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Game 10 Standard Technologies.

Posted by ZontanFor group 0
Zontan
GM, 1127 posts
Thu 11 Oct 2018
at 20:12
  • msg #1

Game 9 Standard Technologies

Unless Otherwise Stated Research Costs are as follows, which is 'Standard':
Lv1 1M1E1LS   / 1G1E1LS
Lv2 1M1E1LS1G / 1G1E1LS1M
Lv3 2M1E1LS1G / 2G1E1LS1M
Lv4 2M2E1LS1G / 2G2E1LS1M
Lv5 2M2E2LS1G / 2G2E2LS1M
Lv6 2M2E2LS2G / 2G2E2LS2M


PRODUCTION/RESOURCE/ECONOMIC TECHS:

Production Bonus Technology, Lv1+
In order to increase the productivity of a planet or station that you control Factories can be built, costing 2M or 2G each, which will produce +1 of that type of resource at that location per cycle.
-There is a different Production Bonus Tech for each resource type (Mech, Energy, LS, Gen, Workers, Military, Luxury.)
-You must have all previous levels of the tech for a particular resource before researching the next level.  (i.e. To research Genetic Production Bonus III, you must already have Genetic Production Bonus I&II.)
-Ex: If you have Genetic Production Bonus I&II&III, then you can build three factories giving a total increase of 3 genetic units per cycle.


Improved Construction, Lv4
Pre-Req: Requires Mechanical Production +3 Tech or Genetics Production +3, and at least ten other Production or Efficient Construction/Colonization techs.
This is a general upgrade to Factories, reducing the cost from 2M to 1M OR 2G to 1G. This does not affect Galactic Industries.
-There is no Improved Construction II.


Galactic Industries, Lv2
Pre-req: Any Production Tech
At a cost of 4M or 4G, your civilization can construct any Production Bonus Factory on a known planet of another race. You must obtain the permission of the planets current owner, who receives 1c per factory per cycle from the builder.  If the builder cannot pay the credits, the factories are automatically dismantled.


The Art of Worker Training, Lv2
The Worker to Military conversion can now be accomplished at a 4-1 ratio.
Lv3 is 3-1 Conversion
Lv4 is 5-2 Conversion
Lv5 is 2-1 Conversion
There is no lv6 tech.


Luxury Markets; Lv1
You may convert 2 Luxury into 10 credits.
Level 2: 2 Luxury converts to 15 credits.
Level 3: 2 Luxury converts to 20 credits.
Level 4: 2 Luxury converts to 25 credits.
Level 5: 2 Luxury converts to 30 credits.


Improved Taxation; Lv3
Pre-req: Any Level 2 Production Tech.
Spend 1M1L to build a tax assessor’s office on a planet (not a station). Your planet produces 1 credit per factory in place there.
Level 4+: Each additional level doubles the credit yield.


Trade Station Expansion; Lv 1
Spend 1M1L to build a Trade Station on a Space Station (limit one per Space Station). This Trade Station adds 1 Credit to each Trade Route.
Level 2+: Add +1 credits to each Trade Route per tech increase.


CHARACTER TECHS:

Improved [Character Type]; Lv3+
Pre-req: One character of that type of level 5 or greater.
The appropriate character type is treated as one level higher when using their ability. This does not affect their level for purposes of promotion into another character type.
Lv4: +1 level
Lv5: +1 level
There is no level 6 version of this technology.

On-The-Job [Character Type] Training; Lv1
The appropriate character type may use their ability while being trained, treating their level for that action as half their character level before training, rounded up.
Lv2: As above, but they are treated as their full level.

Speedy [Character Type]; Lv1
The appropriate character type may perform a free move before using their ability or being trained on that turn.

MILITARY TECHS:

Military Grade, Lv1+
This is your baseline military unit improvement. For every Military Grade Technology you receive a +1 Military Grade. If you have a 1 or 2 higher Military Grade your forces receive a +1 on each die rolled in combat. If your Military is 3 or 4 higher then you receive a +2. If your Military Grade is 5 or higher then you receive a +3 on each die rolled in combat.
-This encompasses all technology that permanently increases your military's fighting ability in every situation without cost.
-The level 1 version of this tech makes your military units A1 Military Grade, and all non-Peaceful races start with it. Each additional level raises it one higher.
-This technology is the only exception to the Lv6 Rule for Technologies.


