific improvements.
    • Only available to air units and mecha.
    • Allows in-atmosphere flight for mecha.
    • Improves Speed, Agility, and Stealth.
  • Reduced Tech (D)
    • General reduction to all attributes.
    • Effectively -1 to all relevant aptitudes.
    • Powers with the "Reduced Technology" flaw must add this downgrade to all units.
  • Nothing But Magic (D)
    • Extreme reduction to all attributes.
    • Effectively -2 to all relevant aptitudes.
    • Counts as 2 downgrades.
    • Powers with the "Nothing But Magic" flaw must add this downgrade to all units.

Offensive

  • Melee (A)
    • Modifies a unit's close-combat capability.
    • Increases a unit's offense and defense in melee.
  • Weaponry (A)
    • Improves a unit's offensive capability at all ranges.
  • Exotic Weaponry (A)
    • Powerful weapons with highly limited ammunition.
    • Can only be used a few times per battle.
    • Vulnerable to ECM, but very effective against armor/shields.
    • Cannot be taken as a downgrade.
    • A negative aptitude in Exotic Weaponry bars use of the Exotic Weapons Upgrade and makes a unit more vulnerable to Exotic Weapons.
  • Weapon Range (U/D)
    • Modifies a unit's engagement range.
  • Heavy Weapons (U)
    • Improves a unit's ability to engage larger units.
  • Light Weapons (U)
    • Improves a unit's ability to engage smaller units.
  • Anti-Air Weapons (U/D)
    • Improves a unit's capability to engage air units.
    • Used on Artillery units to create dedicated AAA. Artillery units lose anti-ground capability with an AA upgrade.
    • Cannot be taken as a downgrade on units which have no AA. This includes:
      • Ground units smaller than Mobile Gun Forts
      • Fast Bombers (no defensive weapons by default)
  • Anti-Umbral Weapons (U)
    • Allows a unit to engage umbral units.
  • Multirole (U)
    • Improves a unit's capability to engage air units without compromising ground attack.
    • Requires 2 upgrades to be equivalent to a +1 AA upgrade.
    • Unnecessary for multirole units like mecha and heavy fighters.
  • Ordinance (U)
    • Improves an air unit's capability to engage ground and naval targets.
    • Available for air units only.
    • Unnecessary for bombers.

Defensive

  • Armor (A)
    • Modifies a unit's survivability.
    • Armor provides better protection than shields, but provides less protection against temporary systems loss (i.e. sensors being knocked out).
  • Shields (A)
    • Modifies a unit's survivability.
    • Shields provide good protection against temporary systems loss, but give less protection than armor.
    • Shields provide limited countermagic capability.
  • ECM (A)
    • Decreases the accuracy of enemy weapons fire.
    • Particularly effective against Exotic Weapons.
    • ECM effectiveness improves at range.
    • ECM provides no protection in close combat.

Electronics

  • Command (A)
    • Improves the likelihood that your units will be engaging in combat on advantageous terms.
  • Sensors (A)
    • Modifies a unit's detection ability.
    • Sensors also modify a unit's long-range weapons accuracy.
  • Stealth (A)
    • Modifies a unit's ability to defeat sensors.
    • In some situations, stealth reduces enemy weapons accuracy.
  • Anti-Umbral Sensors (U)
    • Allows a unit to detect Umbral units.
    • Primarily used for non-zeppelin air.
    • Larger units (warships, generally) do not require this upgrade to engage Umbral units as long as they have +Anti-Umbral Weapons.


Mobility

  • Mobility (A)
    • Modifies a unit's tactical speed and evasion.
    • Not available for air units (but see Speed/Agility, below).
    • An upgrade adds +2 GL/week to base cruising speed before modifiers.
  • Mechanized (U)
    • Greatly improves an infantry unit's movement speed.
    • Slightly improves an infantry unit's combat effectiveness.
    • Greatly increases an infantry unit's logistics footprint (a Mechanized infantry unit no longer has the non-Mechanized tag.)
    • Available for infantry only.
  • Speed (U/D)
    • Modifies an air unit's straight-line speed.
    • Only available for non-zeppelin air units and mecha.
    • As an upgrade, allows in-atmosphere flight as Mecha.
  • Agility (U/D)
    • Modifies an air unit's evasiveness.
    • Only available for non-zeppelin air units and mecha.

Miscellaneous

Miscellaneous upgrades are not an exhaustive list. These are just the most common forms.

