Post by Deleted on Dec 14, 2014 0:16:14 GMT -5
I had some ideas for new tech upgrades/research unlockables. Let me know what you guys think.
Repair and Refuel
Repair Camp I: +1 Repair and Refuel for all nearby ships. Build for 50 CP + 500, maint 20/turn.
Repair Camp II: +2 Repair and Refuel for all nearby ships, -20% ship maintenance. Build for 75 CP + 1000, maint 45/turn
Repair Camp III: +3 Repair and Refuel for all nearby ships, -30% ship maintenance. Build for 100CP + 2000, maint 75/turn.
Planetary Offense
Hyperspace Ground Weapons I (FDF): Defends 10 upgrade levels, damages invading ships. Damage based on defense score. Build for 40CP + 1500, maint 30/turn.
Hyperspace Ground Weapons II (FDF): Defends 15 upgrade levels, damages invading ships. Damage based on defense score. Build for 60CP + 3000, maint 40/turn.
Hyperspace Weapons III (FDF): Defends 20 upgrade levels, damages surrounding enemy ships. Damage based on defense score. Build for 100 CP + 4500, maint 70/turn.
Orbital Spice Manufacturing
Orbital Spice Hall I (Spice): Entertains 10 population, +1 Research, +1 espionage, requires 0 quality. Build for 50 CP + 700, maint 20/turn.
Orbital RST Station I: Houses 1 population, +4 Research, requires 0 quality. Build for 50 CP + 1000, maint 35/turn. Core upgrade.
Orbital Spice Hall II (Spice): Entertains 15 population, +1 Research, +1 espionage, requires 0 quality. Build for 80 CP + 1200, maint 30/turn.
Planetary Transformation
Terraforming Reactors III (Mining): Increases quality by 3, minerals by 4. Requires 0 quality. Build for 20 CP + 8000, maint 30/turn.
Terraforming Reactors IV (Mining): Increases quality by 4, minerals by 5. Requires 0 quality. Build for 30CP + 9000, maint 40/turn.
Political Structures
United Factions (political structure): decreases chance of hostile conflict by 30% while active. Consumes EP to keep active. Build for 3000ep + 5000.
*uses treaty EP to keep active. As a result, treaties cannot be passed while active.
Intergalactic Spice Summit (politics): Negotiates trade routes. Chance to create a new 'Trade Route'. 100% chance of success, cannot be blocked by other politics, cannot reinforce other politics. Cannot replace conflicts. Build for 600ep + 1900.
Military Strikes (politics): Chance to replace a conflict. Replaces a 'Trade War' or 'Trade Embargo' with a 'Trade Route. 60% chance of success. Build for 200ep + 3000.
Productive Habitation
Industrial City I (Hab): Supports 2 population, generates 2 CP, +2 Trade Points, defends 10 levels. Build for 40CP + 700, maint 45/turn.
Industrial City II (Hab): Supports 3 population, generates 3 CP, +3 Trade Points, defends 15 levels. Build for 70CP + 1100, maint 75/turn.
Industrial City III (Hab): Supports 4 population, generates 4 CP, +4 Trade Points, defends 20 levels. Build for 100CP + 1600, maint 105/turn.
Mining Base I (Hab): Supports 2 population, exploit 2 mining, 2 research, 1 espionage. Build for 40CP + 800, maint 35/turn.
Mining Base II (Hab): Supports 3 population, exploits 3 minerals, 3 research, 1 espionage. Build for 70CP + 1500, maint 55/turn.
Mining Base III (Hab): Supports 4 population, exploits 4 minerals, 4 research, 2 espionage. Build for 100CP + 2500, maint 75/turn.
Population Relocation (event): Evacuates 1 population to nearby colony. Build for 40CP + 1800. One-time event.
Experimental Construction
Exterminator Cruiser: torpedoes/multi-rocket launcher (torpedos + sensor), cladding/armored hull, crew/none, heavy reactors, +20 pts/durability.
Launcher Gordon K2 - 15-30 damage, attacks multiple targets in range, +1 attack. Build for 50 CP + 300, maint 70/turn. 1800 mass.
Launcher Starfixer Beta - 20-30 damage, attacks multiple targets in range, +1 attack. Build for 70 CP + 500, maint 90/turn. 2500 mass.
Heavy Launcher - 20-40 damage, attacks multiple targets in range, +1 attack. Build for 100 CP + 800. 3200 mass.
Infrared Seeker Launcher - 25-40 damage, attacks multiple targets in range, +2 attack. Build for 120CP + 1290, maint 160/turn. 3850 mass.