Improved Hyper Drive, Lv1+
Determines the range your military ships can move in a single turn.
Basic Move: 3 (This is a Level 1 tech that everyone starts with.)
Lv1 Move: 4
Lv2 Move: 5
Lv3 Move: 7
Lv4 Move: 9
Lv5 Move: 11
Lv6 Move: 14


Astral Mapping Lv2+  [This Tech cannot be selected as a starting tech]
This tech expands the automatic Solar System Scouting of your locations as follows:
Lv2: +1 radius (radius 2 around planets)
Lv3: +1 radius for Space Stations (radius 1 around space stations)
Lv4: +2 radius (radius 3 around planets)
Lv5: +2 radius for Space Stations (radius 2 around space stations)


Dormancy, Lv1+
This tech allows your military life support upkeep to increase from 1 life support per 5 military units to 1 life support per 10 units.  This technology can be upgraded adding 5 more units covered by the life support cost per tech level.  Level 6 of this technology allows all of your military to be considered one large fleet for life support upkeep payments.
Dormancy II  - 1:15
Dormancy III - 1:20
Dormancy IV  - 1:25
Dormancy V   - 1:30


Mercenary Negotiation, Lv1+
This tech allows your mercenary luxury upkeep to increase from 1 luxury per 5 mercenary units to 1 luxury per 10 units.  This technology can be upgraded adding 5 more units covered by the luxury cost per tech level.  Level 6 of this technology allows all of your mercenaries to be considered one large fleet for luxury upkeep payments.


10% Combat Techs:

Assimilation, Lv1+
This technology allows you to fix/repair/eat/takeover or in some other way brings back to functionality +1/10 of the enemy ships that your forces defeated at any given battle that you are a victor. If there are multiple races in a coalition present each benefits from this technology individually until which point as they would revive all ships. This technology is compatible with other technologies that utilize defeated enemy ships in some fashion, but is restricted in that no more units can be utilized than were originally present.
-Assimilation VI allows you to Assimilate even if you are defeated. This is generally only effective if your planet/stations Shields successfully activate.


Regeneration, Lv1+
This technology allows you to fix/repair/eat/takeover or in some other way brings back to functionality +1/10 of your ships that were defeated in any given battle that you are a victor.  This technology is compatible with other technologies that utilize lost ships in some fashion, but is restricted in that no more units can be utilized than were originally present.
-Regeneration VI allows you to Regenerate even if you are defeated. This is generally only effective if your planet/stations Shields successfully activate.


Hard-To-Kill, Lv1+
This technology gives military units the ability to survive a failed combat roll that would otherwise destroy them at a +10% chance per level, Max 50%


Ablative Armor, Lv1+
This technology gives military units a 10% chance to survive a kill-shots that would otherwise have destroyed them.  Each level of this tech grants an additional 10% chance, Max 50%.
-Kill-shots are anything that destroys a unit without a combat roll. Kamikaze, Saboteur Bomb Fleet actions, Orbital Defense Cannons, and the like all cause kill-shots.


Kamikaze, Lv1+
This technology gives a +10% chance per level for a military unit that is about to be destroyed to take an enemy unit with it into destruction. This works even when there are automated defenses, but will not normally directly affect the automated defenses. Max 50%.
-Kamikaze VI, 2M2E2LS2G
-Pre-Req: All other Kamikaze techs and at least 1 level of any tech it augments.
-Through the superior refinement of the art of Kamikaze a military unit that has been saved from destruction by another technology, triggers Kamikaze Tech in the saved unit. The opposing unit is affected as if it were hit with a 'Kill Shot' if the Kamikaze tech % is achieved.


Shock and Awe, Lv1+
Each of your military units has a 10% chance at the start of combat to stun one enemy military unit into inaction. These units count as not being able to attack. If they win their rolls, it has no effect other than the unit surviving. Stunned units return to normal at the end of the combat. If an army should ever be reduced to only stunned units (and has no way to escape) then those stunned units are immediately destroyed. Each level of this tech grants an additional 10% chance, max 50%.
-The level 6 version of this tech prevents Stunned ships from escaping via Gravitronic Drives.


Boarding Parties, Lv1+
When an enemy is defeated, there is a 10% chance that instead of being destroyed it will immediately switch sides mid-battle. These units are automatically targeted first by the enemy. At the end of battle, any remaining 'boarded' units are destroyed. Each level of this tech grants an additional 10% chance, max 50%.