  • Airmobile (U)
    • Removes any CP penalty for being carried by an air unit.
  • Compact (U)
    • Halves the CP or DP a unit requires.
  • Cargo (U)
    • Modifies a unit's ability to haul cargo.
    • Increases or decreases base cargo hauling ability by 50% for most units. Some units, like gunships and zeppelins, gain CP from a cargo upgrade despite having 0 base CP. This is specified in their writeup.
    • On air transports with electronics-related upgrades (ECM, Command, Sensors), a downgrade reduces cargo capacity by 100%.
  • Carrying Capacity (U)
    • Provides a naval unit or zeppelin with additional hangars or troop bays.
    • Units gain a differing amount of CP or DP, as listed in their writeup.
    • 1 aptitude or 1 upgrade give the same amount of additional carrying capacity.
    • As a downgrade, this eliminates all of a unit's hangar capacity (for non-carriers) or reduces hangar capacity by 50% per downgrade (for carriers).
    • As a negative aptitude this eliminates all DP on vessels and bars the construction of carriers.
    • Provides 100 CP per added DP (already included in the per-upgrade stats below)
    • 1 DP can be traded in for 500 additional CP.
    • 5 DP can be traded in for a docking collar to transport ships.
  • Umbral-Capable (U)
    • Allows a unit to hide in the Umbra.
    • Umbral units have no shields.
    • Umbral units are hard to detect but vulnerable to counter-Umbral weapons.
  • High-Traction Drives (U)
    • Unit no longer takes speed penalty from carrying external vessels.
  • Bathysphere (U)
    • Unit can explore stormways.
    • Requires 2 or more upgrades to work.
  • Parasite (D)
    • Unit is a System Ship and cannot transit starlanes.
    • Unit takes up reduced docking collar capacity.

Unit Types

Tags

  • Non-Mechanized: The unit's logistics footprint is halved for calculating logistics load.
  • Very Low Upkeep: The unit's logistics footprint is quartered for calculating logistics load.
  • No Upkeep: The unit has no logistics upkeep.
  • Fortification: Fortifications do not benefit from Mobility aptitudes and have miscellaneous other qualities due to being immobile buildings.
  • Unarmed: The unit has no weapons by default.
  • System Ship: The unit does not have the endurance to transit starways without upgrades.
  • Zeppelin: The unit multiplies its base strategic cruising speed by 2.
  • Civilian: The unit multiplies its base strategic cruising speed by 0.5.
  • Limited Aptitudes: The unit does not benefit from aptitudes without a relevant upgrade.

Infantry

Normal Infantry

All normal infantry use 1 CP on aircraft, 5 CP on zeppelins, and 20 CP on ships per unit.

Levy Infantry

  • 25,000 units per batch
  • Non-Mechanized

Regular Infantry

  • 5,000 units per batch
  • Non-Mechanized

Crack Infantry

  • 1,000 units per batch
  • Non-Mechanized

Special Forces

  • 50 units per batch
  • Non-Mechanized

Heavy Infantry

Battlesuits

  • 200 units per batch
  • 10 CP per unit

Vehicles

Armor

Scout Vehicles

  • 1,000 units per batch
  • 10 CP per unit

Light Armor

  • 250 units per batch
  • 50 CP per unit, 100 CP if transported by air.

Battle Armor

  • 100 units per batch
  • 100 CP per unit, 200 CP if transported by air.

Superheavy Armor

  • 50 units per batch
  • 250 CP per unit, 500 CP if transported by air.

Mecha

  • 20 units per batch
  • 3 DP per unit
  • Special: Mecha are multirole combatants which can effectively fight both in the Deep Sky and on land. Mecha can fly in space and can fly in-atmosphere with a General Performance or +Speed upgrade.

Artillery

Self Propelled Gun

  • 200 units per batch
  • 100 CP per unit, 200 CP if transported by air.

Heavy Artillery

  • 25 units per batch
  • 250 CP per unit, 500 CP if transported by air.

Supergun

  • 1 unit per batch
  • 1,000 CP per unit, 5,000 CP if transported by air.

Landships

Mobile Gun Fort

  • 4 units per batch
  • 1,000 CP per unit, 5,000 CP if transported by air.

Earthcruiser

  • 1 unit per batch
  • 5,000 CP per unit

Land Dreadnought

  • 1 unit per batch
  • x3 Cost Multiplier
  • 25,000 CP per unit

Continental Siege Unit

  • 1 unit per batch
  • Expensive
  • x12 Cost Multiplier
  • 100,000 CP per unit

Megacannon

  • 1 unit per batch
  • Expensive
  • x25 Cost Multiplier
  • Cannot be transported

Air Units

Tactical Air

Tactical air can travel 1 GL through starways without upgrades.