Rocket Launcher 1 - launches hyperspace rockets at multiple enemies in 3 range. Maximum targets based on sensor. Requires 12 water-fuel.
Rocket Launcher 2 - launches hyperspace rockets at multiple enemies in 3 range, +3 attack, +3 sensor. Maximum targets based on sensor. Requires 24 water-fuel.
Hypersonic Ultra Lacing (cladding): 28 armor, +2 Evade, +2 Stealth, +6 damage, +2 torpedo attack. Mass 2320.
Scouts
Trained Scouts (crew): +2 sensor. Build for 10CP + 100, maint 14/turn. Mass 100.
Explore 2: explores anomolies at 1 range. +3 sensor, burns 24 water fuel.
Trained Exo-scouts (crew): +2 sensor, +2 radiation shielding. Build for 15 CP + 200, maint 24/turn. Mass 160.
Null Void Shielding (structure): +6 radiation shielding. Build for 46 CP + 460, maint 54/turn. Mass 450.
Explore 3: explores anomalies at 1 range. +6 sensor, +2 radiation shielding, burns 32 water fuel.
Exo Fighter - torpedos/close-in defense, cladding/plating, crew/structure, fast reactors, +10 pts/durability.
Flagships
Battleship - gravity driver/kk torpedos, plating/armored hull, structure/bridge, heavy reactors, +25 pts/durability.
Heavy Fighter - light gun/close-in defense, barriers/plating, bridge/propulsion, standard reactors, +12 pts/durability.
Ultimate Duraniam Hull (hull): 45 armor. Mass 3020.
Advanced Duraniam Lacing (cladding): 29 armor, +2 Evade, +3 Stealth. Mass 1890.
Anti-gravity Barrier: 24 armor, +1 Evade.
Radiation Containment
Nuclear Frigate - nukes (torpedoes + stealth)/radiation defense, cladding/plating, structure/crew, standard reactors, +17 pts/durability.
Gamma Hyperspace Nuclear Missile (nuke): 10-20 pts damage, +10 gamma damage, +3 attack. Build for 18CP + 160, maint 40/turn. Mass 430.
Theta Hyperspace Nuclear Missile (nuke): 15-25 pts damage, +15 pts Theta damage, +4 attack. Build for 45CP + 600, maint 60/turn. Mass 900.
Neutron Hyperspace Nuclear Missile (nuke): 20-30 pts damage, +20 pts Neuron damage, +4 attack. Build for 70CP + 1100, maint 74/turn. Mass 1320.
Theta Hyperkiller Nuclear Missile (nuke): 20-40 pts damage, +20 pts Theta damage, +5 attack. Build for 90CP + 1600, maint 85/turn. Mass 1750.
Hyperion Nuclear Missile (nuke): 20-45 pts damage, +10 pts Theta Damage, +10 Neutron Damage, +6 attack. Build for 93 CP + 1940, maint 98/turn. Mass 2000.
Reinforced Shielding Generator (radiation shielding): +1 radiation shielding. Build for 10 CP + 100, maint 8/turn. Mass 70.
Super Shielding Generator (radiation shielding): +2 radiation shielding, +2 Neuron Shielding. Build for 15 CP + 200, maint 16/turn. Mass 250.
Heavy Shielding Generator (radiation defense): +3 radiation shielding, +3 Neuron Shielding, +3 Theta Shielding. Build for 20 CP + 300, maint 33/turn. Mass 600.
Ultimate Shielding Generator (radiation defense): +4 radiation shielding, +4 Neutron Shielding, +4 Theta Shielding, +2 Gamma Shielding. Build for 35 CP + 600, maint 60/turn. Mass 890.
Kladaxian Duraniam Plating (plating): 32 armor, +2 radiation shielding. Build for 154 CP + 1520, maint 191/turn. Mass 1510.
Advanced Repairs
Fueling Mechanic Decks (bridge): +30 Water-fuel, +2 Refuel. Build for 36 CP + 370. Maint 42/turn. Mass 370.
Trained Mechanics (crew): +2 Repair, +2 Refuel. Build for 16 CP + 160, maint 20/turn. 190 mass.
Repair Ship 1: Repairs fighters and cruisers by (25+ Repair) repair (all ships except carriers and heavy reactor ships). Burns 20 water-fuel.
Refuel Ship 3: Refuels non-carrier by (40+ Refuel) refuel. Burns 40 water-fuel.
Repair Fighter 3: Repairs fighter by (40+ Repairx2) repair. Burns 24 water-fuel.
Restructure Fighter 1: Repair and Refuel fighter by 20. Burns 20 water-fuel.