+1/-1 Bonus Techs:

Frenzy, Lv3
When engaged in battle your crews have been trained to go into a Frenzy given appropriate stimulation. When your forces have lost 20% of its starting numbers, your units will enter a Frenzy and gain a +1 on all combat die rolls. Frenzied crews also will not retreat from Battle.
-You can include 'Additional Instructions' to NOT use Frenzy.


Flagship, Lv2
Pre-Req: A2 Military Grade
You can designate 1 standard military unit as your Flagship. That ship enjoys a +1MG when in direct combat, but is much more useful as a command and control nexus. When a Flagship is part of a sector fleet it gives +1 on dice rolled for that sector's fleet only.
-Advancements for Flagships are race-specific and cannot be traded, stolen, or otherwise transferred.  Ask GM for details on what the advancements might do.


Dampening Fields, Lv3
When your forces engage another enemy in sufficient numbers you can dampen their fighting courage and skills.  Generally this cancels a +1 bonus technology, but in the absence of such Dampening Fields will reduce the enemies' Military Grade by 1 level.
-This tech only functions if you outnumber your opponent's forces (not counting temporary or stunned units) and have at least 5 ships.


Orbital Defense Techs:

Orbital Defense Cannons, Lv2+
Pre-Req: Energy Production I
This technology allows for +1 Orbital Defense Cannon (ODC) to be built. These defensive structures can be built at any planet or space station for 2M or 2G per ODC. Each turn you can charge your ODCs with Energy, to a maximum of 5E that can be placed in them at any time. When an attacking fleet arrives the Cannons will shoot down 1 military unit per energy stored in the ODCs.
-Each additional level increases the number of Cannons you can have at 1 location.
-Planets with natural ODCs placed on them do not require this tech to use, and do not count against your ODC limit.


ODC Efficiency, Lv4+
Pre-Req: Orbital Defense Cannons II
This technology allows each Energy stored in an ODC to destroy an additional military unit.
-Each additional level allows each Energy stored in an ODC to destroy an additional military unit.


Mobile Defense Cannons, Lv3
PreReq: Orbital Defense Cannons I
At the cost of 4M, you may construct a support ship which can carry ODCs.  This can only be built at a planet or space station with base military production (Factories don't count.)  The support ship begins capable of carrying 1 ODC, which costs the same amount to build and follows the same charging and firing rules as a normal ODC.  This support ship may travel along with any fleet you control, but may not travel without military escort.  If the support ships is ever without military escort, it is considered destroyed.  The support ship has no military grade.
-Upgrades of this tech allow the support ship to have multiple ODCs installed on it, with each level adding an additional potential ODC.
-ODC Efficiency tech must be researched separately for Mobile ODCs than standard ODCs.
-While as many of these support ships may be in a sector at a time, only one may fire per turn.
-These support ships cannot fire while in the same sector as one of your planets or space stations, as the planet or space station counts as the higher priority ODC source.
-As these support ships have no military grade, they cannot be targeted by attacks or kill shots in the same way as normal military units.


Mobility Techs:

First Strike, Lv1+
Benefit: You cannot lose ships in the first round of combat.
-Improvements on the tech line increase the number of rounds by a number equal to the level of the tech.
-If two fleets with First Strike are on opposite sides of combat, then rounds where both sides are indestructible will be skipped and will not count towards techs that count the round number.

Asteroid Navigation, Lv2
Pre-req: Hyper Drive I
Benefit: Your ships can safely navigate asteroid-type hazards without being destroyed.
-Not all hazards are asteroids.


Gravitronic Drives, Lv3
Pre-req: Hyper Drive II
Through the use of a special Hyper Drive, units upgraded with Gravitronic Drives can retreat into Hyper Space during the same cycle that they exited, returning whence they came. However, they must fully charge both Hyper Space Drives, which takes an extra cycle, afterwords.
-Fleets that utilize this function must have 'Additional Instructions' attached to them.
-If Gravitronic Drives are used on units that didn't move this Turn, a destination must be included in the 'Additional Instructions.'


Tactical Hyperdrive Flanking, Lv4
Requires: Gravitronic Drives.
For military units that have a Hyper Jump available, a tactical Hyper Spacial trip is possible. This is best used to outflank an opposing force, but has a price of 1E per 5 units jumped. To gain the full effect, at least half of the force must be jumped, but for the rest of the combat all of your forces receive an additional +1D6 on all combat round rolls. (No fleet may gain more than 1 +1d6 on any roll)
-Using this technology prevents the use of Gravitronic Drives that turn.