Air Scout

  • 100 units per batch
  • Unarmed
  • 0.5 DP per unit

Dogfighters

  • 50 units per batch
  • 1 DP per unit

Strikers

  • 50 units per batch
  • 1 DP per unit

Heavy Fighters

  • 20 units per batch
  • 3 DP per unit

Strategic Air

Strategic air can travel 5 GL through starways without upgrades.

Heavy Bombers

  • 25 units per batch
  • 6 DP per unit

Fast Bombers

  • 5 units per batch
  • 12 DP per unit

Airlift

All airlift can travel 5 GL through starways without upgrades.

Light Airlift

  • 50 units per batch
  • Unarmed
  • Cargo Capacity: 25 CP
  • 6 DP per unit
  • Special: If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.

Heavy Airlift

  • 10 units per batch
  • Unarmed
  • Cargo Capacity: 100 CP (ignores airlift penalty)
  • 20 DP per unit
  • Special: If equipped with Electronics upgrades (ECM, Command, Sensors) a -Cargo on an airlift unit reduces its cargo capacity by 100%, not 50%.

Aviation

Aviation cannot transit starways under its own power.

Gunship

  • 50 units per batch
  • Cargo Capacity: 0 CP
  • +20 CP per cargo upgrade
  • 2 DP per unit

Light Aviation Transport

  • 50 units per batch
  • Cargo Capacity: 25 CP
  • 2 DP per unit

Carryall

  • 20 units per batch
  • Cargo Capacity: 100 CP
  • 5 DP per unit

Superheavy Air

Super Gunship

  • 1 unit per batch
  • ??? DP per unit

Super Bomber

  • 1 unit per batch
  • ??? DP per unit

Superlifter

  • 1 unit per batch
  • Cargo Capacity: ??? DP
  • ??? DP per unit

Zeppelins and Warships

Zeppelins

Small Zeppelin

  • 25 units per batch
  • System Ship, Zeppelin
  • Cargo Capacity: 0 CP
  • +100 CP per cargo upgrade
  • 10 DP per unit

Large Zeppelin

  • 5 units per batch
  • Zeppelin
  • Cargo Capacity: 0 CP, Hangar Capacity: 0 CP
  • +500 CP per cargo upgrade, +4 DP and +400 CP per carrying upgrade

Sky Titan

  • 1 unit per batch
  • Expensive, Zeppelin
  • Cargo Capacity: 400 CP, Hangar Capacity: 4 CP
  • +2500 CP per cargo upgrade, +20 DP and +2000 CP per carrying upgrade

Sky Leviathan

  • 1 unit per batch
  • Expensive, Zeppelin
  • x3 Cost Multiplier
  • Cargo Capacity: 2500 CP, Hangar Capacity: 25 DP
  • +7500 CP per cargo upgrade, +50 DP and +5000 CP per carrying upgrade

Small and Medium Warships

Patrol Ships

  • 15 units per batch
  • System Ship
  • Cargo Capacity: 0 CP, Hangar Capacity: 0 CP
  • +200 CP, 2 DP per carrying upgrade
  • Uses 1 docking collar

Small Warship

  • 4 units per batch
  • Expensive
  • Cargo Capacity: 200 CP, Hangar Capacity: 2 DP
  • +600 CP, 6 DP per carrying upgrade
  • Uses 6 docking collars, 3 if Parasite

Small Carrier

  • 4 units per batch
  • Expensive
  • Cargo Capacity: 4000 CP, Hangar Capacity: 40 DP
  • +1300 CP, 13 DP per carrying upgrade
  • Uses 12 docking collars, 8 if Parasite

Medium Warship

  • 1 unit per batch
  • Expensive
  • Cargo Capacity: 600 CP, Hangar Capacity: 6 DP
  • +2500 CP, 25 DP per carrying upgrade
  • Uses 20 docking collars, 10 if Parasite

Medium Carrier

  • 1 unit per batch
  • Expensive
  • Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP
  • +3300 CP, 33 DP per carrying upgrade
  • Uses 24 docking collars, 12 if Parasite

Capital Warships

Large Warship

  • 1 unit per batch
  • Expensive
  • x3 Cost Multiplier
  • Cargo Capacity: 1000 CP, Hangar Capacity: 10 DP
  • +5000 CP, 50 DP per carrying upgrade
  • Uses 40 docking collars, 25 if Parasite