Reactor Efficiency System (propulsion): +3 Refuel. 160 mass.
Repair and Refuel
Repair Camp I: +1 Repair and Refuel for all nearby ships. Build for 50 CP + 500, maint 20/turn.
Repair Camp II: +2 Repair and Refuel for all nearby ships, -20% ship maintenance. Build for 75 CP + 1000, maint 45/turn
Repair Camp III: +3 Repair and Refuel for all nearby ships, -30% ship maintenance. Build for 100CP + 2000, maint 75/turn.
Planetary Offense
Hyperspace Ground Weapons I (FDF): Defends 10 upgrade levels, damages invading ships. Damage based on defense score. Build for 40CP + 1500, maint 30/turn.
Hyperspace Ground Weapons II (FDF): Defends 15 upgrade levels, damages invading ships. Damage based on defense score. Build for 60CP + 3000, maint 40/turn.
Hyperspace Weapons III (FDF): Defends 20 upgrade levels, damages surrounding enemy ships. Damage based on defense score. Build for 100 CP + 4500, maint 70/turn.
Orbital Spice Manufacturing
Orbital Spice Hall I (Spice): Entertains 10 population, +1 Research, +1 espionage, requires 0 quality. Build for 50 CP + 700, maint 20/turn.
Orbital RST Station I: Houses 1 population, +4 Research, requires 0 quality. Build for 50 CP + 1000, maint 35/turn. Core upgrade.
Orbital Spice Hall II (Spice): Entertains 15 population, +1 Research, +1 espionage, requires 0 quality. Build for 80 CP + 1200, maint 30/turn.
Planetary Transformation
Terraforming Reactors III (Mining): Increases quality by 3, minerals by 4. Requires 0 quality. Build for 20 CP + 8000, maint 30/turn.
Terraforming Reactors IV (Mining): Increases quality by 4, minerals by 5. Requires 0 quality. Build for 30CP + 9000, maint 40/turn.
Political Structures
United Factions (political structure): decreases chance of hostile conflict by 30% while active. Consumes EP to keep active. Build for 3000ep + 5000.
*uses treaty EP to keep active. As a result, treaties cannot be passed while active.
Intergalactic Spice Summit (politics): Negotiates trade routes. Chance to create a new 'Trade Route'. 100% chance of success, cannot be blocked by other politics, cannot reinforce other politics. Cannot replace conflicts. Build for 600ep + 1900.
Military Strikes (politics): Chance to replace a conflict. Replaces a 'Trade War' or 'Trade Embargo' with a 'Trade Route. 60% chance of success. Build for 200ep + 3000.
Productive Habitation
Industrial City I (Hab): Supports 2 population, generates 2 CP, +2 Trade Points, defends 10 levels. Build for 40CP + 700, maint 45/turn.
Industrial City II (Hab): Supports 3 population, generates 3 CP, +3 Trade Points, defends 15 levels. Build for 70CP + 1100, maint 75/turn.
Industrial City III (Hab): Supports 4 population, generates 4 CP, +4 Trade Points, defends 20 levels. Build for 100CP + 1600, maint 105/turn.
Mining Base I (Hab): Supports 2 population, exploit 2 mining, 2 research, 1 espionage. Build for 40CP + 800, maint 35/turn.
Mining Base II (Hab): Supports 3 population, exploits 3 minerals, 3 research, 1 espionage. Build for 70CP + 1500, maint 55/turn.
Mining Base III (Hab): Supports 4 population, exploits 4 minerals, 4 research, 2 espionage. Build for 100CP + 2500, maint 75/turn.
Population Relocation (event): Evacuates 1 population to nearby colony. Build for 40CP + 1800. One-time event.
Experimental Construction
Exterminator Cruiser: torpedoes/multi-rocket launcher (torpedos + sensor), cladding/armored hull, crew/none, heavy reactors, +20 pts/durability.
Launcher Gordon K2 - 15-30 damage, attacks multiple targets in range, +1 attack. Build for 50 CP + 300, maint 70/turn. 1800 mass.
Launcher Starfixer Beta - 20-30 damage, attacks multiple targets in range, +1 attack. Build for 70 CP + 500, maint 90/turn. 2500 mass.
Heavy Launcher - 20-40 damage, attacks multiple targets in range, +1 attack. Build for 100 CP + 800. 3200 mass.
Infrared Seeker Launcher - 25-40 damage, attacks multiple targets in range, +2 attack. Build for 120CP + 1290, maint 160/turn. 3850 mass.
Rocket Launcher 1 - launches hyperspace rockets at multiple enemies in 3 range. Maximum targets based on sensor. Requires 12 water-fuel.