Worm Hole Travel, Lv4
Requires: Hyper Drive III
This technology allows a unit outfitted with a special Hyper Drive to force open a Worm Hole that already exists. A natural worm hole can normally only be traveled through in 1 direction, but this technology allows for a natural worm hole to be traveled through in both directions. This only uses 1 Hyper Drive charge.


SHIELD TECHS:

Terraforming Shields, Lv2
Pre-Req: Energy Production +1 and A2 Military Grade
Your Colonization and Construction efforts can be shielded from enemy destruction for one cycle with Terraforming Shields. The Shields activate after your forces have been defeated in the combat phase, stopping the enemy from destroying the Construction efforts for no more than 1 Turn. This costs 3E. If your stores do not contain 3E, then the Shields do not activate.
-You can include orders not to use Terraforming Shields automatically in your 'Additional Instructions.'


Space Station Shields, Lv3
Pre-Req: Terraforming Shields
Your Space Stations can be shielded from enemy Subjugation for one cycle with Space Station Shields. However, production from that Space Station can not be utilized on the cycle after Shields have been used, although it still is produced. Should you liberate the Station (you defeat the enemy or they leave,) then the units go into your stores immediately. If the Station is subjugated, the stores are assumed destroyed by your forces before they are taken. The Shields activate after your forces have been defeated in the combat phase, stopping the enemy from starting Subjugation for no more than 1 round. Military must have been present at the space station. This costs 5E. If your stores do not contain 5E then the Shields do not activate.
-You can include orders not to use Space Station Shields automatically in your 'Additional Instructions.'


Planetary Shields, Lv4
Pre-Req: Space Station Shields
Your Planets can be shielded from enemy Subjugation for one cycle with Planetary Shields. However, production from that planet can not be utilized on the cycle after Shields have been used, although it still is produced. Should you liberate the planet (you defeat the enemy or they leave,) then the units go into your stores immediately. If the planet is subjugated, the stores are assumed destroyed by your forces before they are taken. The Shields activate after any of your forces have been defeated in the combat phase, stopping the enemy from starting Subjugation for no more than 1 round. Military must have been present at the planet. This costs 10E. If your stores do not contain 10E then the Shields do not activate.
-You can include orders not to use Planetary Shields automatically in your 'Additional Instructions.'


2-Hit-Battleship, Lv5
Pre-Req: Planetary Shields, Energy Production II, Life Support Production II
Your military units are equipped with personal shields. Activating these shields costs 1E per 4 ships each cycle and must be paid in advance. Which fleets are activating shields must be specified. If a ship is shielded, the first time it would be destroyed in combat, it loses shields instead and continues to fight.
-For clarity, once a unit has engaged in combat (had a die rolled representing it) it cannot disengage from combat until the enemies are all destroyed.  Meaning, you cannot specify that ships with their shields still up are the only ones doing the fighting until all shields are down.
-These shields do not protect from Kill-Shot effects.


Terraforming Shield Busters, Lv3
Pre-Req: Terraformer Shields
When your opponents attempt to activate Terraformer Shields, there is a 50% chance they will fail. This costs 1E.


Station Shield Busters, Lv4
Pre-Req: Terraformer Shield Busters, Space Station Shields
When your opponents attempt to activate Space Station Shields, there is a 50% chance they will fail. This costs 2E.


Planetary Shield Busters, Lv5
Pre-Req: Station Shield Busters, Planetary Shields
When your opponents attempt to activate Planetary Shields, there is a 50% chance they will fail. This costs 5E.


Hardened Shields, Lv2+
Pre-Req: Any Shield Technology
This technology decreases the chance your shields will fail by 10% when Shield Buster Technology is used on them for each level of this tech. Maximum bonus is -50%


Shield Sapping, Lv2+
Pre-Req: Any Shield Busting Technology
This technology increases the effectiveness of Shield Busting technology increasing the chances that a shield will fail by 10% per level of this technology. Maximum benefit is 50%.


Efficient Shields, L3+
Pre-Req: Terraforming Shields
This technology reduces the cost of activating any Shield use by 20% or 1E, whichever is more, to a minimum of 1E. Each subsequent level of this technology reduces the costs in a similar fashion, but the minimum required amount of Energy is still 1E.