Large Carrier

  • 1 unit per batch
  • Expensive
  • x3 Cost Multiplier
  • Cargo Capacity: 20000 CP, Hangar Capacity: 200 DP
  • +6700 CP, 67 DP per carrying upgrade

Supercapital Ship

  • 1 unit per batch
  • Expensive
  • x12 Cost Multiplier
  • Cargo Capacity: 10000 CP, Hangar Capacity: 100 DP
  • +30000 CP, 300 DP per carrying upgrade

Really Big Warships

Megacapital Ship

  • 1 unit per batch
  • Expensive
  • x100 Cost Multiplier
  • Cargo Capacity: 100000 CP, Hangar Capacity: 1000 DP
  • +200000 CP, 2000 DP per carrying upgrade

Hypercapital Ship

  • 1 unit per batch
  • Expensive
  • x1000 Cost Multiplier
  • Cargo Capacity: effectively infinite, Hangar Capacity: effectively infinite

Civilian and Paramilitary Vessels

Freighters

Freighter

  • 50 units per batch
  • Civilian, Unarmed, Limited Aptitudes
  • 25,000 CP

Fast Freighter

  • 10 units per batch
  • Unarmed, Limited Aptitudes
  • 50,000 CP

Superfreighter

  • 12 units per batch
  • Civilian, Unarmed, Limited Aptitudes
  • 200,000 CP

Megafreighters

  • 3 units per batch
  • Civilian, Unarmed, Limited Aptitudes
  • 1,000,000 CP
  • Special: Megafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.

Gigafreighter

  • 1 unit per batch
  • x10 cost multiplier
  • Civilian, Unarmed, Limited Aptitudes
  • 25,000,000 CP
  • Special: Gigafreighters are very slow to load, and if used for trade routes shorter than 20 GL, double the CP requirement for each point of trade.

Escorts and Raiders

Merchant Escort

  • 25 units per batch
  • Civilian
  • Cargo Capacity: 0 CP, Hangar Capacity: 0 CP
  • +200 CP, 2 DP per carrying upgrade

Merchant Carrier

  • 8 units per batch
  • Civilian
  • Cargo Capacity: 25,000 CP, Hangar Capacity: 25 CP
  • +1000 CP, 10 DP per carrying upgrade

Merchant Raider

  • 8 units per batch
  • Cargo Capacity: 10,000 CP, Hangar Capacity: 10 DP
  • +400 CP, 4 DP per carrying upgrade

Fortifications and Hardpoints

Ground Fortifications

Minefield

  • 100 units per batch
  • No Upkeep

Pillboxes

  • 1000 units per batch
  • Fortification

Walls

  • 100 units per batch
  • Fortification
  • Special: Walls count as 10% of their IP for logistics load.

Redoubt

  • 20 units per batch
  • Fortification

Bunkers

  • 25 units per batch
  • Fortification, Very Low Upkeep

Bulwarks

  • 5 units per batch
  • Fortification, Very Low Upkeep

Castle

  • 1 unit per batch
  • Fortification

Super Bunker

  • 1 unit per batch
  • Fortification, Very Low Upkeep

Citadel

  • 1 unit per batch
  • x25 Cost Multiplier
  • Fortification

Geofront

  • 1 unit per batch
  • x25 Cost Multiplier
  • Fortification, Very Low Upkeep

Space Fortifications

Skymine Constellation

  • 25 units per batch
  • No Upkeep

Sentry Buoy

  • 50 units per batch
  • Fortification

Picket Fort

  • 5 units per batch
  • Fortification
  • 20 DP
  • +10 DP per upgrade

Combat Fort

  • 1 unit per batch
  • Fortification
  • 100 DP
  • +50 DP per upgrade

Battle Fort

  • 1 unit per batch
  • x3 Cost Multiplier
  • Fortification
  • 200 DP
  • +100 DP per upgrade

Superfort

  • 1 unit per batch
  • x15 Cost Multiplier
  • Fortification
  • 1000 DP
  • +500 DP per upgrade

Pocketstar

  • 1 unit per batch
  • x100 Cost Multiplier
  • Fortification
  • effectively infinite DP

Miscellaneous Fortifications

Field Generator

  • 1 unit per batch
  • x10 Cost Multiplier
  • Fortification

Early Warning Net

  • 1 unit per batch
  • x5 Cost Multiplier
  • Fortification