Rocket Launcher 2 - launches hyperspace rockets at multiple enemies in 3 range, +3 attack, +3 sensor. Maximum targets based on sensor. Requires 24 water-fuel.
Hypersonic Ultra Lacing (cladding): 28 armor, +2 Evade, +2 Stealth, +6 damage, +2 torpedo attack. Mass 2320.
Scouts
Trained Scouts (crew): +2 sensor. Build for 10CP + 100, maint 14/turn. Mass 100.
Explore 2: explores anomolies at 1 range. +3 sensor, burns 24 water fuel.
Trained Exo-scouts (crew): +2 sensor, +2 radiation shielding. Build for 15 CP + 200, maint 24/turn. Mass 160.
Null Void Shielding (structure): +6 radiation shielding. Build for 46 CP + 460, maint 54/turn. Mass 450.
Explore 3: explores anomalies at 1 range. +6 sensor, +2 radiation shielding, burns 32 water fuel.
Exo Fighter - torpedos/close-in defense, cladding/plating, crew/structure, fast reactors, +10 pts/durability.
Flagships
Battleship - gravity driver/kk torpedos, plating/armored hull, structure/bridge, heavy reactors, +25 pts/durability.
Heavy Fighter - light gun/close-in defense, barriers/plating, bridge/propulsion, standard reactors, +12 pts/durability.
Ultimate Duraniam Hull (hull): 45 armor. Mass 3020.
Advanced Duraniam Lacing (cladding): 29 armor, +2 Evade, +3 Stealth. Mass 1890.
Anti-gravity Barrier: 24 armor, +1 Evade.
Radiation Containment
Nuclear Frigate - nukes (torpedoes + stealth)/radiation defense, cladding/plating, structure/crew, standard reactors, +17 pts/durability.
Gamma Hyperspace Nuclear Missile (nuke): 10-20 pts damage, +10 gamma damage, +3 attack. Build for 18CP + 160, maint 40/turn. Mass 430.
Theta Hyperspace Nuclear Missile (nuke): 15-25 pts damage, +15 pts Theta damage, +4 attack. Build for 45CP + 600, maint 60/turn. Mass 900.
Neutron Hyperspace Nuclear Missile (nuke): 20-30 pts damage, +20 pts Neuron damage, +4 attack. Build for 70CP + 1100, maint 74/turn. Mass 1320.
Theta Hyperkiller Nuclear Missile (nuke): 20-40 pts damage, +20 pts Theta damage, +5 attack. Build for 90CP + 1600, maint 85/turn. Mass 1750.
Hyperion Nuclear Missile (nuke): 20-45 pts damage, +10 pts Theta Damage, +10 Neutron Damage, +6 attack. Build for 93 CP + 1940, maint 98/turn. Mass 2000.
Reinforced Shielding Generator (radiation shielding): +1 radiation shielding. Build for 10 CP + 100, maint 8/turn. Mass 70.
Super Shielding Generator (radiation shielding): +2 radiation shielding, +2 Neuron Shielding. Build for 15 CP + 200, maint 16/turn. Mass 250.
Heavy Shielding Generator (radiation defense): +3 radiation shielding, +3 Neuron Shielding, +3 Theta Shielding. Build for 20 CP + 300, maint 33/turn. Mass 600.
Ultimate Shielding Generator (radiation defense): +4 radiation shielding, +4 Neutron Shielding, +4 Theta Shielding, +2 Gamma Shielding. Build for 35 CP + 600, maint 60/turn. Mass 890.
Kladaxian Duraniam Plating (plating): 32 armor, +2 radiation shielding. Build for 154 CP + 1520, maint 191/turn. Mass 1510.
Advanced Repairs
Fueling Mechanic Decks (bridge): +30 Water-fuel, +2 Refuel. Build for 36 CP + 370. Maint 42/turn. Mass 370.
Trained Mechanics (crew): +2 Repair, +2 Refuel. Build for 16 CP + 160, maint 20/turn. 190 mass.
Repair Ship 1: Repairs fighters and cruisers by (25+ Repair) repair (all ships except carriers and heavy reactor ships). Burns 20 water-fuel.
Refuel Ship 3: Refuels non-carrier by (40+ Refuel) refuel. Burns 40 water-fuel.
Repair Fighter 3: Repairs fighter by (40+ Repairx2) repair. Burns 24 water-fuel.
Restructure Fighter 1: Repair and Refuel fighter by 20. Burns 20 water-fuel.
Reactor Efficiency System (propulsion): +3 Refuel. 160 mass.