PIRATE TECHS:

Raiding, Lv1
With this tech, you may choose not to capture a planet or space station when you wipe out its defenders.  Instead, you may raid the planet of resources.  When you raid a planet, you steal a number of resources equal to the amount of raiding units, capped at the amount of each resource the planet produces. These stolen resources are not produced for the enemy on their next turn.
-It should be noted that standard Planetary Shield tech does not prevent Raiding, only Subjugation.

Privateers, Lv2
Pre-req: Raiding
This tech allows a player to create an anonymous NPC entity that they control. You may convert any of your military units to be controlled by this anonymous NPC. The creating race must still pay all Life Support costs. The NPC has all military technologies that the creating race had upon its creation, but will not upgrade these technologies or receive new techs unless someone gives them those techs. Any techs they receive are not transferred to the creating player unless traded to them.
-Privateer fleets can move and explore as normal, with information being sent to the creating player.
-Any non-LS, non-Military resources the Privateer claims are sent to the creating player.
-Anonymous fleets can join in joint assaults, but cannot claim planets or space stations.
-Rules of sending only one tech to a player (including an NPC) still apply. The Privateer fleet and the creating player are considered to be separate players for the purpose of this rule.
-Privateer Fleets still need to resupply at a planet or space station to avoid penalties in combat.


Pirate Base, Lv2+
Pre-Req: Privateers
Your Privateer NPC may claim 1 (and only one) station or planet as an anonymous resupply station.  This can be gifted by the creator or captured from an enemy.
-Pirate Bases don't count towards the creator's planet number for the purpose of a win.
-Additional levels of this tech increase the number of stations or planets a Privateer may claim by 1.


MONSTER SUBDUAL TECHS:

Monster Subdual, Lv1+
Whenever fighting Monsters, your ships are effectively one Military Grade higher.
-Additional levels can increase the effective military grade by one more.


Monster Enticement, Lv2
Pre-Req: Monster Subdual
When encountering a monster, you may spend 2 Energy to offer any number of Luxury to them before combat.  For each Luxury beyond the first, you have a 10% chance (Max 50%) to convince 1 group of the monsters in the sector to join your military forces.  If there are more than one of those monsters present, the resources may be divided as you wish among them (Max 50% chance for each unit, in that case.)
-Even if the Enticement attempt fails, the monsters that are offered resources will ignore your military for 1 Cycle in return for the resources.  Monsters not offered resources will still attack the military units present.
-Upkeep for Monsters will be determined by the GM.
-Some monsters come in fleets. If the upkeep for a monster is less than one resource per unit, they will be enticed in groups that cost 1 resource. For example, a monster with an upkeep of 1 Luxury per 4 units would be enticed in groups of 4.
-Monsters will generally keep their own special technology and abilities rather than using yours, but exceptions may exist. Check with the GM for information on a specific monster you wish to entice.
-You can attempt to entice a monster that has already been enticed by another player - however, if you do so, your chance to convert that monster to your side is halved, and caps at 25%. The monster will still ignore orders to fight you if an enticement attempt is made.


RESEARCH & DEVELOPMENT TECHS:

Faster R&D, Lv2+
Reduces the time it takes to research a project by 1 turn.
-Upgrades reduce the time by 1 additional turn.
-This tech tree is not affected by other techs within this tree.

Research Subjects, Lv2+
Pre-Req: Worker Production I
This technology enhances the ratio for using workers to hurry R&D. Each level reduces the number of workers needed by 1 Worker per turn hurried. The following table describes how many workers are used total to reduce a tech:
No Tech:    5/15/30/50/75/105/140/180/225/275/330/390
Level 2:    4/13/27/46/70/99/133/...
Level 3:    3/11/24/42/65/93/126/...
Level 4:    2/09/21/38/60/87/119/...
Level 5:    1/07/18/34/55/81/112/...


COLONIZATION TECHS:

Colonization Turn Reduction, Lv1-3
This technology reduces the number of cycles required to colonize a planet by 1, to a minimum of 1 cycle. All resources normally required are still required and must be paid during the same stage as normal.
Level 1: -1 turn  (Combine Stage 3 & 4)
Level 2: -2 turns (Combine Stage 2, 3, & 4)
Level 3: -3 turns (Combine all Stages)


Space Station Turn Reduction, Lv1-3
This technology reduces the number of cycles required to construct a space station by 1, to a minimum of 1 cycle. All resources normally required are still required.
Level 1: -1 turn  (Combine Stage 3 & 4)
Level 2: -2 turns (Combine Stage 2, 3, & 4)
Level 3: -3 turns (Combine all Stages)


Efficient Colonization, Lv1+
This technology reduces the costs to colonize a planet by 2 units. No phase may be reduced to less than 1 unit required. Units reduced will start in Phase 4 and progress towards Phase 1. The Units are the choice of the race utilizing this technology, but must be chosen from the proper Stage even if the Stages are performed in the same Turn.
Lv1 Stage-4 is is -2
Lv2 Stage-4 is at -3, Stage-3 is at -1
Lv3 Stage-4 is at -3, Stage-3 is at -3
Lv4 Stage-4 is at -3, Stage-3 is at -3, Stage 2 is at -2
Lv5 Stage-4 is at -3, Stage-3 is at -3, Stage 2 is at -3, Stage 1 is at -1
-There is no Lv6 of this technology


Efficient Space Station Construction, Lv1+
This technology reduces the costs to construct a Space Station by 2 units. No phase may be reduced to less than 1 unit required. The Units are the choice of the race utilizing this technology, but must be chosen from the proper Stage even if the Stages are performed in the same Turn.
Lv1 Stage-4 is is -2
Lv2 Stage-4 is at -4
Lv3 Stage-3 is at -2
Lv4 Stage-3 is at -4
Lv5 Stage-2 is at -2
-There is no Lv6 of this technology.


Improved Terraforming, Lv1
If you have this tech at the end of colonization, increase one of the planet's base production of a resource that is already being produced by 1.


Advanced Terraforming, Lv2
Pre-Req: Improved Terraforming
If you have this tech at the end of colonization, increase one of the planet's base production of a resource that is already being produced by 1.  This can't be the same resource as was increased by Improved Terraforming.


Ecological Engineering, Lv3
Requires: Advanced Terraforming
By spending 2M1LS or 2G1LS you can alter the production of one natural production type on one of your colonized planets to any other production type except for Military.


Ecological Recruiting, Lv4
Requires: Ecological Engineering
By spending 2M1LS or 2G1LS you can alter the production of one natural production type on one of your colonized planets to a Military Production.


Minimal Space Station Habitats, Lv3
Prerequisite: Mechanical and Genetic Production II
When you complete a space station, you may pay 3M or 3G to build a habitat there.
The habitat will give the station 2 base non-military production (not necessarily 1 resource type), randomly assigned by the GM.


Space Station Habitats, Lv4
Prerequisite: Minimal Space Station Habitats
Your space station habitats will instead give the station 3 base non-military production (not necessarily 1 resource type, but no more than 2 types), randomly assigned by the GM.


Improved Space Station Habitats, Lv5
Prerequisite: Space Station Habitats
When your space station habitats are created, you may reassign one of that habitat's resources to a different resource, including Military.


Advanced Space Station Habitats, Lv6
Prerequisite: Improved Space Station Habitats
Your space station habitats will produce an additional unit of production, chosen by the player (for a total of 4 base production, 2 of which are random). The units chosen by the player can be any resource, including Military.


MISCELLANEOUS TECHS:

Warp Gates, lv5
Requires: Worm Hole Travel
Allows a Warp Gate to be built, which costs 2M2E or 2G2E in a Sector. A ship/being can use the equivalent of a Hyper Drive charge to open the Gate which creates a worm hole to any other gate which the user knows the exact address. Knowing the sector a gate is in is not good enough, you must have that sector revealed on your galaxy map.


Station Thrusters, Lv5+
Pre-Req: Efficient Construction II, Hyper Drive III
Space Stations may be equipped with Wings/thrusters for 6M or 6G. While engaged in flight stations require 1E per cycle the wings are in operation. It takes 3 cycles to move 1 sectors.
-Upgrading reduces the number of Cycles needed by 1.


Planetary Thrusters, Lv6
Pre-Req: Station Thrusters I
A planet can be equipped with thrusters/wings for 6M or 6G. While engaged in flight planets produce no LS and require 5LS and 1E per Cycle. It takes 3 cycles to move 1 sectors.
This message was last edited by the GM at 19:12, Tue 31 Jan 2023.
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